TEXT: JAGS
  JAGS
  JAGS
  JAGS
  JAGS
  Monsters
  Monsters
  Monsters
  Monsters
  Monsters
  “MY MOMMY ALWAYS SAID THERE WERE NO
  MONSTERS -- NO REAL ONES -- BUT THERE
  ARE.”
   “YES, THERE ARE.”
  “WHY DO GROWN-UPS SAY THAT?”
   “BECAUSE USUALLY, IT’S TRUE”
  — LIEUTENANT ELLEN RIPLEY  (ALIENS,
  1986)
  Ghosties and goulies and long-legged beasties; and things
  that go bump in the night. May the good Lord deliver us!
  -An old Scottish prayer
  “Whoever fights
  monsters should
  see to it that
  in the process
  he does not be-
  come a monster.
  And when you
  look long into
  an abyss, the
  abyss also looks
  into you.”
  Friedrich
  Nietzsche
  This feorful worm wad often feed
  On calves an’ lambs an’ sheep,
  An’ swally little bairns alive
  When they laid doon to sleep.
  An’ when he’d eaten aal he cud
  An’ he had has he’s fill,
  He craaled away an’ lapped his tail
  Seven times roond Pensher Hill.
  —The Legend of the Lambton Worm
  “Then we entered the Straits in great fear of
  mind, for on the one hand was Scylla, and on
  the other dread Charybdis…”
  —The Odyssey by Homer translated by
  Samuel Butler 1900
  “THEN from the moorland, by misty
  crags,
  with God’s wrath laden, Grendel
  came.”
  – Beowulf 
  Beowulf 
  Beowulf 
  Beowulf 
  Beowulf Anonymous Translator
  Francis B. Gummere P.F. Collier &
  Sons New York 1910
  Buttercup – “Wesley, what about the
  R.O.U.S.’s?”
  Wesley—“R.O.U.S.’s?  Rodents Of Unusual
  Size? I don’t think they exist.”
  – The Princess Bride (1987)
  He picks up a bus
  And he throws it back down
  As he wades through the buildings
  Toward the center of town
  Oh, no, they say he’s got to go
  Go, go, Godzilla!
  - “Godzilla” by Blue Öyster Cult
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  Monster Basics
  Attack REA Cost
  All attacks are base 5 REA (unless otherwise listed).
  Bite
  Unless otherwise stated, bites can only be performed in Close Combat.  Bites typically ignore 1 point of
  negative grapple modifier.
  Blocks and Dodges
  No quadrupedal or serpentine monster may block an attack unless their description says otherwise (bipedal
  monster may block normally).  All monsters have a dodge roll equal to their AGI.
  Claw
  In Close Combat, claws ignore 1 point of negative grapple modifier.
  Constrict
  Some creatures, namely those with serpentine bodies or tentacles, can constrict.  This means that they can
  perform a Lock for full damage ([Base Damage +2] Base Damage) on the first turn.
  Gore
  A monster with tusks or horns can rush a target and do massive damage to it.  This is treated as a collision or
  a Charge (whichever is more lethal).  The attack is Penetrating.  If the attack is a collision, the gore is
  successful, and the target’s Mass is less than half that of the rushing monster, the monster takes no damage
  from the collision.
  Grappling Moves
  Unless a monster is bipedal and has arms, most grappling moves are beyond a monster’s ability.  The only
  options available to a quadruped are a Hold (either when you are on the ground where it sits on you, or by
  biting and holding on), a Pounce (see below), a Slam (some horned creatures love throwing hapless fools into
  the air), and a Takedown.
  Initiative
  Unless otherwise stated in the text, a monster’s initiative is equal to its REA.
  Pounce
  A pounce is an 8 REA Long action that works as a Takedown/Flying Tackle but terminates in a Bite attack or
  a Worry.  The target can either attack the creature on its way in or defend (block or dodge).  If the attack
  was from surprise or the target was Flat-Footed, the target may not choose to strike on the way in.
  
  Size
  The more BLD a creature has, the larger it is.  Depending on how large the monster is, it may get certain
  advantages:
  BLD is:
  Dimensions are:
  Reach:
  Bite Reach:
  Large Weapon Bonus:
  25-35
  c. 8’, 525 lbs.
  Medium
  Short
  +0
  36-45
  c. 9’, 675 lbs
  Medium
  Short
  +0
  46-60
  c. 10’, 900 lbs.
  Medium
  Short
  +1
  61-79
  c. 11’, 1185 lbs.
  Medium
  Short
  +1
  80-155
  c. 12’, 1200 lbs.
  Long
  Medium
  +1
  156-369
  c. 15’, 2340 lbs.
  Long
  Medium
  +2
  370-1249
  c. 20’, 5550 lbs.
  Long
  Medium
  +2
  1250+
  c. 30’, 18750 lbs.
  Very Long
  Long
  +3
  Reach applies to HTH combat; Bite Reach only applies to quadrupeds and serpents.
  Large Weapon Bonus only applies to the possibility of scoring a hit.  It does not contribute to the possibility
  of scoring a vital (doubling) penetrating hit or to adding to the DM roll.
  Beings this large are also easier to hit in combat (their AGI bonus goes down).  This is already factored into
  the descriptions.
  Skills
  Unless stated otherwise, a skill possessed by a monster is Level 2 with a skill roll equal to the related
  statistic.  Not all skills a monster possesses may be listed.  A GM should apply them at his discretion.
  Worry (Bite & Hold)
  Some creatures, when they bite, hold on and won’t let go.  This is treated as a Grab and for each 5 REA
  (Medium) the creature spends, it does its bite damage again to the target.  (The original to-hit roll remains
  constant but a new DM roll is made each time.)
  
  Monstrous Traits
  Monsters don’t follow natural laws.  They cheat.  They are often armed with advantages and abilities that not
  only make them more terrifying, but also make them harder to vanquish.  The following is a list of common
  traits and capabilities that monsters may possess.
  Automaton
  Some monsters are not creatures of flesh and blood and the only way they can be stopped is to be discorporated,
  dispersed, or otherwise destroyed.  Qualities of automatons include:
  •
  Automatons have no vital organs and thus don’t take Penetrating Damage (only Impact).
  •
  Automatons are immune to most attacks that require a biological system to affect.  (They do not
  breathe or need sustenance, are not bothered by poison, etc.)
  •
  Automatons are immune to most Resistance Attacks.
  •
  Automatons do not get fatigued or tired.
  •
  Automatons do not have a CON statistic, but rather a Structure rating (STC)
  When an automaton takes [total DP / STC] points of damage, it Cracks (it loses a point of STC; more if it
  takes enough points of damage) and must make a STC roll:
  STC Roll Missed by:
  Result:
  0: Success
  No Effect
  -1 to –3: Minor Failure
  Crack (lose one more point of STC).
  -4 to –9: Major Failure
  Crack and make 3 more STC rolls:
  Miss 1:  Dazed for 1 turn
  Miss 2:  Incapacitated for 2 seconds
  Miss 3:  Broken (probably disabled)
  -10 or more: Critical Failure
  Destroyed
  If an automaton is reduced to half its total DP, it must make a STC roll whenever it takes damage.
  Most automatons do not have an INT score.  If that is the case, they have a perception score of 10- and an
  effective MEM of 12 (to remember instructions).
  Blindness
  Hallucination is a Resistance Attack (vs. CON).  If blindness is caused by a flash effect, then as a 3 REA
  Short action the target can make a REA roll.  If it’s made, the PWR of the attack is reduced by 4; if it’s made
  by more than 5, the target is unaffected.
  Minor Effect
  Spotty Vision: -2 vision and combat rolls until the end of next turn.
  Standard Effect
  Blurry Vision: As above except that and the end of the next turn, target must make a
  CON roll to recover.
  Major Effect
  Impaired: -4 vision and combat rolls for [PWR/2] seconds, then effects of Blurry
  Vision.
  Critical Effect
  Disabled:  Blinded for [PWR] minutes, then effects of Impaired.
  Catastrophic Effect
  Blind: Target blinded for [PWR] hours.  If he makes a successful CON roll, then he
  is at -2 vision (and all skills relying on vision) for [PWR] days.  A roll failed by 10 or
  more may indicate permanent blindness.
  
  Dangerous to Attack
  For some reason, the monster is dangerous to engage in combat. Typically when some event occurs (the
  monster is struck, or penetrated, or killed), an attack is applied to the weapon that made the attack after the
  damage and its effects are calculated. The attacking character may make a HTH weapon skill roll to with-
  draw the weapon before it is affected (-7 for Lv2, -4 for Lv3, -0 for Lv4).
  Some effects are applied to the attacking character (or even anyone in the vicinity). This usually is an
  explosive effect but may vary.
  Dangerous to Look At
  Just looking at some creatures can cause problems.  Characters who wish to avoid whatever happens to those
  who view the creature must close their eyes or look away, making them effectively blind against the monster
  (-6 to all attack and defense rolls).
  If just some part of the monster is dangerous to look at (the face or the eyes, for example), the character is
  at –4 to all attack and defense rolls.
  Disintegration
  When a target is hit with a Disintegration attack, the very foundation of its matter starts to fall apart.
  Targets usually sustain massive damage or disappear entirely.
  A hit from a Disintegration attack deducts [PWR] Mass from the target.  Roll on the Impact Damage table,
  modifying the PWR of the attack as though it were an Impact attack. If the adjusted “damage” is greater than
  the Mass of the target, either the target is gone (non-living) or suffers catastrophic damage (living).  If the
  “damage” is less than the Mass of the target, the target suffers damage proportional to the Mass lost.
  If a living target is “disintegrated” (the “damage” exceeds its Mass), it takes [DPx2] points of damage and
  suffers a Critical Wound.  If a Dead result is scored, the target is gone.  If a Dying result is scored the target
  may ‘fall apart’ when he dies.
  If the “damage” is less than the Mass of the target, the target takes a Penetrating hit for [(Total DP / Mass)
  x “damage”]. (So, a Disintegration attack that hits a 4 Mass, 40 DP target for a “damage” of 3 does 30 points
  of Penetrating damage.)
  Electricity (SHOK)
  A number of monsters can shock you with bolts of electricity.  Electricity is calculated on the Impact damage
  table and it halves the protection of metal armor.  The nastiest thing about being electrocuted though is that
  for every [Minor Wound] points of damage you take, a cumulative -1 is applied to your CON roll to determine
  damage effects of the attack.
  Enhanced Dodge
  Creatures with Enhanced Dodge get their full AGI bonus vs. ranged attacks (instead of half).  They also get
  an additional [AGI -10] subtracted from DM rolls against them.  Finally, they also get [AGI -10] added to
  their Defensive Grapple Score.
  Explosive (EX)
  Some attacks from monsters explode.  Targets who are directly hit or are otherwise point blank have damage
  calculated at the attack’s full value.  Nearby targets have reduced damage value based on the explosion’s
  radius (RAD).  Check the Basic Book.
  
  Fire (FIRE)
  Many monsters can breathe or otherwise attack with fire.  Fire does damage on the Impact damage table, but
  heals as slowly as Penetrating damage.  Fire also can set things burning.  (See the Basic Book)
  Magic Use
  Some monsters can actually cast spells.  Unless otherwise listed, assume the monster to be an Adept with
  Level 2 Magic Skills.
  Mystical Aura
  The creature is inherently magical and is less susceptible to normal, non-magical weapons. The creature
  receives a –4 DM to all attacks made with non-magical weapons.  (This is applied before checking for pen-
  etration doubling; thus, for instance, a normal sword would have to hit by at least 8 to do vital damage.)
  Chi attacks are considered magical and Chi abilities that improve weapon damage or otherwise augment
  weapon strikes are considered magical as well.
  The creature appears and detects as magic and in areas where magic is totally suppressed it may suffer as
  though drowning (GM’s ruling).
  Hallucination
  Hallucination is a Resistance Attack (vs. CON).  The GM can tell the player what s/he believes and let them
  run the character as they see fit.
  Minor Effect
  Mildly Disoriented: Sees patterns but no combat effect. Lasts 12min.
  Standard Effect
  Disoriented: -1 to rolls. Make WIL roll or say inappropriate things.
  Major Effect
  Rolling: Sees things that aren’t there and may believe and perceive things to be true
  that aren’t. Roll vs. WIL for every situation (social encounter, combat, etc.); the roll
  must be successful for the character to act normally—otherwise the character will
  run, talk to things that don’t exist, etc. Combat rolls are at -2.
  Critical Effect
  Tripping:  As above but roll at -3. Characters will wander off, misuse abilities, etc.
  Combat rolls are at -3.
  Catastrophic Effect
  Hallucinating: Target behaves randomly (GM should enforce this).  On a random roll
  of a 6-, the character will do something potentially dangerous (jump out a window,
  wander into traffic, etc.). The character probably can’t fight a real opponent.
  Hypnosis
  Hallucination is a Resistance Attack (vs. WIL).  Usually, the attack can be avoided by not looking at the
  monster, but penalties apply.  The trait Indomitable may help the roll.
  Minor Effect
  Spellbound: Stunned for 2 turns.
  Standard Effect
  Entranced: Dazed (roll to recover vs. WIL, not CON)
  Major Effect
  Mesmerized: Dazed at -3 to recover (roll vs. WIL, not CON)
  Critical Effect
  Hypnotized: Paralyzed for 12 seconds or until taking a Minor Wound (or at Hurt
  Condition)
  Catastrophic Effect
  Enthralled: Paralyzed until taking a Major wound (or at Injured Condition)
  
  Mind Warping
  Some creatures are so horrifyingly alien that simply looking at them can drive a person mad.  This is treated
  as a Resistance Attack (vs. WIL).  The trait Fearless may help this roll.
  Minor Effect
  Weirded Out: No effect (outside a severe case of the willies).
  Standard Effect
  Shocked: Stunned.
  Major Effect
  Traumatized: Dazed (roll vs. WIL to recover).  You acquire a 1-point mental Defect.
  Critical Effect
  Horrified:  Incapacitated for 3 turns.  You acquire 3 points in mental Defects.
  Catastrophic Effect
  Warped: Catatonic (treat as Unconscious, roll vs. WIL to recover).  You acquire 5
  points in mental Defects
  Killing or otherwise defeating such a creature will reduce the number of points in defects you have
  acquired.  Otherwise, it may be time for some serious therapy.
  Paralysis
  Paralysis is a Resistance Attack (vs. CON, occasionally vs. WIL).  The trait Indomitable may help the roll.
  Minor Effect
  Sluggish: -2 Initiative for 3 turns.
  Standard Effect
  Slowed: -2 REA for 3 turns.
  Major Effect
  Stopped: -3 REA for 3 turns, then Stunned for 1 turn, then Dazed for 2 turns.
  Critical Effect
  Partially Paralyzed:  Stunned for 1 turn, then Dazed for 2 turns, then paralyzed
  (Unconcious) for 3 turns.
  Catastrophic Effect
  Frozen: Paralyzed (Unconcious) for 3 minutes (if a CON/WIL roll is made) or 3
  hours (if it isn’t).
  Poison
  Poison is a Resistance Attack (vs. CON).  All poisons have a Toxicity rating that affects the target as indi-
  cated by the chart.  Although some creatures have a Contact Poison attack, unless otherwise stated, in order
  for poison to work, it must be accompanied by an attack that successfully does penetrating damage.
  Minor Effect
  Target takes [¼ Toxicity] DP every 10 sec. until a CON roll is made.
  Standard Effect
  Target takes [½ Toxicity] DP every 5 sec. until a CON roll is made.
  Major Effect
  Target takes [¾ Toxicity] DP every 2 sec. until a CON -1 roll is made.
  Critical Effect
  Target takes [Toxicity] DP every 2 sec. until a CON -2 roll is made.
  Catastrophic Effect
  Target takes [Toxicity x 1.5] DP every 1 sec. until a CON -4 roll is made.
  Poison damage is taken at the end of each round until the venom is resisted or treated or the target dies.
  Slay
  Slay is a Resistance Attack (vs. CON).
  Minor Effect
  Serious: Suffer Minor Wound and incapacitated until a CON -1 roll is made.
  Standard Effect
  Mortal: Suffer Major Wound and incapacitated until a CON -2 roll is made.
  Major Effect
  Fatal: Suffer Critical Wound and comatose until a CON -2 roll is made (one roll per
  day, a failure by 5 means target is Dying).
  Critical Effect
  Dying:  Suffer Critical Wound; target will die in CON seconds unless treated.
  Catastrophic Effect
  Death: Target dead.
  
  Spirit Form
  A spirit is incorporeal and can float and walk through solid objects.  It is also naturally invisible and cannot
  interact with the living world unless is “manifests.”  This is an 8 REA Long action that allows the spirit to form
  a visible ectoplasm body (treat as an automaton) that can physically interact with the mortal world.  The spirit
  can disappear at will, shedding its ectoplasmic form (also an 8 REA Long action).
  The destruction of an ectoplasm body does not destroy the spirit but may dispel it for a
  while.  Ultimately, to permanently get rid of a spirit, exhaustive means will be required (exorcism, righting a
  forgotten wrong, traveling to the ethereal plane, etc.).
   Although it cannot be physically perceived, an invisible spirit radiates an aura that disturbs people
  and animals.
  Tangle Attack
  A tangle attack is an attack designed to ensnare an opponent, hindering his movement.  How entangled an
  opponent gets is dependant on how successful the attack was:
  Tangle Attack Hit By:
  0 to +3
  +4 to +6
  +7 to +9
  +10 or more
  Grabbed
  Bound
  Wrapped
  Entangled
  Grabbed:
  The character is treated as grabbed and until he breaks free of, escapes from, or
  destroys the tangling object, he gets no AGI bonus and has limited movement.
  Bound:
  If a limb was targeted (-2 to hit) then any weapon in that limb is at -3 to hit with and -
  3 DM until freed.  If the tangle attack has a listed STR then the tangled character
  must win a roll against the STR to use the item.  If no limb was targeted the following
  rules apply: if the target was running he must make an AGI roll at -3 or fall.  Any
  attacks on anything but the tangling object are at -2 to hit and -2 DM.  Escape rolls are
  at -2.  If the character fails an escape roll by 3 or more he becomes Wrapped.
  Wrapped:
  The character attacks at -4 to hit and -4 Damage Modifier until freed.  Escape rolls
  are at -4 and if a character fails an escape roll he becomes Entangled.  Short Reach
  weapons and firearms may still be used unless the wielding limb was targeted (in which
  case it is rendered useless).  Attacks on the tangling device are at -2 DM.  Attempts to
  break the tangle are at -2 STR.  An AGI roll at -0 is necessary to simply draw a
  weapon.  If it is failed it cannot be re-attempted until the character is free.
  Entangled:
  The only actions available are attempts to escape (-6), attempts to break free (-4 STR),
  or attack the tangling object (-4).  The character is basically stuck.
  Terror
  Terror is a Resistance Attack (vs. WIL).  The trait Fearless may help the roll.
  Minor Effect
  Spooked: -2 to Initiative rolls next turn.
  Standard Effect
  Fearful: -2 to Initiative rolls for 3 turns; Stunned.
  Major Effect
  Frightened: -3 to Initiative rolls for 5 turns; Dazed; attacks to hit the subject of
  fear are at –2; target must make another WIL roll not to flee.
  Critical Effect
  Horrified: -3 to Initiative rolls; lose 3 turns cowering/running; attacks are at –3;
  target must make another WIL-3 roll not to flee or to attack the subject of fear.
  Catastrophic Effect
  Terrified: Target faints from fear and is Unconscious (if bad heart, make a CON
  roll or suffer a heart attack).
  
  Undead Body
  Like an automaton, a creature with an Undead Body does not take Penetrating Damage, is immune to attacks
  that require a biological system, and never gets fatigued or tired.  However, unlike an automaton, an Undead
  Body does not have a STC, but rather has a CON and rolls on the Damage Effects Table.
  When rolling on the Damage Effects Table, use these results instead:
  Stunned:
  Stunned
  Dazed:
  Dazed
  Unconscious:
  The creature is Dazed and at –3 to recover.
  Internal Damage:
  The creature is Dazed and at –5 to recover.
  Dying:
  The creature is unconscious for 3 seconds.
  Dead:
  The creature is Unconscious (CON rolls to recover in 3 seconds, 3
  minutes, or 3 hours).
  Furthermore, an Undead Body does not lose DP from physical attacks—the creature only suffers
  damage effects if applicable.  (So, for example, if a creature with an Undead Body were shot and would
  have taken enough damage to force a Minor Wound roll, it must make the roll and suffer above results, but
  it loses no DP).  Energy attacks will damage an Undead Body normally.
  Water Body
  The monster’s body is composed of fluid and can move quickly ([BLDx2] yards/second, twice that amount in
  water), flow through holes and cracks (moving through them at 4 BLD a second).  As a 5 REA Medium action,
  the monster can liquefy and break out of any grab or grapple.
  To avoid being damaged, the monster can turn into a puddle (8 REA Long action).  While in puddle form, all
  attacks are at –5 DM and the creature can take no action.  The monster can reform anywhere within [BLDx2]
  yards for another 8 REA Long action.
  All damage to a water body is determined as Impact.  Energy damage will injure a Water Body normally but
  physical damage follows these rules:
  All Water Bodies have “Stability Points” equal to its DP.  When hit by a physical attack, apply the damage
  against the monster’s Stability Points; over a turn, ¼ of Stability Point damage sustained remains, but it goes
  away at the beginning of the next turn.  (So if a Water Body were hit for 12 points of damage, 3 Stability
  Points would be added to a second hit’s damage that turn).  If an attack would then obligate a wound roll,
  refer to the Dispersion Table:
  DISPERSION TABLE
    No
    Badly
  Completely
  Effect
  Sprayed
  Splattered
  Dispersed
  Dispersed
  Dispersed
  Minor Wound
  +3 or more
  +2 to +0
  -1 to -3
  -4 to -5
  -6 to -10
  Nil
  Major Wound
  +8 or more
  +7 to +5
  +4 to +3
  +2 to -1
  -2 to -3
  -4 or worse
  Crit. Wound
  +10 or more
  +9 to +7
  +6 to +5
  +4 to -0
  -1 to -3
  -4 or worse
  No Effect:
  No Effect
  Sprayed:
  The character partially deforms as the result of damage.  Additional Dispersal rolls
  that turn will be at –1 CON.
  Splattered:
  A large fraction of the character’s body is spread for almost a whole second. The
  character loses 5 REA reforming or operates at –3 to the next combat roll.  The
  character can reform within 2 yards.
  
  Dispersed:
  The character loses cohesion for a second or more. The character must make a CON
  roll to pull himself back together. This takes 1 second per roll and if the Wound was
  Minor the roll is at –1, Major at –3, and Critical at –6. No actions can be taken during
  this time. But the character is at –5 DM due to being a thinly spread puddle. The
  character can reform within [BLD] yards.
  Badly Dispersed:
  The character is splattered all over the battlefield. As above but rolls are at –2, -4,
  and –7.  The character can reform anywhere within [BLDx2] yards.  If a roll is
  missed by 5, the character gets a roll to recover each minute.
  Completely Dispersed: As above but the rolls start at 1 minute and, if missed by 5, go to 10 minutes. Reform-
  ing may happen within [BLDx10] yards.
  Whirlwind
  The monster creates a whirlwind around its body!  The Whirlwind is centered on the monster and has a radius
  of [PWR/10] yards (minimum of .5 yards, or a 1 yard diameter).  It has an eye large enough to hold the
  monster.  Each yard a whirlwind has between a physical attack (bullets, arrows, thrown objects, etc.) gives
  the monster inside a cumulative –1 to be hit (this also applies to physical attacks fired out of the wind as well).
  When a Whirlwind comes in contact with a target, it makes a Grappling roll using its PWR as OFF.  The
  monster can take a 5 REA Medium action to re-roll the grapple, hoping for a better success.  If he gets the
  same success he currently has, the condition is improved by one.
  Conversely, a held character can try to break out of the Whirlwind using Break Hold. The level of success
  of the Break Hold attempt will reduce the level of containment appropriately.
  Minor Success
  Off-Balance: The target loses his AGI bonus and is -2 to his all his combat rolls (to-
  hit, block, dodge, DM). The target must win a Break Grapple attempt to get out of the
  tornado.
  Success
  Buffeted: As above but target is at -4 and loses 5 REA per turn beginning next turn
  (due to fighting to keep his footing). If the target can’t or won’t pay the 5 REA, the
  next turn he Picked Up.
  Major Success
  Picked Up: The target is at -6 to his rolls.  Again, the target loses 5 REA each turn,
  and if he doesn’t pay it, the next turn he is Engulfed.
  Critical Success
  Engulfed: No action other than Break Hold allowed.
  
  Urmen
  “Gods! How the son degenerates from the sire!”
  “Gods! How the son degenerates from the sire!”
  “Gods! How the son degenerates from the sire!”
  “Gods! How the son degenerates from the sire!”
  “Gods! How the son degenerates from the sire!”
  - - - - - The Illiad
  The Illiad
  The Illiad
  The Illiad
  The Illiad by Homer
   by Homer
   by Homer
   by Homer
   by Homer
  Urmen are races that might have been human. Their claim to the earth is unsound and they are
  almost all degenerate in some way, unfit and twisted, but this makes their desire for primacy
  all the stronger. In many cases they seem to be alternate genealogies.  They tend to be sav-
  age, tribal, and even sadistic.
  
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  12
  8
  11
  13
  11
  8
  23
  11
  8
  12
  11
  10
  18
  -0
  13-
  1/2
  6
  5
  6
  36
  18
  BAKKI
  OFF 10 /  DEF 8
  The Bakki appear as fat, strong humanoids (like sumo-wrestlers). They have a second, gaping
  mouth in the middle of their abdomen. They are prone to mutation: some have horns or antlers;
  others have tails or even tusks.
  BITE:  6 PEN.  This attack is from its secondary mouth; it takes no negative DM from a grapple.
  CLAW:  +2 PEN
  SKILLS: Bakki are not good weapon users. They use simple weapons (clubs, axes) but at a base
  10- roll.
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  9
  9
  12
  9
  12
  9
  7
  12
  13
  11
  12
  11
  11
  -2
  13-
  -2
  1
  4
  22
  11
  GNOLL
  OFF 4 /  DEF 2
  Living mostly underground, gnolls look a bit like humanoid, white-furred hares. They have floppy
  ears, stand about 4’ tall, and have large eyes (better to see in low light). They look kind of
  cute—but they’re utterly ruthless! Additionally, they have long memories and gnoll clans will
  carry grudges over generations.
  BITE:  5 PEN (7 PV).  They usually don’t worry a target.
  NIGHT VISION:  Gnolls ignore –3 points of low-light modifiers.  A sudden flare of light will
  startle them, and flashy attacks will blind them (as per Blindness).
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  11
  8
  12
  11
  12
  8
  9
  12
  10
  11
  12
  10
  12
  -2
  13-
  2/4
  1
  2
  4
  24
  12
  KNOBLINGS
  OFF 10 /  DEF 8
  
  Knoblings are small, hairless, orange-hued humanoids.  Their mouths are large and wide with
  multiple rows of shark. They are carnivorous, cruel, and tribal. They usually attack in small
  raiding parties or from ambush.  They typically wield short swords.
  Any group of 4 or more knoblings will usually have a leader (16 DP, 14- to hit)
  BITE:  7 PEN.
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  12
  8
  11
  13
  11
  8
  18
  11
  11
  12
  11
  12
  24
  -1
  13-
  1/2
  5
  4
  8
  48
  24
  MINOTAUR
  OFF 9 /  DEF 7
  Minotaurs are a powerful, wild race of half-man/half-bulls that are in great demand as war-
  riors and bodyguards.  Minotaurs typically wield battle axes in combat
  Marsh Minotaurs are a smaller, more compact breed.   A Marsh Minotaur has a BLD of 15
  (-1 Base Damage, Mass, and Grapple), but they are stealthy (13- roll) and more intelligent (RES
  of 9-11). They are sometimes used as guides.
  Red Desert Minotaurs are from the deep sands of the red desert.  They have 40 DP,
  bright red skin, and a fiery temper.
  GORE:  Minotaurs typically charge into combat and attempt to gore their opponents with their
  horns (+2 PEN).
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  9
  7
  12
  9
  12
  7
  9
  12
  7
  13
  13
  12
  15
  -3
  13-
  1/2
  -1
  2
  6
  36
  18
  VERMEN
  OFF 3 /  DEF 1
  Vermen are rodent men. They have rats’ tails, light gray fur, a stooped posture, and jet-black
  eyes. They eat carrion and often live in sewers or other filthy places. They have keen senses but
  do not mind the smell of garbage and offal. They can be territorial and attack when someone
  stumbles across their ‘nest.’ They are unusually tough. They almost never use weapons.
  BITE: 4 PEN.  Close Combat only.  Their bites often carry disease (13 PWR Contagion).
  CLAW: +5 PEN
  KEEN SENSES:  13- perception rolls
  SKILLS: Tracking 13-
  
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  12
  9
  11
  16
  11
  9
  23
  11
  10
  12
  11
  12
  36
  -0
  14-
  2/4
  9
  5
  12
  72
  36
  OGRE
  OFF 13  /  DEF 11
  Ogres are massive, frightening monsters that look like huge, hairy devolved humans.  They typi-
  cally wield spiked, heavy clubs (+7 PEN).  Chieftains usually wear 3/6 bone armor.
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  10
  11
  11
  10
  12
  11
  10
  11
  11
  11
  11
  9
  12
  -1
  13-
  none
  0
  2
  4
  24
  12
  QUYDN
  OFF 4  /  DEF 2
  Quyden are semi-reptilian humanoids. The have snake tongues, tails, and scales and shed their
  skin once a season. They are intelligent but shifty, treacherous, and often untrustworthy. They
  live in nomadic tribes in many climates.
  Quyden typically live off of human settlements, moving in with offers of trade and en-
  tertainment (reputable businesses that serve them well as a cover for the conning and thieving
  that typically provides a large supplemental income), and then leaving as soon as their welcome is
  worn out. Quyden camps disappear in less than an hour, often just before the arrival of an angry
  mob.  Although there are many good reasons to dread the arrival of traveling Quyden, boredom
  is not one of them—their camps are lively places with jugglers, fire-eaters, practicing fortune-
  tellers, and other lures to bring in marks and victims.
  Due to their nomadic existence, quyden traders usually have a wide selection of unique,
  useful, and usuriously priced items.
  Quydn are one of the few urmen races to use bows and throwing knives.  Some of their
  bows are ornamental and highly prized.
  SKILLS:  Con Artist (Lv 3 at a 13- is not uncommon), Merchant
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  12
  9
  10
  12
  11
  8
  15
  11
  11
  12
  11
  10
  18
  -1
  13-
  3/6
  3
  3
  6
  36
  18
  TROGS
  OFF 7  /  DEF 5
  
  Trogs are a humanoid race that seems to be infected with some hideous skin disease. They have
  thick, random growths of fungus coming off them. Limbs swell with muscles and fluid. Trogs like
  to lurk in dark places and attack from surprise.
  CLAW: +4 PEN.
  REGENERATION:  At the end of every other round, trogs recover [Minor Wound] DP.
  
  Beasts
  If you ever go back into Wooley Swamp,
  If you ever go back into Wooley Swamp,
  If you ever go back into Wooley Swamp,
  If you ever go back into Wooley Swamp,
  If you ever go back into Wooley Swamp,
  Well you better not go at night
  Well you better not go at night
  Well you better not go at night
  Well you better not go at night
  Well you better not go at night
  ’Cause ther
  ’Cause ther
  ’Cause ther
  ’Cause ther
  ’Cause there’e’e’e’e’s things out ther
  s things out ther
  s things out ther
  s things out ther
  s things out thereeeee
  in the middle of them woods
  in the middle of them woods
  in the middle of them woods
  in the middle of them woods
  in the middle of them woods
  That’d make a strong man die of fright.
  That’d make a strong man die of fright.
  That’d make a strong man die of fright.
  That’d make a strong man die of fright.
  That’d make a strong man die of fright.
  -“The Legend Of Wooley Swamp”
  -“The Legend Of Wooley Swamp”
  -“The Legend Of Wooley Swamp”
  -“The Legend Of Wooley Swamp”
  -“The Legend Of Wooley Swamp”
     by the Charlie Daniels Band
     by the Charlie Daniels Band
     by the Charlie Daniels Band
     by the Charlie Daniels Band
     by the Charlie Daniels Band
  These are dangerous animals that lurk and lair in the woods, mountains, deserts, and marches
  ofthe world. Some are regular animals that are just bigger and more aggressive; others have
  supernatural.  Beasts are usually unintelligent, but not always. The intelligent ones, are beasts
  (and not Urmen, for example), because of their general single-mindedness or because they’re
  extremely alien or rare. There are may exist Gouls who are great writers and Harpies who are
  willing to carry on a conversation (rather than simply attempting to consume a visitor), but
  not very many.
  Some of these Beasts are magical creatures created by spontaneous generation under certain
  conditions. In this case, they can exist without a source of food. Spontaneously generation
  usually creates creatures that are extremely hostile and territorial. Often they exist because
  humans ought to have done something they didn’t or did something they shouldn’t have done.
  
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  9
  7
  11
  13
  11
  8
  23
  11
  8
  12
  11
  10
  18
  -0
  13-
  1/2
  6
  5
  6
  36
  18
  ALEC
  OFF 10 /  DEF 8
  Alecs are squat, two-legged creatures with gray, elephant-like hides. They stand about a yard
  tall, and are literally half body and half beak (they have no faces, just massive, dull yellow
  beaked mouths that extend from their compact frame).
  They are pack animals, somewhat territorial, but migratory, and omnivores, but they
  have a taste for human flesh. When they desire it, they lurk near roads, hiding behind bushes
  and trees, and shriek vile (if somewhat bizarre) insults at passers by (they can also spit small
  rocks hard enough to hurt, but they are not accurate). They fall en-mass upon anyone who
  approaches to answer the challenge.
  They have no understanding of treasure, but their lairs and ambush sites will have the
  remains of previous victims.
  PECK:  3 PEN
  WORRY:  Bite does 2 IMP.
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  16
  14
  --
  0
  --
  14
  400
  (14)
  16
  12
  --
  14
  100
  -0
  13-
  1/2
  6
  5
  6
  36
  18
  ANCHEX COLUMN
  OFF 10 /  DEF 8
  Anchex Columns are creatures that appears as a totem pole: A pillar carved with faces. It is a
  collective intelligence doomed to remain in one place. They are awesomely jealous of creatures
  that can travel, and they seek to capture and consume them, taking their stories and their
  knowledge. They attack psionically, force their victims to submit to having their brains eaten,
  and take their memories.  They have tree-like root structures; they reproduce by sporing.
  Anchex Columns use RES for REA (14)
  TELEPATHY: Level 2 Telepathy (Psionics Book)
  MIND BLAST: Level 2 Mind Blast (Psionics Book)
  DOMINATE: Puppet (Psionics Book)
  CONSUME MEMORY: Absorb Mind (Psionics Book) except that the target is killed, no person-
  ality conflicts emerge, and any number of memories may be held.
  
  Armiger are cave wasps the size of a man. Their bodies are polished with a porcelain finish with
  muted, intricate designs on their chitin.  They have massive heads, and they move with a ma-
  chine-like precision.  Armiger young are grubs (see below) and can be as dangerous as the adults.
  Armiger scouts travel far from their home nests and live in “outposts” distant from their
  queens.  Many more scouts may be found in a Nest.
  Armiger attack for food (they drink the vital fluids) or prey for their young. Humans
  paralyzed by Scouts are usually taken back to the nest by workers.
  Armiger can climb walls and often attack by dropping from above.
  BITE: 3 PEN
  STING: 4 PEN with 13 PWR Paralysis if attack penetrates.  It can only be used in Close Combat.
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  8
  7
  12
  9
  12
  7
  3
  12
  7
  11
  13
  12
  5
  -3
  12-
  1/2
  -2
  1
  2
  10
  5
  ARMIGER (SCOUT)
  OFF 4  /  DEF 0
  Armiger Warriors are distinguished by their larger heads and antler-like structures. They are
  very aggressive.  They are primarily guards and hunters.
  BITE: 4 PEN
  STING: 6 PEN with 13 PWR Paralysis if attack penetrates.  It can only be used in Close Combat.
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  10
  7
  12
  11
  12
  7
  3
  12
  7
  12
  13
  12
  9
  -3
  13-
  2/5
  -1
  1
  3
  18
  9
  ARMIGER (WARRIOR)
  OFF 7 / DEF 3
  Grubs are Armiger young. They are hatch just under the sand. They appear as fat, fleshy worms
  with black chitin heads. They are ravenous and will attack from surprise any passing creature.
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  7
  3
  11
  7
  11
  3
  11
  11
  3
  11
  11
  12
  12
  -1
  12-
  see below
  -3
  2
  4
  24
  12
  ARMIGER (GRUB)
  OFF 0 / DEF -1
  
  ARMOR:  The head (usually the only portion visible of a grub) has 2/4 armor.
  MANDIBLES: 8 OFF (grab), 3 PEN.
  STICKY: The insides of Grubs are like glue. Hits that vitally penetrate (hit by 4) become stuck
  (5 OFF for purposes of pulling free). If a grub is killed in close combat by penetrating
  weapons, the character may become stuck as well.  Alcohol helps dissolve the glue (the
  stronger, the better).
  These vile creatures haunt ruins, tombs and graveyards. They are mainly scavengers, but can be
  mindlessly aggressive as well. They ooze a thick, black acid, and leave trails of “burnt”, dead
  vegetation in their wake.  They can climb sturdy walls.
  ACID BLOOD: An attack with a penetrating weapon that hits by 4 or more will cause a spray of
  acid that affects the weapon itself and anyone in melee combat with the slug.
  Weapons suffer an STC roll at –2.  A Minor Failure simply indicates a Crack, a
  Major Failure drops the BDM of a weapon by 1, and a Critical Failure means that the
  weapon is destroyed.
  The person striking will be hit on a 9- (5- if attacking from Long Reach). The acid
  burns for 6 FIRE (although the acid will not set things aflame).
  ACID BURN: In Close Combat a black slug can worry a target (bite and hold).  Although the bite
  itself does no damage, the acid it secretes does (4 FIRE).
  NO VITAL ORGANS: Slugs do not take penetrating damage; all attacks are treated as impact.
  They do bleed acid, though—see above.
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  13
  3
  10
  13
  10
  3
  13
  10
  3
  12
  10
  12
  18
  -0
  12-
  none
  -4
  3
  9
  36
  18
  BLACK SLUG
  OFF 6 / DEF 6
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  12
  7
  11
  14
  11
  7
  55
  11
  7
  12
  11
  12
  60
  -0
  12-
  4/8
  9
  11
  20
  120
  60
  BULHUMOTH
  OFF 11 / DEF 9
  Bulhumoths are massive (800-1000 lb) creatures that look like armored or scaled bovines.  Their
  plating is dull green to black in color and have crimson eyes that seem to glow with malevolence.
  They are carnivorous and aggressive. Bulhumoths are usually solitary (they are territorial), but
  a bull may be encountered with one or more cows during mating season.
  
  BITE:  5 PEN (however, the bite only vitally hits [doubles] with a hit of 6+)
  FIRE BREATH:  Some bulhumoths (known as idego bulhumoths) can breathe fire every other
  turn (9 FIRE).  Range of 2 yards.
  GORE
  KICK:  +2 IMP
  POISON BREATH: Some bulhumoths (referred to as gorgons) can spew out a toxic vapor every
  other turn.  The gas is a 14 PWR Contact Poison (Toxicity 12).  Range of 1 yard.
  Cave anemones are carnivorous plants that live in sunless places (deep forest, ruins, caves, etc.).
  Closed up, they appear as fleshy, barrel-shaped lumps about 3’ tall. When approached, they
  “open” and their stinging tentacles appear.  Victims are pulled in and digested, any non-digest-
  ible items (gold, silver, gemstones, most metals) are found at their base.
  Cave anemones can be many different colors ranging in the deep blue and violet end of
  the spectrum.
  Mature anemones have 3 tentacles, each with a range of 6’.
  POISON:  Each tentacle administers a 13 PWR Contact Poison (Toxicity 4).
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  8
  3
  11
  8
  11
  3
  8
  11
  3
  11
  11
  12
  12
  +5
  12-
  none
  -2
  2
  4
  24
  12
  CAVE ANEMONE (MATURE)
  OFF 1 / DEF 0
  A Capricorn has the fore-body of a goat and tail of a fish (its forelegs are fins, not hooves).
  Their speed and maneuverability underwater make them valuable and prized as steeds.
  BITE:  7 PEN (however, the bite only vitally hits [doubles] with a hit of 6+)
  KICK:  +2 IMP
  RAM:  When given the opportunity, a Capricorn will charge an opponent and ram him with
  horns (+4 IMP).  8 REA.
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  11
  7
  11
  13
  11
  3
  51
  11
  3
  11
  11
  12
  54
  -0
  12-
  2/4
  7
  10
  16
  108
  54
  CAPRICORN
  OFF 9 / DEF 7
  
  Old cave anemones are larger and formed from clusters of younger ones. They have longer
  tentacles and more of them.  Almost invariably, they all have some treasure from years of prey-
  ing.
  Old anemones have 6 tentacles – 5 normal ones and 1 bright, blue one.  All of them have a
  range of 12’.
  PARALYSIS: An old cave anemone has a single bright blue tentacle that attacks with 15 PWR
  Paralysis.
  POISON:  Each normal tentacle administers a 14 PWR Contact Poison (Toxicity 8).
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  11
  3
  11
  11
  11
  3
  11
  11
  7
  12
  11
  12
  24
  +5
  23-
  4/8
  1
  2
  8
  48
  24
  CAVE ANEMONE (OLD)
  OFF 5 / DEF 2
  Ancient cave anemones are massive—they appear as small, brightly colored trees, often glowing
  with bioluminescence.  Their children—dozens of smaller, young and mature cave anemones—
  surround them. Ancient cave anemones paralyze and burn, but just as often, simply pluck their
  victims from the ground and consume them whole.
  Old anemones have 16 tentacles – 12 normal ones and 4 bright, blue ones.  All of them
  have a range of 24.
  CONSUME: Can only be done in Close Combat.  It is an acidic enzyme that hits and burns for 4
  seconds doing 6, 8, 12, and 16 FIRE over 4 turns. Washing will remove it and wiping will
  keep it from increasing in damage (8 REA Long).
  PARALYSIS: An ancient cave anemone has four bright blue tentacles that attacks with 16 PWR
  Paralysis.
  POISON: Each normal tentacle administers a 15 PWR Contact Poison (Toxicity 16).
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  22
  3
  11
  22
  11
  3
  30
  11
  7
  12
  11
  12
  40
  +6
  23-
  6/12
  14
  6
  13
  80
  40
  CAVE ANEMONE (ANCIENT)
  OFF 20 / DEF 15
  
  Cave urchins are starfish-like creatures with a tough but flexible outer “shell” and an array of
  dangerous barbs, which both protect them in close combat and provide them with a means of
  hunting.
  BARB ATTACK:  A cave urchin can fire a barb like an arrow.  It does 7 PEN.
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  9
  3
  10
  9
  10
  3
  9
  10
  3
  11
  10
  12
  13
  -0
  13-
  3/6
  -1
  2
  4
  26
  13
  CAVE URCHIN
  OFF 3 / DEF 0
  Clickers are odd beasts—they have three legs and four arms, and are covered with chitin, but
  are not (exactly) insects. They have a single, multifaceted eye that burns a very faint red (like
  a dying ember). Their name comes from the distinctive noise they make when they walk.
  They are strange, but somewhat common, and often hostile – they will stop whatever
  activity they were involved in and attack people they encounter.
  Clicker’s arms are special purpose. Two are strong and are used for grabbing large ob-
  jects (opponents). The other two are smaller, weaker, and can finely manipulate objects, open
  doors, etc.
  Much is unknown about clickers. They are invariably encountered underground, and they
  are often found “mapping”—moving methodically through caves or mines, visiting each chamber,
  circumnavigating it, and then moving on. Other times they are found en-masse, near natural ore
  deposits (guarding it), underground springs, or other “unusual” features.
  Clickers have no known means of reproduction. Their bodies are carefully balanced chemi-
  cal stills that can run for several years without food or water, but eventually “run down.”
  Clickers have no natural weapons, but habitually carry pointy rocks or broken stalac-
  tites to stab with if necessary.
  PERFECT MEMORY: Clickers produce long, fleshy “protein” strings that are stored within their
  bodies and “remember” everything they encounter or experience. With a great deal of
  work, a skilled alchemist can extract some of these “memories” and prepare them so that
  they can be “remembered” by a human who consumes them.
  SELF-SUSTAINING: A clicker does not need to eat, drink, sleep, or breathe.
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  12
  7
  11
  12
  11
  7
  12
  11
  6
  12
  11
  7
  15
  -1
  13-
  3/6
  4
  2
  5
  30
  15
  CLICKER
  OFF 8 / DEF 4
  
  Colony moss is creeping ooze that looks like a deep green mantle of slime. Weapons get a –6 DM
  against it and it doesn’t take PEN damage.  In fact, colony moss doesn’t suffer any damage
  effects at all.  To destroy it, you must do enough damage (5 x DP).
  Colony Mosses take double damage from fire and will move away from high amounts of
  heat.
  ENVELOP:  Every 2 BLD a patch of colony moss has is 1pt of Grapple. What it spends on one
  victim it can’t use elsewhere. As it takes damage it’s available grapple goes down. It gets
  no plus for Offensive Grapple (a 16 BLD Moss has an 8/8 Grapple).
  ACID BURN:  The only Grappling maneuver colony moss can perform is a Hold. Depending on the
  success of the Hold, and amount of grapple used, damage is as follows:
  Minor Success Hold:
  [½ Grapple used] FIRE
  Standard Success Hold:
  [1x Grapple used] FIRE
  Major Success Hold:
  [1.5x Grapple used] FIRE
  Critical Success Hold:
  [2x Grapple used] FIRE
  The target takes damage at the end of the turn.
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  4 - 80
  9
  8
  8 - 160
  +3/+4
  13-
  0
  1 - 16
  COLONY MOSS
  varies
  Cruentas are huge (15 lb.) mosquitoes, about the size of German Shepherds.  They attack any
  living creature, landing and inserting their proboscis.  Once they’ve successfully penetrated,
  they drain one DP worth of blood per turn.  They usually appear in small groups (3-5), but can
  swarm massively, in groups larger than 100.
  Cruentas make a distinctive, horrible buzzing sound with their wings.
  BLOOD DRAIN: After following a successful attack with its proboscis, the cruentas sucks out
  1 DP of blood a turn.  They finish after draining 6 DP out of a victim.  A attached to a victim has
  a OFF of 3.
  PROBOSCIS:  3 PEN
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  5
  7
  11
  5
  11
  7
  1
  11
  7
  11
  12
  12
  6
  -2
  13-
  0
  -7
  2
  12
  6
  CRUENTAS
  OFF -3 / DEF -5
  
  Degenerates are spontaneously generated in places where immorality and sin are rampant. They
  appear as rotting, mutating humans (small growths of tentacles, desiccated and molting flesh,
  eyes stained with white, etc.) although they all seem to have a talent for hiding their deformi-
  ties.  Like almost all spontaneously generated creatures, they are hostile to natural beings, but
  they express their malice subtly, through corruption.  Degenerates are intelligent and outgoing.
  Degenerates have special, supernatural senses—they can foresee the future, they can
  read secrets. They use these abilities to convince humans to follow their plans—plans that are
  inevitably ill willed and often self-destructive.
  Their specific attributes are dependent on the nature of the sin that spawned them:
  PRIDE – Pride Degenerates have valves on its lower body that have parasitic suckers.
  They can attach to another human and provide a temporary enhancement to the skill or at-
  tribute (appearance, for example) that the subject is most proud of. This generally adds a
  single level (of enhancement) or +1 to a skill.  More potent enhancers exist.
  The downside is that a person taking advantage of a Degenerate’s enhancement begins
  to lose his natural aptitude (skills/enhancements drop) and must continue to deal with the crea-
  ture in order to maintain even a basic degree of ability.
  LUST – Lust Degenerates are either able to cloak themselves in an illusion that makes
  them appear as a character from the sexual fantasies of potential victims.  Other Lust Degen-
  erates are capable of manufacturing a highly potent pheromone (+4 to +8 to Entrance) that
  they offer to people for free . . . initially.  Afterwards, it’s all business.
  GREED – Greed Degenerates invariably have some moneymaking skill (Gambling, Mer-
  chant, Crime, etc.) at Lv3 15- and consequently have some level of Wealth.  They usually become
  loan sharks, however, they very often allow debts to be repaid with favors.  If someone is smart,
  they’ll pay cash instead.
  Other Greed Degenerates seem to have precisely what another person most desires (a
  portrait of the most beautiful maiden in the land, a beloved keepsake, ACTION COMICS #1,
  etc.).  They will never sell these items, but will barter instead (favors usually, although the
  Degenerate may instead request items that it knows the victim will get, even if it means per-
  forming criminal acts).
  SLOTH – The Degenerate is very cheerful, laid back, and intriguing. It has a vast knowl-
  edge of trivia, philosophy, and other such “sit and talk for hours or days” type skills.  Hanging
  around this Degenerate will infect people with habitual laziness.
  WRATH – The Degenerate’s blood acts as Mk 1 Wrath (see the Cyberpunk rules) when
  drunk by an angry person who is in the presence of the target of his anger. Wrath Degenerates
  do not generally support “righteous” or “justified” anger or violence . . . unless of course, that is
  what will cause the most trouble.
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  10
  10
  10
  10
  10
  11
  10
  10
  10
  10
  10
  9
  16
  -0
  11-
  2/4
  0
  2
  5
  32
  16
  DEGENERATE
  OFF 4 / DEF 2
  
  ENVY – Envy Degenerates assist victims in the study of the object of their affliction.
  Their eyes are prismatic whirlpools that let the subject spy (with the Degenerate’s ESP and
  Precognition) on whomever they’re envious of.  The visions are mostly accurate, but subtly cor-
  rupt—they play up, enhance, or even completely invent scenarios that highlight the issues the
  victim is most envious of.  The Degenerate, of course, will gladly assist the victim in whatever
  (illegal) activity is inspired by the scenes viewed.
  GLUTTONY – The Glutton Degenerate always has skills like Revelry and Streetwise at a
  respectable level (14-).  They love to party and to introduce people to new ingestibles – particu-
  larly illicit ones.  They usually succeed in addicting their prey to something.
  Other Glutton Degenerates have a smoky breath that intoxicates the victim and makes
  anything consumed taste so good it’s addictive.
  CLARVOYANCE:  All Degenerates have Clairvoyance-Remote Seeing at Level 3 (see the Psionics
  Book).
  PRE/POSTCOGNITION:  All Degenerates have Precognition and Postcognition at Level 3 (see
  the Psionics Book).
  Dire Rats are huge, ugly, venomous rats. Their bite is poisonous. They are cousins to hunting rats,
  but are less trainable.
  BITE:  5 PEN plus 13 PWR Poison (Toxicity 4).
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  11
  7
  11
  11
  11
  7
  3
  11
  7
  11
  11
  12
  12
  -1
  12-
  2/4
  2
  1
  4
  24
  12
  DIRE RAT
  OFF 5 / DEF 4
  The smallest of the empire ants are 12-15 inches long. The ones given here are workers and
  warriors. They will be found in large numbers near their lair, or in small bands of 3-6 at a dis-
  tance (usually no more than a few thousand feet from the nest).
  BITE: 2 PEN
  STING: 1 PEN plus a 12 PWR Poison (Toxicity 4), in Close Combat only
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  4
  3
  11
  4
  11
  3
  1
  11
  3
  11
  11
  3
  3
  -1
  12-
  1/2
  -8
  1
  1
  6
  3
  EMPIRE ANT (SMALL)
  OFF -4 / DEF -6
  
  Medium empire ants are the size of mid-sized dogs. They are more aggressive and dangerous
  than their smaller cousins.
  BITE: 4 PEN
  STING: 2 PEN plus a 13 PWR Poison (Toxicity 8), in Close Combat only
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  7
  3
  11
  7
  11
  3
  3
  11
  3
  11
  11
  3
  9
  -1
  12-
  2/5
  -4
  1
  3
  18
  9
  EMPIRE ANT (MEDIUM)
  OFF -1 / DEF -3
  Cinnamon ants are red in color. They have a distinctive smell (hence their name), and burst into
  flame when killed.
  BITE: 2 PEN
  STING: 1 PEN plus a 12 PWR Poison (Toxicity 4), in Close Combat only
  FLAME BURST: When killed, a cinnamon ant bursts into a 3 FIRE attack in a 1-foot radius.
  Each ant in that radius also bursts adding +1 FIRE and +1 foot to the radius. (A swarm
  of 20 ants can burst for 21 FIRE in a 7-yard radius!)
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  4
  3
  11
  4
  11
  3
  1
  11
  3
  11
  11
  3
  3
  -1
  12-
  1/2
  -6
  1
  6
  3
  EMPIRE ANT (CINNAMON)
  OFF -4 / DEF -6
  Peppermint ants are deep green in color and smell of peppermint. They are usually found in
  forested areas. They generate static electricity as they move, and their antenna can discharge
  it once every eight hours as an attack form.
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  4
  3
  11
  4
  11
  3
  1
  11
  3
  11
  11
  3
  3
  -1
  12-
  1/2
  -6
  1
  6
  3
  EMPIRE ANT (PEPPERMINT)
  OFF -4 / DEF -6
  
  BITE: 2 PEN
  STING: 1 PEN plus a 12 PWR Poison (Toxicity 4), in Close Combat only
  LIGHTNING STRIKE: 1 strike for 6 SHOK once every 8 hours.  1 yard range
  Mustard ants are dark brown in color. They have a sharp, mustard smell, and they release a
  blinding, burning gas in combat.
  BITE: 2 PEN
  STING: 1 PEN plus a 12 PWR Poison (Toxicity 4), in Close Combat only
  GAS ATTACK:  1 IMP, 1 yard diameter. This is cumulative with the number of ants in the area.
  (So 30 ants can produce a cloud for 30 IMP in a 30 yard diameter.)  The cloud dissapates
  over 4 turns (being reduced by ¼ damage each turn).  They can do this once every 8
  hours.
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  4
  3
  11
  4
  11
  3
  1
  11
  3
  11
  11
  3
  3
  -1
  12-
  1/2
  -6
  1
  6
  3
  EMPIRE ANT (MUSTARD)
  OFF -4 / DEF -6
  Equarin appears as a pale, thin, sickly horse with loose yellow flesh, and intense, yellowish eyes.
  They are flesh eaters and favor humans. They are also surprisingly flexible (given their size),
  and can fit through astonishingly small openings.  Equarin have bladed hooves that inflict cutting
  damage instead of impact.
  BITE:  7 PEN (however, the bite only vitally hits [doubles] with a hit of 6+)
  KICK:  +2 PEN
  ELASTIC BODY: -3 DM from physical weapons.  Equarin can squeeze through a hole as small
  as ½ yard in diameter.
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  10
  7
  12
  14
  12
  7
  40
  12
  7
  10
  12
  12
  45
  -1
  12-
  2/4
  7
  8
  15
  90
  45
  EQUARIN
  OFF 10 / DEF 8
  
  Fendo are truly massive animals; turtles the size of a VW bug. They live in swamps and deep
  forests, and often live symbiotically with colonies of Colony Moss (which lives on their backs).
  Fendo can completely disappear into their shells, but when they’re out, attacks on them by
  people they’re attacking (biting) can be made against the fleshy areas (6/12 armor) at no nega-
  tive.  Fendo shells are useful for shields and magical armor. They are highly sought after and
  difficult to get.
  Fendo spawn (vomit up) smaller monsters. These creatures appear as reptile/amphibian
  aberrations (many headed frogs, multi-limbed lizards, distorted snakes), and leave the nest,
  wandering until they’re killed.
  Fendo lair underwater, and sometimes keep treasures there.
  BITE:  48 PEN (however, the bite only vitally hits [doubles] with a hit of 6+)
  TRAMPLE:  (8 REA) 96 IMP
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  12
  7
  10
  45
  10
  7
  440
  9
  7
  12
  10
  12
  270
  +2
  12-
  6/12
  48
  28
  90
  540
  270
  FENDO
  OFF 59 / DEF 49
  This is an example of a Fendo spawn (the sort of thing that might terrorize village near a swamp
  inhabited by an adult Fendo).  This spawn appears like a large (500lb) alligator or lizard. It bites
  and holds its victim, while lashing at others with its heavy tail.
  BITE:  9 PEN with 10 OFF
  TAIL LASH:  8 IMP at -2 to be blocked.
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  12
  7
  11
  16
  11
  7
  18
  12
  7
  12
  11
  12
  20
  -1
  12-
  6/12
  7
  4
  7
  40
  20
  FENDO SPAWN
  OFF 10 / DEF 8
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  13
  12
  12
  13
  13
  12
  10
  12
  13
  13
  12
  12
  21
  -2
  13-
  3/6
  3
  2
  7
  42
  21
  FISHERMAN SPIDER
  OFF 6 / DEF 4 (11/9 in web)
  
  A fisherman spider is a massive (150 lb) black spider with the head of a wrinkled old man or
  woman. They can sling webs from their abdomen and cast spells.  They find things of value to
  humans (toys for children, gold pieces, etc.) and lay traps for them with their webs. When the
  trap is sprung (when the item is disturbed) a web-net unfolds and falls on the target. The
  fisherman spider either comes down to devour its prey or, if it has a good enough hold, it will
  drag the unfortunate into its lair. Although intelligent they very rarely converse with humans—
  their intelligence goes into getting more and more prey.
  SLASH: The spider can slash with its forelegs for 8 PEN
  STING: (8 REA Medium) 7 PEN plus a 15 PWR Poison (Toxicity 16), in Close Combat only.
  WEB NET: A web net is a small, ‘spring-loaded’ web attached to an object by a gossamer strand
  of silk. A Perception roll at –3 will spot it (if one is looking) as will a Lv2 Traps skill at –1.
  When activated the web is a tangle attack with a 15- roll.  It has a Grapple of 9/
  9.  15 pts. of Penetrating damage will break the web (negatives to hit and to DM apply for
  being tangled apply).
  The fisherman spider pulls with a Strength of 16 (moving a 2 Mass target 3 yards
  per turn).
  SKILLS:  Elemental Colleges, Elder School, Imperial College; Spell Block of 14-
  Fog rays are light, floating membranes with long, sharp, barbed tails. They tend to haunt swamps
  and rocky areas, drifting aimlessly, until they come upon prey. They use swooping, lashing at-
  tacks until their prey is too badly injured to resist, and then they settle upon the subject and
  envelop the prey, consuming and digesting it.
  Fog Rays appear as manta rays or stingrays during attacks, when they must be compact
  and aerodynamic. While traveling and searching, they appear like billowing, flowing sheets that
  are oily and translucent.  It is not unreasonable for them to be mistaken as ghosts.
  TAIL LASH:  4 PEN
  FLUID BODY:  Once the Ray hits with a grab, it will engulf on the next turn. This is a Hold
  attack with an 8/8 Grapple followed by the acid attack.
  ACID ATTACK:  Subject must be Held. The acid hits and burns for 4 FIRE over 4 turns.  Each
  point of damage subtracts 1 from the armor (only for purposes of this acid strike) for
  each turn.  Acid can only be used once every 4 turns.
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  9
  7
  11
  9
  11
  7
  9
  11
  7
  11
  13
  12
  12
  -3
  14-
  0
  -1
  2
  4
  24
  12
  FOG RAY
  OFF 2 / DEF 1
  
  Frog bats are large, carnivorous amphibians with gliding membranes similar to flying squirrels.
  They are swamp dwellers (although they may live underground in damp caves or ruins), and often
  live in small families.  They have sharp teeth.
  BITE:  3 PEN with 4 OFF
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  11
  7
  11
  11
  11
  7
  11
  11
  7
  11
  11
  12
  14
  -1
  12-
  0
  1
  2
  5
  28
  14
  FROG BAT
  OFF 7 / DEF 3
  Giant Frogs are vile opponents: they breathe poison gas and explode in a toxic gooey cloud when
  killed!
  BITE:  5 PEN (however, the bite only vitally hits [doubles] with a hit of 6+)
  POISON GAS: 13 PWR Contact Poison (Toxicity 8).  The breath covers a 4-yard radius in front
  of the frog.  It can only breathe once per hour.
  TOXIC BURST:  When killed, the frog explodes (5 EXP, RAD 4) emitting also a poison cloud (13
  PWR Contact Poison, Toxicity 8).
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  11
  7
  11
  11
  11
  7
  20
  11
  7
  11
  11
  12
  24
  -1
  13-
  0
  2
  4
  8
  48
  24
  GIANT FROG
  OFF 5 / DEF 3
  GIANT SPIDERS
  These are nasty spiders the size of dinner-plates with big bulbous stingers, sharp angular legs,
  and venomous maws.  Some of the most common are:
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  11
  7
  11
  12
  11
  7
  11
  11
  7
  11
  11
  12
  21
  -1
  13-
  0
  2
  2
  7
  42
  21
  GIANT SPIDER
  OFF 5 / DEF 3
  
  Black Widow – A common tomb-spider.  When their trip-wire web is triggered, they rush to
  attack. They last well in tombs so long as there is a narrow opening of some sort for them to get
  out and hunt once a month.  BITE: 2 PEN with 15 PWR Poison (Toxicity 12).
  White Widow - Rare, albino spider—very dangerous.  BITE: 2 PEN with 15 PWR Poison (Toxicity
  24).
  Iron Mountain Spider - Taken (accidentally) from the Iron Mountains in ore shipments, Iron
  Mountain spiders are dull blue in color and have 5/10 armor.  BITE:  2 PEN and 12 SHOK.
  At night, giant toads look like small boulders as they patiently wait for prey.  Their skin exudes
  a potent contact hallucigen (which rapidly loses effectiveness so it doesn’t keep).
  BITE:  5 PEN (however, the bite only vitally hits [doubles] with a hit of 6+)
  POISON SKIN: The touch of a toad is toxic.  The toxin is a 13 PWR Hallucination attack that
  affects anyone that touches or is touched by the toad.
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  11
  7
  11
  12
  11
  7
  11
  11
  7
  11
  11
  12
  21
  -1
  13-
  0
  2
  2
  7
  42
  21
  GIANT TOAD
  OFF 5 / DEF 3
  Gouls are often confused with the undead, but they are not. They are the product of spontane-
  ous generation; they appear in and haunt graveyards where the dead a buried without appropri-
  ate ceremony (mass graves and pauper’s graves are favorites). They eat the bodies, but con-
  sider living meat a delicacy. They often associate with the undead and may serve more powerful
  masters.
  Gouls are cold and slippery. Their skin is pale. They have large yellow eyes with tiny, dot
  pupils. They may appear emaciated or obese, depending on how recently they’ve fed. Their jaws
  unhinge (like a snake’s) and they like to swallow large parts of their prey whole.  Their blood is
  vile embalming fluid, and their breath reeks of it.
  They have taloned claws and sharp teeth.
  BITE:  2 PEN
  CLAW:  +2 PEN
  FORMALDEHYDE BREATH:  13 PWR Contact Poison (Toxicity 8), in Close Combat only.
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  12
  10
  11
  12
  11
  10
  10
  11
  10
  12
  11
  9
  18
  -1
  12-
  2/4
  2
  2
  6
  36
  18
  GOUL
  OFF 6 / DEF 4
  
  A griffin is a winged lion with the head and fore claws of an eagle.  They usually nest in rocky
  peaks, always from the influence of man.  Their preferred battle tactic is to swoop down
  from the skies and rake their opponent (treat as a Charge).
  Griffin are strong enough to carry a human and are legendary battle steeds.
  BEAK: 7 PEN, only in Close Combat.
  CLAW: +2 PEN
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  11
  7
  11
  13
  11
  7
  51
  11
  7
  11
  11
  12
  54
  -1
  12-
  2/4
  7
  10
  16
  108
  54
  GRIFFIN
  OFF 10 / DEF 8
  Drakes are small dragons. The Granite drake is the most formidable of the stone drakes. A
  granite drake is small (the size of a large cat), but extremely dense (as though made of stone).
  They are chameleons, blending with the architecture, and remaining motionless until prey enters
  the area.
  BITE:  2 PEN, 7 OFF
  CLAW:  +4 PEN
  NIGHT VISION:  Even with the least bit of light, granite drakes can see perfectly.
  CHAMELEON:  -4 to be spotted
  SKILLS:  Stealth
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  10
  7
  11
  10
  11
  7
  15
  11
  7
  11
  11
  12
  20
  -1
  13-
  4/8
  0
  3
  7
  40
  20
  GRANITE DRAKE
  OFF 7 / DEF 5
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  13
  9
  11
  16
  11
  9
  16
  13
  10
  11
  11
  12
  24
  -1
  12-
  2/4
  7
  3
  8
  48
  24
  GRUE
  OFF 11 / DEF 9
  
  Harpies are half bird, half human monstrosities. They are hostile and aggressive, and unreason-
  ably bad-tempered. They always appear and speak as human females—they are dirty and un-
  kempt. Their language and discourse is vulgar.
  They nest in high, remote places and keep captives and treasure there.
  CLAWS: +3 PEN
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  9
  10
  13
  9
  13
  10
  8
  13
  10
  11
  13
  12
  12
  -3
  12-
  1/2
  -1
  2
  4
  24
  12
  HARPY
  OFF 3 / DEF 1
  Heart skeletons are neither undead nor the result of spells, but rather the result of an odd
  symbiotic creature (called a knu) that inhabits a corpse.  Heart Skeletons appear as animate
  skeletons shrouded in hanging, pale threads (the Knu’s feelers and tendons).  A crimson
  “heart” beats at their core.
  In its unattached form, a knu appears as a blood-red worm about the size of a human
  thumb. It enters a cadaver’s mouth and crawls down to the heart, where in inhabits the de-
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  STC
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  11
  7
  12
  11
  12
  7
  8
  13
  7
  13
  12
  12
  39
  -2
  14-
  0
  1
  2
  HEART SKELETON (KNU)
  OFF 5 / DEF 3
  A grue is almost never seen in light. Faced with light, they will fight at –2 (torch) to –6 (full
  daylight) to hit, and attempt to retreat if at all possible.  In darkness, they prey upon travelers
  whose light runs out. Although seldom seen, they are hulking, vaguely humanoid creatures with a
  single powerful arm (Strength 24 in that arm, which makes up for the one-arm negative to
  grapple).
  Grue are territorial, and may set simple snares and traps. They also keep treasure. They
  have excellent senses and can track victims by sense of smell.
  INVISIBLE: Grue that do not move are invisible. While invisible, light does not hurt them. They
  will find an innocuous place and remain motionless as light approaches, awaiting their
  opportunity.
  BITE: 8 PEN (however, the bite only vitally hits [doubles] with a hit of 6+) with 6 OFF
  SKILLS: Stealth Lv3 17- (Grue are almost invisible even without their invisibility)
  
  caying muscle and begins to grow, consuming the flesh and sending feelers out through the
  body.  The knu, itself, can be targeted as a normal heart might be.  It is at –2 to be hit and
  has 4 DP.  A knu can leave a heart skeleton, if necessary, running for cover after its “host”
  has been dismantled.
           The heart skeleton hopes to create “new” cadavers for its young to inhabit.
  AUTOMATON:  Heart skeletons lose 1 STC every 3 DP they take
  These pale, frog-like beings are blood eaters with loose skin (hanging in great folds) and bul-
  bous, bloodshot eyes. They have small mouths that can make a piteous mewing, but they eat
  through their toes.  Small ones are baseball sized but can grow to the size of a man.
  Their grip anesthetizes the skin. For smaller ones this means simply no pain, but for large
  ones, a touch can paralyze a man. They climb on walls, hang motionless, and drop.  They also carry
  disease.
  SUCKERS:  If the Grab attack hits by 4+, they lock on with a Sucker and their OFF goes up by
  +2!
  DRAIN BLOOD: Each turn the Hemovore is grappling with a victim it drains 2 DP of blood at the
  end of the turn.
  PARALYZE: An adult hemovore hits once with a 14 PWR Paralysis attack.
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  10
  7
  11
  9
  11
  7
  11
  11
  7
  11
  11
  12
  12
  -1
  12-
  2/4
  -1
  2
  4
  24
  12
  HEMOVORE
  OFF 3 / DEF 1
  Hunting rats are as vile as a rat gets and still be trainable.  Urmen use them for sport and work.
  They are intelligent beings—cunning and sneaky.
  BITE:  5 PEN
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  11
  7
  11
  13
  11
  7
  5
  12
  7
  11
  12
  12
  15
  -2
  13-
  2/4
  2
  1
  5
  30
  15
  HUNTING RAT
  OFF 5 / DEF 3
  
  Hydrae (pl. for hydra) are “small” dragon-lings with multiple heads. They grow their second head
  at age 4, and then grow another head every 2 years until they reach 14 (7 heads). After that,
  they grow another head every 10 years or so.  Consequently, a hydra is able to more quickly
  respond to threats (all hydrae have an Initiative of 13).
  Although not as smart as dragons, hydrae have many of the same instincts, including
  hoarding treasure and building a lair.
  There are rare, intelligent hydrae, which speak human languagues, have Math Genius, and
  often excel at magic. These are known as enhydrae.
  BITE: 13 PEN, Short range (5 REA for all bites)
  CLAW: +2 PEN
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  13
  7
  11
  19
  11
  7
  120
  11
  7
  13
  11
  12
  72
  +1
  13-
  6/12
  20
  24
  24
  144
  72
  HYDRA
  OFF 24 / DEF 21
  In their normal state, the ice queen appears as a jellyfish, living in fresh water underground.
  They are quite fragile and beautiful, but upon detecting the approach of prey, they attack.
  The ice queen emits a cold pulse around her.  She controls the ice psychokinetically,
  shaping it instinctually into the form of a lithe, beautiful woman made of flowing sculpted ice.
  The ice queen attacks with razor-sharp barbs and sickles of ice.
  Ice princesses are the ice queen’s young. They form as spider-like creatures with the
  same, odd features as the adult queen.  They do not have the ability to pulse.
  AUTOMATON:  Ice queens lose 1 STC every 6 DP they take.
  FREEZE PULSE:  for 5 REA, the ice queen can pulse with cold, doing 10 IMP.
  CLAW: +0 PEN
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  13
  7
  15
  18
  15
  7
  23
  15
  7
  13
  15
  12
  78
  -5
  14-
  4/8
  11
  5
  ICE QUEEN
  OFF 15 / DEF 13
  
  The iron butterfly is an exotic, bizarre creature.  It is a huge butterfly with a metallic body
  that ripples with chrome highlights. Its wing coloration tend to be reds and oranges. It has a 5’
  wingspan and a body 1½ feet in length. The Iron Butterfly’s heart acts as (and is prized for) a
  loadstone (magnet). It is usually difficult to capture.
  LIGHTNING ATTACK:  8 SHOK, 9 times a day
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  8
  7
  12
  8
  14
  7
  4
  12
  7
  11
  12
  12
  9
  -2
  12-
  8/16
  -3
  1
  3
  18
  9
  IRON BUTTERFLY
  OFF 1 / DEF -1
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  10
  12
  11
  9
  11
  7
  8
  11
  7
  11
  11
  12
  9
  -1
  12-
  2/4
  -1
  2
  3
  18
  9
  KOBABOK
  OFF 3 / DEF 1
  Jallas Gourds are carnivorous plants. They appear in tangled patches as massive, oversized pump-
  kins or other gourds. They attack by capturing their prey in a net made of their rooting and
  falling upon him. They travel on hundreds of tiny legs that are usually curled up with them, and
  bite with jack-o-lantern mouths that open in their flesh.
  Jallas Gourds are prized and often raised by witches. Their meat, when properly prepared, is a
  powerful hallucinogenic, and can give limited (short-term) psychic powers such as astral projec-
  tion and telepathy.
  BITE:  3 PEN (however, the bite only vitally hits [doubles] with a hit of 6+) with 6 OFF
  ROOTING WEB:  A tangle attack with a Grapple of 7/7.  13 pts. of penetrating damage will
  break a person free.
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  13
  7
  11
  13
  11
  7
  20
  11
  7
  13
  11
  12
  24
  -1
  12-
  2/4
  5
  4
  8
  48
  24
  JALLAS GOURD
  OFF 9 / DEF 7
  
  A kobabok is a large caterpillar with two heads, one on each end. One is good natured and
  friendly, while the other is vicious and inhospitable.  Kobabok know magic and often act as
  sages or advisors (if you catch them on their “good” side).
  TELEKINESIS:  10 STR at 2 yards range.
  SPELL BLOCK:  All kobabok are spellcasters with a Spell Block of 14-
  SKILLS:  Most kobabok have useful Science or Area of Study skills.  All of them know magic
  (usually Imperial College or Fire Elemental).
  A loser is a vaguely humanoid creature that looks like a pile of rotting rags; in an urban setting,
  they look like a decrepit beggar.
  TENTACLES: 8/6 Grapple score (only 12 STR but sticky!). They have 4 tentacles and each
  additional one beyond the first adds +1 to the Grapple score.  They have a range of 4 yards.
  DEVOUR: When the loser gets a Major Success on its grapple roll the target is pulled into its
  maw and takes 4pts of damage each turn from digestive juices. Armor will not protect the
  victim unless its watertight.
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  12
  7
  11
  12
  11
  7
  10
  11
  7
  12
  11
  12
  15
  -1
  13-
  4/8
  2
  2
  5
  30
  15
  LOSER
  see below
  A manticore is a creature with the body of a lion, the mannish face, and the tail of a scorpion.
  They also have rows upon rows of sharp, triangular teeth.  They are intelligent (sometimes very
  intelligent) creatures, but they are almost uniformly hostile.
  BITE:  8 PEN
  CLAW:  +2 PEN
  TAIL: 9 PEN and a 13 PWR Poison (Toxicity 12).
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  13
  12
  12
  15
  12
  12
  33
  13
  12
  12
  12
  12
  36
  -1
  14-
  2/4
  7
  7
  12
  72
  36
  MANTICORE
  OFF 11 / DEF 8
  
  Merkers are humanoid creatures with horse heads and metal antlers that are spawned in ore
  deposits.
  ZAP: A merkers can zap a target for 9 SHOK.  Once every other turn, they can throw a
  thunderbolt (and take no other attack on the turn they throw it) for 15 SHOK.
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  12
  9
  11
  14
  11
  9
  30
  11
  12
  12
  11
  12
  33
  -0
  14-
  5/10
  8
  6
  11
  66
  33
  MERKER
  OFF 12 / DEF 10
  A mocker is a tall, bat-winged thing with a long neck that very much looks like a gaunt man in
  a tattered cloak.  Its head is snakelike and on a flexible, extensible neck. It flies, perching
  (hovering if necessary) out of range, and communicates with its victim telepathically — pleas-
  antly at first but will become cruelly insulting (using telepathy to find psychological weak
  spots, embarrassing secrets, etc.)  It seeks to convince the victim to kill himself, for it is a
  carrion eater.
  The mocker has a sense that will let it detect depressed victims.  It will seek them out,
  returning each night as necessary. They try to present their telepathic goadings and insults as a
  product of the victim’s own mind (guilty conscience, etc).  Often the victims, so disturbed or
  embarrassed by the things the mocker says won’t seek help.
  LEVITATE: The Mocker can hover at 4y/sec (the bat-wings are projectors but not necessary).
  Hovering is tiring—it prefers to perch.
  TELEPATHY:  Mockers have Level 1 Telepathy (see the Psionics Book).
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  9
  12
  12
  9
  12
  13
  9
  12
  14
  11
  12
  11
  24
  -2
  12-
  1/2
  -1
  2
  8
  48
  24
  MOCKER
  OFF 3 / DEF 1
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  13
  11
  12
  13
  12
  11
  5
  15
  11
  13
  13
  11
  24
  -3
  14-
  0
  2
  1
  8
  48
  24
  MOTHER SHADOW
  OFF 5 / DEF 4
  
  A Mother Shadow is a person’s shadow that becomes intelligent and independent.  It is insub-
  stantial when stalking (Stealth of 16-) and can be chased away with a bright burst of light.
  When it gets close, it manifests (becoming three dimensional) and attacks.  It sometimes cack-
  les (occasionally giving it away).  Mother Shadows evaporate in bright sunlight.
  Mother Shadows feed on fear—they will attack to kill but only after a few hit-and-run
  raids over several days (terrifying for the victim). This does not apply to a Mother Shadow
  bound to a lair; it will defend a place to which it is bound to the death.
  MYSTICAL AURA: –4 DM from any non-magical weapon
  SHADOW CLAW: +4 PEN damage that ignores armor(!)
  SHADOW FORM: The Mother Shadow is at an additional –2 to be hit by non-magical weapons.
  Mycin are an intelligent fungi race. These are psychic and they can shoot spores.  That can cause
  hallucinations or blindness. Most terrifyingly, they can convert people to mycin.  They are bless-
  edly rare (at least in this reality)
  SPORES:  Once every other turn, a mycin can fire a cloud of spores (either a 14 PWR Blindness
  or a 14 PWR Hallucination).  Range of 2 yards.
  TELEPATHY:  Level 2 Telepathy (see the Psionics Book); Level 2 Mind Blast
  SPELL BLOCK:  All mycin are spellcasters with a Spell Block of 15-
  SKILLS:  All mycin know at least one spell college.
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  12
  13
  12
  12
  12
  13
  11
  12
  13
  13
  13
  13
  39
  -3
  14-
  4/8
  2
  2
  3
  18
  9
  MYCIN
  OFF 6 / DEF 4
  Nocs have a dormant form in which they look like a dark purple boulder or toadstool. If dis-
  turbed, or if they detect living creatures nearby, they unfold into vaguely humanlike shapes and
  attack. The noc are small, and hunt in packs.
  PINCER:  +4 PEN
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  11
  7
  11
  11
  11
  7
  7
  11
  7
  11
  12
  12
  12
  -2
  13-
  4/6
  0
  1
  4
  24
  12
  NOC
  OFF 4 / DEF 2
  
  The umber noc are like nocs but bigger (bigger than a man is).
  PINCER:  +5 PEN
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  13
  7
  11
  13
  11
  7
  18
  13
  7
  13
  11
  12
  27
  -1
  14-
  4/6
  5
  4
  9
  54
  27
  NOC (UMBER NOC)
  OFF 9 / DEF 7
  An ocsk (also known as a Stalker Worm) is a burrowing worm that lives just under the ground
  and attacks people as they walk by.  (A character must make a PER roll at –3 to notice the
  dimple in the ground before an osck attacks.)  They have a large fish-like mouth and are covered
  with many small flagella.
  BITE:  6 PEN (however, the bite only vitally hits [doubles] with a hit of 6+) with 8 OFF
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  11
  7
  11
  14
  11
  7
  12
  11
  7
  11
  11
  12
  12
  -1
  14-
  0
  4
  2
  4
  24
  12
  OSCK
  OFF 9 / DEF 7
  Parasite roaches are disgusting, bright red bugs about 3” long that have a sucker.  They are
  usually scavengers, but will attack en masse.  They sometimes carry disease.
  There is no negative to hit when stomping or flaming a roach.
  SWARM:  When a swarm of parasite roaches catches someone, it hits with a Grapple of 4—but
  it attacks once per 5 roaches (so a swarm of 20 roaches attacks 4 times).  Each attack
  that hits will drain 1 DP of blood per turn (armor will protect the first turn—after that
  you have to take the armor off!)
  A Break Hold maneuver will swat the roaches off—but they may attack again (a
  Standard success will kill 1 roach, a Major success will kill 2 roaches, and a Critical
  success 4).
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  3
  1
  11
  3
  11
  1
  1
  12
  1
  11
  11
  12
  1
  -5
  14-
  0
  -9
  1
  3
  2
  PARASITE ROACH
  OFF 4 / DEF 4
  
  The prismatic serpent is a huge (14 foot) snake of gray-brown color and glowing red eyes. When
  active, however, its body is covered with brilliant, shifting kaleidoscopic patterns of light.  It
  will stalk prey and then attack, stunning those who fall under the spell of its aura and lashing
  out with optic blasts. It will attempt to grab a target, haul him away, and devour him.
  NOTE: the time from when it takes a person and devours them may be somewhat large—
  attacking takes a lot out of them so they may leave a person in some relatively inaccessible
  place for a few hours as they rest.
  CONSTRICT:  In grappling combat, a prismatic serpent can Lock and squeeze for [Base Dam
  age +2] Base Damage beginning the first turn.
  If the serpent strikes, hits, and gets a Major Success Hold it can drag the person
  up to 6 yards away with that single attack.  With a lesser success, the target is held but
  the snake must then run away with him normally (8 REA Long action).
  EYE BEAMS: 15 IMP attack that can only be fired once every 3 turns.  Range of 5 yards.
  HYPNOTIC AURA: 13 PWR Hypnosis attack that affects each person who sees the snake
  when it activates only once (not again each turn). It can keep the effect going for 12
  seconds at a time.  It can activate the aura only once a day.
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  12
  7
  12
  15
  12
  7
  9
  12
  7
  12
  12
  12
  27
  -2
  14-
  2/4
  5
  2
  9
  54
  27
  PRISMATIC SERPENT
  OFF 12 / DEF 10
  A pegasus is a breathtakingly noble and beautiful winged horse. Although not as powerful war-
  steeds as Griffin, they are nevertheless quite formidable in combat.
  BITE:  7 PEN (however, the bite only vitally hits [doubles] with a hit of 6+)
  KICK:  +2 IMP
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  11
  7
  13
  13
  13
  7
  45
  13
  7
  11
  13
  12
  45
  -2
  13-
  2/4
  6
  9
  15
  90
  45
  PEGASUS
  OFF 9 / DEF 7
  
  A purple haze is a mist creature with a hallucinogenic attack.  It manifests and feeds on body
  heat, stays a while, and then moves on.  A purple haze is at –2 to be noticed until it’s on you.  In
  it’s radius there’s a –1 visual modifier.
  Some purple hazes are trapped in glass vials and used as a defense mechanism; others are
  kept in bars and places of ill repute as a drug.  It is not unknown for people to become addicted
  to purple haze and venture forth into the wilderness, hoping to find one.
  HALLUCIGENIC MIST:  Unless one does not breathe or has an airtight mask, a creature caught
  within a purple haze is affected with a 14 PWR Hallucination attack.
  PHYSICAL IMMUNITY:  Purple hazes are utterly immune to physical attack.  Energy can hurt
  them however, and they flee when confronted with it.  Wind and weather spells can
  push them away.
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  10
  7
  10
  10
  7
  10
  10
  7
  12
  10
  12
  12
  -0
  13-
  0
  0
  4
  24
  12
  PURPLE HAZE
  Razors are large, intelligent, and telepathic jet-black cats.  They are legendary trackers.
  BITE:  8 PEN
  CLAW:  +3 PEN
  KEEN SENSES:  15- Perception roll
  TELEPATHY:  Razors have Level 1 Telepathy (Psionics Book).
  SKILLS:  Stealth Lv3 15-, Tracking Lv3 13-
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  13
  11
  13
  13
  13
  11
  13
  13
  11
  13
  13
  12
  21
  -3
  14-
  0
  5
  5
  7
  42
  21
  RAZOR
  OFF 7 / DEF 5
  
  Renders are four-armed furry humanoid with wolf-like heads. They live in ruins, and collect
  artifacts. Renders are psychotically homicidal towards humans and enjoy eating them while
  they’re still conscious.
  Renders will quietly stalk prey and then spring from surprise. Against heavily armed or
  armored parties they may try to separate members or push rocks down or otherwise hit and
  run.
  BITE: 6 PEN
  SKILLS:  Stealth 16-
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  13
  10
  13
  13
  12
  10
  13
  13
  10
  13
  13
  11
  18
  -3
  14-
  3/6
  4
  3
  6
  36
  18
  RENDER
  OFF 10 / DEF 8
  Rock crabs are land crabs that lair in short tunnels. Rock crabs are fairly intelligent and can be
  domesticated. They typically have a large, “gripping” pincer and a smaller, sharper “stabbing”
  pincer. They are one of the few monsters with a “block” defense.
  Rock crabs tend to be dull brown or gray (depending on whether they’re of the mud
  variety (living in earth) or the stone variety (living in caves or ruins).  Some domesticated ones
  are bred for their beautiful shells and may be colorfully decorated
  Rock crabs take their prey back to their tunnels to eat. Anything inedible (like treasure)
  will likely be found there.
  INITIATIVE:  Rock Crabs have an Initiative of 13-.
  GRIPPING PINCER: 12 OFF
  STABBING PINCER: +4 PEN.  The standard (natural) rock crab has a “short sword” like pincer.
  Others have been bred to have pincers that work like other weapons (including axes and
  pole arms).
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  12
  7
  11
  14
  11
  7
  22
  11
  7
  12
  12
  12
  27
  -2
  14-
  3/6
  5
  4
  9
  54
  27
  ROCK CRAB
  OFF 8 / DEF 6
  
  The serpente magi are thick constrictor snakes that are physically powerful and often have
  beautiful, distinctive markings.  They also have cobra hoods and hypnotic eyes.  Serpente magi
  are intelligent, have nearly perfect memories, and are natural spell casters.  They may be the
  result of human/naga interbreeding. Unlike most “beasts” they are not especially hostile to
  human beings, but they do desire solitude and can be implacable schemers.
  CONSTRICT:  In grappling combat, a serpente magus can Lock and squeeze for [Base Damage
  +2] Base Damage beginning the first turn.
  HYPNOTIC GAZE: 13 PWR Hypnosis attack that affects anyone looking into the serpente magus’
  eyes.  A target can be so attacked only once during an encounter with any indi
  vidual serpente magus.
  SKILLS:  Any magic skill but Imperial College and Elemental Colleges are most common.
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  14
  12
  11
  14
  11
  12
  14
  11
  14
  14
  11
  13
  21
  -1
  12-
  2/4
  4
  3
  7
  42
  21
  SERPENTE MAGUS
  OFF 13 / DEF 11
  The silricc is a small, immensely furry creature that looks a bit like a cross between a cat and a
  spider (imagine a tarantula overgrown into a black furball).  Upon finding and paralyzing prey,
  silricc hibernate: The silricc will begin to spin a “cocoon”—a nautilus-like shell—around itself
  and its prey.
  Silricc are often found in their cocoons (shells) sleeping lightly (sometimes for decades),
  while it waits for a new food source to wander by.  They detect movement within 4 yards of
  their shell on a 16- (-1 for each yard after that, Stealth negatives apply).
  PARALYZING BITE: A bite that successfully penetrates inflicts a 14 PWR Paralysis attack.
  SPIT VENOM:  A silricc can also spit its paralyzing venom and always aims for the eyes (14 PWR
  Blindness).
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  11
  7
  12
  3
  12
  7
  1
  12
  7
  11
  13
  12
  3
  -3
  13-
  2/4
  -9
  1
  6
  3
  SILRICC
  OFF -5 / DEF -7
  
  A sphinx is a creature with a leonine body and a human face.  Although not uniformly hostile
  towards man, a few sphinxes have been know to prey on humans.  Just as many openly encourage
  human company and enjoy debating for hours on end.
  Sphinxes are notoriously arrogant, especially on the subject of intellect and strive to
  prove their superiority (riddles being the most common method).  Most study magic.
  CLAW: +2 PEN
  SKILLS:  Riddles; Imperial College, Astrology, Thaumaturgy
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  13
  13
  12
  15
  12
  13
  33
  13
  13
  13
  12
  13
  36
  -1
  14-
  2/4
  7
  7
  12
  72
  36
  SPHINX
  OFF 10 / DEF 8
  Steam sprites lair in a vessel (a bottle, an oil lamp, or even a hot, ‘steaming’ pie) that leak wisps
  of steam.  When the vessel is disturbed the sprite will attack (these beings are territorial
  magical guardians, often the result of Fey activity or other such mischief). They look like eels
  of steam with skull faces.
  STEAM BODY:  Steam sprites damage like automatons (and lose 1 STC for every 3 DP they
  take), but if they take 12 or more points of damage in a single hit, they pop like a soap
  bubble and disappear. They will be instantly dispersed by a wind based attack that hits
  by 3+.
  STEAM VENT: Sprites can strike only once per turn.  However, this attack does 8 IMP, ignores
  non-magical armor and is blocked/dodged as a ranged attack!
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  STC
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  11
  7
  12
  11
  12
  7
  5
  13
  7
  12
  12
  12
  36
  -2
  13-
  0
  0
  1
  3
  18
  9
  STEAM SPRITE
  cannot be held
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  12
  3
  11
  13
  11
  3
  9
  11
  3
  12
  11
  12
  12
  +5
  12-
  2/4
  3
  2
  4
  24
  12
  TERROR FERN
  OFF 7 / DEF 5
  
  Terror fern are leafy carnivorous plants. They often grow amongst other, natural ferns and are
  difficult to distinguish.  They attack by grappling and strangling their victims, which are then
  left to decay for fertilizer.  Terror fern can have up to 24 tentacles, which they can use for to
  augment their grapple attacks.
  Scarlet terror ferns are distinguished by their red flowers.  In addition to tentacle
  attacks, Scarlet terror ferns fire javelin-like barbs.
  TENTACLES:  7 OFF + 1 OFF per tentacle used.  (If a terror fern is fighting a single opponent,
  it will, of course, use all its tentacles in the initial attack).  The tentacles have a range of
  6 yds.
  BARBS (SCARLET TERROR FERN):  5 PEN.  A mature Scarlet Terror Fern will have one barb
  for each tentacle (the barbs regrow in 24 hours).
  Tomb beetles are carnivorous bugs that range from fist-sized to turtle-sized. They sleep for
  millennia and are often walled up within tombs as a defense.  These stats here are for a large
  one.
  BLADED PINCERS: The tomb beetle bites for 6 PEN (12 PV).
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  13
  7
  11
  13
  11
  7
  5
  13
  7
  12
  11
  12
  12
  -1
  13-
  5/10
  1
  1
  4
  24
  12
  TOMB BEETLE
  OFF 5 / DEF 3
  Also called a “Forest Dragon,” the worm is as thick around as a tree-trunk and up to 20 yards in
  length. They are part plant/part animal.
  BITE:  25 PEN
  CRUSH:  The traveling worm can grapple opponents, but usually it just crushes them. It can
  slither over a target with a 12- (+3 large weapon bonus) for 30 IMP.  Crushed underneath it, the
  unfortunate will take that twice.
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  13
  7
  11
  24
  11
  7
  107
  11
  7
  13
  11
  12
  120
  +1
  13-
  3/6
  23
  21
  40
  240
  120
  TRAVELING WORM
  OFF 29 / DEF 24
  
  Tumble weed appear as a blowing tangle of sticks and branches, but they are actuallly carnivo-
  rous plants that hunt in packs.  They hide, at their core, sharp, very human teeth.  They do little
  damage, but they overwhelm and bind their prey and then consume alive, at their leisure.  Tumble
  weed can talk, and are intelligent.
  BITE:  2 PEN (however, the bite only vitally hits [doubles] with a hit of 6+)
  ENTANGLE:  Entangle attack (must be in Close Combat).
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  11
  10
  11
  11
  11
  10
  3
  11
  10
  11
  11
  12
  12
  -1
  12-
  2/4
  0
  1
  4
  24
  12
  TUMBLE WEED
  OFF 4 / DEF 2
  Tygern are awesome predators— wild, untamable, and terrifying massive tigers with eagle’s
  wings. They have a tiger’s head, but an eagle’s eyes.
  Tygern are capable of carrying off a full-grown man and can hunt from great heights.
  Their preferred mode of attack is to swoop down from the skies, claws first (treat as a
  Charge), but failing that they pounce.
  BITE:  9 PEN
  CLAW: +2 PEN
  KEEN SENSES:  13- Perception roll (15- with vision)
  SKILLS: Climbing 13-, Tracking 13-
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  13
  7
  12
  17
  12
  7
  33
  13
  7
  13
  13
  12
  40
  -1
  14-
  2/4
  9
  7
  13
  80
  40
  TYGERN
  OFF 12 / DEF 10
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  13
  7
  12
  17
  10
  7
  40
  12
  7
  13
  10
  12
  45
  +1
  12-
  5/10
  10
  8
  15
  90
  45
  UMBRAGATOR
  OFF 13 / DEF 11
  
  An umbragator looks like huge, armored alligator with powerful, frog-like legs and the heads of hammerhead sharks.
  They tend to behave much like natural alligators, lying in wait for prey to wander close enough, but they will hunt and
  do protect their territory.
  BITE: +7 PEN and worry.
  SKILLS: Stealth 12-
  Venbru are beautiful creatures.  They have both feathers (in a crest like a peacock) and scales
  that come in a dazzling array of colors and patterns, but their most beautiful features are their
  eyes that sparkle like deep, multifaceted diamonds.
  Venbru are intelligent, but megalomaniacally vain. They can spend hours (or days) staring
  into their own eyes.  They expect others to worship them reverently as well, and will demand
  that others make offerings of gifts (preferably gemstones which they eat; the more gemstones
  a venbru consumes, the more beautiful it is).
  Venbru are highly sought. They can be “kept” in magnificent gardens (assuming their
  needs are met), or captured an imprisoned (cheaper, but you’ll need a cage).   Emperors have
  been known to pardon the most heinous of deeds if the perpetrator succeeds in procuring a
  venbru.
  BITE:  2 PEN
  DAZZLE:  Once every other turn they can emit a blinding flash of light (14 PWR Blindness).
  TELEPATHY: Level 2 Telepathy; Level 2 Mind Blast (see the Psionics Book)
  HYPNOTIC STARE: Anyone who looks into a venbru’s eyes is subject to a 16 PWR Hypnosis
  attack (a target can be so attacked only once during an encounter with any individual venbru).
  SKILLS:  Riddles 15-, Singing Lv3 15-, Storytelling 15-
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  6
  11
  12
  6
  12
  11
  6
  12
  11
  12
  12
  11
  15
  -2
  12-
  3/6
  -4
  1
  5
  30
  15
  VENBRU
  OFF -2 / DEF -4
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  13
  7
  13
  14
  13
  7
  9
  13
  7
  13
  13
  12
  18
  -3
  15-
  0
  4
  2
  6
  36
  18
  WIND WRAITH
  OFF 8 / DEF 6
  
  Wind wraiths are giant owls—just smaller than a man. They are awesome, terrifying predators.
  BEAK: 6 PEN.
  CLAW: 8 PEN.  The traditional attack of the wind wraith is to swoop down on prey and grab it in
  its powerful claws (Grapple of 12/10).
  SKILLS: Stealth 18-
  Wood monks are creatures of spontaneous generation. They lie in wait as small piles of dead
  leaves and branches, then suddenly spring up when something passes by.
  Wood monks look like monks in heavy, brown robes.  They have long sharp teeth and claws
  instead of faces and hands.
  AUTOMATON:  Wood monks lose 1 STC every 3 DP they take.
  CLAWS: 4 PEN that ignore 3 points of armor.
  BITE: 2 PEN that ignore 2 points of armor and delivers a 15 PWR Poison (Toxicity 16).
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  STC
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  11
  7
  12
  11
  12
  7
  8
  13
  7
  13
  12
  12
  39
  -2
  14-
  0
  1
  2
  WOOD MONK
  OFF 5 / DEF 3
  Wolfing are intelligent wolf creatures that can speak in normal tongues and walk on two legs.
  They eat children, and will do anything to procure one.  They are not so much deadly as despi-
  cable and devious. The unscrupulous will sometimes employ them but wolfings cannot be trusted.
  BITE:  3 PEN.
  SKILLS:  Climbing Lv3 14-, Stealth Lv3 14-, Tracking Lv3 14-
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  11
  10
  12
  11
  12
  10
  4
  12
  10
  11
  12
  9
  12
  -2
  13-
  0
  0
  1
  4
  24
  12
  WOLFING
  OFF 4 / DEF 2
  
  A wyvern is a coiled winged snake with two sharp reptilian feet (claws).  They are approximately
  7’ long from snout to tail’s tip with a wingspan of 8’ (extended), have a distinctive yellow and
  green pattern of diamonds on their skin, and have glimmering black eyes and sharp, poisonous
  fangs.
  BITE:  4 PEN (PV 6) and 15 PWR Poison (Toxicity 12)
  CLAW:  6 PEN unless constricting prey
  CONSTRICT:  In grappling combat, a wyvern can Lock and squeeze for [Base Damage +2]
  Base Damage beginning the first turn.
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  12
  7
  12
  12
  12
  7
  10
  12
  7
  12
  13
  12
  36
  -3
  14-
  2/4
  2
  2
  12
  72
  36
  WYVERN
  OFF 6 / DEF 4
  Wyrms are large, aggressive winged reptiles—approximately the size of a horse. They are often
  called dragons (although they are not true dragons at all). Sometimes they are kept as pets in
  the same way some people keep alligators.
  BITE:  14 PEN (however, the bite only vitally hits [doubles] with a hit of 6+)
  KICK:  +2 PEN (6 REA)
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  12
  7
  12
  19
  12
  7
  54
  12
  7
  12
  12
  12
  45
  -1
  14-
  3/6
  13
  11
  15
  90
  45
  WYRM
  OFF 16 / DEF 14
  
  Dragons
  “My armour is like tenfold shields, my teeth are swords, my claws spears,
  “My armour is like tenfold shields, my teeth are swords, my claws spears,
  “My armour is like tenfold shields, my teeth are swords, my claws spears,
  “My armour is like tenfold shields, my teeth are swords, my claws spears,
  “My armour is like tenfold shields, my teeth are swords, my claws spears,
  the shock of my tail a thunderbolt, my wings a hurricane, and my breath
  the shock of my tail a thunderbolt, my wings a hurricane, and my breath
  the shock of my tail a thunderbolt, my wings a hurricane, and my breath
  the shock of my tail a thunderbolt, my wings a hurricane, and my breath
  the shock of my tail a thunderbolt, my wings a hurricane, and my breath
  death!”
  death!”
  death!”
  death!”
  death!”
  - Smaug from 
  - Smaug from 
  - Smaug from 
  - Smaug from 
  - Smaug from The Hobbit
  The Hobbit
  The Hobbit
  The Hobbit
  The Hobbit
  Dragons are awesome predators.  There may exist beasts out there that are bigger, but there
  are few that are as breathtaking or versatile.
  Dragons are essentially immortal, living and growing until something kills them.  Although
  dragons age, it will not automatically achieve power simply by the passage of time. To “ad-
  vance”, a dragon must fulfill certain goals including the building of a lair, the spawning young,
  and the like.  Dragons can also “advance” by consuming of human blood—especially the blood
  of noble, human virgins of marriageable age.  Amassing treasure of certain values also trig-
  gers the chemical change that allows a dragon to advance from young to adolescent, to adult,
  and so on.
  Dragons spend considerable time sleeping and hibernating. They have hidden, remote lairs
  where they can do this safely.
  Dragon Bloodlines
  Dragons are proud of their heritage, and have a concept of family and royalty. Their ancestral
  bloodlines not only define their history, but their abilities as well. The bloodlines listed here are
  some of the most common. They are also the oldest and low-generation (Adult and Ancient)
  dragons of these lines are powerful and highly respected.
  Draco Tempestas Autumn
  Breathes Fire
  Draco Tempestas Burma
  Breathes Lightning
  Draco Tempestas Solistium
  Breathes Plasma
  Draco Tempestas Vernus
  Breathes Thunder
  
  Dragon Breath
  All dragons can use their breath attack once every three rounds.  They must “charge” the breath
  and consequently, they cannot use it on the first round of combat.  Dragons are immune to their
  own breath weapons.
  Dragon breath has a range of 10 yards.
  Fire Breath
  Fire Breath does FIRE damage and  “splashes”:  4 yards around the target, everything in that
  area will be subject to a [damage of breath/10] Fire attack.
  Lightning Breath
  Lightning Breath does SHOK damage.
  Plasma Breath
  Plasma Breath explodes with a RAD of 2 yards.
  Thunder Breath
  Thunder Breath not only does damage, it can also deafen.  The target takes Impact damage
  from the attack and also is subjected to a Resistance Attack (vs. CON):
  Minor Effect
  Impaired: Hearing perception rolls are at –2 for 3 hours.
  Standard Effect
  Deafened: Target is Stunned and his Hearing perception rolls are
  at –2 for 3 days.
  Major Effect
  Knocked Over: Target is Dazed and must roll vs. CON or fall down.
  He is also deafened for 2 days.
  Critical Effect
  Bowled Over:  Target is Dazed and must roll vs. CON at –2 or fall
  down. He is also deafened for 4 days.
  Catastrophic Effect
  Blasted: Target is Unconscious and may be permanently deaf.
  
  An adult dragon weighs a ton and a half, and is bigger than a grizzly bear. They are unnaturally
  formidable with massive bat-like wings and armored flanks. They are intelligent and skilled
  fighters. They also, depending on their bloodline, may have a variety of magical powers.
  INSTINCTIVE REFLEXES: +2 Initiative (15-)
  BITE: 75 PEN, can be used at Short range
  CLAW: +0 PEN (6 REA)
  TAIL LASH: +0 IMP (6 REA); it is at -2 to be blocked and can be used at Long range
  MYSTICAL AURA:  –4 DM from non-magic weapons
  KEEN SENSES: Perception roll of 14- (smell and vision perception is 16-)
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  13
  11
  11
  60
  11
  11
  200
  13
  11
  13
  11
  13
  120
  +1
  14-
  6/12
  69
  40
  40
  240
  120
  DRAGON (ADULT)
  OFF 84 / DEF 70
  Ancient Dragons are terrible creatures, over a millennium old. They are the size of bull el-
  ephants, are covered in armor, and blessed with wickedly sharp weapons. To fight one, bring an
  army and expect heavy casualties.
  INSTINCTIVE REFLEXES: +2 Initiative (15-)
  BITE: 300 PEN, can be used at Medium range
  CLAW: +0 PEN (6 REA), can be used at Long range
  TAIL LASH: +0 IMP (6 REA); it is at -2 to be blocked and can be used at Very Long range
  MYSTICAL AURA:  –4 DM from non-magic weapons
  KEEN SENSES: Perception roll of 14- (smell and vision perception is 18-)
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  15
  13
  11
  180
  11
  13
  1100
  13
  13
  15
  11
  15
  800
  +1
  17-
  12/24
  279
  220
  267
  1600
  800
  DRAGON (ANCIENT)
  OFF 336 / DEF 280
  
  Legends
  And as in uffish thought he stood,
  And as in uffish thought he stood,
  And as in uffish thought he stood,
  And as in uffish thought he stood,
  And as in uffish thought he stood,
  The Jabber
  The Jabber
  The Jabber
  The Jabber
  The Jabberwock, with eyes of flame,
  wock, with eyes of flame,
  wock, with eyes of flame,
  wock, with eyes of flame,
  wock, with eyes of flame,
  Came whiffling through the tulgey wood,
  Came whiffling through the tulgey wood,
  Came whiffling through the tulgey wood,
  Came whiffling through the tulgey wood,
  Came whiffling through the tulgey wood,
  And burbled as it came!
  And burbled as it came!
  And burbled as it came!
  And burbled as it came!
  And burbled as it came!
  - fr
  - fr
  - fr
  - fr
  - from “Jabber
  om “Jabber
  om “Jabber
  om “Jabber
  om “Jabberwocky” by Lewis Carr
  wocky” by Lewis Carr
  wocky” by Lewis Carr
  wocky” by Lewis Carr
  wocky” by Lewis Carroll
  oll
  oll
  oll
  oll
  These creatures are powerful and legendary, some unique, many belonging to  magical races.  In
  some cases these creatures are part of the Universe. They may be ancient, wise, and important.
  They may also be, at some level, metaphors for concepts or beliefs of human beings.
  
  Cyclopes are larger than ogre and smaller than giants. They are not terribly smart or civilized,
  but they are often skilled craftsmen (stereotypically, they are blacksmiths). They are gener-
  ally bad tempered and think nothing of killing and eating those they come across. They may,
  however, respect (if not serve) agents of legitimate human powers (the King, the Church, etc.).
  ONE-EYE:  Cyclopes have but one eye, consequently, they suffer all requisite disadvantages
  (see the Basic Book).
  SKILLS:  Cyclopes are Lv3 Craftsmen with 15- rolls.
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  13
  10
  11
  40
  11
  10
  80
  11
  10
  13
  12
  9
  370
  -0
  12-
  0
  44
  16
  123
  740
  370
  CYCLOPS
  OFF 55 / DEF 46
  The Destiny Knight may appear when a warrior is on the cusp of a great success or disaster. The
  Knight, who appears as a large, armored knight wearing unknown colors, will challenge the char-
  acter to combat. The catch is that the Destiny Knight cannot be slain until the character has
  overcome some difficult task.
  In the first match, the Knight will spare the character—leaving him beaten but alive. The
  second (set at some date in the future) will be his last. The Knight will not specify the test—but
  a wise person (or some study and meditation) will reveal it. The task is usually something of a
  heroic nature the character has been contemplating or that needs doing. The knight may have
  help but should be the point man.  If the character accomplishes the mission, the Destiny Knight
  will return and test his mettle but will not harm him. Instead, he will surrender on the field of
  battle, praise his adversary as worthy, and leave—vanishing into the mists.
  The Destiny Knight is not cruel or insulting—he seems hearty, jolly, and strong. He is,
  however, serious about the challenge. He will return. If the character flees (probably renounc-
  ing his knighthood—the challenge is public) or refuses to fight, the character will get a –4
  Mental Defect: Unsure Of Self, which makes him fight at –4 should he ever suffer a Minor
  Wound or more in combat.
  The Knight has plate armor, a shield, a weapon of choice, and the appropriate Lv3 weapon skill
  on a 16-. When struck, he will take damage normally until he gets an Unconscious or worse
  result at which point he returns to full DP (picking up his head and putting it back on if neces-
  sary).
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  13
  12
  12
  15
  12
  12
  18
  13
  13
  13
  12
  12
  24
  -2
  16-
  7/14
  7
  4
  8
  48
  24
  DESTINY KNIGHT
  OFF 11 / DEF 9
  
  Fenir are giant wolves—the size of small cars. They travel in packs and usually live high on
  mountaintops or deep in the forest away from man.
  BITE:  100 PEN
  CLAW:  +0 PEN
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  13
  10
  12
  105
  11
  11
  500
  12
  10
  13
  12
  12
  500
  -0
  13-
  0
  144
  100
  164
  1000
  500
  FENIR (GREAT WOLVES)
  OFF 174 / DEF 145
  Giants are huge beings that stand 20’ tall (as tall as a 2-story building).  Some giants, a race
  called Giant Magi can change shape at will.
  Having no talent for smithing, the typical giant either attacks barehanded or with a club
  (an uprooted tree).  Occasionally, they throw boulders.
  VULNERABILITY TO MAGIC: Giants resist spells badly. They get a –1 to their resistance
  rolls vs. magic effects.
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  13
  10
  11
  85
  11
  10
  370
  12
  10
  13
  12
  9
  370
  -0
  12-
  0
  149
  74
  123
  740
  370
  TRUE GIANTS
  OFF 179 / DEF 149
  Jinn are awesomely powerful primal spirits.  They are ancient and may have been the beings that
  actually built (but did not design) the universe. They have no real body of their own but take
  form from the elements around them. A Jinni bound to a lake might appear on the surface as a
  giant face made of water. The water itself might rise up as a giant head … in the sky they are
  whirlwinds and vast storm clouds … in fire they are living infernos.
  Jinn are not friends of humanity—they will devour humans, toying with them as they
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  STC
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  13
  14
  13
  60
  13
  14
  120
  13
  20
  150
  13
  14
  1500
  -1
  19-
  0
  72
  24
  JINN
  OFF 89 / DEF 74
  
  The kraken is a fearsome predator: they usually eat deep-water Megalodon—’prehistoric’ sharks;
  near the surface they will attack galleons. They have 7 tentacles and squidlike bodies. They are
  dismember them, examining and absorbing their essences. They can be reasoned and dealt with
  however, and powerful magics and rituals can bind them.  Their legendary egotism can also blind
  them to the obvious, allowing a clever mind to trick or otherwise get away from a jinni.
  On very rare occasion, a human potentate will be granted nigh-absolute power over jinn.
  Invariably, these rulers are of the highest moral caliber.  Jinn respect and fear these men and
  are on their best behavior around them.
  ALTER REALITY: Jinn can grant wishes—after a fashion.  With an 8 REA Long action, a jinni
  can:
  •
  turn one thing into another
  •
  disintegrate up to 3 tons of mass at will
  •
  create structures up to 3 tons of mass at will
  •
  teleport a person about 1000 miles safely
  They cannot control human minds or change time.
  IGNORE REALITY: Jinn can choose ignore reality. When a Jinni does this, it gets an unmodified
  16- roll to ignore any attack or spell effect. This costs 3 REA per turn.
  INCORPORATE/DISCORPORATE: It is an 8 REA Long action for a Jinni to form or de-form.
  While discorporate, a jinni cannot attack nor use any of its awesome powers.
  JINN FORM:  Although “living” creatures, jinn are damaged as automatons (and lose 1 STC
  every 100 DP they take).
  MIND OVER FORM: The Jinn can alter a living target, often resulting in its destruction. A Jinni
  toying with a human might shrink him to the size of a penny … or blast him into a thousand
  still living blocks of flesh. The roll is 16- against WIL. They can do this once per turn but
  they cannot Ignore Reality while doing so.
  Minor Effect:
  The target resists! The target suffers a Daze result.
  Standard Effect:
  The target survives—but is mutated in some way. Suffer
  unconscious result and the GM picks some minor bizarre de-
  fect.
  Major Effect:
  As above, but the defect is major.
  Critical Effect:
  As above, but the defect is horrific.
  Catastrophic Effect:
  The target is, essentially, destroyed.
  TALONS: +0 PEN damage that ignores any armor.
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  13
  12
  11
  19
  11
  7
  3000
  12
  7
  13
  11
  12
  2000
  +5
  9-
  0/14
  308
  600
  733
  4000
  2000
  KRAKEN
  OFF 371 / DEF 309
  
  The naga are human-headed snakes that were present at the creation of the universe. The most
  ancient ones are kings of vast undersea kingdoms, far from the realms of men. They may be
  great generals or powerful wizards. They live in awesome palaces with architectures that would
  be impossible on land.  The naga described here are their distant children. They are still power-
  ful, and important—they are servants of the gods or even the universe itself.  These naga are
  about the size of humans. They are usually magic users, familiar with the Imperial College.
  SKILLS:  Imperial College Lv3 15-
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  13
  12
  11
  13
  10
  12
  15
  11
  12
  13
  11
  13
  24
  -1
  12-
  2/4
  4
  3
  8
  48
  24
  NAGA
  OFF 11 / DEF 9
  voracious eaters of flesh but can also exist for long periods of time on plankton and, if neces-
  sary, they can even go into hibernation. When they sense a boat, they will attack, picking sailors
  off the deck.
  When a kraken attacks a boat, it will grip it with 1-6 tentacles and grab sailors with the
  others.  Attacking its eyes can drive it off – the eyes are +0 to hit and have no armor; if the eye
  takes 40+ points of damage, the kraken makes a Minor Wound roll, if the result is Dazed or
  worse it will flee.  The downside to this is that anyone trying this stunt 9in melee anyway) will be
  at 13- to hit from the kraken.
  Despite their lethality, the right gear (nets, high-tension lines, harpoons) can be used to
  hunt them. The GM should determine what exactly goes into a kraken hunt—it’s a dangerous
  game!
  BITE:  40 PEN.  If the kraken wishes to bite something it has caught in its tentacles, the to-hit
  roll jumps to 16-; a miss indicates the victim is floating free in the water.
  INK: The Kraken can turn the water black for a 3-mile radius when ejecting ink.
  TENTACLE:  A kraken can grapple and constrict with its tentacles.  The turn after it success-
  fully gets a Grab, the kraken will drag the poor soul into its maw.
  TREASURE:  The bellies of kraken are filled with cargo taken from boats they attack (some-
  times a Kraken will break the back of a boat and swallow some of the hold).
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  STC
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  13
  10
  10
  120
  10
  10
  6000
  9
  16
  15
  11
  9
  600
  +5
  12-
  2/4
  709
  1200
  NEMORUS (LIVING FOREST)
  OFF 852 / DEF 710
  
  Unicorns are purity incarnate: noble, white horses with a single white horn (known as an alicorn)
  protruding from its head. They are often described as being bathed in a soft white radiance.
  Unless killed, a unicorn is immortal.
  When one of these magnificent beasts is injured and its blood spilt, flowers bloom where
  its blood falls and the orchards that grow there will bear wondrous fruit for generations.  How-
  ever, the most wondrous feature is its horn; the alicorn can be used to cure everything from old
  age to the most hideous poisons.  A unicorn sheds its alicorn (like a deer its antlers) once every
  5 centuries.  The more impatiently unscrupulous hunt unicorns to chop off its horn.  A unicorn so
  maimed will not grow back its alicorn until its proper time (up to 500 years) and is in all ways
  severely hobbled.
  Unicorns are universally sought after.  Kings desire them, mages wish to harness their
  power, aristocrats ravished by age wish to possess them.  But unicorns are wild: they cannot be
  tamed but may be ridden by only the most pure of heart.  In fact, unicorns are so drawn to
  purity that it is not uncommon for a one to allow itself to be touched and even fed by a worthy
  maiden.
  KICK:  +2 IMP (6 REA)
  GORE
  TRAMPLE:  28 IMP (8 REA Long)
  WHITE FIRE:  Once every three turns a unicorn can project a beam of white fire from its
  alicorn for 32 FIRE.
  HEALING: A unicorn can heal almost anything.  Draughts of their blood restore the drinker
  to full health (20 so draughts from 1 unicorn, if you had to know).  A touch from their
  horn heals a Minor Wound’s worth of DP.  If their alicorn is powdered, it makes 5
  doses that, when mixed with wine, will cure almost anything (old age, disease, dismem
  berment, and so forth).
  IMMUNITY TO POISON:  A unicorn cannot be poisoned and any poison or poisoned wound
  touched by its alicorn is instantly neutralized.
  MYSTICAL AURA:  –4 DM from non-magic weapons
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  14
  11
  12
  22
  12
  11
  70
  12
  11
  14
  12
  15
  75
  -1
  13-
  0
  18
  14
  25
  150
  75
  UNICORN
  OFF 21 / DEF 19
  The nemori are, perhaps, the largest living beings on the planet. They can cover many acres
  appearing, to humans, as individual trees … a natural forest.  They are, until they wake.  When a
  nemorus is away, it is mobile—it moves through the ground like a human wading through water. It
  is vast and powerful. The statistics above are for a single tree. A nemorus might have one, tens,
  hundreds, or even thousands of such trees as its body.
  AUTOMATON:  A Nemorus loses 1 STC every 40 DP it takes.
  
  Will o’ wisps are subtle spirits that inhabit desolate places (ruins, marshes, forbidding mountain
  passes, etc).  They are naturally invisible, but can manifest as a floating light similar to a dim
  lantern (their true form is that of a frail, floating human wrapped in a shawl).  Will o’ wisps are
  guides and lures.  They seek the lost or the searching, and tempt them to follow.
  Following a will o’ wisp is fraught with peril: they almost always lead their followers to
  and through dangerous places, often disguising or hiding the nature of the danger. Only a fool
  or a desperate man would follow one, but it is the foolish and the desperate to which will o’ wisps
  appear—if one follows and survives, the will o’ wisp will show the traveler what he’s looking for:
  the way home, the hidden treasure, his lost love.  If it can be found, the will o’ wisp will light the
  way.
  MYSTICAL AURA:  –4 DM from non-magic weapons
  PROTECTIVE AURA:  A will o’ wisp is surrounded by a field of energy that protects it.  This is
  treated as 11 points of ablative armor that must be punched through before the will o’
  wisp can be harmed.  The aura regenerates 1 point of armor at the end of each turn.
  TELEPATHY:  Level 2 Telepathy (Psionics Book); note that normally the only time a will o’ wisp
  uses telepathy is to defend itself if it is attacked.
  SKILLS:  All will o’ wisps know the Illusion school of magic.
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  4
  12
  12
  4
  12
  12
  4
  13
  12
  13
  12
  13
  24
  -3
  12-
  0
  -7
  1
  8
  48
  24
  WILL O’ WISP
  OFF -3 / DEF -5
  
  The Fey
  “Either I mistake your shape and making quite,
  “Either I mistake your shape and making quite,
  “Either I mistake your shape and making quite,
  “Either I mistake your shape and making quite,
  “Either I mistake your shape and making quite,
  Or else you are that shrewd and knavish sprite
  Or else you are that shrewd and knavish sprite
  Or else you are that shrewd and knavish sprite
  Or else you are that shrewd and knavish sprite
  Or else you are that shrewd and knavish sprite
  Call’d Robin Goodfellow: are not you he
  Call’d Robin Goodfellow: are not you he
  Call’d Robin Goodfellow: are not you he
  Call’d Robin Goodfellow: are not you he
  Call’d Robin Goodfellow: are not you he
  That frights the maidens of the villager
  That frights the maidens of the villager
  That frights the maidens of the villager
  That frights the maidens of the villager
  That frights the maidens of the villagery;
  y;y;
  y;y;
  Skim milk, and sometimes labour in the quern
  Skim milk, and sometimes labour in the quern
  Skim milk, and sometimes labour in the quern
  Skim milk, and sometimes labour in the quern
  Skim milk, and sometimes labour in the quern
  And bootless make the breathless housewife churn;
  And bootless make the breathless housewife churn;
  And bootless make the breathless housewife churn;
  And bootless make the breathless housewife churn;
  And bootless make the breathless housewife churn;
  And sometime make the drink to bear no barm;
  And sometime make the drink to bear no barm;
  And sometime make the drink to bear no barm;
  And sometime make the drink to bear no barm;
  And sometime make the drink to bear no barm;
  Mislead night-wanderers, laughing at their harm?”
  Mislead night-wanderers, laughing at their harm?”
  Mislead night-wanderers, laughing at their harm?”
  Mislead night-wanderers, laughing at their harm?”
  Mislead night-wanderers, laughing at their harm?”
  -  
  -  
  -  
  -  
  -  A Midsummer Night’
  A Midsummer Night’
  A Midsummer Night’
  A Midsummer Night’
  A Midsummer Night’s Dr
  s Dr
  s Dr
  s Dr
  s Dream
  eam
  eam
  eam
  eam, Act 2, Scene I
  , Act 2, Scene I
  , Act 2, Scene I
  , Act 2, Scene I
  , Act 2, Scene I
  The fey (also known as the fair folk or fairies) are magical creatures of twilight and shadow.  In
  fact, some believe that the fey are actually magic itself, given incarnate form.  Virtually all fey
  some some magical ability (usually from the Illusion/Phantasm and Witchcraft schools).
  The fey cannot be normally seen.  They all posess a type of invisibility that prevents anyone
  from perceiving them unless they attack or otherwise choose to makes themselves known.  All
  fey are quiet and stealthy (are at -2 to be heard and have Stealth).
  All fey have Mystical Aura; however, a weapon made of cold iron will negate it.
  
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  12
  10
  12
  13
  12
  10
  23
  12
  10
  12
  12
  9
  15
  -2
  13-
  none
  2
  2
  5
  30
  15
  BOGGART / BROWNIE
  OFF 6  /  DEF 4
  These fey are scrawny, hairy bipeds with pinhole nostrils and tattered, brown cloaks.  The
  difference between a boggart and a brownie is attitude.
  Boggart – Boggarts live for mischief.  They may plague a family for years (hiding keys,
  breaking things, and generally causing disturbances), traveling with them if necessary.  They
  can be quite vindictive and malicious although they almost never resort to physical violence.
  Brownie – Like boggarts, brownies live with a family, but unlike boggarts, they are be-
  neficent (doing chores, fixing things, finding lost items, etc).  They may be rewarded, but at-
  tempting to pay (or catch!) a brownie may offend it.  An offended brownie  may leave the family
  or become a boggart.
  DISAPPEAR: 8 REA Long action.  Once gone, the boggart/brownie can’t return for 24 hours.
  They can still perceive what goes on inside the house or area—but can’t hear conversa
  tions in the presence of running water.
  MAGIC USE:  Illusion, Witchcraft
  MYSTICAL AURA: –4 DM from any non-magical weapon not made of cold iron.
  SKILLS:  Stealth Lv3 15-
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  12
  10
  11
  14
  11
  10
  35
  11
  10
  12
  12
  12
  30
  +1
  14-
  none
  9
  7
  10
  60
  30
  BUGBEAR
  OFF 13  /  DEF 11
  A fey that looks like a bear cub wearing a brown cap.  When provoked, they grow into a full
  sized bear.  These stats are for a grown one.
  BITE:  7 PEN
  CLAW:  +0 PEN
  MYSTICAL AURA: –4 DM from any non-magical weapon not made of cold iron.
  
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  12
  8
  11
  20
  11
  8
  50
  11
  10
  12
  12
  12
  50
  +1
  13-
  none
  14
  10
  17
  100
  50
  CU SITH HOUND
  OFF 17  /  DEF 15
  Cu Sith Hounds are huge black hounds the size of cattle. They have yellow eyes and can be quite
  vicious. Their howl sounds hauntingly melancholy and can cause feelings of despair in those who
  hear it (if the listener is depression prone, he may have to make a WIL roll).
  BITE:  14 PEN.
  KEEN SENSES:  14- perception roll
  MYSTICAL AURA: –4 DM from any non-magical weapon not made of cold iron.
  SKILLS:  Tracking Lv3 14-, Stealth Lv3 14-
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  12
  8
  11
  13
  11
  8
  23
  11
  8
  12
  11
  10
  18
  -0
  13-
  1/2
  6
  5
  6
  36
  18
  DOPPLEGANGER
  OFF 10 /  DEF 8
  A doppleganger is a shadow walker that can only be seen by animals and the person being stalked
  by it. The doppelganger will shadow the subject until such time as it has learned enough about
  him to replace him. Then it will murder him and take his place
  MYSTICAL AURA: –4 DM from any non-magical weapon not made of cold iron.
  SHAPECHANGE:  The doppleganger can alter its form to replicate its target precisely.
  SKILLS:  Acting Lv3 15-, Disguise Lv3 15-, Stealth Lv3 15-,  Surveillance Lv3 15-
  
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  11
  10
  12
  11
  12
  10
  11
  12
  10
  14
  13
  11
  18
  -3
  13-
  none
  1
  2
  6
  36
  18
  GOBLIN
  OFF 5  /  DEF 3
  Goblins are nasty, ill tempered fey. They appear ugly or even hideous (the nastier they are).
  Their sole joy is bringing ill fortune to others.
  JINX:  Goblins can cause a machine to break down or a person to be cursed by glaring
  at it or him.  This is a PWR 12 Resistance Attack (vs. STC for machines, vs. WIL for
  people):
  Minor Effect:
                             Crack / 1 point Unluck
  Standard Effect:
       Crack and STC roll / 2 point Unluck
  Major Effect:
  2 Cracks and STC roll / 4 point Unluck
  Critical Effect:
  4 Cracks and STC roll / 6 point Unluck
  Catastrophic Effect:
  8 Cracks and STC roll / 9 point Unluck
  A goblin can use its Jinx power 3 times a day as an 8 REA Long action each time.
  MYSTICAL AURA: –4 DM from any non-magical weapon not made of cold iron.
  SKILLS:  Stealth Lv3 13-
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  12
  10
  11
  14
  11
  10
  51
  11
  10
  12
  12
  11
  51
  -1
  14-
  none
  8
  10
  17
  102
  51
  KELPIE
  OFF 10 /  DEF 8
  When out of the water and on the hunt, Kelpies appear as attractive normal people—but always
  seem to have damp hair. Once they lure their victim to their lair (in the water, usually a pond)
  they change into horse form.  These stats are for their horse form; in human form kelpies have
  average stats.
  KICK: 6 REA, 10 IMP. Long Range
  MYSTICAL AURA: –4 DM from any non-magical weapon not made of cold iron.
  TRAMPLE: Overrun attack for 18 IMP
  
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  7
  11
  12
  7
  13
  11
  3
  12
  11
  10
  12
  11
  10
  -0
  13-
  none
  -4
  1
  3
  20
  10
  LEPRECHAUN
  OFF 0  /  DEF -2
  Leprechauns are wee fey standing less than a foot high.  They tend to wear gaudy clothes and
  enjoy to dance and make merry.
  All leprechauns are craftsmen (typically cobblers); however, the items produced are
  often oddly flawed or defective (for instance, they never make 2 shoes at a time and all of
  their shoes are different).
  Leprechauns are obsessive creatures and collect valubles.
  MAGIC USE:  Illusion, Witchcraft
  MYSTICAL AURA: –4 DM from any non-magical weapon not made of cold iron.
  SKILLS:  Craft Lv3 14-
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  12
  12
  12
  14
  11
  12
  60
  12
  12
  12
  12
  12
  60
  +1
  14-
  1/8
  14
  12
  20
  120
  60
  ONI
  OFF 18  /  DEF 16
  Oni are demonic-seeming creatures that collect people and carry them off, never to be seen
  again.  They appear as huge humans with animal faces or other animalistic elements (horns,
  scales, tails, etc.).  They often use ornate, beautifully made weapons, but are just as happy
  wading in barehanded.
  CLAW: +2 PEN
  FIRE BREATH: 18 FIRE, once every 3 turns.
  MYSTICAL AURA: –4 DM from any non-magical weapon not made of cold iron.
  
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  12
  11
  13
  7
  13
  11
  1
  13
  11
  12
  13
  11
  3
  -6
  14-
  none
  -5
  -
  1
  6
  3
  PIXIE
  OFF -1  /  DEF -3
  Pixies are tiny creatures that fly on gossamer wings and glow with magic that trails behind them
  like dust.  They are about 4” high and most often appear as ethereally beautiful women (al-
  though tiny winged bears, lions, and pink hippopotami are not unheard of either). They come in
  several shades of color.  Their laughter sounds like musical chimes.
  A few pixies are ridiculously strong (20 STR).  Invariably they are the most delicate-
  seeming of their kind, but woe betide the foolish human who decides to tease them.
  ENHANCED DODGE
  MYSTICAL AURA: –4 DM from any non-magical weapon not made of cold iron.
  SKILLS:  Elemental Colleges, Illusion, Witchcraft
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  7
  11
  11
  7
  11
  11
  7
  11
  11
  12
  12
  9
  15
  -2
  14-
  6/12
  -4
  1
  5
  30
  15
  REDCAP
  OFF 3 /  DEF 0
  Redcaps are particularly nasty fey who wear iron boots and caps dipped in blood. They are
  often furious and are eager to cause bodily harm.
  ELF SHOT:  Elf shot are darts fired from blowguns. It does 1 PEN (PV 8) and it feels like an
  insect bite.  The dart then works its way towards the victim’s heart.
  After it hits, the victim will fall deathly ill in [10-amount hit by] minutes (mini
  mum of 1 minute).  Unless the right medical care is given the victim will suffer a 15 PWR
  Slay twenty-four hours later.  Hexbreaker will stop the process and a knowledgeable
  doctor/healer can actually ‘suck’ the dart out with a Medical Skill roll (-5 at Lv2, -3 at
  Lv3, -0 at Lv4).
  MYSTICAL AURA:  –4 DM from any non-magical weapon not made of cold iron.
  SKILLS:  Stealth, Street Fighting Lv3 14-
  
  A reynard is a fey fox that can shapeshift. They enjoy impersonating humans, playing practical
  jokes, and winning their meals by taking advantages of other’s hospitality.  Reynards admire
  cleverness in humans and, if a person shows potential, it will take him under its wing.
  Occasionally, a reynard will fall in love with a human and will attempt to woo her.  Almost
  invariably, it ends badly.
  Reynards are attractive and tend to be hideously vain.
  BITE:  2 PEN
  MYSTICAL AURA: –4 DM from any non-magical weapon not made of cold iron.
  SHAPECHANGE:  A reynard can take human form that is the same gender as itself; however,
  they never get it exactly right.  (Bright red hair, preternaturally green eyes, and slightly
  feral teeth is typical, but most often they’ll look perfectly human . . . but with a fox’s
  tail that they try to hide.)
  A perceptive person can see through the glamour.  Instinct may tip someone off
  as well as telltail clues.   If someone is suspicious of a reynard and make their perception
  roll by 5, they will realize that they are really dealing with a fox!  Depending on the
  situation, a  revealed fox either shugs it off or beats a hasty retreat.
  SKILLS:  Con Artist Lv3 17-, Diplomacy Lv3 15-, Disguise Lv2 13-, Ettiquette Lv3 15-, Stealth
  Lv3 13-
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  10
  12
  13
  10
  12
  12
  10
  13
  12
  12
  13
  11
  12
  -3
  13-
  none
  0
  2
  4
  24
  12
  REYNARD
  OFF 4  /  DEF 2
  Trolls are slippery creatures that live in shadowy places from which they can watch surrepti-
  tiously. Although small, trolls are quite strong and tough.
  Trolls are notorious bullies (they will typically hide from well-armed parties, preferring
  to harass children, pilgrims, etc.).  They enjoy extortion (those who don’t pay are eaten) and will
  typically have some amount of treasure hidden in or near their lair (it will be buried or cached—
  often in many small deposits).
  MYSTICAL AURA:  –4 DM from non-magic weapons not made of cold iron.
  SKILLS:  Stealth
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  11
  10
  12
  14
  12
  10
  8
  13
  10
  12
  12
  8
  32
  -2
  13-
  2/4
  4
  2
  11
  64
  32
  TROLL
  OFF 8 / DEF 6
  
  Yeck are white-furred creatures that wear white caps that grant invisibility. They are tricky
  and very strong. They live in snow and can sculpt ice and snow structures easily. They can
  cause avalanches.
  INVISIBILITY:  Once per day, a yeck can grant invisibility to a person.  It lasts so long as the
  person does not touch another living being (or touch them with anything in their hands!)
  CLAWS:  +2 PEN
  MYSTICAL AURA:  –4 DM from non-magic weapons not made of cold iron.
  SKILLS:  Craft (ice/snow sculpting) 15-
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  13
  10
  11
  14
  11
  11
  24
  11
  10
  13
  12
  12
  33
  -2
  14-
  2/4
  7
  5
  11
  66
  33
  YECK
  OFF 11 / DEF 9
  
  Elementals
  KING LEAR: Blow
  KING LEAR: Blow
  KING LEAR: Blow
  KING LEAR: Blow
  KING LEAR: Blow, winds, and crack your cheeks! rage! blow!
  , winds, and crack your cheeks! rage! blow!
  , winds, and crack your cheeks! rage! blow!
  , winds, and crack your cheeks! rage! blow!
  , winds, and crack your cheeks! rage! blow!
  YYYYYou cataracts and hurricanes, spout
  ou cataracts and hurricanes, spout
  ou cataracts and hurricanes, spout
  ou cataracts and hurricanes, spout
  ou cataracts and hurricanes, spout
  Till you have drench’d our steeples, drown’d the cocks!
  Till you have drench’d our steeples, drown’d the cocks!
  Till you have drench’d our steeples, drown’d the cocks!
  Till you have drench’d our steeples, drown’d the cocks!
  Till you have drench’d our steeples, drown’d the cocks!
  YYYYYou sulph’r
  ou sulph’r
  ou sulph’r
  ou sulph’r
  ou sulph’rous and thought-executing fir
  ous and thought-executing fir
  ous and thought-executing fir
  ous and thought-executing fir
  ous and thought-executing fires,
  es,
  es,
  es,
  es,
  Vaunt-couriers to oak-cleaving thunderbolts,
  Vaunt-couriers to oak-cleaving thunderbolts,
  Vaunt-couriers to oak-cleaving thunderbolts,
  Vaunt-couriers to oak-cleaving thunderbolts,
  Vaunt-couriers to oak-cleaving thunderbolts,
  Singe my white head! And thou, all-shaking thunder
  Singe my white head! And thou, all-shaking thunder
  Singe my white head! And thou, all-shaking thunder
  Singe my white head! And thou, all-shaking thunder
  Singe my white head! And thou, all-shaking thunder,,,,,
  Smite flat the thick rotundity o’ the world!
  Smite flat the thick rotundity o’ the world!
  Smite flat the thick rotundity o’ the world!
  Smite flat the thick rotundity o’ the world!
  Smite flat the thick rotundity o’ the world!
  Crack Natur
  Crack Natur
  Crack Natur
  Crack Natur
  Crack Nature’e’e’e’e’s moulds, all germens spill at once,
  s moulds, all germens spill at once,
  s moulds, all germens spill at once,
  s moulds, all germens spill at once,
  s moulds, all germens spill at once,
  That makes ingrateful man!
  That makes ingrateful man!
  That makes ingrateful man!
  That makes ingrateful man!
  That makes ingrateful man!
  - - - - - King Lear
  King Lear
  King Lear
  King Lear
  King Lear, Act 3 Scene 2
  , Act 3 Scene 2
  , Act 3 Scene 2
  , Act 3 Scene 2
  , Act 3 Scene 2
  The world is divided and subdivided into forces that represent aspects of nature. Elementals
  are incarnations of those forces. Their masters are like gods, but they are not human gods—
  they are not concerned with the affairs or morality of men and they care nothing for human
  worship or adoration. And they can be terrible, like forces of nature.
  The elementals listed here serve their masters, but also live on this, “mixed” realm. They some-
  times act as go-betweens between the human realms and the elemental ones.
  All elemental creatures possess Mystical Aura.
  
  Gnomes appear as short (3’-4’ high), bald men dressed simply in brown or gray. Their skin is
  stone, marked faintly with veins of ore and their eyes are crystals.  They have incredible memo-
  ries.
  Gnomes are quiet and thoughtful and tend to be solitary and live in the deep earth. They
  appreciate gemstones, and have a natural affinity for men who work with the earth (farmers,
  miners, etc.)
  Gnomes know a craft with great technical ability, but tend to be artistically unimagina-
  tive. Sculptor, jeweler, mason, architect, or smith are all common.
  CREATURE OF EARTH:  Gnomes although alive are treated like Automatons (losing 1 STC every
  6 DP); however, if they are completely cut off from the earth, they lose 1 DP per turn.
  MYSTICAL AURA:  –4 DM from non-magic weapons
  WALK THROUGH ROCK:  Gnomes can move through earth and stone with ease (at swimming
  speed), not leaving so much as a trace behind.
  SKILLS: Craft Lv3 15-; Earth Elemental College (but no spells dealing with plant life).
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  STC
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  13
  12
  10
  15
  10
  12
  23
  10
  13
  13
  10
  12
  78
  +1
  12-
  5/10
  8
  5
  GNOME
  OFF 12 / DEF 10
  The salamander is a small black lizard with deep red (almost black) markings. It lives amongst
  fires and feeds off them.  They consume and stop fires as often as they start them.
  Salamanders are curious beasts—they represent the element of fire by being flame re-
  sistant. They are animals while the other elementals are usually intelligent creatures.
  MYSTICAL AURA:  –4 DM from non-magic weapons
  START/CONSUME FIRE: A salamander can add or subtract +/- 4 to +/- 10 to any fire’s spread/
  continue roll.
  SALAMANDER’S AEGIS:  A man holding a salamander (and anyone he touches) will not be
  harmed by smoke or fire
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  1
  7
  11
  1
  11
  7
  1
  11
  7
  12
  1
  12
  1
  -5
  12-
  0
  -11
  1
  1
  1
  SALAMANDER
  
  Sirens are beings of the sea. In their “natural” form, they are whorls of seawater and jets of
  foam. They can manifest, taking the form of a stunningly beautiful, woman. They have magnifi-
  cent singing voices, but sing strange, haunting songs in otherworldly languages.
  Sirens observe human affairs from the water, and sometimes serve powerful undersea
  creatures as “gifts” from the forces of water. When they come on land, they can be mischie-
  vous.  Sirens are not naturally hostile, but they are wildly playful and can be unmindful of the
  damage they can cause. They often use their voices and forms to lure humans into their domain,
  even though the results can be fatal.
  In human form, sirens dress in white or white trimmed with gold.  They carry shawls with
  them. These shawls contain their essence (soul)—destroying a siren’s shawl returns the siren to
  her primal state:  She loses her identity, her memory, her very self.
  BODY OF WATER:  Sirens possess Water Bodies.  Fire may permanently kill a siren and, ex
  tended duration away from water will dehydrate and eventually kill a siren.
  CONTROL WATER:  Sirens possess 13 PWR Control Water (see the Paranormal Rules)
  HAUNTING VOICE:  When a siren sings, all listeners are subjected to a [siren’s singing skill]
  PWR Hypnosis.  Furthermore, anyone suffering a Critical Effect or worse will feel com
  pelled to move towards the source of the song.
  MYSTICAL AURA:  –4 DM from non-magic weapons
  SKILLS:  Singing Lv4 15-; Water Elemental College Lv3 13-
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  12
  11
  12
  9
  12
  11
  6
  12
  11
  12
  12
  10
  12
  -2
  12-
  0
  -2
  1
  4
  24
  12
  SIREN
  OFF 2 / DEF 0
  Storm Lights are intelligent, transient effects of ball lightning. They appear in severe thunder-
  storms in wild places, often in the vicinity of interesting things (ruins, buried treasure). They
  dance playfully and are not hostile, but when they are attacked, they turn vicious.
  There are cells and ceremonies that call them. They can be captured and bound (made to
  stay in one place) with special loadstones.
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  10
  7
  12
  11
  12
  7
  3
  12
  7
  12
  13
  12
  9
  -3
  13-
  0
  -1
  1
  3
  18
  9
  STORM LIGHT
  
  Sylphs are tiny, air maidens. They are normally invisible, but can appear at will.  They are
  comely women with eagle’s eyes and butterfly wings.  They are extraordinarily maneuverable
  in the air, hovering and darting about like hummingbirds, their wings all but invisible behind
  them.
  Sylphs are shy and reclusive. When they are approached, they tend to be good-natured—
  less mischievous than their cousins, the sirens. They can be playful, calling out invisibly through
  the fog, or playing (relatively) harmless practical jokes on those who pass through their aeries.
  ENHANCED DODGE:  Not only do sylphs have Enhanced Dodge, they also have an effective 14
  AGI with it.
  CONTROL WEATHER:  Sirens possess 13 PWR Control Weather (see the Paranormal Rules).
  MYSTICAL AURA:  –4 DM from non-magic weapons
  WINDBLAST:  10 IMP; this attack does no direct damage—the resultant “damage” determines
  how many yards a target is flung back ([Wind Blast “damage”/Target’s Mass] yards).
  SKILLS:  Air Elemental College Lv3 13-
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  8
  10
  12
  8
  12
  10
  1
  12
  10
  12
  13
  8
  12
  -4
  12-
  0
  -4
  4
  24
  12
  SYLPH
  OFF 0 / DEF 2
  Flight
  LIGHTNING BOLT:  11 SHOK, 3 yd range
  MYSTICAL AURA:  –4 DM from non-magic weapons
  PHYSICAL IMMUNITY:  Storm lights are utterly immune to physical attack, but energy can
  hurt them.
  The fifth element is void—the absence of the others. The Vortex is a hole in the universe and
  the whirlwind around it. It appears as a dark, man-sized nebula, constantly collapsing in upon
  itself.
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  9
  10
  11
  9
  11
  10
  9
  11
  10
  9
  11
  12
  21
  -1
  12-
  0
  -1
  2
  7
  42
  21
  VORTEX
  OFF 3 / DEF 1
  
  Windego are huge, elemental creatures—the essence of storms and blizzards and chose those
  times to hunt amongst men.  They appear as very tall (20’—as tall as giants), but painfully ema-
  ciated humanoids with dark skin. Their hands are massively over-sized and have hooked talons.
  Their faces are great maws—masses of teeth—but that is not the Windego’s only mouth—they
  are covered with such mouths, all of them constantly howling—a freezing wind; a storm in itself,
  pouring out of their bodies.
  Windego fly naturally. Their bodies appear emaciated, but their legs are atrophied (their
  feet are shriveled). They never touch the ground.
  BITE: 18 PEN; against opponents approximating their size it can bite up to 4 times for 5 REA.
  CLAW:  +0 PEN
  CONTROL WEATHER:  64 PWR Control Weather (Supers Book)
  MYSTICAL AURA:  –4 DM from non-magic weapons
  STRONG WINDS:  20 Strength Telekinesis (Psionics Book)
  WHIRLWIND:  16 PWR Whirlwind (Supers Book)
  WIND BLAST:  32 IMP (8 REA Long); this attack does no direct damage—the resultant “dam
  age” determines how many yards a target is flung back ([Wind Blast “damage”/Target’s
  Mass] yards).
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  13
  12
  11
  26
  11
  12
  33
  11
  12
  13
  11
  13
  75
  -0
  12-
  0
  21
  7
  3
  18
  9
  WINDEGO
  OFF 7 / DEF 5
  CONSUME:  1 PWR Disintegrate once every 10 turns
  MYSTICAL AURA:  –4 DM from non-magic weapons
  WHIRLWIND: 13 PWR Whirlwind
  TELEKINESIS: 13 STR Telekinesis (Psionics Book)
  TELEPORT: A vortex can blink out, appearing within 30 yards of their original location.
  
  Undead
  “Death is not the worst evil, but rather when we wish to die and
  “Death is not the worst evil, but rather when we wish to die and
  “Death is not the worst evil, but rather when we wish to die and
  “Death is not the worst evil, but rather when we wish to die and
  “Death is not the worst evil, but rather when we wish to die and
  cannot.”
  cannot.”
  cannot.”
  cannot.”
  cannot.”
  - Sophocles (c.496 B.C.–406 B.C.)
  - Sophocles (c.496 B.C.–406 B.C.)
  - Sophocles (c.496 B.C.–406 B.C.)
  - Sophocles (c.496 B.C.–406 B.C.)
  - Sophocles (c.496 B.C.–406 B.C.)
  The Undead are, one way or another, spirits of the dead doomed to haunt and feed upon the
  living. The Undead are usually created by some sin—an act of violence, pride, or greed.  Curi-
  ously enough in most cases, the appearance of Undead does not specifically punish the sinner,
  but rather the society that allowed the sin to occur.
  Getting Rid of the Undead
  How one disposes of the undead, depends on the undead. Zombies and skeletons may simply
  be hacked to bits. Doing away with a vampire requires some special preparations such as
  wooden spikes and fire.  But the trickiest forms of troublesome spirits are the Incorporeal.
  They have no bodies to destroy (the ones they receive when they manifest are “on loan”—they
  can be sent back with the stroke of a sword, but not sent away for good).
  Exorcisms and other religious rituals work if the spirit can be prevented from disrupting the
  ritual and if the epicenter of the haunting can be found (usually a single room, burial plot, or
  other significant place).
  Other times, spirits can be settled by giving them what they want—comfort, food, warmth, or
  justice. But figuring out exactly what they want may be difficult, and giving it to them may be
  even harder—or impossible.
  The Corpus Mortuus (The Animate Dead)
  The dead (and undead) have certain commonalties. The first is the body. Undead are (typi-
  cally) automations. They have no vital organs, no vulnerabilities. They need nothing of the
  living (no food, no air, sleep, if at all, in minutes a day).  To destroy the dead, one must liter-
  ally hack the body to pieces.
  Undead typically come in two varieties—the body, which is full and fleshy, and the skeleton,
  which is thinner and more fragile.
  The Choir Invisible (Spirits)
  Many undead are not bound to the body. The Incorporeal may float, walk through walls, and
  disappear at will. These undead possess Spirit Form and are notoriously difficult to perma-
  nently rid of.
  Traits of the Unliving
  All Undead possess Mystical Aura; however, normal, non-magical weapons that are holy or
  have been blessed will negate the Aura.
  Most undead have an aversion to holy symbols and sacred places and will not approach them.
  
  Banshees are wailing spirits that appear as a woman wracked by overwhelming grief, her cries
  echoing absolute, uncompromising despair.  Hearing one, even at ranges over a mile, is disturbing
  (10 PWR Terror), but having the banshee cry in one’s presence is devastating.
  Banshees are usually caused by suicides. They do have territories that they haunt, but
  they are traveling spirits and are often found out of doors, wandering barren areas in the same
  hollow despondency that consumed them when they took their lives.  They seek the living out of
  anger and out of a desperate need to draw the warmth and hope of life into their dark prison.
  Banshee will hunt targets who cross their path (they wander aimlessly, sobbing with de-
  spair and rage), or those who intrude on their territory (usually near the ground where their
  body was laid to rest).
  BANSHEE WAIL: 16 PWR Terror against one target, PWR 12 against everyone within 10 yards.
  The cry is terrible, and may cause prolonged feelings of guilt, fear, or depression in the
  target.
  A banshee’s wail can cause a 10 PWR Terror even when she is incorporeal.
  FEED:  10 IMP
  SPIRIT FORM:  The banshee’s ectoplasmic body loses 1 STC every 2 DP.
  MYSTICAL AURA:  –4 DM from non-magic weapons not holy or blessed.
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  STC
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  9
  10
  11
  9
  11
  10
  9
  11
  10
  12
  11
  12
  24
  -1
  12-
  -1
  2
  BANSHEE
  OFF 3 / DEF 1
  The Eques Mortuss are knights in the service of death. They appear as dark, armored figures in
  full, ornate, plate mail, but under their visors, they are grim skeletons. They often ride monsters
  or skeletal horses.
  Valkary are Death Knights with winged flight and Invisibility to anyone who has not been
  attacked by them.
  AUTOMATON:  Death Knights lose 1 STC every 4 DP they take.
  COLD BLADE:  Any weapon used by a Death Knight is considered magical and does an extra 3
  points of Base Damage (from the cold).
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  STC
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  13
  11
  13
  13
  13
  11
  13
  13
  11
  13
  13
  11
  52
  -3
  15-
  6/12
  4
  3
  DEATH KNIGHT (EQUES MORTUUS)
  OFF 8 / DEF 6
  
  The Iudex Mortuus is a Death Judge—a judge in the service of the forces of death.  The Judges
  are NOT demons; they are not sadistic or evil—merely inexorable and implacable.  They are
  agents of balance, collectors, and servants in the living realms of the forces beyond.
  The Judges appear as tall, thin men wearing tattered black robes. Their faces are empty
  spaces. Staring into them makes one feel nauseous and disoriented. They wear veils when they
  travel in the living realms. They move silently, leaving no tracks, and casting no shadow.
  AUTOMATON:  Judges lose 1 STC every 5 DP they take.
  MYSTICAL AURA:  –4 DM from non-magic weapons not holy or blessed.
  RIGHT OF CALL:  The dead around a Judge will rise and serve him at his whim. They may be
  skeletons, zombies, or (rarely) more powerful creatures.
  RIGHT OF ENTRY:  Doors open for the Judges. Locks unlatch as they approach. Chains slide
  off.  Crossbars decay or fall away. Security systems will allow them passage (but will
  record that an opening has occurred). The Right of Entry only applies to mechanisms that
  are designed to keep a portal closed under normal conditions.  (Barricading an entryway
  will still work.)  Doors will open as though pushed with 15 Strength.
  RIGHT OF TURNING:  Judges can block attacks and spells at 17- for 3 REA
  SEE TRUTH: The Judges are immune to illusions.  They always know exactly whom they are
  dealing with and what ones inner self is.
  WHIRLPOOL:  They can open the vortex of their faces to draw in the souls of those around
  them. Everyone within 4 feet is affected as though by 14 PWR Slay (-1 PWR per yard
  beyond that). They can keep the whirlpool going for up to 4 seconds.   It can only be
  used once per day.
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  STC
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  11
  12
  12
  11
  12
  12
  11
  12
  12
  13
  12
  12
  65
  -2
  14-
  4/8
  1
  2
  DEATH JUDGE (IUDEX MORTUUS)
  OFF 5 / DEF 3
  SHIELD OF MORTALITY: The Death Knight carries a shield whose face is a silent whirlpool of
  mortality.  Those who look at it face a 14 PWR Terror attack.
  MYSTICAL AURA:  –4 DM from non-magic weapons not holy or blessed.
  WEAPONS MASTER: The Death Knight is Lv3 15- with any weapon it handles.
  
  The dominec is an unusual form of undead.  Dominec are the result of a powerful, secret necro-
  mancer spell that traps the soul in the body, insuring the caster passage into the un-life.  Dominec
  appear as skeletons wrapped loosely in dark bandages.  They have preserved eyes in their skull’s
  sockets, and red, fleshy tongues in their mouths. They speak in a rasping whisper, with no lungs
  to push the air.  A Dominec’s mental stats are those of the caster in life.
  In theory, the caster’s mind is preserved.  However, the body is preserved not as well.
  The new body experiences the world through a shroud—colors are muted. Tastes are dry.  The
  dominec can see and understand pleasure, but the world appears ugly.  Even a clear spring day
  will seem over-ripe and rotten from within. A fine glass of wine will be felt to be crawling with
  bacteria.  The spell does not cause insanity, but decades or even centuries of such deprivation
  and envy often do.
  UNDEAD BODY
  ASHES-TO-ASHES:  The Dominec can cause living flesh to wither as though burned (this has no
  affect on the inanimate), doing 11 FIRE. There is no visible effect, but the use of this
  power is felt by anyone who would normally witness an attack from the Dominec.
  DUST-TO-DUST:  Dominec have [WIL -10] PWR Disintegration (8 REA Long), which they can
  use a day.
  STEAL LIFE: Dominec have [WIL] PWR Slay that they can use once every other turn (8 REA
  Long). They regenerate [Victim’s Minor Wound] DP for each level of success they get.
  MYSTICAL AURA:  –4 DM from non-magic weapons not holy or blessed.
  SKILLS:  Dominecs are invariably high-level necromancers and often excel in other realms of
  magic as well.
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  9
  13
  12
  9
  12
  13
  9
  12
  13
  13
  12
  13
  30
  -2
  12-
  0
  -1
  2
  10
  60
  30
  DOMINEC
  OFF 3 / DEF 1
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  STC
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  8
  10
  10
  8
  10
  10
  8
  10
  10
  12
  10
  10
  24
  -0
  12-
  2/4
  -2
  2
  GHOST
  OFF 2 / DEF 0
  
  Haunts are the spirits of those who have died of deprivation—deprivation of food, water, or
  even love.  Their skin is paper thin and dry, and their body appears shriveled and emaciated.
  They have wild, fearful, needy eyes.  Haunts are terribly hungry, thirsty, and lonely. They hap-
  pily approach those who come upon them—company at last! They may be overly talkative, smiling
  (hideously), laughing (even more disturbing), and cheerfully inviting the newcomer to sit for a
  spell.
  The Haunt’s talk is desperate and nonsensical.  It is lost; it does not know what it is
  looking for.  It is deprived.  It is glad to finally have found a friend.
  Eventually, the Haunt gets around to eating his new friend.  It will apologize of course
  (without saying, exactly, what it is apologizing for), and then attack, its nails and teeth sharp-
  ening. Giving a Haunt food or water will delay this (it will gladly eat rations instead of the
  character while the rations last), but it devours food effortlessly, eating a whole meal in a few
  bites.
  AUTOMATON:  Haunts lose 1 STC every 3 DP they take.
  BITE:  4 PEN
  CLAW:  +2 PEN
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  STC
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  10
  10
  11
  14
  11
  10
  9
  11
  10
  12
  11
  10
  36
  -1
  12-
  2/4
  4
  2
  HAUNT
  OFF 8 / DEF 6
  Ghosts spend their time incorporeal and invisible, watching the living through the lens of their
  past. Ghosts haunt a place (almost always the place where they died), and the circumstances
  surrounding their life (or death) color their behavior.  They are incredibly selfish in the sense
  that they understand almost nothing about the world except as it applies to them, and they
  react to the living based on these skewed observations.  They try to achieve their ends through
  subtle and psychological methods.
  Most often, a ghost desires for the living to leave its domain.  Rarely, a ghost may like an
  inhabitant, and be helpful, but the ghost’s ability to help is usually limited by its own idiosyncra-
  sies.
  Ghosts can control their own appearance to a great extent. If they are hostile, they try
  to appear horrific.  If not, they may appear gentle.  They often appear as they did in life.
  SPIRIT FORM:  The ghost’s ectoplasmic body loses 1 STC every 2 DP.
  TERROR:  [WIL +2] PWR Terror.  Note that a ghost may actually try not to terrify someone
  it likes
  MYSTICAL AURA:  –4 DM from non-magic weapons not holy or blessed.
  
  There are several kinds of mummies and making them requires necromancy, some supplies, and a
  dead body. The mummy listed here is a guardian; it sleeps until it or what it was guarding is
  disturbed, and then it attacks relentlessly.
  A mummy may be armed with a melee weapon.  Otherwise it will use its rely on its natural
  strength.
  AUTOMATON:  Mummies lose 1 STC every 4 DP they take.
  MYSTICAL AURA:  –4 DM from non-magic weapons not holy or blessed.
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  STC
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  11
  --
  9
  15
  12
  --
  11
  12
  --
  13
  13
  --
  52
  -3
  12-
  4/8
  5
  2
  MUMMY
  OFF 9 / DEF 7
  Poltergeists (“noisy ghosts”) are similar to regular ghosts in that they spend most of their time
  incorporeal and watching the living.  Unlike ghosts however, they take an honest interest in the
  living.  So much so in fact, they may follow and ‘haunt’ a person (or family), rather than a place,
  even moving should their “friend” move.
  Poltergeists are mischievous and playful. They may be destructive, but only because of
  carelessness or mischief, never because of maliciousness.  They are rarely hostile or dangerous
  unless they or their adopted individual are somehow threatened.
  Like ghosts, poltergeists have considerable control over their appearance and can ap-
  pear horrific, benign, or more abstract (white sheets, folding or flowing planes, mists, etc.)
  MYSTICAL AURA:  –4 DM from non-magic weapons not holy or blessed.
  SPIRIT FORM:  Unlike most spirits, a poltergeist can use its telekinesis while still incorporeal
  (albeit very weakly).  The poltergeist’s ectoplasmic body loses 1 STC every 2 DP.
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  STC
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  9
  10
  11
  9
  11
  10
  9
  11
  10
  11
  11
  10
  24
  -3
  13-
  2/4
  -1
  2
  POLTERGEIST
  OFF 3 / DEF 1
  KNOTTED INSIDES:  A haunt’s insides are filled with hundreds of yards of knotted cord. It
  can draw this cord out through its flesh, and use it to incapacitate its victim. They can also spit
  a mass of knots that acts as a net (8 REA Long).
  MYSTICAL AURA:  –4 DM from non-magic weapons not holy or blessed.
  
  TELEKINESIS:  4 STR Telekinesis (incorporeal); 14 STR Telekinesis (manifested).
  TERROR:  [WIL +2] PWR Terror.  Note that a poltergeist will try not to terrify someone it
  likes (unless its playing a joke).
  Revenants are undead out for revenge.  They are as intelligent and skilled as they were in life,
  but they have a single goal—vengeance against someone who wronged them. In this pursuit, they
  can make alliances, hold conversations, and undertake other actions so long as they are meeting
  their goal.
  Some revenants appear to be as hale and hearty as the next man, but others look like
  what their state would suggest: a rotting corpse.  Healthy looking revenants can change their
  form into that of a corpse, but they usually only do this when confronting their target.
  UNDEAD BODY
  MYSTICAL AURA:  –4 DM from non-magic weapons not holy or blessed.
  FAMILIAR: Some revenants will have a familiar creature that can scout for it. This is similar to
  a witch’s familiar; if it dies, the revenant takes damage that will NOT regenerate, and
  must be healed normally.
  INSTINCTIVE REFLEXES: +2 Initiative (14 Initiative)
  KEEN SENSES: 14- Perception roll
  REGENERATION: At the end of a round of combat in which a revenant does not get a Dead
  result, it returns to full DP.
  STALKING SENSE: The revenant can divine the direction and distance to its target.
  WEAPONS MASTER: The Revenant is Lv3 15- with any weapon it handles.
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  11
  10
  12
  15
  12
  10
  11
  12
  10
  13
  12
  14
  24
  -2
  13-
  4/8
  5
  2
  8
  48
  24
  REVENANT
  OFF 9 / DEF 7
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  9
  --
  11
  9
  11
  --
  9
  11
  --
  12
  11
  --
  24
  -1
  12-
  2/4
  -1
  2
  8
  48
  24
  SKELETON
  OFF 3 / DEF 1
  
  These are small, hideous creatures, half flesh, and half shadow. They appear as stooped, sham-
  bling things wrapped in grave shawls, with sharp, crooked teeth.
  AUTOMATON:  Lesser Terrors lose 1 STC every 2 DP they take.
  MYSTICAL AURA:  –4 DM from non-magic weapons not holy or blessed.
  BITE:  4 PEN; 6 OFF
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  STC
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  6
  9
  11
  6
  11
  9
  3
  11
  9
  12
  11
  12
  24
  -1
  13-
  2/4
  -5
  1
  TERROR (LESSER)
  OFF -1 / DEF -3
  Animate skeletons are created by necromancer spells.  Once created, they’ll last until the bones
  decay (years, even centuries in dry climates). They can follow simple orders, but they are essen-
  tially machines—they have no memories, communication ability, or personality whatsoever.
  AUTOMATON:  Skeletons lose 1 STC every 2 DP they take.
  MYSTICAL AURA:  –4 DM from non-magic weapons not holy or blessed.
  A Greater Terror is a horrifying thing; an undead creature that has collapsed in on itself, and
  is now a living portal into the netherworld.  The Greater Terror appears as a 9’ tall whirlwind
  of souls wrapped in a tattered, hooded robe. Staring at the void is terrifying—hearing the
  cries of the lost is chilling.
  Greater Terrors are not servants of death. They may have their own twisted objec-
  tives—they are intelligent, but hollow.  They understand morality, but have no sense of it.
  AUTOMATON: Greater Terrors lose 1 STC every 5 DP they take.
  MYSTICAL AURA:  –4 DM from non-magic weapons not holy or blessed.
  CONSUME:  Anyone in Close Combat with the Terror may be caught in its whirlpool (Offensive
  Grapple 32).  It can continue to grapple the target for 5 REA each round.  If it scores a
  Pin result (from a hold), the target is sucked through to the other side.
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  STC
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  11
  12
  11
  16
  11
  12
  11
  11
  12
  13
  11
  12
  65
  -3
  13-
  0
  6
  2
  TERROR (GREATER)
  OFF 10 / DEF 8
  
  Vampires are among of the most human of the unliving.  Unlike many of their peers, they retain
  human characteristics and maintain interests, hobbies, the ability to love, and the like.
  The Filia Noctis are young, newly created vampires that serve their master. They are not
  robots, but they have tight leashes, and they are tormented constantly by their hunger. They
  are under Command (see below) constantly and have little chance to escape (although they may,
  eventually, mature).
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  11
  10
  11
  18
  11
  10
  10
  11
  10
  11
  11
  10
  18
  -1
  12-
  2/4
  8
  2
  6
  36
  18
  VAMPIRE (FILIA NOCTUS)
  OFF 12 / DEF 10
  An unclean is a particularly nasty kind of undead.  It is a spirit that cannot manifest but desires
  a body. When a living mortal enters its area (to which it is bound), it attempts to overcome the
  target with a telepathic assault.
  Once a target has been rendered vulnerable (unconscious), the unclean can enter the
  body and possess it, assuming physical stats of its new host.
  Unclean who find bodies are often psychotically hostile. They may be murderers or worse,
  committing acts of violence for fun until the host is dead or incarcerated and then moves on.
  MYSTICAL AURA:  –4 DM from non-magic weapons not holy or blessed.
  SPIRIT FORM:  Unlike most spirits, an unclean cannot manifest.  The stats above are for the
  unclean’s spirit form if it is somehow confronted on the ethereal plane (an unclean’s
  ectoplasmic body loses 1 STC every 2 DP).
  TELEPATHY:  Level 2 Telepathy; Level 2 Mind Blast; Puppet (Psionics Book)
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  STC
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  10
  12
  11
  10
  11
  12
  10
  11
  12
  12
  11
  12
  24
  -1
  12-
  2/4
  0
  2
  UNCLEAN
  OFF 4 / DEF 2
  TERROR: Anyone looking at the Terror is affected by a 14 PWR Terror attack. Anyone looking
  upon its face is affected by 18 PWR Terror.
  SCOURGE: The Terror can flail (at Long range) with tendrils of screaming darkness for 11 IMP.
  It can attack up to 3 opponents for 5 REA.
  SPAWN LESSER TERROR: For an 8 REA Long action, the Terror can instantiate a Lesser Terror.
  
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  12
  11
  11
  33
  11
  11
  10
  11
  11
  13
  11
  13
  33
  -1
  13-
  4/8
  23
  2
  11
  66
  33
  VAMPIRE (PATERNUS NOCTIS)
  OFF 30 / DEF 25
  These are older, more developed vampires.  They have long learned to control their passions.
  They have all the abilities above plus:
  LEVITATE:  4 yards/second
  ANIMAL ALLIES:  The vampire can call bats, rats, and wolves and they will (mostly) obey.
  ENTHRALL:  A person that the vampire has taken a Major Wound’s worth of blood from is
  subject to a [WIL] PWR Charm (see the Psionics Book).
  BITE:  1 PEN plus Blood Drain.
  BLOOD DRAIN:  For 5 REA, a vampire can suck [victim’s Minor Wound] DP in blood.  A victim
  must successfully break to vampire’s hold in order to stop the drain.
  COMMAND:  [WIL +2] PWR Influence and Beguile (see the Psionics Book)
  MYSTICAL AURA:  –4 DM from non-magic weapons not holy or blessed.  Silver weapons also
  negate the Aura.
  UNDEAD BODY:  Vampires require blood for sustenance and to heal (2 DP blood heals 1 DP
  damage).  They also require a minimum of rest (during daylight hours) although they do
  not get tired or fatigued.
  VAMPIRIC VULNERABILITIES:  If exposed to the rays of the sun, the vampire is subject to a
  13 PWR Slay each turn.  If it is staked through the heart, a vampire remains incapaci
  tated until the stake is removed.  If its head is cut off, a vampire will be destroyed.
  These are the Great Beasts—the Ancient Immortals.  They are Vampires who have lasted
  centuries and grown immensely powerful. They are tough, dangerous, smart, and blindingly
  fast. They are Lv3 with most of their skills and usually have a variety of other talents as well.
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  12
  13
  12
  63
  12
  13
  10
  16
  13
  14
  13
  15
  63
  -3
  15-
  6/12
  53
  2
  31
  126
  63
  VAMPIRE (AVATUS NOCTIS)
  OFF 66 / DEF 55
  
  Vase wraiths are undead automatons—mindless forces—that are bound to burial urns contain-
  ing ash remains.  They cannot travel more than 10 yards from the urn.
  They appear as a grey shadow of ash that flows from the urn and attacks those who
  trigger them.  When blasted back to dust, it reforms.  The only way to permanently destroy a
  Vase Wraith is to destroy its urn (which may be armored, guarded, well hidden, or all of the
  above).
  ASH BODY:  Treat as Water Body.
  DEATH’S TOUCH:  9 FIRE (frost burns)
  MYSTICAL AURA:  –4 DM from non-magic weapons not holy or blessed.
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  10
  --
  12
  10
  12
  --
  10
  12
  --
  12
  12
  --
  27
  -3
  13-
  0
  0
  2
  9
  54
  27
  VASE WRAITH
  OFF 4 / DEF 2
  Wrights are spawned from officers or high-level soldiers responsible for a slaughter (their
  own), through cowardice, corruption, neglect, or other dereliction of duty.
  Wrights are translucent, but quite substantial. They cast a kind of anti-glow (radiate
  shadow), and radiate cold. They carry the weapons they carried in life.  Undamaged, they ap-
  pear pristine (uniform neatly pressed; upright, military bearing), but as their Life Glamour (see
  below) is damaged, they begin to decaye. Their flesh will become rotted and worm-eaten, their
  clothing torn and burnt.
                      Beings killed by wrights rise as zombies or skeletons in their service in 1-3 rounds.
  AUTOMATON: Wrights lose 1 STC every 3 DP they take.
  MYSTICAL AURA:  –4 DM from non-magic weapons not holy or blessed.
  LIFE GLAMOUR:  20 points of ablative armor.  The glamour must be punched through before the
  wright can be damaged (all weapons do Impact Damage against it).  The more the glamour
  decays, the more decayed, rotting, and worm-eaten the wright appears.
  The glamour regenerates 1 point of armor at the end of each turn.
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  STC
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  10
  10
  11
  13
  11
  10
  10
  11
  10
  12
  11
  12
  36
  -1
  14-
  0
  3
  2
  WRIGHT
  OFF 7 / DEF 5
  
  Zombies are animate bodies created by the same magic that are used to animate skeletons.
  They are stronger than their bony brethren, but softer (no armor). The standard zombie is
  created by a specific magic. They generally appear as rotting corpses, slightly desiccated by
  the embalming process.  Besides the “standard” zombie, other varieties include:
  “Headshot” Zombies - Some zombies are more difficult to kill, but have “vital” regions (tradi-
  tionally the brain) that can take them out quicker.  Called shots to the region (or hits that hit by
  6+, rather than 4+) double the amount they hit by.  Headshot Zombies have REFs (and all associ-
  ated statistics) of 13 (they hit on 14-, they are at –3 to hit). They have 36 DP (-1 STC : 3 DP).
  Cannibal Zombies - These zombies are powered by human tissue . . . other humans’ tissue.  After
  killing a person, they eat him.  They have the intelligence necessary to hunt and those killed by
  them will rise (if sufficiently intact) and join them.
  White Zombie - White zombies are extremely pale, almost bleached, and moan terribly as if
  they were in constant pain.  They have good reason—they constantly secrete acid.  Merely
  touching or being touched by one will inflict 1 FIRE.  Grappling with a white zombie will inflict
  6 FIRE each turn.
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  STC
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  12
  --
  9
  12
  9
  --
  9
  9
  --
  12
  9
  --
  24
  +1
  13-
  0
  2
  2
  ZOMBIE
  OFF 6 / DEF 4
  POSION BREATH:  16 PWR Contact Poison (Toxicity 6), Close Combat only.
  POISON TOUCH:  13 PWR Contact Poison (Toxicity 6).
  POISONOUS WOUND:  If a wright that has suffered a Major Failure attempts to grapple a
  target, the wound itself will grip the victim (OFF of 13) and subjects him as well to an 18
  PWR Contact Poison (Toxicity 6).
  TERROR:  When a wright entirely loses its Life Glamour, its horrifying form is no longer hidden
  and all who look at it suffer a 13 PWR Terror attack.
  When a wright suffers a Major Failure, the wound swells and erupts into a
  vomit of decay, forcing a 15 PWR Terror attack to whomever caused the wound.
  WEAPONS MASTER:  The wright is Lv 3 with any weapon it has.
  AUTOMATON:  Zombies are automatons that lose 1 STC every 2 DP.
  
  Between Scylla
  and Charydis
  “And the LORD set a mark upon Cain”
  “And the LORD set a mark upon Cain”
  “And the LORD set a mark upon Cain”
  “And the LORD set a mark upon Cain”
  “And the LORD set a mark upon Cain”
  - Genesis 4:15
  - Genesis 4:15
  - Genesis 4:15
  - Genesis 4:15
  - Genesis 4:15
  Some monsters are created by the gods either as punishment, as a warning, or (in the case of
  trickster gods) just for the hell of it.  They may create monsters whole, sending them as punish-
  ments or to terrorize their enemies, or they may transform a particularly annoying human into
  monstrous form.  Whatever the case, these beasts are, to the last, dangerous.
  Most all of these monsters are unaging and probably have already been around for ages.
  Being touched by the gods, these creature are nigh immune to Resistance Attacks (+10 to the
  relevant stat to resist).
  
  Grendel is the monster from the Beowulf legend. He may or may not be the spawn of Cain. He
  lives with his mother in a deep lake.
  Grendel terrorizes the villages nearby, taking and eating the warriors who would protect
  them, often carrying them off to its lair to consume at its leisure. Grendel is formidable and
  relentless. It appears as a hulking, scaled creature with large webbed hands.
  MYSTICAL AURA:  –4 DM from non-magic weapons (but not unarmed combat).
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  13
  7
  12
  45
  11
  10
  33
  13
  10
  13
  11
  12
  60
  -0
  14-
  4/8
  40
  7
  30
  120
  60
  GRENDEL
  OFF 50 / DEF 42
  Grendel’s mother is a sea serpent. She can crawl on land, but always returns to her watery lair.
  MYSTICAL AURA:  –4 DM from non-magic weapons
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  13
  10
  11
  65
  11
  10
  40
  13
  10
  13
  11
  12
  80
  -3
  13-
  6/12
  61
  8
  27
  160
  80
  GRENDEL’S MOTHER
  OFF 76 / DEF 63
  Up in the mountains on the ancient highway pass that once linked the Eastern and Western
  Empires is the Nills Tree, a terrible monster that has closed the pass for three centuries.  Now
  ships must sail around the rocky straights.
  The Nills Tree is a stationary being that looks a little like a massive weeping willow with
  a huge human mouth set in the trunk. It can and does talk—it craves human flesh and will allow
  no one to pass unmolested.
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  14
  11
  12
  40
  12
  11
  400
  12
  20
  14
  12
  13
  400
  +5
  13-
  4/8
  69
  80
  133 (3)
  800 (20)
  400 (10)
  THE NILLS TREE
  OFF 24 / DEF 20
  
  A 9' tall monstrosity that is a warning to carping women everywhere, the Termagant is a cursed
  woman who harped upon the gods once too often.
  She appears as a naked, semi-humanoid female figure with four legs (sprouting from its
  hips and abdomen), three arms (with sharp, iron claws), and three faces.  Her hair is long and
  wild and tangled and dirty and she shrieks terribly as it attacks.
  CLAW: +4 PEN
  SHRIEK:  28 EXP, RAD 5 (if the target has natural armor, it’s halved), once every three turns.
  Naturally, the Termagant is immune to her own attack.
  MYSTICAL AURA:  –4 DM from non-magic weapons
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  14
  8
  12
  40
  12
  8
  40
  12
  8
  14
  12
  9
  160
  -1
  12-
  2/4
  36
  8
  53
  320
  160
  THE TERMAGANT
  OFF 46 / DEF 38
  ROOTS:  16 IMP, 14- to hit.  They also have an OFF of 10.  The roots surround the Nills Tree in
  a 30-yard radius and there is one root per square yard.  Each root has a 4-yard reach and
  each root has 4/8 armor and 14 DP.  The tree only attack a person once at a time.
  TENTACLES:  Within 20 yards of the tree the limbs are tentacles. They have 30 STR (20 OFF)
  and will lash out to grab and constrict targets (20 IMP).  It has 6 tentacle attacks per
  turn and 30 total tentacle branches.
  BITE:  15 PEN.  Victims caught in the Nills Tree’s tentacles are brought to its maw.
  IMMUNITIES AND DEFENSES:  The Nills Tree is immune to Resistance Attacks, does not
  burn, and takes no damage from arrows.  It can dodge ballista shots, moving its trunk
  like an eel! (Dodge on a 15-, 3 REA).
  MYSTICAL AURA:  –4 DM from non-magic weapons
  THE BLACK HEART:  Down below its roots is a massive black heart. Unless this heart is
  pierced, the tree will not die (this will require standing right next to the tree and
  having a weapon, like a spear, with Long Reach). If the tree suffers an Unconscious re
  sult and the heart is not struck, it will be unconscious for 3 seconds and then re-
  animate at half DP! If someone can get in and deliver a blow to the heart however, the
  heart only has 10 DP and a CON of 11.
  
  The Wargrym is a monster that haunts a misty, creepy loch up in the hills. On certain nights when
  the moon is right it crawls out of the lake and hunts.  It savors the taste of virgins.
  The Wargrym appears as a scaly, six-legged monster with a shell (not entirely unlike a
  turtle’s) adorned with spikes. It has a long, flexible, and extensible (up to 15 yards!) neck and a
  reptilian head the size of a horse’s. It can poke its head through the windows of a house or
  tower and pull a person out of their bed!
  Knowing when it hunts is something that only the locals are in touch with—but many
  warriors have vanished out on the misty moors waiting for it (others have died out on boats
  trying to catch it with nets … or just fish).
  ARMOR PLATES:  The Wargrym has armored plates: its skin is 1 / 2 armor but it has Coverage 2,
  6/12 plates (so a hit by 0 to 2 hits a plate and a hit by more than that can take a –2 DM
  to hit flesh; a hit by 6+ is needed to strike around a plate and still have a hope of doing
  vital [doubling] damage).
  MYSTICAL AURA:  –4 DM from non-magic weapons
  BITE:  12 PEN, .  Attacks to the Wargrym’s head are at –3 to hit (and it can pull its head up out
  of combat if necessary) and it has a 15- dodge (3 REA).  If the head is hit, though, it has
  3/6 armor, 30 DP, and, if it’s killed, the creature will die.  The head has a grapple of 12
  OFF/10 DEF.
  FORLEG SWIPE:  16 IMP, +2 Large Weapon Bonus
  TRAMPLE:  54 IMP, 9- (8 REA Long)
  Insulted by a demiurge in avatar form, a man of great pride swore revenge and sought it cease-
  lessly.  It isn’t wise to seek revenge on a godling: the Wuurg is a warning to thin-skinned people
  everywhere.
  The Wuurg appears as a mammoth obese humanoid.  It is constantly, ravenously hungry—
  especially for human flesh.  Its blood is a poison that causes immense pain and boils.  The Wuurg
  has amazingly high blood pressure—when hit it gouts streams of poison blood.
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  14
  8
  11
  21
  11
  8
  65
  11
  8
  14
  11
  9
  140
  -0
  14-
  none
  22
  13
  47
  280
  140
  THE WUURG
  OFF 29 / DEF 24
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  12
  8
  12
  32
  12
  8
  150
  12
  13
  12
  12
  12
  150
  -0
  13-
  see below
  36
  30
  50
  300
  150
  THE WARGRYM
  OFF 44 / DEF 37 (body)
  
  BITE: 13 PEN
  BOILING BLOOD:  Anyone successfully scoring Penetrating Damage in melee is subject to a 16
  FIRE attack that can only be blocked by a shield and is at -2 to be block or dodge.
  Anyone at Close range is hit on a 15-, Short range 14-, Medium range 13-, and Long range
  11-.
  MYSTICAL AURA:  –4 DM from non-magic weapons
  
  The Created
  “““““Look! It’
  Look! It’
  Look! It’
  Look! It’
  Look! It’s moving. It’
  s moving. It’
  s moving. It’
  s moving. It’
  s moving. It’s alive. It’
  s alive. It’
  s alive. It’
  s alive. It’
  s alive. It’s alive... It’
  s alive... It’
  s alive... It’
  s alive... It’
  s alive... It’s alive, it’
  s alive, it’
  s alive, it’
  s alive, it’
  s alive, it’s moving, it’
  s moving, it’
  s moving, it’
  s moving, it’
  s moving, it’s alive, it’
  s alive, it’
  s alive, it’
  s alive, it’
  s alive, it’s alive,
  s alive,
  s alive,
  s alive,
  s alive,
  it’
  it’it’
  it’it’s alive, it’
  s alive, it’
  s alive, it’
  s alive, it’
  s alive, it’s alive, IT’S ALIVE!
  s alive, IT’S ALIVE!
  s alive, IT’S ALIVE!
  s alive, IT’S ALIVE!
  s alive, IT’S ALIVE!”””””
  - Henr
  - Henr
  - Henr
  - Henr
  - Henry Frankenstein (FRANKENSTEIN, 1931)
  y Frankenstein (FRANKENSTEIN, 1931)
  y Frankenstein (FRANKENSTEIN, 1931)
  y Frankenstein (FRANKENSTEIN, 1931)
  y Frankenstein (FRANKENSTEIN, 1931)
  The Fun House is an eclectic collection of things that frighten us. One step beyond the
  psycho killers, they lack even the rhythm or reason of having an objective as comprehensible
  as killing for fun. The Fun House is full of things that scare us for reasons we don’t quite
  understand.
  
  The Golem (the first one) is a man sculpted of clay. It has the word Truth carved into its head in
  the native language of its people, and it is their protector (in legend, the Golem served and
  protected the Jewish people from attempts to discredit them).
  This Golem is powerful, but gentle. It will fight to protect, but it attempts to capture, or
  subdue, rather than kill. It is created as a protector of the righteous.
  AUTOMATON:  The Golem is an automaton that loses 1 STC every 10 DP it takes.
  MYSTICAL AURA:  –4 DM from non-magic weapons
  SKILLS:  Wrestling Lv3 15-
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  14
  --
  11
  39
  11
  --
  60
  11
  --
  14
  11
  --
  140
  -0
  15-
  4/8
  39
  12
  THE GOLEM
  OFF 55 / DEF 46
  Homunculi are tiny servants that appear as men or women about 6” tall —creatures created and
  animated by mad scientists or magicians. They serve their masters, but they are devious and at
  least a little bit twisted. They reflect and amplify the worst aspects of their creators (often
  pride and jealousy).
  AUTOMATON:  Homunoculi are automatons that lose 2 STC every 1 DP it takes
  MYSTICAL AURA:  –4 DM from non-magic weapons
  SKILLS:  A homunculus will often have skills that allow them to assist their creator with his
  work (chemistry and alchemy are common).
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  STC
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  1
  10
  11
  6
  11
  10
  1
  11
  10
  12
  11
  12
  6
  -4
  13-
  1/2
  -6
  HOMUNOCULUS
  OFF -2 / DEF -4
  
  This version of The Monster is the child born without love. It is created as an act of pure
  science—arrogance, but a personal kind of arrogance.  The Monster longs to be accepted, but
  its hideous appearance makes that impossible. It is, however, articulate, educated (self-edu-
  cated), and literate. It is also blindingly fast and dangerous.
  The Monster seeks vengeance on its creator for bringing it into a world where it will
  never be accepted.
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  11
  12
  13
  30
  13
  12
  11
  18
  12
  13
  13
  14
  45
  -3
  15-
  1/2
  20
  2
  15
  90
  45
  THE MONSTER (LITERARY)
  OFF 24 / DEF 20
  The Monster is a being given life by mankind’s scientific hubris, a desire to play God.  It is a child
  of pride.
  A huge, shambling figure of great power, it is by nature gentle but does not know its own
  strength, and when enraged, it can become terrible and sometimes indiscriminately destructive.
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  11
  9
  9
  40
  9
  9
  25
  9
  9
  13
  9
  13
  50
  +2
  12-
  2/4
  33
  5
  17
  100
  50
  THE MONSTER (CINEMATIC)
  OFF 42 / DEF 35
  
  Psycho Killers
  I was not codding dear old Boss when I gave you the tip, you’ll
  I was not codding dear old Boss when I gave you the tip, you’ll
  I was not codding dear old Boss when I gave you the tip, you’ll
  I was not codding dear old Boss when I gave you the tip, you’ll
  I was not codding dear old Boss when I gave you the tip, you’ll
  hear about Saucy Jacky’
  hear about Saucy Jacky’
  hear about Saucy Jacky’
  hear about Saucy Jacky’
  hear about Saucy Jacky’s work tomorr
  s work tomorr
  s work tomorr
  s work tomorr
  s work tomorrow double event this time
  ow double event this time
  ow double event this time
  ow double event this time
  ow double event this time
  number one squealed a bit couldn’t finish straight off. ha not the
  number one squealed a bit couldn’t finish straight off. ha not the
  number one squealed a bit couldn’t finish straight off. ha not the
  number one squealed a bit couldn’t finish straight off. ha not the
  number one squealed a bit couldn’t finish straight off. ha not the
  time to get ears for police. thanks for keeping last letter back till I
  time to get ears for police. thanks for keeping last letter back till I
  time to get ears for police. thanks for keeping last letter back till I
  time to get ears for police. thanks for keeping last letter back till I
  time to get ears for police. thanks for keeping last letter back till I
  got to work again.
  got to work again.
  got to work again.
  got to work again.
  got to work again.
  Jack the Ripper
  Jack the Ripper
  Jack the Ripper
  Jack the Ripper
  Jack the Ripper
  - From a letter sent to the Central News Agency (October 1st, 1888)
  - From a letter sent to the Central News Agency (October 1st, 1888)
  - From a letter sent to the Central News Agency (October 1st, 1888)
  - From a letter sent to the Central News Agency (October 1st, 1888)
  - From a letter sent to the Central News Agency (October 1st, 1888)
  There are real psycho killers. We call them serial murderers if they spread their carnage over
  several years or mass murderers if they do all of their killing at once. There really are monsters,
  but sometimes things are worse that we thought. Sometimes the killer doesn’t rest or draw
  breath. Sometimes the killer is a monster both inside and out.
  Psycho Killers stalk their prey for a simple, easily understood reason—they enjoy it. They may
  enjoy the pain, the fear, the suffering they inflict, or they may simply enjoy the act of destruc-
  tion. They also enjoy the chase—the attempts by the authorities to discover them. Monstrous
  psycho killers are understand their advantages, and will seek to turn on investigators, luring
  them in and adding them to their trophies.
  Some Psycho Killers “become.” A normal man might slide into psychosis, becoming The Shape, or
  discover his passion for the taste of flesh and become a Leinia.  Others simply “are.” “Jack”
  arrives in town on the Red-eye flight, walking off into the unseasonable fog with a copy of the
  Times (The London Times, of course) folded under one arm.  There’s no record of him on the
  flight or in customs.  Where Psycho Killers come from is as much a mystery as they, themselves
  are, and in each case, it may differ.
  
  “Jack” goes by several names: “Whitechapel Murderer” and “Leather Apron” are examples.  He
  kills efficiently, usually approaching a victim alone and strangling her to unconsciousness. He
  feeds on notoriety and terror that his acts cause.
  “Jack” is sophisticated—he kills expertly, using his understanding of anatomy and physi-
  ology to make his kills clean.
  “Jack” is skilled with his tools (which include scalpels, ice-picks, and other handheld,
  ultra-sharp, ultra-fine weapons). “Jack” often makes called shots in combat, striking for vital
  organs.
  “Jack” is smart and talented; his skills are Level 3 or higher. He will often be a pillar of
  the community, but regardless of his station in life, he acts and appears completely normal—the
  perfect neighbor.
  “Jack” gets stronger with each kill. Killing a victim will restore him to full health and
  fatigue.  After that, his reward is determined by how many people live in fear. For each 1000
  people who modify their behavior substantially (stay in at night, arm themselves, obsessively
  read for new victims), “Jack” gains 3 DP and 1 STR. (These bonuses go away as the fear fades.)
  At 10,000 fearful, “Jack” gains an apprentice.
  MYSTICAL AURA:  –4 DM from non-magic weapons
  SKILLS:  Knife Lv4, some skill (usually Medical Skill) at Lv3 15-
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  11
  11
  11
  13
  11
  11
  11
  15
  11
  11
  11
  12
  18
  -1
  17- (!)
  0
  3
  2
  6
  36
  18
  “JACK”
  OFF 7 / DEF 5
  Leiunia are cannibals. They almost always “become”—a man eats the flesh of another (whether
  by accident, necessity, or twisted desire), and discovers the mad joy and ceaseless hunger of
  the Leiunia.  Leiunia are similar to vampires in many ways—they are strong, difficult to hurt, and
  driven by hunger. They are not, however undead.  Leiunia consider themselves to be hyper-alive:
  more alive than the “cattle” they feed on.  They are megalomaniacs—the “unenlightened” are
  meaningless at worst and, at best, tasty.
  Leiunia appear as lean men. They are often manic—hyper, talkative, excited. They will go
  on and on about themselves, about how fit, how energetic, how healthy they are. They may have
  a faint, disturbing smell about them.
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  10
  10
  11
  15
  11
  10
  10
  13
  10
  11
  11
  12
  15
  -1
  13-
  0
  5
  2
  5
  30
  15
  LEIUNIA
  OFF 9 / DEF 7
  
  Lunatics that “become” were psychopaths before they were lured into the dark embrace of the
  Lunatic Moons. They serve the Silver Lady, killing to calm the voices in their heads and to bring
  glory to their mistress. Lunatics that simply “are” arrive on nights of the full moon, and begin
  their bloody adventures.
  Lunatics live normally during the day. They often possess simple skills, but they will have
  reclusive existences. Their day jobs and legal identities are covers for the “work” they do at
  night.
  Lunatics work on a lunar cycle. They hibernate on nights of the new moon, laying inside,
  sleeping deeply. On nights of the full moon, they are invulnerable and their strength goes up to
  25.
  They are guided by voices and have (effectively) Precognition and ESP. They must kill
  each month, or they crumble to dust.
  LUNA’S VOICE:  Lunatics have the equivalent of Clairvoyance (Remote Seeing) and Precognition
  at Level 1 (see the Psionics Book),
  LUNAR CYCLE:  On new moons, lunatics hibernate.  On full moons, their strength multiplies (STR
  25) and they become nigh invulnerable (equivalent of Undead Body).
  MYSTICAL AURA:  –4 DM from non-magic weapons
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  10
  10
  11
  10
  11
  10
  10
  11
  10
  11
  11
  12
  12
  -1
  12-
  0
  0
  2
  4
  24
  12
  LUNATIC
  OFF 4 / DEF 2
  UNAGING:  So long as a Leiunia subsists mainly off the flesh of others (that means killing and
  eating an adult human about once every two weeks), he will not age or fall sick.
  REGENERATION:  The consuming of a meal of human meat will restore a Leiunia to full health.
  TROPHY ROOM/MEAT LOCKER:  Leiunia may construct a shrine filled with trophies (skeletons,
  body parts, etc.) of their victims.  A Leiunia who builds such a foul place (these slaugh
  terhouses are traumatically horrible to non-Leiunia) will gain 15 DP, 15 pts of strength,
  and 2/4 Armor.  Grapple goes to 22/33.
  MYSTICAL AURA:  –4 DM from non-magic weapons
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  13
  10
  10
  15
  10
  10
  13
  10
  10
  13
  10
  11
  39
  -0
  13-
  2/4
  6
  3
  13
  78
  39
  THE SHAPE
  OFF 10 / DEF 8
  
  The Shape is a killing machine.  It is fearless and feels neither mercy nor pain. The Shape is
  difficult to hurt through normal means but hardly indestructible. It prefers to attack from
  surprise and from behind and will avoid armed opponents.  The Shape will usually arm itself with
  penetrating weapons from its environment.
  The Shape is always masked. Any mask that completely obscures the face will do.  It is
  vulnerable to having its mask removed—if the mask is taken, it will turn away (to avoid having its
  face seen), and attempt to escape until another mask can be secured.  If The Shape is forced to
  fight without its mask, it will fight at –4 as it shields its face from being seen.
  CLOAK:  The Shape is at –3 to be perceived or tracked.
  DETECT SOULS: The Shape can feel the presence of emotional beings within 100 yards.  It can
  recognize individuals.
  INSTINCTIVE REFLEXES:  +3 Initiative (Initiative 13-)
  INVULNERABILITY:  Although not (necessarily) undead, The Shape has the equivalent of
  Undead Body.
  Physical Penetrating attacks against The Shape are caculated as such (so there is
  the chance that the attack will be vital, double the DM).  However, like all Penetrating
  attacks on an Undead Body, the The Shape will lose no DP from the attack; there is
  simply a greater chance of having to roll on the Damage Effects Chart.
  SLIP IN:  When no one is looking, The Shape can “slip” into an area (essentially, teleport up to 30
  yards), allowing him to bypass locked doors and mysteriously appear from nowhere.  This
  ability only works when The Shape and the location he slips into is not being watched.
  Recording devices (security cameras) surveying these areas will also prevent the slip.
  MYSTICAL AURA:  –4 DM from non-magic weapons
  WEAPONS MASTER:  The Shape is proficient with any HTH weapon it finds (Level 2).
  SKILLS:  Stealth Lv3 15-
  
  The Fun House
  “The sleep of reason produces monsters.”
  “The sleep of reason produces monsters.”
  “The sleep of reason produces monsters.”
  “The sleep of reason produces monsters.”
  “The sleep of reason produces monsters.”
  - Goya
  - Goya
  - Goya
  - Goya
  - Goya
  The Fun House is an eclectic collection of things that frighten us. One step beyond the psycho
  killers, they lack even the rhythm or reason of having an objective as comprehensible as killing
  for fun. The Fun House is full of things that scare us for reasons we don’t quite understand.
  
  Clowns at the circus are funny. Clowns in other places, out of context, are frightening. And, of
  course, there is nothing scarier than a clown after midnight. These clowns are pure monsters—
  they don’t make sense, they exist to be frightening. They are not indiscriminate—Clowns tend
  to prey on those that fear them; find them disturbing. They very straight-laced, the un-funny,
  the serious, and the young, who see them for what they are, are all fair game.
  Clowns, in general, do not talk. Some cannot (Mimes), but most are capable of speech,
  even though they choose not to use it.
  Clowns (both real and monstrous) are performers:  They perform for their victims, they
  perform for onlookers. The nature of their performances depends on their mood, their reason
  for being, and the response of their targets. The best defense against a Clown is a good sense
  of humor (although nothing will stop a Grotesque Whiteface).
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  10
  10
  11
  23
  11
  10
  18
  11
  10
  12
  11
  12
  30
  -1
  12-
  0
  15
  4
  10
  60
  30
  CLOWN (GROTESQUE WHITEFACE)
  OFF 19 / DEF 17
  The Grotesque Whiteface is the typical, terrifying clown. Its features are exaggerated, even
  distorted for terrifying effect. Grotesques may have huge, oversized heads, or giant, gaping
  maws. Their eyes may be gleeful, or filled with mad mirth, but they are just as often dead cold.
  Grotesques are blunt and brutal. They may grab and bite. Some are “Tall” with unnatu-
  rally long arms and legs (Long reach); others have mouths full of shark’s teeth (15 PEN bite)
  MYSTICAL AURA:  –4 DM from non-magic weapons
  Mimes are silent, dressed in black, with minimal whiteface. They move slowly, with exaggerated
  grace and machine-like precision. They perform alone, or in groups, acting out scenes and inter-
  acting with things that exist only in their imagination. Mimes can be hypnotic and entertaining.
  Offending them or being afraid of them can make them dangerous. They will sometimes
  choose a potential victim and follow him or her. Reacting badly at this point may anger the mime.
  Mimes are absolutely silent. They make no noise (a Mime falling into a pool will cause a
  silent splash). They communicate effectively with sign language. Mimes can see in the dark.
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  10
  12
  14
  12
  14
  12
  8
  14
  12
  12
  14
  12
  24
  -4
  16-
  0
  2
  2
  8
  48
  24
  CLOWN (MIME)
  OFF 6 / DEF 4
  
  MIME REALITY:  Mimes can climb up invisible ropes, walk up invisible stairs, scale sheer sur
  faces, hang upside down, and generally ignore gravity, so long as they have a space to
  climb on.
  MIME IMMUNITY:  Mimes do not suffer Penetrating Damage; all attacks are treated as Im
  pact.
  WEAPONS MASTER:  Lv3 16-.  Mimes attack and block with invisible weapons and make all
  attacks at –1 REA.
  MYSTICAL AURA:  –4 DM from non-magic weapons
  Pierott clowns are the most beautiful and elegant of all clowns. Their uniforms are well fitted,
  and of matching colors. They have fancy collars, large buttons, and often-extravagant head-
  dresses. They wear whiteface and have simple, but striking makeup patterns (stars around the
  eyes, for example). They wear a white skullcap instead of a colored wig.  Their facial features
  may be emphasized with makeup, but they are never exaggerated.  Gloves that cover the hands
  and wrists are white or colored to fit the wardrobe. Ballet or dancing slippers are worn in lieu of
  large comedy shoes.
  These clowns are the Jokers from the deck of cards. They are lithe, beautiful, elegant
  and dangerous. They have as strong, artistic sense of tragedy and irony. Their performances
  often convey some message.
  Physically, Pierott clowns are almost identical to Mimes—they have the same sense of
  minimalist make-up, the same grace and agility. They are more acrobatic, but also more tied to
  the earth (they cannot ignore reality like a mime can).
  ENHANCED DODGE
  MYSTICAL AURA:  –4 DM from non-magic weapons
  SKILLS:  Acrobatics Lv3 14-
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  12
  12
  14
  12
  14
  12
  8
  14
  12
  12
  14
  12
  24
  -4
  14-
  0
  2
  2
  8
  48
  24
  CLOWN (PIEROTT CLOWN)
  OFF 6 / DEF 4
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  12
  10
  11
  23
  11
  10
  18
  11
  10
  12
  11
  12
  30
  -1
  13-
  0
  15
  4
  10
  60
  30
  THE EXECUTIONER
  OFF 19 / DEF 17
  
  The Executioner is as a huge, muscle-bound man wearing a hood and carrying an axe. The execu-
  tioner is a monster—not a force of justice or authority, but it presents itself as such.  It will
  persecute and eventually execute its targets and they’ll feel as if they deserved it. The Execu-
  tioner knows what you’ve done—what you feel guilty about.
  HUGE AXE:  +10 PEN
  KNOW GUILT:  Somehow, the Executioner knows what you’ve done, even down to the most
  trivial detail.
  MYSTICAL AURA:  –4 DM from non-magic weapons
  SKILLS:  Axe Lv4
  The Fat Man is huge, impeccably dressed, with all the manners and education one could ask for.
  His wit is razor sharp, he is engaging in conversation, unfailingly insightful, and dramatic. He
  often has what you want—money, information, entertainment. And although he is caustic, he’s in
  demand at all the best parties.
  The Fat Man waits to get you alone. Then he strikes. His flesh opens to spit acid (14
  FIRE), he flows like an amoebae, engulfing and devouring his prey.
  CONSUME:  For every 2 point of MASS The Fat Man consumes, his STR, BLD, and DP go up by
  one.
  SOFT BODY:  The fat man takes no Penetrating Damage.  He also takes –4 DM from any
  physical attack.
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  11
  10
  10
  16
  10
  10
  33
  10
  10
  13
  10
  12
  45
  -0
  13-
  2
  11
  7
  15
  90
  45
  THE FAT MAN
  OFF 15 / DEF 13
  Scarecrows sit alone in deserted fields, crucified, hanging above the overgrown weeds. They
  watch and radiate malice.  Woe to one who lives in their line of sight (the house across the
  way?).
  Scarecrows can move, and sometimes do (rarely when people are watching). They come
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  STC
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  13
  12
  13
  13
  13
  12
  3
  13
  12
  13
  13
  12
  26
  -3
  13-
  2
  2
  1
  SCARECROW
  OFF 6 / DEF 4
  
  down from their stands to steal babies and other things of great value. They glide silently
  through the air.
  AUTOMATON:  Scarecrows lose 1 STC every 2 DP they take.
  REGENERATE:  Scarecrows regenerate 8 DP a turn. They must be burned to ash to be fully
  destroyed.
  MYSTICAL AURA:  –4 DM from non-magic weapons
  SKILLS:  Witchcraft (Murder of Crows)
  The toys of dead (especially murdered) children are dangerous emotionally—they remind us of
  our loss and are especially tragic because of the traumatic death of innocence. These are dan-
  gerous physically, as well. They move when no one’s looking. They kill for no reason, and without
  mercy. They are joyous, living expressions of fear, hate, and wrath.
  Toys may change when they awaken. The change is subtle—eyes widen. The gentle, or
  comical grin becomes idiotic or hysterical. One feels their presence.
  In straight combat, toys are not terribly dangerous. They attack from surprise. They set
  traps. They arm themselves with kitchen knives. And they count on their prey to discount them.
  To say, “That’s ridiculous. It’s a child’s toy. It could never hurt me.”
  Toys often have the cruel, pitiless sense of humor that children do. They may imagina-
  tively torment their victims (physically and psychologically) before finishing them.
  The statistics given here assume a small toy. Large toys (such as rag dolls and ventrilo-
  quists’ dummies) may have considerably higher strengths and be far more physically dangerous.
  AUTOMATON: Toys lose 2 STC for every 1 DP they take.
  BITE: 2 PEN
  MYSTICAL AURA:  –4 DM from non-magic weapons
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  STC
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  6
  10
  11
  6
  11
  10
  1
  11
  10
  12
  11
  12
  6
  -4
  13-
  1
  -6
  TOYS
  OFF -2 / DEF -4
  
  Technological
  Terrors
  “Ours is a world of nuclear giants and ethical infants. If we continue to
  “Ours is a world of nuclear giants and ethical infants. If we continue to
  “Ours is a world of nuclear giants and ethical infants. If we continue to
  “Ours is a world of nuclear giants and ethical infants. If we continue to
  “Ours is a world of nuclear giants and ethical infants. If we continue to
  develop our technology without wisdom or prudence, our ser
  develop our technology without wisdom or prudence, our ser
  develop our technology without wisdom or prudence, our ser
  develop our technology without wisdom or prudence, our ser
  develop our technology without wisdom or prudence, our servant may
  vant may
  vant may
  vant may
  vant may
  pr
  pr
  pr
  pr
  prove to be our executioner
  ove to be our executioner
  ove to be our executioner
  ove to be our executioner
  ove to be our executioner.”.”.”.”.”
  - General Omar Bradley
  - General Omar Bradley
  - General Omar Bradley
  - General Omar Bradley
  - General Omar Bradley
  These monsters are ones we have created ourselves.  Whether we should have actually have built
  these machines is trivial; the fact that we could was far more important and so man plunges in
  head first, unmindful of future consequence.
  Technological Terrors originally were meant as simple tools, but somehow they’ve aqcuired a
  purpose all their own.  Most always, their purpose involves the decimation of the beings who so
  shamelessly used and abused them, namely us.  The best that can be hoped for now is the spring
  we have wound will soon wind down.
  
  You’ve heard of junk mail? Death Mail is worse—much worse. It appears as a large letter. It
  looks like it’s been addressed and re-addressed (old names appear in faded ink with your ad-
  dress being the most clear … the stamps appear out of date (some are canceled collectable
  stamps, they’re so old). It comes (from the Dead Letter Office where they are spawned) ad-
  dressed to a person at a household.  Any degree of Sensitive will send a strong warning that
  something isn’t right.
  When the target is alone, it will subtly ‘call’ them to open it (telepaths will see through
  this right away—but Death Mail usually doesn’t get sent to telepaths). When opened, revealed
  inside the letter is a wet, fleshy red maw that opens into a pocket dimension. A long, thin, strong
  red tongue will wrap around the person and try to suck them in (biting as well).
  Death Mail can crawl (a little) and if it has luck with one person, may work its way
  through a whole community.
  Note: this may make a hell of a mess—investigators have found the letter amid bits of
  skin and bone and cloth … or even near mauled bodies. The letter can appear to be a normal
  envelope (if absolutely necessary), but inside there’s a form which details (in bureaucratic lan-
  guage) the death screams of the letter’s victims: if the letter opts for this camouflage and
  someone bothers to read it (it starts as some kind of form letter that’s hard to make out and is
  several pages long) the mail is usually caught—it can’t maintain normalcy for long!
  IMMUNITY: Death Mail is utterly immune to Impact damage attacks.
  ENCOURAGE/DISCOURAGE:  14 PWR Influence and 10 STR Telekinesis (see the Psionics Book).
  The Death Mail uses these powers to arrange that it be opened when no one else but the
  victim is around.
  TONGUE: Grapple, reach of 2 yards.
  BITE: 4 PEN.
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  12
  10
  11
  12
  11
  9
  1
  13
  10
  12
  11
  12
  12
  -1
  14-
  0
  0
  4
  24
  12
  DEATH MAIL
  OFF 9 / DEF 7
  
  PredAutos prowl the highways and byways, looking for victims. They are all unique, (some are
  classic, others modern). Sometimes they will come to a town and stay a while, feeding on hitch-
  hikers and teenagers out at Lover’s Lane.
  From the outside, the PredAuto looks like a normal car (unless you happen to see it lick-
  ing itself clean with its long barbed tongue). When stalking, though, it’s very flexible and can
  twist and turn and compact and expand.
  A PredAuto can feed in one of two ways: it can devour (the front grillwork opens as a
  mouth) or it can overrun (which is an almost sure kill but not nearly as satisfying), and it can
  merge (with a “driver”).
  Drivers are subject to telepathic combat (once inside it has a Lv2 Mind Bolt). It will get
  4 tries (the person inside is subject to a 12 Grapple if they try to get out). If the driver uncon-
  scious or drops to 7 or lower WIL, they become a “driver.”  They can talk for the car and are
  seen in it (sometimes after the PredAuto has committed several murders with a driver at the
  wheel).  After a while, the PredAuto will disgorge the still-living driver who, if he wakes up, will
  remember nothing but terrible nightmares.
  AUTOMATON:  Although an automaton, the PredAuto does take Penetrating Damage, but hits
  are only vital (doubling) if they hit by 6 or better insted of 4.  The PredAuto loses 1 STC
  every 3 DP it takes.
  RUN OVER:  When overrunning, the PredAuto will do about 77 IMP (30mph) but only hits on a
  12-.  If it kills, it will park over the victim and their blood will fall “upwards” into its
  underbody. After feeding for 20 seconds, it will drive away (there is blood on the ground—
  but an astute investigator will notice a lot missing).
  EAT:  To eat, it must get close and pounce. It has a 9/7 Grapple and bites for 11 PEN damage.
  It can leap 3 yards. It can also “walk” on its tires, climbing over low walls and even into
  windows!
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  STC
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  13
  12
  12
  50
  12
  12
  153
  12
  13
  13
  12
  12
  450
  -0
  13-
  3/6
  55
  31
  PREDAUTO
  
  Things From
  Beyond
  “The oldest and str
  “The oldest and str
  “The oldest and str
  “The oldest and str
  “The oldest and strongest emotion of mankind is fear
  ongest emotion of mankind is fear
  ongest emotion of mankind is fear
  ongest emotion of mankind is fear
  ongest emotion of mankind is fear, and the oldest and
  , and the oldest and
  , and the oldest and
  , and the oldest and
  , and the oldest and
  strongest kind of fear is fear of the unknown.”
  strongest kind of fear is fear of the unknown.”
  strongest kind of fear is fear of the unknown.”
  strongest kind of fear is fear of the unknown.”
  strongest kind of fear is fear of the unknown.”
  - H.P
  - H.P
  - H.P
  - H.P
  - H.P. Lovecraft
  . Lovecraft
  . Lovecraft
  . Lovecraft
  . Lovecraft
  These monsters are otherterrestrial.  Whether they come from outer space, innerspace, or
  otherspace, they are uniformly bizarre, incomprehensible, and hostile to our species.
  What makes these horrors especially terrifying is how utterly alien they are.  There is no com-
  parison that can be made, no frame of reference that can be used.  They have mindsets that are
  not merely stranger than we imagine, they are stranger than we can imagine.  We have no idea
  what they are or what they want: The fear of the unknown made manifest.
  
  A Fearful Symmetry is something from beyond time and space.  Perhaps it is a demiurge, or
  perhaps it is the servant of something even more alien than itself.  What it is and why it is
  attracted to the proper rituals is unknown and probably will never be known, but there seems
  to be no end of humans who will commit the most heinous of deeds in order to summon one.
  When they manifest (which thankfully isn’t often), Fearful Symmetries appear as an
  almost invisible fractal pattern of mist that expands through the air.  Its size is determined by
  the number of people sacrificed to call it ([number of sacrifices]2 yard spherical radius, using
  9 people gets you an 81 yard Symmetry).  It takes 1 second per sacrifice to manifest, the lines
  in the air becoming more and more clear and the physical reality within its radius becoming more
  and more twisted.  It will last 1 hour per yard of radius.
  When a Fearful Symmetry manifests, everything within it will become part of its self.
  Buildings twist and curl (half in and out of parallel realities).  Each person in this radius could
  add to its final size (so in a city it could keep on expanding).  Some things might protect against
  this, but physical armor isn’t one of them.
  ABSORPTION: Any living being caught in its radius or struck by a tentacle takes a Resistance
  Attack against their WIL.
  Minor Effect
  Target suffers a Critical Wound.
  Standard Effect
  Target is absorbed (destroyed).
  Major Effect
  As above and the Symmetry adds another yard to its radius.
  Critical Effect
  Target is infected—allowed to run but will detonate into a
  4-yard radius Symmetry within 1 hour (target will be insane
  and highly disturbed and will suffer rapid physical mutations
  before detonating).
  Catastrophic Effect
  As above but within 1 day.
  HUNGER: The Symmetry has 12 tentacles, each with eyes. These tentacles are of a length equal
  to its radius.
  OTHERWORLDLY IMMUNITY: The Symmetry is not subject to normal damage. A Nuke might
  make it retreat, but usually you either have to get out of its way or wait for the summon
  ing to run out of time.
  MIND WARPING: 17 PWR.
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  --
  --
  --
  --
  --
  --
  --
  12
  --
  --
  --
  14
  14-
  --
  --
  --
  --
  --
  --
  FEARFUL SYMMETRY
  --
  --
  
  A megavore is a ‘super-predator’ found on worlds where the ecology is extremely violent. It
  looks like a large odd-colored tiger with four forepaws (6 limbs total), one set of which have
  primitive hands.
  BITE: 40 PEN
  MULTI-CLAW ATTACK: If it doesn’t move, the megavore can attack 4 times a turn, swiping for
  13 PEN damage.
  KEEN SENSES: Perception roll is 15-
  SKILLS: Stealth Lv2 15-, Tracking Lv2 15-, Traps Lv2 15- (that’s why it has hands)
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  14
  12
  14
  32
  12
  9
  85
  14
  12
  14
  14
  12
  85
  -2
  14-
  1/2
  30
  17
  28
  170
  85
  MEGAVORE
  OFF 36 / DEF 30
  A Parallax Horror is an otherdimensional beast that look indistinctly like a hairless, great cat
  with purple-black skin.  It always seems to be in a haze, its outline blurry and imprecise.
  BITE:  4 PEN
  CLAW: +0 PEN
  INVERSE ATTACK:  The unique nature of the Parallax Horror causes observers to see it receeding
  as it approches, advancing when it retreats.  Consequently, its attacks are at -3 to be
  blocked.
  MIND WARPING: 9 PWR.
  MOVE THROUGH FOURTH DIMENSION: The Horror can teleport (8 REA Long Action) and
  can choose to retreat into the 4th dimension (disappearing entirely as an 8 REA Long
  action).
  MYSTICAL AURA:  –4 DM from non-magic weapons
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  13
  11
  13
  15
  13
  11
  13
  14
  11
  13
  13
  12
  33
  -3
  14-
  1/2
  6
  3
  11
  66
  33
  PARALLAX HORROR
  OFF 10 / DEF 8
  
  Breeders are larger soft-bodied xenophages with three moist tentacles. The tentacles contain
  hypodermic stingers that infect the target with a ‘phagevirus,’ converting the target into a
  xenophage.
  PHAGEVIRUS TENTACLES: 1 PEN (PV 20) that additionally reduces armor by 12.  If the
  armor fails, the person is infected (14 PWR Resistance Attack vs. CON).  Only in Close
  Combat.
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  11
  9
  12
  15
  12
  9
  13
  13
  11
  11
  12
  12
  33
  -5
  14-
  0
  6
  3
  11
  66
  33
  XENOPHAGE (BREEDER)
  OFF 10 / DEF 8
  The TTMS looks kind of like a vehicular-sized, 12-legged lizard but as it moves through our
  dimension, it changes. Holes in it open and close, limbs and fluids spurt out, feelers bleed into
  and out of reality around it. The only constant is it’s baleful yellow eyes.
  MIND WARPING: 11 PWR.
  MOVE THROUGH FOURTH DIMENSION: The TTMS can teleport (8 REA Long Action) and can
  choose to retreat into the 4th dimension (disappearing entirely as an 8 REA Long action).
  BITE THROUGH SPACE: The TTMS may attack from the fourth dimension, which means, essen
  tially, eating someone from the inside out. It’s bite hits on a 16-, ignores all armor, and is
  a 19pt PEN damage attack. This can’t be blocked but can be dodged at –2.
  MYSTICAL AURA:  –4 DM from non-magic weapons
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  13
  12
  12
  16
  12
  7
  60
  12
  12
  13
  12
  12
  60
  -1
  14-
  2/4
  11
  12
  20
  120
  60
  THING-THAT-MOVES-SIDEWAYS
  OFF 14 / DEF 12
  PROTECTIVE AURA:  A Parallax Horror is surrounded by a field of energy that protects it.
  This is treated as 11 points of ablative armor that must be punched through before the
  Horror can be harmed.  The aura regenerates 1 point of armor at the end of each turn
  SKILLS:  Stealth 15-, Tracking 15-
  
  A Xenophage Knight is a massive, lumbering beast that is more like a machine than a living being.
  It has 4 massive arms with hook-claws on 6-fingered hands.
  CLAW:  +0 PEN (4 REA)
  MAW: Knights have incredible jaws that can bite through machinery. If they take no other
  attack, they can unhinge their jaw (+2 Large Weapon Bonus) and bite for 40 PEN with 40
  OFF. They then chew for 5 REA.
  PLASMA VOMIT: 70 EXP, 2 RAD; usable once every 2 turns.  The Knight is not immune its own
  explosive attack.
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  15
  12
  12
  24
  12
  9
  40
  13
  12
  15
  12
  12
  120
  -1
  16-
  9/18
  20
  8
  40
  240
  120
  XENOPHAGE (KNIGHT)
  OFF 26 / DEF 22
  PHY
  INT
  REF
  Grapple
  STR
  COR
  AGI
  BLD
  CON
  REA
  RES
  WIL
  MEM
  Minor
  Critical
  Major
  DP:
  TBH:
  To Hit:
  Armor:
  Base Damage:
  Mass:
  12
  12
  13
  18
  13
  9
  11
  15
  12
  12
  13
  12
  36
  -3
  14-
  2/4
  8
  2
  15
  90
  45
  XENOPHAGE (WARRIOR)
  OFF 12 / DEF 10
  Minor Effect
  Target becomes ill, taking a Minor Wound and operating at
  –3 for two days.
  Standard Effect
  Target goes catatonic for 3 days; roll again at -2 CON.
  Major Effect
  Target becomes a Xenophage Warrior in 2 days.
  Critical Effect
  Target becomes a Xenophage Breeder in 2 days
  Catastrophic Effect
  Target becomes a Xenophage Knight in 4 days
  An infected person can make a CON roll at -4 (for Major Effect), -6 (for Critical Ef
  fect), or -8 (for Catastropic Effect) each day in order to fight the infection.  A success
  indicates that the infection becomes one level less until a Standard Effect is reached.
  Medical care can help this roll.
  TENTACLE: The tentacles can constrict and have a range of 5 yards.
  POD: A Xenophage Pod is like an egg laid by a Breeder. It waits for a person to get close and
  then lashes out with a single Breeder tentacle (one attack). It has a 15- Perception roll
  and a 13- to hit.
  
  Xenophage Warriors are the masters of the ambush and hit and run raid. They appear as crouched,
  biomechanical humanoids with partial armor plates and no visible eyes. They have extremely
  sharp claws made of bone mingled with alloys they ingest.
  ULTRA-SHARP CLAWS: 12 PEN (36 PV)
  ROOM TEMPERATURE BODY:  Xenophages don’t show up on IR vision.
  QUIET:  Xenophages are quiet and can remain still for days on end (–4 to be heard).
  CLINGING: Xenophages can climb effortlessly (running directly up walls).
  SKILLS:  Lv3 Stealth 17-
  
  ERRATA
  Abbreviations
  A number of potentially unfamiliar abbreviations appear in this book.  Here is a quick list:
  Lv:
  Level (as in Level 2 skill)
  STC:
  Structure roll (for Automatons)
  DM:
  Damage Modifier
  PWR:  Power, used primarily for Resistance Attacks but is occasionally used to measure the power of
  certain supernatural abilities
  OFF:
  Offensive Grapple Score
  DEF:
  Defensive Grapple Score
  IMP:
  Impact Damage (so something listed as 13 IMP means that it does 13 Base Damage on the Impact
  Damage table).  Note that although an attack may be listed as doing IMP, it does not necessary
  mean that it is a bludgeoning attack (cold is calculated on the Impact Damage table for instance)
  PEN:
  Penetrating Damage (so something listed as +3 PEN means that 3 points are added to the Base
  Damage and it is calculated on the Penetrating Damage table)
  PV:
  Penetrating Value.  Some things pierce armor better that others and the PV indicates what the
  armor saves against (so an attack listed as 8 PEN (18 PV) means that although the attack only does
  8 points of Penetrating Base Damage, any armor it hits will have to save as though it were 18)
  SHOK: Electrical Damage
  FIRE:
  Fire Damage.  Note that although an attack may be listed as FIRE, it may not necessary be flames
  (acid does Fire Damage for instance)
  EX:
  Explosive.  Note that, unless otherwise noted, all Explosive attacks are calculated on the Impact
  Damage table.
  RAD:
  Radius.  This ties in to Explosive attacks.
  
  Resistance Attacks
  Resistance Attacks (called PWR vs. STAT Attacks in some of the other JAGS books) work as follows:
  All Resistance Attacks have a Power (PWR) associated with them (Ex.  13 PWR Terror).  All Resistance
  Attacks are resisted with a statistic (usually CON, but occasionally WIL).
  When a Resistance Attack hits or otherwise takes effect, the PWR of the attack is rolled against, and the
  statistic resisting it is rolled against.
  How much the resistance roll is made by is subtracted by the amount the PWR roll is made by.  The result is
  then compared in the Resistance Attack Chart:
  Resistance Attack Chart
  +4 or better
  +3 to +1
  0 to -3
  -4 to -6
  -7 to -9
  -10 or worse
  No Effect
   Minor
  Standard
  Major
  Critical
  Catastrophic
  Effect
  Effect
  Effect
  Effect
  Effect
  Example 1:
  Jon (CON of 13) is bitten by a snake with 11 PWR Poison.  Jon rolls his CON and rolls a 13
  (making it by 0).  The GM rolls for the poison’s PWR and gets a 9 (making it by 2).  0 - 2 equals
  –2, so the poison has a Standard Effect on Jon.
  Example 2:
  Sid (CON of 13) is also bitten by a snake with 11 PWR Poison.  Sid rolls his CON and rolls an
  11 (making it by 2).  The GM rolls for the poison’s PWR and gets a 15 (missing it by 2).  2 - (-
  2) equals 4, so the poison has a No Effect on Sid.
  Example3:
  Nancy (CON of 13) is bitten by a snake with 11 PWR Poison as well (these people should really
  be watching their step).  Nancy rolls her CON and rolls a 15 (missing it by 2).  The GM rolls
  for the poison’s PWR and gets an 8 (making it by 5).  -2 minus 5 is equal to –7, so the poison
  has a Critical Effect on Nancy.
  
SOURCE: textdata/thevault/Jags/JAGS Monsters.pdf