Creatures
Name
Type: Reptile, Cephalopod, Crustacean, Avian, Mammal, Fish, Insect, Plant, Amphibian, Humanoid, Tumor, Worm, Invertebrate, Orderbeast, Chaosbeast, Solidbeast, Liquidbeast, Plasmabeast, Gasbeast
Size: Tiny, Small, Medium, Large, Giant, Titanic
Region: 1-24
Background: A general description of the creature’s background.
Appearance: A general description of the creature’s appearance.
Dodge:
(Add this in
Defense:
Focus:
Willpower:)
Sequence:
Attacks and Abilities:
Skill: Description (Delay: X. Skill: X)
Health:
Armor:
P:
C:
S:
B:
Radiation:
Fire:
Plasma:
Heat:
Cold:
Corrosion:
Magic:
Agility:
Strength:
Constitution:
Magic:
Charisma:
Intelligence:
Wisdom:
Skill points: The number of skill points all players that were in combat when the creature died will receive.
Harvest: The list of items that Profession (Outdoorsman) can harvest.
In this document, one will find primary statistic ratings that are not listed in the main document, which only creatures can achieve. Below their applications will be listed.
Strength
1: Immobile
2: 10 lbs.
3: 25 lbs.
4: 40 lbs.
5: 100 lbs.
6: 200 lbs.
7: 400 lbs.
8: 500 lbs.
9: 750 lbs.
10: 1250 lbs.
11: 2500 lbs.
12: 6000 lbs.
13: 10,000 lbs.
14: 20,000 lbs.
15: 40,000 lbs.
16: 80,000 lbs.
17: 160,000 lbs.
18: 320,000 lbs.
19: 640,000 lbs.
20: 1,280,000 lbs.
Agility
1: Immobile
2: 1 feet per delay
3: 2 feet per delay
4: 4 feet per delay
5: 6 feet per delay
6: 8 feet per delay
7: 10 feet per delay
8: 12 feet per delay
9: 14 feet per delay
10: 16 feet per delay
11: 18 feet per delay
12: 20 feet per delay
13: 24 feet per delay
14: 30 feet per delay
15: 38 feet per delay
16: 48 feet per delay
17: 60 feet per delay
18: 74 feet per delay
19: 90 feet per delay
20: 108 feet per delay
A
Asagura
Type: Mammal
Size: Large
Region: 3
The Asagura has become a cultural icon to the Lazvarians, representing vicious determination and cunning. There have been several human houses which have had the Asugura head emblazoned upon their banners. The Asugura Ita is said in folk legend to be born from blood, therefore arising often from battlefields and other lowly places of bloodshed. It got this reputation by being a vicious and terrifying predator, relentless in the tracking of its prey, with extremely heightened senses. When in need, it sometimes also would scavenge battlefields, leading to its recognition as a creature born from blood.
Appearance: The Asugura is a 9 foot long white fox-like creature, very muscular, with short spiraling horns jutting back from its head. Its eyes are notably blood-red and its teeth are long and jagged, sheer-white. It conveys a sense of wily litheness and clever hunting, appearing always in control.
Dodge: 12
Sequence: 12
Attacks and Abilities:
Claw: 4d6+AGI mod Slashing. (Delay: 4. Skill: 12)
Bite: 4d10+STR mod Piercing. (Delay: 5. Skill: 12)
Stealth: This creature can roll to become stealthed. (Delay: 2. Skill: 10)
Health:
Head (1): 60
Body (2): 130
Legs (4-6): 85
Armor:
P: -2
C: -2
S: -3
B: -2
Radiation: N/A
Fire: N/A
Plasma: N/A
Heat: N/A
Cold: N/A
Corrosion: N/A
Magic: N/A
Agility: 18
Strength: 9
Constitution: 11
Magic: 1
Charisma: 8
Intelligence: 5
Wisdom: 2
Skill points: 30
Harvest:
- Hide
- Medium Claw
- Medium Fang
- Bristling Fur
- Sinew
- Meat
Andron
Type: Mammal
Size: Large
Region: 2
The Andron has become a popular beast of burden for those in Zachariah’s Steppe; one of the only creatures who can weather the transitions between its homeland and the moist, sweltering areas to the south. An omnivore, the Andron can be found eating from the loose vegetation in nature or fending off attacks from the many violent creatures in the deadlands.
Appearance: A lumbering, thick-skinned beast with a rigid studded armor across its body and a long clubbed tail. Its grey skin is dry and rough, covered in a short, coarse hair.
Dodge: 3
Defense: 9
Focus: 5
Willpower: 9
Sequence: 7
Attacks and Abilities:
Tail Slam: 4d10 Bludgeoning. (Delay: 4. Skill: 10)
Charge: After traveling to a target, add damage equal to two times the delay that was spent traveling to the target and apply Knockdown on the next strike.
Trample: All targets that are in the path of the Andron as it travels must roll Dodge or be affected with Knockdown and receive 2d10 damage to a random body part.
Health:
Head (1): 85
Body (2): 230
Legs (4-6): 175
Armor:
P: -18
C: -5
S: -21
B: -3
Radiation: -0
Fire: -15
Plasma: -0
Heat: -20
Cold: -0
Corrosion: -0
Magic: -0
Strength: 12
Agility: 9
Constitution: 14
Magic: 1
Charisma: 3
Intelligence: 4
Wisdom: 2
Skill points: 45
Harvest:
- Hide
- Large Tooth
- Bristling Fur
- Sinew
- Meat
- Carapace
Attarax
Type: Cephalopod-Fish
Size: Medium
Region: Lazvar and Onus ocean
Background: Attarax are an ancient predator of Nyra, emblazoned on the side of ships for many millennia.
Appearance: The Attarax is a predatory creature that has smooth grey skin on its back which flares out into two gliding wings on its side, ending in a pointed head with rows of serrated teeth. On its underside, it is a crustacean with two long slender legs and two sickle-like front hands.
Dodge: 12
Sequence: 11
Attacks and Abilities:
Slash: 5d6 Slashing. (Delay: 5. Skill: 10)
Bite: 8d4 Piercing. (Delay: 4. Skill: 10)
Leap: May specify movement is done in a leap.
Glide: May glide to the ground without harm.
Reform: The creature recovers all health at the beginning of every turn.
Untamed Growth: This creature may appear in different varieties. To find the statistics for the Large variant, multiply its health, damage, AGI, STR, and CON by 2. To find the statistics for the Giant variant, multiply its health, damage, AGI, STR, and CON by 3.
Health:
Head (1): 160
Chest (2): 320
Abdomen (3-4): 320
Arms (5-6): 135
Legs (7-10): 100
Armor:
P: -4
C: -2
S: N/A
B: +4
Radiation:
Fire:
Plasma:
Heat:
Cold:
Corrosion:
Magic:
Agility: 6
Strength: 6
Constitution: 5
Magic: 3
Charisma: 2
Intelligence: 2
Wisdom: 2
Skill points:
Medium: 30
Large: 100
Giant: 225
Harvest:
-Hide
-(Size Category) Teeth
-(Size Category) Claws
-Chitin
-Sinew
-Meat
B
Baktun
Type: Amphibian
Size: Giant
Region: 11
Background: The Baktun is a solitary creature, although it is so large that it must maintain a considerable domain to achieve this.
Appearance: An enormous, turtle-like quadripedal creature, covered in incredibly thick armor all over its body. Its shell is covered in spikes with small holes on the ends, which are able to spray a sort of viscous, clear acid.
Dodge: 2
Sequence: 1
Attacks and Abilities:
Swipe: 3d10 Bludgeoning damage and Knockdown to up to three targets. (Delay: 4, Skill: 10)
Bite: 4d20 Cleaving + STR (Delay: 4, Skill: 10)
Recoil: The only targetable location becomes the Baktun’s shell. (Delay: 2, Skill: 10)
Inhale: Inhales liquid from the soil or from the swamps and store it inside his body. (Delay: 1 per inhale)
Spray: The Baktun ejects acid in a 50 foot radius around him, using one stored liquid per application. (Delay: 1 per application) Acid does not do damage to the target until their armor has been destroyed. Acid must be neutralized with a strong base. If not neutralized, acid will continue doing damage permanently, until the affected material is destroyed.
First application: Does 2 acid damage to each affected body-part and 5 durability damage until diffused.
Second application: Does 4 acid damage to each affected body-part and 10 durability damage until diffused.
Third application: Does 8 acid damage to each affected body-part and 20 durability damage until diffused.
Health:
Head (1): 500
Body (2-4): 2800
Legs (5-8): 380
Armor:
P: -28
C: -26
S: -31
B: -5
Radiation:
Fire:
Plasma:
Heat:
Cold:
Corrosion:
Magic:
Agility: 3
Strength: 15
Constitution: 20
Magic: 2
Charisma: 1
Intelligence: 3
Wisdom: 2
Skill points: 250
Harvest:
-Scaled Hide
-Shell
-Giant Claw
-Acid Gland
-Sinew
-Meat
Barodun Vinelord
Type: Plant
Size: Small (2-5 Vines), Medium (6-10 Vines), Large (11-20 Vines), Giant (21-30 Vines), Titanic (31-40 Vines)
Region: 5
Background: The Barodun Vinelord are one of the foremost reasons why the Zerus Treescape is so feared, looking much like Goli’To or Tero, which both occur in the area. However, the Barodun Vinelord is not just flora, it is a living creature, able to consume anything which wanders into its midst. Although many humans have been predated by them, few have lived to tell the tale, leaving their existence still relatively unknown among the common folk. Unfortunately for the denizens of the Zerus Treescape, the Barodun Vinelords live for thousands of years if not predated purposely and their personalities are quite callous to conscious suffering.
Appearance: A sprawling mat of vines anywhere from the width of a finger all the way to the width of someone’s arm. And, although these vines appear to be distinct entities, each tangling mat is connected back to a central body, a moss-covered mound which conceals a bulbous eye.
Dodge: N/A
Sequence: 1
Attacks and Abilities:
Proliferated: At the beginning of combat, the GM rolls two d20. The results added together are how many Vine locations the Barodun Vinelord will have. The Barodun Vinelord may only Grasp as many targets as it has Vine locations. If a Grasped target destroys the Vine location that is attacking them, they are let free.
Grasp: Enter a grapple check with any targets in the midst of Barodun Vinelord. Targets may roll a Dodge check to escape. If they fail, they will have their legs disabled on the first turn. On the second turn their legs and chest will be disabled. On the third turn they will have their legs, chest, and both arms disabled. On the fourth turn they will have their entire body disabled. If they are successfully grasped, they must roll an Impossible STR check to escape on each Grasped location. (Delay: 1, Skill: 12)
Constrict: Target must be effected by Grasp to be Constricted. Every time a character is Constricted, the affected body parts move up to the next damage threshold (Normal ⇾ Slight, Slight ⇾ Serious, Serious ⇾ Critical, Critical ⇾ Destroyed Limb). (Delay: 1, Skill: 12)
Unrelenting: This creature cannot be killed by destroying any location called Vine. It can only be killed by destroying the location called Eye.
Speech: This creature can speak and understand spoken language.
Health:
Eye: 50
Vine: 25
Armor:
P: -3
C: +5
S: +2
B: -10
Radiation:
Fire:
Plasma:
Heat:
Cold:
Corrosion:
Magic:
Agility: 2
Strength: 5
Constitution: 5
Magic: 1
Charisma: 1
Intelligence: 8
Wisdom: 5
Skill points: 200
Harvest:
-Leegis Fungus
-Digo Truffle
-Goli’To Vine
-Tero Vine
-Devilweed
-Keela Moss
-Bestel Flower
C
Caiju
Type: Reptile
Size: Titanic
Region: 26
Background: The Caiju is one of the most massive creatures on the face of the planet, an encounter with it in the open ocean one of the surest forms of death that can exist for a traveler. It is attributed as the cause of lost merchant vessels far more often than the conditions of the ocean, which are not temperate themselves.
Appearance: The Caiju is a titanic reptile with a fully developed pair of pectoral and dorsal fins, a long neck, and a terrifying snout of jagged teeth. Its skin is pitch black and its eyes are red and yellow. It is so large, that its head is roughly the size of the largest known ship on Nyra.
Dodge: 2
Defense: N/A
Focus: 20
Willpower: 20
Sequence: 2
Attacks and Abilities:
Bite: 20d20 Piercing (Delay: 4. Skill: 14.)
Tail Lash: 10d10 Bludgeoning + STR mod, afflicts Knockdown on all targets on deck, and levels all structures above deck dealing 250 damage to the vessel. (Delay: 6. Skill: 14)
Ram: Does half of the total health of a vessel. (Delay: 8. Skill: 8.)
Consume: Can swallow any number of targets that are within twenty feet of its mouth underwater. Each target gets a Difficult Swimming check. If consumed, the targets must deal 200 damage to the inside of the creature before they can escape. Every turn they are inside, they take progressive damage. Turn X: Xd10 Acid damage to all body parts. (Delay: 5. Skill: 12)
Capsize: Lashes the ocean with its tail, creating a massive tidal wave. The character operating the vessel must make a Difficult Operate check or the boat capsizes, unable to be recovered, destroying all items in the boat, and sending all characters above deck into the ocean. Anyone inside must now apply Drown every turn they have not escaped.
Health: 3700
Armor:
P: -20
C: -28
S: -12
B: -12
Radiation: -10
Fire: -50
Plasma: +20
Heat: -20
Cold: -20
Corrosion: -10
Magic: N/A
Agility: 12
Strength: 30
Constitution: 30
Magic: 2
Charisma: 3
Intelligence: 5
Wisdom: 2
Skill points: 400
Harvest:
-Titanic Tooth
-Titanic Scale
-Fish Meat
-Titanic Bone
Coro
Type: Invertebrate
Size: Medium
Region: 26
Background: The Coro is mostly a pest upon the open ocean, given the many terrible encounters that could be had instead. However, it has led to its own share of failures for wayfarers who do not make sure to watch their hulls, as it likes to cling underneath, sucking the detritus away with its acidic spit.
Appearance: The Coro is a torso sized, transparent jelly-like globule. It has stubby tentacles on its underside, which ring a soft acidic spewing mouth.
Dodge: 4
Defense: N/A
Focus: N/A
Willpower: N/A
Sequence: 2
Attacks and Abilities:
Acid Spray: Shoots a corrosive acid up to 10 feet away, hitting three locations on a Medium target or below and one location on any target Large or above. When the acid makes contact with the target’s skin, it deals X damage per turn until it is purged, where X is the number of doses applied. Acid Spray can be purged not only with its Antidote, but also with Base. (Delay: 3. Skill: 12.)
Latch: Grapples with a target, applying three doses of Acid per turn. When it latches to a boat, will do 1 damage per thirty minutes in game. (Delay: 2. Skill: 12.)
Health: 20
Armor:
P: N/A
C: -10
S: N/A
B: -20
Radiation: -40
Fire: N/A
Plasma: +10
Heat: N/A
Cold: -20
Corrosion: -100
Magic: N/A
Agility: 5
Strength: 2
Constitution: 2
Magic: 1
Charisma: 6
Intelligence: 1
Wisdom: 1
Skill points: 5
Harvest:
-Acid
-Base
Croguk
Type: Avian-Reptile
Size: Small
Region: 2,3
Background: The Croguk have been commonplace on the Lazvarian continent for as long as any species remembers. They are a simple, but aggressive creature with a thick skull-plate and a penchant for crude clubs and saps. Although they attack small groups of travelers from time to time, they will generally avoid large groups or powerful opponents in favor opportunism.
Appearance: The Croguk has a hard shell upon its head, meeting at the end of the snout with a sharp horn, terminating in the back with a mane of feathers. It has sharp teeth in its mouth, making for a nasty bite. The body of the Croguk is covered in a thin scale covering which shines different colors under the light.
Dodge: 7
Sequence: 4
Attacks and Abilities:
Armed: Can wield weapons and shields.
Club: 3d6+STR mod Bludgeoning. (Delay: 3. Skill: 8.)
Horn Thrust: 2d6+3 Piercing. (Delay: 3. Skill: 7.)
Bite: 3d6 + STR mod Piercing. (Delay: 3. Skill: 6.)
Headplate: Add an extra -2 deduction to all damage done to this creature’s Head location.
Health:
Head (1): 20
Chest (2): 35
Arms (3-4): 25
Legs (5-6): 25
Armor:
P: -4
C: -5
S: -6
B: -5
Radiation:
Fire:
Plasma:
Heat:
Cold:
Corrosion:
Magic:
Agility: 7
Strength: 5
Constitution: 5
Magic: 1
Charisma: 3
Intelligence: 3
Wisdom: 2
Skill points: 5
Harvest:
-Chitin
-Feather
-Scale
-Sinew
-Meat
D
Dagruth
Type: Reptile-Amphibian
Size: Small/Medium/Large/Giant
Region: 4
Background: The Dagruth, when it is young is a small tadpole creature than can hardly hurt a human child with its squishy mouth and flabby body. However, as it grows older, its two legs grow stronger, its scales articulate, and it leaves the water and begins growing teeth. At this stage, the Dagruth slowly ascends the food chain, consuming larger and larger prey. Once it is full grown, it is a formidable predator, able to knock down small trees and rush its target with ruthless abandon.
Appearance: The Dagruth is a bipedal reptilian creature with a massive jaw and teeth and tadpole fins along the top and bottom of its body.
Dodge: 2/4/6/9
Sequence: 2/3/5/10
Attacks and Abilities:
Bite: 1d4 Piercing (Delay: 1. Skill: 4)/4d4 Piercing (Delay: 3. Skill: 8)/3d8 Piercing (Delay: 3. Skill: 10)/6d10 Piercing (Delay: 5. Skill: 14)
Tail Swipe: None/None/Strikes three targets in 10 feet unless they make a Dodge check, applying Knockdown (Delay: 4. Skill: 14)/Strikes five targets within 25 feet unless they make a Dodge check and a difficult AGI check, applying Knockdown. (Delay: 5. Skill: 14)
Unflinching: This creature’s delay, sequence, and primary statistics cannot be affected unless by magic.
Stomp: None/None/None/6d20 Bludgeoning + STR to one target affected by Knockdown in melee range. (Delay: 3. Skill: 14)
Health:
Head (1): 2/20/50/250
Neck (2): 3/30/75/375
Body (3): 5/50/125/625
Legs (4-5): 6/60/150/750
Tail (6): 7/70/175/875
Armor:
P: 0/-2/-6/-11
C: 0/-4/-8/-14
S: 0/-6/-10/-17
B: 0/-6/-11/-16
Radiation:
Fire:
Plasma:
Heat:
Cold:
Corrosion:
Magic:
Agility: 1/8/12/14
Strength: 1/8/12/14
Constitution: 1/8/10/12
Magic: 1
Charisma: 4/2/2/2
Intelligence: 1/2/3/4
Wisdom: 1/2/2/3
Skill points: 1/10/25/125
Harvest:
-Serpent Scale
-(Size) Claw
-Leather
-(Size) Tooth
-Sinew
-Meat
Darek Crab
Type: Crustacean
Size: Medium
Region: 1,7
Background: The Darek Crab is mostly hunted by highlanders for its meat, a reliable sustenance which feeds many tribes outside the Braggoslands. Although an easy enemy to kill when young, full grown Dareks are quite formidable.
Appearance: A six legged, blue and white crustacean with a spiked shell and serrated claws.
Dodge: 5
Sequence: 9
Attacks and Abilities:
Pinch: 4d8+7 Cleaving (Skill: 8, Delay: 4)
Health:
Head (1): 30
Thorax (2): 65
Legs (4-8): 25
Armor:
P: -20
C: -10
S: -25
B: +5
Radiation:
Fire:
Plasma:
Heat:
Cold:
Corrosion:
Magic:
Agility: 10
Strength: 8
Constitution: 15
Magic: 1
Charisma: 2
Intelligence: 1
Wisdom: 1
Skill points: 25
Harvest:
-Chitin
-Sinew
-Meat
-(Size) Claw
Doblu
Type: Mammal
Size: Large
Region: 27, 28
Background: The Doblu is native to the underground caverns of Faydorn, especially those now occupied by the Sarkin. They existed for long periods by persisting on Iter bugs and avoiding predation by the Granis. The relationship between the Sarkin and the Doblu was quite symbiotic. The Doblu needed protection from Granis and only wanted safety in consuming Iter bugs. The Sarkin on the other hand needed companions and pack animals, as well as some reminder of the mammalian nature above ground. The Doblu have become the faithful companion of the Sarkin and have been appropriated as symbols upon many of their cultural artifacts, respected as representatives of hard work and perseverance.
Appearance: The Doblu is a large lumbering beast, measuring some 7 feet long and 4 feet, though some 4 feet broad. Their faces are developed into a long probiscus which they use to consume ants. They have large expressive faces with eyes that communicate emotion and forethought. They have floppy ears and large scoop-like claws at the end of their forelegs with large muscular haunches. It has short fur that ranges between light browns to dark grays.
Dodge: 4
Defense: 13
Focus: 9
Observation: 9
Willpower: 12
Sequence: 4
Attacks and Abilities:
Scoop Smash: The creature slams down its front claws, rending the enemy. Damage: 3d10+STR. Delay: 5
Charge: After traveling to a target, add damage equal to two times the delay that was spent traveling to the target and apply Knockdown on the next strike.
Trample: All targets that are in the path of the creature as it travels must roll Dodge or be affected with Knockdown and receive 2d10 damage to a random body part.
Tongue Grab: The creature extends its tongue outwards, wrapping around a single target of Large category or below. The target cannot do physical actions until they have made a Difficult STR check. (Delay: 2)
Health:
Head (1): 60
Chest (2): 180
Front Legs (3-4): 120
Back Legs (5-6): 100
Armor:
P: -10
C: -12
S: -2
B: -14
Radiation: N/A
Fire: +5
Plasma: -5
Heat: -10
Cold: -10
Corrosion: -50
Magic: N/A
Agility: 10
Strength: 14
Constitution: 12
Magic: 1
Charisma: 8
Intelligence: 4
Wisdom: 3
Skill points: 20
Harvest:
-Wool
-Meat
-Milk
-Bone
-Giant Claw
Dormel Bird
Type: Avian
Size: Small
Region: 3,4,5
Background: The Dormel Bird is a high-flying ambush predator, utilizing its formidable sight and keen reflexes. It has a large wingspan, often casting an intimidating shadow upon its prey or the nearby area before swooping down and picking them up to be eaten. The Dormel Bird is sometimes considered a sign of nobility to some human tribes, appearing on several family crests with its notable white eye markings.
Appearance: The Dormel Bird is a greyish-purple, feathered hawk with very large and notable sheer-black talons. It has white circles around its eyes and sparsely mixed in to its chest plumage. Atop its head is a splayed crown of feathers and its sloping beak is jagged and vicious.
Statistics:
Health:
Head (1): 15
Chest (2): 30
Wings (3-4): 10
Legs (5-6): 10
Dodge: 7
Sequence: 6
Attacks and Abilities:
Fly: This creature may fly at will.
Dive: This creature does not stop flying when it attacks, closing a distance up to 30 feet with the target and then returning up to 30 feet away for the delay cost of their attack.
Swoop: 4d6+AGI modifier Slashing. Delay: 5. Skill: 7
Observation: 8
Armor:
P: N/A
C: N/A
S: N/A
B: N/A
Radiation:
Fire:
Plasma:
Heat:
Cold:
Corrosion:
Magic:
Agility: 14
Strength: 4
Constitution: 2
Magic: 1
Charisma: 3
Intelligence: 4
Wisdom: 1
Skill points: 10
Harvest:
-Small Bone
-Meat
-Small Claw
-Feather ×2
E
Errgun
Type: Chaosbeast
Size: Indiscernible
Region: 15
Background: Errguns love to settle in abandoned areas with high magicite concentrations and are only known to leave when magic sources of 9 or greater come within their area.
Appearance: A shifting, amorphous quadrupedal shadow.
Dodge: 15
Sequence: 12
Attacks and Abilities:
Bask: Every turn, the Errgun is healed for an amount equal to all of the MAG primary statistics of the creatures surrounding it added up, able to exceed health cap.
Violate: Every turn, every creature surrounding the Errgun receives damage to their whole body equal to their MAG primary statistic.
Health: 150
Armor:
P: -15
C: -15
S: -15
B: -15
Radiation:
Fire:
Plasma:
Heat:
Cold:
Corrosion:
Magic:
Agility: 15
Strength: 1
Constitution: 15
Magic: 12
Charisma: 2
Intelligence: 4
Wisdom: 2
Skill points: 225
Harvest:
Eywa (Domesticated)
Type: Mammal
Size: Large
Region: 7, 8, 9, 10, 11, 12, 13
Background: The Eywa is indigenous to the entire continent of Faydorn, a successful species of omnivore who can be quite vicious in the wild, but has now been largely domesticated. The Eywa is a source of wool, meat, milk, and labor for the Faydorn continent. For this reason, it is a cultural symbol for the Highlanders, Ethakkra, Utwesh, and even some of the southern Famulus tribes.
Appearance: The domesticated Eywa is an 8 foot long, hooved creature with bovine and swine features, including an upturned nose, protruding tusks, large shoulders with small backside, and a sloping brow. It has a very thick layer of coarse fur which grows all across its body, but especially upon its front side and shoulders.
Dodge: 3
Defense: 15
Focus: 3
Willpower: 15
Sequence: 3
Attacks and Abilities:
Charge: After traveling to a target, add damage equal to two times the delay that was spent traveling to the target and apply Knockdown on the next strike.
Trample: All targets that are in the path of the Andron as it travels must roll Dodge or be affected with Knockdown and receive 2d10 damage to a random body part.
Impale: 3d10 + STR mod Piercing (Skill: 5. Delay: 5)
Health:
Head (1): 80
Chest (2): 210
Front Legs (3-4): 140
Back Legs (5-6): 100
Armor:
P: -12
C: -14
S: -4
B: -16
Radiation: N/A
Fire: +5
Plasma: N/A
Heat: -10
Cold: -10
Corrosion: -5
Magic: N/A
Agility: 10
Strength: 15
Constitution: 12
Magic: 1
Charisma: 3
Intelligence: 3
Wisdom: 2
Skill points: 20
Harvest:
-Wool
-Meat
-Milk
-Bone
-Large Horn
Eywa (Feral)
Type: Mammal
Size: Large
Region: 7, 8, 9, 10, 11, 12, 13
Background: The Eywa is indigenous to the entire continent of Faydorn, a successful species of omnivore who can be quite vicious in the wild, but has now been largely domesticated. The Eywa is a source of wool, meat, milk, and labor for the Faydorn continent. For this reason, it is a cultural symbol for the Highlanders, Ethakkra, Utwesh, and even some of the southern Famulus tribes. The feral Eywa are greatly feared, as they have adapted to the brutal conditions of the wilderness. If even domesticated Eywa are left in the wilderness for a generation, they will quickly become formidable foes.
Appearance: The feral Eywa is a 12 foot long, hooved creature with bovine and swine features, including an upturned nose, protruding tusks, large shoulders with small backside, and a sloping brow. It has a very thick layer of coarse fur which grows all across its body, but especially upon its front side and shoulders. The feral Eywa is often seen with matted fur and a bristling fur upon their back and neck.
Dodge: 6
Defense: 15
Focus: 6
Willpower: 16
Sequence: 7
Attacks and Abilities:
Charge: After traveling to a target, add damage equal to two times the delay that was spent traveling to the target and apply Knockdown on the next strike.
Trample: All targets that are in the path of the Eywa as it travels must roll Dodge or be affected with Knockdown and receive 2d10 damage to a random body part.
Impale: 3d10 + STR mod Piercing (Skill: 12. Delay: 4)
Hoove: 2d12 + STR mod Bludgeoning (Skill: 14. Delay: 4)
Health:
Head (1): 100
Chest (2): 240
Front Legs (3-4): 170
Back Legs (5-6): 150
Armor:
P: -14
C: -16
S: -8
B: -18
Radiation: N/A
Fire: +5
Plasma: N/A
Heat: -10
Cold: -10
Corrosion: -5
Magic: N/A
Agility: 12
Strength: 16
Constitution: 14
Magic: 1
Charisma: 2
Intelligence: 4
Wisdom: 3
Skill points: 50
Harvest:
-Wool
-Meat
-Milk
-Bone
-Horn
-Hide
F
Fazra
Type: Tumor
Size: Tiny/Small/Medium/Large
Region: 4
Background: The Fazra are known as a pest inside city walls, typically not numbering enough to become a problem. However, deep in the forests they mass into hundreds, even thousands and have been known to consume entire caravans before even growing into their monstrous forms.
Appearance: Starting as a small, wriggling tumor that pulls itself by veiny tentacles, the Fazra mutates into progressively larger and more horrifying versions of itself, its maw of jagged teeth and hideous eyes growing with each transformation.
Dodge: 1/2/4/8
Sequence: 1/2/4/8
Attacks and Abilities:
Mutating: At the end of every turn, this creature grows to the next size category and increases its stats. Listed as a/b/c/d, where the first listed value is its first turn, the second listed value is its second turn, and so on.
Reform: The creature recovers all health at the beginning of every turn.
Bite: The Fazra may attack once per turn. 1d6 Piercing/2d8 Piercing/3d10 Piercing/4d20 Piercing. Skill: 8.
Health: 10/20/40/80
Armor:
P: N/A
C: N/A
S: N/A
B: N/A
Radiation:
Fire:
Plasma:
Heat:
Cold:
Corrosion:
Magic:
Agility: 2/4/8/16
Strength: 2/4/8/16
Constitution: 2/4/8/16
Magic: 1
Charisma: 1
Intelligence: 1
Wisdom: 1
Skill points: 5/20/40/100
Harvest:
-Sinew
G
Gortaun
Type: Reptile-Mammal
Size: Medium
Region: 9
Background: The Gortaun is a fierce and rapid predator. Typically they can be found in packs, in which they prowl the forests looking for their prey. By themselves they are a whelp in the hierarchy of the surrounding ecosystem, but in packs they are a feared and respected beast.
Appearance: The Gortaun is a longish serpent-like creature with four legs and a wild mane of hair upon its head and jaw. It measures, on average, about 7 feet from head to toe. Its scales are smooth and of a greyish-brown tint, the mane varying in color between blondes to browns.
Statistics:
Dodge: 8
Sequence: 7
Special: The Gortaun has a hide that is highly resistant to flames, magical and natural. It takes 1/2 damage from all sources of flame.
Head: 55
Chest: 90
Limbs: 60
Attack: Rank: 8
The Gortaun may claw with the front or back claws for 4d6 damage, plus AGI mod. Delay: 4
The Gortaun may do a leaping strike, where if successful, they pin the enemy to the ground. Delay:
The Gortaun may bite for 2d10. Delay: 3
Armor:
P:
C:
S:
B:
Radiation:
Fire:
Plasma:
Heat:
Cold:
Corrosion:
Magic:
Agility: 13
Strength: 9
Constitution: 7
Magic: 1
Charisma: 1
Intelligence: 1
Wisdom: 1
Skill points: 60
Harvest:
-Bristling fur
Granis
Type: Mammal-Reptile
Size: Large
Region: 27
Background: The Granis is an old horror of the Brak cave system.
Appearance: A huge, lumbering creature with massive forearms and tiny back legs, it stands upright with an enormous head peaked with two red eyes and a mass of overlapping dagger-like teeth. Its skin is chromataphoric, meaning that it can shift the color of its skin to its desires.
Dodge: 5
Sequence: 11
Special:
Attack:
Lunge (4d20 Slashing, Delay: 4, Skill: 8)
Grab (Grapple, Delay: 2, Skill: 9)
(Grappled) Smash (5d20 Bludgeoning, Delay: 2, Skill: 9)
Health:
Head (1): 120
Chest (2): 550
Arms (3-4): 210
Leg (5-6): 95
Armor:
P: -3
C: -6
S: +2
B: +3
Radiation:
Fire:
Plasma:
Heat:
Cold:
Corrosion:
Magic:
Agility: 9
Strength: 17
Constitution: 13
Magic: 1
Charisma: 1
Intelligence: 4
Wisdom: 2
Skill points: 75
Harvest:
-Fat
-Meat
-Sinew
-Large Claw
-Medium Tooth
-Bristling fur
H
Heaping Leeches
Type: Worm
Size: Tiny/Small/Medium/Large/Giant/Titanic
Region: 9, 11, 12
Background: Heaping Leeches, on many occasions, are only seen as a nuisance. However, the denizens in the areas where they settle know not to kill the leech they remove while in the wilderness. If they do, the dead leech will emit a pheromone which calls to all surrounding leeches to amass into a roving, hive-minded pile which consumes and destroys anything it views as a threat. The leeches, when treated with proper care, however, can provide a steady source of silk and are often kept, carefully, by Ethakkra for that reason.
Appearance: A slender, finger length black worm with a circular toothed mouth. When these leeches amass together, they bond with a sticky silk that expands their size even more than would immediately be apparent. For this reason, they look less and less like a mass of worms as they grow and more like a silk cocooned monstrosity, loosely gurgling and writhing, a horrific mimic of their individual forms.
Defense: 1/3/5/6/7/8
Sequence: 10/8/5/4/3/2
Attacks and Abilities:
Consume: 1d4 per Leech Piercing damage (Delay: Once per turn. Skill: 10)
Leech: The creature is healed for an amount equal to the damage it deals.
Amass: When a leech is crushed, activate this ability just before combat is initiated. Combine all leeches in the area into one creature. Every target that would be submerged within the Heaping Leeches gets a Difficult Dodge check to escape to a spot adjacent to the Heaping Leeches instead. If the submerged target acts before the Heaping Leeches, they may only escape with an Impossible STR check (Delay: 3). The Heaping Leeches achieve the following size depending on how many leeches are present when the first is crushed.
<4: Tiny
5-9: Small
10-14: Medium
15-19: Large
20-39: Giant
40-onwards: Titanic
Submerge: Can attack all targets submerged in the mass. 1 target/3 foot radius/6 foot radius/15 foot radius/30 foot radius/60 foot radius
Health: 5/25/90/160/240/750
Armor:
P: -10
C: N/A
S: +5
B: -20
Radiation: N/A
Fire: +20
Plasma: -20
Heat: N/A
Cold: N/A
Corrosion: +20
Magic: N/A
Agility: 10/8/5/5/4/4
Strength: 1/3/5/7/10/20
Constitution: 1
Magic: 1
Charisma: 1
Intelligence: 1
Wisdom: 1
Skill points: 2/10/25/100/150/350
Harvest:
-Blood
-Silk
Hundsl
Type: Mammal
Size: Large
Region: 8, 9
Background: Living in large, hollowed out burrows in the dead flats, the Hundsl are wily creatures that rely upon intelligence and surprise in order to survive.
Appearance: A creature about twelve feet in height when standing on its hind legs, sixteen feet in length counting the long tail, with canine facial features but a weasel-like skeleton and short ears. Has sharp claws and a strong jaw full of sharp teeth, their bodies comprised of lithe, strong muscles that can twist around prey to subdue them.
Statistics:
Dodge: 15
Defense: 3
Focus: 12
Willpower: 10
Sequence: 11
Attacks and Abilities:
Bite: 3d6+AGI mod Piercing (Delay: 3. Skill: 12)
Claw: 3d4+AGI mod Slashing (Delay: 2. Skill: 12)
Bind: Enter into a Grapple check with a target of the same size or below. (Delay: 2. Skill: 15)
Burrow: Hundsl burrows underground and may choose to Flee or to stay in combat. If the Hundsl has already burrowed, it may choose to burst forth from the ground and automatically use Bind for the listed delay. (Delay: 3. Skill: 12)
Rest: While the Hundsl is underground, it heals half of the damage it has sustained every turn.
Observation: 16
Poison Immune: Cannot be affected by any Bloodborne or Consumable poison.
Health:
Head (1): 55
Body (2-5): 125
Left Arm (6): 85
Right Arm (7): 85
Left Leg (8): 85
Right Leg (9): 85
Tail (10): 100
Armor:
P: N/A
C: N/A
S: N/A
B: N/A
Radiation: -10
Fire: +10
Plasma: N/A
Heat: -20
Cold: -20
Corrosion: N/A
Magic: N/A
Agility: 14
Strength: 11
Constitution: 9
Magic: 1
Charisma: 7
Intelligence: 4
Wisdom: 3
Skill points: 50
Harvest:
-Hide
-Bristling fur
-Medium Claw
-Medium Tooth
Hekka
Type: Reptile
Size: Large
Region: 2,10
Background: The Hekka serpent would be considered a pest, were it not so formidable. During the late months of the year, the Hekka serpents begin breeding, creating a hostile environment for anyone or anything traveling the rivers. The Hekka serpent is a vicious creature, which needs large amounts of sustenance to live. It usually tends to constrict its prey, but when angered, will often resort to electrocuting them. Many a ship has been sunken and its crew eaten by Hekka serpents in mating season. In between mating seasons, however, they tend to stick to lakes and sedentary locations where they can hibernate and slowly consume enough prey to survive.
Appearance: Enormous serpents with blue, green, and white scales, orange plumage originating from their brows and jaws, red eyes inlaid with black slits. Two large sets of fangs on the top and bottom of their mouth.
Statistics:
Dodge: 7
Sequence: 9
Special:
Attack:
Bite: 1d10 Piercing Damage to location struck + 3d6 Plasma Damage to all body parts (Delay: 4, Skill: 8)
Constrict: First turn, the target must roll against the serpent’s strength to escape a grapple check. If the target is grappled, the target receives 4d6 Plasma Damage to all body parts, (Delay: 2 (once per turn), until they escape the grapple, Skill: 8.)
Health:
Head (1): 175
Neck (2-4): 125
Body (5): 350
Tail (6): 100
Armor:
P: N/A
C: N/A
S: N/A
B: N/A
Radiation:
Fire:
Plasma:
Heat:
Cold:
Corrosion:
Magic:
Agility: 13
Strength: 12
Constitution: 13
Magic: 2
Charisma: 7
Intelligence: 2
Wisdom: 1
Skill points: 50
Harvest:
I
Iratus Spider
Type: Insect
Size: Small
Region: 9
Background: The Iratus Spider is a well known pest of the region, present even inside city walls, often nesting inside abandoned buildings and in slums. In the wilderness it exceeds the level of a pest, however, its number growing to extreme excess, flooding into areas, sometimes reaching such a number that they cover everything in sight when they attack.
Appearance: The Iratus is a head-sized, black-carapaced spider with well developed mandibles.
Dodge: 10
Defense: N/A
Focus: 1
Willpower: 1
Observation: 6
Sequence: 12
Attacks and Abilities:
Bite: 1d6 Piercing + STR mod. (Delay: 3. Skill: 7)
Weak Spots: Reduce armor protection on strikes by 3.
Leap: The creature can jump up to 10 feet onto the target. If they choose a body part, they must roll a Difficult check. (Delay: 4. Skill: 10)
Scaling: Can walk on any surface as if it were the ground, including target creatures. When the Iratus Spider attempts to crawl onto a target, the target may roll an Impossible Dodge check to avoid it and spend 1 delay. Spends 1 delay to crawl between body parts. It may use Bite on the body part it is occupying on a Normal test without a Dodge or Defense check from the target. The target or any target standing adjacent to the target may spend 1 delay and roll a difficult STR check to fling an Iratus Spider from the target body and onto the ground. If the Iratus Spider is attacked while it is still on a target body part, any missed attack now hits the target body part underneath instead.
Only one Iratus Spider can occupy each body part at a time on a Medium creature. Two Iratus Spiders can occupy each body part at a time on Large creatures. Three Iratus Spiders can occupy each body part at a time on Giant creatures. Five Iratus Spiders can occupy each body part at a time on Titanic creatures.
Health: 25
Armor:
P: -3
C: -2
S: -5
B: N/A
Radiation: N/A
Fire: +20
Plasma: N/A
Heat: N/A
Cold: N/A
Corrosion: N/A
Magic: N/A
Agility: 14
Strength: 2
Constitution: 2
Magic: 1
Charisma: 1
Intelligence: 1
Wisdom: 1
Skill points: 10
Harvest:
-Chitin
-Meat
-Small Tooth
-Silk
Intelligence: 1
Wisdom: 1
Skill points: 10
Harvest:
-Chitin
-Meat
-Small Tooth
-Silk
Iter Bug
Type: Insect
Size: Small
Region: 27, 28
Background: Iter Bugs are small, antlike insects common in the underground. They create small, intricate tunnels by using acid they produce to soften up the dense earth. They work in groups,
Appearance:
Dodge: 7
Defense: N/A
Focus: 1
Willpower: 1
Sequence: 7
Attacks and Abilities:
Acidic Pheromones: When a target is taking Acid damage sourced from any Iter Bug, they become a priority target for all Iter Bugs in a 20 ft radius. If multiple targets are under the effect, choose the closest one.
Bite: 1d4 Piercing + 1d2 Acid. (Delay: 3. Skill: 7)
Acid Spit: Spits acid at a target up to five feet away. Each Iter Bug carries enough Acid for 2 attacks. 1d4 Acid damage for 1d4 turns. (Delay: 3. Skill: 6)
Meltdown: Ruptures own acid sac, dealing Acid damage equal to Xd4 Acid damage for Xd4 turns, where X is the amount of Acid Spit remaining. (Delay: 6. Skill: 10) This ability is automatically used whenever an Iter Bug dies from physical damage, dealing damage to any body part in contact with the creature.
Scaling: Can walk on any surface as if it were the ground, including target creatures. When the Iter Bug attempts to crawl onto a target, the target may roll an Impossible Dodge check to avoid it and spend 1 delay. Spends 1 delay to crawl between body parts. It may use Bite or Acid on the body part it is occupying on a Normal test without a Dodge or Defense check from the target. The target or any target standing adjacent to the target may spend 1 delay and roll a Normal STR check to fling all Iter Bugs from the target body part and onto the ground. If the Iter Bug is attacked while it is still on a target body part, any missed attack now hits the target body part underneath instead.
Five Iter Bugs can occupy each body part at a time on a Medium creature. Seven Iter Bugs can occupy each body part at a time on Large creatures. Twelve Iter Bugs can occupy each body part at a time on Giant creatures. Twenty Iter Bugs can occupy each body part at a time on Titanic creatures.
Health: 15
Armor:
P: -1
C: N/A
S: -2
B: N/A
Radiation: -10
Fire: N/A
Plasma: N/A
Heat: -5
Cold: N/A
Corrosion: -20
Magic: N/A
Agility: 10
Strength: 2
Constitution: 2
Magic: 1
Charisma: 1
Intelligence: 1
Wisdom: 1
Skill points: 5
Harvest:
-Chitin
-Meat
-Small Tooth
-Silk
J
Jumping Fish
Type: Fish
Size: Small
Region: 25
Background: The Jumping Fish is not necessarily a feared creature, but it can be dangerous in large numbers to the unprepared. It has the ability to jump onto land and even ships from the water, and can crawl short distances to attack small prey.
Appearance: A fish with two pairs of developed ventral fins that allow it to “walk” on land for short periods of time. It also has a developed jaw for biting, and small but sharp fangs lining its mouth.
Dodge: 14 (Underwater), 2 (On Land)
Defense:
Focus:
Willpower:
Sequence: 8
Attacks and Abilities:
Bite: 1d4 Piercing, Grapples (Delay: 2, Skill: 10)
Jump: May move a distance four times its AGI per delay through the air
Health:
Body: 15
Armor:
P: N/A
C: N/A
S: N/A
B: N/A
Radiation:
Fire:
Plasma:
Heat:
Cold:
Corrosion:
Magic:
Agility: 12
Strength: 3
Constitution: 4
Magic: 1
Charisma: 2
Intelligence: 1
Wisdom: 1
Skill points: 1
Harvest:
-Fish Meat
-Small Tooth
-Small Scale
Jurl
Type: Mammal
Size: Large
Region: 7
Background: The jurl is a feared creature in the Faydorn tundras. Not only is it a formidable thing on its own, but it often hunts in packs of four to twelve. Jurls prefer to hunt at night or under cover of snowstorm, but they can be found in any climate. The ‘Nak clanners often try to capture the jurl so that their teenagers can fight them as a test of manhood.
Appearance: A tall, ape-like creature with no eyes, spiraling horns, and white pale skin draped over an exceptionally muscular frame. Its lower teeth jut up from its lip and its nostrils are two open crevices on its face. Its front arms are far larger than its back legs.
Dodge: 5
Sequence: 11
Special: Burrow (Delay: 3, Jurl becomes impossible to attack physically unless un-burrowed)
Sees with heat vision.
Attack:
Lunge (4d20 Slashing, Delay: 4, Skill: 8)
Grab (Grapple, Delay: 2, Skill: 9)
(Grappled) Smash (5d20 Bludgeoning, Delay: 2, Skill: 9)
Health:
Head (1): 120
Chest (2): 550
Arms (3-4): 210
Leg (5-6): 95
Armor:
P: -3
C: -6
S: +2
B: +3
Radiation:
Fire:
Plasma:
Heat:
Cold:
Corrosion:
Magic:
Agility: 9
Strength: 17
Constitution: 13
Magic: 1
Charisma: 1
Intelligence: 4
Wisdom: 2
Skill points: 75
Harvest:
-Fat
-Meat
-Sinew
-Large Claw
-Medium Tooth
K
Karetsu
Type: Plant
Size: Medium
Region: 5,19
Background: The Karetsu is a cultural icon for the humans, being present in stories as far back as stories have been told. It typically represents accidental death or death by natural forces. Since ancient history, it has been known that some wander off into the forests and die by inhaling the gases of the Karetsu without even seeing the creature. The Karetsu is considered the silent sower of death, sometimes also associated with plague and pestilence.
Appearance: The Karetsu is a tall lumbering creature that has a plant-like grass texture to its body. There is no discernible head, other than a lump that seems to have two exhaling nostrils upon the sides where ears might be otherwise, and two inhaling nostrils placed upon the front of this lump, perhaps where eyes might typically belong. It has four-fingered hands and its feet are rounded off and simple. Upon its chest are two more exhaling vents, situated within the middle of them a large gaping opening with crushing mandibles.
Statistics:
Dodge: 3
Sequence: 4
Special: May exhale one of the three following gases:
1-3: Chlorine (See Gas user spell list)
4-6: Paralyzing Poison (See stasis rules for any inhaling)
7-9: Neurotoxin (- 6 INT, difficult CON checks every other turn to stay conscious)
10: No gas exhaled
This creature is very susceptible to flames, being immediately inflamed if struck with a flame spell. It also takes double damage every turn it is enflamed.
Head: 65
Chest: 140
Limbs: 60
Attack: Attack Rank: 6
Gas Rank: 8
Lumbering Blow: 5d6 at 6 delay
Mandible Crush. If the creature is able to get the target in a grapple, they may roll on crushing with mandibles. If inside the mandibles, the target receives 4d10 per turn. Delay: 2
Armor:
P: N/A
C: N/A
S: N/A
B: N/A
Radiation:
Fire:
Plasma:
Heat:
Cold:
Corrosion:
Magic:
Agility: 4
Strength: 11
Constitution: 10
Magic: 1
Charisma: 1
Intelligence: 1
Wisdom: 1
Skill points: 60
Harvest:
-Leegis Fungus
-Giant Tooth
Kiokaut
Type: Plant-Reptile
Size: Small
Region: 9
Background: The Kiokaut does quite well mimicking the Asrani Flowers of the Liren Forest, ambushing with its tongue when it is sure it has the kill. The Kiokaut is feared by many unsuspecting Ethakkran hunter, caught unawares by its identical facade to the Asrani Flower.
Appearance: The Kiokaut appears as a large, very colorful purple and pink flower mounted upon two spindly legs. It smells by tasting the air with the long tendril-like tongue that comes from the center of the flower.
Dodge: 7
Focus: 5
Willpower: 5
Sequence: 5
Attacks and Abilities:
Stealth: The creature starts combat stealthed, appearing to be an Asrani Flower. Player must make an Impossible Observation check to recognize it as a fake.
Poison Spores: The Kiokaut exhales a cloud of spores onto the target, spreading in a five foot radius around them. Any target in the cloud receives Xd4 of damage to their whole body for X turns, where X is the number of doses applied. Each target rolls a d4 to see how many doses they inhale. Each target may roll against INT to recognize the cloud and then Willpower to hold their breath instead of inhaling. (Delay: 2. Skill: 10)
Tongue Lash: 2d4 + AGI mod Slashing damage (Delay: 2. Skill: 10)
Health:
Head (1): 15
Body (2): 25
Left Leg (3): 20
Right Leg (4): 20
Armor:
P: N/A
C: N/A
S: N/A
B: N/A
Radiation: N/A
Fire: N/A
Plasma: N/A
Heat: N/A
Cold: N/A
Corrosion: N/A
Magic: N/A
Agility: 6
Strength: 2
Constitution: 2
Magic: 1
Charisma: 8
Intelligence: 1
Wisdom: 1
Skill points: 25
Harvest:
-Kiokaut Gland
-Asrani Petal
-Antidote (Poison Spores)
L
Land Dragon
Type: Reptile
Size: Medium-large
Region: 9
Background: The Land Dragon
Appearance: A quadrupedal reptile creature with two developed, clawed forearms and a feathered frill around its head. Its sloping snout has a row of sharp teeth.
Dodge: 12
Focus: 6
Willpower: 5
Observation: 12
Flee: 14
Sequence: 6
Attacks and Abilities:
Bite: 4d4+AGI mod Piercing (Delay: 3. Skill: 8)
Claw: 5d4+AGI mod Slashing (Delay: 4. Skill: 8)
Kick: 5d4+AGI mod Bludgeoning (Delay: 4. Skill: 8)
Health:
Head (1): 60
Neck (2): 50
Chest (3): 90
Left Arm (4): 60
Right Arm (5): 60
Left Leg (6): 60-25
Right Leg (7): 60
Tail (8): 50
Armor: 5 flat PCSB
Radiation: N/A
Fire: N/A
Plasma: N/A
Heat: N/A
Cold: N/A
Corrosion: N/A
Magic: N/A
Agility: 13
Strength: 13
Constitution: 10
Magic: 1
Charisma: 4
Intelligence: 3
Wisdom: 2
Skill points: 50
Harvest:
-Hide
-Medium Tooth
-Medium Claw
-Terrin Poison
Laventhos
Type: Insect
Size: Giant
Region: 2,6
Background: Laventhos are not commonly seen by the conscious species of Nyra, spending its days around volcanoes and lavaflows. It is very aggressive and often accompanied by two to three others. For this reason, it has become ingrained in the legends of several species as a protector of a hellish afterlife and its visage is carved into the gates of human prisons as a reminder of what is to come. The Famulus worship them and sometimes use them to consume the weak in rituals.
Appearance: A huge, black plated centipede-like creature with multiple glowing eyes, often wreathed in soot and smoke.
Dodge: 2
Sequence: 12
Attacks and Abilities:
Bite: 6d20 Piercing and 1d20 Heat (Delay: 3, Skill: 10)
Bump: 1d20 Bludgeoning (Done automatically to all targets in melee range if it chooses to move)
Puff: The Laventhos exudes a thick soot from all the joints in its body, progressively suffocating those in the area every turn. Players may make a willpower check to hold their breath, but it increases in difficulty each turn. The first time they fail, they take the following damage depending on how many times Laventhos has puffed. Gas stays even after Laventhos is dead.
Layer 1: 1d20 Suffocation damage (Delay: 2, Skill: 10)
Layer 2: 2d20 Suffocation damage (Delay: 3, Skill: 10)
Layer 3: 3d20 Suffocation damage (Delay: 4, Skill: 10)
Health:
Head (1): 320
Body Segments (2-9): 250
Tail (10): 210
Armor:
P: -20
C: +2
S: -21
B: +4
Radiation:
Fire: -50
Plasma: -25
Heat: Immune
Cold:
Corrosion:
Magic:
Agility: 12
Strength: 17
Constitution: 14
Magic: 3
Charisma: 1
Intelligence: 2
Wisdom: 1
Skill points: 200
Harvest:
-Coal
-Iron
-Chitin
-Meat
Lycanthrope
Type: Humanoid
Size: One larger than original species
Region: 1,2,3,4,5,6
Background: The Lycanthrope is the target of much hysteria on the continent of Lazvar, partially due to the human revulsion that Lycanthropes are mutations of their fellow humans, but also because contact with the Lycanthropes often leads to the infection of others. The disease has been largely contained to the continent and rarely infects other species, not due to any particular immunity, but instead due to rarity of contact.
Appearance: A muscular bipedal lupine predator with a long snout and backjointed legs. Although its hands are five fingered with opposable thumbs and vicious claws, its legs end in paws. It is covered in a thick layer of fur.
Dodge: 13
Sequence: 10
Attacks and Abilities:
Claw: 2d6 + AGI mod Slashing (Delay: 2. Skill: 10)
Bite: 5d8 + STR mod Piercing (Delay: 4. Skill: 10)
Leap: The creature may leap a distance two times as far as their AGI would allow for one delay and apply Knockdown to any target in a 3 foot radius where they land. (Delay: 4. Skill: 10)
Improved Senses: The creature has exceptional hearing and smell at normal check when rolling Observation checks.
Lycanthropy: If a target takes damage from Claw or Bite they roll a d4. If they roll a 1, they are now infected with Lycanthropy.
Regeneration: The Lycanthrope heals ¼ of their health to every body part at the end of every turn.
Tracking: 8
Observation: 8
Health:
Head (1): 32
Chest (2): 115
Arms (3-4): 60
Leg (5-6): 60
Armor:
P: N/A
C: N/A
S: N/A
B: N/A
Radiation:
Fire:
Plasma:
Heat:
Cold:
Corrosion:
Magic:
Agility: 13
Strength: 13
Constitution: 13
Magic: 1
Charisma: 3
Intelligence: 3
Wisdom: 3
Skill points: 75
Harvest:
-Meat
-Sinew
-(Size) Claw
-(Size) Tooth
-Bristling fur
-Lycanthrope Blood
M
Matakka
Type: Insect
Size: Large
Region: 12
Background: The Matakka is one of the oldest insectoid species on the island, having benefited from its incredibly large size (13 feet on average) and thick exoskeleton. It liberalizes upon these features, smashing its enemies with pummeling blows. Sometimes the Matakka is captured (with much death and blood involved) and released upon enemy armies in siege situations. However, for the majority of all Kaze, the Matakka should be avoided. Sometimes roving Matakka scale city walls in order to scavenge for food, digging through human trash or eating a Kaze villager if they are hungry enough.
Appearance: The Matakka is an enormous insectoid creature, hunched over and bearing its weight on its sizable fists. Its back legs are not particularly powerful, although enough so to propel it in a short jump. Its shell is brownish with a red sheen when light hits it.
Statistics:
Dodge: 2
Sequence: 4
Special:
Pummel: The Matakka may roll a Grapple check at normal difficulty at skill: 7. When they succeed, they are guaranteed three more strikes, which are bludgeoning attacks that do 2d10 + STR mod damage. The character may only Block these attacks.
Attack: Swipe: The Matakka reaches out and punches the enemy.
Skill: 5. Delay: 3. Damage: 1d10 + STR mod times two (14)
Two-Handed Swipe: The Matakka does a hammer-fist motion with both hands on the enemy, doing 3d10 + STR mod times two to the enemy.
Skill: 5. Delay: 6. Damage: 3d10 + STR mod times two (14)
Armor:
P: N/A
C: N/A
S: N/A
B: N/A
Radiation:
Fire:
Plasma:
Heat:
Cold:
Corrosion:
Magic:
Agility: 3
Strength: 15
Constitution: 8
Magic: 1
Charisma: 2
Intelligence: 2
Wisdom: 1
Skill points: 90
Harvest:
Mimic
Species: Mimic
Type: Insect
Size: Large
Region: 3,4,5
Background: The Mimic is a feared creature among the humans, although its inventive hunting method has become somewhat of an urban legend to the common populace. Not only can the Mimic disguise itself to appear as a shrouded humanoid figure, but it also contains rudimentary vocal cords, with which it can repeat words and phrases it has heard in order to appear human.
Appearance: This six legged insectoid, over the course of many generations, has evolved to have a small protrusion on its snout which appears to be a human face. On its underside is a gaping mandibled mouth which is used to consume unsuspecting prey. And underneath two chitinous plates on its back are pliable brownish wings, which it casts about its body to disguise itself as a human.
Dodge: 8
Sequence: 7
Attacks and Abilities:
Disguise: The Mimic may disguise itself to look like a human cloaked in brown. (Delay: 1. Skill: 10)
Imitate: The Mimic may recreate sounds and short sentences of spoken word it has heard before, but cannot produce original noises.
Seize: The Mimic stands on its back legs and uses its forelegs to grab the target and bite them, dealing 6d6 Piercing Damage to a random location and Grappling the target. (Delay: 3. Skill: 10)
Health:
Head (1): 35
Thorax (2): 50
Legs (3-8): 25
Armor:
P: -3
C: +3
S: -6
B: +3
Radiation:
Fire:
Plasma:
Heat:
Cold:
Corrosion:
Magic:
Agility: 8
Strength: 9
Constitution: 7
Magic: 1
Charisma: 6
Intelligence: 3
Wisdom: 2
Skill points: 75
Harvest:
-Chitin
-Sinew
-Meat
Mook
Type: Mammal
Size: Large
Region: 3
Background: The Shag are known to be a somewhat harmless creature if treated correctly, but they are highly territorial and one must watch what actions they do around them. Fast movements done in the direction of the Mook, making direct eye contact, or openly provoking them, will lead to a fight.
Appearance: The Mook appears like a large shaggy creature, a mass of long split-fur. Its head slopes out of the front of this mop, longish and bovine in nature with a sloped brow that gives it a look as if it is troubled at all times. The Mook's shaggy fur is actually a series of hooks which it uses to gore open creatures.
Statistics:
Dodge: 3
Sequence: 7
Special: The Mook attacks the enemy not with its feet or mouth, but instead by inviting the enemy to touch the fur on its body, offering its side and sometimes attempting to broadside his enemy with it. On contact with it, the player finds quite quickly that the hair is comprised of thousands of tiny hooks which look like hair, ripping at his skin, clothes, and even armor. If the player touches the fur, he is stuck on it immediately, unless he is wearing armor, which may be ripped from his body from the force of pulling away. On contact with his body it does 1d20 to each location touching, and every turn he tries to pull away it does an additional d6.
Armor:
P: N/A
C: N/A
S: N/A
B: N/A
Radiation:
Fire:
Plasma:
Heat:
Cold:
Corrosion:
Magic:
Agility: 2
Strength: 15
Constitution: 15
Magic: 1
Charisma: 2
Intelligence: 1
Wisdom: 1
Skill points: 30
Harvest:
-Bristling fur
N
Naga
Type: Reptile-Humanoid
Size: Medium
Region: 3,5
Background: The Naga are an ancient race whose evolutionary path stabilized long ago. Having attained the intelligence needed to create and utilize tools and rudimentary language, they are a formidable hunter species, leading a nomadic lifestyle in the Kedrin Forests and Zerus Treescape. They are, however, quite territorial, attacking those who enter their territory readily, especially delivering vengeance upon those who hunt their prey.
Appearance: The Naga are a serpent-like creature with a scaled humanoid torso and a snake’s head, with a long tail from the waist down. Although their claws are quite vicious, they are typically seen with crude spears.
Dodge: 12
Sequence: 6
Attacks and Abilities:
Spear Throw: 3d6 Piercing + AGI mod. Range: 45 ft. Once per Naga. Recovering spear from the ground takes 2 delay. (Delay: 3. Skill: 7)
Spear Thrust: 3d8 Piercing + AGI mod. (Delay: 4. Skill: 10)
Terrin Poison: This creature applies the poison Terrin to their spears. Terrin is a bloodborne poison that causes paralysis in the target, disabling them from acting until it is purged from their system. In order for the target to be effected, they must receive a dose based on their size category. Tiny category must receive one dose, Small category must receive two doses, Medium category must receive three doses, Large category must receive four doses, and Giant category must receive five doses. The poison is applied by default to all weapons the Naga are wielding at the beginning of combat, but they must spend delay to re-apply it before any strike they want it to be active. (Delay: 2)
Claw: 3d4 Slashing (Delay: 2. Skill: 8)
Health:
Head (1): 35
Chest (2): 70
Arms (3-4): 30
Abdomen (5): 40
Tail (6): 35
Armor:
P: -5
C: -7
S: -3
B: -3
Radiation:
Fire:
Plasma:
Heat:
Cold:
Corrosion:
Magic:
Agility: 12
Strength: 9
Constitution: 10
Magic: 1
Charisma: 5
Intelligence: 4
Wisdom: 2
Skill points: 30
Harvest:
-Scaled Hide
-Medium Claw
-Medium Tooth
-Meat
-Sinew
O
Orromak
Type: Mammal
Size: Large
Region: 7
Background: The Orromak is, by the hierarchy of the northern Faydorn ecosystem, a mid tier creature, oriented neither at the apex nor the bottom of the food chain. However, it is not to be trifled with. Although it is slow-going, its bite is devastating.
Appearance: The Orromak is a large, six legged creature, its body covered in a thick layer of fat, its head comprised only of a circular maw of fangs.
Dodge: 3
Sequence: 6
Attacks and Abilities:
Bite: 2d20+STR mod Piercing (Delay: 4, Skill: 10)
Claw: 3d6+STR mod Slashing (Delay: 3, Skill: 7)
Health:
Head (1): 50
Chest (2): 125
Legs (3-8): 75
Armor:
P: -3
C: -5
S: -3
B: -9
Radiation:
Fire:
Plasma:
Heat:
Cold:
Corrosion:
Magic:
Agility: 7
Strength: 12
Constitution: 13
Magic: 1
Charisma: 1
Intelligence: 1
Wisdom: 1
Skill points: 80
Harvest:
Osho
Type: Mammal
Size: Large
Region: 9
Background: The Osho developed from the harsh forest world surrounding the capital of Korrid'Malanthas. Like most animals in these areas, they are affected by the constant inhalation of the Goda spore. This has made them bulky and vicious; often attacking wanderers in the area and almost any other animal that comes upon their territory.
Appearance: Osho are, on average, around 11 feet long, although they may vary about a foot either way in size. They are very muscular, being covered in a peculiar chitinous material, expressly existent as armor against an apparently long lost rival competitor, but serving well in any pursuit of physical resistance. Their faces are roughly ursine, with an underbite protruding and a chitinous crest rising from their forehead. A stubby, but able tail reaches from their behind, however they mostly depend upon their claws and teeth in order to damage their enemies.
Dodge: 5
Defense: 14
Focus: 5
Willpower: 10
Observation: 10
Sequence: 8
Attacks and Abilities:
Bite: 6d10+STR mod Piercing damage (Delay: 4. Skill: 10)
Claw: 8d6+STR mod Slashing damage (Delay: 5. Skill: 16)
Charge: After traveling to a target, add damage equal to two times the delay that was spent traveling to the target and apply Knockdown on the next strike.
Roar: The creature emits a loud roar. If any targets with ears are within 50 feet they must make an Impossible CON check or lose 5 Physical and Magical Delay. If any targets with ears are within 150 feet they must make a Difficult CON check or lose 3 Physical and Magical Delay. If any targets with ears are within 500 feet they must make a Normal CON check or lose 1 Physical and Magical Delay. (Delay: 6. Skill: 10)
Health:
Head (1): 135
Neck (2): 100
Body (3): 350
Left Arm (4): 250
Right Arm (5): 250
Left Leg (6): 250
Right Leg (7): 250
Tail (8): 60
Armor:
P: -12
C: -14
S: -20
B: -10
Radiation: N/A
Fire: +10
Plasma: N/A
Heat: +10
Cold: -20
Corrosion: N/A
Magic: N/A
Agility: 9
Strength: 13
Constitution: 15
Magic: 1
Charisma: 1
Intelligence: 2
Wisdom: 1
Skill points: 65
Harvest:
-Bristling fur
-Hide
-Large Tooth
-Large Claw
-Chitin
P
Pangar
Type: Mammal
Size: Giant
Region: 1,23
Background: In the Idolon Frosts the Pangar live, hunting whatever travels into their territory. Although they prefer meat and primarily subsist on it, if they are very hungry the Pangar have been known to eat vegetation as well. It is a creature that is a sort of cultural icon in some cities and traditions of human society, yet it is one they encounter relatively rarely. To the humans, it represents strength in adversity, immovable constitution, and solemn integrity.
Appearance: The Pangar is a sixteen foot tall, shaggy-furred creature with elongated front arms ending in two enormous claws and a small sloped head with well-developed front teeth.
Dodge: 7
Sequence: 7
Attacks and Abilities:
Deafening Roar: All who are within 100 feet of the Pangar are deafened unless they make an impossible Focus check. Deafened targets roll a d4 and lose that much delay for that many turns. Targets that are deafened cannot have the effect applied again. All checks that involve hearing are now at impossible check until the target is no longer deafened. (Delay: 3)
Bite: 2d20 Piercing damage + STR mod (Delay: 4. Skill: 10)
Claw: 2d10 Slashing damage + STR mod (Delay: 3. Skill: 10)
Charge: If the Pangar traveled to get to the target, add two times the delay that was used as additional damage on the first strike. If the target is of a lower size category than the Pangar, the target is affected with Knockdown.
Health:
Head (1): 100
Chest (2): 225
Legs (3-8): 175
Armor:
P: N/A
C: -4
S: -4
B: N/A
Radiation:
Fire:
Plasma:
Heat:
Cold:
Corrosion:
Magic:
Agility: 12
Strength: 15
Constitution: 15
Magic: 1
Charisma: 3
Intelligence: 3
Wisdom: 2
Skill points: 175
Harvest:
-Bristling fur
-Sinew
-Meat
-Giant Claw
-Giant Tooth
-Fat
Phorakos
Type: Avian
Size: Giant
Region: 8
Background: The Phorakos is a devastating solitary predator which lays eggs that have very long gestation periods. Having evolved to defend these eggs from the Qades and the Hundsl, they have become quite vicious and aggressive.
Appearance: The Phorakos is a massive, flightless bird with a horrifying, hooked beak and two massive clawed feet. Its feathers vary in color from black, to brown, to gray, to white. Its beak and legs are a dark, matted yellow.
Dodge: 8
Defense: 8
Focus: 5
Willpower: 10
Sequence: 12
Attacks and Abilities:
Peck: 3d6 Piercing (Delay: 2. Skill: 12)
Bite: 4d10 Cleaving + STR mod. Deduct 10 durability from the armor piece that is hit. (Delay: 4. Skill: 10)
Claw: 2d10+AGI mod Slashing (Delay: 3. Skill: 12)
Kick: 2d10+STR mod Bludgeoning. If hit by this attack, the target is affected by Knockdown. (Delay: 5. Skill: 12)
Slam: If the target is affected by Knockdown, the Phorakos can pick up the target and slam it onto the ground, dealing 1d20+STR mod Bludgeoning damage to the target’s entire body. (Delay: 5. Skill: 12)
Health:
Head (1): 165
Chest (2): 325
Left Wing (3): 50
Right Wing (4): 50
Left Leg (5): 120
Right Leg (6): 120
Armor:
P: -5
C: N/A
S: N/A
B: -10
Radiation: -10
Fire: -10
Plasma: N/A
Heat: -10
Cold: -10
Corrosion: N/A
Magic: N/A
Agility: 14
Strength: 12
Constitution: 12
Magic: 1
Charisma: 2
Intelligence: 4
Wisdom: 3
Skill points: 100
Harvest:
-Giant Claw
-Feather
-Sinew
-Meat
Poinobugs
Type: Insect
Size: Tiny
Region: 10
Appearance: The poinobug is a small stinging insect about the length of a human thumb. It has a grey carapace with light yellow fur sprouting from it.
Dodge: 8
Sequence: 10
Attacks and Abilities:
Swarm: The poinobugs swarm as a mass. If the target fails a difficult Dodge check, roll a d6 and that is the number of bodyparts covered in the swarm. Roll location that many times. One damage per poinobug on the target is dealt to all covered bodyparts. The target or any target standing adjacent to the target may spend 1 delay and roll a Normal STR check to fling a poinobug from the target body and onto the ground. If the poinobug is attacked while it is still on a target body part, any missed attack now hits the target body part underneath instead.
Health: 1
Armor:
P: N/A
C: N/A
S: N/A
B: N/A
Radiation:
Fire:
Plasma:
Heat:
Cold:
Corrosion:
Magic:
Agility: 10
Strength: 1
Constitution: 1
Magic: 1
Charisma: 1
Intelligence: 1
Wisdom: 1
Skill points: 1
Harvest:
Potokkan Wasp
Species: Insect
Type: Adhesive Wasp
Size: Small
Region: 8,9,10,11,12,13,14
Background: The Potokkan Wasp is a thoroughly disliked creature among the Lazvarians. Although its adhesive is the cause of countless deaths every year, it is used an enormous amount in architecture and other woodcrafting pursuits. It is also very useful for a huge number of other practical applications that any society may place it into and therefore makes the Potokkan a commonly hunted animal for mercenaries.
Appearance: The Potokkan Wasp is about 4 feet from head to tip, its wings making a windy disturbance around it when it enters the area. It has large dripping mandibles colored black like the rest of its chitinous body. From its end, it sprays the adhesive it is so feared for.
Statistics:
Dodge: 8
Sequence: 6
Attacks and Abilities:
Adhesive: The body part hit by Adhesive is disabled unless the target makes an Impossible STR check. In order for the target to be affected, they must receive a dose based on their size category. Tiny category must receive one dose, Small category must receive two doses, Medium category must receive three doses, Large category must receive four doses, and Giant category must receive five doses. If the target is affected by a Knockdown, they are stuck to the ground until they remove the Adhesive. (Delay: 4. Skill: 12)
Anti-Adhesive: The target is freed from any Adhesive effect. This also uncombines any Heaping Leeches it hits. (Delay: 2. Skill: 12)
Sting: 4d10 Piercing damage (Delay: 5. Skill: 12)
Fly: Creature does not have to touch the ground to move.
Health: 20
Armor:
P: -5
C: -7
S: -10
B: +3
Radiation: N/A
Fire: +10
Plasma: N/A
Heat: N/A
Cold: N/A
Corrosion: N/A
Magic: N/A
Agility: 18
Strength: 2
Constitution: 3
Magic: 1
Charisma: 1
Intelligence: 1
Wisdom: 1
Skill points: 25
Harvest:
-Adhesive
-Chitin
-Anti-Adhesive
Q
Qades
Type: Insectoid
Size: Large
Region: 8
Background: The Qades is a predator within its region, each one by itself being enough to dispatch the majority of the food chain, but often traveling in groups. This creature has been known to end many caravans and is both feared and revered by Kaze who dwell here.
Appearance: A massive black-carapaced mantis with two long razor-sharp forearms and six legs on its lower body which propel it forward at rapid speeds.
Dodge: 15
Defense: 10
Focus: 3
Willpower: 4
Sequence: 12
Attacks and Abilities:
Bite: 1d10 Piercing damage + STR mod (Delay: 2. Skill: 10)
Slash: 3d20 Slashing damage + STR mod (Delay: 4. Skill: 10)
Health:
Head (1): 30
Chest (2): 65
Left Arm (3): 60
Right Arm (4): 60
Thorax (5): 40
Abdomen (6): 120
Legs (7-12): 55
Armor:
P: -20
C: +2
S: -21
B: +4
Radiation: -50
Fire: -15
Plasma: -15
Heat: -30
Cold: +10
Corrosion: +10
Magic: N/A
Agility: 13
Strength: 10
Constitution: 8
Magic: 1
Charisma: 3
Intelligence: 3
Wisdom: 1
Skill points: 70
Harvest:
-Chitin
-Meat
-Giant Claw
-Sinew
R
Rackler
Species: Mammal
Size: Small
Region: 3
Background:
The Rackler is an old creature to the commoners of this world, it has been told of as both a nuisance and a fear for generation of farmers and workers in Lazvarian history. They are subterranean animals, diggers, who form large networks of tunnels, which grow larger and larger, as well as more complex, over their lifetimes. Their females are their dominant fighters, males being the diggers of the society and rarely seen. However, the females must lay their eggs inside warm bodies, so that the creatures will have sustenance when they are born. For this reason, they will sometimes incapacitate lone travelers and drag them back to their dens to lay their eggs in their warm chests.
Appearance: The Root Crawlers are a rodent creature, bi-pedal, that stands about 3 feet tall. They have hunched backs, of which sport a shell, sloped down onto their tails. They have hands, that when the fingers are placed together, they form a potent scoop, which they use to dig dirt over their heads and toss down their backs. A second set of arms lies on their sides, which has at its ends sharp talons, extremely hard and used to break up rocks (or skulls).
Statistics:
Dodge: 8
Initiative: 1
Special: The Root Crawler females travel in small packs of about five, only in some seasons (While in heat), so that they can find people to knock out and lay eggs inside. They are naturally stealthed at all times, at a skill of 5, and will start combat if the chance is given. They primarily use the arms on their sides to attack, which are 1d6 Piercing weapons.
Armor:
P: N/A
C: N/A
S: N/A
B: N/A
Radiation:
Fire:
Plasma:
Heat:
Cold:
Corrosion:
Magic:
Agility: 5
Strength: 4
Constitution: 6
Magic: 1
Charisma: 2
Intelligence: 2
Wisdom: 1
Skill points: 5
Harvest:
-Bristling fur
Regis Berens
Type: Worm
Size: Titanic
Region: 7
Background: The Regis Berens is one of the few creatures fierce enough that the highlanders refuse to hunt it. Living underneath the ice, in the lakes underneath, it hibernates with mouth open. Because of this, it is known to house colonies of Shale Beetles in its stomach. When the season for its emergence comes, highlanders often choose different paths.
Appearance: A massive wormlike creature with a horrifying maw of nested teeth.
Dodge: None
Sequence: 5
Attacks and Abilities:
Release colony: The Regis Berens opens its maw and a multitude of Shale Beetles flood out. Spawn Shale Beetles by rolling two d10, multiplying them together, and then multiplying by 10. (Delay: 3)
Bite: 10d20 Cleaving damage. (Delay: 3. Skill: 10)
Swallow: The Regis Berens can swallow any number of targets that are within twenty feet of its mouth. Each target gets a dodge check. If consumed, the targets must deal 200 damage to the inside of the creature before they can escape. Every turn they are inside, they take progressive damage. Turn X: Xd10 Acid damage to all body parts. (Delay: 3)
Health: 4000
Armor:
P: +2
C: +10
S: +10
B: -23
Radiation:
Fire:
Plasma:
Heat:
Cold:
Corrosion:
Magic:
Agility: 6
Strength: 30
Constitution: 20
Magic: 1
Charisma: 1
Intelligence: 1
Wisdom: 1
Skill points: 250
Harvest:
-Fat
-Meat
-Sinew
-Hide
-Titanic Tooth
Ruuthogr
Type: Mammal
Size: Medium
Region: 27
Background: This creature, a prolific tunneler in soft soil, has always been a part of the Brak’s ecosystem. This means that it is both prey and predator in its environment. The Sarkin use it for leather and meat. It is an energetic,
Appearance: A mid-sized, mole-like quadruped with sparse fur, no eyes, and large front teeth. The Ruuthogr’s front claws are highly developed and thus quite effective at both digging and fighting.
Dodge: 5
Defense: 14
Focus: 5
Willpower: 12
Sequence: 8
Attacks and Abilities:
Dig: This creature may specify that it is using its movement in order to travel through floors, walls, and ceilings. However, it spends double the delay to travel its normal distance.
Ambush: If the target is not aware of Ruuthogr’s presence in a floor, wall, or ceiling and a burrow has been created, then Ruuthogr can strike in Stealth phase when they initiate combat.
Slash: 5d6 + STR mod Slashing to two neighboring body parts (Delay: 4. Skill: 10)
Bite: 3d10 + STR mod Piercing and do 1d4 damage each turn to the target’s entire body for 1d4 turns. (Delay: 4. Skill: 10)
Health:
Head (1): 55
Body (2): 125
Legs (3-6): 65
Armor:
P:
C:
S:
B:
Radiation:
Fire:
Plasma:
Heat:
Cold:
Corrosion:
Magic:
Agility:
Strength:
Constitution:
Magic:
Charisma:
Intelligence:
Wisdom:
Skill points: The number of skill points all players that were in combat when the creature died will receive.
Harvest:
-Bristling fur
S
Shale Beetle
Type: Insect
Size: Tiny
Region: All non-Tundra regions
Background: Shale beetles occur on every continent of Nyra, building their nests where other animals do not roam and avoiding danger. They function on a simplistic hive mind, gathering sustenance from various forms of debris and rot, which they use to feed the larva in their colonies. They have a distinct, but subtle aroma, which comes from the acid they use to dissolve their food.
Appearance: Small beetles, ranging from the size of the tip of a finger to the size of a palm.
Statistics:
Dodge: 13
Sequence: 12
Special:
Attack: Bite: 1d4, Delay: 1
Health: 10
Armor:
P: -3
C: -5
S: -8
B: +5
Radiation:
Fire:
Plasma:
Heat:
Cold:
Corrosion:
Magic:
Agility: 15
Strength: 1
Constitution: 2
Magic: 1
Charisma: 2
Intelligence: 1
Wisdom: 1
Skill points: 5
Harvest:
Shrike
Type: Orderbeast
Size: Medium
Region: 15,16
Background: The Shrike has long been one of the most intolerable and deadly pests for the denizens of Onus, both when the Ponderan once lived there and now that the Famulus have taken their place. The Shrike is attracted to concentrations of magical energy, whether it occurs naturally or within the body of a mage.
Appearance: The Shrike, when visible, appears as a large floating head made of a sort of smooth stone armor, emanating glowing blue fire from its mouth and eyes.
Dodge: 6
Sequence: 12
Attacks and Abilities:
Consume Spell: Any time a spell is cast in its presence, The Shrike rolls against its skill and if it rolls further under than the caster, the spell is fizzled. For each fizzle, the Shrike heals 50 health, able to overheal. Radiating Aura also progresses by one turn. (Skill: 12)
Radiating Aura: The Shrike emanates an imperceptible aura that deals progressively more damage each turn it is active. (Skill: 10, Delay: 3)
Turn 1: 1d4 Radiation damage + MAG mod in a 30 foot sphere.
Turn 2: 1d6 Radiation damage + MAG mod in a 40 foot sphere.
Turn 3: 1d8 Radiation damage + MAG mod in a 50 foot sphere.
Turn 4 onwards: 1d10 Radiation damage + MAG mod in a 60 foot sphere.
Health: 300
Armor:
P: -15
C: -15
S: -15
B: -15
Radiation:
Fire:
Plasma:
Heat:
Cold:
Corrosion:
Magic:
Agility: 12
Strength: 5
Constitution: 10
Magic: 5
Charisma: 5
Intelligence: 5
Wisdom: 2
Skill points: 225
Harvest:
Siopsys
Type: Cephalopod-Mammal
Size: Large
Region: 5
Background: The siopsys is a terrifying predator, unseen until the last moment it strikes.
Appearance: The siopsys is a large, eight legged creature with fiber-optic fur, a cyloptic eye, and a concealed mouth of serrated teeth. It has cups on the inside of its legs, which are highly flexible, and have small hooks inside them.
Dodge: 8
Sequence: 14
Attacks and Abilities:
Stealth: 14
Invisible: If the siopsys wills it, they become almost invisible, giving all visual checks on them a +8 difficulty.
Grab: If the siopsys rolls their skill, they fully enclose any humanoid’s arms, legs, and chest, unless they make a difficult dodge check. (Skill: 12, Delay: 4)
Squeeze: The siopsys, if it has achieved a grab on the given target, squeezes their arms, legs, and chest for 3d10+STR mod. Once the target is grabbed, they cannot make a dodge check. If the target is damaged, they are poisoned with a neurotoxin. Every time this poison is stacked, the target accrues a +1 difficulty to all rolls. (Skill: 7, Delay: 7)
Bite: If target is grabbed, bite automatically targets head for 4d6+STR mod Piercing. (Skill: 7, Delay: 4)
Health:
Head: 75
Body: 350
Legs: 150
Armor:
P: +5
C: +3
S: +4
B: -2
Radiation:
Fire:
Plasma:
Heat:
Cold:
Corrosion:
Magic:
Agility: 16
Strength: 12
Constitution: 12
Magic: 1
Charisma: 4
Intelligence: 3
Wisdom: 2
Skill points: 100
Harvest:
T
Tark
Type: Cephalopod-Fish
Size: Giant
Region: 1,7
Background: The tark is a creature so feared that few dare to sail the northern coasts of Faydorn. This has only helped the highlanders stay in isolation, both discouraging outsiders from traveling to their part of the continent, but also discouraging them from returning to their sea-faring roots. The highlanders revere the Tark as one of the few beasts in their environment that they do not seek to conquer.
Appearance: The tark is a massive, spherical creature with many tentacles. Upon its mid-section it has an enormous toothed maw and upon the end of each of its tentacles are more toothed mouths, each with blood-red eyes inside of them. The tark is covered in smooth white skin, dimpled with red pockmarks.
Dodge: 3
Sequence: 12
Abilities:
Icy Flow: Hits up to three targets with an icy jet which progressively freezes them. First application is -2 Sequence, +2 difficulty to combat rolls. Second application is -4 Sequence, +4 difficulty to combat rolls. Third application, the target is frozen and cannot move unless they make an impossible willpower check, and if so, will still have -6 Sequence, +5 difficulty to combat rolls. (Delay: 3)
Swallow: If a target is unable to act successfully within their turn and a tentacle is in range, the Tark may roll against its attack skill in order to consume the target whole. May only use on one target per turn. The target must deal 150 damage to the inside of the Tark to escape. If target spends two turns swallowed, they die. If Tark kills a target this way, they heal 100 health to all body parts. (Delay: 5. Skill: 10)
Big Bite: 10d20+STR mod (Delay: 6, Skill: 14)
Small Bite: 2d20+STR mod (Delay: 4, Skill: 14)
Health:
Body (1): 2300
Arm 1 (2): 350
Arm 2 (3): 350
Arm 3 (4): 350
Arm 4 (5): 350
Arm 5 (6): 350
Arm 6 (7): 350
Arm 7 (8): 350
Arm 8 (9): 350
Arm 9 (10): 350
Armor:
P: -6
C: +3
S: +6
B: -13
Radiation:
Fire:
Plasma:
Heat:
Cold:
Corrosion:
Magic:
Agility: 18
Strength: 22
Constitution: 30
Magic: 1
Charisma: 1
Intelligence: 3
Wisdom: 2
Skill points: 250
Harvest:
U
Utris
Type: Reptile-Mammal
Size: Small
Region: 20,21
Background: The Utris is a creature that developed in the deep wilderness of Kaem. A canine twisted by intense Chaos magic in the area, it mutated into something that could compete with the local insectoid predators. Some taxonomists consider the Utris a Chaos Creature, but the Utris is not from the Chaos Plane and evolved through almost entirely organic processes in the wilderness to survive. The thick shell of the Yuki-Kaji beetles are what caused the Utris to make use of the highly corrosive acid that it has become known for.
Appearance: The Utris appears most times to be a canine with smooth, shark-like skin, no lips, and what look like shark's teeth. However, at will it may turn itself inside out. Tentacles slither from the Utris' mouth and it folds back its canine appearance. When it is fully emerged inside-out, it appears to be a writhing octupus-like creature. In the middle of the tentacles is a maw of fangs, which spews forth large amounts of corrosive acid. The Utris may assume an intermediate between the two where the tentacles emerge from the mouth in order to spew forth acid.
Statistics:
Dodge: Yes (Canine) No (Inside-Out)
Initiative: 6
Special: Corrosive acid takes one turn to spew. Roll against a base skill for the Utris' aim of (6). On contact, players should roll a d10 every round the acid is on their armor. If they get an 8-10, their armor has become unusable. If the player receives the acid upon bare skin or even cloth, they begin taking 3d6 in Unavoidable Damage each round on the body parts that are covered. The acid is able to be diffused by dousing it in water. Large amounts of wind will exaggerate the progress of the acid by 1d6 however.
If they attack in the form of canine, they may use two melee attacks per round:
-Bite is a 1d6 Piercing attack and on critical success, the Utris becomes latched into the bite, engaging as a Grapple. As long as the Utris is latched on, his STR and CON modifiers are added to the damage.
-Claw is a 2d6 Slashing attack
The Utris takes double damage when it is fully Inside-Out.
Armor:
P: N/A
C: N/A
S: N/A
B: N/A
Radiation:
Fire:
Plasma:
Heat:
Cold:
Corrosion:
Magic:
Agility: 9 (Canine) 1 (Inside-Out)
Strength: 5
Constitution: 5
Magic: 3
Charisma: 1
Intelligence: 1
Wisdom: 1
Skill points: 20
Harvest:
-Bristling fur
V
Vela Colony
Type: Fungus
Size: Variable
Region: 28
Background: Considered one of the many dangers of the Brak, Vela colonies can get quite large.
Appearance: The Vela is a fungus which spreads a thick mycelial layer before fruiting into small pin structures which grow over time, flowering out into large mushroom heads. These mushroom heads are excellent producers of light of various colors, able to produce fully rendered mirror images with only minor defects in representation.
Dodge: N/A
Focus: 12
Willpower: 10
Observation: 14
Flee: N/A
Sequence: 3
Attacks and Abilities:
Illusion: In particular
Puff:
Secrete:
Infest:
Health:
Armor:
P: N/A
C: N/A
S: N/A
B: N/A
Radiation: N/A
Fire: N/A
Plasma: N/A
Heat: N/A
Cold: N/A
Corrosion: N/A
Magic: N/A
Agility: 16
Strength: 7
Constitution: 5
Magic: 1
Charisma: 3
Intelligence: 3
Wisdom: 2
Skill points: 50
Harvest:
-Hide
-Medium Tooth
-Medium Claw
-Terrin Poison
Voxin
Type: Reptile, Avian
Size: Medium
Region: 9
Background: The Voxin is a well-known predator and nuisance of the Malanthan Forest. Preferring to hunt their targets from afar, hitting and running with their projectile spines. The Voxin does not seize its prey until they are completely paralyzed.
Appearance: A bipedal reptile creature with two developed, clawed forearms and a feathered frill around its head. Its sloping snout has a row of sharp teeth.
Dodge: 16
Focus: 6
Willpower: 5
Observation: 14
Flee: 14
Sequence: 12
Attacks and Abilities:
Stealth: The creature starts combat stealthed. (Delay: 2. Skill: 15)
Ambush: Voxin does not leave stealth when it uses Tail Dart or Seize.
Tail Dart: Launches a projectile at the target, dealing 8d4 Piercing and applying a poison if it can deal at least 1 damage. Tail Dart poison causes paralysis in the target, disabling them from physically acting. If they roll an Impossible Focus check, they may make mental actions at a Difficult check. It lasts until it is purged from their system or twelve hours pass. In order for the target to be affected, they must receive a dose based on their size category. Tiny category must receive one dose, Small category must receive two doses, Medium category must receive three doses, Large category must receive four doses, and Giant category must receive five doses. Range 60 ft. (Delay: 4. Skill: 12. Range: 30 feet. Ammo: 8 per engagement)
Seize: Can drag away any paralyzed target of the same size category or below up to 10 feet per delay. (Delay: Variable)
Bite: 4d6+AGI mod Piercing (Delay: 3. Skill: 8)
Claw: 5d8+AGI mod Slashing (Delay: 4. Skill: 8)
Health:
Head (1): 35
Neck (2): 20
Chest (3): 55
Left Arm (4): 25
Right Arm (5): 25
Left Leg (6): 30
Right Leg (7): 30
Tail (8): 30
Armor:
P: N/A
C: N/A
S: N/A
B: N/A
Radiation: N/A
Fire: N/A
Plasma: N/A
Heat: N/A
Cold: N/A
Corrosion: N/A
Magic: N/A
Agility: 16
Strength: 7
Constitution: 5
Magic: 1
Charisma: 3
Intelligence: 3
Wisdom: 2
Skill points: 50
Harvest:
-Hide
-Medium Tooth
-Medium Claw
-Terrin Poison
Vrog
Type: Reptile
Size: Giant
Region: 10
Background: The Vrog is a terrifying predator, wandering in all manners of sandstorm, consuming caravans prolifically. The Vrog uses its massive jaw in order to scoop up large quantities of sand, then melting it into the glass projectiles it uses.
Appearance: The Vrog is a huge bipedal reptile with a large expansive collar-flap which houses projectile glass spines and a huge shovel-like jaw with a tusked underbite. Its back and clubbed-tail are also both spiked with massive glass shards, its skin a ruddy, thick surface.
Dodge: 3
Defense: 16
Focus: 10
Willpower: 10
Sequence: 10
Attacks and Abilities:
Shrapnel: Every time the Vrog successfully gets its Defense check, all targets in melee are hit with Spray if they are within a 5 foot radius of the Vrog.
Spray: Hits one target in 1d6 body parts. Roll each location individually. Deal 10d4. Every time a d4 rolls a 4, add another d4 damage. (Delay: 3. Skill: 16. Range: 25 feet)
Glass Plating: Every time the Vrog is struck, add +1 damage reduction of every type to all body parts.
Slam: The Vrog slams the target with its massive jaw, dealing 8d20. (Delay: 8. Skill: 14)
Tail Club: Deals 3d10+2 Piercing for every stack of Glass Plating. Can strike up to two characters within 20 feet of one another. (Delay: 5. Skill: 14)
Health:
Head (1): 400
Neck (2): 350
Body (3): 650
Left Arm (4): 300
Right Arm (5): 300
Left Leg (6): 550
Right Leg (7): 550
Tail (8): 300
Armor:
P: -15
C: -13
S: -20
B: +2
Radiation: -20
Fire: -20
Plasma: -15
Heat: -20
Cold: N/A
Corrosion: N/A
Magic: N/A
Agility: 13
Strength: 16
Constitution: 18
Magic: 1
Charisma: 1
Intelligence: 3
Wisdom: 2
Skill points: 125
Harvest:
-Hide
-Giant Tooth
-Large Claw
-Sinew
-Meat
-Glass
W
Walking Tree
Species: Walking Tree
Type: Plant-Insect
Size: Giant
Region: 12
Background:
The Walking Tree is an odd creature, of insectoid origin, blending in to its environment in a very specific way. They are known to be something to be feared by travelers wandering forests, and especially by hunters, who may use trees as vantage points. Mostly they eat birds and small, tree-bound animals, however; only attacking large creatures if they make contact with them. They do not show their true appearances until the last moment, only being spooked by touch.
Appearance: The Walking Tree, when his arms and legs are maneuvered correctly, looks to be a swaying tree; canopy and all. He has four arms, of which have two branches each; ending in a canopy of fake leaves, inside them long, strong fingers of which they use to grab people resting in them. Their legs are somewhat stocky, two in all, of which they put together to resemble the trunk of the tree, their feet look like dirty roots, digging their toes into the ground to emulate a rooted tree. Their head lies in the canopy, where it keeps its hands, and where the real danger lies. They have blade-like mandibles, which they use to pull prey into their many-toothed mouth.
Statistics:
Dodge: No
Initiative: 1
Special: The Walking Tree is very difficult to spot, having an effective stealth of 9. When players come into its area, they can roll an observation roll to see if it seems unusual. The Walking Tree usually gets the first attack, even though its initiative is low, because it tends to sneak attack his enemies, thus starting combat. His hands count as 2d6 Bludgeoning weapons, and his mandibles as 2d6 Slashing, his mouth if consuming the target, does 3d6 Piercing each time it bites down. GM should roll a d6 every time the Walking Tree attacks, on 1-4 that is how many of its arms make contact with the enemy, 5 or 6 means it attempts to bite the enemy.
Armor:
P: N/A
C: N/A
S: N/A
B: N/A
Radiation:
Fire:
Plasma:
Heat:
Cold:
Corrosion:
Magic:
Agility: 2
Strength: 9
Constitution: 10
Magic: 1
Charisma: 1
Intelligence: 1
Wisdom: 1
Skill points: 50
Harvest:
Weylaran
Type: Amphibian
Size: Medium
Region: 19
Background: The Weylaran usually wanders by itself or in duos, hunting smaller animals in the swamps or forest areas of Kaem. They can often be smelled before they are even there, although it takes an experienced nose to spot the distinct aroma.
Appearance: The Weylaran is a 7 – 9 foot long amphibian creature, a head that is slightly elongated and filled with many long and slender needle-like teeth. Its back legs are obviously quite large and powerful, able to project it into the air for great distances. Its front feet are webbed like the back, but instead contain some sharp claws which are used to dig into their enemy. They have a spined tongue as well, used to catch mid-sized insects and small mammals.
Statistics:
Dodge: 2
Sequence: 3
Special: For small animals and insects, the Weylaran uses its spined tongue in order to snare them permanently. Skill: 7
The Weylaran can emit a terrible stench, which disables all surrounding targets from acting during their turn if they do not make a difficult constitution check. Stays for a turn after being emitted. Delay: 2
Attack: Bite: 4d6 Piercing. Delay: 4
Armor:
P: N/A
C: N/A
S: N/A
B: N/A
Radiation:
Fire:
Plasma:
Heat:
Cold:
Corrosion:
Magic:
Agility: 4
Strength: 7
Constitution: 5
Magic: 1
Charisma: 1
Intelligence: 3
Wisdom: 1
Skill points: 25
Harvest:
X
Xiga
Type: Orderbeast
Size: Medium
Region: 15,16,17
Background: The Xiga have never been highly proliferated on Onus, although their presence has been perpetual, because their magic consumption is too excessive to warrant large populations. For this reason they are typically solitary as well. However, a single Xiga is more than enough to cause havoc to adventurers and settlers, if a source of magic is present for them to extract.
Appearance: An insectoid six legged lower body with a carapaced, humanoid upper body, a chitinous crown, and long, slender body parts.
Dodge: 8
Sequence: 11
Attacks and Abilities:
Invisible: The Xiga is invisible without test.
Illusion: The Xiga can create an illusion of its choosing within perception. (Skill: 10, Delay: 2)
Source Consumption: The Xiga begins consuming the magical energy of any concentration in the area. This gives a -5 penalty to casting to all spell casters in a 70 foot radius each time it is used and adds +5 damage to Xiga's Photonic Array for every decrement applied or for any significant concentration of magicite or magic rifts in the area. (Delay: 5, Skill: 10)
Photonic Array: The Xiga releases an array of lasers in a criss-crossing pattern around it. Every player rolls a d6 and if they roll an even number, they are struck for 1d20+MAG modifier+Source Consumption bonus in Radiation damage to a random body part. (Delay: 3, Skill: 15)
Health:
Head (1): 60
Body (2-4): 75
Arms (5-6): 50
Legs (7-10): 35
Armor:
P: N/A
C: N/A
S: N/A
B: N/A
Radiation: Immune
Fire:
Plasma:
Heat:
Cold:
Corrosion:
Magic: Immune
Agility: 10
Strength: 10
Constitution: 10
Magic: 12
Charisma: 3
Intelligence: 4
Wisdom: 5
Skill points: 225
Harvest:
Y
Yukotir
Type: Amphibian
Size: Medium/Large
Region: 10
Background: The Yukotir hunts and regulates its body temperature by exhaling all air from its body, becoming flattened, and hiding under the sand. When a creature steps on it, it inflates, sprouting poisonous spines, paralyzing the target so it can consume it. Other than this, the Yukotir is mostly a carrion eater.
Appearance: A flat, dry-skinned amphibian that, when inflated, sprouts spines. It has large, bulbous eyes and a prominent snout.
Dodge: 5
Defense:
Focus: 10
Willpower: 10
Sequence: 6
Attacks and Abilities:
Bite: 3d6 Piercing damage + STR mod (Delay: 2. Skill: 10)
Deflate: The Yukotir goes to Medium size category, flattening out its body. Has Stealth: 18 while Deflated. (Delay: 4)
Inflate: The Yukotir goes to Large size category, sprouting spines and poisoning anything above it in a ten foot radius with the 1d4 stacks of the following effect: Causes paralysis in the target, disabling them from acting until it is purged from their system or twelve hours pass. In order for the target to be effected, they must receive a dose based on their size category. Tiny category must receive one dose, Small category must receive two doses, Medium category must receive three doses, Large category must receive four doses, and Giant category must receive five doses. (Delay: 1. Skill: 16)
Burrow: If the Yukotir has used the skill Deflate, they may Flee from combat without check. (Delay: 1)
Consume: If a target is successfully paralyzed, the Yukotir may consume the target whole. If consumed, 160 damage must be dealt to the Chest of the creature before the target can escape. Every turn they are inside, they take progressive damage. Turn X: Xd10 Acid damage to all body parts. (Delay: 3. Skill: 12)
Health:
Head (1): 75
Chest (2): 160
Left Arm (3): 80
Right Arm (4): 80
Left Leg (5): 60
Right Leg (6): 60
Armor:
P: +5
C: N/A
S: +5
B: -25
Radiation: +20
Fire: N/A
Plasma: N/A
Heat: +10
Cold: N/A
Corrosion: N/A
Magic: N/A
Agility: 7
Strength: 6
Constitution: 10
Magic: 1
Charisma: 1
Intelligence: 2
Wisdom: 1
Skill points: 35
Harvest:
-Hide
-Spine
-Terrin Poison
-Small Tooth
Z
Zantari
Type: Avian-Insectoid
Size: Large
Region: 10
Background: The Zantari is largely a carrion-eater. However, when it senses that it might kill its prey itself, it will seize the opportunity. It is a symbol of terror and cunning to the Utwesh.
Appearance: A massive vulture-like creature with terrible talons and a serrated black beak. Across its back it has chitinous plating, the rest of its body covered in thick, dark-brown plumage.
Dodge: 8
Defense: 12
Focus: 6
Willpower: 6
Sequence: 10
Attacks and Abilities:
Swoop: The Zantari plummets from the air, dealing 2d10 Slashing damage and applying Knockdown to the target. May choose to land on the target or stay in the air. (Delay: 6. Skill: 14)
Peck: If the Zantari has landed, it may deal 4d20 Piercing damage (Delay: 6. Skill: 12)
Talon Strike: The Zantari may do 8d8 Slashing damage while flying or landed (Delay: 4. Skill: 12)
Fly: This creature may fly at will.
Poison Immune: Cannot be affected by anything created by Profession (Alchemy), any poison created by a Mage, or creature poison.
Health:
Head (1): 35
Body (2): 125
Left Wing (3): 75
Right Wing (4): 75
Left Leg (5): 60
Right Leg (6): 60
Armor (Chest and Wings):
P: -12
C: +3
S: -14
B: +4
Radiation: -10
Fire: N/A
Plasma: N/A
Heat: -20
Cold: -20
Corrosion: N/A
Magic: N/A
Agility: 12
Strength: 8
Constitution: 10
Magic: 1
Charisma: 2
Intelligence: 4
Wisdom: 4
Skill points: 45
Harvest:
-Chitin
-Meat
-Large Claw
-Feather
Zigler
Type: Reptile
Size: Small
Region: 2, 8
Background: The Zigler is a highly venomous creature and is typically avoided by travelers. Its venom is highly prized by assassins.
Appearance: A quadrupedal, scaled creature with three snake’s heads.
Dodge: 14
Sequence: 11
Attacks and Abilities:
Bite: 2d4 damage + AGI modifier (Delay: 2, Skill: 8). If Zigler rolls a 4 or under on its attack, it envenoms the target. It lasts 4 turns. Each turn, the venom adds another +2 difficulty to all actions for the target. On turn 4, the target must make an impossible willpower check to stay conscious.
Spray Venom: The Zigler attempts to spray venom at the target’s face (Delay: 2, Skill: 6). If the Zigler succeeds, they apply the venom from previous description.
Health:
Heads: 15
Body: 35
Front Legs: 23
Back Legs: 30
Armor:
P: -3
C: -1
S: +1
B: +1
Radiation:
Fire:
Plasma:
Heat:
Cold:
Corrosion:
Magic:
Agility: 12
Strength: 4
Constitution: 5
Magic: 1
Charisma: 3
Intelligence: 2
Wisdom: 1
Skill points: 25
Harvest:
Zirkal
Type: Tumor
Size: Titanic
Region: 27, 28
Background: Zirkal is the single largest entity on the face of Nyra; a spanning mass of nerve tendrils and tumorous formations that fill the unsettled cave formations in the Brak. There is no known preceding species to Zirkal, making its origin a mystery. But it has been in the caves ever since the Sarkin arrived. Little do the Sarkin know that Zirkal has even colonized above ground, but in the unexplored wilderness on the west side of the Lazvarian continent. However, the majority of mortal beings’ interactions with Zirkal are when he seeks to expand his eminence in the tunnel systems. When the tumorous mass comes through the caves, it vibrates with a deep rumbling that is distinctive and associated with ancient horror for the Sarkin people. The tumorous masses generate a vicious electricity which it uses to kill its foes. It consumes the nervous tissue of the things it kills and is thus a super predator, always expanding itself through the consumption of living things. Zirkal gathers the energy to assimilate the matter by settling its tendrils and masses over lava vents and absorbing energy from rivers. In remote locations, unknown to any living mortal being, Zirkal stores astounding amounts of energy in shifting plasmatic cores, allocating and re-directing energy freely. Zirkal may split parts of itself off and they may operate without physical connection, but only if they still have some communication with the central host body to give them constant instruction. This split part does not have a consciousness apart from Zirkal.
Appearance: Zirkal is the agglomeration of assimilated biological mass which has been broken down and reconstituted in the form of Zirkal’s desire. For this reason, Zirkal may appear as nearly anything, constantly haunting the Brak with its imminent return.
Dodge:
Defense:
Focus:
Willpower:
Sequence:
Attacks and Abilities:
Zirkal’s Eminence: When combat begins with Zirkal, a certain number of dice, depending on GM discretion or the encounter list, are rolled to determine how much health this appendage of Zirkal will have.
Autonomous Mass: This emanation of Zirkal is a stand-alone body, not connected directly to the central mass.
Bone Spines: Whatever dice were used to generate Zirkal’s Eminence are now the damage dice used for this attack. Deals Piercing damage.
Wave of Viscera: Whatever dice were used to generate Zirkal’s Eminence are now the damage dice used for this attack. Deals Bludgeoning damage.
Twining Claws: Whatever dice were used to generate Zirkal’s Eminence are now the damage dice used for this attack. Deals Slashing damage.
Osseous Wedge: Whatever dice were used to generate Zirkal’s Eminence are now the damage dice used for this attack. Deals Cleaving damage.
Electrogenesis: Deals 2d4 Plasma damage to the entire body of the target. If dice rolled during damage calculation roll a 4, roll another d4.
Eternity Cores: Zirkal can only be killed permanently if the Eternity Cores which sustain its being are located and destroyed. However, their location is unknown.
Health: See: Zirkal’s Eminence.
Armor:
P:
C:
S:
B:
Radiation:
Fire:
Plasma:
Heat:
Cold:
Corrosion:
Magic:
Agility:
Strength:
Constitution:
Magic:
Charisma:
Intelligence: 20
Wisdom:
Skill points: The number of skill points all players that were in combat when the creature died will receive.
Harvest: The list of items that Profession (Outdoorsman) can harvest.