TEXT: Horror  Bestiary 
  toolkit
  Paul “Wiggy” Wade-Williams
  
  
  Horror 
  Bestiary 
  toolkit
  By: 
  Paul “Wiggy” Wade-Williams
  Editing: Simon Lucas, Dave Blewer, Piotr Korys
  Layout: Sarah Robinson
  Art: Leanne Buckley, Chris Malidore,  
  Daniel Rudnicki, Cheyenne Wright
  Dedication: Jordan Blewer, a chip off the old block
  Savage Worlds by Shane Lacy Hensley
  Requires the Savage Worlds rules, available at 
  www.peginc.com
  Savage Worlds, Smiling Jack, Great White Games, and all associated logos herein are  
  Copyright © 2006, Pinnacle Entertainment Group
  
  
  introduction
  Whether you’ve created your own Savage Setting, converted one, or using a published GWG product, the 
  one thing every horror setting needs is scary monsters.
  This product is designed to be a one-stop shop for all your horror monster needs. The majority of the 
  monsters are new, but a small few have been copied from existing products, simply because they are generic 
  horror creatures.
  Sidebars show how you can make stock creatures different simply by tweaking their Abilities. Some horror 
  games might have a wide range of vampires, for instance, with different powers depending on their country of 
  origin. We’ve included a range of vampiric powers, weaknesses, and methods of destruction so you can make 
  unique vampires by mixing and matching.
  Of course, if you want to alter the vampires’ traits or other Special Abilities, you’re free to do so. Remember, this 
  is a Toolkit to help you populate your world, not an official, never-to-be-changed A-Z of every beast imaginable.
  One thing you’ll notice while reading through is that not every monster has a Fear rating, despite this 
  being a horror supplement. How come? Well, we’ll be looking at creating atmosphere in the Horror GM’s Toolkit, 
  but for now just note that not everything scary in a horror game has to be related to monsters and that not all 
  monsters appear scary.
  Does the deranged serial killer look scary when he’s working his day job and helping old ladies with their 
  groceries at the local Shop-Til-You-Drop? No, of course not. Does the suave, sophisticated man in his tuxedo 
  look scary? On the contrary, he has an alluring look and radiates charisma. He might get scary if he tries to rip 
  your throat out, of course.
  This book contains more than a sample of monsters to be slaughtered and robbed—it also contains stock 
  Extras and Wild Cards. From mad cultists to occult investigators, Inquisitors to soon-to-be-dead high school 
  students, there’s a range of common horror stereotypes ready at your fingertips. Add a Hindrance or two, assign 
  a personality, and you can turn even the simplest Extra entry into a fully developed character ready to aid or 
  hinder the heroes.
  The number of monsters available to your world is limited only by your imagination. We’ve provided a 
  standard set you can use as presented or as templates for making your own, unique beasties. It’s up to you to 
  make your setting scary.
  Hello, boys and girls.
  What you have in your sweaty hands is the third in a new series of Toolkits designed 
  primarily for the GM. each book covers one important aspect of a genre. In case you 
  missed it on the cover, this book details horror monsters and characters.
  What’s a toolkit do? Let me tell you what it doesn’t do—it doesn’t give you another rulebook. 
  Sure, it’s got rules in, but they’re optional with a capital “o.” the aim of these toolkits is to 
  make your life easier as a gm by giving you tools—remember that word, kiddies—to making your 
  own setting as unique and exciting as anything my slaves produce.
  They explore every aspect of a setting, and I mean every aspect. from designing a cool 
  world to populating it with interesting cultures, from designing new weapons to cool artifacts, 
  like grimoires and magic items.
  A lot of what’s in these toolkits is advice rather than gospel. You get to pick and choose the 
  bits you want for your setting and discard the rest.
  And if you don’t like what Jack has to say, change it!
  We’ve giving you the tools to make kick-ass settings—if your game falls flat after reading 
  this, then it’s your own fault for not following my advice.
  Now, get reading and go make Jack proud!
  
  
  taBle of contents
  IntroductIon	
  3
  Monsters	
  5
  AppeArAnce	
  5
  FeAr	
  5
  The	resT	
  5
  VIllaIns	
  5
  new	Monstrous	abIlIty	
  6
  the	deMon	
  6
  treasure	
  6
  GrIMoIre	of	horrors	
  6
  aMa-no-Jaku	
  6
  aswanG	
  6
  banshee	
  7
  barrow	dweller	
  7
  peTTy	BArrow	Dweller	
  8
  royAl	BArrow	Dweller	
  8
  bat,	GIant	
  8
  the	black	coachMan	
  8
  black	coachMan’s	horses	
  9
  black	coach	
  9
  black	JudGe	
  9
  black	wood	
  9
  blob	
  11
  blood	MIst	
  11
  chIld	snatcher	
  11
  chonchon	
  11
  chosen	slayer	
  12
  TypicAl	chosen	slAyer	
  12
  VeTerAn	chosen	slAyer	
  12
  cops	
  12
  police	lieuTenAnT		
  12
  police	pATrol		
  12
  swAT	TeAm	
  12
  corpse	worM	swarM	
  14
  corrector	
  14
  creepInG	hand	
  14
  cultIsts	
  14
  TypicAl	culTisT	
  15
  culTisT	priesT	
  15
  danse	Macabre	
  15
  dark	Gods	
  15
  ArAchnos,	The	mAny	leggeD	
  15
  crAzAlphAsAlius,	The	Fire	sTorm	
  15
  JJrikillimsg,	The	howler	oF	TruTh	
  16
  ToDoTo,	The	muTATor	
  17
  minion	oF	ToDoTo	
  17
  VrAlkresh	oF	The	ThousAnD	mAws	
  17
  dark	Man	
  17
  deforMed	MInIon	
  18
  deMon/deVIl	
  18
  chAin	Demon	
  18
  Demon	worm	
  19
  Demonic	sTeeD	
  19
  gluTTony	Demon	
  19
  liBrAriAn	
  19
  pAzuzu	
  22
  plAgue	Demon	
  22
  possessor
  reVeAler	
  23
  seDucer	
  23
  spineD	Demon	
  24
  deVIlkIn	
  24
  dhaMpIr	
  24
  dIsMeMbered	corpse	
  25
  drauGr	
  25
  dread	lIche	
  25
  dreaM	eVIl	
  26
  dreaMreaVer	
  26
  drownlInG	
  26
  eMotIon	spIrIt28	
  28
  eVIl	clown	
  28
  fear	stalker	
  28
  fetch	doG	
  28
  flashback	
  29
  flyInG	head	
  29
  foul	scarecrow	
  29
  Ghoul	
  30
  GladIator	
  30
  GoleMs	
  30
  BeAsT	golem	
  30
  BlooD	golem	
  31
  Bone	golem	
  32
  corpse	wAll	golem	
  33
  mArioneTTe	golem	
  33
  GraVebane	
  33
  hate	
  33
  haunted	arMor	
  33
  haunted	car	
  34
  haunted	portraIt	
  34
  headslInGer	
  35
  helldrake	
  35
  hellhound	
  35
  hybrId	
  36
  mAn-Dog	hyBriD	
  36
  AlligATor-lion	hyBriD	
  36
  IMpundulu	
  36
  InquIsItIon	
  37
  TypicAl	inquisiTor	
  37
  VeTerAn	inquisiTor	
  37
  grAnD	inquisiTor	
  38
  inquisiTors	Through	The	Ages	
  38
  InquIsItor	Malus	
  39
  leanhauM-shee	
  39
  lIVInG	God	
  39
  lIVInG	GrIMoIre	
  39
  lIVInG	topIary	
  39
  Mad	scIentIst	
  40
  MalkIn	
  40
  Man-bat	
  40
  Metal	JuGGernaut	
  42
  MuMMy	
  42
  greATer	mummy	
  42
  guArDiAn	mummy	
  42
  ice	mummy	
  43
  sAnD	mummy	
  43
  occult	researcher	
  44
  TypicAl	occulT	reseArcher	
  44
  VeTerAn	occulT	reseArcher	
  44
  polterGeIst	
  44
  possessed	anIMals	
  44
  Burro	DiABlo	
  44
  rabId	anIMals	
  46
  rABiD	BeAr	
  46
  rat	swarM	
  46
  reVenant	
  46
  ruG	fIend	
  48
  satanIc	MusIcIan	
  48
  saVaGe	Jack	In	the	box	
  48
  screaMInG	skull	
  48
  seaweed	fIend	
  49
  serIal	kIllers	
  49
  chAinsAw-wielDing	seriAl	killer	
  49
  Finger	BlADe	seriAl	killer	
  49
  shadow	
  49
  shadow	puppet	
  50
  skeletal	anIMals	
  50
  skeleTAl	riDing	horse	
  50
  skeleTAl	TyrAnnosAurus	rex	
  50
  skeleton	warrIor	
  51
  sMoG	cloud	
  51
  strIpper	
  51
  stuffed	anIMal	fIend	
  51
  sTuFFeD	BeAr	FienD	
  52
  sTuFFeD	BirD	oF	prey	
  52
  terrorIzer	
  52
  tuMu-I-te-are-toka	
  52
  VaMpIres	
  53
  speciAl	ABiliTies	
  53
  weAknesses	
  54
  meThoDs	oF	DesTrucTion	
  54
  AcTion	seTTing	VAmpire	minion	
  56
  hopping	VAmpire	
  56
  VentrIloquIst’s	duMMy	
  57
  VIctIMs	
  57
  innocenT	VicTims	
  57
  The	FiesTy	FemAle	
  57
  The	Jock	
  57
  The	nerD	
  58
  wendIGo	
  58
  wereJaGuar	
  58
  wereshark	
  58
  zoMbIe	
  58
  AnimATor	
  58
  BrAin	eATing	zomBie	
  59
  einherJAr	
  59
  explosiVe	zomBies	
  60
  gAs	zomBie	
  60
  hollywooD	zomBie,	FAsT	
  60
  hollywooD	zomBie,	slow	
  62
  ninJA	zomBies	
  62
  spore	zomBie	
  62
  Techno	zomBie	
  64
  zomBie	chilDren	
  64
  zomBie	lorD	
  64
  
  
  it’s alive!
  There are three ways to populate your horror setting with 
  monsters. First, steal them from other Savage Settings. Many 
  fantasy creatures work well as minor demons or malevolent 
  sprites. Second, use the conversion guide in Savage Worlds to 
  convert them from another system. Third, build your own from 
  scratch. This section takes a brief look at the latter.
  Monsters
  There’s no need to sweat buckets when you’re creating a new 
  beast—chances are your group is either going to kill it or run away: 
  depending on its strength, Fear rating, and the setting.
  We’d like to tell you there’s a set of tables or a magic formula for 
  making monsters—but there isn’t. Creating a new monster requires 
  just two things—imagination and a modicum of common sense. 
  Here’s a quick look at making a monster in just a few minutes.
  AppeArAnce
  A good horror monster isn’t necessarily one that can destroy 
  the whole group in seconds. Sure, it’s scary to the players, as they 
  watch their beloved characters get dismembered, but it’s scary 
  for the wrong reasons. If it’s some elder god or demon lord, then 
  that’s fine, but most monsters don’t have to be party killers.
  What makes them scary is their appearance. Before you 
  start listing traits and Special Abilities, think about the 
  creature’s appearance.
  Let’s look at the zombie, a favorite of many horror settings. 
  One description is “a walking corpse.” It sums up everything the 
  players need to know to form their own image of the thing, but 
  it’s rather light on flavor. It’s also a case of “tell don’t show,” and 
  a good setting requires you to work the other way round.
  How about describing it as, “A shambling corpse, its 
  putrescent flesh rotted away in places to reveal the bones beneath. 
  Crawling through its flesh are a horde of worms and beetles, 
  which have grown bloated as they dine of the rotting muscles. As 
  it nears, it opens its mouth, and a low, mournful groan escapes 
  from the soulless body.”
  FeAr
  Should a horror monster have a Fear Special Ability? That 
  depends on your setting. If the characters are everyday people who 
  suddenly become exposed to the supernatural, which—according 
  to their society—doesn’t exist, then yes, every monster should have 
  a Fear rating. However, if the characters know the supernatural 
  exists and they spend their days battling it, then only truly scary 
  monsters need to cause Fear. 
  A typical zombie probably won’t have a Fear rating in the 
  latter setting, as it’s a “standard” supernatural monster the 
  characters will face time after time. The ancient and tentacled god 
  Bzz’or’kath, on the other hand, probably will. 
  Check out the Jaded section in Savage Worlds as well. If a 
  monster is going to become a regular foe, then give it a Fear rating 
  the first few times it is encountered, and then drop it.
  Remember, if you set the Fear rating too high, or assign it 
  to every monster, the characters are going to spend much of the 
  time running away or gaining phobias, not to mention blowing 
  bennies just to be able to stand and fight the thing.
  Your players will soon get bored and look for another game 
  to play. Use Fear sparingly. Creating a spooky atmosphere is much 
  better than letting the die do the work for you. We’ll look at creating 
  atmosphere in the Horror GM’s Toolkit.
  The	resT
  Don’t worry too much about balancing the monsters, but 
  keep in mind how tough it will be. You don’t need to give a 
  monster a high Toughness for it to be a challenge, especially if it 
  has the Undead Ability—assigning it a few nifty Special Abilities is 
  just as good. Imagine a goblin-like creature that can turn ethereal. 
  It may be puny physically, but now it can leap out of solid walls to 
  attack, or vanish into the floor if the fight turns against it.
  There are already a number of tools available to help making 
  monsters easy—use existing monsters as templates, look through 
  the Special Abilities listing in the rulebook, or check out powers 
  attributed to supposed supernatural beasts.
  	VIllaIns
  A true villain isn’t the lowly cultist trying to drag the 
  characters away to be sacrificed—it’s the mysterious hooded 
  “master” leading the ceremony. Of course, it can also be the huge 
  demon he’s just summoned.
  Villains may be incidental characters in an adventure or lie at 
  the heart of your Plot Point, but they should be named Wild Card 
  characters. If the cult leader is just listed in the adventure as “Cult 
  Leader,” he probably isn’t worthy of being a true villain.
  Creating a villain is no different to creating a monster—come 
  up with an idea and assign suitable traits, Hindrances, Edges, and 
  Special Abilities.
  Special Abilities? Sure, even a human can have a Special 
  Ability like Hardy or Poison. All you need is a plausible reason 
  for him to possess the talent. A cultist might have scaly Armor 
  as a dark blessing from his god, or maybe the serial killer with 
  Invulnerability just can’t be killed outright.
  The important thing to remember with villains is not to build 
  them as regular characters. Don’t spend time building a Novice villain 
  and advancing him. Give him everything you think he needs to fulfill 
  his role in the adventure. Heck, you don’t even have to worry about 
  
  horror	beastIary	toolkIt
  
  meeting Edge requirements if you don’t want to. Savage Worlds is more 
  about telling cool stories than worrying about adhering to rules.
  If you want to give your villain a backstory to help round 
  out his personality and place in the world, then that’s fine. 
  Just remember though, he’s a villain and the characters will 
  probably be more interested in killing him then hearing about 
  how he was seduced to evil against his will, but then came to 
  enjoy the power.
  new		
  Monstrous	
  abIlIty
  The Fantasy Bestiary Toolkit introduced demons as a potential 
  new foe for your characters to encounter. In case you don’t have 
  that book, we’ve duplicated the entry here, as this tome also uses 
  a variety of demons. 
  Demons have a new Monstrous Ability, entitled Demon, and 
  an associated weakness.
  The Ability is only a suggestion, not a must-have new 
  addition—feel free to change it (maybe by adding a Weakness (Holy 
  Water) ability to suit your vision of demons in your setting.
  Demon
  •   +2 to recover from being Shaken
  •   Immune to poison and disease
  •   Half-damage from non-magical attacks except for cold iron.
  •  Weakness (Cold Iron): Demons take normal damage from 
  cold iron weapons.
  treasure
  The creatures in this book can be used in a pure horror game, 
  or ported over to another genre, such as fantasy. Either way, they 
  have a new entry just above their Special Abilities—Treasure. This 
  is the Treasure Table entry the GM rolls on when the group runs 
  into the beast (see below).
  If you have the Horror or Fantasy Gear Toolkits, you can create 
  or roll for a relic using any of the tables contained in those books. 
  If you don’t have either, or want something really special, you’ll 
  need to create something using the powers in the rulebook and 
  your imagination.
  Intelligent creatures use any special treasure they have if 
  possible, or may have it stored in their hideout somewhere if it’s 
  not immediately useful to them (a good reason to take prisoners).
  Creatures of animal intelligence don’t usually hoard 
  treasure, but may have dragged former victims to their lair. Their 
  possessions remain there, so a Tracking roll might lead the party 
  to the thing’s lair—and long-lost treasures.
  TreAsure	TABle
  Treasure 
  Silver & Gold 
  Relic
  Treasure Trove 
  1d10 x $1000 
  100%
  Rich 
  1d10 x $500 
  50%
  Worthwhile 
  1d10 x $100 
  25%
  Meager 
  1d10 x $10 
  1%
  Grimoire of 
  Horrors
  aMa-no-Jaku
  Translating roughly as “imp of heaven,” ama-no-jaku are 
  demonic children found in Japan, where they haunt abandoned 
  temples. Although they appear to be normal children, they are 
  sadistic, perverted killers.
  There is not one ounce of goodness in their dark souls. They 
  lie, cheat, and steal to lure strangers to their doom. Once their 
  victim is dead, they skin them and use the skin as clothing. The 
  flesh is then devoured.
  Attributes: Agility d10, Smarts d10, Spirit d6, Strength d4, Vigor d6
  Skills: Climbing d8, Fighting d6, Notice d8, Persuasion d12, 
  Stealth d10, Taunt d12
  Pace: 8; Parry: 6; Toughness: 5
  Treasure: Worthwhile, in lair
  Special Abilities
  •  Acrobat: Ama-no-jaku are fast and agile. They gain +2 to rolls 
  to perform Agility Tricks and have +1 Parry.
  •  Deathtraps: Ama-no-jaku are solitary creatures and are 
  unlikely to be able to subdue an adult. As such, they lure 
  victims into deathtraps. If the ama-no-jaku is encountered in 
  its lair and scores a raise on a Taunt roll, it tricks the victim 
  into its trap (rather than Shaking the victim as usual). The 
  victim takes 2d10 damage. A lair can contain an unlimited 
  number of deathtraps.
  aswanG
  An aswang is a vampire-like creature from the 
  Philippines. By day it assumes the form of a beautiful female, 
  and lives a normal human life, even marrying and having 
  children. By night, however, it comes a bloodsucking fiend. 
  It uses its immensely long, hollow tongue to siphon blood, 
  preferring to project it through cracks in the roof rather than  
  enter buildings. Unlike most vampires, however, the aswang 
  is not undead.
  For its human form, use the Innocent Victim stats (see page 
  
  
  xxx) but add the Very Attractive Edge. The stats below are for its 
  vampiric form.
  Attributes: Agility d8, Smarts d6, Spirit d10, Strength d12+2, 
  Vigor d10
  Skills: Climbing d10, Fighting d10, Guts d10, Intimidation d10, 
  Notice d8, Stealth d10
  Pace: 6; Parry: 6; Toughness: 7
  Treasure: Meager
  Special Abilities
  •  Blood Drain: An aswang scoring a raise on its Fighting roll 
  has impaled its victim with its long, hollow tongue. Each 
  round the victim remains impaled, he suffers a Fatigue level 
  until he dies. The tongue can be removed with an opposed 
  Strength roll, as per breaking a grapple.
  •  Shadow Lick: A person whose shadow is licked by an aswang 
  is cursed. The aswang must make a Touch Attack (+2). On a 
  success, the victim loses all his bennies and cannot earn any 
  more during the session. Non-Wild Card characters must make 
  a Spirit roll or die within 24 hours from an accident.
  •  Tongue: Str+1. Reach 2.
  •  Weakness (Dawn): An aswang automatically returns to its 
  human form at the first ray of dawn.
  •  Weakness (Garlic): An aswang must make a Spirit roll to 
  attack anyone carrying garlic.
  banshee
  Banshees are always female spirits. They take one of three 
  forms—a young maiden, a matron-like figure, or an old crone. 
  All dress in either a grey, hooded cloak or a funeral shroud. 
  Their long nails may be able to tear through flesh, but their 
  most feared power is their terrible keening, which can drive a 
  man mad.
  A variant of the banshee, known as the “washer woman” 
  comes in the form of a cloaked figure washing blood stained 
  clothes. According to legend, these are the garments of those 
  about to die from her wailing.
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d8
  Skills: Fighting d6, Guts d8, Notice d8, Stealth d6
  Pace: 6; Parry: 5; Toughness: 8
  Treasure: Meager.
  Special Abilities
  •  Claws: Str+1.
  •  Keening: Each round a banshee may keen. There is no roll 
  associated with this, but it counts as an action. Anyone within 
  a Large Burst Template centered on the banshee must make a 
  Guts check, with a cumulative –1 penalty for each successive 
  round the banshee keens. Those who fail must roll on the Fear 
  Table, with a positive modifier equal to the penalty to the Guts 
  roll they failed.
  •  Undead: +2 Toughness; +2 to recover from being Shaken; 
  Called shots do no extra damage; half damage from 
  piercing weapons.
  barrow	dweller
  Also known as wights and hagbui (literally “barrow dweller”), 
  these undead are the corporeal remains of kings and heroes buried 
  in ages past. They are common in northern Europe, especially 
  areas the Vikings settled.
  Their form is that of a mummified corpse, with tight, 
  leathery skin drawn over wasted muscles. Their eyes burn with 
  a pale, cold light. Although barrow dwellers can speak, they only 
  speak languages known to them in the era they died.
  encounter	dIffIcultIes
  This advice first appeared in 50 Fathoms. However, it 
  applies to all settings, so we’ve printed it again.
  You might be wondering about the difficulty of the 
  encounters listed throughout this book. Are they intended 
  for characters of Novice Rank? Seasoned?
  The answer is none of the above. The encounters 
  are created to reflect the natural organization of the 
  characters or creatures listed. That means your group 
  had best be warned that this isn’t like certain other 
  games that automatically set the challenge level to 
  something they can deal with. Sometimes a dark god 
  needs to be avoided, or clever tactics or hired guns are 
  needed to defeat it.
  We do this both because it’s more natural, it’s more 
  of a challenge, and any system we created would have a 
  difficult time fitting the nature of your characters. If the 
  player characters hire 40 demon slayers, it doesn’t make 
  sense that every group of zombies and demons suddenly 
  grows exponentially to defeat them. That means that just 
  as in real life, exploring the world with a larger party is 
  much safer. Of course it also means the heroes have to 
  feed the extras and provide them a share of the pay (or 
  treasure) as well. They must also contend with the many 
  mutineers and other troublemakers who are likely to 
  infiltrate their army. There are bad apples in every bunch, 
  as the old saying goes.
  All that said, the GM should tweak encounters 
  to fit the nature of his party. If they truly are walking 
  around in a group so large nothing is a threat, feel free 
  to up the difficulty of encounters that make sense—such 
  as a demon lord with a host of underlings or a trio of 
  vampires. You’ll have a good handle on what your party 
  can handle after a few sessions without the need for 
  some sort of formula. And don’t worry if the heroes 
  lose a few extras along the way. Even famous heroes 
  rarely make it to the finale of their adventure with all 
  their loyal men.
  
  horror	beastIary	toolkIt
  
  peTTy	BArrow	Dweller
  Petty barrow dwellers are minor nobles or lesser heroes. 
  Although buried with wealth, their tombs are not as rich as those 
  of their masters.
  Attributes: Agility d6, Smarts d6, Spirit d10, Strength d8, Vigor d8
  Skills: Fighting d8, Guts d10, Intimidation d10, Notice d6, Stealth d8
  Pace: 6; Parry: 6; Toughness: 10 (2)
  Treasure: Rich, in lair
  Gear: Ancient armor (+2), long sword (Str+3)
  Special Abilities
  •  Bony Claws: Str+1.
  •  Bound: A barrow dweller may not move further than 50” (100 
  yards) from its burial place.
  •  Fear: Anyone who sees a barrow dweller must make a Guts check.
  •  Numbing Touch: Any creature touched by a barrow dweller 
  must make a Vigor roll. On a failure, the victim suffers a 
  cumulative –1 penalty to Agility roll and skills linked to Agility.
  •  Undead: +2 Toughness. Called shots to no extra damage to 
  such creatures. +2 to recover from being Shaken. Arrows, 
  bullets, and other piercing weapons do half damage.
  •  Weakness (Sunlight): Barrow dwellers are weakened by the 
  sun. Each round in sunlight they must make a Vigor roll or 
  become Exhausted.
  royAl	BArrow	Dweller
  These undead were once mortal rulers or great heroes, and 
  retain that status in the eyes of other barrow dwellers. Their 
  tombs are brimming with treasure, and they intend to ensure it 
  remains that way for eternity.
  Attributes: Agility d8, Smarts d8, Spirit d10, Strength d10, Vigor d10
  Skills: Fighting d8, Guts d10, Intimidation d10, Notice d6, 
  Stealth d10
  Pace: 6; Parry: 6; Toughness: 12 (3)
  Treasure: Treasure Trove, in lair
  Gear: Ancient bronze breastplate (+3), bronze long sword (Str+3)
  Special Abilities
  •  Bony Claws: Str+1.
  •  Bound: A barrow dweller may not move further than 50” (100 
  yards) from its burial place.
  •  Fear (–2): Anyone seeing the creature must make a Guts roll at –2.
  •  Magic: Royal barrow dwellers have 15 Power Points  
  and know the following powers: fear (unearthly scream), 
  lower trait (curse), quickness (supernatural reflexes),  
  obscure (mist).
  •  Numbing Touch: Any creature touched by a barrow 
  dweller must make a Vigor roll. On a failure, the victim 
  suffers a cumulative –1 penalty to Agility roll and skills 
  linked to Agility.
  •  Undead: +2 Toughness. No wound penalties; Called shots to 
  no extra damage to such creatures. +2 to recover from being 
  Shaken. Arrows, bullets, and other piercing weapons, even 
  magic ones, do half damage.
  •  Weakness (Sunlight): Barrow dwellers are weakened by the 
  sun. Each round in sunlight they must make a Vigor roll or 
  become Exhausted.
  bat,	GIant
  Giant bats are larger than regular bats. They can be encountered 
  in isolation, but are usually found in groups of 2d6 members.
  Attributes: Agility d8, Smarts d4(A), Spirit d6, Strength d8, Vigor d6
  Skills: Fighting d6, Guts d6, Notice d12, Stealth d10
  Pace: 0; Parry: 6; Toughness: 5
  Treasure: None
  Special Abilities
  •  Bite: Str.
  •  Echo Location: Giant bats suffer no penalties for bad lighting, 
  even in Pitch Darkness.
  •  Flying: Pace 8, Climb 4.
  •  Size –1: Giant bats are measure 3’ long, but have a wingspan 
  double that.
  the	black	
  coachMan
  The black coachman has existed in one form or another for 
  millennia. The Egyptians knew him as the “dark charioteer,” the 
  Romans called him the “black rider,” and the Norman’s knew him as 
  “death’s wagoner.” His current name stems from the Victorian era. 
  Whatever his name, the coachman is a skeletal figure. His 
  current garb consists of a Victorian gentleman’s outfit, complete 
  with top hat and cane.
  He serves no master. Instead, he collects souls, loads them into 
  his coach, and offers them to whoever can afford his price. He has 
  no qualms about ripping the souls from living creatures to sell and 
  makes no distinctions based on sex, religion, or skin color.
  Attributes: Agility d8, Smarts d8, Spirit d8, Strength d10, Vigor d10
  Skills: Driving d10, Fighting d8, Notice d8, Riding d10, Stealth d6
  Pace: 6; Parry: 6; Toughness: 9
  Treasure: Rich
  Special Abilities
  •  Bartering: The coachman is willing to sell a soul he has 
  captured, but his price is high. He demands a soul for a soul. 
  The petitioners must deliver the soul to be exchanged.
  •  Cursed Cane: Str+1d6. Counts as a magic weapon.
  •  Fear: Anyone seeing the creature must make a Guts roll.
  •  Soul Steal: If the coachman’s foe is Incapacitated, living 
  or ghostly, he may (as an action) make a Spirit roll against 
  that of his victim. If the coachman wins, the victim’s soul is 
  dragged kicking and screaming into his coach.
  •  Undead: +2 Toughness. No wound penalties; Called shots to 
  
  
  no extra damage to such creatures. +2 to recover from being 
  Shaken. Arrows, bullets, and other piercing weapons, even 
  magic ones, do half damage.
  black		
  coachMan’s	
  horses
  Four stallions, with coats as black as pitch and eyes like 
  burning coals, pull the coachman’s black coach. There are no 
  reins attaching them to the coach, only strands of inky blackness. 
  They fight only if attacked or if the coachman is attacked.
  Attributes: Agility d6, Smarts d6(A), Spirit d6, Strength d12+4, Vigor d10
  Skills: Fighting d8, Guts d12, Notice d8
  Pace: 10; Parry: 6; Toughness: 10
  Treasure: None
  Special Abilities
  •  Fleet Footed: Black horses roll a d8 for their running die. 
  Black horses run just above the surface of the ground, and do 
  not suffer movement penalties for Difficult Terrain.
  •  Kick: Str+2.
  •  Size +3: Black horses weigh between 800 and 1000 pounds.
  The	BlAck	coAch
  The black coach is a prison for souls awaiting delivery 
  to whatever fate awaits them. The coach is a stagecoach, with 
  absolutely no markings. Black curtains cover the windows.
  Acc/Top Speed: Half animal’s Pace/Top Speed is animal’s Pace 
  + running; Toughness: 14 (2); Crew: 1+special.
  Special Abilities
  •  Armor: In earlier centuries or in fantasy games, the coach’s 
  wooden frame provides 2 points of armor. In a modern setting, 
  increase the Toughness to 18(4) and add a Heavy Armor Note.
  •  Fear (–2): Anyone who opens the coach door sees a writhing mass 
  of screaming, tormented spirits. They must make a Guts roll at –2.
  •  Freeing the Spirits: The spirits trapped in the coach can be 
  freed if the coach is destroyed. No other force on Earth can 
  liberate them.
  the	black		
  JudGe
  For those who know the ancient rituals necessary to 
  summon him, the black judge can be an ally in the fight 
  against evil. He takes the form of a cowled figure clad in robes 
  of darkest night. Over his face he wears a vaguely skull-like 
  mask. Although predominantly black, the mask has burning 
  yellow eyes and fangs. What lies beneath the mask has never 
  been revealed.
  The black judge is at best a neutral figure. His advice on 
  how to defeat evil is given only to those he finds worthy of his 
  knowledge. Those found wanting, or who summon him without 
  a foe to face, receive his curse of self-doubt.
  Attributes: Agility d8, Smarts d10, Spirit d12, Strength d8, Vigor d8
  Skills: Fighting d4, Intimidation d10, Notice d8, Persuasion d10, 
  Stealth d8, Taunt d10
  Pace: 6; Parry: 4; Toughness: 6
  Treasure: None
  Special Abilities
  •  Ethereal: Immune to normal damage. The black judge suffers 
  normal damage from magic items, weapons, and supernatural 
  powers. 
  •  Fearless: Immune to Fear and Intimidation.
  •  Judge: Whoever summons the black judge had best have a 
  good reason, for he does not suffer fools gladly. If they seek 
  his aid in overcoming a supernatural foe, he judges their 
  worth. The character must make a Spirit roll. The GM should 
  assign positive modifiers if the character has kept true to his 
  calling (and the player has role-played his Hindrances), and 
  negative ones if he has wavered (avoided his Hindrances). 
  •  Advice: If a summoner passes judgment, the black judge 
  gives them advice on how to defeat a supernatural foe. The 
  summoner gains +2 to all rolls (+4 with a raise on the Spirit 
  roll) in his next encounter with the evil creature.
   
   A summoner found wanting (fails his Spirit roll), or who 
  summons the black judge on a whim, is cursed with self-doubt. 
  The victim must make an opposed Spirit roll. On a failure, the 
  victim suffers a –4 penalty to all trait rolls. Each day thereafter, 
  the victim may make another opposed Spirit roll to rid himself 
  of the curse. Until he succeeds, the penalty remains.
  The black judge is basically a tool the GM can use to aid 
  players who have roleplayed well but who find themselves 
  out gunned by some monster. It also makes a very handy 
  plot device if the characters have overlooked a vital clue in 
  your adventure.
  black	wood
  Black woods are malevolent trees. Some are formed by 
  desecration of old burial grounds, some are possessed by spirits 
  or demons, and others exist where chemical dumping has 
  corrupted the land.
  They resemble standard trees, but their dark is black and a 
  sticky red sap oozes continually for gaps in the bark. Most have 
  “facial” features, formed from knots and twists in the wood.
  Attributes: Agility d6, Smarts d4(A), Spirit d10, Strength d12+4, 
  Vigor d12
  Skills: Fighting d8, Guts d10, Intimidation d10, Notice d8
  Pace: 6; Parry: 6; Toughness: 19 (3)
  Treasure: None
  Special Abilities
  •  Armor +3: Thick bark.
  
  horror	beastIary	toolkIt
  10
  tHe Black JudGe
  
  11
  •  Branches: Str+2. Reach 1. A black wood has four branches 
  and may use them all each round with no multi action 
  penalty. Only two branches may be used to attack a single 
  foe, however.
  •  Fear: Anyone seeing the creature must make a Guts roll.
  •  Huge: Attackers add +4 to attack rolls against a black wood 
  because of its size.
  •  Impale: A black wood scoring a raise on its Fighting roll has 
  impaled its foe on a sharp branch. Each round thereafter, 
  the victim must make a Vigor roll or suffer a level of Fatigue 
  as the black wood drains his blood. Victims may escape as if 
  breaking a grapple. Lost Fatigue recovers at the rate of one 
  level per 24 hours.
  •  Immunity (Piercing Weapons): A black wood suffers half 
  damage from piercing attacks.
  •  Size +8: Black woods stand up to 50’ high.
  •  Sticky Sap: An attacker who strikes a black wood with 
  a melee weapon finds his weapon stuck to the sap. He 
  must make a Strength roll at –4 to free his weapon. With 
  success, he frees the weapon but it takes the entire round. 
  With a raise, he frees the weapon and may still perform 
  other actions this round.
  •  Trip: Rather than attack with a branch, a black wood can 
  make an Agility Trick roll to trip opponents. A successful trip 
  leaves a foe Prone, or Prone and Shaken with a raise.
  •  Weakness (Fire): A black wood suffers +4 damage from 
  fire attacks.
  blob
  A blob is basically a blob of black jelly with an insatiable 
  hunger. In your setting it might be an alien entity brought to 
  Earth on a crashed satellite, a creature from another dimension, 
  or the result of pollution.
  Attributes: Agility d4, Smarts d4(A), Spirit d12, Strength d12+2, 
  Vigor d12
  Skills: Fighting d8, Notice d8
  Pace: 4; Parry: 6; Toughness: 10
  Treasure: None
  Special Abilities
  •  Blob: +2 to recover from being Shaken; Cutting and piercing 
  weapons cause half damage; No wound penalties; Immune to 
  poison and disease.
  •  Engulf: A blob may make a grapple attack against every 
  creature under its template. On a success, it has engulfed 
  its foe. Each round the grapple is maintained thereafter, 
  the victim suffers a Fatigue level from suffocation. Victims 
  reaching Death are absorbed.
  •  Fear: Anyone seeing the creature must make a Guts roll.
  •  Mindless: Immune to Fear and Tests of Will.
  •  Variable Size: The blob begins as a Small Burst Template (Size 
  +2). For each victim it absorbs, it grows 1” and adds +1 Size 
  (and Toughness), with no limit.
  blood	MIst
  The destruction of an ancient vampire’s physical body isn’t 
  necessarily the end of its existence. Through dark magic, they can 
  be brought back into existence as near–mindless, ethereal clouds of 
  vapor with an insatiable bloodlust. They appear as grey clouds until 
  they feed, when they change to pink through to dark red as they 
  consume more blood. Their preferred tactic is to mingle with natural 
  mist, allowing them to approach unsuspecting victims with ease.
  Attributes: Agility d6, Smarts d4, Spirit d8, Strength d6, Vigor d8
  Skills: Notice d6, Stealth d12+2
  Pace: 4; Parry: 2; Toughness: 8
  Special Abilities
  •  Arcane Resistance: +2 Armor versus magic, and +2 to rolls 
  made to resist magic effects.
  •  Blood Drain: A blood mist covers an area equal to a Medium 
  Burst Template, hitting automatically and causing 2d4 
  damage to everyone in the template (victims in completely 
  sealed suits are immune).
  •  Immunity: Blood mists suffer no damage from mundane 
  attacks. Magic items, weapons, and supernatural powers 
  affect them normally.
  •  Undead: +2 Toughness. Called shots to no extra damage to 
  such creatures. +2 to recover from being Shaken. Arrows, 
  bullets, and other piercing weapons, even magic ones, do 
  half damage.
  chIld	snatcher
  A child snatcher is an ugly, goblin-like creature with clawed 
  hands and feet. It preys on young children, dragging them back to 
  its lair where it then skins and eats their flesh. It uses the skins to 
  make dolls, which it talks to as if they were real children.
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
  Skills: Climbing d10, Fighting d6, Guts d8, Notice d8, Stealth 
  d8, Taunt d8, 
  Pace: 6; Parry: 5; Toughness: 4
  Treasure: None
  Special Abilities
  •  Claws: Str+1.
  •  Infravision: Child snatchers halve penalties for dark lighting 
  against living targets (round down).
  •  Size -1: Child snatchers stand 3-4’ tall.
  chonchon
  Chonchon are flying heads. On death, the followers of certain 
  gods allow their disciples to serve them as chonchon. Their ears 
  grow to enormous size and begin flapping like wings. The head 
  then rips itself away from the body and begins a new life.
  Attributes: Agility d10, Smarts d6, Spirit d6, Strength d8, Vigor d6
  
  horror	beastIary	toolkIt
  1
  Skills: Fighting d6, Guts d6, Notice d8, Stealth d8
  Pace: 0; Parry: 5; Toughness: 4
  Treasure: None
  Special Abilities
  •  Bite: Str+2.
  •  Blood Drain: A chonchon scoring a raise on its Fighting roll 
  latches onto to its prey like a leech and begins sucking blood. 
  Each round thereafter it remains attached, the victim suffers 
  a level of Fatigue. Removing the chonchon is an opposed 
  Strength roll.
  •  Fear: Anyone seeing the creature must make a Guts roll.
  •  Flying: Pace 12, Climb 4.
  •  Size –1: A conchon is a small target, being little more than a 
  head with wings.
  chosen		
  slayer
  Many are called, but most die before they get chance to 
  prove themselves. Whether a chosen slayer is a feisty young 
  maiden hunting vampires or a mean hombre packing state-of-
  the-art technology depends on your setting. What they all have in 
  common is a calling to serve a higher power.
  TypicAl	chosen	slAyer
  This stat block is for a chosen slayer at the start of their career. 
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d8
  Skills: Climbing d6, Fighting d8, Guts d8, Intimidation d6, 
  Notice d8, Shooting d6, Stealth d6, Taunt d4, Throwing d8
  Charisma: 0; Pace: 6; Parry: 7; Toughness: 6
  Hindrances: Heroic, Loyal
  Edges: Acrobat, Arcane Resistance, Champion, Danger  
  Sense, Quick
  Treasure: Meager.
  Gear: Sword (Str+3), sharpened stake (Str+1), crossbow with 
  wooden bolts.
  VeTerAn	chosen	slAyer
  Slayers who survive their first few years have learned how to 
  handle themselves in battle against a variety of supernatural foes.
  Attributes: Agility d12, Smarts d6, Spirit d8, Strength d10, 
  Vigor d10
  Skills: Climbing d6, Fighting d12, Guts d10, Intimidation d8, 
  Notice d8, Shooting d10, Stealth d8, Taunt d6, Throwing d10
  Charisma: 0; Pace: 6; Parry: 10; Toughness: 7
  Hindrances: Heroic, Loyal
  Edges: Acrobat, Arcane Resistance, Block, Champion, Combat 
  Reflexes, Command, Danger Sense, Dodge, Hard to Kill, Level 
  Headed, Quick
  Treasure: Meager, but with a Worthwhile chance of a relic.
  Gear: Sword (Str+3), sharpened stake (Str+1), crossbow with 
  wooden bolts.
  cops
  Cops in a horror setting? Cops make useful allies in a modern 
  game, but can also be antagonists. The characters may be doing 
  the right thing by gunning down evil cultists and their demon 
  gods, but murder is still murder.
  police	lieuTenAnT	
  While the Chief of Police usually calls the shots, it is these 
  officers who manage the day to day operations of the department 
  and oversee operations during a crisis.
  Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
  Skills: Driving d10, Fighting d8, Investigation d8, Streetwise 
  d6, Knowledge (Battle) d6, Shooting d8, Swimming d6, 
  Throwing d6
  Pace: 6; Parry: 6; Toughness: 8 (2)/10 (4) vs bullets
  Hindrances: Loyal
  Edges: Command
  Gear: Kevlar vest (+2/+4), 9mm pistol (Range 12/24/48, 
  Damage 2d6)
  police	pATrol	
  Whether they are foot cops, riding in a squad car, or 
  patrolling on bikes, the beat cops are the grunts who fight crime 
  in the trenches day after day.
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
  Skills: Driving d8, Fighting d8, Shooting d8, Streetwise d6, 
  Swimming d6, Throwing d6
  Pace: 6; Parry: 6; Toughness: 8 (2)/10 (4) vs bullets
  Hindrances: Loyal
  Edges: Dodge
  Gear: Kevlar vest (+2/+4), 9mm pistol (Range 12/24/48, 
  Damage 2d6), baton (Str+1)
  swAT	TeAm
  Most departments have a group of officers on call for the 
  Special Weapons and Tactics team. These are highly trained 
  officers who are often ex-military and equipped to deal with any 
  terrorist or criminal threats (or heavily-armed characters).
  Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d8
  Skills: Driving d8, Fighting d8, Shooting d8, Swimming d6, 
  Throwing d8
  
  1
  cHosen
  
  horror	beastIary	toolkIt
  1
  Pace: 6; Parry: 6; Toughness: 8 (2)/10 (4) vs bullets
  Hindrances: Loyal
  Edges: Dodge, Marksman
  Gear: Kevlar vest (+2/+4), 9mm pistol (Range 12/24/48, 
  Damage 2d6), SMG (range 12/24/48, Damage 2d6, ROF 3), 
  baton (Str+1)
  corpse	worM	
  swarM
  Corpse worms are 1” long red worms with a taste for flesh. 
  Although they usually feed on carcasses, they are partial to warm, 
  living flesh. Their bite carries a paralyzing venom. While an 
  individual worm possess little threat to a healthy human, a swarm 
  can render a man incapable of defending himself very quickly.
  Corpse worm swarms fill a Medium Burst Template and 
  cannot Split.
  Attributes: Agility d10, Smarts d4(A), Spirit d12, Strength d8, 
  Vigor d10
  Skills: Notice d6
  Pace: 4; Parry: 4; Toughness: 7
  Treasure: None
  Special Abilities
  •  Bite: Corpse worm swarms inflict hundreds of tiny bites every 
  round to their victims, hitting automatically and causing 2d4 
  damage to everyone in the template (victims in completely 
  sealed suits are immune).
  •  Paralysis: Any one Shaken or wounded must make a Vigor roll 
  or be paralyzed for 2d6 rounds.
  •  Swarm: Parry +2; Because the swarm is composed of scores, 
  hundreds, or thousands of creatures, cutting and piercing 
  weapons do no real damage. Area-effect weapons work 
  normally, and a character can stomp to inflict his damage 
  in Strength each round. Corpse worm swarms are foiled by 
  jumping in water.
  corrector
  Sometimes people cheat death. It may be they missed a plane 
  or bus that later crashed and killed everyone on board, or it may 
  be they died on the operating table and were revived. Either way, 
  death can’t be cheated.
  Correctors are flying monsters, like miniature dragons but 
  without the fire. They come into existence only when death needs 
  to correct a mistake.
  Attributes: Agility d8, Smarts d6(A), Spirit d8, Strength d12+2, 
  Vigor d10
  Skills: Climbing d6, Fighting d8, Guts d8, Intimidation d8, 
  Notice d8
  Pace: 6; Parry: 6; Toughness: 12 (2)
  Treasure: None
  Special Abilities
  •  Armor +2: Thick scales.
  •  Bite: Str+2.
  •  Improved Frenzy: Correctors may make two Fighting attacks 
  in the same round at no penalty.
  •  Invisible: Only the intended victim of a corrector can see it. 
  Another character may detect the corrector’s presence if he 
  has a reason to look and makes a Notice roll at –6. Once 
  detected, he may attack the foe at –6 as well.
  •  Size +3: Correctors weigh around 1500 pounds.
  creepInG	hand
  Creeping hands are animated severed hands. Three different 
  varieties have been recorded, though all share the same traits. 
  The first are those of murderers. In this instance, the hand 
  somehow reanimates after death and sets out on a murderous 
  spree.  The second belong to sorcerers who have learned how to 
  detach their hands and send them to perform errands. Not all of 
  these are necessarily evil. The third sort are vengeful creatures, 
  usually belonging to accident victims who have had their hands 
  severed but seek revenge. The hand seems to take on a will of its 
  own, carrying out a terrible revenge on those who have wronged 
  their former owner.
  Attributes: Agility d10, Smarts d6(A), Spirit d10, Strength 
  d12+2, Vigor d8
  Skills: Climbing d10, Fighting d10, Notice d4, Stealth d10
  Pace: 4; Parry: 7; Toughness: 4
  Treasure: None
  Special Abilities
  •  Scuttle: Creeping hands roll a d4 running die, instead of a d6.
  •  Size –2: Creeping hands are small creatures.
  •  Small: Attackers suffer a –2 penalty to attack a creeping hand 
  due to its size.
  •  Throttle: A creeping hand scoring a raise on a Fighting 
  attack has grabbed its opponent’s throat. Each round the 
  grip is maintained, the victim takes the hand’s Str damage. 
  The victim may remove the hand with a successful opposed 
  Strength roll.
  cultIsts
  The mortal worshippers of insane gods, demons, and other 
  supernatural entities are called cultists. Many are stark-raving 
  mad and all are fanatically loyal to their masters, both human 
  and inhuman.
  TypicAl	culTisT
  Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6
  Skills: Fighting d6, Guts d6, Notice d6, Stealth d6
  
  1
  Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Loyal (to cult)
  Edges: —
  Treasure: Meager for each 5 cultists
  Gear: Ceremonial robes, dagger (Str+1)
  Special Abilities
  •  Fanatical: If a cultist is adjacent to a cultist leader, he takes 
  the blow for his master. Any attack against the leader is 
  instead made against the cultist.
  culTisT	priesT
  At the top of every cult is the “high priest,” “grand wizard,” 
  or some such high-titled lunatic. Most have supernatural 
  powers, granted to them by their deity. Despite believing in the 
  power of their “god,” they actually use arcane magic rather than 
  invoke miracles.
  The spell trappings are suggestions. Ideally, you should alter 
  them to fit the nature of the cult the characters are facing.
  Attributes: Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d8
  Skills: Fighting d8, Guts d10, Notice d8, Spellcasting d10
  Pace: 6; Parry: 6; Toughness: 6
  Hindrances: Arrogant
  Edges: Arcane Background (Magic), New Power, Power Points
  Powers: Bolt (screaming skull), fear (unearthly shriek), obscure 
  (cloud of darkness), puppet (hypnotic voice), smite (balefire 
  along blade), zombie (special powder)
  Treasure: Worthwhile
  Gear: Ceremonial robes, cursed dagger (Str+3 damage; wounds 
  can only be healed naturally).
  danse		
  Macabre
  A danse macabre is both a singular entity and an event. The 
  creature itself, often called the Dance Master to differentiate it 
  from the event it leads, is a skeletal figure clad in brightly colored 
  robes. Although it has no capacity to breathe, it plays on a set of 
  pipes crafted from the bones of the damned. The tune is not only 
  spellbindingly haunting, it is deadly to mortals.
  Following the Dance Master are a number of skeletons. These 
  are its previous victims and defend their master from attack.
  Attributes: Agility d6, Smarts d8, Spirit d12, Strength d8, Vigor d8
  Skills: Intimidation d8, Notice d6
  Pace: 8; Parry: 2; Toughness: 8
  Treasure: None
  Special Abilities
  •  Dance of Death: Each round the Dance Master plays its pipes, 
  every creature within a Large Burst Template must make an 
  opposed Spirit roll. On a failure, the victim becomes a member 
  of the dance troupe and blindly dances along to the tune. 
  Victims may make another roll every hour to break free. Each 
  hour they remain in the dance, they suffer a wound as their 
  flesh rots away. A victim reaching Incapacitated dies, becoming 
  a skeleton permanently ensnared in the dance of death.
  •  Fear (–2): Anyone seeing the danse macabre must make a 
  Guts roll at –2.
  •  earless: Immune to Fear and Intimidation.
  •  Skeletal Dancers: Surrounding the Dance Master are 4d6 
  skeletons. Treat them as regular skeletons (see Savage Worlds).
  •  Undead: +2 Toughness. No wound penalties; Called shots to 
  no extra damage to such creatures. +2 to recover from being 
  Shaken. Arrows, bullets, and other piercing weapons, even 
  magic ones, do half damage.
  dark	Gods
  Whatever setting you choose, the sentient races are likely 
  to follow gods. Some are true gods, being omnipotent beings 
  with no true physical form, able to grant their most trusted 
  followers special powers. Others are demigods, saints, or 
  powerful spirits. 
  Yet lurking in the shadows of civilization are other types of 
  being. Although possessed of terrible powers and worshipped as 
  gods, these beings are not omnipotent, nor do they grant their 
  minions powers. Indeed, most only use their followers to achieve 
  their goals (such as summoning them to Earth), and then devour 
  them without so much as a thought.
  Dark gods are physical beings. Although immensely powerful, 
  they are not indestructible. Whether they are super aliens, beings 
  from another dimension, demon lords, or merely avatars of true 
  gods is up to you.
  ArAchnos,		
  The	mAny	leggeD
  Many people are afraid of spiders. If they knew their true 
  origin, everyone would be afraid of them. Arachnos. Mother of 
  Spiders, takes the form of a monstrous tarantula.
  Crawling across her back are thousands and thousands of 
  small spiders—her young. Because of this, Arachnos is usually 
  referred to as a goddess by her deranged followers.
  Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+4, 
  Vigor d12+2
  Skills: Climbing d10, Fighting d8, Notice d8, Shooting d10, 
  Stealth d8
  Pace: 6; Parry: 6; Toughness: 22 (3)
  Treasure: None
  Special Abilities
  •  Armor +3: Chitinous shell.
  •  Bite: Str+2.
  •  Fear (–4): Anyone seeing the creature must make a Guts roll 
  at –4.
  
  horror	beastIary	toolkIt
  1
  danse macaBre
  •  Fearless: Immune to Fear and Intimidation.
  •  Gargantuan: Heavy Armor. Creatures add +4 when attacking 
  the body of Arachnos due to her great size. Add Size to 
  damage when crushing but subtract Size of victim. 
  •  Hardy: If Shaken, further Shaken results have no effect. 
  •  Improved Arcane Resistance: +4 Armor versus magic, and +4 
  to rolls made to resist magic effects.
  •  Poison (–4): The bite of the spider causes instant death for 
  those who fail their Vigor roll.
  •  Regeneration (Slow): Arachnos makes a natural healing roll 
  every day.
  •  Size +10: Arachnos is over 60’ across.
  •  Swarm: Each round, Arachnos may release a swarm of her 
  young. These fill a Large Burst Template. Use the Swarm stats. 
  She may release a maximum of 10 swarms. If a swarm is killed, 
  she births more young at the rate of one swarm per week.
  •  Webbing: Arachnos can cast webs from her thorax that are 
  the size of Large Burst Templates. This is a Shooting roll  
  with a range of 10/20/40. Anything in the web  
  must cut or break their way free (Toughness 7 per 1”). 
  Webbed characters can still fight, but all physical actions  
  are at –4.
  crAzAlphAsAlius,		
  The	Fire	sTorm
  Crazalphasalius is aptly titled. His form is that of a vast fire 
  ball of no fixed dimensions. It ebbs and flows to its own tide, 
  engulfing everything it touches in searing flame. Few materials 
  can withstand his fiery wrath for long.
  His other titles include the Living Flame, the Howling 
  Inferno, Purifying Flame, and the Burning Maelstrom.
  Attributes: Agility d8, Smarts d6, Spirit d10, Strength d10, Vigor 
  d12+8
  Skills: Fighting d6, Intimidation d12, Shooting d10
  Pace: 10; Parry: 5; Toughness: 22
  Treasure: None
  Special Abilities
  •  Engulf: Crazalphasalius fills an area some 12” in diameter. 
  Objects within this template take 2d10 damage per round, 
  +1 per 1” they are inside his body. They have a chance of 
  catching fire.
  •  Fear (–4): Anyone seeing the creature must make a Guts roll 
  at –4.
  
  1
  •  Fireball: Crazalphasalius can spit three fireballs each round 
  without incurring a multi action penalty. They are aimed using 
  Shooting. Range: 50/100/200, Damage: 2d10 damage (with 
  a chance of the victim catching fire), Large Burst Template. 
  Heavy Weapon.
  •  Fearless: Immune to Fear and Intimidation.
  •  Gargantuan: Creatures add +4 when attacking the body of 
  Crazalphasalius due to its great size. 
  •  Hardy: If Shaken, further Shaken results have no effect.
  •  Improved Arcane Resistance: +4 Armor versus magic, and +4 
  to rolls made to resist magic effects.
  •  Invulnerability: Immune to all forms of attack other than 
  water-based ones.
  •  Size +10: Crazalphasalius averages 80’ in width. 
  •  Weakness (Water): Crazalphasalius can only be harmed by 
  water-based attacks. A bucket of water inflicts 1d6 damage, 
  whereas a fire hose causes 3d6 damage. 
  JJrikillimsg,		
  The	howler	oF	TruTh
  Jjrikillimsg is mad. Not just slightly off his rocker, but totally 
  and utterly mad in a way no mortal can ever hope to understand 
  or emulate. His titles include such epithets as the Insane, One 
  Without True Form, Revealer of Secrets, and Enlightener of 
  Closed Minds.
  If it has a true form, no one has ever recorded it. Jjrikillimsg 
  flits between many form, changing so rapidly that the human eye 
  cannot keep up. Every now and then, however, he pauses in one 
  form just long enough for the brain to analyze what it has seen. 
  Madness usually follows shortly afterward.
  Attributes: Agility d8, Smarts d4(A), Spirit d12, Strength d12+2, 
  Vigor d12+4
  Skills: Fighting d8, Intimidation d12, Notice d6
  Pace: 8; Parry: 6; Toughness: 18
  Treasure: None
  Special Abilities
  •  Fear (–6): Anyone seeing the creature must make a Guts roll at –6.
  •  Fearless: Immune to Fear and Intimidation.
  •  Hardy: If Shaken, further Shaken results have no effect.
  •  Howl: Once per round, Jjrikillimsg emits an unearthly, howling 
  babble. This counts as an action. Everything within a Large 
  Burst Template centered on the god must make a Spirit roll. 
  A failure causes the victim to lose his mind, permanently 
  lowering his Smarts and Spirit by 1 die. If either reaches zero, 
  the victim is insane and becomes an NPC.
  •  Huge: Creatures add +4 when attacking the body of 
  Jjrikillimsg due to its great size. 
  •  Improved Arcane Resistance: +4 Armor versus magic, and +4 
  to rolls made to resist magic effects.
  •  Insane: A character trying to affect Jjrikillimsg’s mind through 
  arcane powers, such as puppet, automatically fails his opposed 
  roll. Contact with the insane creature also causes the arcane 
  character to make a Spirit roll at –6 or become a gibbering idiot 
  for 2d6 rounds. During this time he acts as if Shaken and runs 
  around randomly. Roll a d12 to determine his direction each 
  round. He moves his full Pace (as reduced by being Shaken).
  •  Natural Weapons: Str+3. The dark god always has some 
  form of weapon, be it claws, teeth, a multiple barbed tail, or 
  whatever.
  •  Size +8: Jjrikillimsg’s form varies, but averages around 30’ tall.
  dark	Gods
  As it says in the text, dark gods may be super aliens, 
  avatars of gods, or demon lords. What they’re not are 
  easy creatures to fight. Stick one of these against your 
  group of Novice characters and a bloodbath is the only 
  result. Any dark god should be a challenge for even a 
  group of Legendary characters.
  Although we’ve created some sample dark gods, you 
  may wish to create some of your own or convert your 
  favorite god/demon lord from another setting.
  These are no firm and fast rules for this, but here 
  are some handy tips on the sorts of Special Abilities every 
  dark god should possess.
  •  
  Fear: Most dark gods are abominations and the mere 
  sight of one can drive a mortal insane. As a minimum, 
  dark gods should have a Fear rating of –6. Feel free to 
  crank this as high as –10 for a truly foul entity. 
  •  
  Fearless: As far as dealing with mortals goes, all 
  dark gods should be Fearless. Dark gods are unlikely 
  to encounter each other.
  •  
  Hardy: Dark gods are either too big or too alien 
  in their physiology to be wounded by cumulative 
  Shaken results.
  •  
  Improved Arcane Resistance: Whether or not gods use 
  magic, their bodies and minds are alien to humans.
  • 
   Regeneration: Dark gods are not easily vanquished. 
  Most should have some form of Regeneration, 
  preferably the Fast variety.
  •  
  Size: A human-size dark god can be scary, it can even 
  be Hardy, but its also got a low Toughness, which 
  makes it easily killable. If possible, make the creature 
  Gargantuan, as this gives it Heavy Armor.
  •  
  Weapons: The weapon of a dark god should have 
  the capacity to kill even a Wild Card in a single 
  blow. Those that use natural weapons should be 
  augmented by a Strength rating comparable to that 
  of their Size. For those that prefer ranged weapons, 
  the minimum damage should be 2d10.
  Of course, there’s nothing stopping you from having 
  a dark god cause instant death. Any creature struck either 
  has to make a Vigor or Spirit roll with a suitable penalty, 
  both depending on the god, or drop dead.
  
  horror	beastIary	toolkIt
  1
  ToDoTo,	The	muTATor
  Todoto takes the form of a huge giant, with dark green 
  skin. His skin bubbles and writhes, as if some unholy force were 
  fighting for release. 
  Todoto is a chaos god, warping life through the power 
  of his blood. Nothing is safe from his corruption, and once 
  corrupted, his victims can never be returned to their normal 
  form. Be warned: introducing Todoto into a game is a recipe for 
  a total party kill!
  As with most dark gods, Todoto has many titles, including 
  the Spawner, Chaos Breeder, Dark Warper, and the Unholy 
  Shaper.
  Attributes: Agility d6, Smarts d6, Spirit d10, Strength d12+6, 
  Vigor d12+4
  Skills: Fighting d12, Notice d8
  Pace: 8; Parry: 8; Toughness: 20
  Treasure: None
  Special Abilities
  •  Blood Spray: Any wound caused to Todoto causes a fountain 
  of blood to spray from his warped body. Place the thin end of 
  a Cone Template on Todoto, facing toward the direction the 
  damage came from. Any character under the template must 
  make an Agility roll or be struck by the blood (see below).
  •  Fear (–4): Anyone seeing the creature must make a Guts roll 
  at –4.
  •  Fearless: Immune to Fear and Intimidation.
  •  Gargantuan: Heavy Armor. Creatures add +4 when attacking  
  the body of Todoto due to its great size. Add Size to damage 
  when crushing but subtract Size of victim. 
  •  Hardy: If Shaken, further Shaken results have no effect.
  •  Improved Arcane Resistance: +4 Armor versus magic, and +4 
  to rolls made to resist magic effects.
  •  Mutating Blood: Any creature struck by Todoto’s blood must 
  make a Vigor roll at –2 or be transformed into a Minion of 
  Todoto (see below). The process takes one round, during 
  which time the victim can take no action. The process is 
  irreversible.
  •  Regeneration (Fast): Todoto makes a natural healing roll 
  every round.
  •  Size +10: Todoto is over 70’ tall.
  minion	oF	ToDoTo
  Those unfortunate souls sprayed with Todoto’s blood become 
  twisted and warped. No two forms are the same. Some may grow 
  extra limbs or tentacles, others turn inside out, transform into 
  an unholy blend of man, plant, and animal, while some become 
  putrescent blobs of jelly. Minions are loyal to Todoto, though he 
  has no special powers to control their actions.
  Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d8
  Skills: Fighting d6, Guts d10, Intimidation d8, Notice d6, 
  Stealth d6
  Pace: 6; Parry: 6; Toughness: 6
  Treasure: Whatever they have in life (usually Meager)
  Special Abilities
  •  Fear: Anyone seeing a Minion must make a Guts roll.
  •  Natural Weapons: Minions have a variety of attacks including 
  bite, claws, tentacle slaps, and tails. All inflict Str+1 damage.
  VrAlkresh	oF	The		
  ThousAnD	mAws
  Vralkresh is a monstrous-sized bag of pulsating jelly, with 
  blood red segments mixing with ichor green, putrefying blue, and 
  all manner of other vile colorations.
  When lying dormant, Vralkresh has no discernible features. 
  Once awakened, however, a throng of slimy tentacles, each tipped 
  with a grasping mouth, sprouts from his gelatinous form.
  Vralkresh is known by many other names, including Lord of 
  Many Mouths, He Who Feeds Endlessly, and the Slithering Maw.
  Attributes: Agility d6, Smarts d6, Spirit d12, Strength d12+8, 
  Vigor d12+4
  Skills: Fighting d12, Notice d8
  Pace: 8; Parry: 8; Toughness: 26 (4)
  Treasure: None
  Special Abilities
  •  Armor +4: Gelatinous body.
  •  Fear (–4): Anyone seeing the creature must make a Guts roll 
  at –4.
  •  Fearless: Immune to Fear and Intimidation.
  •  Gargantuan: Heavy Armor. Creatures add +4 when attacking 
  the body of Vralkresh due to its great size. Add Size to damage 
  when crushing but subtract Size of victim. 
  •  Hardy: If Shaken, further Shaken results have no effect.
  •  Improved Arcane Resistance: +4 Armor versus magic, and +4 
  to rolls made to resist magic effects.
  •  Improved Frenzy: Vralkresh makes two Fighting attacks 
  against every opponent within 2” of him each round without 
  incurring a multi action penalty.
  •  Regeneration (Fast): Vralkresh makes a natural healing roll 
  every round.
  •  Size +12: Vralkresh is over 100’ wide.
  •  Tentacles: Str+3. Each tentacle has a single wound, but 
  damaging a tentacle causes no harm to Vralkresh. Vralkresh 
  can sprout a new tentacle to replace a damaged one as a 
  free action.
  <<dark	Man
  Although often referred to as “the” Dark Man, evidence 
  suggests that this creature is not a unique entity. A dark man 
  is a humanoid figure of inky darkness with no visible facial 
  features. 
  
  1
  A dark man is a source of pure necromantic energy, and its 
  power lies in its ability to boost undead. As such, they are never 
  summoned except to “lead” a host of undead. Their abilities work 
  on Wild Card undead as well as Extras.
  Attributes: Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d10
  Skills: Fighting d6, Notice d6, Stealth d12+2
  Pace: 6; Parry: 5; Toughness: 7
  Treasure: None
  Special Abilities
  •  Boost Undead: Any undead within 5” adds +1 to recover 
  from being Shaken, Fighting damage rolls, and Toughness.
  •  Fear: Anyone seeing the creature must make a Guts roll.
  •  Fearless: Immune to Fear and Intimidation.
  •  Immunity: A dark man is immune to all non-magical attacks.
  •  Improved Arcane Resistance: +4 Armor versus magic, and +4 
  to rolls made to resist magic effects.
  •  Necromantic Surge: A dark man may spend a benny to 
  send forth a wave of necromantic energy. This fills a Large 
  Burst Template centered on the creature. Any Shaken 
  undead within the template automatically recover and may 
  act on their action card. In addition, Wild Card undead 
  automatically recover one wound. Supernatural good 
  creatures caught in the template must make a Vigor roll at 
  –2 or suffer a wound.
  deforMed		
  MInIon
  Every mad scientist or cult leader has a trusty sidekick, and 
  they’re usually deformed in some way. Deformed minions are 
  fanatically loyal to their master.
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d10, Vigor d8
  Skills: Climbing d6, Fighting d8, Guts d8, Intimidation d6, 
  Notice d6, Stealth d6, Taunt d6
  Pace: 4; Parry: 6; Toughness: 5
  Treasure: None
  Gear: Knife (Str+1)
  Special Abilities
  •  Fanatical: Minions go berserk, as per the Edge, if they see 
  their master take a wound.
  •  Lame: Minions roll a d4 running die instead of a d6.
  •  Size –1: Minions are usually stunted or twisted.
  deMon/deVIl
  Demons and devils (the term is interchangeable) may 
  be minions of Hell or servants of evil gods, depending on 
  your setting. 
  Regardless of their origin, they are supernatural evil beings 
  completely devoid of positive qualities, though some feign good 
  virtues to lure unwary prey to their doom.
  Demons speak many languages, including a demonic 
  tongue rarely spoken by mortals not involved with the dark 
  arts. Whether they bother to talk to lowly mortals is a matter of 
  personal choice
  chAin	Demon
  Stories of ghosts rattling changes are common enough. In 
  truth, however, the cause of the noise is not an ethereal spirit, 
  but a demon. Chain demons take the form of a shrouded figure 
  wrapped in heavy chains. 
  Attributes: Agility d10, Smarts d6, Spirit d6, Strength d10, 
  Vigor d8
  Skills: Fighting d8, Guts d6, Notice d6, Stealth d4
  Pace: 6; Parry: 6; Toughness: 6
  Treasure: None
  Special Abilities
  •  Chains: Str+1, Reach 1.
  •  Demon: +2 to recover from being Shaken; Immune to poison 
  and disease; Half-damage from non-magical attacks except 
  for cold iron.
  •  Entangle: Rather than cause damage, a chain demon can 
  attempt to ensnare foes. If it succeeds at a Touch Attack, its 
  foe suffers a –2 penalty to Pace and skills linked to Agility 
  and Strength. A raise restrains the target fully. He cannot 
  move or use any skills linked to Agility or Strength. Each 
  following round, the victim may make an Agility or Strength 
  roll to break free.
  •  Fear: Anyone seeing the creature must make a Guts roll.
  •  Frenzy: Chain demons may make two Fighting attacks each 
  round at –2.
  exIstInG	Monsters	&		
  the	treasure	table
  If you’ve decided to use the Treasure Table, you 
  might be asking what entry line horror creatures from the 
  main rules use. Here’s a suggestion. As usual, feel free to 
  change the entries to suit your specific setting.
  •  
  Liche: Treasure Trove in lair and a minimum of 3 relics.
  •  
  Skeleton: Usually none, but you might allow Meager  
   
  for every five.
  •  
  Vampire, Ancient: Rich in lair, with a minimum of 2 relics.
  •  
  Vampire, Young: Meager.
  •  
  Werewolf: Worthwhile, in lair.
  •  
  Zombie: Usually none, but you might allow Meager 
  for every three.
  Monsters taking from the Fantasy Bestiary Toolkit retain 
  the same Treasure entry as in that volume.
  
  horror	beastIary	toolkIt
  0
  •  Improved Sweep: Chain demons can attack all adjacent foes 
  with a single Fighting roll.
  •  Weakness (Cold Iron): Demons take normal damage from 
  cold iron weapons.
  Demon	worm
  Summoned from the depths of Hell, demon worms are 
  actually more akin to slugs. Their mottled green skin drips with 
  foul ichor, and leaves a slimy trail wherever they go. Unlike a slug, 
  however, they have a vast, round mouth full of needlelike teeth, 
  surrounded by a mass of writhing tentacles.
  Some cultists worship them as gods, though are far from 
  omnipotent and can bestow no powers to their misguided followers.
  Attributes: Agility d6, Smarts d4(A), Spirit d10, Strength 
  d12+10, Vigor d10
  Skills: Fighting d6, Guts d8, Intimidation d10, Notice d10, 
  Stealth d6
  Pace: 6; Parry: 5; Toughness: 19 (4)
  Treasure: None
  Special Abilities
  •  Armor +4: Thick layers of fat.
  •  Bite: Str+3
  •  Demon: +2 to recover from being Shaken; Immune to poison 
  and disease; Half-damage from non-magical attacks except 
  for cold iron.
  •  Fear (–2): Anyone seeing the creature must make a Guts 
  roll at –2.
  •  Hardy: The creature does not suffer a wound from being 
  Shaken twice.
  •  Huge: Attackers add +4 to their Fighting or Shooting rolls 
  when attacking a worm due to its size.
  •  Size +8: Demon worms are usually well over 30’ long and 10’ 
  or more in diameter.
  •  Slam: Demon worms attempt to rise up and crush their prey 
  beneath their massive bodies. This is an opposed roll of the 
  creature’s Fighting versus the target’s Agility. If the worm wins, 
  the victim suffers 4d6 damage.
  •  Tentacles: A demon worm may make up to four attacks each 
  round. On a raise, the creature has grappled the victim. A 
  entangled victim may only attempt an opposed Strength roll 
  each round to escape. Once grappled, the demon worm does 
  its Strength damage automatically by rending with its teeth. A 
  victim killed by a demon worm’s tentacles is usually devoured.
  •  Weakness (Cold Iron): Demons take normal damage from 
  cold iron weapons.
  Demonic	sTeeD
  Demonic steeds are primarily used by demons to travel 
  around Hell. Rarely, they are gifted to loyal mortals to use as they 
  will. Demonic steeds are jet black, with red eyes. Their bit and 
  bridle are made from twisted, barbed wire, and their horseshoes 
  hammered in with nails made from the ribs of sinners.
  Attributes: Agility d6, Smarts d6(A), Spirit d6, Strength d12+2, 
  Vigor d10
  Skills: Fighting d8, Guts d10, Notice d6
  Pace: 10; Parry: 6; Toughness: 10 (3)
  Treasure: None
  Gear: Some necromancers give their nightmares barding (+3)
  Special Abilities
  •  Fleet Footed: Demonic steeds roll a d8 for their running die.
  •  Kick: Str+2.
  •  Rider Empathy: If the rider of a demonic steed is evil, whether 
  mortal or supernatural, he gains +2 to Riding rolls. Should 
  he be good, he suffers a –4 penalty and the steed attempts to 
  dismount him at every opportunity.
  •  Size +3: Demonic steeds weigh between 800 and 1000 pounds.
  gluTTony	Demon
  Gluttony demons have the bodies of large, bloated toads, and 
  the limbs of a pig. So obese are they, their body actually wobbles 
  from side to side, like a vast jelly being shaken.
  Their jaw can expand wide enough to swallow a man-sized 
  object in a single gulp. Their appetite is endless, and they can 
  swallow an unlimited number of foes during a single combat.
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d12,  
  Vigor d10
  Skills: Fighting d8, Guts d8, Intimidation d10, Notice d6, 
  Stealth d6
  Pace: 5; Parry: 6; Toughness: 12
  Treasure: None
  Special Abilities
  •  Bite: Str+2.
  •  Demon: +2 to recover from being Shaken; Immune to poison 
  and disease; Half-damage from non-magical attacks except 
  for cold iron.
  •  Fear (–2): Anyone seeing the creature must make a Guts roll at –2.
  •  Large: Attacks are +2 to attacks roll against the demon due to 
  its size.
  •  Obese: Gluttony demons roll a d4 running die, instead of a d6.
  •  Size +4: Gluttony demons are the same size as small elephants.
  •  Swallow: A gluttony demons scoring a raise on its Fighting 
  roll has swallowed its prey. The victim suffers 2d6 damage 
  per round and is immobile. He can be released only when the 
  demon is dead.
  •  Weakness (Cold Iron): Demons take normal damage from 
  cold iron weapons.
  liBrAriAn
  While it’s doubtful that many demon lords have libraries, 
  these unusual demons are the scholars of the underworld. The 
  
  1
  demon Worm
  
  horror	beastIary	toolkIt
  
  epithet, perhaps given in jest, has become common parlance.
  Librarians are tall, blue-skinned humanoids with red eyes. 
  Their heads are completely bald, and runes of power and knowledge 
  are burned into their skull. When traveling in mortal realms, they 
  wear heavy cowled cloaks to conceal their appearance.
  Unusually for a denizen of Hell, librarians seem quite willing 
  to help mortals in return for a small reward, such as a relic or a 
  tome of knowledge. What use they have for these items in Hell is 
  anyone’s guess.
  Attributes: Agility d6, Smarts d12, Spirit d10, Strength d8, 
  Vigor d8
  Skills: Fighting d4, Investigation d12, Knowledge (Any one) 
  d12+2, Knowledge (Any two) d12, Knowledge (All others) 
  d10,  Notice d8, Stealth d10, Taunt d8
  Pace: 6; Parry: 4; Toughness: 6
  Treasure: Rich, but always three relics.
  Special Abilities
  •  Demon: +2 to recover from being Shaken; Immune to poison 
  and disease; Half-damage from non-magical attacks except 
  for cold iron.
  •  Scholar: Librarians apply the Scholar Edge to all their 
  Knowledge skills.
  •  Size +1: Librarians are taller than humans.
  •  Weakness (Cold Iron): Demons take normal damage from 
  cold iron weapons.
  pAzuzu
  Pazuzu have the head of a man with a lion’s mane, leonine claws 
  on its hands and feet, the wings of an eagle, and a scorpion’s tail. 
  When on Earth they prefer hot, dry climates. They are said 
  to be masters of illusion, and desert nomads believe mirages are 
  their work.
  They enjoy cruel and often lethal pranks. One common trick 
  is to appear to desert travelers as a nomad. It then questions them 
  about how much water they have. If they are low, it offers to lead 
  them to an oasis in return for money. In reality, it leads them deeper 
  into the desert, and then abandons them to await a lingering death. 
  Once its victims have died, it returns to feast on their flesh.
  Attributes: Agility d6, Smarts d10, Spirit d8, Strength d12+2, 
  Vigor d10
  Skills: Fighting d8, Notice d8, Persuasion d10, Stealth d8, Taunt 
  d12
  Pace: 6; Parry: 6; Toughness: 9
  Treasure: None
  Special Abilities
  •  Claws: Str+2.
  •  Demon: +2 to recover from being Shaken; Immune to poison 
  and disease; Half-damage from non-magical attacks except 
  for cold iron.
  •  Fear: Anyone seeing the creature must make a Guts roll.
  •  Flight: Flying Pace 12”, Climb 3”.
  •  Illusionary Appearance: Pazuzu can assume the form of a 
  human (or nonhuman if your setting allows such races).
  •  Improved Frenzy: A pazuzu in the air may make two Fighting 
  attacks each round at no penalty.
  •  Size +2: Pazuzu stand over 9’ high.
  •  Untrickable: Pazuzu are masters of deception and are not 
  subject to Tests of Will.
  •  Weakness (Cold Iron): Demons take normal damage from 
  cold iron weapons.
  plAgue	Demon
  Plague demons are followers of Beelzebub, the Lord of the 
  Flies. They have haunted mankind for millennia, spreading 
  sickness and disease wherever they go. 
  They resemble humans (or any other race if you’re playing a 
  fantasy or sci-fi horror game), but are covered in weeping sores, 
  pus-filled boils, and are always surrounded by a dark halo of flies.
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8
  Skills: Fighting d6, Guts d8, Intimidation d8, Notice d6, Stealth d6
  Pace: 6; Parry: 5; Toughness: 6
  Treasure: None
  Special Abilities
  •  Claws: Str+1.
  •  Demon: +2 to recover from being Shaken; Immune to poison 
  and disease; Half-damage from non-magical attacks except 
  for cold iron.
  •  Disease (–2): Anyone touched by a plague demon who fails a 
  Vigor roll catches a virulent plague. Each day thereafter, they 
  must make a Vigor roll or lose one die of Strength and Vigor. 
  If either attribute reaches zero, the victim dies. On a roll of 1 
  on any Vigor roll, regardless of Wild Die, the disease becomes 
  contagious. Any one the victim physically contacts must also 
  make a Vigor roll or catch the disease.
  A Healing roll at –4 may be attempted each day to cure the 
  disease. Reduced attributes return at the rate of one die per week.
  •  Fear (–2): Anyone seeing the creature must make a Guts roll at –2.
  •  Halo of Flies: The swarm of flies around a plague demon make 
  it hard to hit. Attackers suffer a –2 penalty to all attack rolls.
  •  Weakness (Cold Iron): Plague demons take normal damage 
  from cold iron weapons.
  possessor
  In their natural form, possessors are dark shadows of 
  discernible shape. They drift like clouds, changing form in 
  response to an imaginary wind.
  Possessors exist only to possess mortal hosts and use them 
  as puppets to wreak havoc and misery. Although they can possess 
  alert and awake victims, possessors prefer to infest those who are 
  sleeping, if only to keep their presence a secret.
  Attributes: Agility d6, Smarts d6, Spirit d10, Strength d6, Vigor d6
  Skills: Notice d6, Stealth d10, Taunt d12
  
  
  Pace: 6; Parry: 2; Toughness: 5
  Treasure: None
  Special Abilities
  •  Demon: +2 to recover from being Shaken; Immune to poison 
  and disease; Half-damage from non-magical attacks except 
  for cold iron.
  •  Ethereal: Cannot be harmed by normal attacks. Take normal 
  damage from magic items and weapons, cold iron weapons, 
  and supernatural powers.
  •  Exorcism: A possessor demon can be exorcised by a character 
  with the Holy Warrior Edge. This requires an opposed Spirit 
  roll. On a success, the demon is forced from its host and 
  cannot try to repossess them for a year and a day. It’s free to 
  pick another target, however.
  •  Possession: A possessor moving adjacent to a character can 
  try to possess him. This requires an opposed Spirit roll. With 
  a success, the demon is now inside the body. The demon 
  can assume control of the body using the puppet power. It 
  uses Spirit as its arcane skill and has 30 Power Points for this 
  purpose. Unlike the standard puppet power, a possessor can 
  make his host kill his friends and commit heinous acts without 
  giving the host chance to resist.
  •  Weakness (Cold Iron): Demons take normal damage from 
  cold iron weapons.
  reVeAler
  Not all fallen angels were members of Lucifer’s renegade 
  legion. Back before the Flood, angels wandered the Earth. Some 
  grew attached to a particular mortal and questioned their future, 
  pondering what God had written in the Book of Life. So they 
  snuck a look, and were banished from Heaven for their crime. Or 
  so the myth goes.
  Revealers wear the long, cowled robes of a librarian demon, 
  but are a different species altogether. Indeed, there is nothing 
  tangible, or visible, beneath their cloak.
  Whereas librarians prefer to research answers, revealers, 
  having seen the Book of Life, are blessed, and cursed, with 
  knowledge of all things. Their services do not come cheap, 
  however. A minimum of one relic of at least $3000 value must be 
  paid for each question asked of them.
  A revealer will only answer one question per fee. So, for 
  example, if a character pays the fee and asks, “Where is the Book 
  of Doom, and what creatures guard it?,” the revealer will only 
  answer the first part of the question.
  Attributes: Agility d6, Smarts d10, Spirit d10, Strength d6, Vigor d6
  Skills: Fighting d4, Notice d12, Stealth d10
  Pace: 6; Parry: 4; Toughness: 5
  Treasure: None
  Special Abilities
  •  Death Vision: The only tangible aspect of a revealer is its 
  cloak. Anyone pulling aside the cloak sees the image of their 
  own death as it will come to pass. The character must make a 
  Guts check at –4.
  •  Demon: +2 to recover from being Shaken; Immune to poison 
  and disease; Half-damage from non-magical attacks except 
  for cold iron.
  •  Ethereal: Cannot be harmed by normal attacks. Take normal 
  damage from magic items and weapons, cold iron weapons, 
  and supernatural powers.
  •  Reveal: For a fee, a revealer will answer one question to the 
  best of its ability. Although it can discern the future, it cannot 
  make guarantees about the veracity of its vision as the future 
  is subject to the whims of fate. Neither is it truly omnipotent.
  •  Weakness (Cold Iron): Demons take normal damage from 
  cold iron weapons.
  seDucer
  Whereas incubi and succubi seduce mortals to feed on their 
  life energy, seducer demons work at corrupting the soul. They 
  favor the innocent. Although harder to corrupt, the end result is 
  worth the long game.
  Seducers work by approaching mortals and asking what they 
  want. Through their demonic contacts, they can grant almost 
  any wish, though it takes time for grandiose requests (such as 
  becoming king). Seducer’s are subtle creatures—they don’t walk 
  around saying, “Who wants to be king?” They work slowly, and 
  the player may never know who his mysterious patron really is.
  If a target wants a higher Strength, the seducer might reveal 
  where a magic ring with boost Strength in it can be found. If he 
  wants a position of power, the demon opens doors of opportunity. 
  Maybe a manager in the character’s company dies and he gets 
  promoted one step up the ladder. Whatever gift is asked for, the 
  demon will always fulfill the minimum it has to in order to honor 
  the agreement.
  Let’s assume a character wants to be king. Rather than just 
  warping reality and making it happen, the seducer works along a 
  plan that will take many steps (each one a separate gift). First, he 
  arranges for the character to attend a party at which the king’s 
  only daughter (who’s single) is attending (gift #1).
  She blows him off, so the seducer offers to make the character 
  more attractive or charismatic (gift #2). The king gets wind of the 
  blossoming relationship and forbids his daughter from seeing 
  the commoner. Hey presto, the seducer produces paperwork to 
  prove the character’s noble title. It’s a lapsed one, but it’s still 
  valid (gift #3).
  The king, however, shows no signs of dying any time soon. 
  The seducer arranges for the king to meet a nasty accident (gift 
  #4). This is a simplified path, but it shows how the seducer works—
  small steps, each a step on the path to eternal damnation.
  Although many GMs may be loath to start handing out 
  bundles of cash, powerful relics, or positions of power, seducers 
  don’t understand game mechanics. Mortal life is temporary, and 
  at the end of the day, the ranks of Hell will be swelled by another 
  greedy soul.
  
  horror	beastIary	toolkIt
  
  Seducers can appear in any form they wish, though they 
  are usually attractive. Their native form is humanoid, but has 
  a snake’s head and scaly skin. They are servants of the demon 
  princes of material greed, jealousy, lust, and pride.
  Attributes: Agility d6, Smarts d12, Spirit d12, Strength d8, 
  Vigor d8
  Skills: Fighting d6, Guts d10, Intimidation d8, Notice d8, 
  Persuasion d12+2, Streetwise d12, Taunt d10
  Charisma: +4; Pace: 6; Parry: 5; Toughness: 6
  Treasure: None, but it has access to an unlimited hoard
  Special Abilities
  •  Charismatic: Seducers are both Attractive and Charismatic in 
  their mortal guise.
  •  Corruption: Every gift a mortal accepts from a seducer 
  corrupts him. Each time he accepts a gift, no matter how 
  small, the victim must make a Spirit roll with a penalty of –1 
  per previous gift he has accepted. 
  On a failure, the victim gains the Greedy (Minor) Hindrance, 
  or Major if he is has the minor version already. Should he already 
  have the Major Hindrance, he loses 1 point of Charisma instead.
  If the Spirit roll is 1 or lower, regardless of the Wild Die, the 
  victim becomes totally corrupt. He gains the Greedy (Major), 
  Mean, and Vengeful (Major) Hindrances. He’s also damned his 
  soul for eternity.
  •  Demon: +2 to recover from being Shaken; Immune to poison 
  and disease; Half-damage from non-magical attacks except 
  for cold iron.
  •  Fear: Anyone seeing the creature in its natural form must 
  make a Guts roll.
  •  Weakness (Cold Iron): Demons take normal damage from 
  cold iron weapons.
  spineD	Demon
  Spined demons are hunched humanoids with scaly skin 
  covered in short, sharp spines. They have no visible facial features, 
  yet have little difficulty detecting their foes.
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12, 
  Vigor d8
  Skills: Climbing d10, Fighting d10, Guts d8, Intimidation d10, 
  Notice d6, Shooting d10, Stealth d8
  Pace: 6; Parry: 7; Toughness: 6
  Treasure: None
  Special Abilities
  •  Claws: Str+2.
  •  Demon: +2 to recover from being Shaken; Immune to poison 
  and disease; Half-damage from non-magical attacks except 
  for cold iron.
  •  Fear: Anyone seeing the creature must make a Guts roll.
  •  Spines: Anyone who grapples or is grappled by a spined 
  demon suffers 2d6 damage per round from its spines.
  •  Volley of Spines: Each round, a spine demon may launch a 
  volley of sharp spines in a Cone Template. Everyone under the 
  template must make an opposed Agility vs Shooting roll of 
  suffer 2d6 damage.
  •  Weakness (Cold Iron): Demons take normal damage from 
  cold iron weapons.
  deVIlkIn
  Although Satanists often claim to have summoned the Devil, 
  Lucifer is too powerful to answer to the beck and call of mortals. 
  The creature summoned by these misguided fools is actually a 
  devilkin, a minor minion of the Devil. Devilkins are humanoid, 
  but have cloven hooves and the head of a goat.
  Attributes: Agility d8, Smarts d10(A), Spirit d8, Strength d8, 
  Vigor d8
  Skills: Fighting d6, Guts d10, Intimidation d8, Notice d6, 
  Spellcasting d8, Stealth d6
  Pace: 6; Parry: 5; Toughness: 6
  Treasure: None
  Special Abilities
  •  Fear: Anyone seeing the creature must make a Guts roll.
  •  Kick: Str+1.
  •  Powers: Devilkin have 20 Power Points and know the 
  following spells: barrier (invisible wall), bolt (fiery bolts from 
  eyes), detect/conceal arcana (word of power), fear (curses), 
  obscure (cloud of darkness), puppet (hypnotic gaze), and stun 
  (word of power).
  dhaMpIr
  Among the Slavonic Gypsies, it is believed that a vampire can 
  sire a child with a mortal. Despite what Hollywood would have 
  us believe, dhampirs do not possess the strengths of a vampire 
  without its weaknesses. They are mortal beings, though they do 
  have one special power.
  Dhampirs, it is said, have the ability to detect vampires. 
  Many hired themselves out as vampire hunters and earned a 
  decent living. The last known dhampir was operating as late as 
  the 1950’s in Eastern Europe.
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
  Skills: Climbing d6, Fighting d8, Guts d10, Intimidation d6, 
  Notice d6,  Shooting d8, Stealth d8, Tracking d6
  Pace: 6; Parry: 6; Toughness: 6
  Hindrances: —
  Edges: Combat Reflexes
  Treasure: Worthwhile
  Gear: Sword (Str+3), stake (Str+1), pistol or crossbow 
  (depending on era), crucifix
  Special Abilities
  •  Sense Vampire: Dhampirs can use the detect arcana power to 
  detect vampires. They use their Spirit as their arcane skill and 
  have 10 Power Points. They cannot use conceal arcana at all, 
  nor may they use detect for any other purpose.
  
  
  dIsMeMbered	
  corpse
  When first encountered, a dismembered corpse looks exactly 
  like a zombie. However, after they take their first wound, they fly 
  apart into four limbs, a torso, intestines, and a head—each acting 
  as an independent entity.
  The various parts remain at a height as if they were attached 
  to the body, rather than crawl on the ground. Each part moves at 
  the creature’s full Pace. Each part of the corpse must be adjacent 
  to at least one other piece, or it becomes inanimate until a piece 
  moves adjacent.
  Attributes: Agility d6, Smarts d4, Spirit d4, Strength d8, Vigor d8
  Skills: Fighting d6, Notice d4, Stealth d6
  Pace: 6; Parry: 5; Toughness: 8 (7 for each part)
  Treasure: Meager
  Special Abilities
  •  Fear (–1): Anyone seeing the dismembered corpse after it has 
  separated must make a Guts roll at –1.
  •  Fearless: Immune to Fear and Intimidation.
  •  Immunity: The first wound a dismembered corpse takes 
  causes it to separate, but causes no actual damage.
  •  Separate Limbs: Each limb acts as an independent character. 
  Thus, the fiend can make seven attacks a round without 
  incurring a multi action penalty. Treat each limb as an 
  Extra. Only by destroying all seven parts can the corpse be 
  vanquished.
  •  Head: Head butt for Str damage.
  •  Torso: Slam for Str damage.
  •  Intestines: Grapple.
  •  Arms (2): Claws for Str+2 damage.
  •  Legs (2): Claws for Str+1 damage.
  •  Size–1: After the corpse has divided, each part is a  
  smaller target.
  •  Undead: +2 Toughness; +2 to recover from being Shaken; No 
  additional damage from called shots; Piercing weapons do 
  half damage; Immune to disease and poison.
  drauGr
  Draugr are a form of undead known to the Vikings. 
  Necromancers are the most likely to rise as draugr, although 
  sometimes the gods curse evil individuals to suffer the fate. Despite 
  being zombie-like in appearance, draugr are intelligent and quick 
  moving. Former spellcasters raised as draugr cannot wield magic, 
  but their supernatural powers more than compensate.
  Attributes: Agility d8, Smarts d8, Spirit d10, Strength d12+4, 
  Vigor d10
  Skills: Fighting d8, Intimidation d10
  Pace: 8; Parry: 6; Toughness: 9
  Treasure: Worthwhile, in lair.
  Special Abilities
  •  Claws: Str+1.
  •  Fear (–2): Anyone seeing the blackened, decaying corpse 
  must make a Guts roll at –2.
  •  Fearless: Draugr are immune to Fear and Intimidation.
  •  Invulnerability: Draugr can be Shaken by weapons and magic, 
  but only take wounds from being grappled. 
  •  Undead: +2 Toughness; +2 to recover from being Shaken; No 
  additional damage from called shots; Piercing weapons do 
  half damage; Immune to disease and poison.
  •  Weakness (Grappling): Defeating a draugr requires a hero to 
  grapple them. Unlike a regular grapple, draugr suffer damage 
  equal to the attacker’s Strength each round the grapple is 
  maintained.
  dread	lIche
  Liches are considered by many to be the most powerful 
  undead. The dread liche, however, is an even more abominable 
  creation. Created using even darker magic than that used for 
  regular liches, dread liches are true leaders of the undead. 
  Aside from having greater magic and enhanced control over 
  lesser undead, they can avoid destruction by transferring their 
  essence to lesser undead.
  Attributes: Agility d6, Smarts d12+2, Spirit d12, Strength d10, 
  Vigor d10
  Skills: Fighting d10, Guts d12, Intimidation d12, Knowledge 
  (Battle) d10, Knowledge (Occult) d12+2, Notice d10, 
  dhaMpIr	characters
  The special ability of a dhampir (a half vampire) 
  can easily be turned into an Edge, if you want to allow 
  such creatures in your setting.
  Although on Earth dhampirs are, obviously, 
  human, in a fantasy or sci-fi setting they can belong 
  to any race.
  DhAmpir	(BAckgrounD	eDge)
  Requirements: Novice
  Dhampirs can use the detect arcana power to 
  detect vampires. 
  They use their Spirit as their arcane skill and have 
  10 Power Points. They cannot use conceal arcana at all, 
  nor may they use detect for any other purpose.
  If the character takes an Arcane Background, he 
  may use his arcane Power Points to power this ability, 
  but he may not use the Power Points from this Edge to 
  power any other arcane powers.
  
  horror	beastIary	toolkIt
  
  Spellcasting d12
  Pace: 6; Parry: 7; Toughness: 15 (6)
  Treasure: Treasure Trove in lair (no relics)
  Gear: Magic armor (+6), bane greatsword (Str+1d10), 1+1d4 relics
  Special Abilities
  •  Damned Leader: Non Wild Card undead within 5” add +1 to 
  recover from being Shaken and +1 to Fighting damage rolls.
  •  Death Touch: Liches drain the lives of those around them 
  with a touch. Instead of a normal attack, a liche may make 
  a touch attack. Every raise on its Fighting roll automatically 
  inflicts one wound to its target. An Incapacitated victim must 
  make a final Vigor roll or join the ranks of the damned as a 
  zombie 1d4 rounds later.
  •  Fear: Anyone seeing the creature must make a Guts roll.
  •  Immunity: Dread liches can only be harmed by magical attacks.
  •  Spells: Liches have 65 Power Points and know most every spell 
  available. 
  •  Transfer Essence: A dread liche may transfer its essence 
  to any Extra undead within 5”. This requires a Spellcasting 
  roll and uses 20 Power Points. On a success, the old body 
  crumbles to dust and the new body becomes a dread liche. 
  •  Undead: +2 Toughness. +2 to recover from being Shaken. 
  Called shots do no extra damage to such creatures. Arrows, 
  bullets, and other piercing attacks do half-damage.
  •  Zombie: Dread liches are necromancers first and foremost. 
  The undead they raise through the zombie spell or their death 
  touch ability are permanent, so they are usually surrounded by 
  4d10 skeletons or zombies as they choose. Some liches have 
  entire armies of the undead at their disposal.
  dreaM	eVIl
  At certain times of the year, evil holds great sway. All Hallows 
  Eve is one such occasion, but there are others. During this time, 
  creatures born in sleepers’ nightmares gain the power to enter the 
  physical world.
  Their exact form varies from sleeper to sleeper. Some take the 
  form of demonic clowns, others as tentacled beasts or maniacal 
  versions of abusive parents. All use the same stats, however.
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d12, Vigor d8
  Skills: Fighting d10, Guts d10, Intimidation d10, Notice d6, 
  Stealth d8
  Pace: 8; Parry: 7; Toughness: 6
  Treasure: None
  Special Abilities
  •  Dusk Til Dawn: Dream evils are born at dusk and 
  automatically disappear at dawn.
  •  Fear: Anyone seeing the creature must make a Guts roll.
  •  Fleet Footed: Dream evils roll a d8 running die, instead of a d6.
  •  Power of Darkness: Dream evils grow in power as the time 
  nears midnight, and weaken as it nears dawn. They begin, 
  at dusk, with the stats above. For each hour after dusk but 
  before midnight, they gain a one die step increase in Strength 
  and Size. For each hour after midnight, they lose one die step, 
  to a minimum of their starting stats.
  •  Weaponry: Dream evils may use claws, teeth, swords, or any 
  other weapon, depending on their form. All weapons inflict 
  Str+2 damage, however.
  dreaMreaVer
  Dreamreavers are the source of human nightmares, 
  able to invade a sleeper’s mind and warp their dreams into 
  a nightmarish reality from which they cannot easily escape. 
  Although capable of assuming any form in a dreamscape, 
  their actual guise is that of a dark cloud of mist with ten 
  piercing red eyes. A dreamreaver could be easily used as the 
  basis for a group adventure, with the characters sharing 
  a nightmare and being transported from one horrifying 
  situation to another.
  Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, 
  Vigor d6
  Skills: Fighting d4, Notice d6, Stealth d10
  Pace: 6; Parry: 4; Toughness: 5
  Treasure: None
  Special Abilities
  • Dream Warp: If the dreamreaver makes a successful opposed 
  Spirit roll against a sleeping victim within 1”, it turns their 
  dream into a terrible nightmare. If the victim loses, he must 
  makes a Guts roll at –4. Even if the victim passes his roll, he 
  awakens the next morning Fatigued and remains that way 
  until he has a good night’s sleep.
  • Ethereal: Cannot be harmed by normal attacks. Take  
  normal damage from magic items, weapons, and  
  supernatural powers.
  drownlInG
  Although death is never fun, drowning is said to be a 
  particularly nasty way to die. Drownlings are drowning victims 
  come back to unlife. They look like they did in life, but wear 
  watersoaked clothes which never dry out.
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d6
  Skills: Fighting d6, Notice d6, Stealth d6
  Pace: 6; Parry: 5; Toughness: 7
  Treasure: None
  Special Abilities
  •  Drown: A drownling that succeeds in a grapple attack 
  transfers water from its lungs to those of its victim, drowning 
  them. Each round the grapple is maintained, the victim must 
  make a Vigor roll at –2 or suffer a level of Fatigue. When he 
  reaches Death, he drowns.
  •  Undead: +2 Toughness; +2 to recover from being Shaken; 
  Called shots do no extra damage; half damage from piercing 
  weapons.
  
  
  dreamreaver
  
  horror	beastIary	toolkIt
  
  eMotIon	spIrIt
  Emotion spirits are non-corporeal embodiments of a dark 
  or negative emotion, such as hatred or greed. Their form varies 
  by type, so a greed spirit may appear as a fat, but ghostly, human 
  weighed down by riches, whereas a cruelty spirit might be covered 
  in weeping whip marks.
  Attributes: Agility d6, Smarts d4, Spirit d10, Strength d6, 
  Vigor d6
  Skills: Fighting d6, Guts d10, Notice d6, Stealth d8
  Pace: 6; Parry: 5; Toughness: 5
  Treasure: None
  Special Abilities
  •  Dark Emotion: An emotion spirit that succeeds at a Touch 
  Attack tries to possess its victim. It makes an opposed Spirit 
  roll against its victim. On a success, it possesses the victim 
  and bestows a dark emotion, dependent on its type.
  •  Avarice: Victim gains the Greedy Hindrance, or the Major 
  version if the spirit scored a raise on the Spirit roll.
  •  Cowardice: Victim gains the Yellow Hindrance.
  •  Cruelty: Victim gains the Bloodthirsty Hindrance, but rather 
  than kill prisoners, he tortures them instead.
  •  Gluttony: Victim gains the Greedy Hindrance, or the Major 
  version if the spirit scored a raise on the Spirit roll, but only 
  with regard food. The victim becomes a compulsive eater, and 
  gets irate if forced to stop eating.
  •  Hate: Victim gains the Bloodthirsty Hindrance.
  •  Hopelessness: The victim has one less benny.
  •  Selfishness: Victim gains the Mean Hindrance.
  •  Vanity: Victim gains the Arrogant Hindrance.
  •  Vengeance: Victim gains the Vengeful Hindrance, or the Major 
  version if the spirit scored a raise on the Spirit roll.
  •  Ethereal: Immune to normal damage. Magic items, weapons, 
  and supernatural powers affect them normally.
  •  Exorcism: An emotion spirit can be exorcised by a character 
  with the Holy Warrior Edge. This requires an opposed Spirit 
  roll. On a success, the spirit is forced from its host and cannot 
  try to repossess them for a year and a day. It’s free to pick 
  another target, however.
  eVIl	clown
  Clowns are meant to be funny, yet people seem to have an 
  irrational fear of them. Most are amusing, but a few are actually 
  supernaturally evil creatures who delight in the tortured screams 
  of their young victims.
  Attributes: Agility d10, Smarts d6, Spirit d8, Strength d10, 
  Vigor d10
  Skills: Climbing d6, Driving d6, Fighting d8, Guts d10, 
  Intimidation d8, Notice d6, Persuasion d10, Stealth d8, 
  Taunt d10
  Pace: 6; Parry: 7; Toughness: 7
  Treasure: Meager
  Special Abilities
  •  Acrobat: Clowns are experts at tumbling. They are +2 to 
  perform Agility Tricks and have +1 Parry.
  •  Claws: Str+1.
  •  Lure: Evil clowns lure their young victims away with promises 
  of candyfloss and pony rides. Persuasion works fine for most 
  kids. When the kids are stubborn or parents get involved, the 
  clown uses supernatural means. It can use the puppet power 
  using its Spirit as its arcane skill. It has 10 Power Points for 
  this purpose only.
  fear	stalker
  Fear stalkers are created when a person shows true fear. In 
  game terms, they come into being whenever someone critically 
  fails a Guts roll or if a die roll is a critical failure as a result of 
  a Phobia.
  They attack their victims by forcing them to relive the source 
  of their fear, adding more and more horrific details until either 
  the victim dies of fright or they themselves are defeated by the 
  victim conquering his fear. A fear stalker has no true physical 
  form, and exists only in the victim’s mind.
  Attributes: Agility d6, Smarts d4(A), Spirit d6, Strength d6, 
  Vigor d6
  Skills: Intimidation d10
  Pace: 6; Parry: 2; Toughness: 5
  Treasure: None
  Special Abilities
  •  Facing the Fear: Fear stalkers try to scare people to death. 
  Each round, the stalker makes an opposed Intimidation roll vs 
  the Guts of its “creator.” On a success, the victim must roll on 
  the Fear Table, adding +1 for each previous success the stalker 
  has scored against the victim in the combat. On a failure, the 
  victim conquers his fear and the stalker is destroyed.
  •  Fearless: Immune to Fear and Intimidation.
  •  Invulnerable: Can only be harmed by someone “facing the fear.”
  fetch	doG
  Fetch 
  dogs 
  are 
  spiritual 
  companions 
  to 
  mortals. 
  Traditionally, only people born on a Saturday could have a fetch 
  dog. The animal grants its companion the power to heal the sick 
  and fight undead.
  In Icelandic legend, fetches could also be a bird, horse, wolf, 
  bear, or dragon (more suitable for fantasy games). If the fetch 
  dies, the character does not get a replacement.
  Attributes: Agility d8, Smarts d6(A), Spirit d8, Strength d6, 
  Vigor d6
  Skills: Fighting d6, Guts d12, Notice d10, Stealth d6
  Pace: 8; Parry: 5; Toughness: 5
  Treasure: None.
  
  
  Special Abilities
  •  Bite: Str+2.
  •  Bestowed Blessing: So long as the fetch remains within 5” 
  of its companion, the companion gains the benefits of the 
  Champion Edge. If he already has the Edge, he gets a further 
  +1 bonus.
  •  Bestowed Healing: So long as the fetch remains within 5” 
  of its companion, the companion gains a one die increase in 
  Healing and the Healer Edge. If he already has the Edge, he 
  gets a further +1 bonus.
  •  Fleet Footed: Fetch dogs have a d10 running die.
  •  Go for the Throat: If a fetch dog gets a raise on its attack roll, 
  it strikes its opponent’s least armored location.
  •  More Wounds: Although a fetch dog is not a Wild card, it 
  does have wound levels like a Wild Card character.
  •  Size (–1): Dogs are small creatures.
  flashback
  Flashbacks are related to ghosts. Whereas a ghost is a spiritual 
  remnant of a person, flashbacks have only one memory—that of 
  their death, which they seek to share with the living. Like ghosts, 
  most flashbacks are created by violent deaths.
  Flashbacks resemble the victim who created them, complete 
  with death wounds. Thus, the victim of a fire appears as a burnt 
  corpse, whereas a soldier blown to pieces by a shell and left behind 
  by his comrades to die a lingering death may be missing chunks of 
  flesh or have jagged pieces of shrapnel protruding from his body.
  Attributes: Agility d6, Smarts d6, Spirit d10, Strength d6, Vigor d6
  Skills: Fighting d4, Notice d6
  Pace: 6; Parry: 4; Toughness: 5
  Treasure: None
  Special Abilities
  •  Ethereal: Immune to normal attacks. Magic items, weapons, 
  and supernatural powers cause normal damage.
  •  Fear: Anyone seeing the creature must make a Guts roll.
  •  Fearless: Immune to Fear and Intimidation.
  •  Shared Fate: A flashback can make its victims share the 
  memory of its death. If it succeeds at a Touch Attack, the 
  victim must make an opposed Spirit roll. On a failure, he 
  witnesses the flashback’s former death as if he were the victim. 
  The victim must roll on the Fear Table, with a +4 modifier.
  A victim who dies shows wounds as per the vision. Thus, a fire 
  victim may be hideously burnt, even though nothing around him is 
  affected and there is no sign of an ignition point. A gunshot victim 
  has bullet wounds, but there are no bullets in his flesh.
  flyInG	head
  Among certain tribes of North American Indians, there exist 
  stories of the flying heads. They existed long before white men 
  discovered North America. Each head is as a tall as a man, and rests 
  upon two short legs. At the end of each leg were a set of powerful 
  claws. Their most fearsome aspect was their cry, which could turn a 
  warrior’s blood to ice. Although it is believed the flying heads were 
  destroyed long ago, pockets of them may still exist to this day.
  Attributes: Agility d8, Smarts d6, Spirit d10, Strength d8, Vigor d8
  Skills: Fighting d8, Guts d6, Notice d8, Stealth d6, Swimming d10
  Pace: 4; Parry: 6; Toughness: 6
  Treasure: None
  Special Abilities
  •  Cry: As an action, a flying head can emit a terrifying howl. 
  Any creature within a Large Burst Template centered on the 
  creature must make a Guts roll. If multiple heads howl in 
  the same round, there is –1 penalty to the Guts roll for each 
  additional template a character is in.
  •  Fear: Anyone seeing the creature must make a Guts roll.
  •  Fearless: Immune to Fear (except lightning) and Intimidation.
  •  Flying: Pace 8”, Climb 4”.
  •  Kick: Str+4.
  •  Weakness (Lightning): Flying heads fear lightning. Seeing 
  lightning causes them to make a Guts check. On a failure, 
  they immediately flee the area, seeking refuge away from the 
  blinding light.
  foul	scarecrow
  Pumpkin Jack is probably the most famous foul scarecrow, 
  but he isn’t the only one of his kind. Foul scarecrows are most 
  fetch	doGs
  Can a character begin play with a fetch dog (or any 
  other type of fetch animal)? Sure he can, if you want 
  them in your game. You can either give them away free, 
  or make the player purchase an Edge.
  Alternately, you could make every character roll a 
  d8. On a roll of 1, the character was born on a Saturday 
  and can buy the Edge. On an 8, not only was he born on 
  a Saturday, but he also gets a fetch dog for free.
  FeTch	Dog	(BAckgrounD	eDge)
  Requirements: Novice
  The character has a fetch dog, a companion animal 
  sent by the forces of good to aid him. See page xxx for 
  the fetch’s stats.
  The character may take the Beast Bond Edge with 
  regard to the beast, but taking Beast Master confers 
  no bonuses—the character cannot replace a fetch dog 
  if it dies.
  
  horror	beastIary	toolkIt
  0
  commonly awakened by evil spirits, but sometimes the spilling 
  of blood can awaken them. Old battlefields now turned over to 
  agriculture are good candidates.
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d8
  Skills: Fighting d10, Guts d10, Notice d6, Stealth d10
  Pace: 6; Parry: 6; Toughness: 6
  Treasure: None
  Gear: Scythe (Str+4, –1 Parry, requires 2 hands)
  Special Abilities
  •  Camouflage: A foul scarecrow standing still in a field looks 
  like a regular scarecrow. It gains +4 to Stealth rolls in an 
  environment where one would expect to find a scarecrow.
  •  Construct: +2 to recover from being Shaken; No additional 
  damage from called shots; Piercing attacks do half-damage; 
  Immune to poison and disease.
  •  Sweep: Can attack all adjacent targets at –2 penalty.
  •  Weakness (Fire): Foul scarecrows suffer +4 damage from fire 
  attacks and are treated as combustible material.
  Ghoul
  Ghouls are vile scavengers, feasting off carrion and 
  unfortunate victims who cross their path. Whether they are a 
  natural species or the creations of foul magic is open to debate.
  Ghouls have pale, rubbery skin with the texture of uncooked 
  pastry. Their eyes are large and glow with a pale feral-yellow color. 
  They have sharp claws and teeth, often with shreds of rendered 
  flesh hanging from them.
  Attributes: Agility d10, Smarts d6, Spirit d6, Strength d8, Vigor d8
  Skills: Fighting d6, Guts d8, Intimidation d8, Notice d8, Stealth 
  d10, Tracking d8
  Pace: 6; Parry: 5; Toughness: 8
  Treasure: Meager per 3 ghouls
  Special Abilities
  •  Claws: Str+1.
  •  Infravision: Ghouls halve penalties (round down) for bad 
  lighting when attacking living targets.
  •  Keen Nose: Ghouls get +2 to Notice and Tracking rolls 
  against living targets.
  •  Paralysis: Victims of a ghoul’s claw attacks must make a Vigor 
  roll at –2 or be paralyzed for 2d6 minutes.
  •  Undead: +2 Toughness; +2 to recover from being Shaken; No 
  additional damage from called shots; Piercing weapons do 
  half damage; Immune to disease and poison.
  GladIator
  Whether or not the gladiator is a demon has yet to be discovered. 
  It is commonly found in Hell, fighting for the amusement of demon 
  princes, but it has also been encountered on the mortal realm.
  A gladiator is a towering mass of muscle. Metal plates have 
  been crudely riveted onto its flesh, and its arms below the elbow 
  end in large, jagged blades, the tips of which scrape along the 
  ground when the beast moves. Even when calm, a gladiator froths 
  at the mouth and has a mad look in its eyes.
  Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+3, Vigor d10
  Skills: Fighting d12, Intimidation d8, Notice d6
  Pace: 7; Parry: 10; Toughness: 14 (2)
  Edges: Ambidextrous, Berserk, Combat Reflexes, Improved 
  Block, Improved Dodge, Level Headed, Quick, Two Fisted
  Treasure: None.
  Special Abilities
  •  Armor +2: Pieces of metal.
  •  Blades: Str+4, Reach 1.
  •  Fear: Anyone seeing the creature must make a Guts roll.
  •  Fearless: Immune to Fear and Intimidation. 
  •  Infravision: Gladiators halve penalties for bad lighting when 
  attacking living targets (round down).
  •  Large: Attackers are +2 to attack rolls against the creature 
  because of its size.
  •  Size +5: Gladiators are over 15’ tall.
  GoleMs
  Golems are artificial creatures, created using magic. Some, 
  like the clay golem of Prague, were created to act as servitors. 
  Others, like the monster of Doctor Frankenstein, were an attempt 
  to play God that went horribly wrong. 
  Few sane men of science put belief in such creations, and even 
  fewer have the finances, skill, or urge to dabble in God’s realm. 
  Such monstrosities are instead created by deranged scientists, 
  necromancers, and the misguided.
  Despite being inhabited by a spirit, true golems cannot talk.
  BeAsT	golem
  Dr Frankenstein may have created the first flesh golem, but 
  deranged scientists or unholy priests have taken his work a step 
  further and created truly horrific beasts.
  Most animal golems are stitched together using parts from a 
  variety of beasts. This particular specimen uses the torso and legs 
  from a bear, and the forearms and head from a lion.
  Attributes: Agility d6, Smarts d4, Spirit d10, Strength d12+2, 
  Vigor d10
  Skills: Climbing d8, Fighting d8, Intimidation d10, Notice d6, 
  Stealth d6, Tracking d6
  Pace: 6; Parry: 6; Toughness: 10 (2)
  Treasure: None
  Special Abilities
  •  Armor +1: Hard muscle.
  •  Bite/Claws: Str+2.
  •  Berserk: Beast golems have the Berserk Edge.
  •  Construct: +2 to recover from being Shaken; No additional 
  damage from called shots; Piercing attacks do half-damage; 
  
  1
  GHoul
  
  horror	beastIary	toolkIt
  
  Immune to poison and disease.
  • Fear: Characters seeing a beast golem must make a Guts check.
  • Fearless: Golems are immune to Fear (with the exception of 
  fire) and Intimidation.
  • Frenzy: May make two Fighting attacks each round at –2.
  • Size +2: Being based on a bear, this particular beast golem 
  stands over 8’ tall.
  • Weakness (Fire): Beast golems are afraid of fire. They subtract 
  2 from attack rolls against a person carrying a burning torch 
  or similar object.
  BlooD	golem
  Blood golems are created by magically binding together the 
  blood of over 30 creatures. Blood congeals quickly, so the blood 
  must be fresh when the ritual is conducted. Once the ritual is 
  concluded, the blood turns to a thick jelly.
  Blood golems are dark red in color, humanoid in shape, but 
  with no facial features other than two yellow slits for eyes.
  Attributes: Agility d6, Smarts d4, Spirit d8, Strength d10,  
  Vigor d10
  Skills: Fighting d8, Intimidation d8, Notice d6, Stealth d6
  Pace: 6; Parry: 6; Toughness: 8
  Treasure: None
  Special Abilities
  •  Construct: +2 to recover from being Shaken; No additional 
  damage from called shots; Piercing attacks do half-damage; 
  Immune to poison and disease.
  •  Fear (–2): Anyone seeing the creature must make a Guts roll 
  at –2.
  •  Fearless: Blood golems are immune to Fear and Intimidation.
  •  Immunity: The semisolid body of a blood golem gives it 
  limited resistance to attacks. Nonmagical attacks of any sort 
  cause half-damage.
  •  Infravision: Blood golems halve penalties for poor lighting 
  against living targets.
  •  Size +1: Blood golems stand slightly taller than a human.
  •  Slam: Str+1.
  •  Smother: If a blood golem scores a raise on a grapple attack 
  it has enveloped its target. Escaping requires an opposed 
  Strength roll. Each round the victim remains smothered he 
  suffers a Fatigue level until he escapes or drowns.
  Bone	golem
  Crafted from bones, bone golems are usually humanoid 
  in appearance. Unlike skeletons, they are a mishmash of bones 
  bonded together through dark magic. Many are given bony spines 
  to add to their already grotesque appearance.
  Attributes: Agility d8, Smarts d4, Spirit d8, Strength d12,  
  Vigor d12
  Skills: Fighting d10, Intimidation d8, Notice d6, Stealth d8
  Pace: 8; Parry: 6; Toughness: 12 (2)
  Treasure: None
  Special Abilities
  •  Armor +2: Bone.
  •  Bony Claws: Str+1.
  •  Construct: +2 to recover from being Shaken; No additional 
  damage from called shots; Piercing attacks do half-damage; 
  Immune to poison and disease.
  •  Fear: Characters seeing a bone golem must make a Guts check.
  •  Fearless: Blood golems are immune to Fear and Intimidation.
  •  Frenzy: May make two Fighting attacks each round at –2.
  •  Size +2: Bone golems are usually over 9’ tall.
  corpse	wAll	golem
  Although creating a golem from graverobbed body parts 
  is fairly vile, it pales next to the corpse wall golem. As the name 
  implies, a corpse wall is a wall made of writhing corpses merged 
  into a single mass, but it also contains the spirits of the dead. 
  Few necromancers have learned the art of creating these vilest of 
  abominations.
  Unlike other golems, a corpse wall is treated as an undead, 
  rather than a construct. It has animal intelligence because the 
  spirits trapped in the wall have been driven insane from their 
  tormented existence.
  Attributes: Agility d4, Smarts d6(A), Spirit d10, Strength d12, 
  Vigor d10
  Skills: Fighting d8, Notice d8
  Pace: 0; Parry: 6; Toughness: 9
  Treasure: Worthwhile, embedded in the corpses
  Special Abilities
  •  Absorption: If a corpse wall succeeds at a grapple, it attempts 
  to pull its victim into its writhing mass. Victims may try to 
  break free of the grapple as normal, but if they roll a 1 on 
  their escape roll, regardless of Wild Die, they pulled into the 
  wall and their body and spirit absorbed. The victim is instantly 
  killed and the corpse wall recovers one wound.
  •  Fear (–2): Anyone seeing the creature must make a Guts roll 
  at –2.
  •  Fearless: Corpse walls are immune to Fear and Intimidation.
  •  Join Us: Despite being tormented themselves, the spirits seek 
  to enslave others and continually call out the words, “Join us,” 
  in a haunting wail. The wall can use the puppet power as an 
  action. It uses its Spirit as the arcane skill and has 10 Power 
  Points for this purpose only. Victims are ordered to walk into 
  the wall. A victim is allowed one roll to escape the lure once 
  he is adjacent to the wall. On a failure, he is Absorbed.
  •  Multiple Arms: Str+1. For each game inch the wall is wide, 
  it receives one Fighting attack per round. Larger walls do not 
  suffer a multi action penalty for attacking more than once a 
  round, but each inch of wall may only make a single attack.
  •  Multiple Wounds: A corpse wall has one wound level for each 
  1” of width. It never suffers wound penalties.
  
  
  •  Undead: +2 Toughness; +2 to recover from being Shaken; No 
  additional damage from called shots; Piercing weapons do 
  half damage; Immune to disease and poison.
  •  Variable Size: A corpse wall is typically 1 game inch across. For each 
  additional inch of width, the wall has +1 Size (and Toughness).
  mArioneTTe	golem
  Stories of possessed marionettes (stringed puppets) have 
  dated back centuries. What do you think Pinnochio is really 
  about? More modern marionette golems may be disguised as 
  dolls or teddy bears.
  Attributes: Agility d10, Smarts d8, Spirit d8, Strength d8,  
  Vigor d10
  Skills: Climbing d6, Fighting d8, Intimidation d6, Notice d6, 
  Stealth d10, Taunt d8, Throwing d6
  Pace: 6; Parry: 6; Toughness: 8 (2)
  Treasure: None
  Gear: Knife (Str+1)
  Special Abilities
  •  Armor +2: Wooden body.
  •  Construct: +2 to recover from being Shaken; No additional 
  damage from called shots; Piercing attacks do half-damage; 
  Immune to poison and disease.
  •  Fearless: Golems are immune to Fear and Intimidation.
  •  Size –1: Marionettes stand no taller than 2’.
  •  Small: Attackers suffer a –2 penalty when attacking a 
  marionette.
  GraVebane
  Before they die, many necromancers make pacts with demons 
  or dark gods for eternal life. Most end up as skeletons or zombies, 
  while a select few return as vampires, or more rarely, liches. 
  When a powerful necromancer dies unexpectedly before 
  making a pact with darkness, however, his body putrefies in his 
  grave while his spirit refuses to let go of existence. The result is 
  a gravebane.
  Gravebanes are large blobs of putrescent flesh, sometimes 
  with bits of bone sticking out. They retain a small degree of 
  intelligence, but are primarily interested in feasting.
  The gravebane’s favored tactic is to remain hidden, and use 
  its zombies to kill nearby creatures. Once all the prey are dead, the 
  zombies bring the corpses to the gravebane for absorption.
  Attributes: Agility d4, Smarts d8(A), Spirit d8, Strength d6, Vigor d10
  Skills: Climbing d8, Fighting d6, Notice d8, Shooting d8, Stealth d10
  Pace: 4; Parry: 5; Toughness: 9
  Treasure: Worthwhile, in grave
  Special Abilities
  •  Bloat: As an action, a gravebane can greatly expand its mass. 
  On the first round it swells to the size of a Small Burst Template. 
  The next round it increases to a Medium Burst Template, and 
  then a Large Burst Template on the third. On the fourth round, 
  it shrinks back to normal size. Once started, the process must be 
  seen through to the end. Anyone caught in the Small Template 
  suffers 3d6 damage, the Medium template 2d6, and the Large 
  Template 1d6. The gravebane has no other form of direct attack.
  •  Fear: Anyone seeing the creature must make a Guts roll.
  •  Undead: +2 Toughness; +2 to recover from being Shaken; No 
  additional damage from called shots; Piercing weapons do 
  half damage; Immune to disease and poison.
  •  Zombie: Gravebanes retain the power to animate the dead, 
  but not as true undead creatures. Instead, the zombies are 
  attached to the gravebane by thin tendrils of putrescent flesh, 
  which has a maximum reach of 20”. Controlling the zombies 
  does not count as an action. Cutting a tendril requires a wound 
  and deactivates the zombie, but does not harm the gravebane. 
  A gravebane, when found, has 1d3 zombies already under its 
  control. It may add new zombies using zombie. It has 15 Power 
  Points and uses its Spirit as the arcane skill.
  hate
  A hate is formed when multiple souls suffer a collective 
  fate. They are most commonly found on battlefields, at scenes of 
  massacres, and in death camps. When the bodies of the victims 
  die, their souls flock to form a mass of swirling, screaming spirits. 
  Hates are filled only with thoughts of vengeance. Although 
  initially they target those who oppressed them in life, their desire 
  for revenge can never be truly sated.
  Attributes: Agility d6, Smarts d6, Spirit d10, Strength d6, Vigor d10
  Skills: Notice d6
  Pace: 6; Parry: 4; Toughness: 7
  Treasure: None
  Special Abilities
  •  Ethereal: Hates are immune to normal attacks. Magic items, 
  weapons, and supernatural powers affect them normally.
  •  Fear: Anyone seeing the creature must make a Guts roll.
  •  Fearless: Immune to Fear and Intimidation.
  •  Rage: A hate fills a Large Burst Template. Any character 
  in the template must make an opposed Spirit roll. On a 
  failure, the victim goes berserk (as the Edge) and launches 
  a violent attack against the nearest character, friend or foe. 
  The character may try to end his rage as normal, but must 
  succeed at an opposed Spirit roll rather than making a 
  Smarts roll as normal. 
  •  Swarm: Parry +2. Because the hate is composed of scores, 
  hundreds, or thousands of souls, cutting and piercing weapons 
  do no real damage. Area-effect weapons work normally.
  haunted	arMor
  Haunted armor may be possessed by a ghost, or brought to life by 
  arcane magic as a golem. The vast majority resemble suits of medieval 
  
  horror	beastIary	toolkIt
  
  plate armor, such are as common in old houses or museums.
  These animated guardians are also known as bane armor, 
  ghost armor, and doom knights.
  Attributes: Agility d6, Smarts d4(A), Spirit d8, Strength d10, 
  Vigor d8
  Skills: Fighting d8, Notice d6, Stealth d6
  Pace: 6; Parry: 7; Toughness: 9 (3)
  Gear: Sword (Str+3) or mace (Str+2). Some also carry a medium 
  shield (+1 Parry).
  Treasure: None
  Special Abilities
  •  Armor +3: Old-fashioned plate armor.
  •  Block: +1 Parry.
  •  Construct: +2 to recover from being Shaken; No additional 
  damage from called shots; Piercing attacks do half-damage; 
  Immune to poison and disease.
  •  Fearless: Immune to Fear and Intimidation.
  •  Sweep: May make a single Fighting roll at –2 to attack all 
  adjacent characters. 
  haunted	car
  Haunted cars, or indeed other vehicles, don’t crop up 
  very often in horror settings. They’re not a great talking role, 
  they have difficulty climbing stairs, and once you know a car 
  is haunted you’re unlikely to go joyriding in it (unless you’re a 
  victim waiting to die).
  Haunted cars aren’t overly dangerous to the people 
  trapped inside them, but if you’re a pedestrian you’re fair 
  game. These maniacal vehicles attack by running down  
  their victims.
  In terms of game mechanics, haunted cards present 
  a slight problem. After all, the car’s the star. As such, we’ve 
  used the basic vehicle profile (this one’s an old Caddy) and 
  combined it with the usual monster stat block. If you want to 
  use a different vehicle, just swap the vehicle stats and leave the 
  rest the same.
  Acc/Top Speed: 20/40; Toughness: 12 (3); Crew: 1+5.
  Attributes: Agility d4, Smarts d6(A), Spirit d10, Strength d12+4, 
  Vigor d10
  Skills: Driving d10
  Special Abilities
  •  Armor: The car’s Toughness relates to every part of the 
  vehicle, even the windows.
  •  Door Control: The car can hold the doors closed using its 
  Strength. Anyone wishing to escape the car, must make an 
  opposed Strength roll.
  •  Fearless: Immune to Fear and Tests of Will.
  •  Regenerate (Slow): Haunted cars make a natural healing roll 
  every day. Dents become undented, tires reinflate, bumpers 
  reattach, and so on. Even crushing it is only a temporary 
  “death” for the vehicle.
  •  Wounds: As a vehicle, haunted cars have four wound levels.
  haunted	portraIt
  Did the eyes really move on that old painting? They probably 
  did if its haunted. A haunted portrait is a painting possessed by a 
  malevolent spirit. Sometimes this is the spirit of the person in the 
  portrait, other times it has nothing to do with the image.
  Though haunted portraits might seem easy to destroy, they 
  have a few tricks up their sleeves (so to speak). Many so-called 
  haunted houses are the work of a haunted portrait.
  Attributes: Agility d4, Smarts d8, Spirit d10, Strength d4, Vigor d10
  Skills: Guts d10, Notice d8, Spellcasting d10, Taunt d10
  Pace: 0; Parry: 2; Toughness: 7
  Treasure: None
  Special Abilities
  •  Animate: The spirit can animate the image of any person in 
  a portrait. Although the image cannot attack, it can move 
  its eyes to follow people, open its mouth to speak, and even 
  move its hand to make gestures.
  •  Arcane Powers: Haunted portraits have 25 Power Points 
  to use on the following powers: armor, bolt, fear, puppet, and 
  telekinesis.
  •  Invulnerability: The spirit can only be injured in the painting 
  it calls home. For obvious reasons, they are loath to reveal 
  which painting this is.
  •  Teleport: Haunted portraits have a special form of teleport. 
  They can move between any painting in the same building, no 
  matter the distance, without requiring an arcane skill roll or 
  other	sources
  Although this book contains fiends specifically 
  designed for a horror setting, other Savage Worlds 
  volumes contain many creatures easily transplanted 
  across genres.
  The Fantasy and Sci-Fi Bestiary Toolkits both contain 
  many monsters suitable for a modern setting, as well 
  as being easily moved to a fantasy/historical or sci-fi 
  game. Feel free to borrow from setting books as well. 
  Tour of Darkness, for instance, has a few beasts that 
  work just as well in the forests of Eastern Europe as 
  they do in the jungles of Southeast Asia. The spiders 
  from Evernight could grace any fantasy horror game, 
  or be used as an alien race in a modern or futuristic 
  game. You can even swipe things like orcs to use as 
  minor demons, or perhaps hobgoblins from some evil 
  faerie realm.
  In the end, the true atmosphere of a horror game 
  doesn’t come from the monsters, which rely on game 
  mechanics to induce terror, but from the GM. Even a 
  dolphin can be scary if used correctly.
  
  
  using Power Points. This counts as the spirit’s movement for 
  the round.
  •  Weakness (Fire): Haunted portraits suffer +4 damage from fire.
  headslInGer
  Like the black wood (see page xxx), a headslinger is a 
  possessed tree. It resembles a willow with up to a dozen large pods 
  hanging from its branches. 
  When the tree attacks, it either tries to wrap its branches 
  around its foe’s neck, club them with a pod, or opens the pods 
  and flings the contents—a mangled human head.
  Attributes: Agility d6, Smarts d4(A), Spirit d10, Strength d12+2, 
  Vigor d10
  Skills: Fighting d8, Guts d10, Intimidation d10, Notice d8, 
  Throwing d8
  Pace: 6; Parry: 6; Toughness: 14 (1) (8(1) for branches)
  Treasure: None
  Special Abilities
  •  Armor +1: Bark.
  •  Branches: The branches of a headslinger are +1 Reach. Each 
  has a single wound and a Toughness of 8. Only slashing 
  weapons can be used to damage them, however.
  •  Decapitate: A headslinger making a successful called shot to 
  the head (–4) wraps one of its branches around its victim’s neck 
  and tries to remove his head. This is an opposed Strength roll 
  and may be made each round. On a success, the victim takes 
  Strength damage. With a raise, the victim’s head is torn from 
  his shoulders, killing him instantly. The headslinger may now 
  use it as a pod club or a ranged weapon. Escaping from the 
  ensnarement is the same as breaking a grapple.
  •  Fear: Anyone seeing the contents of a pod must make a Guts roll.
  •  Fling Heads: A headslinger has 2d6 heads when encountered 
  and may fling up to three per round with no multi action 
  penalty. Range 5/10/20, Damage Str.
  •  Immunity (Piercing Weapons): A headslinger’s trunk suffers 
  half damage from piercing attacks.
  •  Improved Frenzy: A headslinger may make two Fighting 
  attacks each round at no penalty.
  •  Large: Attackers add +2 to attack rolls against a headslinger 
  because of its size.
  •  Pod Club: Str+1.
  •  Size +6: Headslingers stand up to 30’ high.
  •  Weakness (Fire): A headslinger suffers +4 damage from fire attacks.
  helldrake
   Helldrakes are akin to dragons but have seven heads, each 
  inscribed with a blasphemous name. Their thick scales are fiery 
  red, like the fires of Hell in which they are spawned, and engraved 
  with unholy runes and sigils. Unlike dragons, however, helldrakes 
  do not have fiery breath or tail, nor can they fly. 
  It is said that each demon prince of Hell has a helldrake as his 
  mount, spawned by the great dragon defeated by Saint Michael 
  during Lucifer’s rebellion.
  Attributes: Agility d8, Smarts d8, Spirit d10, Strength d12+9 , 
  Vigor d12
  Skills: Fighting d10, Guts d12, Intimidation d12, Notice d12, 
  Spellcasting d12
  Pace: 10; Parry: 7; Toughness: 20 (4)
  Treasure: None.
  Special Abilities
  •  Armor +4: Scaly hide.
  •  Blasphemous Heads: Each of the seven heads knows one 
  power. If a head is severed, the helldrake loses the use of 
  that power. The helldrake has a communal pool of 40 Power 
  Points. The powers are:  blast (hellfire; victims may catch fire), 
  burst (rots flesh from bones), fear (unholy curses), lower trait 
  (curse; no boost), puppet (seductive words), stun (roar), and 
  zombie (corpse possessed by unholy spirit).
  •  Claws/Bite: Str+3.
  •  Fear –2: Anyone who sees a helldrake must make a Guts check at –2.
  •  Hardy: Helldrakes do not suffer a wound from being Shaken twice.
  •  Huge: Attackers add +4 to their Fighting or Shooting rolls 
  when attacking a Helldrake due to its massive size.
  •  Improved Arcane Resistance: +4 Armor versus magic, and +4 
  to rolls made to resist magical effects.
  •  Improved Level Headed: Helldrakes act on the best of three cards.
  •  Multiple Heads: Helldrakes have seven heads. Each head 
  may make a Fighting roll in a round without incurring a multi-
  action penalty, though no more than two heads may attack 
  a single target, regardless of its size. Every head has 1 wound 
  and is severed if it is Incapacitated. Damage caused to heads 
  does not affect the helldrake, though it dies when the last 
  head is severed.
  •  Size +8: Helldrakes measure over 40’ long.
  •  Unholy Power: A helldrake has the Champion (against 
  supernatural good creatures) and Unholy Warrior Edges.
  hellhound
  Hellhounds are monstrous dogs, often with black skin which 
  steams from the heat of the beast’s demonic blood. Their eyes burn 
  with demonic fire and their teeth are oversized, protruding from their 
  jaw at all angles. Certain demons often keep them as pets, though 
  they may also be found in the company of necromancers and other 
  evil wizards. They are sometimes known as “black dogs.”
  Attributes: Agility d8, Smarts d6(A), Spirit d8, Strength d10, 
  Vigor d10
  Skills: Fighting d6, Guts d8, Notice d10, Stealth d6
  Pace: 8; Parry: 5; Toughness: 7
  Treasure: None.
  Special Abilities
  •  Bite: Str+2.
  •  Fear: Anyone who sees a hellhound must make a Guts roll.
  
  horror	beastIary	toolkIt
  
  •  Fleet Footed: Hellhounds have a d10 running die.
  •  Go for the Throat: If a hellhound gets a raise on its attack 
  roll, it strikes its opponent’s least armored location.
  •  Immunity (Fire): Hellhounds take no damage from fire.
  •  Terrible Wounds: The jagged teeth of a hellhound inflict 
  terrible wounds, which do not heal quickly. Healing rolls, 
  including magical and natural healing, are subject to a –2 
  penalty on top of any wound penalties.
  hybrId
  Hybrids are the results of mad scientists messing with 
  genetics. Most are part-human part-animal, but a few are the 
  mixture of two breeds of animal. 
  To create a hybrid animal of your own, mix the templates of 
  two creatures. A hybrid has all the Special Abilities of both species. 
  If the species have shared Abilities, such as Claws or Armor, use 
  only the highest value. If Pace is different, add the two values 
  together and halve it, rounding down.
  Traits work slightly differently, however. Look at the traits of 
  both creatures. If one is two or more steps higher than the other, 
  reduce it by one step and use this for the creature. Otherwise, use 
  the highest trait as it stands.
  For example, an alligator has a Spirit of d6 and a lion a Spirit 
  of d10. Since the lion’s Spirit is two steps higher, he reduce it by 
  one to a d8 and use this for the beast. Vigor, however, is only one 
  die different (d10 compared to a d8, so we use the d10).
  mAn-Dog	hyBriD
  A man-dog hybrid is humanoid, covered in fur, and has 
  the head and tail of a dog. It stands hunched and, while it can 
  run upright, prefers to move on all fours. Their fingers, though 
  tipped in small claws, and dextrous enough to use weapons 
  and tools. These foul beasts can talk, though have a growling, 
  rough voice.
  Attributes: Agility d8, Smarts d6(A), Spirit d6, Strength d6, 
  Vigor d6
  Skills: Climbing d6, Fighting d6, Guts d6, Notice d10, Shooting 
  d6, Throwing d6
  Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Loyal (to master)
  Edges: —
  Treasure: None
  Gear: Whatever its master gives it.
  Special Abilities
  •  Bite: Str+1.
  •  Fear: Anyone seeing the creature must make a Guts roll.
  •  Fleet-Footed: A man-dog hybrid running on all fours has a 
  d10 running die.
  •  Go for the Throat: A hybrid scoring a raise on its attack roll 
  automatically hits the target’s most weakly-armored location.
  AlligATor-lion	hyBriD
  This abomination has the body of a lion but the skin, tail, 
  and jaws of an alligator. Additional changes allow it to function 
  underwater.
  Attributes: Agility d8, Smarts d6(A), Spirit d8, Strength d12, 
  Vigor d10
  Skills: Fighting d8, Guts d10, Notice d8, Swimming d8
  Pace: 5; Parry: 6; Toughness: 11 (2)
  Treasure: None
  Special Abilities
  •  Aquatic: Pace 5.
  •  Armor +2: Thick skin.
  •  Bite or Claw: Str+2.
  •  Fear: Anyone seeing the creature must make a Guts roll.
  •  Improved Frenzy: Makes two Fighting attacks each round at 
  no penalty.
  •  Pounce: It can leap 1d6” to gain +4 to its attack and damage. 
  Its Parry is reduced by 2 until its next action when performing 
  the maneuver, however.
  •  Rollover: If the beast hits with a raise on a bite attack, it 
  causes an extra 2d4 damage to its prey in addition to its 
  regular Strength damage.
  •  Size +2: This beast weighs over 500 pounds.
  IMpundulu
  Hailing from the eastern Cape of Africa, the impundulu is a 
  witch’s familiar passed from mother to daughter. Unfortunately, 
  it is also a curse. Although it appears in the form of a handsome 
  man, the impundulu is actually is a remorseless, insatiable killing 
  machine.  When attacking, its victims see it as a large, white bird 
  with a red beak and legs.
  The witch has little choice but to let it do its job, for to deny 
  the creature its fill is to bring a terrible curse upon the family.
  Attributes: Agility d8, Smarts d8, Spirit d10, Strength d12, Vigor d10
  Skills: Fighting d10, Guts d8, Intimidation d8, Notice d6, 
  Stealth d8
  Charisma: –4; Pace: 6; Parry: 7; Toughness: 7
  Treasure: None
  Special Abilities
  •  Attractive: +2 Charisma.
  •  Beak: Str+2.
  •  Disease (–2): A victim Shaken or wounded by an 
  impundulu’s bite must make a Vigor roll at –2 or catch a 
  terrible wasting disease. Each day thereafter, the victim 
  must make another Vigor roll (at –2) or suffer a level of 
  Fatigue. A raise on the Vigor roll ends the disease, and 
  lost Fatigue can be recovered at the rate of one level per 
  24 hours.
  •  Merciless: The impundulu has the Bloodthirsty and Mean 
  Hindrances.
  
  
  Helldrake
  InquIsItIon
  When people talk of the Inquisition, they usually mean the 
  Spanish Inquisition. In truth, the Inquisition has been around for 
  millennia, acting covertly to protect mankind from supernatural 
  evil. As the dominant culture and religion changes, so does the 
  public face of the Inquisition.
  In truth it serves no master, brooks no rivals, and is more 
  than willing to sacrifice a few innocent lives to protect the greater 
  whole. Given they were around long before Christianity, it seems 
  unlikely they are servants of God. 
  Of course, in your game, they may well be servants of God on 
  a holy mission. If this is so, give Inquisitors the Champion Edge, 
  Grand Inquisitors the Champion and Holy Warrior Edges, and 
  change their Arcane Background to Miracles.
  TypicAl	inquisiTor
  These are the frontline soldiers in humanity’s war against evil. 
  They are obedient to their superiors to the point of fanaticism. 
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d8
  Skills: Driving d6, Fighting d8, Guts d8, Intimidation d6, Notice 
  d8, Shooting d8, Stealth d8
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 8 (2)
  Hindrances: —
  Edges: Combat Reflexes
  Treasure: Meager per three Inquisitors
  Gear: Kevlar vest (+2), sword (Str+3), SMG (Range 12/24/48, 
  Damage 2d6), net, handcuffs, flashlight
  VeTerAn	inquisiTor
  Veteran Inquisitors are hardened soldiers. 
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, 
  Vigor d8
  Skills: Driving d6, Fighting d10, Guts d12, Intimidation d10, 
  Notice d8, Shooting d8, Stealth d8
  Charisma: 0; Pace: 6; Parry: 7; Toughness: 10 (4)
  Hindrances: —
  Edges: Combat Reflexes, Improved Frenzy
  Treasure: Meager
  
  horror	beastIary	toolkIt
  
  Gear: Kevlar vest w/inserts (+4), sword (Str+3), assault rifle 
  (Range 24/48/96, Damage 2d8), net, handcuffs, flashlight
  grAnD	inquisiTor
  Leading each Inquisition cell are the Grand Inquisitors. They 
  are blessed with supernatural powers of their own.
  Attributes: Agility d8, Smarts d10, Spirit d10, Strength d8, 
  Vigor d10
  Skills: Driving d6, Fighting d8, Guts d12, Intimidation d12, 
  Notice d8, Shooting d8, Spellcasting d10, Stealth d8
  Charisma: 0; Pace: 6; Parry: 6; Toughness: 11 (4)
  Hindrances: —
  Edges: Arcane Background (Magic), Champion, Combat 
  Reflexes, Improved Frenzy, New Power, Power Points, Rapid 
  Recharge, Wizard.
  Powers: Grand Inquisitors have 25 Power Points and know the 
  following powers: armor (white light), bolt (white light), detect/
  conceal arcana (chanting), dispel (word of power), light (glowing 
  orb), and stun (word of power).
  Treasure: Worthwhile
  Gear: Kevlar vest w/inserts (+4), sword (Str+3), automatic pistol 
  (Range 12/24/48, Damage 2d6), net, handcuffs, flashlight
  inquisiTors	Through	The	Ages
  The above stat block assumes a modern setting. Of course, 
  the Inquisition could just as easily turn up in a fantasy or 
  historical game, as well as in a sci-fi game.
  For a fantasy or historic game, replace Driving with Riding. 
  Obviously you’ll need to alter the weapons and armor as well. 
  Grand Inquisitors may use Miracles rather than Magic. In most 
  games of this sort, the religious authorities hold far greater power 
  than they do today. Acting against the Inquisition might see the 
  characters hounded on charges of heresy.
  In a sci-fi horror game, Inquisitors have Piloting at d6 as 
  well. Depending on the style of game, they may be equipped 
  with power armor or have access to starships. Grand Inquisitors 
  may use Psionics rather than Magic. If so, give them the 
  Mentalist Edge.
  InquIsItor		
  Malus
  The forces of good aren’t the only powers with an Inquisition. 
  Even necromancers can be swayed from their art, and those who 
  have brokered a demonic pact may have a change of heart. It is the 
  task of the Inquisitor Malus to root out these heretics and remind 
  them of their calling.
  These unholy Inquisitors wear robes swathed in balefire, hide 
  their faces skull masks, and wield weapons capable of causing 
  terrible wounds. They are usually accompanied on missions by 
  1d4 hellhounds (see page xxx).
  Their origins are swathed in mystery, but the most common 
  theory is that they were mortal Inquisitors who switched sides. 
  Whatever their origin, they are now supernatural beings.
  Attributes: Agility d8, Smarts d10, Spirit d10, Strength d8, 
  Vigor d10
  Skills: Fighting d10, Intimidation d12, Notice d8, Spellcasting 
  d12, Stealth d10
  Pace: 6; Parry: 8; Toughness: 9 (2)
  Hindrances: Bloodthirsty
  Edges: Ambidextrous, Arcane Background (Magic), Block, 
  Champion, Combat, Improved Arcane Resistance, 
  New Power, Power Points, Two Fisted, Unholy Warrior, 
  Wizard.
  Powers: Inquisitor Malus’s have 25 Power Points and know the 
  following powers: armor (balefire), bolt (dark energy), detect/
  conceal arcana (chanting), dispel (word of power), fear (threats 
  of eternal damnation), and stun (word of power).
  Treasure: Always one relic.
  Gear: Balefire robes (+2), sword (See below), whip (See below)
  Special Abilities
  •  Fear: Anyone seeing the creature must make a Guts roll.
  •  Fearless: Immune to fear and Intimidation.
  •  Sword: Str+3. The sword is swathed in balefire. Victims have a 
  chance of catching fire (see Savage Worlds).
  •  Whip: Str. Reach 1. Any creature struck by the whip must 
  make a Vigor roll or be Shaken for 1d6 rounds. They may only 
  try to recover from being Shaken after this time.
  encounters
  Most horror games don’t use random encounter 
  tables. The best horror adventures have scripted encounters, 
  rather than collections of random beasts thrown into the 
  story on the quirk of card draws or dice rolls.
  When you’re using an encounter, even one 
  unrelated to the overall plot, think before setting it 
  up. A few minutes pause before you hit the heroes 
  with some terrible beast or dire situation can make a 
  “random encounter” a very memorable experience.
  For instance, if your heroes are exploring an old 
  graveyard and you decide to spruce up the scene with 
  a zombie attack, don’t just have the zombies appear. 
  You could describe the moaning as they approach 
  from the shadows, have the characters smell decaying 
  flesh on the wind, or have them see hands bursting 
  through the soil.
  Play on the characters senses and taunt them 
  with shadowy shapes before turning the encounter 
  into another fight.
  
  
  leanhauM-shee
  Found in Irish folklore, the leanhaum-shee is a type of 
  vampiric fairy. She uses her stunning appearance and seductive 
  ways to enslave men, whom she then drains of their life force.
  Attributes: Agility d8, Smarts d10, Spirit d10, Strength d6, Vigor d8
  Skills: Fighting d6, Guts d8, Notice d6, Persuasion d12+2, Taunt d10
  Charisma: +8; Pace: 6; Parry: 5; Toughness: 6
  Treasure: None
  Special Abilities
  •  Break the Hold: The only way a mortal can be freed of the 
  leanhaum-shee’s seductive grasp is to find a replacement for him.
  •  Enslave: A leanhaum-shee uses her seductive charms to 
  enslave mortals. This works as the puppet power but lasts 
  indefinitely. A leanhaum-shee may only ever have one mortal 
  bound to her at a time.
  •  Life Drain: Each week a slave remains enthralled, regardless 
  of the distance between mistress and slave, he must make 
  a Spirit roll or lose one die from his Vigor. When his Vigor 
  drops below a d4, he dies. One die of Vigor is recovered with 
  a natural healing roll made each week if the leanhaum-shee’s 
  hold over the slave is broken.
  •  Unearthly Beauty: A leanhaum-shee is incredibly beautiful, 
  and has +8 Charisma.
  lIVInG	God
  These abominations aren’t true gods, but are instead 
  supernatural servitors of gods. Commonly found among the 
  ancient Egyptians, they have the bodies of humans but the 
  heads of animals. Thus, one finds crocodile headed living gods 
  following Sobek, jackal headed gods following Anubis, and cow 
  headed gods following Hathor.
  When found on Earth, they are usually leading a cult of 
  worshippers. In a fantasy setting, they might just as easily be 
  servitors of other gods, taking the head of sacred animals. In a sci-
  fi game, they could be an alien race posing as divine messengers 
  among a primitive culture.
  Attributes: Agility d8, Smarts d6, Spirit d10, Strength d12+2, 
  Vigor d12
  Skills: Faith d10, Fighting d8, Guts d10, Intimidation d10, 
  Notice d6, Stealth d6, Throwing d8
  Pace: 6; Parry: 7; Toughness: 10
  Hindrances: —
  Edges: Block, Combat Reflexes, Improved Frenzy, Level Headed, 
  Quick, Sweep
  Treasure: Rich
  Special Abilities
  •  Bite/Claws: Str+2.
  •  Fear: Anyone seeing the creature must make a Guts roll.
  •  Magic: Living gods have 35 Power Points and know the 
  following powers: beast friend (command over animals of same 
  type), bolt (divine energy), detect/conceal arcana (divine sight), 
  fear (howl), quickness (supernatural reflexes), speak language 
  (divine understanding), stun (word of power), and teleport 
  (blinding flash).
  •  Size +2: Living gods stand over 10’ tall.
  lIVInG		
  GrIMoIre
  Grimoires are books containing dark knowledge or spells. 
  Most are simply books, though they may be written in blood 
  or contain images that turn even the strongest stomach. Living 
  grimoires, however, are magical creations, designed to protect the 
  book for nosy individuals.
  Living grimoires are actually just the cover of the book. Usually 
  they take the form of demonic faces, gaping maws, or perhaps just 
  sharp claws used to clasp the book closed. They only make their 
  presence felt when someone other than the book’s rightful owner 
  tries to pick up or open the book. Killing the grimoire does not 
  damage the book (a by-product of the magic used in their creation).
  Living grimoires speak many languages, but usually only 
  converse to threaten or taunt people.
  For more on grimoires and their contents, check out the 
  Horror GM’s Toolkit.
  Attributes: Agility d4, Smarts d4(A), Spirit d12, Strength d8, Vigor d10
  Skills: Fighting d6, Intimidation d10, Notice d6, Taunt d10
  Pace: 0; Parry: 2; Toughness: 5
  Treasure: None
  Special Abilities
  •  Bite/Claws: Str+3.
  •  Construct: +2 to recover from being Shaken; No additional 
  damage from called shots; Piercing attacks do half-damage; 
  Immune to poison and disease.
  •  Immobile: A grimoire can only attack characters who try 
  to pick it up. It’s Fighting roll is a reflection of its ability to 
  attack, not defend itself.
  •  Powers: A living grimoire whose contents include spells may 
  use that magic to defend itself. A typical grimoire with access to 
  magic has 15 Power Points, Spellcasting d8, and knows 1d4 of 
  the following powers: bolt (dark energy), deflection (skeletal hands), 
  conceal arcana (changes appearance to look like a regular tome; no 
  detect), fear (demonic laugh), obscure (sphere of darkness), teleport 
  (accompanied by insane laugh), and zombie (incantation).
  •  Size –2: Grimoires measure less than 2’ across.
  •  Small: Attackers suffer a –2 penalty to attack a living grimoire 
  due to its size.
  lIVInG	topIary
  Whether given life through magic or demonic possession, 
  living topiaries haunt the recesses of stately homes and the homes 
  
  horror	beastIary	toolkIt
  0
  of people with dark secrets. Regardless of what form they take, 
  these plant beings use the same stats. 
  Attributes: Agility d8, Smarts d4(A), Spirit d6, Strength d8, 
  Vigor d8
  Skills: Fighting d8, Guts d8, Intimidation d6, Notice d6, 
  Stealth d10
  Pace: 6; Parry: 6; Toughness: 6
  Treasure: None
  Gear: Knife (Str+1)
  Special Abilities
  •  Camouflage: While not moving, topiary golems are 
  indistinguishable from normal topiary. Characters actively 
  searching for danger suffer –4 to their Notice rolls. Topiaries 
  which aren’t detected strike with surprise, getting The Drop 
  on their unsuspecting foes.
  •  Claws: Str+2.
  •  Construct: +2 to recover from being Shaken; No additional 
  damage from called shots; Piercing attacks do half-damage; 
  Immune to poison and disease.
  •  Plant: Immune to Fear and Tests of Will.
  Mad	scIentIst
  Mad scientists are geniuses who have taken it upon 
  themselves to play God. Doctors Frankenstein and Moreau were 
  both mad scientists. 
  Attributes: Agility d6, Smarts d12, Spirit d10, Strength d6, 
  Vigor d6
  Skills: Fighting d6, Guts d10, Knowledge (Occult) d8, Knowledge 
  (Misguided Science) d12, Intimidation d6, Notice d6, Stealth 
  d6, Taunt d6
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Delusional (Major; can create life)
  Edges: Scholar
  Treasure: Rich, in lair.
  Gear: Improvised weapon (Str+1)
  Special Abilities
  •  Science Specialty: A mad scientist has one specialty from the 
  choices below.
  •  Golem: The scientist can create golems of any sort. 
  He may make one golem per success and raise on a 
  Knowledge (Misguided Science) roll. Each roll takes six 
  months of time.
  •  Hybrid: The scientist has mastered the art of combining 
  human and animal DNA to produce monstrous hybrids. He 
  may make one hybrid animal (see page xxx) per success and 
  raise on a Knowledge (Misguided Science) roll. Each roll takes 
  three months of time.
  •  Unlife: The scientist has mastered the art of animating 
  corpses. He has the zombie power, uses Knowledge (Misguided 
  Science) as his arcane skill, and has 15 Power Points. 
  Depending on the setting, he must either have access to a lab 
  or use strange chemicals to use this ability.
  MalkIn
  Old wives tales talk about cats draining the souls from 
  babies—the stories were true.
  Taking their name from Greymalkin, one of the witches’ 
  familiars from Macbeth, these creatures look like regular domestic 
  cats. Indeed, unless one catches a malkin feeding, the two species 
  cannot be told apart by any means. When feeding, a smoky tendril 
  stretches from the malkin’s mouth to that of its victim.
  Attributes: Agility d10, Smarts d6, Spirit d6, Strength d6, Vigor d6
  Skills: Climbing d10, Fighting d6, Intimidation d6, Notice d10, 
  Stealth d10
  Pace: 6; Parry: 5; Toughness: 3
  Treasure: None
  Special Abilities
  •  Size –2: Malkins are the same size as cats.
  •  Small: Attackers suffer a –2 penalty to attack a malkin due to 
  its size.
  •  Soul Suck: A malkin can suck the soul from a living being. In 
  combat, it must score a raise on its Fighting roll to get close enough 
  to its victim’s mouth. It must then win an opposed Spirit roll with its 
  victim. If successful, the victim suffers a level of Fatigue. The Fatigue 
  cannot be removed until the malkin is killed, when the portion of 
  soul it took is returned. Against a sleeping or unconscious target, the 
  malkin need only make the opposed Spirit roll.
  Man-bat
  A man-bat is a cross between a human and a bat. Standing 
  upright and with the basic frame of a human, they have a bat’s 
  head, clawed hands and feet, and leathery flaps of skin under 
  their arms. Unlike wither mammal, however, they are completely 
  bald, and their skin is a foul shade of grey.
  Some people claim these are werecreatures, others that they 
  are vampires in a hybrid form. They may simply be creatures 
  formed through dark magic.
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d10, Vigor d8
  Skills: Fighting d6, Guts d8, Intimidation d8, Notice d12, Stealth d8
  Pace: 6; Parry: 5; Toughness: 6
  Treasure: Meager
  Special Abilities
  • Bite/Claws: Str+1.
  •  Disease: Anyone Shaken or wounded by a man-bat must 
  make a Vigor roll. On a failure, they suffer a raging fever 
  and are Fatigued. Victims make another Vigor roll each day, 
  suffering another level of Fatigue on a failure. With a success, 
  on level of Fatigue is removed. Once all Fatigue is removed, 
  the patient is healed.
  •  Echo Location: Man-bats suffer no penalties for bad lighting, 
  even in Pitch Darkness.
  •  Fear: Anyone seeing the creature must make a Guts roll.
  •  Flying: Pace 8, Climb 2.
  
  1
  leanHaum-sHee
  
  horror	beastIary	toolkIt
  
  Metal		
  JuGGernaut
  Metal juggernauts are pieces of metal and machinery bonded 
  together through the force of a powerful spirit. They are most 
  common on modern (and futuristic) battlefields, where they 
  form from wrecked tanks and armored vehicles. In urban areas, 
  they are likely to inhabit scrapyards, though they can be found in 
  industrial plants.
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d12+3, 
  Vigor d12
  Skills: Fighting d10, Intimidation d10, Notice d6, Shooting d8
  Pace: 6; Parry: 7; Toughness: 12
  Treasure: None
  Special Abilities
  •  Armor +4: Metal body.
  •  Construct: +2 to recover from being Shaken; No wound 
  penalties; No additional damage from called shots; Piercing 
  attacks do half-damage; Immune to poison and disease.
  •  Fear: Anyone seeing the creature must make a Guts roll.
  •  Fearless: Immune to Fear and Intimidation.
  •  Large: Attacks are +2 to attack rolls against a juggernaut due 
  to its size.
  •  Armor +4: Metal body.
  •  Regeneration: A metal juggernaut adjacent to a large source 
  of metal (size of a sports car or upward) can make a natural 
  healing roll as a free action by drawing pieces of metal onto 
  its body. The GM should determine whether the source can be 
  used multiple times or for a single use only.
  •  Weaponry: The weapons available to a juggernaut depend on 
  the metal is built from.
  •  Battlefield: Two 0.5 cal machineguns (see Savage Worlds) and a 
  makeshift claw, inflicting Str+2 damage.
  •  Industrial: Drills, saws, and other power tools. Str+4 damage.
  •  Scrapmetal: Sharp, rusty pieces of metal. Str+3.
  MuMMy
  Mummies are undead whose bodies have been dried 
  and preserved, and come in two varieties—those preserved 
  naturally, and those preserved by the hand of man (or some 
  other race).
  The spirit is bound to the corpse through powerful 
  necromantic rituals known only to a select few priests. Most stem 
  from Egypt, but the ancient Meso-American and Chinese cultures 
  also practiced mummification.
  greATer	mummy
  Greater mummies were former high priests, mages, and 
  corrupt rulers, deliberately preserved for eternity and granted an 
  unearthly life through arcane rituals.
  Attributes: Agility d4, Smarts d10, Spirit d12, Strength d12+4, 
  Vigor d12
  Skills: Fighting d10, Guts d12, Intimidation d10, Notice d8, 
  Spellcasting d10
  Pace: 4; Parry: 7; Toughness: 13 (3)
  Treasure: Rich.
  Gear: Ancient bronze armor (+3), long sword (Str+3)
  Special Abilities
  •  Arcane Background (Magic): A greater mummy typically knows 
  barrier (wall of darkness), bolt (swarm of tiny skulls), deflection 
  (shield of swirling skulls), fear (unearthly cry), obscure (area of 
  darkness), and zombie (ritual preparation). (30 Power Points.)
  •  Fear: Anyone seeing a greater mummy must make a Guts roll.
  •  Fearless: Greater mummies are immune to Fear and 
  Intimidation.
  •  Fist: Str+2.
  •  Improved Arcane Resistance: +4 Armor versus magic, and +4 
  to rolls made to resist magic effects. This ability comes from 
  protective amulets hidden in their bandages, and does not 
  inhibit spells they cast on themselves.
  •  Mummy Rot: Anyone touched by a greater mummy, whether 
  he is damaged or not, must make a Vigor roll. Failure means 
  the character has “mummy rot” and suffers an immediate 
  wound. Victims who die as result of “mummy rot” may be 
  brought back as mummies through the zombie power.
  •  Shuffling Gait: Mummies roll a d4 running die.
  •  Slam: Str.
  •  Undead: +2 Toughness. No wound penalties; Called shots to 
  no extra damage to such creatures. +2 to recover from being 
  Shaken. Arrows, bullets, and other piercing weapons, even 
  magic ones, do half damage.
  •  Weakness (Fire): The chemical used in the preservation 
  process mean mummies take +4 damage from fire.
  guArDiAn	mummy
  The most common type of mummy, these creatures were 
  former priests and soldiers, placed in tombs to guard them for 
  all eternity.
  Attributes: Agility d4, Smarts d6, Spirit d10, Strength d12+2, 
  Vigor d12
  Skills: Fighting d8, Guts d10, Intimidation d8
  Pace: 4; Parry: 6; Toughness: 10
  Treasure: Meager.
  Special Abilities
  •  Arcane Resistance: +2 Armor versus magic, and +2 to rolls 
  made to resist magical effects.
  •  Fear: Anyone seeing a guardian mummy must make a Guts roll.
  •  Mummy Rot: Anyone touched by a mummy, whether he is 
  damaged or not, must make a Vigor roll. Failure means the 
  character has “mummy rot” and suffers an immediate wound.
  •  Shuffling Gait: Mummies roll a d4 running die.
  
  
  •  Slam: Str.
  •  Undead: +2 Toughness; +2 to recover from being Shaken; 
  Immune to poison and disease; No additional damage from 
  called shots; Half damage from arrows and other piercing 
  weapons.
  •  Weakness (Fire): The chemical used in the preservation 
  process mean mummies take +4 damage from fire.
  ice	mummy
  Not all mummies were formed through extensive rituals. 
  Ice mummies, for instance, are created from frostbitten corpses. 
  Whereas guardian mummies are wrapped in linen, sand mummies 
  have no covering. Their skin is rock hard, and their limbs twisted 
  and deformed as the flesh shrunk and hardened. Because sand 
  mummies are not coated in tar and oils, they are less flammable 
  than prepared mummies.
  Attributes: Agility d4, Smarts d6, Spirit d8, Strength d12, Vigor 
  d10
  Skills: Fighting d6, Guts d10, Intimidation d8, Stealth d8
  Pace: 4; Parry: 5; Toughness: 11 (2)
  Treasure: Meager per 3 mummies.
  Special Abilities
  •  Armor +2: Hardened skin.
  •  Burrow (4”): These mummies can burrow through snow. 
  They can make a surprise attack at +2 to attack and 
  damage (+4 with a raise) by making an opposed Stealth vs 
  Notice roll.
  •  Fear: Anyone seeing an ice mummy must make a Guts roll.
  •  Icy Touch: Anyone touched by an ice mummy, whether he 
  is damaged or not, must make a Vigor roll. Failure means 
  the character develops frostbite. He suffers a cumulative –2 
  penalty to Agility rolls and Agility linked skills, to a maximum 
  of –6. One point of penalty is removed for each 15 minutes 
  spent near a source of heat.
  •  Shuffling Gait: Mummies roll a d4 running die.
  •  Slam: Str.
  •  Thaw: Ice mummies need a cold environment. Each hour 
  spent in temperatures above freezing, they must make a Vigor 
  roll or suffer a level of Fatigue.
  •  Undead: +2 Toughness; +2 to recover from being Shaken; 
  Immune to poison and disease; No additional damage from 
  called shots; Half damage from arrows and other piercing 
  weapons.
  sAnD	mummy
  As with ice mummies, sand mummies are created from 
  naturally preserved corpses. In this case, from corpses left to 
  mummy naturally in hot desert sands.
  Attributes: Agility d4, Smarts d4, Spirit d8, Strength d12,  
  Vigor d10
  Skills: Fighting d6, Guts d10, Intimidation d8, Stealth d8
  Pace: 4; Parry: 5; Toughness: 11 (2)
  Treasure: Meager per 3 mummies.
  Special Abilities
  •  Armor +2: Hardened skin.
  •  Burrow (4”): These mummies can burrow through sand. They 
  can make a surprise attack at +2 to attack and damage (+4 
  with a raise) by making an opposed Stealth vs Notice roll.
  •  Desiccating Touch: Anyone touched by a sand mummy, 
  whether he is damaged or not, must make a Vigor roll. Failure 
  means the character’s flesh desiccates. He suffers a 1 die 
  MakInG	MuMMIes
  Sooner or later one of your players is probably going to 
  ask if he can make a mummy using the zombie power. Now, the 
  spell description only says skeletons and zombies, so can it be 
  done? Guess what? Yep, it’s your call. 
  If you do decide to allow them. remember two things. 
  First, the would-be necromancer needs a mummified 
  corpse. The spell only brings undead to life in their 
  current state. Second, guardian mummies (considered 
  the standard type) are much tougher than skeletons and 
  zombies. A such, you should increase the Cost to 5 or 6 
  Power Points per mummy.
  DiFFerenT	mummies
  The Egyptians didn’t just mummify humans. They 
  also mummified cats, ibises, baboons, and crocodiles. 
  Whether you’re running a pulp, modern, fantasy, or sci-
  fi horror game, there’s no reason why different cultures 
  and races couldn’t mummify creatures. How do you make 
  a creature, or a monster, into a mummy? Just apply the 
  following template to the regular stats and you’ve got a 
  mummy ready to go..
  •  
  Reduce Agility by two steps (min d4).
  •  
  Increase Spirit by one step, or two for a royal  
   
   
  mummy.
   Increase Strength 4 steps, or six steps for a royal mummy.
  •  
  Increase Vigor by two steps.
  •  
  Add the Arcane Resistance Special Ability, or the   
   
  Improved version for a royal mummy.
  •  
  Add Fear. Also add fearless if a royal mummy.
  •  
  Add the Shuffling Gate Special Ability (which  
   
   
  reduces Pace by 2).
  •  
  Add the Undead Special Ability.
  •  
  If the culture or race uses tar or similar flammable  
   
  substances to preserve the dead, add the Weakness  
   
  (Fire) Special Ability.
  
  horror	beastIary	toolkIt
  
  reduction in Agility and Agility linked skills (min d4). Lost dice 
  return with a natural healing roll.
  •  Fear: Anyone seeing a sand mummy must make a Guts roll.
  •  Shuffling Gait: Mummies roll a d4 running die.
  •  Slam: Str.
  •  Undead: +2 Toughness; +2 to recover from being Shaken; Immune 
  to poison and disease; No additional damage from called shots; 
  Half damage from arrows and other piercing weapons.
  occult	
  researcher
  Depending on your setting, an occult researcher might be 
  a wizened sage who consults ancient tomes, or a high school 
  student with access to parts of the web others fear to surf.
  What they all have in common is in-depth knowledge of the 
  occult and the skills to find more information.
  TypicAl	occulT	reseArcher
  Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
  Skills: Fighting d4, Guts d4, Investigation d8, Knowledge 
  (Occult) d8, Notice d6, Streetwise d8
  Charisma: +0; Pace: 6; Parry: 4; Toughness: 5
  Hindrances: Bad Eyes
  Edges: Investigator
  Treasure: Worthwhile
  Gear: Notebook, pens, spectacles, at least one small occult tome.
  VeTerAn	occulT	reseArcher
  Veteran occult researchers have expanded their knowledge 
  of the supernatural with a little fieldwork, though they are not 
  usually suited for this life.
  Attributes: Agility d6, Smarts d12, Spirit d10, Strength d6, Vigor d6
  Skills: Fighting d6, Guts d8, Investigation d10, Knowledge 
  (Legends) d10, Knowledge (Occult) d12, Notice d8, 
  Persuasion d6, Streetwise d10
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Bad Eyes
  Edges: Connections, Investigator, Scholar
  Treasure: Worthwhile
  Gear: Notebook, pens, spectacles, at least one small occult tome.
  polterGeIst
  Poltergeists are violent ghosts. Whereas ghosts can make 
  their presence felt by throwing small objects or materializing, 
  poltergeists remain invisible but have a greater range of powers 
  at their disposal.
  Attributes: Agility d6, Smarts d6, Spirit d10, Strength d6, Vigor d6
  Skills: Fighting d8, Intimidation d12, Notice d10, Taunt d10, 
  Stealth d12+4
  Pace: 6; Parry: 6; Toughness: 5
  Treasure: None
  Gear: Thrown objects (Str+1)
  Special Abilities
  •  Ethereal: Immune to normal attacks. Magic items, weapons, 
  or supernatural powers affect them normally.
  •  Improved Rapid Recharge: Poltergeists recover 1 Power Point 
  every 15 minutes.
  •  Telekinesis: Although poltergeists can throw objects as per a 
  standard ghost, they can also wield weapons, throw people 
  around, slam doors and such like. They have the telekinesis 
  power, use Spirit as their arcane skill, and have 20 Power 
  Points for this purpose only.
  possessed	
  anIMals
  Possessed animals are regular, mundane beasts with a 
  demonic taint. They term “possessed” might refer to actual spirit 
  possession, but it could just as easily refer to magic rituals or the 
  results of drinking chemically-tainted water. To create a possessed 
  animal, apply the following template to the regular animal stats. 
  An example follows.
  Attributes: Spirit +1 die, Strength +2 dice, Vigor +1 die
  Skills: Fighting +2 dice, Guts +2 dice, Intimidation +2 dice.
  Special Abilities
  •  Weapons: Increase damage by +2. Add a Bite attack as well.
  Burro	DiABlo
  Known also as the “Devil’s ass,” the demonic mule has a mouth 
  full of sharp teeth, fiery hooves, and the temper of the meanest 
  rattler. They delight in letting people ride them into the mountains, 
  and then throwing themselves, and their passenger, off high cliffs.
  Attributes: Agility d4, Smarts d4(A), Spirit d8, Strength d12, 
  Vigor d10
  Skills: Fighting d6, Guts d10, Intimidation d6, Notice d4
  Pace: 6; Parry: 5; Toughness: 9
  Treasure: None
  Special Abilities
  •  Fleet-Footed: When a mule can be convinced to run, it rolls a 
  d8 instead of a d6.
  •  Bite/Kick: Str+2.
  •  Ornery: Mules are contrary creatures. Characters must 
  subtract 2 from their Riding rolls when riding them.
  •  Size +2: Mules are stocky creatures weighing up to 1000 
  pounds.
  
  
  mummy
  
  horror	beastIary	toolkIt
  
  rabId	anIMals
  Rabies is a disease of the central nervous system and can 
  be found in any warmblooded animal. In the real world, it 
  tends to be found in smaller animals, such as bats or raccoons, 
  but in a horror game there’s no reason why a larger creature 
  can’t have the disease.
  To make a rabid animal, simply add the Berserk, Disease, 
  Fearless, and Weakness (Water) abilities as shown below in the 
  sample creature. 
  rABiD	BeAr
  Attributes: Agility d6, Smarts d6(A), Spirit d10, Strength d12+6, 
  Vigor d12
  Skills: Fighting d8+2, Intimidation d10, Notice d8
  Pace: 8; Parry: 4; Toughness: 12
  Treasure: None
  Special Abilities
  •  Bear Hug: Bears don’t actually “hug” their victims, but 
  they do attempt to use their weight to pin their prey and 
  rend it with their claws and teeth. A bear that hits with a 
  raise has pinned his foe. The opponent may only attempt to 
  escape the “hug” on his action, which requires a raise on an 
  opposed Strength roll.
  •  Berserk: A rabid animal is automatically berserk and cannot 
  calm down. The traits above include all modifiers. If you 
  choose to make the beast a Wild card, it suffers no wound 
  penalties.
  •  Bite/Claws: Str+2.
  •  Disease (–2): A character Shaken or wounded by a bite attack 
  must make a Vigor roll at –2. On a failure, the victim has 
  contracted rabies. He suffers a level of Fatigue each day until 
  Death. A successful Healing roll can treat the disease, but 
  it must be made within 24 hours and the healer must have 
  access to a large amount of vaccine. If your game has magic 
  healing, you’ll need to decide whether it can treat rabies after 
  the first 24 hours.
  •  Fearless: Immune to Fear and Intimidation (see Weakness 
  below).
  •  Size +2: These creatures can stand up to 8’ tall.
  •  Weakness (Water): One symptom of rabies is hydrophobia. 
  The creature suffers –2 to all trait rolls when there is a body of 
  water larger than a drinking trough within 5”.
  rat	swarM
  Rats may not be the most deadly of creatures, but they are 
  a horror staple. As well as lurking in sewers or ruined buildings, 
  they can also be guided by vampires. Rat swarms fill a Medium 
  Burst Template.
  Attributes: Agility d10, Smarts d4(A), Spirit d12, Strength d8, 
  Vigor d10
  Skills: Notice d6
  Pace: 10; Parry: 4; Toughness: 7
  Treasure: None
  Special Abilities
  •  Bite: Rat swarms inflict hundreds of tiny bites every round to 
  their victims, hitting automatically and causing 2d4 damage 
  to everyone in the template (victims in completely sealed suits 
  are immune).
  •  Infection: Any one Shaken or wounded by a rat swarm must 
  make a Vigor roll or suffer a level of Fatigue from infected 
  bites. Cumulative bites can lead to Incapacitation, but never 
  to Death. One Fatigue level is recovered every 24 hours or 
  with a successful healing roll.
  •  Split: Rat swarms are clever enough to split into two smaller 
  swarms (Small Burst Templates) should their foes split up. 
  The Toughness of these smaller swarms is lowered by –2 (to 
  5 each).
  •  Swarm: Parry +2. Because the swarm is composed of scores, 
  hundreds, or thousands of creatures, cutting and piercing 
  weapons do no real damage. Area-effect weapons work 
  normally, and a character can stomp to inflict his damage in 
  Strength each round.
  reVenant
  Revenants are a form of zombie. Rather than being mindless, 
  they have the capacity to make simple decisions, but are totally 
  single-minded. 
  Whereas zombies exist only as puppets of necromancers 
  or to eat brains, revenants have returned from the grave with 
  a purpose. It may be to right a wrong done to them in life, to 
  retrieve items stolen from their grave, or such like.
  Revenants have no capacity for speech, nor do they wish to 
  accept apologies or bargain for the return of stolen items. They 
  seek a bloody revenge on those who have wronged them.
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d8, Vigor d8
  Skills: Fighting d8, Intimidation d6, Notice d6
  Pace: 6; Parry: 6; Toughness: 8
  Treasure: None
  Gear: Some sort of melee weapon, typically doing Str+3 damage.
  Special Abilities
  •  Fearless: Immune to Fear and Intimidation.
  •  Mist: Revenants can summon a mist to conceal their 
  passing. This functions as the obscure power. The revenant 
  uses Spirit as its arcane skill and has 20 Power Points for 
  this purpose only. The revenant’s vision is not affected by 
  the mist it summons.
  •  Undead: +2 Toughness; +2 to recover from being Shaken; 
  Called shots do no extra damage; half damage from piercing 
  weapons.
  •  Vengeful: So long as its vengeance goes unsated, a 
  
  
  rat sWarm
  
  horror	beastIary	toolkIt
  
  revenant cannot be truly slain. No matter what damage its 
  body takes, the thing returns 1d6 days later to carry on its 
  quest. Once it has its revenge, however, it disappears in a 
  cloud of mist.
  ruG	fIend
  Animal skin rugs may be out of fashion in the 21st century, 
  but there’s still plenty around. Most are just the skins of dead 
  animals, but a few still retain the spirit of the beast as well. Rug 
  fiends may lack flesh and bone, but they’re still dangerous to 
  unwary intruders. The version below is a tiger skin rug, but other 
  types exist.
  Attributes: Agility d6, Smarts d6(A), Spirit d8, Strength d12, 
  Vigor d12
  Skills: Fighting d10, Guts d8, Intimidation d8, Notice d8, Stealth 
  d10
  Pace: 4; Parry: 7; Toughness: 9
  Treasure: None
  Special Abilities
  •  Bite/Claws: Str+2.
  •  Camouflage: A dormant rug fiend looks like a regular animal 
  rug. If an opponent moves adjacent to the rug without 
  detecting its evil nature, it gets The Drop.
  •  Construct: +2 to recover from being Shaken; No additional 
  damage from called shots; Piercing attacks do half-damage; 
  Immune to poison and disease.
  •  Improved Frenzy: Makes two Fighting attacks each round at 
  no penalty.
  •  Size +1: Rug fiends are larger than humans.
  satanIc		
  MusIcIan
  Rumors of heavy metal musicians who have sold their soul 
  to Satan are true. At least in a modern horror setting. These black-
  hearted musicians have sold their soul for fleeting fame.
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d8
  Skills: Fighting d8, Guts d10, Intimidation d10, Notice d6, 
  Stealth d6
  Pace: 6; Parry: 5; Toughness: 6
  Treasure: Worthwhile
  Gear: Guitar (Str+2, –1 Parry, requires 2 hands)
  Special Abilities
  •  Corrupting Lyrics: A Satanist musician’s songs contain lyrics 
  capable of warping minds. Any character who hears his music, 
  either live or on recorded media, must make a Spirit roll or go 
  Berserk, attacking the nearest available target. He also gains 
  the Bloodthirsty and Mean Hindrances. Victims may make 
  another Spirit roll after every victim they kill. On a success, 
  they calm down, but have no memory of their actions.
  saVaGe	Jack		
  In	the	box
  Said to have been created by a maniacal toymaker with a 
  hatred of children (they mistreat and break his toys), the Savage 
  Jack, as it is known, is a tool of fear and revenge. The same 
  toymaker may have created the first marionette golems as well 
  (see page xxx)
  Although it looks like a normal children’s toy by day, by night 
  it becomes a twisted, macabre jester with a hatred of children. Its 
  favorite tactic is to rattle its box until the child grows curious 
  and opens it. Savage Jack then springs out, armed with a vicious, 
  jagged knife stained in the blood of previous victims.
  A Savage jack can talk, though it usually only converses to 
  intimidation and mock its victims.
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d8
  Skills: Fighting d8, Guts d8, Intimidation d12, Notice d8, Stealth 
  d6, Taunt d12+2
  Pace: 4; Parry: 6; Toughness: 6
  Treasure: None
  Gear: Big knife (Str+2)
  Special Abilities
  •  Construct: +2 to recover from being Shaken; No additional 
  damage from called shots; Piercing attacks do half-damage; 
  Immune to poison and disease.
  •  Fear: Anyone seeing the creature must make a Guts roll.
  •  Fearless: Immune to Fear and Intimidation.
  •  Hop: A Savage Jack moves by hopping, bringing his entire box 
  with him. He rolls a d4 as his running die, instead of a d6.
  •  Small: Attackers must subtract -2 from rolls to hit a Savage Jack
  •  Springy: A Savage Jack is mounted on a powerful spring and 
  has a Reach of 1”. As an action, he can extend this to 2”.
  •  Surprise!: A Savage Jack gets The Drop against an 
  unsuspecting foe who opens his box.
  screaMInG	skull
  Screaming skulls are human skulls given a limited intellect 
  through arcane rituals. They serve primarily as spies, though they 
  can defend themselves if attacked.
  Attributes: Agility d4, Smarts d6, Spirit d8, Strength d4, Vigor d6
  Skills: Fighting d6, Intimidation d8, Notice d10, Stealth d6, 
  Taunt d8
  Pace: 0; Parry: 5; Toughness: 5
  Treasure: None
  Special Abilities
  •  Flying: Pace 6, Climb 2.
  •  Head butt: Str.
  •  Scream: A skull can emit a terrifying scream. This functions as 
  the fear power. The skull uses its Spirit as its arcane skill and 
  has 10 Power Points.
  •  Shared Senses: The creator of a screaming skull can use 
  
  
  its senses as if they were his own. Sharing senses requires 
  concentration and gives a multi action penalty to the creator 
  (but not the skull).
  •  Size –2: Screaming skulls are small.
  •  Small: Attackers are –2 to attack rolls against a skull because 
  of its size.
  •  Undead: +2 Toughness; +2 to recover from being Shaken; Called 
  shots do no extra damage; half damage from piercing weapons.
  seaweed	fIend
  The sea is a mysterious place, its depths scarcely explored by 
  man. Who knows what terrors lurk beneath the waves. Seaweed 
  fiends may be a natural creature, the result of magic, or the result 
  of chemical pollution.
  Seaweed fiends first appeared in an altered form in the 50 
  Fathoms Companion, but are suitable for any horror genre.
  Attributes: Agility d6, Smarts d4, Spirit d8, Strength d10, Vigor d8
  Skills: Climbing d6, Fighting d8, Intimidation d6, Notice d6, 
  Stealth d8
  Pace: 4; Parry: 6; Toughness: 6
  Treasure: None
  Special Abilities
  •  Aquatic: Seaweed fiends have Pace of 8 underwater.
  •  Claw: Str +1 (formed from sharp pieces of fish bone or 
  splintered wood).
  •  Fear: The fiends’ black, slimy forms often contain rotting 
  marine life and their eyes glow a baleful yellow. 
  •  Immunity (Fire): Fire attacks cause no damage to their  
  slimy bodies.
  •  Stench: Seaweed fiends reek of tar and decaying fish. Everyone 
  adjacent to a seaweed fiend must make a Vigor roll or be Shaken. 
  Victims who succeed are immune to the stench for 24 hours.
  serIal	kIllers
  Serial killers in most horror settings aren’t the quiet guy next 
  door type. Save those monsters for real life. No, horror setting 
  serial killers stand out in a crowd, mainly because of their strange 
  attire, blood soaked clothes, or large, dangerous weapons.
  chAinsAw-wielDing		
  seriAl	killer
  Clad in clothes soaked in the blood of victims, his face concealed 
  behind a hockey mask, and carrying a chainsaw caked in decaying 
  flesh, the chainsaw wielding serial killer is a nightmarish fiend with 
  only one thought on his mind—and it isn’t chopping wood.
  Attributes: Agility d8, Smarts d6, Spirit d10, Strength d12, 
  Vigor d10
  Skills: Driving d8, Fighting d8, Notice d8, Stealth d10
  Charisma: –6; Pace: 6; Parry: 6; Toughness: 8
  Hindrances: Bloodthirsty, Mean, Vengeful (Major)
  Edges: Berserk, Brawny, First Strike, Frenzy, Hard to Kill, Harder 
  to Kill, Improved Nerves of Steel, Sweep
  Treasure: Meager
  Gear: Hockey mask, blood soaked clothes, chainsaw (Str+6)
  Special Abilities
  •  Sequel: It’s not just hard to put a serial killer down, it’s 
  virtually impossible to keep them dead. If you want the serial 
  killer to make a return, he has a 100% chance of surviving 
  death, rather than the 50% from Harder to Kill.
  Finger	BlADe		
  seriAl	killer
  Said by some to be the vengeful wraith of a man wrongly 
  lynched, and by others to be a mortal lunatic, the finger blade 
  serial killer likes to taunt and chase his victims, before slicing and 
  dicing their flesh.
  Attributes: Agility d8, Smarts d8, Spirit d8, Strength d10, Vigor d8
  Skills: Fighting d8, Intimidation d8, Notice d6, Stealth d10, 
  Taunt d10
  Charisma: –8; Pace: 6; Parry: 6; Toughness: 6
  Hindrances: Bloodthirsty, Mean, Ugly, Vengeful (Major)
  Edges: Ambidextrous, Frenzy, Hard to Kill, Harder to Kill, 
  Improved First Strike, Two Fisted
  Treasure: None
  Gear: Two bladed gloves (Str+2)
  Special Abilities
  •  Sequel: It’s not just hard to put a serial killer down, it’s 
  virtually impossible to keep them dead. If you want the serial 
  killer to make a return, he has a 100% chance of surviving 
  death, rather than the 50% from Harder to Kill.
  shadow
  These shadows aren’t two-dimensional forms or ethereal 
  beings, but the dark twin of a living being. Shadows never come 
  into being based on evil people. Only good folk, who suppress 
  their darker emotions (such as greed, jealousy, or vanity), can 
  birth such a fiend, and even then it is beyond their control. 
  Shadows are spontaneously created when the suppressed 
  darker emotions of a human (or other race) reach a point where 
  they develop a life of their own. Shadows look like the character 
  who created them, but somehow more sinister looking. They share 
  all the memories of their creator, as well as his traits, Hindrances, 
  and Edges.
  The shadow stats below are for a “typical” shadow based on 
  a “typical” person. If you use a shadow in an adventure, you’ll get 
  greater use making them a “dark clone” of a good character or 
  NPC. See the sidebar for ideas on using shadows in this manner.
  Shadows are sometimes known as doppelgangers or dark 
  
  horror	beastIary	toolkIt
  0
  twins. Mr. Hyde, despite what the movies portray, was just a 
  shadow of the good Dr. Jekyll.
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
  Skills: Driving d6, Fighting d6, Guts d6, Notice d6
  Charisma: –6; Pace: 6; Parry: 5; Toughness: 5
  Treasure: Meager
  Special Abilities
  •  Twisted: Shadows have the following Hindrances: Arrogant, 
  Bloodthirsty, Greedy (Major), Mean, Stubborn, and Vengeful 
  (Major). If the character the shadow is based on has any 
  of the following Hindrances, his shadow does not possess 
  them: Code of Honor, Heroic, Loyal, Pacifist, or Vow.
  shadow		
  puppet
  There exists a book on shadow puppets known as the Liber 
  Pupa Obscurus (Book of Dark Puppets) that is said to have existed 
  since Roman times.
  Shadows created using the book are not just tricks of the 
  light, but become living beings. Like the color of their form, their 
  hearts are as black as night.
  Attributes: Agility d8, Smarts d6, Spirit d10, Strength d10, 
  Vigor d12
  Skills: Fighting d8, Notice d8, Stealth d10
  Pace: 6; Parry: 6; Toughness: 8
  Treasure: None
  Special Abilities
  •  Construct: +2 to recover from being Shaken; No additional 
  damage from called shots; Piercing attacks do half-damage; 
  Immune to poison and disease.
  •  Ethereal: Shadow puppets are immune to normal weapons. 
  Magic items, weapons, and supernatural powers affect them 
  normally.
  •  Shadow Mimicry: A shadow puppet can hide inside a normal 
  shadow, or disguise itself to look like a natural shadow. In any 
  circumstance where there is a shadow, the puppet gains +4 to 
  Stealth rolls.
  •  Telekinesis: A shadow puppet can use the telekinesis power to 
  wield weapons only. It has 30 Power Points and uses Spirit as 
  its arcane skill.
  •  Two Dimensional: Shadow puppets can fit through minute 
  cracks. Unless a room has been designed to be airtight, 
  assume a shadow beast can always gain ingress.
  •  Weakness (Darkness): A shadow cannot exist if there is no 
  light. A shadow puppet in an area of total blackness (the 
  template of the obscure power counts) is automatically Shaken 
  and cannot recover until the darkness is lifted.
  •  Weakness (Light): Shadow puppets have an aversion to 
  strong light. Each round they spend in daylight causes 2d10 
  damage. A flashlight can be used as a weapon (Range 10”, 
  requires a Shooting roll) and causes 2d6 damage.
  skeletal	anIMals
  The zombie power isn’t restricted to humans and other 
  sentient creatures—it works on the skeletal remains of animals as 
  well. While skeletal humans are useful servants, a zombie T-Rex 
  awakened from the local museum makes for a deadly foe.
  skeleTAl	riDing	horse
  More common in fantasy horror than modern horror, 
  skeletal horses serve as mounts for necromancers and demons 
  visiting the mortal realm.
  Attributes: Agility d8, Smarts d4(A), Spirit d6, Strength d12, Vigor d8
  Skills: Fighting d8, Notice d6, Stealth d6
  Pace: 10; Parry: 6; Toughness: 10
  Treasure: None
  Special Abilities
  •  Fearless: Immune to Fear and Intimidation.
  •  Fleet Footed: Skeletal horses roll a d8 when running, rather 
  than a d6.
  •  Kick: Str+2.
  •  Size +2: Skeletal horses weigh stand taller than a human and 
  weigh as much as 500 pounds.
  •  Undead: +2 Toughness; +2 to recover from being Shaken; 
  Called shots do no extra damage; half damage from 
  piercing weapons.
  skeleTAl		
  TyrAnnosAurus	rex
  The “king of the dinosaurs” was no doubt a terrifying 
  creature when it roamed the Earth. As a skeletal creature, it’s even 
  more fearsome.
  Attributes: Agility d8, Smarts d4(A), Spirit d8, Strength d12+4, 
  Vigor d8
  Skills: Fighting d8, Intimidation d12, Notice d8, Stealth d6
  Pace: 10; Parry: 6; Toughness: 17 (2)
  Treasure: None
  Special Abilities
  •  Armor +2: Dense bone.
  •  Bite: Str+3; AP 2.
  •  Fear (–2): Anyone seeing a skeletal T-Rex must make a Guts 
  roll at –2.
  •  Fearless: Immune to Fear and Intimidation.
  •  Fleet Footed: With no flesh to lug around, a skeletal T-Rex runs 
  faster than normal. It has a running die of d10, rather than a d6.
  •  Large: Creatures add +2 when attacking a T-Rex due to their 
  great size.
  •  Size +7: These fearsome creatures stand 30’ tall and weigh 
  over 20,000 pounds.
  •  Undead: +2 Toughness. No wound penalties; Called shots to 
  
  1
  no extra damage to such creatures. +2 to recover from being 
  Shaken. Arrows, bullets, and other piercing weapons, even 
  magic ones, do half damage.
  skeleton	warrIor
  Skeleton warriors are the reanimated bones of long-dead 
  soldiers. Unlike common skeletons, these undead troops retain 
  more of their combat skills and are equipped with functional, if 
  somewhat old, armaments.
  Attributes: Agility d8, Smarts d4, Spirit d4, Strength d6, Vigor d6
  Skills: Fighting d8, Intimidation d8, Notice d4, Shooting d6
  Pace: 7; Parry: 6; Toughness: 10 (3)
  Treasure: Meager per 3 warriors
  Gear: Bronze breastplate (+3), bronze sword (Str+3), 
  Special Abilities
  •  Bony Claws: Str+1.
  •  Fearless: Immune to Fear and Intimidation.
  •  Undead: +2 Toughness; +2 to recover from being Shaken; 
  Called shots do no extra damage; half damage from 
  piercing weapons.
  sMoG	cloud
  What happens to the smog clouds produced by industry in 
  horror games? They gain sentience, that’s what. Smog clouds are 
  vaporous beings of polluted air. Aside from their ability to drift 
  against the wind, they otherwise resemble dirty, black clouds. 
  They have coal-black eyes, which are almost impossible to detect.
  Attributes: Agility d8, Smarts d4, Spirit d8, Strength d6, Vigor d12
  Skills: Notice d6, Stealth d10
  Pace: 0; Parry: 2; Toughness: 8
  Treasure: None
  Special Abilities
  •  Choke: A smog cloud fills a Large Burst Template. Any creature in 
  the template must make a Vigor roll (+2 bonus if the character’s 
  mouth and nose are covered) each round or suffer a level of Fatigue. 
  Fatigue recovers at the rate of 1 level per 5 minutes in clean air.
  •  Elemental: No additional damage from called shots; Fearless; 
  Immune to disease and poison.
  •  Ethereal: The vaporous nature of a smog cloud makes it 
  immune to normal damage. It takes damage as normal from 
  magic items, weapons, and supernatural powers.
  •  Flight: Flying Pace 12, Climb 6.
  •  Weakness (Fire): Takes normal damage from fire.
  strIpper
  It’s not what you think. Strippers are fleshless humanoids 
  who need the skin of victims to survive. Although they can use 
  animal skins, most prefer the comforting fit of human skin.
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d10
  Skills: Climbing d8, Fighting d10, Guts d10, Intimidation d8, 
  Notice d8, Stealth d10
  Pace: 6; Parry: 7; Toughness: 7
  Treasure: Worthwhile (from previous victims)
  Special Abilities
  •  Claws: Str+1.
  •  Disguise: A stripper wearing the skin of a victim looks exactly like 
  its victim. Through arcane magic, it also sounds like the victim and 
  has their mannerisms. It has none of their memories, however.
  •  Fear: Anyone seeing the creature without a skin must make a Guts roll.
  •  Regeneration: Each time a stripper dons a new skin, it 
  recovers one wound. This is the only way it can heal damage.
  •  Skin Loss: Every time a stripper takes a wound, it must make 
  a Vigor roll (with wound penalties). On a failure, the skin it is 
  currently wearing is ruined and peels away, revealing the creature 
  in its natural form. Each hour the creature spends without a skin, 
  it must make a Vigor roll or suffer an automatic wound.
  • Strip: Strippers can skin an Incapacitated victim in one round, 
  pulling the entire skin off in a single piece. It then takes them 
  another round to don the skin. 
  stuffed		
  anIMal	fIend
  As with rug fiends, stuffed animals are animated animal 
  skins. Unlike the rugs, however, this creature retain more of their 
  body mass and are more mobile.
  MakInG	shadows
  A shadow makes a great villain. Why? Because it 
  can get a character into a whole world of trouble. The 
  shadow can kill, mutilate, steal, and let the character 
  get the blame. Alternately, maybe the characters are 
  trying to help clear a friend, who’s whiter than white, 
  of a murder charge. The evidence looks damning, but is 
  there more to the matter than meets the eye?
  If you want to drop a character into the fire and 
  watch him squirm, create a shadow based on his 
  character. Remember, it has exactly the same traits, 
  Edges, and Hindrances as the original. Just add the 
  Twisted Special Ability.
  Which brings us to the one important factor 
  when creating a shadow for a character. A character 
  who has even one of the Hindrances listed under the 
  Twisted Special Ability cannot form a shadow. He 
  already vents enough of his darker emotions to be free 
  of such a curse.
  
  horror	beastIary	toolkIt
  
  sTuFFeD	BeAr	FienD
  Attributes: Agility d6, Smarts d4(A), Spirit d10, Strength d12+4, 
  Vigor d12
  Skills: Fighting d8, Guts d10, Intimidation d8, Notice d8
  Pace: 6; Parry: 6; Toughness: 10
  Treasure: None
  Special Abilities
  •  Bear Hug: Bears don’t actually “hug” their victims, but they do 
  attempt to use their weight to pin their prey and rend it with 
  their claws and teeth. A bear that hits with a raise has pinned 
  his foe. The opponent may only attempt to escape the “hug” on 
  his action, which requires a raise on an opposed Strength roll.
  •  Camouflage: A dormant stuffed fiend looks like a regular 
  stuffed animal. If an opponent moves adjacent to the fiend 
  without detecting its evil nature, it gets the Drop.
  •  Claws: Str+2.
  •  Construct: +2 to recover from being Shaken; No additional 
  damage from called shots; Piercing attacks do half-damage; 
  Immune to poison and disease.
  •  Size +2: These creatures can stand up to 8’ tall.
  sTuFFeD	BirD	oF	prey	FienD
  Attributes: Agility d10, Smarts d6(A), Spirit d10, Strength d6, 
  Vigor d6
  Skills: Fighting d10, Guts d10, Notice d10
  Pace: 0; Parry: 7; Toughness: 3
  Treasure: None
  Special Abilities
  •  Camouflage: A dormant stuffed fiend looks like a regular 
  stuffed animal. If an opponent moves adjacent to the fiend 
  without detecting its evil nature, it gets The Drop.
  •  Claws: Str+2.
  •  Construct: +2 to recover from being Shaken; No additional 
  damage from called shots; Piercing attacks do half-damage; 
  Immune to poison and disease.
  •  Size –2: Birds of prey are small creatures.
  •  Small: Attackers subtract 2 from attack rolls against this 
  creature because of its size.
  terrorIzer
  As the name implies, terrorizers live to cause terror. Looking 
  like bald great apes with long, scythe-like hooks for hands, they 
  use these deadly weapons and their ability to teleport to attack 
  people in supposedly secure locations, and then flee.
  One of their favored tactics is to visit jails. A few mutilated 
  corpses behind locked doors is usually more than enough to 
  generate huge amounts of terror among the prisoners. Hospitals, 
  schools, and isolated research bases are also popular attractions.
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12, Vigor d8
  Skills: Fighting d10, Guts d10, Notice d6, Stealth d8
  Pace: 6; Parry: 7; Toughness: 8 (1)
  Treasure: None
  Special Abilities
  •  Armor +1: Thick, leathery hide.
  •  Claws: Str+3.
  •  Improved Frenzy: Terrorizers make two Fighting attacks each 
  round at no penalty.
  •  Size +1: Terrorizers stand 8’ tall.
  •  Teleport: Terrorizers may teleport up to 100” in a single 
  action. This counts as its movement. The creature has 
  a supernatural sense of direction and understanding of 
  dimensional travel, and can teleport safely into locales it has 
  never seen before without difficulty.
  •  Two Fisted: Makes two attacks each round at no penalty.
  <tuMu-I-te-	
  are-toka
  In the legends of the Mangaia people of Polynesia, Tumu-I-
  Te-Are-Toka was a fearsome sea monster. Indeed, his name means 
  “the Great Shark.” Although defeated by the hero Ngaru, only 
  Tumu-I-Te-Are-Toka’s physical form was destroyed. 
  The Great Shark can send a part of his being to Earth, 
  though only when his cultist followers provide a suitable number 
  leVel	draInInG
  If you’re converting undead from another game 
  system, you might be wondering how to handle “level 
  draining” in Savage Worlds. Here are some possible 
  solutions to consider.
  •  The undead must make a successful Touch Attack. 
  On a success, the victim must make a Vigor roll or 
  suffer a die loss to his Vigor. If Vigor drops to below 
  a d4, the victim dies. Vigor loss might be permanent 
  or temporary. One die of temporary loss is recovered 
  with a natural healing roll.
  •  The touch of the undead causes damage, as per a 
  liche or dread liche.
  •  The touch causes one level of Fatigue if a Vigor roll is 
  failed. This can lead to Death.
  • 
  The victim of a touch attack must make a Vigor roll 
  or suffer a loss in effective experience. Each roll he 
  fails costs 1d4 Experience Points. If the victim drops 
  below an advancement threshold, he loses the last 
  advancement he gained. Recovery requires the victim 
  to re-earn the Experience Points normally.
  
  
  of sentient sacrifices. His avatar is that of a Polynesian native with 
  rough skin and the head of a gigantic great white shark.
  Attributes: Agility d8, Smarts d8, Spirit d10, Strength d12+3, 
  Vigor d12
  Skills: Fighting d10, Intimidation d12, Notice d10, Stealth d10, 
  Swimming d12, Tracking d8
  Pace: 6; Parry: 6; Toughness: 11
  Treasure: None
  Special Abilities
  •  Aquatic: The avatar can move at a Pace equal to his 
  Swimming die in water.
  •  Arcane Resistance: +4 Armor against damage-causing arcane 
  powers and +4 on trait rolls to resist opposed powers.
  •  Armor +2: Thick skin.
  •  Bite: Str+3, AP 2.
  •  Fear (–1): Anyone seeing the creature must make a Guts roll at –1.
  •  Fearless: Immune to Fear and Intimidation.
  •  Improved Frenzy: May make two Fighting attacks each round 
  at no penalty.
  •  Rend: If the avatar scores a raise on his damage roll, he has rended 
  his target. The victim immediately rolls on the Injury Table.
  •  Size +1: The avatar stands over 7’ tall.
  VaMpIres
  Vampires are found in virtually ever culture. From the mrart 
  of the Australian Aborigines to the adze of Ghana and Togo 
  in Africa, from the hopping vampires of China to the mara of 
  Scandinavia, vampires have plagued mankind since time began.
  Yet not all vampires are equal. Across the globe, a wide range 
  of supernatural powers have been associated with vampires 
  and vampiric-like creatures. In this section, we look at creating 
  unique vampires.
  speciAl	ABiliTies
  Here is a list of Special Abilities commonly attributed to 
  vampires. Some are duplicated from the Savage Worlds rules, 
  whereas others are new. No vampire should have them all, but by 
  mixing and matching you can produce unique vampires to keep 
  the party on its toes.
  •  Change Form: As an action, a vampire can change into a wolf 
  or bat with a Smarts roll at –2. Changing back into humanoid 
  form requires a Smarts roll. Depending on the culture, a 
  vampire might also be able to assume the form of a cat, dog, 
  rat, insect, flea, mouse, or locust.
  •  Change Form (Swarm): As an action, a vampire can change 
  into a swarm of rats, bats, or insects with a Smarts roll at –2. 
  Changing back into humanoid form requires a Smarts roll. 
  The swarm uses the regular Swarm stats.
  •  Charm: Vampires can use the Puppet power on the opposite 
  sex using their Smarts as their arcane skill. They can cast 
  and maintain the power indefinitely, but may only affect one 
  target at a time.
  •  Children of the Night: Ancient vampires have the ability to 
  summon and control wolves or rats. This requires an action 
  and a Smarts roll at –2. If successful, 1d6 wolves or 1d4 
  swarms of rats (see page xxx) come from the surrounding 
  wilds in 1d6+2 rounds.
  •  Drain Life: Attributed to psychic vampires. The creature may 
  make a Tough Attack instead of a regular attack. Victims must 
  make a Vigor roll (perhaps opposed by the vampire’s Spirit) or 
  gain one level of Fatigue.
  •  Flight: Flying vampires may produce bat-like wings, or fly 
  without any visible means of propulsion. Flying Pace 10, with 
  a Climb of 3.
  •  Invulnerability: Vampires may be immune to damage except  
  from a single source, such as fire, silver, or wood. They can be 
  Shaken by other attacks, but never suffer a wound.
  •  Magic: Some vampires have learned the art of sorcery, or 
  have powers granted by dark gods. Exactly what powers, how 
  many Power Points, and what arcane skill die the vampire has 
  depends on its age and power, but the following are a good 
  benchmark. Rather than give a vampire other Special Abilities, 
  you can use powers to mimic their effects. Puppet replaces 
  Charm, shape change replaces Change Form, and so on.
  •  Young: 3 powers (Novice), 10 Power Points, d6 arcane skill.
  •  Old: 3+1d4 powers (Novice or Seasoned), 20 Power Points, d8 
  arcane skill.
  •  Ancient: 3+2d4 powers (Veteran or lower), 30 Power Points, 
  arcane skill of d10.
  •  Mist: Greater vampires have the ability to turn into mist. This 
  requires an action and a Smarts roll at –2.
  •  Regeneration: Some vampires have the ability to rapidly 
  heal wounds. Most have Slow Regeneration, but a powerful 
  vampire might have Fast Regeneration. If the vampire has 
  a Weakness to a certain substance, such as silver, wounds 
  caused by the substance can only be healed naturally.
  •  Resurrection: A vampire with this power can be brought back 
  from the dead. A pint of blood poured over the ashes (usually 
  by a loyal minion) returns the vampire to life in 1d6 rounds.
  •  Seduction: Commonly possessed by female vampires. Male 
  characters wishing to attack the vampire do so at –2.
  •  Shadow: Some vampires have the ability to change their form 
  to have only two dimensions (like a shadow). As an action, a 
  vampire can change into a shadow with a Smarts roll at –2. 
  Changing back into humanoid form requires a Smarts roll. 
  While in this form, treat the vampire as being Ethereal.
  •  Sire: Anyone slain by a vampire has a 50% chance of rising as 
  a vampire themselves in 1d4 days.
  •  Wall Walker: The vampire may move along any surface at 
  its full Pace. Many can also run without penalty, even when 
  hanging upside down.
  •  Weather Control: Some vampires can control the weather. 
  With a successful Smarts roll, the vampire summons a terrible 
  storm, typified by dark skies and lashing rain. The downpour 
  
  horror	beastIary	toolkIt
  
  reduces visibility (treat as Dark for lighting penalties), 
  extinguishes most normal fires within 1d10 rounds, and only 
  volatile materials have a random chance of igniting from fire-
  based attacks. Storm conditions inflict a –1 penalty to most 
  actions due to slipping, difficulty hearing, strong winds, and 
  so on. The GM must decide if other actions are affected.
  weAknesses
  Since not all vampires are based on Count Dracula, it 
  shouldn’t come as a surprise that different weaknesses are 
  attributed to different types of vampire. Although certain 
  weakness can be used to destroy a vampire, such as different types 
  of metal, most are little more than hindrances designed to buy 
  the vampire slayer a little time
  •  Weakness (Bells): The ringing of bells is painful to a vampire. 
  The vampire must make a Spirit roll each round bells are 
  ringing or suffer a –2 penalty to all actions that round.
  •  Weakness (Blood): This is not a weakness to blood itself, but 
  a method of stalling a vampire. If a pint of blood is thrown 
  over a vampire (requires a successful Throwing attack), it 
  must make a Spirit roll or be Shaken as it licks up the blood.
  •  Weakness (Candle): The light from candles is a deterrent 
  to vampires. A vampire trying to cross into the Small Burst 
  Template of light shed by a candle must make a Spirit roll at 
  –2 or be unable to cross that round. It cannot directly affect 
  anyone in the template by any means if the roll is failed (it 
  could cast a blast spell centered outside the template, for 
  instance, but it cannot use bolt, puppet, or any other such spell 
  or special ability against targets protected by the light).
  •  Weakness (Grain, Seeds, or Nets): Certain vampires suffer 
  from an obsessive-compulsive disorder. When they come 
  within 5” of grain or seeds sprinkled on the ground, or a 
  net (laid out or hanging), they must make a Spirit roll or be 
  compelled to count the grain, seeds, or knots in the net. Treat 
  the vampire as being Shaken.
  •  Weakness (Herbs): Although garlic is common in Western 
  myths, vampires can also be affected by holly and juniper. A 
  vampire suffers a –2 penalty to all actions against a character 
  displaying the herb.
  •  Weakness (Holy Symbol): A character with a holy symbol 
  may keep a vampire at bay by displaying a holy symbol. A 
  vampire who wants to directly attack the victim must beat her 
  in an opposed test of Spirits.
  •  Weakness (Invitation Only): Vampires cannot enter a 
  private dwelling without being invited. They may enter public 
  domains as they please.
  •  Weakness (Metal or Wood): Among certain cultures, vampires 
  can be harmed by silver. In a fantasy game, you might want to 
  allow nonhuman vampires to be harmed by other substances. 
  Perhaps dwarves are harmed by cold iron, or elves by wood. 
  Weapons made of these substances inflict +4 damage and can 
  be used to stake a vampire through the heart.
  •  Weakness (Prayer): Although in Western myth this is covered 
  by the Holy Warrior Edge, in Chinese myth prayers written 
  on rice paper can be attached to the vampire to render it 
  immobile. The attacker must make a called shot to the head 
  (–4). On a success, the vampire is rendered immobile by the 
  prayer  (Parry reduced to 2). Be warned though, for a strong 
  wind can easily dislodge the prayer.
  meThoDs	oF	DesTrucTion
  Every vampire has some fatal weakness that can be exploited 
  to cause its destruction. Whether or not they’re important 
  depends on your setting.
  If you’re after a fast action horror game where vampire mooks 
  are common, you might rule the blow that any blow reducing 
  a vampire to Incapacitated is a stake through the heart or a 
  decapitation without the characters actually having to perform 
  such maneuvers.
  In a game where vampires are truly powerful, they might be 
  Invulnerable to all damage except their weaknesses. Other attacks 
  can leave them Shaken, but can never cause a wound.
  Here are some suggested fatal weaknesses. Typically a 
  vampire should have one or two as a minimum.
  •  Weakness (Beheading): A vampire hit with a called shot to 
  the head (–4) must make a Vigor roll versus the damage. If 
  successful, it takes damage normally. If it fails, it disintegrates 
  to dust.
  •  Weakness (Holy Water): A vampire sprinkled with holy water 
  is Fatigued. If immersed, he combusts as if it were direct 
  sunlight (see above).
  •  Weakness (Immersion): A vampire totally immersed in 
  running water suffers an automatic wound each round.
  •  Weakness (Magic): Depending on the setting, magic may 
  cause +4 damage, double-damage, or be the only way of 
  causing damage to the vampire.
  •  Weakness (Rice): Common in China, sticky rice sprinkled 
  on the floor burns the feet of a vampire. Each round it walks 
  over the rice, it suffers 2d10 damage and has a chance of 
  catching fire.
  •  Weakness (Salt): Salt has long been seen as a substance 
  capable of harming evil creatures. A vampire with this 
  weakness must make a Spirit roll to cross a line of salt. A bag 
  of salt thrown over a vampire causes 2d10 damage and the 
  vampire has a chance of catching fire.
  •  Weakness (Stake Through the Heart): A vampire hit with a 
  called shot to the heart (–6) must make a Vigor roll versus the 
  damage. If successful, it takes damage normally. If it fails, it 
  disintegrates to dust. While many vampires can be destroyed 
  this way, a few can reform if the stake is ever removed.
  •  Weakness (Sunlight): Vampires catch fire if any part of 
  their skin is exposed to direct sunlight. After that they 
  suffer 2d10 damage per round until they are dust. Armor 
  does not protect.
  
  
  vamPire
  
  horror	beastIary	toolkIt
  
  AcTion	seTTing	VAmpire	minion
  For a traditional horror game, where vampires are a powerful 
  force of evil, use the standard Savage Worlds vampire. In an action-
  horror game, where vampire minions are easily despatched 
  without bothering with stakes through the heart or using holy 
  water, use the following stats.
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, 
  Vigor d8
  Skills: Climbing d6, Fighting d6, Guts d6, Notice d6, Stealth d6
  Pace: 6; Parry: 5; Toughness: 8
  Treasure: Meager per 3 vampires
  Special Abilities
  •  Claws: Str+2.
  •  Undead: +2 Toughness; +2 to recover from being Shaken; 
  Called shots do no extra damage; half damage from piercing 
  weapons.
  •  Weakness (Garlic): Vampires suffer a –2 penalty to Fighting 
  attacks against anyone who carries garlic.
  •  Weakness (Sunlight): Vampires catch fire if any part of 
  their skin is exposed to sunlight. After that they suffer 2d10 
  damage per round. Armor does not protect.
  •  Weakness (Unwelcome Guest): Vampires cannot enter a 
  home unless invited.
  •  Weakness (Wood): Vampires take +4 damage from wooden 
  weapons, and take normal damage when struck with wooden 
  piercing weapons.
  hopping	VAmpire
  Hailing from China, hopping vampires are a breed apart from 
  traditional Western vampires. Their skin is light green, their mouths 
  full of sharp teeth, and their nails long and hard, like claws.
  Hopping vampires get their name from their unusual style of 
  movement, and are actually incapable of normal movement. Even 
  their arms are locked in the rigor of death, being fully extended 
  and able to bend only slightly.
  Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12, Vigor d10
  Skills: Fighting d8, Notice d8, Stealth d10
  Pace: 4; Parry: 6; Toughness: 9
  Treasure: Meager
  Special Abilities
  •  Bite/Claws: Str+2.
  •  Breath Sense: Hopping vampires cannot see using their eyes, 
  but instead sense the breath of the living. A character who 
  wants to hold his breath in combat must make a Vigor roll 
  at the start of each round. On a failure, he breathes and the 
  vampire can detect him (and thus act normally against him 
  this round). The maximum number of consecutive rounds a 
  character can hold his breath without breathing is equal to 
  his Vigor die. After this, he takes a level of Fatigue each round 
  until he reaches Incapacitated.
  •  Cure: A victim of a hopping vampire isn’t necessarily 
  doomed. The traditional cure involves snake venom and sticky 
  rice, blended by a Taoist priest. You should devise a cure 
  appropriate to your setting. What is important, however, is 
  that the victim may not stop moving. If he does, his blood 
  congeals and there is no hope for a cure. Check out the rules 
  on Sleep in Savage Worlds.
  •  Extended Jump: Hopping vampires can extend the distance they 
  hop using a run action. They roll a d4 running die, however.
  •  Jump: In addition to hopping horizontally, a hopping vampire 
  can move half its Pace vertically as well.
  •  Sire: Each time a victim is wounded by a hopping vampire he 
  VaMpIre	characters
  If you’re using vampires in your game, it’s going to 
  be inevitable that a character will fall foul of them sooner 
  or late and rise as a bloodsucker. Rather than use the 
  standard young vampire template, you might want to use 
  the character’s base abilities with a template on top. Here’s 
  how you create a standard vampire from Western myth.
  Note that a player character based vampire will be much 
  tougher than a vampire based on an “average” character.
  •  
  Increase Agility by one die.
  •  
  Increase Smarts and Spirit by two dice.
  •  
  Increase Strength by five dice.
  •  
  Increase Vigor by three dice.
  •  
  Increase Fighting and Guts by two dice. Increase 
  Intimidation by three dice.
  •  
  All other skills remain at the same level the character 
  had when he died.
  •  
  Retain all Edges and Hindrances.
   Add the Claws, Improved Frenzy, and Undead 
  Special Ability.
   Add the Weakness (Sunlight), Weakness (Holy Symbol), 
  Weakness (Holy Water), Weakness (Invitation Only), and 
  Weakness (Stake through the Heart) Special Abilities.
  • Wild card characters retain their Wild Card status.
  Okay, that’s the basic done, but what about the cool 
  powers? Well, you can either add them in immediately, or 
  allow the vampire to gain them with Experience Points. 
  We don’t mean you should let the player continue 
  running the vampire (although that depends on the game 
  you’re running), but if he’s going to come back as a major 
  foe later, rather than just be another monster to slay, 
  there’s no reason he can’t grow in power.
  If you go for the “power up” version, the character 
  can buy the Change Form, Charm, Children of the Night, 
  Level Headed, Mist and Sire powers as Edges when he 
  advances. There are no requirements for any of these, 
  other than being a vampire.
  
  
  must make a Vigor roll or transform into a hopping vampire 
  after 1d4 days. 
  •  Undead: +2 Toughness. No wound penalties; Called shots to 
  no extra damage to such creatures. +2 to recover from being 
  Shaken. Arrows, bullets, and other piercing weapons, even 
  magic ones, do half damage.
  •  Weakness (Prayer): Prayers written on rice paper can be 
  attached to the vampire to render it immobile. The attacker must 
  make a called shot to the head (–4). On a success, the vampire 
  is rendered immobile by the prayer  (Parry reduced to 2). Be 
  warned though, for a strong wind can easily dislodge the prayer.
  •  Weakness (Rice): Sticky rice sprinkled on the floor burns the 
  feet on a vampire. Each round it stands on the rice, even if 
  only for a moment, it suffers 2d10 damage.
  VentrIloquIsts’	
  duMMy
  Ventriloquist dummies with a mind of the own have been the 
  subject of many horror movies. Sure, it looks like the ventriloquist 
  is making it talk, but in reality the dummy is the boss. Although 
  capable of independent movement, dummies don’t like to move 
  about unless absolutely necessary. In most cases, they get their 
  “master” to do their dirty work for them.
  Attributes: Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d6
  Skills: Fighting d6, Guts d6, Intimidation d10, Notice d6, 
  Persuasion d10, Stealth d6, Taunt d12
  Pace: 4; Parry: 5; Toughness: 5
  Treasure: None
  Special Abilities
  •  Armor +2: Wooden body.
  •  Construct: +2 to recover from being Shaken; No additional 
  damage from called shots; Piercing attacks do half-damage; 
  Immune to poison and disease.
  •  Puppet: Dummies can use the puppet power. They use their 
  Spirit as their arcane skill, and have 20 Power Points.
  •  Size –2: Dummies stand no taller than 3’.
  •  Small: Attackers suffer a –2 penalty when attacking a dummy.
  VIctIMs
  Most horror tales need victims. As well as innocent 
  bystanders, we’ve included stats for some stereotypical modern 
  horror victims. Use them as templates to create your own hapless 
  monster fodder.
  innocenT	VicTims
  Whether high school students living in the big city, or 
  peasant farmers from some distant part of Eastern Europe (or a 
  fantasy setting), innocent victims share a lack of useful abilities.
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
  Skills: Fighting d4, Guts d4, Knowledge (School Subject or 
  Trade) d6, Notice d6, Shooting d4, Stealth d6
  Charisma: 0; Pace: 6; Parry: 4; Toughness: 5
  Edges & Hindrances: —
  Treasure: Meager for every 5 victims.
  Gear: Improvised weapons (Str+1) or farm implements (Str+2)
  The	FeisTy	FemAle
  For some reason, feisty, attractive females attract serial killers 
  and supernatural evil. Most have a wide circle of friends; at least 
  until the splatter action begins.
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
  Skills: Driving d6, Fighting d4, Guts d6, Healing d4, Notice d6, 
  Stealth d6
  Charisma: +4; Pace: 6; Parry: 4; Toughness: 5
  Hindrances: Curious, Heroic
  Edges: Very Attractive
  Treasure: Meager.
  Gear: Improvised weapons (Str+1)
  The	Jock
  Captain of the football team and a total meathead, the jock 
  acts tough but is usually the first to flee when the supernatural 
  knocks on his door.
  Attributes: Agility d8, Smarts d4, Spirit d6, Strength d8, Vigor d8
  Skills: Driving d6, Fighting d6, Guts d4, Intimidation d8, 
  Knowledge (Football stats) d6, Notice d6, Stealth d6, Taunt 
  d8, Throwing d10
  Charisma: +2; Pace: 8; Parry: 5; Toughness: 7
  Hindrances: Arrogant
  Edges: Attractive, Brawny, Fleet Footed
  Treasure: Meager.
  Gear: Improvised weapons (Str+1)
  The	nerD
  The nerd may be the brains of the outfit, but he’s a social 
  pariah. His bookish knowledge might save his friends’ lives, but 
  his nerdy glasses and lack of social skills mean they don’t want to 
  hang with him socially.
  Attributes: Agility d4, Smarts d10, Spirit d6, Strength d4,  
  Vigor d6
  Skills: Investigation d8, Knowledge (Computers) d8, Knowledge 
  (Science) d10, Notice d4, Repair d6, Stealth d4
  Charisma: –2; Pace: 6; Parry: 2; Toughness: 5
  Hindrances: Bad Eyes, Outsider (to most other kids)
  Edges: Scholar
  
  horror	beastIary	toolkIt
  
  Treasure: Meager.
  Gear: Improvised weapons (Str+1)
  wendIGo
  Abhorrent as it may be, cannibalism is sometimes the only 
  course action open to people lost in the wilderness or stranded 
  on deserted islands. 
  For most, it is a matter of survival, never to be tried again 
  once they are rescued. For a few, however, it becomes a craving. 
  These individuals are said to be possessed by the spirit of the 
  wendigo, an American Indian cannibal spirit.
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d12, 
  Vigor d10
  Skills: Fighting d8, Guts d10, Notice d6, Stealth d8
  Pace: 6; Parry: 6; Toughness: 7
  Treasure: Meager
  Special Abilities
  •  Bite/Claws: Str+1.
  •  Combat Reflexes: +2 to recover from being Shaken.
  •  Foul Strength: A wendigo who inflicts a wound on a foe with 
  its bite gains +1 die in Strength and Vigor for the remainder 
  of the scene, to a maximum of four extra dice. Outside of 
  combat, each increases lasts for one hour.
  •  Frenzy: A wendigo may make an additional Fighting attack 
  each round at –2 penalty.
  wereJaGuar
  Werejaguars are common in Pulp horror games, and are 
  usually found in tropical realms. Depending on your setting, 
  werejaguars may be supernatural creatures, or priests of dark 
  and bloodthirsty gods who grant their followers the ability to 
  change form.
  Attributes: Agility d10, Smarts d6, Spirit d10, Strength d12+1, 
  Vigor d12
  Skills: Climbing d10, Fighting d12, Guts d10, Intimidation d10, 
  Notice d10, Stealth d12, Swimming d8
  Pace: 8; Parry: 8; Toughness: 9
  Treasure: Meager
  Special Abilities
  •  Bite/Claws: Str+3.
  •  Immunity: Werecreatures can only be Shaken by weapons that 
  are not silver—not wounded.
  •  Infection: Anyone slain by a werecreature has a 50% chance 
  of rising as a similar beast themselves. The character 
  involuntarily transforms every full moon. He gains control of 
  his lycanthropy only after 1d6 years as a werejaguar.
  •  Pounce: Werejaguars often pounce on their prey to best bring 
  their mass and claws to bear. It can leap 1d6” to gain +4 to 
  its attack and damage. Its Parry is reduced by –2 until its next 
  action when performing the maneuver however.
  •  Size +1: Werejaguars are taller than humans.
  •  Weakness: Werecreatures suffer normal damage from  
  silver weapons.
  wereshark
  Weresharks are a human-shark mix. Like all werecreatures, 
  they have a humanoid form with bestial features. In this instance, 
  the creatures has a shark’s head and skin, webbed hands, and a 
  dorsal fin.
  Attributes: Agility d10, Smarts d6, Spirit d6, Strength d12+1, 
  Vigor d10
  Skills: Fighting d12, Guts d10, Notice d12+2, Stealth d6, 
  Swimming d10
  Pace: 6; Parry: 8; Toughness: 8
  Treasure: None
  Special Abilities
  •  Aquatic: Pace 10.
  •  Bite: Str+3.
  •  Feeding Frenzy: Once there’s a significant amount of blood in 
  the water (usually one wound), weresharks go into a feeding 
  frenzy and add +2 to their attacks and damage for the rest of 
  the fight.
  •  Immunity: Were-creatures can only be Shaken by weapons 
  that are not silver—not wounded.
  •  Infection: Anyone slain by a werecreature has a 50% chance 
  of rising as a similar beast themselves. The character 
  involuntarily transforms every full moon. He gains control of 
  his lycanthropy only after 1d6 years as a wereshark.
  •  Size +1: Weresharks stand over 7’ tall.
  •  Weakness: Were-creatures suffer normal damage from  
  silver weapons.
  zoMbIe
  Zombies, or the walking dead if you prefer, are a staple 
  in many horror settings. They make great low-level minions. 
  While regular zombies are covered in Savage Worlds, this section 
  takes a look at different types of zombie. Not all are going to be 
  useful in every horror setting, but there should be something 
  for everyone.
  To create zombie animals, or zombies using non-human 
  races (such as orcs), check the sidebar on page xxx for guidelines.
  AnimATor
  Animators aren’t actually zombies—they’re a cause of 
  zombification. They may be spirits, alien entities, or extra-
  dimensional beings. Whatever their origins, they need a host body 
  to survive, and only the dead, which are devoid of soul, will suffice. 
  Once an animator enters a body, treat it as a regular zombie.
  
  
  Because animators cannot live long outside a body, they try 
  to ensure there is a healthy supply available—which means going 
  on a killing spree.
  Attributes: Agility d8, Smarts d4, Spirit d8, Strength d6, Vigor d6
  Skills: Notice d8, Stealth d8
  Pace: 6; Parry: 2; Toughness: 5
  Treasure: None
  Special Abilities
  •  Animate: An animator adjacent to a corpse (not an undead 
  creature) may attempt to enter the body and animate it. To 
  do this, it must make a Spirit roll. On a success, the body 
  animates on the next action.
  •  Weakness (Need Host): Once the zombie is destroyed, the 
  animator is forced to leave the corpse and must find a new 
  one. Each round it remains outside of a corpse, it must make 
  a Vigor roll or suffer a level of Fatigue. All Fatigue is lost when 
  the creature finds a suitable host.
  BrAin	eATing	zomBie
  Many movies depict zombies as having an insatiable craving 
  for human brains. Some of these zombies can speak, though 
  usually their vocabulary is limited to just the word, “Brains!”, 
  which they moan continually when they spy a potential meal.
  Unlike many other types of zombie, this particular variety can 
  spread the zombie “disease” through their bite. In most movies 
  there is no cure, but things may be different in your setting.
  Attributes: Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d6
  Skills: Fighting d6, Intimidation d8, Notice d4, Stealth d6
  Pace: 4; Parry: 5; Toughness: 7
  Treasure: None
  Special Abilities
  •  Bite: Str+1.
  •  Disease: Any one who takes a Shaken or wound result from 
  a bite attack must make a Vigor roll. On a failure, they have 
  caught the zombie disease. Each 8 hours thereafter, they 
  must make another Vigor roll or gain a level of Fatigue. There 
  is no way to remove this. When they reach Death, they die, 
  returning in 1d10 minutes as a zombie.
  •  Fearless: Immune to Fear and Intimidation.
  •  Undead: +2 Toughness; +2 to recover from being Shaken; 
  Called shots do no extra damage; half damage from 
  piercing weapons.
  •  Weakness (Head): Shots to a zombie’s head are +2 damage, 
  and piercing attacks do normal damage.
  einherJAr
  Not all zombies are near-mindless, shambling corpses. The 
  einherjar are one such breed of zombies. In Norse mythology, 
  the einherjar were Odin’s eternal warriors, mortals who had 
  earned a seat in Valhalla. Necromancers could petition Odin for 
  use of the einherjar, though on Earth they appear as zombies 
  rather than “live” warriors. They are renowned for their strength 
  and courage.
  In a fantasy horror game, a god of battle might have similar 
  undead followers he loans to favored mortals. For a modern 
  game, perhaps the ancient Norse gods are not completely dead 
  and can still make their presence felt on Earth.
  Einherjar can speak, though traditional ones only speak Old 
  Norse. A character with knowledge of any Scandinavian language 
  can make a Common Knowledge (if it’s his native tongue) or 
  Knowledge (Language) to communicate with them.
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d12, Vigor d10
  lycanthrope		
  characters
  What happens to a character infected with 
  lycanthropy? He becomes a werecreature obviously.
  Apply the following template to the character 
  to generate his were form. This generates a hybrid 
  werecreature, usually bipedal but with bestial features.
  •  
  To generate the werecharacter’s base attributes, use the 
  highest of his own or the mundane animal his form is 
  based on (so a werewolf would use the wolf attributes).
  •  
  Increase Agility by +1 step, Strength by +3 steps and 
  Vigor by +2 steps. If a character becomes infected, use 
  the highest of his traits and the animal form as the 
  base, then modify as above.
  •  
  Were-creatures retain their human intellect in animal 
  form. Use a d6 as the default.
  •  
  +1 to animal’s natural weapon damage.
  •  
  +1 Size (use highest).
  •  
  Use lowest of human or animal Pace.
  •  
  Add 2 dice to Fighting, Guts, Intimidation, Notice, 
  and Stealth.
  •  
  Add the Special Abilities from the sidebar on Other 
  Lycanthropes..
  •  
  A lycanthrope character can use only the following Edges, 
  if he has them, in his were form. The “improved” version of 
  Edges marked “*” may also be used: Acrobat, Alertness, 
  Ambidextrous, Arcane Resistance*, Beast Bond, Berserk, 
  Block*, Brawny, Combat Reflexes, Danger Sense, 
  Dodge*, First Strike*, Fleet-Footed, Giant Killer, Hard 
  to Kill*, Level Headed*, Mighty Blow, Nerves of Steel*, 
  Quick, Sweep*, Strong Willed, Thief, Tough as Nails*, 
  Two-Fisted, Weapon Master*, and Woodsman.
  •  
  Lycanthropic characters with the following Hindrances 
  retain them in were form: Anemic, Bad Eyes, Bad Luck, 
  Blind, Bloodthirsty, Cautious, Curious, Elderly, Greedy, 
  Habit, Hard of Hearing, Lame, Mean, Obese, One 
  Arm, One Eye, One Leg, Phobia, Small, Stubborn, Ugly, 
  Vengeful, and Yellow. Ignore all other Hindrances.
  
  horror	beastIary	toolkIt
  0
  Skills: Boating d6, Climbing d6, Fighting d8, Intimidation d8, 
  Notice d6, Taunt d6, Throwing d8
  Pace: 6; Parry: 7; Toughness: 10 (1)
  Treasure: Meager per three einherjar
  Gear: Leather armor (+1), medium shield (+1 Parry), sword or 
  battle axe (Str+3), spear (Str+2)
  Special Abilities
  •  Berserk: Einherjar have the Berserk Edge.
  •  Fearless: Immune to Fear and Intimidation.
  •  Undead: +2 Toughness; +2 to recover from being Shaken; 
  Called shots do no extra damage; half damage from 
  piercing weapons.
  explosiVe	zomBies
  Explosive zombies are animated corpses full of gunpowder 
  or plastic explosives, depending on the setting. In a low-tech, 
  high-magic game, their skin is covered in arcane runes of 
  power instead.
  Attributes: Agility d6, Smarts d4, Spirit d4, Strength d8,  
  Vigor d10
  Skills: Fighting d6, Intimidation d8, Notice d4, Stealth d6
  Pace: 4; Parry: 5; Toughness: 9
  Gear: None (although they may be fitted with armor to prolong 
  their capacity to function)
  Special Abilities
  •  Claws: Str+1.
  •  Explode: When an explosive zombie is wounded it explodes 
  for 3d10 damage in a Medium Burst Template. This may 
  cause a chain reaction if other explosive zombies are caught in 
  the blast.
  •  Fearless: Immune to Fear and Intimidation.
  •  Undead: +2 Toughness. Called shots to no extra damage to 
  such creatures. +2 to recover from being Shaken. Arrows, 
  bullets, and other piercing weapons do half damage.
  •  Weakness (Head): Shots to a zombie’s head are +2 damage, 
  and piercing attacks do normal damage.
  gAs	zomBie
  Gas zombies are victims of toxic gas, whether on the battlefield 
  or in industrial accidents. Although similar in appearance to 
  normal zombies, they are bloated with pockets of toxic gas.
  Many can be found haunting the battlefields of WWI, 
  dressed in rotting uniforms and wearing ill-fitting gasmasks. 
  These undead often carry functional bolt-action rifles fitted with 
  rusting bayonets.
  Attributes: Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d6
  Skills: Fighting d6, Intimidation d8, Notice d4, Stealth d6
  Pace: 4; Parry: 5; Toughness: 7
  Treasure: Meager
  Special Abilities
  •  Claws: Str.
  •  Fear: Anyone seeing the creature must make a Guts roll.
  •  Gas: A gas zombie that is Shaken or wounded release a cloud of 
  toxic gas. This fills a Medium Burst Template. Any one caught in 
  the cloud must make a Vigor roll at –2 or suffer a wound.
  •  Undead: +2 Toughness; +2 to recover from being Shaken; 
  Called shots do no extra damage; half damage from piercing 
  weapons.
  hollywooD	zomBie,	FAsT
  Think all movie zombies are slow and clumsy? Think again. 
  The new generation is as fast as the living, which makes them 
  deadlier than regular zombies.
  Attributes: Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d6
  Skills: Fighting d6, Intimidation d8, Notice d4, Stealth d6
  Pace: 8; Parry: 5; Toughness: 7
  Treasure: None
  Special Abilities
  •  Bite: Str+1.
  •  Disease: Any one who takes a Shaken or wound result from 
  a bite attack must make a Vigor roll. On a failure, they have 
  caught the zombie disease. Each 8 hours thereafter, they 
  must make another Vigor roll or gain a level of Fatigue. There 
  is no way to remove this. When they reach Death, they die, 
  other	lycanthropes
  There is no restriction on what animals can have a 
  were-form, though it should be restricted to normal animals 
  rather than mythical beasts. To create a werecreature, 
  assign the following modifications to the regular statistics 
  to a beast of your choice.
  •  Increase Agility by +1 step, Strength by +3 steps and 
  Vigor by +2 steps. 
  •  Were-creatures retain their human intellect in animal 
  form. Use a d6 as the default.
  •  +1 to natural weapon damage.
  •  +1 Size.
  •  Add 2 dice to Fighting, Guts, Intimidation, Notice, and 
  Stealth.
  Add the following Special Abilities.
  •  Infection: Anyone slain by a werecreature has a 50% 
  chance of rising as a similar beast themselves. The 
  character involuntarily transforms every full moon. He 
  gains control of his lycanthropy only after 1d6 years.
  • Immunity: Were-creatures can only be Shaken by 
  weapons that are not silver—not wounded.
  •  Weakness: Were-creatures suffer normal damage from 
  silver weapons.
  
  1
  ZomBie
  
  horror	beastIary	toolkIt
  
  returning in 1d10 minutes as a zombie.
  •  Fearless: Immune to Fear and Intimidation.
  •  Fleet-Footed: Fast zombies roll a d10 running die, instead 
  of a d6.
  •  Invulnerability: Hollywood zombies can be Shaken normally, 
  but only suffer wounds from shots to the head.
  •  Undead: +2 Toughness; +2 to recover from being Shaken; 
  Called shots do no extra damage; half damage from piercing 
  weapons.
  •  Weakness (Head): Shots to a zombie’s head are +2 damage, 
  and piercing attacks do normal damage.
  hollywooD	zomBie,	slow
  Hollywood zombies are almost identical to brain eating 
  zombies. The key difference is that only shots to the head can kill 
  these undead.
  Attributes: Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d6
  Skills: Fighting d6, Intimidation d8, Notice d4, Stealth d6
  Pace: 4; Parry: 5; Toughness: 7
  Treasure: None
  Special Abilities
  •  Bite: Str+1.
  •  Disease: Any one who takes a Shaken or wound result from 
  a bite attack must make a Vigor roll. On a failure, they have 
  caught the zombie disease. Each 8 hours thereafter, they 
  must make another Vigor roll or gain a level of Fatigue. There 
  is no way to remove this. When they reach Death, they die, 
  returning in 1d10 minutes as a zombie.
  •  Fearless: Immune to Fear and Intimidation.
  •  Invulnerability: Hollywood zombies can be Shaken normally, 
  but only suffer wounds from shots to the head.
  •  Undead: +2 Toughness; +2 to recover from being Shaken; Called 
  shots do no extra damage; half damage from piercing weapons.
  •  Weakness (Head): Shots to a zombie’s head are +2 damage, 
  and piercing attacks do normal damage.
  ninJA	zomBies
  Not all horror games have to be serious. For a spoof horror 
  game, or maybe even just a camp one, ninja zombies present 
  an unusual foe. Clad in black outfits and carrying dangerous 
  weapons, they’re faster, smarter, and more deadly than regular 
  zombies—and they know martial arts as well.
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
  Skills: Climbing d8, Fighting d6, Intimidation d8, Notice d6, 
  Stealth d8, Throwing d6
  Pace: 6; Parry: 6; Toughness: 7
  Treasure: None
  Gear: Katana (Str+4), throwing stars (Range 3/6/12, Damage: Str+1)
  Special Abilities
  •  Acrobat: +2 to perform Agility Tricks; +1 Parry.
  •  Claws: Str.
  •  Fearless: Immune to Fear and Intimidation.
  •  Undead: +2 Toughness; +2 to recover from being Shaken; Called 
  shots do no extra damage; half damage from piercing weapons.
  •  Weakness (Head): Shots to a zombie’s head are +2 damage, 
  and piercing attacks do normal damage.
  spore	zomBie
  At first glance, a spore zombie looks like a standard walking 
  corpse at a distance. However, a cursory examination shows 
  zoMbIe	characters
  Other than having a character die, having said 
  character return as a mindless undead is high on the list 
  of things players hate. Well, in a horror setting, have a 
  known dead comrade return is a worthy encounter.
  So does a detailed character have his full powers, 
  Edges, and Hindrances? Sort of. If a character comes 
  back as a zombie, apply the following template.
  This creates a fairly standard zombie. If your 
  setting allows for smarter zombies, or even magic-using 
  zombies, adjust the template accordingly.
  •  Lower Smarts and Spirit to a d4. Leave Agility, 
  Strength, and Vigor at their current levels. Remember, 
  the standard zombie in Savage Worlds is based on an 
  “average” human being (d6 traits), not a hero.
  •  Agility and Strength related skills remain unchanged. 
  Intimidation and Notice remain unchanged as well, 
  but all other skills are lost.
  •  Characters can retain the following Edges only when 
  they return as a zombie: Alertness, Ambidextrous, 
  Arcane Resistance, Berserk, Block, Combat Reflexes, 
  Dead Shot, First Strike, Fleet Footed, Frenzy, Mighty 
  Blow, Sweep, Two Fisted, Weapon Master.
  “Improved” versions of Edges listed above may also 
  be taken.
  •  Characters can only retain the following Hindrances 
  when they return as a zombie:  Anemic, Bad Eyes, 
  Blind, Hard of Hearing, Lame, Obese, One Arm, One 
  Eye, One Leg, Small, Ugly. All zombies are Illiterate, 
  having lost higher cognitive functions.
  •  Reduce Pace by 2 (to a minimum of a d4) and reduce 
  the running die to a d4. A formerly lame, one legged, 
  or obese character makes for a very slow zombie.
  •  Add the Fearless, Undead and Weakness (Head) 
  Special Abilities.
  •  A character zombie may be a Wild Card at your 
  discretion.
  
  
  ZomBie lord
  
  horror	beastIary	toolkIt
  
  marked differences. For a start, their flesh is a sickly shade of 
  yellow and looks wet, and they smell of disease rather than 
  rotting flesh.
  Attributes: Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d6
  Skills: Fighting d6, Intimidation d8, Notice d4, Stealth d6
  Pace: 4; Parry: 5; Toughness: 7
  Treasure: None
  Special Abilities
  •  Claws: Str.
  •  Fearless: Immune to Fear and Intimidation.
  •  Spores: A cloud of invisible spores surround a spore zombie. 
  Each round a foe is adjacent, he must make a Vigor roll (+2 
  if he covers his nose and mouth). On a failure, the character 
  suffers a level of Fatigue. A character who reaches Death 
  expires, only to return as a spore zombie in 1d4 hours.
  •  Undead: +2 Toughness; +2 to recover from being Shaken; 
  Called shots do no extra damage; half damage from 
  piercing weapons.
  Techno	zomBie
  The development of nannite technology could open many 
  doors in the field of medicine. It may also unlock the gates of 
  Hell. Techno zombies are corpses awakened and controlled by 
  nannites. Originally well meaning, the nannites used their talents 
  to “cure death” by reanimating dead tissue. What they could not 
  return, however, was the soul. They also quickly discovered that 
  the zombies they inhabited needed fresh flesh in order for the 
  nannites to replace dying tissue.
  As well as animating the corpse, they have made certain 
  “improvements” to the original human design. Techno zombies 
  also have use of technical skills, though in reality this is the 
  nannites rather than the corpse itself.
  Attributes: Agility d6, Smarts d4, Spirit d4, Strength d8,  
  Vigor d8
  Skills: Driving d6, Fighting d6, Intimidation d8, Notice d4, 
  Piloting d6, Stealth d6
  Pace: 4; Parry: 5; Toughness: 8
  Treasure: None
  Special Abilities
  •  Claws: Str+2.
  •  Fearless: Immune to Fear and Intimidation.
  •  Infravision: Techno zombies halve penalties for bad lighting 
  when attacking living prey.
  •  Undead: +2 Toughness; +2 to recover from being Shaken; 
  Called shots do no extra damage; half damage from 
  piercing weapons.
  •  Weakness (Need for Meat): Techno zombies need to eat a 
  large amount of meat daily for the nannites to rebuild rotting 
  flesh. A techno zombie must make a Vigor roll for each 24 
  hours it goes without meat or suffer a level of Fatigue. If it 
  reaches Death, it is decayed to such an advanced state that the 
  nannites can longer keep the body animated.
  zomBie	chilDren
  Zombie children are regular zombies, only much smaller. 
  They also have the ability to call for “Mommy,” which they use to 
  lure fresh meat to their hungry mouths.
  Attributes: Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d6
  Skills: Fighting d4, Intimidation d6, Notice d4, Stealth d6
  Pace: 4; Parry: 4; Toughness: 6
  Treasure: None
  Special Abilities
  •  Claws: Str.
  •  Fearless: Immune to Fear and Intimidation.
  •  Size –1: These zombies are around 4’ tall.
  •  Undead: +2 Toughness; +2 to recover from being Shaken; Called 
  shots do no extra damage; half damage from piercing weapons.
  •  Weakness (Head): Shots to a zombie’s head are +2 damage, 
  and piercing attacks do normal damage.
  zomBie	lorD
  Not all zombies are mindless. The zombie lord is an intelligent 
  zombie, capable of creating zombies with a single touch of its rotting 
  hands. Some legends say zombie lords are practitioners of dark arts, 
  rewarded with unlife by their patrons. Others claim they are cursed 
  beings who crossed the path of ancient gods or foul demonic lords. 
  While not as powerful as liches, they are capable necromancers.
  Attributes: Agility d8, Smarts d10, Spirit d10, Strength d10, Vigor d8
  Skills: Fighting d8, Knowledge (Arcana) d8, Notice d8, 
  Spellcasting d10, Stealth d6
  Pace: 6; Parry: 6; Toughness: 8
  Treasure: Treasure Trove in lair
  Special Abilities
  •  Death Touch: The touch of a zombie lord can drain the 
  life of its victims. Instead of a normal attack, a zombie lord 
  may make a Touch Attack. Every raise on its Fighting roll 
  automatically inflicts one wound to its target.
  •  Fear: Anyone seeing the creature must make a Guts roll.
  •  Necromancy: A zombie lord has the zombie power and 30 
  Power Points. Any zombies the lord creates are permanent.
  •  Sire: A victim Incapacitated by the zombie lord’s Death Touch 
  has a 50% chance of dying and returning to life as a zombie 
  within 1d4 rounds.
  •  Stench of Death: Zombie lords reek of death. The first time 
  a character gets within 3” of a zombie lord, he must make a 
  Vigor roll or be Shaken for 1d6 rounds. Whether he succeeds 
  or fails, he in then immune to the stench for 24 hours.
  •  Undead: +2 Toughness. No wound penalties; Called shots to 
  no extra damage to such creatures. +2 to recover from being 
  Shaken. Arrows, bullets, and other piercing weapons, even 
  magic ones, do half damage.
  •  Weakness (Head): Shots to a zombie’s head are +2 damage, 
  and piercing attacks do normal damage.
  
SOURCE: textdata/thevault/Bestiaries/Horror bestiary.pdf