Dark Eye - Aventurian Bestiary
Dark Eye - Aventurian Bestiary
Editing
Eevie Demirtel, Alex Spohr
Copy-Editing
Eevie Demirtel
Art Director
Nadine Schäkel
Cover Illustration
Nadine Schäkel
Rule Design
Markus Plötz, Alex Spohr, Jens Ullrich
ENGLISH VERSION
Translator
Daniel Mayer
Editor
Kevin MacGregor
Layout
Ben Acevedo
Interior Illustrations
Janina Robben, Nadine Schäkel, Fabrice Weiss, Elisabeth Landmann, Fabian Schempp, Helge
Balzer, Julia Metzger, Axel Sauerwald, Annika Maar, Elif Siebenpfeiffer, Trisdan Denecke, Elisabeth
Landma, Verena Biskup, Malte Zirbel, Maurice Wrede, Sebastian Watzlawek
With special thanks to Boris Alles, Anni Dürr, Marco Findeisen, Andreas Herbert, Björn Hinrichs,
Verena Höver, Niko Hoch, Peter Knorr, Christoph Knibbe, Norman Kobel, Christoph Lack, Viktor Maul,
Sascha Müller, Tjorven Müller, Philipp Neitzel, Merlin Patalong, Sergej “Kuanor” Pugach, Oliver Marcel
Schmidt, Patrick Schumacher, Ali Simsek, Fabian Sinnesbichler, Steffen Skrizsak, and Dennis Weigt
Copyright © 2015 by Ulisses Spiele GmbH, Waldems. THE DARK EYE, AVENTURIA, DERE, MYRANOR, RIESLAND,
THARUN, and UTHURIA are trademarks of Ulisses Spiele. All rights reserved.
This publication is protected under the copyright laws of the United States of America. No part of this publication
may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, whether electronic,
mechanical, photocopy, recording, or otherwise, without prior written consent by Ulisses Spiele GmbH, Waldems.
With thanks to all who helped create Aventuria.
Table of Contents Chapter 2: Animals 91
Alligator 92
Preface 5 Badger 93
Description Format 6 Bird Spider 94
New Combat Special Abilities 7 Brabacuda 95
Camel 96
Chapter 1: Monsters 9 Constrictor 97
Basilisk 10 Crowned Stag 98
Beastinger 12 Deer 99
Blossom Fairy 14 Donkey 100
Borbarad Mosquito 16 Horned Saurian 101
Bound Soul 18 Jaguar 102
Cyclops 20 Karan 103
Death Squirrel 22 Khôm Vulture 104
Demon 24 Kvill Adder 105
Difar 24 Mammoth 106
Karakil 26 Ongalo Cattle 107
Karmanath 28 Ostrich 108
Laraan 30 Piranha 109
Shruuf 32 Red Fox 110
Zant 34 Royal Eagle 111
Dragon 36 Shark, Striped 112
Cave Dragon 36 Skunk 113
Giant Wyvern 38 Storm Falcon 114
Glacier Worm 40 Swamp Leech 115
Pit Worm 42 Vampire Bat 116
Tree Dragon 44 War Dog 117
Ghoul 46 Woolly Rhinoceros 118
Giant Stag Beetle 48 Yellow-Tailed Scorpion 119
Gorger 50
Griffon 52 Appendix 120
Grolm 54 New Advantages 120
Ikanaria Butterfly 56 New Disadvantages 121
Kobold 58 New States 121
Krakonian 60 Making Use of Quarry 122
Manticore 62 Additional Rules 125
Maru 64 Strength Ratings for Tiny Creatures 125
Minor Spirit 66 Swarms 125
Morfu 68 Diseases 126
Mummy 70 New General Rules for Creature Types 126
Nymph 72
Saber-toothed Tiger 74
Skeleton 76
Snow-Lurker 78
Swampreek 80
White Harrier 82
Wolf-Lizard 84
Yeti 86
Zombie 88
PREFACE
Without horrible monsters, there would be no fantastic several types of demons. Encounters with the intelligent
adventures in the world of The Dark Eye. Even a world species described in this book won’t always end in fights,
with fire-breathing dragons has creatures that no and some may even offer chances to learn about other
Aventurian has seen before, and a humble adventurer cultures, as you will see.
can become a famous hero by defeating creatures whose
intimidation setms from their very strangeness, whether Besides monsters, this book introduces approximately
they lurk in the unexplored corners of Maraskan or on two dozen animals to use as quarry or for unique
the peaks of the Iron Edge. encounters. You might think that so-called normal animals
are not as exciting as monsters, but do not underestimate
Of course heroes won’t encounter corpse-eating ghouls the native fauna of Aventuria, which hide many secrets
or chimeras born of black magic in every adventure, but and can differ from their Earthly cousins in many ways.
if they choose to explore the wilderness of the Orclands,
the jungles of southern Aventuria, or the paths of the The Appendix includes new special abilities for monsters
Realmwood, they should expect to meet something and animals, new advantages and disadvantages for
new and dangerous. And there are plenty of dangerous characters, and new rules for hunting and making use of
creatures to be found in Aventuria and elsewhere on quarry. This large but by no means complete survey of
Dere. Aventurian fauna gives GMs more tools to challenge any
hero.
The Aventurian Bestiary introduces many of the fantastic
animals that live on the continent. It includes more than Have fun reading the book! May you find inspiration in
forty new creatures, including supernatural beings such Tsa’s many colors.
as fairies and ghosts, flesh-and-blood creatures such as
the gigantic gorger and the reeking pit worm, humanoid Alex Spohr
creatures such as marus, grolms, and cyclopes, and Frankfurt on the Main, on a warm August day, 2015
5
Description Format advantages and disadvantages, if any.
Special Abilities: lists special abilities. If a creature
has more than one means to attack, brackets indicate
All creature descriptions use the following format.
which combat special ability goes with which attack (if
Introduction: A general description of the creature.
no information appears, it is passive; for the differences
Distribution: Where is the creature usually
between passive combat special abilities, basic
encountered?
maneuvers, and special maneuvers, see the Core Rules,
Way of Life/Natural History: Information about the
page 246.
creature’s habits or tactics (sentient creatures have an
Skills: Skills (mainly Body Control, Feat of Strength,
entry for way of life; non-sentient animals have a natural
Intimidate, Perception, Self-Control, Stealth, and Willpower,
history).
plus the stats used for these checks).
Size: How large is the creature? What is its wingspan?
Spells/Liturgical Chants: the creature’s spells or
Weight: How heavy is an average creature of this type?
liturgical chants, if any.
Attributes: lists the creature’s Courage, Sagacity,
Number: For solitary creatures, the number encountered
Intuition, Charisma, Dexterity, Constitution, and
is 1. For groups, roll the indicated number of dice. Some
Strength. If an (a) appears after a creature’s SGC value,
creatures can be encountered both singly and in groups.
it uses Animal Cunning instead (see Core Rules, page 354).
Type: Target category, as well as whether it is humanoid
If an (s) appears after a creature’s STR value, it uses Tiny
or non-humanoid.
Creature Strength instead (see Strength Ratings for Tiny
Summoning/Creation Difficulty: if the creature can
Creatures on page 125).
be summoned or created, this number modifies the
LP: an average creature’s life point total
check. Ghosts, demons, and elementals have a summoning
AE: the creature’s arcane energy, if any
difficulty, while undead, golems, chimeras, and daimonids
KP: the creature’s karma points, if any
have a creation difficulty.
INI: The creature’s base Initiative stat (usually modified
Size Category: The creature‘s size category.
by one or more D6)
Loot: the parts of the animal that can you use, and what
PRO/ENC: The creature’s natural Protection rating. If a
you get for them. “Tough meat” means you can eat it,
creature wears additional armor, add the armor’s PRO to
but it is not tasty. You cannot eat inedible meat at all
this value.
(exception—see the new advantage Iron Stomach on page
SPI: Spirit
121).
TOU: Toughness
For poison, we give the price heroes can expect to receive
MOV: Movement
when selling (which is 25% of the usual cost of the
AT: Attack rating
poison).
PA: Parry rating
Combat Behavior: information about how the creature
DO: Dodge rating
uses special abilities and special tactics, and its general
DE: Non-humanoid creatures have a general Defense
behavior in combat.
(DE) rating, which they use instead of PA and DO for
Escape: information on when and why the creature
defense. When using DE, such creatures do not suffer any
withdraws from a fight. Sometimes creatures won’t
penalties for defending against more than one attack per
withdraw and instead fight on, especially when they feel
combat round. Other penalties to Dodge or Parry, such as
cornered.
those caused by states or conditions, still apply.
Experienced/Competent: stats for intelligent creatures
RC: Ranged Combat stat
assume an experience level of Average. This entry gives
RT: reload time for ranged attacks, in number of actions
modifiers for creatures with the experience levels of
DP: Damage points inflicted by the creature’s preferred
Experienced and Competent.
attack or weapon
Animal Lore/Fishing/Magical Lore/Plant Lore/
RE: the reach of the creature’s close combat attacks, if
Religions/Sphere Lore: information that heroes can
any
receive about a creature with a successful Animal Lore/
RA: the range brackets of the creature’s ranged combat
Magical Lore/Plant Lore/Sphere Lore (various applications)
attacks, if any (S/M/L)
check and a certain number of QL. This might include
Actions: The number of actions the creature can take
known weaknesses or special maneuvers. Use Animal Lore
per combat round. If it gets more than one action, it must
checks for animals and monsters (use Fishing checks for
make them one after the other with no time in-between.
aquatic creatures). Use Magical Lore checks for undead
Includes how many times the creature can use each
and ghosts, and Sphere Lore checks for beings from other
attack type in each combat round.
Spheres (such as demons and elementals). Plants require
Advantages and Disadvantages: for intelligent
a Plant Lore check. A Religions check might apply in certain
creatures and certain other beings, this lists typical
6 Description Format
circumstances, though mainly for creatures with karmic escape from a clutch maneuver, the target must make
powers, such as griffins. a competitive Feat of Strength (Dragging & Pulling) check.
Hunt: The creature’s Hunting modifier (for more The creature can release its target with a free action. If
information, see the rules for Hunting in the Aventurian the creature releases a target it has lifted into the air, the
Compendium). target drops to the ground and must make a Body Control
Special Rules Special rules for things like poisons, (Combat Maneuvers) check or suffer the state prone.
special attacks, or the transmission of diseases. Penalty: –4
Additional Services: mentions and explains any Prerequisites: creature must possess this SA naturally.
additional services that may be available from summoned
creatures.
LP Loss indicates whether the creature suffers the
Flying Attack (Special Maneuver)
condition Pain due to LP loss, and to what extent. Flying creatures can attack earth-bound creatures from
the air, which grants their attacks additional force. It is
New Combat Special Abilities hard to hit them after such an attack.
Rules: Flying attacks suffer a penalty of –2, but successful
flying attacks increase DP by 2. This maneuver is only
Most combat special abilities included here are only
possible if the attacker has a Flying Movement of at least
available to animals and monsters. They work just like
4 and moves at least 24 feet before making the attack.
all other combat special abilities in combat (see the Core
Targets can defend against flying attacks in the usual
Rules). Heroes may only learn a combat special ability if it
ways. If a flying attack fails, the defender can make an
has an associated AP value and combat technique.
attack of opportunity. The target of a successful flying
attack may try to counterattack, if possible, but suffers a
Special abilities that affect game stats (such as Improved
penalty of 6 for the combat round because the attacker
Dodge or Combat Reflexes) are included in creature stats
has flown past. After a flying attack, the flying creature
where applicable.
finishes the CR at a distance of (Movement/2) yards away
from the target, whether the Flying Attack hit or not.
Attack Weak Spot (Special Maneuver) You cannot combine this special maneuver with the basic
This special ability lets the creature make an attack maneuver Feint.
against an unprotected part of the body. Penalty: –2
Rules: If the creature’s AT succeeds and the target’s Prerequisites: Creature must possess this SA naturally.
defense fails, the attack ignores PRO from clothes and
armor. This attack suffers a penalty of 2, and cannot Locked Jaws (Special Maneuver)
circumvent magical, karmic, and natural PRO.
Some animals bite down hard on their enemies, rendering
Penalty: –2
targets unable to move without risking losing too much
Prerequisites: creature must possess this SA naturally.
blood.
Rules: The creature makes a bite attack at a penalty
Clutch (Special Maneuver) of –2. If the target does not defend, the creature bites
This creature can use its trunk, limbs, tentacles, or even down hard. In the following CR the creature’s bite attack
its whole body to seize heroes and lift them into the air succeeds automatically
to choke or bite them. (the GM does not have
Rules: The clutch attack suffers a penalty of 4. If the to roll). The bite attack Apply this maneuver
creature’s AT succeeds and the target’s Defense fails, does +1 additional DP judiciously, as not all
the target is seized and suffers the states of immobilized per CR (no additional DP creatures bite down
and bound. Roll DP as usual. Starting with the next CR, in the first CR, +1 DP in permanently or immobilize
the creature’s AT succeeds automatically and inflicts the 2nd CR, +2 DP in the an opponent.
DP (ignoring PRO) equal to the initial DP roll (due to 3rd CR, and so on). Roll
squeezing). Instead of squeezing, the creature can use damage as per usual.
one action to lift the victim to its maw. The creature Also, the target suffers
can then bite the target (if it has a bite attack) on the the state immobilized unless the creature’s description
following CR. Bite attacks succeed automatically against says otherwise. The creature’s defense drops to 0 as long
seized opponents. After biting, the creature’s Defense as it holds the target in its jaws. The creature can release
drops to 0 for the remainder of that CR. Creatures can the target at the end of a CR (by spending a free action).
only seize opponents with a smaller size category. To Penalty: –2
Prerequisites: Creature must possess this SA naturally.
7
Pounce (Special Maneuver) Tail or Tentacle Sweep (Special Maneuver)
Some creatures try to pounce on their opponents and Some creatures with long, powerful tails or tentacles can
knock them to the ground. use them as weapons and sweep them across the ground.
Rules: Pounce attacks suffer a penalty of 4. The target They even can trip more than one enemy at the same
may defend in the usual ways. If the defense check fails, time.
the target falls down and suffers the state of prone. The Rules: If the attacking creature is at least one size
attack does 1D3 DP instead of the normal damage, but the category larger than its target(s), it can take down more
creature winds up sitting on the target, which grants an than one opponent at the same time by using a Tail or
advantageous position (see Core Rules, page 238). To get Tentacle Sweep. Dodge is the only permitted defense
out from under the creature, spend an action and make a against a Sweep. Opponents that fail to Dodge fall down,
competitive Feat of Strength (Lifting) check with a penalty gain the state of prone, and suffer 1D3 damage (ignoring
of 1 per full 100 pounds of the creature’s weight (to PRO). The sweep attack is only possible against targets
escape and stand up at the same time, apply an additional next to or behind (tail), or in front of (tentacle), the
penalty of 3 to the check). A failed pounce attack grants attacker. This attack suffers a penalty of 2 per target.
the target an attack of opportunity. Penalty: –2 per target
Penalty: –4 Prerequisites: Creature must possess this SA naturally.
Prerequisites: Creature must possess the SA naturally.
Trample (Special Maneuver)
Powerful Blow (Passive) Trampling is one of the simplest ways to attack an
Some creatures are so strong that they smash their opponent and cause a great amount of damage. The
attacks smash their opponents to the ground. creature makes a kind of charge attack, but does not stop
Rules: On a successful attack, opponents of size category moving at the target’s position and instead charges on,
medium and smaller must make a Feat of Strength check or even if it hits other targets.
suffer the state prone. The check suffers a penalty equal Rules: Trample is only possible if the attacker has a
to half the points the creature has above Strength 20 (for Flying Movement of at least 4 and moves a distance of
example, with Strength 23, the penalty is 2, with Strength at least 24 feet before making the attack. The target
26, the penalty is 3, and so on). If you try to parry a can defend normally. If the Trample is unsuccessful,
Powerful Blow, you must make the Feat of Strength check, the target can make an attack of opportunity, but with
even if the parry is successful. an additional penalty of 4. If the Trample maneuver
Prerequisites: Creature must possess this SA naturally. succeeds, subsequent attacks made by the target against
the creature during that CR suffer a penalty of 2. At the
end of that CR, the creature winds up a maximum of
Stomp (Special Maneuver) (Movement/2) yards from the target (its choice), whether
Large animals and monsters often try to crush their the Trample Attack succeeded or not. This special
opponents underfoot. They risk injuring themselves, but maneuver cannot be combined with the basic maneuver
such attacks can kill opponents very quickly. Feint.
Rules: To make a Stomp attack, the creature’s size Penalty: 0
category must be greater than the target’s size. You can Prerequisites: Creature must possess this SA naturally.
only stomp opponents that have the state of prone or have
a lower size category. When making a stomp attack, the
attacker suffers a penalty of –2 to Defense in the current Underwater Combat (Passive)
CR. Land-bound creatures have trouble fighting in or under
Penalty: 0 water. Aquatic creatures, naturally, have no trouble
Prerequisites: Creature must possess this SA naturally. fighting in the water.
Rules: Creatures with this special ability do not suffer
penalties for fighting underwater (see the Core Rules, page
239).
Prerequisites: Creature must possess the advantage
Aquatic.
“The benign goddess Tsa extends her protective hand over all
creatures. You cannot fault her for the presence of so many
terrible creatures in Aventuria. All living things, from humans
and giant stag beetles to dragons and swamp leeches, sprang
from the blood of the primal gods, not from her hand. The
peaceful goddess cares for all life. When it comes to hazards
such as swampreeks and pit worms, however, I wish she would
not take her task so seriously. Her Blessed Ones will not blame
you for slaying such creatures, but I think Rondra has the right
idea—slay the beasts wherever you find them!”
9
Basilisk it) suffer nausea, headaches, blurred vision, and even
blindness.
“More superstition surrounds the toadspawn than any other
creature in Aventuria. Some say its gaze can turn people to If you meet a basilisk, you are almost certainly doomed to
stone. Others say that this is just one of its many terrifying die. The poisonous vapors created by its presence and its
powers. According to legend, the creature brings disease and touch lead to death or deadly sickness, which cannot be
slow petrifaction to those who dare even to speak of it. This healed except by magic or divine intervention. All those
half-knowledge is not surprising, for basilisks are extremely who fall under its gaze quickly turn to stone. In fact, the
rare, and maybe only one is born each century. The Twelve be gaze of the basilisk remains deadly up to seven hours
praised if that is indeed true, for the damage caused by just after its death. Touching a basilisk’s carcass is survivable
one can be so extreme that people talk of it for generations. only after seven days, and its poisonous aura takes seven
The result is a tangle of superstition, misunderstandings, and weeks to dissipate. If you ever do manage to kill one, you
second-hand knowledge that rarely proves helpful. What is may call yourself a Basilisk Slayer, but the glory of this
certain is that these large, serpent-like creatures are called forth title is somewhat lessened these days due to the many
into the world by the Nameless One, and all living things die in pretenders who claim it.
their poisonous miasma.”
Distribution
–Errik Dannike, What Do People Believe?, Warhome, 988 FB The basilisk is one of the rarest creatures in Aventuria.
According to legend, every 700 years one emerges as
Basilisks, also known as toadspawn, or bha’za in Isdira, are a toad that hatches from a chicken’s egg. No scholar
serpent-like creatures that are many yards long and have knows this with certainty, but all agree that basilisks
a metallic crest on their head. are unnatural and can survive anywhere on the
continent, in any climate. Some scholars believe that
These ruinous creatures are thought to be linked with more than a dozen of these beasts currently inhabit
the Nameless One, and even mere mention of their the remote canyons beyond the Iron Edge. There, far
name spreads fear and terror. They are, without doubt, from human civilization, they grow unhindered. If
one of the most dangerous creatures in Aventuria. If this is true, it is only a matter of time before they start
their gaze falls upon you, you turn to stone immediately wandering, and who will stop them then? Stories tell
and permanently, although, contrary to popular belief, of a legendary basilisk created by Pardona the Dark Elf
you can look upon a basilisk without any ill effects around 3,000 years before the Fall of Bosparan. Named
(other than perhaps the fear that you should feel when the Basilisk King by tis victims, this creature single-
confronting such a beast…). handedly destroyed the high-elven city of Simyala in
the Reichsforst. According to legend, it was the hero
A basilisk’s aura rots vegetation, covers soil with mildew, Geron the One-Handed who slew the beast, nearly
turns water into poisonous broth, and changes air 2,000 years later. Alas, even Geron could not endure the
into corrosive gas, killing every animal in the Basilisk King’s poison, and he died in his moment of
vicinity. Areas thus afflicted become toxic triumph.
pits that remain deadly for weeks. Nothing
grows in these wastelands for months
afterwards, and anyone unfortunate
Natural History
Where a basilisk lives, everything
enough to find themselves in the
dies. Of course, such a creature has
area (or too foolish to
no predators. It does not know fear
avoid
and it has no social behavior. The
toadspawn has no intelligence
that a human would understand.
It does not hunt or fight—it
simply exists. Nobody knows
what a basilisk survives upon.
Some scholars think they feed on
carrion or the desiccated remains
of plants and animals, but most
believe that they do not need
any sustenance at all due to their
magical nature.
10 Chapter 1: Monsters
Basilisk Death Aura
Size: 12 to 18 feet long • Heroes within a radius of seven
Weight: 1,600 to 1,800 pounds miles of a basilisk suffer 1D6 DP
COU 30 SGC 1 (a) INT 20 CHA 20 (ignoring PRO) per hour. Natural
DEX 1 AGI 10 CON 25 STR 30 regeneration is not possible in this
LP 250 AE - KP - INI 10+1D6 spoiled land. Plants wither, water
DE 0 SPI 13 TOU 13 MOV 1 turns stagnant, and small animals die
Accidental Touch: AT 3 DP see Deadly Touch RE medium quickly.
PRO/ENC 13/0 • Heroes within a radius of 49 yards of a basilisk suffer 1D2
Actions: 1 DP (ignoring PRO) per CR.
Advantages/Disadvantages: Immunity to all poisons and • Heroes within a radius of 21 feet of a basilisk suffer 1D3
diseases, Resistant to Aging DP (ignoring PRO) per CR.
Special Abilities: none Deadly Touch: Heroes touching a basilisk suffer 1D6 DP
Skills: Body Control 2 (10/10/25), Climbing (no check possible; (ignoring PRO) per CR until they die. The same thing
basilisks cannot climb), Feat of Strength 13 (25/30/30), happens if they eat its flesh or touch its blood. This
Intimidation 22 (30/20/20), Perception 7 (1/20/20), Self-Control— wasting away can only be stopped with curative magic
(always successful), Stealth 0 (30/20/10), Swimming—(no or divine intervention (for example, Balsam or Blessing of
check possible; basilisks cannot swim), Willpower—(always Healing), and this requires at least 3 QL to succeed.
successful) Basilisk Combat: To kill a basilisk in combat by holding up a
Number: 1 mirror, heroes must be within the weapon reach of long.
Size Category: huge To even attempt to get that near, heroes must make a Self-
Type: Supernatural Creature, non-humanoid Control check with a penalty of 7. Heroes can make one
Loot: 400 rations (inedible and immediately deadly; see such check per day. To present a mirror to the monster,
Deadly Touch, below), trophy (scales, 10,000 silverthalers) make a successful AT. You can use Brawling as a combat
Combat Behavior: Basilisks do not fight, but their powers technique (if you are holding the mirror in your hand)
make them horrifying opponents. or polearms (if you have bound the mirror to a staff).
Escape: Basilisks do not flee. You can attempt other methods (like using a mirrored
Magical Lore (Magical Creatures) or Animal Lore shield), which of course allows use of a different combat
(Monsters) technique. The GM should assign a penalty of up to 6
• QL 1: Basilisks are creatures of the Nameless One. points to the AT, depending on situation, mirror size, and
Luckily, few exist. combat technique. A basilisk that sees its own reflection is
• QL 2: Every living thing a basilisk looks at turns to stone. petrified and dies immediately.
If you must see one, you can protect yourself only by
using a mirror to look at it from around a corner. Mirrors & Basilisks (Examples of Use)
• QL 3+: Even the area surrounding a basilisk is deadly
Type of Mirror Combat Penalty
and poisoned. A basilisk dies if someone makes it see
Technique
itself in a mirror. Looking at a basilisk does not cause an
observer to turn to stone. Small Hand Mirror Brawling –6
Special Rules Small Hand Mirror, Polearms -5
Petrifying Gaze: Anyone the basilisk looks at turns to stone. Bound to a Staff
This effect has a range of 250 yards and causes the state
petrified (see page 122). Heroes can resist by making Medium-Sized Mirror, Polearms -4
a Willpower check with a penalty of 10. If the check Bound to a Staff
succeeds, the hero suffers 3 levels of Paralysis and 2 Large Standing Mirror Brawling -3
levels of Confusion instead. Petrified characters cannot
be restored—they are dead. The basilisk must spend one Mirrored Shield Shields -2
action to use its gaze. A basilisk can only affect one target
with its petrifying gaze each CR. Cover is no defense
against the Petrifying Gaze, unless the target is completely
hidden from the basilisk’s sight.
Little is known about their need for sleep. Some people or sleeping if it wanted to? Nothing is known about
assume they have a regular sleep cycle (but maybe only basilisk lifespans, though it seems likely that they are
because that would make them easier to kill). The most immortal and can die only at the hands of a hero.
depressing rumors have it that these beasts never sleep.
In reality, basilisks need nothing at all—not water, not LP Loss Pain
food, not sleep—but who’s to stop a basilisk from eating
Any loss no effect
11
Beastinger animal shapes match the animals of their home regions.
They are especially common in Bornland, the Cyclops’
Islands, and in the forests of Albernia. Many fairy
“And brave Talina went searching for Meredin, her beloved.
realms are supposed to be populated with beastingers of
She journeyed to the realm of the fairies, to break the spell the
countless shapes.
queen had cast on him. She walked far into the woods, where no
human had ever traveled. When night fell, she rested under a
rowan tree. Way of Life
Most beastingers are very playful. They spend much of
“Please help me,” Talina heard a quiet voice say next to her their days pursuing fun and games that suit their animal
ear. She looked around and saw no one, so she lay down again. forms, but they do have somewhat human sides, too.
“Please help me,” the little voice said again. Once more Talina Most of them walk on their hind legs and have no trouble
looked around, but she could see nobody. using human speech. Some have perfect manners, others
act as if they were born in a barn. Their behavior towards
Her heart was brave and good, so she said “I would like to help bipedal creatures is guided by curiosity and playfulness.
you. But I cannot see you.” Unfortunately, they do not really care if long-legs, as they
refer to the big folk, approve of their tricks. Beastingers
“I am down here.” Talina looked down and saw a little normally practice a “live and let live” philosophy, but
forest mouse standing on its hind legs. Its hands were raised when a threat approaches their home, they do what they
pleadingly to the girl. “Please help me,” the small animal said can to avert it or drive it away. What appears at first to
again, in a human voice. “We mouselings suffer greatly.” And it be a cute, talking squirrel can suddenly become a pest
began to tell her its story. that screeches loudly and throws acorns, and a creature
initially mistaken for a marmot might steal some
—from a fairy tale from the region between the Tommel River important equipment.
and the Great River, compiled by Alfert of Deianisgrove from a
battered copy owned by a burgher‘s daughter from Gareth.
Distribution
Beastingers only live in places with many
passages to the fairy realms. Such places exist
everywhere in Aventuria, so beastingers can be
encountered anywhere on the continent. Their
12 Chapter 1: Monsters
Beastinger Combat Behavior: Beastingers are no
Size: depending on the animal fighters. They are playful creatures
Weight: depending on the animal and like to play pranks. They can
COU 13 SGC 12 INT 15 CHA 15 kick and bite in an emergency, but
DEX 13 AGI 15 CON 11 STR 9 (s) only fight when desperate and usually
LP 5-20 (depending on the animal) AE 40 KP - INI 14+1D6 prefer to escape.
DO 8 SPI 5 TOU 3 MOV depends on the animal Escape: individual
Bite, Punch, or Kick: AT 12 PA 7 DP 1D3 RE short Sphere Lore (Beings from the Spheres)
Small Stone: RC 15 DP 1W2 RA 1/3/5 • QL 1: Most beastingers have the shape of otters,
PRO/ENC 0/0 squirrels, or birds.
Actions: 1 • QL 2: They are playful and like to prank humans. They
Advantages/Disadvantages: Perhaps Aquatic (if the can cast spells, but only rarely use them. Often they
beastinger’s animal shape is aquatic) / Negative Trait behave like normal animals, to blend in.
(Curiosity) • QL 3+: There are beastingers shaped like wolves and
Special Abilities: Attack Weak Spot (Bite, Punch, or boars, but these large versions are warriors and guards
Kick), Feint II (Bite, Punch, or Kick), sometimes Flying in the fairy realm and not as harmless as their smaller
Attack (Bite, Punch, or Kick; if the beastinger’s animal cousins.
shape can fly), Precise Shot/Throw I (Small Stone), Special Rules
perhaps Underwater Combat (Bite, Punch, or Kick if the Cute: Beastingers are very cute. To attack a beastinger
beastinger’s animal shape is aquatic) without reason, heroes must make a Willpower check with
Skills: Body Control 12 (15/15/11), Climbing 12 (13/15/9), a penalty of 3.
Commerce 4 (12/15/15), Empathy 4 (12/15/15), Fast-Talk 7 / Beastinger Shape: The stats given are an example for otter or
(13/15/15), Feat of Strength 2 (11/9/9), (Flying 12 (13/15/15), if squirrel beastingers. Other types of animals have different
the beastinger can fly), Intimidation 4 (13/15/15), Perception stats. Large beastingers, such as wolves and boars, have
7 (12/13/15), Self-Control 7 (13/13/11), Stealth 14 (13/15/15), very different stats.
(Swimming 14 (15/11/9), if aquatic), Willpower 10 (13/15/15) They do not need sustenance in the human sense, though
Spells: Ventriloquism; Axxeleratus 8 (12/15/13), Bannbaladin 7 some have a liking for carrots, nuts, cookies, or other
(13/15/15), Gaze into the Mind 5 (13/12/15), Odem 5 (13/12/15), treats. Others collect favored items, which they carry
Traceless 7 (12/13/9), (Breathe Water 8 (12/15/11), if aquatic), around or hoard. Objects commonly gathered include soft
and others from Tradition (Fairy) human hair for a sleeping nest, shiny jewelry, or items of
Number: 1 or 2 (mated pair), or 2D6+1 (beastinger pack) a size suitable to the beastinger’s human shape (such as
Size Category: tiny or small an epee found in a marmot’s nest).
Type: Fairy, humanoid, sometimes non-humanoid Fairy Rules: Beastingers use the general rules for fairies.
Loot: equipment, sometimes.
Many beastingers watch humans from hiding places Beastingers are rarely loners, and tend to be rather
they choose mainly for comfort or protection from gregarious. Heroes might meet only a single specimen
bad weather. Sometimes they build nests or burrows, at first, but there are almost always friendly animals or
like their animal cousins. Unlike other fairy creatures, other beastingers of the same species in the area.
beastingers do not have to return regularly to the fairy
realm, but they are bound to the area in which they live LP Loss Pain
(which can be as large as several square miles or as small Varies
as a stand of trees or a small glade).
13
Blossom Fairy protecting them from terrible creatures in the Farindel Forest.
Each fairy is different. You just have to be careful when you see
one, that’s all.
“Little Alrik, just because something looks harmless, it doesn’t
mean that it is harmless. I know that you often said that you
Have I seen one, you ask? Sure, I saw some while hunting at
would like to see a fairy. Yes, I admit that some small, cute
the edge of the Farindel Forest. I never let them enchant me,
fairies might live not far away from Winhall, in Farindel Forest,
luckily.”
but you should avoid them. They might be friendly, but you
must be cautious with fairies. First they flit around you, giving
—Elwain to his grandson Alrik, Winhall 1037 FB
you a handful of fairy dust or other sweets. Then they lure you
so deep into the forest that you cannot find your way out. If
The most well known type of fairy is the small blossom
you enter their world by walking through a fairy gate without
fairy. They resemble tiny elves with transparent wings,
noticing, you will never return.
and wear clothes that look like colorful, cup-shaped
blossoms. Almost everyone hears stories about fairies
Well, you might return one day, but you will find that years,
as a child, and blossom fairies always play a part. Some
decades, or even centuries have passed. Your family and friends
call them Ladifaahri, which comes from Isdira, the
will all think that you died. Time means nothing to fairies. In
language of the elves, who usually get along perfectly
their world, time passes differently.
with these diminutive inhabitants of Dere. Blossom
fairies and elves view each other as distant relatives. The
Sorry, I didn’t mean to scare you. Don’t cry. I’ve heard of fairies
exclusively female blossom fairies do tend to stay away
using their magic to help people by healing terrible injuries or
from humans, dwarves, and other two-legged creatures,
though. It is rare for a Ladifaahri to be surprised by a
“largeling,” and these shy fairy creatures often escape
notice entirely.
Distribution
Blossom fairies exist everywhere in Aventuria, but
mostly where many plants grow and where there are
portals and paths into the fairy realm. They are most
common in the Born Forest, the Walsach Mountains, the
Albernian Farindel Forest, and many forests in Weiden,
14 Chapter 1: Monsters
Blossom Fairy threatened. In such cases, they try to
Size: 4 to 8 inches at the shoulder; 8 to 12-inch wingspan escape as quickly as possible.
Weight: 0.2 to 0.4 pound Escape: Individual (almost no blossom
COU 12 SGC 12 INT 14 CHA 16 fairies fight to the death, as they
DEX 16 AGI 18 CON 8 STR 10 (s) tend to flee when the situation gets
LP 10 AE 60 KP - INI 15+1D6 threatening).
DO 11 SPI 5 TOU 2 MOV 16 • QL 1: Blossom fairies are peaceful
Bite, Punch, or Kick: AT 10 PA 8 DP 1D2 RE short creatures that mean no harm.
PRO/ENC 0/0 • QL 2: All blossom fairies are female. At least, nobody has
Actions: 1 ever seen a male blossom fairy.
Advantages/Disadvantages: Good Looks I / Negative Trait • QL 3+: There are stories about corrupted blossom fairies
(Curiosity) that are among some of the Nameless One’s most
Special Abilities: Attack Weak Spot (Bite, Punch, or Kick), terrible servants.
Feint III (Bite, Punch, or Kick), Flying Attack (Bite, Punch, Special Rules
or Kick), Improved Dodge III. Siren Call: Blossom fairies try subconsciously to lure mortals
Skills: Body-Control 11 (18/18/8), Empathy 3 (12/14/16), Fast-Talk into their realm. When meeting blossom fairies, heroes
7 (12/14/16), Feat of Strength 1 (8/10/10), Flying 14 (12/18/10), must make a competitive check with Willpower (Resist Fast-
Intimidation 1 (12/14/16), Perception 5 (12/14/14), Self-Control 3 Talk) against the blossom fairy‘s Fast Talk. If the fairy has
(12/12/8), Stealth 14 (12/14/18), Willpower 10 (12/14/16) at least 1 net QL, the hero follows her into her realm. The
Spells: Axxeleratus 12 (12/14/16), Bannbaladin 12 (12/14/16), GM decides on the duration and effects of the stay in the
Blinding Flash 8 (12/14/16), Gaze into the Mind 10 (12/12/14), fairy realm.
others from Tradition (Fairy) Life Link: Blossom fairies lose 1 LP per day on Dere. While
Number: 1 or 1D6+1 (family and friends) they remain in the Third Sphere, they cannot regain LP via
Size Category: tiny Regeneration Phases.
Type: Fairy, humanoid Fairy Rules: Blossom Fairies use the general rules for fairies.
Loot: None (fairy bodies fade away after death)
Combat Behavior: Blossom fairies are friendly creatures
that avoid all violence. They only defend themselves if
the Reichsforst, and the Cyclops’ Islands. One might also not know that time runs differently there, and this can
meet blossom fairies in southern Aventuria or in remote have terrible consequences for people. A visit of weeks,
regions of the north. months, or years in the fairy realm might feel like mere
hours to a human. Similarly, a human might spend only
Way of Life a few hours in the fairy realm and return to find that
Nobody knows why blossom fairies visit Dere. They are centuries have passed in the mortal realm.
most likely curious about mortals and the wonderful
plants of Aventuria, since they are most often seen LP Loss Pain
near flowers. They are often seen gathering nectar like 8 LP (¼) +1 Pain
bees, or lingering to breathe in the fragrance of the
flowers. Ladifaahri are shy but curious and friendly. 6 LP (½) +1 Pain
They try to stay hidden and watch mortals. Sometimes, 4 LP (¾) +1 Pain
blossom fairies deem humans so interesting that they
2 LP and less +1 Pain
try to lure them into the fairy realm. The ladifaahri do
15
Borbarad Mosquito these insects usually leaves behind a crowd of confused
and disoriented adults who cannot even remember
simple facts. Victims have been found in swamps,
“Whoever seeks to recreate the work of the Mage Mogul
crawling on the ground and sucking their thumbs, while
Asarbad, my predecessor in thought, must employ untiring,
others have forgotten only (only!) a few years of their
boundless research. The Great Swarm was not created in one
lives. Others forgot how to use swords, and some could
day. It was the result of much study unfettered by that quality
no longer recognize friends and loved ones.
which the small-minded call “morals.”
Luckily, many insect-repelling potions derived from
From the beginning I intended to give the swarm one body.
plants such as sansaro can protect against Borbarad
Early experiments with Angroshim twins resulted in a merging
mosquitoes. The most effective way to get rid of Borbarad
of bodies and souls, which led to madness (as expected). Subjects
mosquitoes is the use of magic (or liturgical chants). Once
disposed of. I will continue my experiments with the least of
this mosquito starts sucking your blood, the only way to
creatures: the common Selem swamp fly. The body shall be
kill it without hurting yourself is to use magic or divine
made from thousands of flies, and only flies. I will experiment
intervention.
with other insect shapes in the future. In addition, I want to
cast a cantus on the swarm body. It will make it more difficult,
but it will make my enemies into friends, if applied skillfully. Distribution
Instabilities and disintegration of the body into component These pests can be found in Aventuria in swamps, border
parts will be ignored for now. These issues will be addressed in regions of marshes, sewer openings, the foul water of
later experiments.” harbors, and dirty, standing water. In fact, with the
exception of the eternal ice of the north, the highest
—Borbarad, manuscript, found in a copy of Borbarad’s mountains, and the deserts, you might meet these
Testament, Gor Desert, around 580 FB creatures anywhere. They originate from the swarm
chimera created by Tharsonius of Bethana (better known
Borbarad mosquitoes are tiny insects that differ little as Borbarad the Demon Master) about 400 years ago, in
from common mosquitoes in appearance, but they are the Gor Desert. The destruction of the swarm broke it
magical creatures of chimerical origins and said to have up into single insects that spread everywhere from Gor.
been created, as their name implies, by the Demon They are most common in what is today called Tobrien,
Master, Borbarad. While sucking blood, these pests inject Arania, and Maraskan, regions that Borbarad conquered
a poison that steals memories from their victims. The after his return several years ago. But one can also find
effect is similar to a Borbaradian spell but more potent, these leeches of memories and blood in the swamps of
and victims suffer amnesia and memory loss. A swarm of Thalusia, the Lizard Swamps, Bornland, and even in the
marshes of the north. These mosquitoes were also bred
16 Chapter 1: Monsters
by black magicians in the past and used in horrible traps. Borbarad Mosquito
It is not known if the mosquitoes have spread to foreign Size: unimportant
shores, such as the swampy coasts of Uthuria. Weight: unimportant
COU 20 SGC 1 (a) INT 14 CHA 12
Natural History DEX 11 AGI 14 CON 20 STR 8 (s)
Borbarad mosquitoes differ little from other mosquitoes LP 1 or swarm size AE - KP -
in how they live. They move in small groups or, mostly INI 14+1D6
DEF 3 (in air) / 0 (while feeding) SPI 3 TOU 0 MOV 4
in twilight, in swarms. They are more aggressive
Proboscis: AT 11 DP 1 AP Loss* per 2 CR of feeding
than typical mosquitoes and their swarms are larger,
RE short
both possibly due to their heritage as part of a swarm
PRO/ENC 0/0
body. They lay eggs in standing water (swampy pools Actions: 1
are sufficient), find their victims by scent, and sting Special Abilities: Attack Weak Spot (Proboscis)
them with their probosces to feed. Herein lays their Skills: Body Control 5 (14/14/20), Feat of Strength 0 (20/8/8),
characteristic difference: they feed not just on blood but Flying 5 (20/14/14), Intimidation 5 (20/14/12), Perception
also on memories. 14 (1/14/14), Self-Control 1 (20/20/20), Stealth 1 (20/14/14),
Willpower 12 (20/14/12)
Borbarad mosquitoes live longer than other mosquitoes, Number: 1 or 2D6 (gathering), or 1D20+20 (small swarm),
and some specimens have survived in captivity for or 2D20+30 (large swarm)
decades. Experiments show that they survive much Size Category: tiny
longer if they are kept near magical concentrations such Type: Supernatural Creature, non-humanoid
as ley lines. Another peculiarity is the prey they choose. Loot: none
Normal mosquitoes feed on the blood of any animals Combat Behavior: Borbarad mosquitoes feed upon the
they encounter, but the Borbaradian variant somehow memories of intelligent creatures. They land on the skin
chooses only intelligent creatures. The most likely reason like normal mosquitoes and start feeding.
is that animals have fewer, if any, memories, and so offer Escape: Borbarad mosquitoes do not flee, per se. They
little sustenance for Borbarad mosquitoes. simply shift about and land somewhere else.
Magical Lore (Magical Creatures)
• QL 1: Borbarad mosquitoes are named after their
creator. They suck the memories from people.
LP Loss Pain • QL 2: These creatures were created as chimeras by
Does not matter, dead at once. the Demon Master, but what other creature was used
besides a mosquito will always remain a mystery.
• QL 3+: If killed while feeding, Borbarad mosquitoes
inject a weak poison. Only magic can kill them
harmlessly.
Special Rules
*AP Loss: Borbarad mosquitoes feed on memories instead
of LP. First, they feed on the heroes’ AP supply. When
Borbarad mosquitoes are often kept in chests
it is gone, they feed on AP that were used to improve
and boxes which serve as traps for adventurers.
skills. The GM decides which skills suffer (it might
Heroes examining these “mosquito traps” can
be different skills). SR is converted back into AP and
hear low buzzing if they succeed in a Perception
sucked away by the mosquito. So you start to lose SR.
(Search) check. Such traps usually contain 1D20
After 4 CR, the mosquito is sated. If the mosquito is
Borbarad mosquitoes.
killed while feeding, it injects poison into the wound,
causing 1D2 DP (ignoring PRO). Only killing it via magic
or divine intervention prevents this damage.
Swarm: See the rules for Swarms on page 125; the swarm
receives +1 AT (maximum 18) per every 10 Borbarad
mosquitoes (or fraction thereof).
17
Bound Soul some, with bodies that are only partially visible, appear
as little more than floating grimaces or wear long robes
that fade away into nothingness.
“Most terrible is a ghost’s mien, and people say that they are
marred by their death wounds and walk around with their
Ghosts might appear by surprise or announce themselves
head cut off, or with a noose around their neck. You can avoid
suddenly with cold gusts of air, the extinguishing
becoming a ghost if you live your life pleasing unto the gods
of lights, or by wailing or other frightening sounds.
and pray to Praios thrice in your dying hour. However, if you
Sometimes whole rooms change to resemble the time
commit murder, or die during the Nameless Days, or blaspheme
the ghost still lived, or walls and corners might warp in
against the temples of the Twelve, you will find no rest in
impossible ways. Bound souls are created when a curse
Boron’s Halls until a mortal ends your curse out of pity.”
or a dark power prevents the spirit of the deceased from
entering the realm of the dead. Sometimes an unfinished
–Dame Gilda of Honingen-Salpertin, Almanac of Folklore,
task is so important that a soul becomes bound to the
Honigen, 921 FB
realm of the living after death. There are also stories
of certain constellations or magical, demonic, or even
Ghosts, or bound souls, take many shapes, and different
divine intervention having the same effect.
ghosts rarely look alike. Some appear exactly as children
imagine they might (that is, similar to their former
bodies, but translucent). Some appear surrounded by fog, Distribution
darkness, or smoke, though mortal eyes can be fooled Many cultures on Dere tell stories of souls that failed
in many ways. Some ghosts can only be perceived as to reach the realm of the dead. You can meet spirit
disquieting shadows at the edge of sight, while others beings from different times and different cultures, even
peer out from the shadows, or wear bizarre, twisted facial though their fate is rare. The one thing they share is that
expressions that mirror their wounded souls. Many are something from the realm of the living binds them to the
disfigured and openly bear their death wounds, while Third Sphere. It might be a special place, often the place
of their death or some great importance in their life,
such as a house or castle, a marsh, a stretch of a road, or
a ship. It might also be an item that played a role in their
fate, such as a cursed artifact or talisman. Bound souls
might haunt a hated (or even beloved) person, willingly
or unwillingly. Other, much more uncommon bindings
are possible. Most are connected to a task the person
could not finish while alive, or even a curse that prevents
them from finding eternal rest.
Way of (un)Life
Bound souls need no food and exist as long as
their curse remains in effect or as long as a task
binds them to the Third Sphere, unless exorcised.
Their personality is close to the one they had while
alive, but is often marked by madness, reduced to
certain traits, or suffering other changes. They might
eternally relive certain moments, like their own death
or the hours leading up to it, they might not perceive
living people, or they might not even know what they
are. What consciousness they do possess might focus
only on fulfilling their final task.
18 Chapter 1: Monsters
Many bound souls have a dark relationship with the Bound Soul
living and feel envy and hatred toward them. They Size: Depending on the deceased
frighten mortals just by their appearance, which often Weight: no weight
reflects their tormented soul, but their actions aren’t COU depending on the deceased
always accompanied by evil intentions. Ghosts sometimes SGC depending on the deceased
wish only to deliver messages or warn loved ones of INT depending on the deceased
impending tragedy. A few can influence when and to CHA depending on the deceased
whom they appear, and know how to use this to full DEX depending on the deceased
effect. AGI depending on the deceased
CON depending on the deceased
STR depending on the deceased
Bound souls are not necessarily solitary, and couples,
LP 15 AE 30 KP - INI depending on the deceased
families, groups of adventurers, or even armies might
DO 12 SPI 3 TOU 7 MOV 10
share this fate.
Unarmed: AT 11 PA 6 DP 1D3 (ignoring PRO) RE long
PRO/ENC 0/0
In many regions of the lands of the Twelvegods, it is Actions: 1
considered a service to Boron to release bound souls, Special Abilities: Depending on the deceased
whether by helping them fulfill their final task or by Skills: Depending on the deceased
exorcising them with liturgical chants or magic. Spells: Horriphobus 12 (attributes of the deceased)
Number: 1, or 1D3+1 (small ghost group), or 1D6+2
(large ghost group)
LP Loss Pain Size Category: medium
Type: Ghost, humanoid
Any loss no effect Summoning Difficulty: 0
Loot: none
Combat Behavior: Bound souls rarely fight, but they
do scare their victims.
Escape: depending on the deceased
Magical Lore (Magical Creatures)
• QL 1: Bound souls are the spirits of deceased.
• QL 2: A bound soul is bound to a place, an object or
a person.
• QL 3+: You can release ghosts by fulfilling their
final tasks.
Special Rules
Ghost Rules: Bound souls use the general rules for ghosts
(see About Ghosts on page 127).
19
Cyclops a deserved reputation for aggression and contrariness.
They are known to throw rocks at ships and travelers, to
keep them at a distance from their treasures, but they
“Ingrash, whom we call Ingerimm, was the first born from
sometimes welcome humans as guests and even present
Sumu’s body while it still burned with the raging fire of combat.
them with gifts of goods from the forge.
Ingerimm became lord of Ore, the firm element, and of Fire,
the burning element. The one-eyed fire giants known as the
The Cyclopes’ forging tradition is probably the oldest
Cyclopes were his first creation, his first children. They would
in Aventuria, and it is they who created the legendary
later fashion the weapons used against the children of Los that
weapons that appear in the myths of many cultures. This
sprang from volcanoes, Sumu’s fiery wounds. The cyclopes’
includes such famous blades as the Thorwalian hetman’s
single eyes glowed with the heat of molten rock and burned
sword Grimring, and Gnorakir, the Sword of Heroes,
with determination. Others joined the children of Los and went
as well as the sword of the great Bornish hero Festo of
to war with the one-eyed giants.”
Aldyra, Theater Knight and founder of the city of Festum.
Cyclopes typically guard their creations jealously, but
—from the Annals of the Divine Age: From the Beginning
occasionally forge weapons and other goods for humans.
of Time, Kusliker Horas edition, 1012 FB
The reasons for this are unknown. Sometimes they ask
for a service in return, and sometimes they simply give
The cyclops (plural: cyclopes) is a giant creature of
the items to people whom they consider worthy. They
human-like shape, but with a single eye above its nose.
are not as intelligent as humans in general, but neither
As the first-born chosen people of Ingerimm, cyclopes
are they stupid. They merely focus their attention on
can work extremely hot metal with their bare hands.
their surroundings and their craft.
Their simple language, Cyclopean, is not related to
any language family in
These one-eyed master smiths can reach an age of
Aventuria. They have
several hundred years, though some are rumored to be
more than 1,000 years old. Female cyclopes are extremely
rare and are guarded like treasures by the men. Few
humans have seen even one female cyclops, for they live
deep in the mountains, sheltered from all harm.
Distribution
Cyclopes are rare today, and most choose reclusive lives
surrounded by Efferd’s sea, on islands pleasing unto his
divine brother Ingerimm. They prefer the rough rock
and live volcanoes of the eponymous Cyclops Islands, but
some live on other islands stretching from the South Sea
north to the coast of Uthuria. A few cyclopes also live
on the mainland, mostly near volcanoes in the middle
and the south of the continent, like near Rashtul’s Wall
and the Forge. Besides the familiar one-eyed variety of
Cyclops, Cyclopean legend tells of Ingrash (known to the
humans as Ingerimm) creating monads out of cyclopes
to serve as teachers for His human worshipers. Monads
also have only one eye and are legendary smiths, but
have dark skin and metal hands. They left Aventuria in
ages past and today are found only on South Sea Islands
or as god-cursed monomates at the bottom of the sea of
Myranor. Monads also supposedly dwell in Tharun, the
world within the world of Dere, far beneath Aventuria.
Way of Life
Cyclopes’ culture is one of the oldest in Aventuria.
According to their own faith, they are children of the
god Ingrash (Ingerimm), which is also their word for
fire. During the Giant Wars, they fought with Ingrash
20 Chapter 1: Monsters
Cyclops Combat Behavior: Cyclopes
Size: About 15 to 18 feet tall attack their enemies with their
Weight: 1,400 to 1,800 pounds smith hammers. Cyclopes do
COU 17 SGC 8 INT 15 CHA 12 not use tactics in battle, as
DEX 16 AGI 13 CON 25 STR 22 they are used to killing their
LP 120 AE - KP - INI 8+1D6 opponents with one or two
DO 7 SPI 2 TOU 4 MOV 10 blows. If given the opportunity,
Unarmed: AT 16 PA 7 DP 1D6+8 RE medium they throw rocks at their opponents.
Cyclops Hammer*: AT 16 PA 4 DP 2D6+12 RE long Escape: Loss of 75% LP
Rock: RC 10 RT 4 DP 5D6+10 RA 50/150/300 Experienced: CON 26 instead of 25, STR 23 instead of
PRO/ENC 1/0 22; LP 125 instead of 120, Unarmed DP 1D6+9; Cyclops
Actions: 1 Hammer AT 17 / PA 4 / DP 2D6+13, Body Control
Advantages/Disadvantages: Resistant to Heat / One-Eyed 6 instead of 5, Feat of Strength 15 instead of 14,
[treat like Maimed (One Eye)], Negative Trait (Avarice, Self-Control 6 instead of 4, Perception 5 instead of 4,
Short Temper), Incompetent (Swimming) Intimidation 15 instead of 14, Empathy 5 instead of 3,
Special Abilities: Forceful Blow III (Unarmed, Cyclops Willpower 12 instead of 10, Commerce 11 instead of 9,
Hammer), Hammer Blow (Unarmed, Cyclops Hammer), Metalworking 20 instead of 18
Powerful Blow (Unarmed, Cyclops Hammer), Shield- Competent: CON 27 instead of 25, STR 24 instead of 22;
Splitter (Cyclops Hammer) LP 130 instead of 120, Unarmed DP 1D6+10; Cyclops
Skills: Body Control 5 (13/13/25), Climbing 4 (17/13/22), Commerce Hammer AT 18 / PA 5 / DP 2D6+14, Body Control
9 (8/15/12), Empathy 3 (8/15/12), Fast-Talk 2 (17/15/12), Feat of 6 instead of 5, Feat of Strength 15 instead of 14,
Strength 14 (25/22/22), Intimidation 14 (17/15/12), Metalworking Self-Control 8 instead of 4, Perception 7 instead of 4,
18 (17/15/12), Perception 4 (17/17/25), Self-Control 4 (17/25/25), Intimidation 16 instead of 14, Empathy 6 instead of 3,
Stealth 0 (17/15/13), Swimming 0 (13/25/22), Willpower 10 Willpower 14 instead of 10, Commerce 11 instead of 9,
(17/15/12) Metalworking 22 instead of 18
Number: 1, or 2 (mated pair, siblings, father and son) Special Rules
Size Category: huge *) Cyclops Hammer: Cyclops hammers can only be used by
Type: Intelligent Creature, humanoid creatures of Size Category large or huge.
Loot: 350 rations of meat (tough), trophy (cyclops eye, 50 Immunity to Fire: Cyclopes are nearly immune to heat
silverthalers), weapon (type depends on the individual and flames. They would die in a lake of lava, but an
cyclops). Ignifaxius spell causes them no damage.
against the gods. They mostly live secluded on their children. They do not know any magic, but they can
islands or in volcanic mountains. Some keep goats, work and shape hot metal with their bare hands due to
cattle, or sheep as a source of food and cheese, while their physical properties and strong resistance to heat.
others demand offerings of food from nearby villages.
Some plant mountainside vineyards or groves of olives,
from which they produce wine or oil. They spend the LP Loss Pain
rest of their time creating metal goods, a craft they have 90 LP (¼) +1 Pain
perfected.
60 LP (½) +1 Pain
In days past, Cyclopes lived in populous tribes ruled by a 30 LP (¾) +1 Pain
king of the cyclopes, but today, a meeting between even 5 LP and less +1 Pain
two of these reclusive beings is unusual. They rarely pass
on their forging secrets to students or even their own
21
Death Squirrel A death or “corpse” squirrel resembles a small black
squirrel with a single black horn on its brow. Except
for its dietary peculiarities, it behaves like a common
“Along the Svellt River there lives a strange beast with an
squirrel and has comparable intelligence and behavior.
even stranger name—the death squirrel. It looks like a small
version of a regular squirrel, but with night-black fur. Its color
Many Aventurians think these misleadingly cute
seems to be a clear indication of its true nature. From its brow
creatures are simply alcohol-fueled hallucinations,
grows a mighty horn that spirals like a unicorn’s but is pointed,
until they actually encounter one. Humans and orcs of
sharp, and the color of blood. Death squirrels climb trees in
the Svellt Valley know that death squirrels exist and
order to leap down onto people and beasts and kill them with
that they hunt by plunging daringly from trees onto
their horns. They then bury their prey for later. Just a few of
unsuspecting victims. Whether they prefer human or
these foul creatures can kill an entire village in one day. It is
orc meat, though, is a favorite topic of discussion in
possible that death squirrels don’t really exist, or that someone
taverns in the Svellt Valley. Folks do agree that, while
once mistook a demon for a kind of squirrel. Or it may just be a
they can be cooked, they are small and difficult to catch,
common squirrel seen through the eyes of a drunk (Svellt liquor
and taste so horrible anyway that eating one is not even
is very strong…).”
considered a good dare among young orcs.
–from the Great Aventurian Almanac,
Death squirrels live about as long as other types of
expanded Vinsalt edition, owned by
squirrels. Most die natural deaths after only a few years,
Jerodan Renfel
while some die when their prey turns out to be too large
and eats them instead.
Death squirrels are coveted not only for their fur, but
also for their horn. It turns to dust at once when they die,
but it can be used in various alchemical tinctures.
Distribution
Death squirrels only live in the Orclands and the Svellt
Valley. They live mainly in forests and along forest
edges—the only places they can find hiding places for
their nests and secure enough food. Since forests are
rare in the Orclands, it is difficult to find death squirrels
there.
Natural History
Death squirrels spend their time in the
treetops seeking food. They are good
climbers and jumpers, and only retreat to
a nest when it gets dark. They build their
nests out of twigs, leaves, and shrubbery,
and cushion them with grass. Most death
squirrels build four to ten such nests.
22 Chapter 1: Monsters
from the treetops onto their victims and stab with their Death Squirrel
horns, preferably in the head, to kill their prey. Size: 7 to 10 inches long (not
including tail); 12 to 16
They are not afraid of attacking larger animals, such as inches (with tail)
foxes, deer, and even wolves, and eat their flesh. What Weight: 0.4 to 0.8 pound
they cannot eat or bury for later use, they leave for other COU 16 SGC 8 (a) INT 12 CHA 14
death squirrels or other animals. Like many squirrels, DEX 14 AGI 14 CON 10 STR 8 (s)
death squirrels hoard food for the winter. But instead of LP 3 AE - KP - INI 13+1D6
burying nuts or acorns, they bury carrion, which is why DE 8 SPI –3 TOU –2 MOV 10
they hunt prey mainly during autumn. Winter is when Bite: AT 17 DP 1D3 RE short
they dig up their carrion again. Since they are not the Diving Attack with Horn: AT 15 DP 1D6+2 RE short
brightest animals, they often forget where they have PRO/ENC 0/0
Actions: 1
hidden their supplies and must hunt again.
Special Abilities: Feint I (Bite, Diving Attack with
Horn), Improved Dodge I
Death squirrels are not very aggressive and usually flee
Skills: Body Control 12 (14/14/10), Climbing 14 (16/14/8),
when threatened. Nevertheless, they sometimes throw Feat of Strength 1 (10/8/8), Intimidation 1 (16/12/14),
acorns or twigs at opponents and make angry sounds. Perception 12 (8/12/12), Self-Control 6 (16/16/10),
Swimming 1 (14/10/8), Stealth 14 (16/12/14), Willpower 4
They are often solitary, but can occur in groups during (16/12/14)
the mating season in spring or, especially, when they Number: 1, or 2 (pair, usually while mating), or 1D6+2
have young. Like many animals, death squirrels fight like (group, during mating season)
furies to protect their young. They can use their sharp Size Category: tiny
chisel teeth to bite curious fingers and calves or try to Type: Animal, non-humanoid
use their horns to stab their opponents. Loot: 1 ration of meat, fur (10 silverthalers), trophy
(horn dust, 8 silverthalers)
Combat Behavior: Death squirrels hide in the
branches of trees and wait for prey animals to walk
past the tree. Human-sized creatures are often
confused for prey. When somebody or something
walks past the tree, the death squirrel jumps with its
horn held forward, to impale the target.
LP Loss Pain Escape: death squirrels that survive their diving attack
2 LP and less +1 Pain flee to a different tree.
Animal Lore (Monsters or Wild Animals)
• QL 1: Death squirrel fur is a luxury item. Many
patricians and nobles wear hats made of death
squirrel fur.
• QL 2: Their preferred prey is rodents and birds.
For centuries, alchemists have been seeking a Sometimes they hunt foxes and even wolves, but
means to preserve death squirrel horns after death, those usually survive the squirrel’s attacks. They
but so far they have failed. sometimes confuse humans with prey.
• QL 3+: The horn disintegrates to dust after a death
squirrel’s death, but can still be used for various
alchemical potions.
Special Rules
Cute: Death squirrels are deceptively cute creatures. To
attack death squirrels without good reason, heroes
must make Willpower checks with a penalty of 1.
23
Demon lesser demons, summoning one is not easy, perhaps due
to their restless natures.
Mages often make use of demons for their unique
Their rodent form is well documented, but there are
abilities and talents. Most demons must be summoned
rumors of other shapes—humanoid, kobold-like, or even
from the Seventh Sphere, but a few kinds now live
amorphous. As with all demons, appearances can differ
permanently in the Shadowlands and reproduce
from individual to individual.
unchecked in the wilds. This section includes stats and
descriptions for the Difar, Karakil, Karmanath, Laraan,
Shruuf, and the Zant. Other types are planned for future Distribution
supplements. Like all demons, difarim cannot enter Dere of their own
volition and instead must be summoned. That is why one
Difar does not find them in nature. They are among the more
harmless demons, so they are often used during testing
at mage academies or by private tutors specializing in
“You never should underestimate demons of any kind. demon summoning.
Every creature exists for a reason and can prove useful to a
summoner. Bosparan mages tend to use only the things they Most summoners think that difarim are not very
have always used, namely demons of Belharar, and maybe dangerous and, unfortunately, do not understand that
sometimes an Ifriit, to bring madness or disease. What else this can change quickly if they lose control. A difar might
would you expect from these unimaginative barbarians? And not be as dangerous as a zant or shruuf, but they can
how could they win a war with these methods? cause chaos in a library, or prove dangerous in combat
The difar is a creature without shape, always changing. It
might not be impressive, but its speed is tremendous. You can
use it to send messages and also to incapacitate an enemy.
Few fighters are able to touch it, which makes it very useful in
battle.
24 Chapter 1: Monsters
due to their speed and ability to confuse the senses until Difar
their opponents black out. Size: About 2 to 3 feet
Weight: no weight (see Core
You can defend yourself only by parrying the feints of Rules, p. 355)
the demon or by slaying it, which is not a simple task. COU 10 SGC 12 INT 14 CHA 12
Sometimes you can encounter difarim in small groups in DEX 16 AGI 26 CON 10 STR 10
the Shadowlands. Such groups are usually the result of LP 20 AE 32 KP - INI 21+1D6
failed summonings. They compete with each other often, DE 16 SPI 3 TOU 0 MOV 100
and use their power of confusion to harm people they Whir: AT 18 DP 1 level Confusion RE short
meet. PRO/ENC 1/0
Actions: 2 (at most 1 x Whir)
Like all demons, difarim can be summoned in Myranor Special Abilities: Feint III (Whir), Combat Reflexes III,
(where they are known as diphar) or Uthuria, but are Improved Dodge III
used rarely outside of Aventuria. Mages there tend to Skills: Body-Control 18 (26/26/10), Climbing 8 (10/26/10),
Feat of Strength 4 (10/10/10), Intimidation 5 (10/14/12),
summon different, scarier demons for battle. And when
Perception 7 (12/14/14), Self-Control—(always succeeds),
one needs a messenger, other creatures are just as useful
Stealth 7 (10/14/26), Willpower—(always succeeds)
and can be summoned with greater ease.
Spells: Axxeleratus 18 (12/14/16) (difarim can only cast
this spell on themselves)
Way of Life Number: 1, or 1D3+1 (demon horde)
There is never a moment when a difar stays still. It Size Category: small
is constantly in motion, and gives the impression of Type: Demon (lesser, Lolgramoth), non-humanoid
unhappiness and agitation when it has nothing to do. Summoning Difficulty: –2
This might be due to the aspect of restlessness attributed Combat Behavior: Difarim are rarely summoned for
to its master, Lolgramoth. combat, but they are extremely fast and can Confuse
their opponents. They like to perform this service,
Some tell of difarim that have lived on Dere for years, because they know that few opponents can hit them
having been bound to the Third Sphere by unholy power. in combat.
Escape: Difarim do not flee.
These difarim developed a life (and one might even
Sphere Lore (Beings from the Spheres)
say a personality) of their own. According to stories,
• QL 1: Difarim are among the best-known demons. A
they mock all that are slower than they, including most
nasty disease (swift difar) is named for them.
creatures. • QL 2: A difar is very effective against certain
enemies, even though it is not a true combat
Difarim cannot speak any languages, but there are demon.
rumors that some individuals are smarter and can • QL 3+: Even though it is only a lesser demon, it is
employ the language of the summoner. extremely difficult to hit. This is probably due to
its mutability.
Few know that difarim, which do not appear very Special Rules
threatening, can become frenzied. When this happens, Shapeless: The body of a difar is so shapeless that it can
they can take down enemies quickly and efficiently. fit through tight bars, or even through a gap between
boards in a door.
Frenzied: When a difar loses 5 LP, it becomes frenzied
LP Loss Pain and gains the following modifiers: –2 DE, +2 AT, and
Any loss no effect +1 level Confusion to an opponent if the whir attack
succeeds. This state remains in effect until the
opponent is either killed or incapacitated through
Confusion, but no longer than 30 minutes.
Difarim are demons of pure chaos whose Fast: Due to their speed and constant motion, difarim
appearance can differ from expectation for are always deemed to be zigzagging when attacked
creatures such as this. Sometimes, their shape is via ranged combat (see Core Rules, page 242). Plus,
vastly different than expected, and the GM can ask difarim enjoy only the benefits of zigzagging, they do
for a Sphere Lore (Beings from the Spheres) check to not suffer the movement penalties.
simply identify these demons. Demon Rules: Difarim use all general demon rules (see
Core Rules, page 355).
25
Karakil The karakil (plural: karakilim or karakils) is a one-
horned demon servant from the domain of the restless
archdemon Lolgramoth. Serpent-like karakils grow up
“From somewhere, shrill cries could be heard, like those of
to 13 yards long, with dark-green scales and leathery
a seagull, but much louder. They chilled the blood, like the
bat-like wings. They usually serve as swift aerial mounts
screams of a man who has lost his mind. Lina and I looked back
from which their summoners can attack the battlefield
and we saw them—black creatures that fluttered in front of
with spells, ranged weapons, corrosive missiles, or fire
the thin red crescent of Praios’ disc. They turned and writhed
bombs. In close combat, a karakil can bite with its saber-
in flight, like serpents, but they were not serpents. They folded
toothed dragon maw or impale an enemy with its horn,
their short bat-like wings and dove earthward, flying just above
which grows either on its skull, its snout, or, rarely, from
to the ground, five in total, all terribly fast despite their stout
the tip of its tail. The demon’s chilling cry has a powerful
serpent bodies.
demoralizing effect on its enemies. Most Aventurian
[…]
armies are helpless against magical airborne opponents,
But then the serpent’s riders threw firebombs into our ranks
making the karakilim one of the most feared Aventurian
of soldiers. Firebomb isn’t the right word. They were white-hot
demons and creatures of great tactical worth.
missiles that blinded any who looked at them. I could not have
imagined what such a missile would do to flesh.
[…] Distribution
And do you know what happened to the winged serpent after Like most demons, karakils appear only when
the death of its rider? It screeched again, louder than before, summoned, which can happen almost anywhere, though
and then climbed high into the air. Its thick body twisted into they are encountered mainly in the Shadowlands, on
a spiral, and it shot towards another of the serpent creatures. the island of Maraskan, and in the South. They first
And—I swear by my name—it bit the other serpent rider’s head earned their reputation during the war with Borbarad.
off!” Their appearance and screeching were omnipresent
terrors for the enemies of the Demon Master on the
—Fredja Shorkin, Oldtoller Territorial Army, after the Battle of battlefield. Later, they were employed in the armies
Tobimora, 1020 FB of the Shadowlands. They are a favorite transport of
summoners who practice black magic.
26 Chapter 1: Monsters
In Myranor they are called caragiles (singular: caragil). Karakil
The Imperial Army maintains a serpent rider squadron Size: 21 to 39 feet long; 12 to 24-
whose members serve in air defense, as couriers, and in foot wingspan
the army’s command structure. Weight: no weight (see Core Rules,
p. 355)
Way of Life COU 13 SGC 11 INT 12 CHA 11
DEX 9 AGI 15 CON 20 STR 24
Karakils often serve summoners for greater amounts of
LP 160 AE 30 KP - INI 14+1D6
time, giving astute scholars the chance to observe their
DE 10 SPI 4 TOU 4 MOV 3/18 (ground/air)
patterns of behavior in the Third Sphere. These demonic
Bite: AT 10 DP 2D6+6 RE long
flying lizards are, as befits their lord Lolgramoth, very Tail: AT 10 DP 1D6+6 RE long
restless and impatient. They hate being idle, and the PRO/ENC 5/0
longer they are kept out of combat or prevented from Actions: 1
flying, the more aggressive and bloodthirsty they Special Abilities: Flying Attack (Bite), Powerful Blows
become. They have even been known to turn against (Tail), Shield-Splitter (Bite), Tail Sweep (Tail), Improved
allies. As demons they need no food, but they take every Dodge I+II
chance to bite off the arms, legs, and heads of opponents Skills: Body Control 7 (15/15/20), Feat of Strength 9 (20/24/24),
and gulp them down—a gruesome image that enhances Flying 10 (20/24/24), Intimidation 11 (13/12/11), Perception
the terror they cause. At need, a commander can keep 11 (11/12/12), Self-Control 16 (13/13/20), Stealth 5 (13/12/15),
their impatience in check for a short while by feeding Willpower 15 (13/12/11)
them captives. Spells: Armatrutz (11/12/9) (up to PRO 2, affects the karakil
and its rider only), Axxeleratus 6 (11/12/9)
Karakils cannot be tamed and can only be ridden by the Number: 1, or 1D3+1 (demon squadron)
summoner and any persons mentioned by name in the Size Category: huge
ritual. These winged serpents do all they can to throw off Type: Demon (horned, Lolgramoth), non-humanoid
unwanted riders and swallow them whole, if possible. Summoning Difficulty: –6
Loot: none
Combat Behavior: Karakilim are summoned mainly to
transport their summoners but can attack, preferring to
get into close combat to bite enemies.
LP Loss Pain
Escape: Karakilim do not flee.
Any loss no effect Sphere Lore (Beings from the Spheres)
• QL 1: Karakilim are giant flying serpents summoned
by black magicians to serve as aerial mounts.
• QL 2: Karakilim are one-horned demons from
Lolgramoth’s domain.
• QL 3+: Only the summoner, and certain creatures
mentioned by the summoner, can ride the karakil.
Special Rules
Demon Rules: Karakilim use the general demon rules (see
Core Rules, page 355).
Additional Services: Lengthy Transportation (the karakil
transports its summoner, or another person chosen
by its summoner, for a distance of up to 500 miles; this
requires two services).
27
Karmanath save her, but you’d better hurry. Wolves can sense a coward
like you.” And so Mew ran home, pursued the entire way by the
noble beasts of the Icy One.”
“Mew and Coljev met in the Karmanz Valley on Twelfth Night,
the time of year when the being known as Old White passes the
—Scene from the Free Archer, simplified version, from the
scepter of Time to the Eternal Youth. The steadfast marksman
Bornland.
Coljev had made preparations to bless some arrow feathers, to
help Mew make his shot in front of the bronnjar and free his
The karmanath (plural: karmanthi) is a lesser (but still
beloved Alwinje. But Mew was afraid, for he could see the glints
very dangerous) demon from the domain of Belshirash,
of many green eyes in the bushes.
the archdemon opposed to Firun. They manifest as
hellhounds the size of calves. Their fur is white and
Coljev spoke to him in a calming voice, saying “See, Mew, they
frozen, and thus always looks smooth. Their eyes shine
are only the wolves of the Icy One, here to show respect.” But
in the cold colors of emerald green, icy blue, or winter
the craven Mew feared for his life.
purple, and this light is much more clearly visible and
frightening in the dark. Their foot-long fangs are deathly
Coljev tried to reassure him, saying, “Do you want to marry
cold to the touch, and sharp, icy thorns grow on their
Alwinje or not? Pull yourself together. No harm will befall us
knuckles and limb joints. Karmanthi bark or howl like
today.” Mew screamed suddenly when one of the great wolves
dogs and wolves, but in a shrill, bone-chilling way. Their
stepped into the light. Coljev admonished Mew sharply. “See
terrible cries can frighten enemies or even drive them
what you have done? Now only six of the arrows will hit their
mad, and sustained cries have been known to cause
mark. The seventh one now belongs to the Icy Hunter! Well, so
victims’ ears to bleed.
be it. If you want to run, run to Alwinje. Take the arrows and
28 Chapter 1: Monsters
Karmanath Escape: Karmanthi do not flee.
Size: 5 to 7 feet long (not including tail); 6 to 9 feet (with Sphere Lore (Beings from the
tail); 3 to 4 feet tall at the shoulder Spheres)
Weight: no weight (see Core Rules, p. 355) • QL 1: Karmanthi are most common
COU 16 SGC 10 INT 14 CHA 12 in northern Aventuria. They often
DEX 10 AGI 15 CON 15 STR 15 hunt in packs and attack as one.
LP 25 AE 25 KP - INI 19+1D6 • QL 2: These creatures are especially
DE 10 SPI 3 TOU 4 MOV 12 dangerous in packs, because they urge each other on.
Bite: AT 13 DP 1D6+6 RE short • QL 3+: These demons serve the icy hunter Nagrach.
Paws: AT 15 DP 1D6+2 RE short Special Rules
PRO/ENC 3/0 Pack: Karmanthi attacking the same opponent receive +1 AT
Actions: 2 (no more than +4 AT) per karmanath after the first.
Special Abilities: Attack Weak Spot (Bite, Paws), Combat Frenzied: When injured, karmanthi can gain the state frenzied.
Reflexes III, Feint I (Bite, Paws), Locked Jaws (Bite), Pounce When they lose 5 LP, they gain the following modifiers:
(Paws) –2 DE, +2 AT, +2 DP. This state remains in effect until their
Skills: Body Control 12 (15/15/15), Climbing 3 (16/15/15), Feat of opponent is killed, but no longer than 30 minutes.
Strength 9 (15/15/15), Intimidation 10 (16/14/12), Perception Terrible Howling: Karmanthi can howl in frightening ways
15 (10/14/14), Self-Control 13 (16/16/15), Stealth 10 (16/14/15), to scare and paralyze their enemies. Anyone hearing
Swimming 4 (16/15/15), Tracking 16 (16/14/15), Willpower 13 this howl must make a competitive check using the
(16/14/12) karmanath’s Intimidation vs. Willpower (Resist Intimidation).
Spells: Blinding Flash 8 (16/14/12), Horriphobus 3 (16/14/12) If the karmanath wins, the target suffers 1 level of the
Number: 1, or 1D3+1 (small demon horde), or 1D6+4 (pack) condition Fear per net QL. If the karmanath achieves 2 or
Size Category: medium more net QL, the target also suffers 1 level of the condition
Type: Demon (lesser, Belshirash), non-humanoid Paralysis. Howling takes 2 actions. These levels are not
Summoning Difficulty: –3 cumulative, so heroes only suffer the effects from howls
Loot: none once, not several times. After an hour passes, the heroes
Combat Behavior: Karmanthi initally try to frighten and can be affected again.
intimidate prey by howling, but they soon give chase. Demon Rules: Karmanthi use the general demon rules (see
They prefer to coordinate their attacks against weakened Core Rules, page 355).
enemies, and use every advantage, such as feints and
pouncing, to lock their jaws on enemies.
Distribution Nivese stories about the crimes of the Sky Wolves are
Karmanthi are summoned mainly in the north of based on these creatures instead.
Aventuria, where Nagrach’s influence is strongest,
though summoners from Bornland or the Far North Way of Life
sometimes desire the help of these creatures. They are Karmanthi are normally summoned in packs, which
also known in Myranor, where they are called karmanat. makes them even more dangerous. In such hunting packs,
they can act as tactically skilled hunters that fill different
Many of these beasts live in Tobrien alongside White roles in packs, such as the chaser, which runs prey to
Harriers, daimonid creatures that can reproduce exhaustion, the distraction, which makes feint attacks
naturally in Aventuria. Worshipers of Nagrach and to confuse prey, or the lurker, which lies in wait and
nobles who serve the evil Tobrien Count Arngrimm often prepares ambushes. They enjoy hunting and killing prey
summon packs of Karmanthi to hunt humans. It is a of whatever form during their time in the Third Sphere.
disgusting tradition, but they enjoy it because they are If not reined in, these untiring demons would hunt all
bored by the hunts that are pleasing unto Firun. the time. As creatures of the Seventh Sphere, they do not
need food, but they love ripping prey to pieces, eating
In theory, it is possible to summon Karmanthi anywhere. body parts and guts, and drinking blood like dogs drink
Some speculate that these bloody chasers manifest in a their water.
different shape in the south, such as one inspired by the
Khoram beast.
LP Loss Pain
As with many other demons, people have been aware of
Any loss no effect
the Karmanthi threat for ages. It is possible that certain
29
Laraan of the beautiful goddess Rahja offers its assistance to all
who dare to face a laraan and rewards everyone who
defeats or banishes one of these creatures.
“Laraanim are among the most terrible demons the Netherhells
have to offer (but not because of their fighting skills; on the
In addition to humanoid and animal shapes, there are
contrary, there are much better fighters to be found). A laraan’s
other types of laraanim. Thaz-laraanim appear only in
true threat lies in its fiendish, seductive nature and its natural
erotic and exhausting dreams. And the fajlaraan is just
ability to change shape. Laraanim can easily appear as males
as powerful and irresistible, but also supposed to be
or females of any race, and as beautiful as works of art made by
especially smart and able to take any shape it desires.
Rahja. Laraanim are mainly used as agents of seduction. They
enslave their unknowing victims by arousing limitless physical
lust. Persons thus afflicted desire only to be near the demon; Distribution
nothing else matters. Friends, lovers, all aspects of their lives Many ruthless spellcasters have sent laraanim after
become unimportant. Victims focus only on the wishes of these powerful enemies who are protected from open attacks
unholy creatures. Many are driven into bargains with the Lady and assassination. Scholars have known of laraanim for
of Decayed Lust, or else lost to madness. I don’t want to know many centuries. Old manuscripts mention especially
how many unlucky souls have fallen victim to the enticements beautiful humans who turn into horrible monsters, but
of Laraanim in the dark land of Oron.” it is not always clear if the author is describing of a true
demonic encounter or simply excoriating a former lover.
—from the private notes of Shanya ash Shaya, Blessed One of
Rahja, in Elburum, 1035 FB Laraanim are summoned mainly where spellcasters are
trained in the art of demon summoning. Such spellcasters
Laraanim (singular: laraan), also called Spoilers of Flesh
and Mind, Bloody Seducers or Masters of the Lewd
Spawn, are five-horned and extremely powerful demons
from the domain of Belkelel. A manifested laraan’s
true shape reveals its demonic heritage. With coal-
black, wart-covered skin, a head and neck grown
together into a crooked hump bearing five
curved, bright red horns, and a perpetually
drooling mouth, it is truly a creature from
the Netherhells. But few ever see a laraan’s
true form because a Spoiler of Flesh and Mind
usually wears only a very attractive (and
usually humanoid) shape. It is a seducer
that molds its unnatural beauty to match
its victims’ preferences.
30 Chapter 1: Monsters
Laraan (scaly scars, discolorations, horns,
Size: About 5 to 7 feet tall or barbs grow from the wound, at
Weight: no weight (see Core Rules, p. 355) the GM’s discretion). This mutation
COU 16 SGC 15 INT 14 CHA 20 lasts for 1D20 days.
DEX 13 AGI 13 CON 14 STR 14 Seductive Shape: A laraan’s true
LP 40 AE 60 KP - INI 15+1D6 shape is disgusting, but it can
DO 7 SPI 5 TOU 5 MOV 8 assume a seductive shape at will. This
Claws: AT 14 PA 8 DP 1D6+3 RE short transformation takes 1 action, and the laraan
PRO/ENC 4/0 can maintain the deception as long as desired.
Actions: 1 Susceptible to Blessed/Consecrated Objects/Weapons: Laraanim
Advantages/Disadvantages: Good Looks II (while are especially vulnerable to blessed/consecrated objects/
disguised) / Ugly II (natural form) weapons of Rahja, Aves, or another god with an aspect of
Special Abilities: Grapple (Claws), Feint I (Claws) love.
Skills: Body Control 7 (13/13/14), Climbing 6 (16/13/14), Commerce Demon Rules: Laraanim use the general demon rules (see Core
8 (15/14/20), Empathy 12 (15/14/20), Fast-Talk 16 (16/14/20), Rules, page 355).
Feat of Strength 7 (14/14/14), Perception 7 (15/14/14), Persuasion Additional Services: Sexual Service (sexual acts with the
13 (16/15/20), Seduction 17 (16/20/20), Self-Control 7 (16/16/14), summoner), Seduction (seducing the chosen target while
Stealth 7 (16/14/13), Willpower 7 (16/14/20) in its beautiful form), and Seduction and Madness (revealing
Spells: Bannbaladin 16 (16/14/20), Gaze into the Mind 12 its hideous form after seducing the target; victims suffer
(16/15/14), Satuaria’s Splendor 17 (15/14/14), Visibili 16 4 permanent levels of Confusion but can make a Willpower
(15/14/14), others from Tradition (Demon) (Resist Seduction) check beforehand. For each QL, reduce
Size Category: medium the Confusion by 1 level. These condition levels can
Type: Demon (horned, Belkelel), humanoid be healed with magic, liturgical chants, or Treat Soul;
Summoning Difficulty: –4 Seduction and Madness requires three services).
Combat Behavior: Laraanim are not called for combat, but Laraanim are good, but not perfect, at imitating human
they can defend themselves with claws while in their true behavior. Attentive victims or observers might notice
forms. minor mistakes in a laraan’s behavior, but they usually
Escape: Loss of 50% LP succumb to the demon’s charms before then. Laraanim
Sphere Lore (Beings from the Spheres) that attract too much attention try to beguile their
• QL 1: Laraanim are summoned to seduce other people or opponents. When cornered, they reveal their true horrific
perform erotic services for the summoner. form, fight with their sharp claws, if necessary, and rely
• QL 2: A laraan’s true shape is so hideous that seeing it on their magical powers to do the rest. They can defeat
can drive you mad. even tenacious enemies, after which they try to hide any
• QL 3+: Laraanim can be summoned in human or animal traces of the conflict and then take up their old disguise
forms. The laraan is a five-horned demon from the again, picking up right where they left off.
domain of Belkelel.
Special Rules
Mutation: If a laraan causes damage to a mortal creature
with its claws, the wound starts to mutate after 1D6 hours
usually send these demons against their enemies, but to derive a perfidious enjoyment from these activities,
sometimes use them for their own pleasure. because they follow such commands without coercion.
In Myranor, this demon is known as a laran. There is Because they wish to remain unnoticed, they go to great
supposed to be a city In Uthuria that keeps laraanim lengths to avoid contact with people other than their
permanently bound for use by its inhabitants. intended victims.
31
Shruuf long, flailing limbs, while others possess tentacles that
are as thick as a man but rather short. They can also
exhibit a range of colors and shapes. People have seen
“Many in the Order were happy to watch the Heptarchs destroy
sand-colored shruufya with vultures’ beaks and shoddy
each other, but the horrors that resulted gave us little reason for
plumage, as well as stork-like creatures (in mockery of
celebration.
Peraine) with mask-like faces and long legs that are as
yellow as bile. A variant called the burshruuf, or body
Xeraan was defeated, and the traitor Haffax rose up to rule in
crusher, manifests as a 12’ tall ape with four tentacles in
his place. Haffax’ armies also made use of demonic forces, and
place of its arms.
to them, cruelty was just another tool. But isn’t it worse when
summoners view creatures from the Netherhells only as mere
Shruufya have even been known to change their
fighting machines? Aren’t pacts with demons rendered more
shapes during confrontations. One individual was seen
horrible when the summoner cannot foresee the terror that
to suddenly grow tentacles and seize its enemies in a
arises when demons are set loose in our Sphere?
powerful grip. Another shruuf’s body became weirdly
aerodynamic when it dashed forward, granting it
Our scouts witnessed several appearances of the monsters we
unnatural speed.
call shruufya. They told of the relentless screeching sounds
that issued from the beaks of these bloated, tentacled horrors
With their many tentacles, shruufya can deal with a well-
and drove people mad. Even more terrible were their reports of
armed lance of knights or a whole mercenary banner
the various creatures that tried to take advantage of the chaos
(a roughly equivalent unit of organization). And since
caused by the invasions to establish Haffax’ Principality. Time
they aren’t unique, more than one has been observed
and again the shruufya ripped, destroyed, and annihilated, and
on a single battlefield. When deployed wisely, shruufya
spat upon the sanctity of the lives of those they killed.”
can even threaten armies that have magical or karmic
support.
—from the Draconite Lea Elida Welfenhaag’s personal copy of
the Book of the Serpent, Shadowlands, 1030 FB
Distribution
A shruuf (plural: Shruufya, also called a Fat Blood-drinker During his invasion, Borbarad and his successors
or an Annihilator, is a four-horned combat demon from frequently summoned shruufya to do their bidding.
the domain of Belhalhar. Its manifested shape resembles The dark lord Xeraan maintained a bodyguard of
an upright bird-like creature with bird legs and a shruufya. Even Haffax, the traitorous arch-marshal of
sharp beak (a drooling kraken’s maw that screeches the Middenrealm, brought them along on his conquests.
relentlessly). Four horns and five tentacles extend Black magicians employ shruuf mainly to serve as
from its wart-covered body. Other than these fixed bodyguards, defeat enemies, or even simply to guard a
features, this demon’s appearance can vary: some have treasured item.
disgustingly fat bodies, others are very gaunt. Some have
32 Chapter 1: Monsters
Shruuf Combat Behavior: The shruuf uses its
Size: About 12 to 14 feet tall tentacles to seize its opponents or
Weight: no weight (see Core Rules, p. 355) slay them. When enraged, such as
COU 22 SGC 10 INT 14 CHA 14 when injured by an opponent, the
DEX 11 AGI 11 CON 18 STR 25 shruuf bites in retaliation.
LP 100 AE 20 KP - INI 17+1D6 Escape: Shruufya do not flee,
DE 6 SPI 3 TOU 3 MOV 6 unless commanded to do so by their
Beak AT 18 DP 2D6+8 RE medium summoner.
Tentacle*: AT 15 DP 1D6+6 RE long Sphere Lore (Beings from the Spheres)
Stomp: AT 10 DP 3D6+2 RE short • QL 1: The shruuf is only summoned for one task: to rip
PRO/ENC 5/0 apart, kill, destroy.
Actions: 4 (at most 1 x Beak) • QL 2: The shruuf is a four-horned demon form the
Special Abilities: Clutch (Tentacle), Feint I (Tentacle, domain of Belhalhar.
Beak), Forceful Blow III (Tentacle, Beak), Hammer Blow • QL 3+: Cutting off tentacles serves no purpose, since they
(Tentacle, Beak), Powerful Blows (Tentacle), Shield- grow back at once.
Splitter (Tentacle, Beak), Tentacle Sweep (Tentacle), Special Rules
Stomp (Stomp) *) Sever Tentacle: severing a shruuf’s tentacle requires a
Skills: Body Control 6 (11/11/18), Climbing 2 (22/11/25), Feat of successful aimed attack against the head with an edged
Strength 14 (18/25/25), Intimidation 13 (22/14/14), Perception weapon, which deals 7 DP in one combat round. Tentacles
12 (10/14/14), Self-Control—(automatic success), Stealth 0 grow back at once.
(22/14/11), Willpower—(automatic success) Susceptible to Blessed/Consecrated Objects/Weapons: Shruufya
Spells: Horriphobus 8 (22/14/14) are especially vulnerable to blessed/consecrated objects/
Size Category: large weapons of Rondra. The same goes for weapons touched
Type: Demon (horned, Belhalhar), non-humanoid by other gods that are associated with warfare, combat,
Summoning Difficulty: –5 strength and honor, such as Kor, Shinxir, and Brazoragh.
Loot: none Demon Rules: Shruufya use the general demon rules (see Core
Rules, page 355).
Mages have known about shruufya for quite some time, tentacles, swallowing heads with their beaks, or crushing
as ancient carvings show recognizable depictions of Fat opponents with their powerful legs.
Blood-drinkers. Legends even speak of a link to basilisks.
Sometimes, if an egg is incubated by a black rooster Shruufya might not be the most intelligent of demons,
with a red comb instead of a toad, a much more bird-like but neither are they stupid. They are quick to notice
creature (the Shurrufai) emerges. advantages and make use of them. Nevertheless, they
are demons, and despite their seeming playfulness, they
Way of Life sometimes act chaotically, and have been known to offer
Shruufya exist only to rip apart, to kill, and to destroy, defeated opponents an opportunity to flee only as an
but unlike zantim, they are not just ruthless attackers excuse to torture them as they run.
and can serve as excellent guards. A shruuf is mercilessly
efficient and obeys its summoner immediately, and thus LP Loss Pain
is more useful tactically. Any loss no effect
One should never underestimate a shruuf’s blood-
lust. Like all demons from Xarfai’s domain, carnage
is their only reason for existence. They love nothing
better than choking or beating humans with their
33
Zant Sometimes zantim exhibit regional differences in
the predators they choose as base forms for their
manifestations. It is possible to see dirty-white wolf
“YOURS is the power to be the shaper of that matter from
beasts in the north and meet only big cat shapes in the
outside the Spheres which we call Chaos. YOUR mind must
south. Experts presume that they draw their shapes from
absorb the battle cries pleasing unto Belhalhar and give their
the collective fears and fantasies of the region in order
essence to this shape. Sense the mortals’ fear for their lives, feel
to create the greatest amount of fear, but some believe
the desperation of the dying, find joy in their terror. Thus YOUR
that they instinctively take the shapes of the greatest
inner eye creates the chaser, the beast that is victory-turned-
predators in the area and then change them in grotesque
flesh, and gives it shape. Form it after the predator and thus
ways.
weaken the opponents of Xarfai. Drive it on, lash it with your
mind, mark its fur, its flesh, its bones, and you will see, it will be
even stronger. Arm it with claws, blades made from bone, and Way of Life
hard plates. Then shout the beast’s name into the Third Sphere Zantim are summoned for bloody combat and know no
and call it to you, to destroy your enemies. Many-toothed maw, other life. They rarely linger in the Third Sphere for more
chaser of the Otherworldly Marauder, claw of the Bloodthirsty than a single battle. They mainly manifest as raging,
Mauler! Zant, APPEAR!” bloodthirsty beasts, but they act intelligently and even
cunningly. They follow their summoner’s commands, but
—from the Arcanum, copy from the estate of G. C. E. Galotta. often while showing a cat-like playfulness. They seem
to enjoy torturing their prey, and enjoy letting it escape
The zant (plural: zantim) is a demon summoned solely for a moment before catching it again—when they have
for combat. Its name, which means predator or beast,
supposedly comes from the Tulamydian language, but it
is known outside of Aventuria, in the Gyldenland. Zantim
do look like predators: they usually take the form of
upright-walking tigers that are nine feet tall. Their slimy
yellow fur is streaked with purple tears and cuts, beneath
which bloody flesh is sometimes visible. Their maws are
always drooling, and their long, armored tails end in
sharp bone tips.
Distribution
Zantim are lesser demons of Belhalhar that originate
in the Seventh Sphere, in the Netherhell of the
Otherworldly Marauder. The knowledge of summoning
zantim is common among practitioners of the black
arts from Aventuria and beyond, and they can be
encountered almost anywhere, but the etymology
of their name suggests that they were probably first
summoned in Myranor. Since zantim really only excel at
combat, they frequently appear on battlefields whenever
black magic is involved. They were especially common
sights in the wars that erupted after Borbarad returned.
34 Chapter 1: Monsters
Zant Escape: Zantim do not flee, unless
Size: About 9 to 10 feet tall commanded to do so by their
Weight: no weight (see Core Rules, p. 355) summoner.
COU 18 SGC 10 INT 13 CHA 12 Sphere Lore (Beings from the
DEX 9 AGI 15 CON 20 STR 18 Spheres)
LP 40 AE 20 KP - INI 17+1D6 • QL 1: Zantim are demons that
DE 8 SPI 3 TOU 4 MOV 12 resemble upright-walking tigers.
Bite: AT 12 DP 2D6+3 RE short They seek only to kill and destroy.
Paws: AT 16 DP 1D6+5 RE medium • QL 2: Zantim can be injured by blessed weapons,
Tail: AT 14 DP 1D6+4 RE long especially those from by a war goddess like Rondra.
PRO/ENC 3/0 • QL 3+: Zantim are first and foremost killing machines,
Actions: 2 (any combination) but they do have human-level intelligence. They rarely
Special Abilities: Feint I (Paws, Bite, Tail), Forceful Blow use it to hold conversations, but it does serve them well
II (Paws, Bite, Tail), Locked Jaws (Bite), Pounce (Paws), enough to achieve tactical advantages.
Shield-Splitter (Paws), Takedown (Paws, Tail) Special Rules
Skills: Body Control 12 (15/15/20), Climbing 7 (18/15/18), Feat of Frenzied: zantim can become frenzied when injured. When
Strength 10 (20/18/18), Intimidation 11 (18/13/12), Perception they lose 5 LP, they gain the following modifiers: –2 DE, +2
13 (10/13/13), Self-Control—(automatic success), Swimming AT, +2 DP. This state remains in effect until the opponent is
2 (15/20/18), Stealth 3 (18/13/15), Willpower—(automatic killed, but no longer than 30 minutes.
success) Acid: on a result of 1-3 on 1D6, anything injured by a zant’s
Spells: Horriphobus 6 (18/13/12) attack suffers an additional splash of acid that causes 1D3
Number: 1, or 1D3+2 (demon horde) DP (ignoring PRO) and can also damage clothes, armor, and
Size Category: medium equipment (the GM has the final say).
Type: Demon (lesser, Belhalhar), non-humanoid Susceptible to Blessed/Consecrated Objects/Weapons: Zantim
Summoning Difficulty: –3 are especially susceptible to blessed/consecrated objects/
Loot: none weapons of Rondra. The same goes for other gods
Combat Behavior: Zantim sometimes act efficiently, connected to warfare, combat, strength, and honor, such
sometimes playfully. Killing is their reason for existence, as Kor, Shinxir, and Brazoragh.
and they try to slay opponents quickly via pouncing and Demon Rules: Zantim use the general demon rules (see Core
biting. If they must deal with dangerous opponents, they Rules, page 355).
first use their tails from a distance and attack with feints, Even though zantim are bestial in appearance, they possess
or else try to knock down their opponents. Zantim love human-like intelligence. They have been known to talk
to attack the weakest enemy first, unless Blessed Ones to their opponents to mock them. Usually, however, they
present, as they are their preferred opponents. However, prefer killing and disemboweling instead of talking.
each zant is an individual and can behave uniquely;
some choose utterly incomprehensible and perhaps even
chaotic and useless tactics.
not received clear orders to kill it quickly, that is. Their LP Loss Pain
terrifying appearances and their magic can incite panic
in their opponents. Zantim do not need to consume food, Any loss no effect
but their love of consuming chunks of flesh that they tear
from their opponents is demoralizing even for the most
hardened fighters.
35
Dragon speculate that other sub-types of cave dragon are yet to
be discovered. Like other dragons, cave dragons have
a red gemstone called a carbuncle (the source of their
Dragons come in two main varieties—lesser dragons and
magical power) in their brains.
true dragons. This section includes stats and descriptions
for examples of both, including Cave Dragons, Giant
Cave dragons are greedy and do sometimes deal with
Wyverns, Glacier Worms, and Tree Dragons. Other types
two-legged creatures, if the profit is great enough. They
are planned for future supplements.
are also willing to ransom “important small ones” (their
term for Blessed Ones, spellcasters, nobles, and heroes)
Cave Dragon rather than kill them.
“… and the villagers decided that one among them would sate Cave dragons can use magic and find the subject very
the hunger of the dragon. They knew that dragons preferred to interesting, but rarely do they master its workings.
consume virgins, so they chose Tion, the most handsome boy Sometimes they are so impressed by a human
in the village and all the girls’ favorite. Nobody knew if he was spellcaster’s artifacts or demonstrations of magical
still pure, but they prayed to Travia that he was. Against his power that they are more willing to deal with them. Cave
will, Tion was bound to a tree, and the monster appeared the dragons would never admit that they were impressed,
following night. It did not feast upon the young man, but instead however, and usually say that they had been “bribed”
seized him and carried him away. instead.
Alrika returned to the village just one day later. The young Distribution
maiden had become a brave warrior. She had fallen in love Cave dragons are rare, but they can be found anywhere
with Tion, too, and she was shocked to learn that he had been on the continent of Aventuria. As their name implies,
sacrificed to the dragon. In her anger with the villagers, they usually live in caves, caverns, or other
Alrika swore to slay the dragon and rescue Tion. subterranean complexes. Even so,
some cave dragons live in forests.
No, my grandchild, Alrika was not stupid. She did not They usually stash their hoards
wish to hunt the monster all alone and thereby near the settlements they
die herself. One human cannot hope to kill a cave terrorize (they avoid larger
dragon. Anyone who says such a thing is possible towns, which have far too many
is telling you a fairy tale. I’ll tell you what really heroes, soldiers, and spellcasters
happened. Alrtika knew she needed a whole group for their liking). Some cave
of heroes to fight such a beast, so she gathered her dragons avoid all contact with
companions and set out a few days later to find the bipedal creatures
dragon. and choose isolated
homes in remote
I will tell you the rest tomorrow, Alrik. wilderness, where
May Boron bless you with sleep, and they can venture
Bishdariel bless you with sweet forth to hunt in peace.
dreams.”
36 Chapter 1: Monsters
Cave Dragon tears, 50 silverthalers; dragon saliva,
Size: 15 to 18 feet long (not including tail); 21 to 30 feet 25 silverthalers; dragon blood,
(with tail); 10 to 16 feet tall at the shoulder 150 silverthalers; carbuncle, 3,500
Weight: 8,000 to 1,100 pounds silverthalers), hoard (5D20+50 ducats’
COU 18 SGC 14 INT 12 CHA 14 worth of various items)
DEX 9 AGI 10 CON 35 STR 32 Combat Behavior: Cave dragons prefer to attack from
LP 500 AE 50 KP - INI 14+1D6 ambush when they are familiar with the surroundings.
DE 5 SPI 5 TOU 12 MOV 9 Since they cannot fly, it is difficult for them to escape,
Bite: AT 13 DP 2D6+5 RE short so they usually attack only when they hold all of the
Claws: AT 14 DP 2D6+8 RE medium advantages. They first attack with their fire breath,
Tail: AT 12 DP 1D6+6 RE long preferably in a narrow cave, and then enter close combat.
Stomp: AT 8 DP 3D6+10 RE short Escape: Loss of 75% LP
Trample: AT 10 DP 2D6+2 RE long Magical Lore (Magical Creatures) or Animal Lore
Fire Breath*: RC 14 RT 1 DP 2D6+10 RA 5/10/25 (Monsters)
PRO/ENC 6/0 • QL 1: Cave dragons prefer to consume virgins; gender is
Actions: 2 (at most 1 x Bite, 1 x Stomp, 1 x Trample) not important.
Advantages/Disadvantages: Darksight II, Exceptional • QL 2: Cave dragons do not always consume virgins, but
Sense (Smell) / Negative Trait (Greed), Sensitive to Light virgins are their preferred food. Luckily, cave dragons
Special Abilities: Feint I (Bite, Claws, Tail), Forceful Blow understand speech and are willing to negotiate if the
I-III (Bite, Claws, Tail), Hammer Blow (Bite, Claws, Tail), price is right.
Powerful Blows (Bite, Claws, Tail), Shield-Splitter (Bite, • QL 3+: They can cast spells but are not masters of magic.
Claws, Tail), Stomp (Stomp), Tail Sweep (Tail), Trample Powerful spellcasters can impress them greatly.
(Trample) Special Rules
Skills: Body Control 7 (10/10/35), Climbing 7 (18/10/32), Empathy *) Fire Breath: Cave dragons can use their fire breath up to
8 (14/12/14), Feat of Strength 14 (25/32/32), Intimidation 13 ten times per day. Flammable objects can be set ablaze by
(18/12/14), Magical Lore 12 (14/14/12), Perception 9 (14/12/12), the breath, catching fire on 1-2 on 1D6. Each breath attack
Self-Control 13 (18/18/35), Stealth 5 (18/12/10), Swimming 5 affects at most three targets, which can be no more than
(10/35/32), Willpower 12 (18/12/14) nine feet apart.
Spells: Armatrutz 12 (14/12/9), Corpofesso 10 (14/12/35), Immunity to Fire: Cave dragons are immune to heat and
Gardianum 14 (18/14/14), Gaze into the Mind 13 (18/14/12), flames. They would die if cast into a lake of lava, but an
Horriphobus 10 (18/12/14), Motoricus 16 (14/9/32), Odem Ignifaxius does no damage.
13 (18/14/12), and other spells with the properties of Susceptible to Ice and Water: Cave dragons take double damage
Clairvoyance, Influence, Object, and Telekinesis from from Ice- and Water-based attacks.
Tradition (Dragon) Weak Spot: Cave dragons have less PRO on some parts of their
Number: 1, or 2 (mating pair) bodies, such as the base of their neck (PRO 2), the neck
Size Category: huge itself (PRO 3), and the underbelly (PRO 4). For more about
Type: Dragon, non-humanoid targeting these areas, see the Level I Focus Rules for Hit
Loot: 2,000 rations meat (inedible), dragon scales (1,000 Locations, in the Aventurian Compendium.
silverthalers), trophy (teeth, 500 silverthalers; dragon
defensible. Some paranoid cave dragons equip their particular fondness for dwarves. Angroshim and cave
homes with magical and mechanical traps as well, to dragons are ancient enemies, since very few other
make it more difficult for looters to find their treasure. types of dragon dare to enter the subterranean habitats
of dwarves. But dwarves are not the only enemies of
Cave dragons have a special association with virgins. cave dragons. Other types of dragons dislike them, too,
Adolescents and children are their favorite foods, since possibly because cave dragons are solitary and resent
they possess great amounts of pure, unspent life energy. other dragons entering their territory.
Terrorized villages make such offerings in an attempt
to calm the beasts, but not all cave dragons eat these LP Loss Pain
sacrifices. They sometimes even let these sacrificial two-
legged ones live, if they think that there might be some 375 LP (¼) +1 Pain
entertainment to be had. 250 LP (½) +1 Pain
125 LP (¾) +1 Pain
Humans aren’t the only things on cave dragons’ menus.
They also eat other intelligent creatures, and have a 5 LP and less +1 Pain
37
Giant Wyvern Despite reputation, the giant wyverns’ magical aptitude
is merely average for dragons, and they seem less
intelligent than other dragon types of similar power.
“These most terrible of all dragons have three heads that care
Nevertheless, they are the most feared due to their cruel
only about their hatred for two-legged creatures. They delight
personalities and their three heads (if you somehow
in eating animals and humans alike, and prefer the soft meat of
manage to cut one off, it eventually grows back, though it
virgins. In combat, they are cruel and deadly enemies, as you
does not retain any of the former head’s memories).
must ward off three heads that breathe fire, bite, and cast curses.
Only the bravest and most cunning can defeat giant wyverns.
The giant wyvern may not necesssrily be the largest
Maybe they can find a weak spot in their scale-armored body,
of the various breeds, but it is considered the most
maybe they can cut off all three heads before they grow back,
dangerous. It can threaten entire villages with its size, its
or they can face the less than brilliant creature with cunning,
ability to fly, and its three heads, each of which can bite
as Rakull of Nebachot, the saint of Phex, did to the giant wyvern
and breathe fire. Also, a giant wyvern’s magical power
Korchtuxüngir, when he used the wyvern‘s magic against itself.”
increases somewhat as it ages, giving it a better chance
of defeating opponents. No other dragons in Aventuria
—from the Bestiary of Belhanka, Menzheimer Version, about 870 FB
are as well-known as giant wyverns. They have been the
living embodiment of fear, terror, and draconic doom for
Giant Wyverns (called shahuleth in Tulamidya; known in
as long as anyone can remember.
Myranor as a three-headed dragon) are horrible monsters
that usually act maliciously and tyrannically towards
humans. Their gigantic, green-scaled bodies are supported Distribution
by sturdy legs, they have impressive wingspans, and Giant wyverns dwell in the mountains of Aventuria,
their three heads can act independently of each other where they keep their hoards in high caves, ruins, or
and sometimes even possess different personality traits. simply in the tops of very tall trees—anywhere that
These heads occasionally squabble like siblings who have humans find difficult to reach. They are most common
been trapped in the same room together for too long. Like in central and southern Aventuria. About a dozen are
all dragons, giant wyverns have a red gemstone called a known to live in the Rain Mountains. More live in the
carbuncle (the source of their magical power), but despite Iron Forest, in the mountains south of Gareth, in the
their three heads, they have only a single carbuncle with mountains that border the Khôm Desert, and on Rashtul’s
three chambers, located at the base of their necks. Wall. Some also live well to the north, in such places as
Bornland, the Orclands, the Salamander Stones, and the
lands of the Nivese. Giant Wyverns usually consider the
wide stretch of land that surrounds their hoard to be
their territory. To the horror of many settlers, this can
extend even beyond the mountains.
Way of Life
Giant wyverns reach an age of 2,500
years and usually live alone or in
small families. These frightening
behemoths defend their
territories tirelessly and view
themselves as absolute rulers
within their borders. They
are cruel carnivores that
love to kill cattle, deer,
horses, buffaloes, and
any other large animals
that wander onto their
lands. They do not spare
humans, and it is said that
they have a weakness
for beautiful virgins of
either gender. In remote
baronies, some villages
38 Chapter 1: Monsters
Giant Wyvern engage in combat on the ground.
Size: 30 to 33 feet long (not including tail); 36 to 45 feet Apart from this, their combat
(with tail); 45 to 51-foot wingspan behavior is rather individual, and
Weight: 26,000 to 28,000 pounds depends on the head that is in
COU 18 SGC 10 INT 12 CHA 13 control.
DEX 11 AGI 14 CON 30 STR 40 Escape: Loss of 75% LP or two heads
LP 1,000 AE 55 KP - INI 16+1D6 severed
DE 7 SPI 6 TOU 12 MOV 4/18 (ground/air) Magical Lore (Magical Creatures) or Animal Lore
Bite: AT 12 DP 2D6+17 RE long (Monsters)
Claws: AT 13 DP 2D6+16 RE long • QL 1: Giant wyverns are among the strongest and largest
Tail: AT 13 DP 2D6+12 RE long types of dragons. Luckily, they are not the smartest.
Stomp: AT 9 DP 3D6+16 RE short • QL 2: Each head has its own personality. Sometimes they
Flame Breath*: RC 14 RT 2 DP 2D6+12 RA 5/30/45 even argue. If you cut off a head, it grows back, but the
PRO/ENC 10/0 new personality retains none of the previous head’s
Actions: 3 (each head can use at most 1 x Bite or 1 x Flame memories.
Breath, no more than 1 x Tail all in all) • QL 3+: If heroes can manage to cut off all three heads in a
Special Abilities: Feint I (Bite, Claws, Tail), Forceful Blow short time, the giant wyvern dies immediately.
(Bite, Claws, Tail), Flying Attack (Bite, Claws, Tail), Special Rules
Hammer Blow (Bite, Claws, Tail), Powerful Blows (Bite, *) Flame Breath: each head can use flame breath 10 times per
Claws, Tail), Shield-Splitter (Bite, Claws, Tail), Stomp day. Flammable objects can be set ablaze, catching fire on
(Stomp), Tail Sweep (Tail) 1-2 on 1D6. Fire breath can attack up to three targets at
Skills: Body Control 8 (18/18/30), Commerce 5 (10/12/13), Feat once that are within nine feet of each other.
of Strength 16 (14/14/30), Empathy 4 (10/12/13), Fast-Talk 8 Immunity to Fire: Giant wyverns are immune to heat and
(18/12/13), Flying 11 (18/12/14), Intimidation 16 (18/12/13), flames. They would die if cast into a lake of lava, but an
Perception 10 (10/12/12), Self-Control 8 (18/18/30), Stealth 3 Ignifaxius does them no damage.
(18/12/14), Willpower 8 (18/12/13) Weak Spot: There are some places where the giant wyvern
Spells: Eagle Eye 8 (10/12/11), Silentium 8 (10/11/40) has less PRO. They have PRO 6 on their underbelly, PRO 5
Number: 1, or 1D2+1 (family) on their necks, and PRO 4 on their wings and at the bases
Size Category: huge of their necks.
Type: Dragon, non-humanoid Sever Head: An attempt to cut off the head of a giant wyvern
Loot: 6,000 rations meat (tough), dragon scales (1,500 requires an aimed attack. Only edged weapons can sever a
silverthalers), trophy (teeth, 900 silverthalers; dragon head, and the attack suffers a penalty of 4. Each neck has
tears, 50 silverthalers; dragon saliva, 25 silverthalers; 35 LP. If all heads are severed within five CR, the wyvern
dragon blood, 300 silverthalers; carbuncle, 2,000 expires. Otherwise, missing heads grow back after six
silverthalers). combat rounds (any new heads suffer Confusion III in their
Combat Behavior: Giant wyverns attack their opponents in first CR, but can act normally after that).
flight and breathe fire from a distance. Only rarely do they
exist within the territories of giant wyverns, and their Some giant wyverns aren’t so approachable. The
inhabitants have no choice but to offer sacrifices to these overbearing Ykkandil, who lives in the Rain Mountains,
tyrannical beasts. encourages a Moha tribe to worship him as a god.
Iban Ghorangyr, who lives between Rashtul’s Wall and
Each giant wyvern is an individual with a personality (or Rashtul’s Tower, demands a toll from all who wish to
three), and not all are cruel. The 1,200-year old veteran travel through the Blood Pass. There is even a female
Skyflame and his 200-year old daughter Skyspark, giant wyvern that dislikes humans whose heads exhibit
who reside together in the Orclands, are both actually strongly differing personalities, as hinted at by the names
rather good-natured, although Skyflame hates two- of her three heads (Bologa, Baloga, and Bilga).
legged creatures that menace his daughter or stomp
unmindfully across his grasslands. Skyspark is playful LP Loss Pain
and curious and often seeks human company. Other 750 LP (¼) +1 Pain
giant wyverns with reputations for being peaceful
include Starfire, who lives in the Salamander Stones and 500 LP (½) +1 Pain
trades regularly with the local wood elf clans, and Tano- 250 LP (¾) +1 Pain
Wapihaya, who lives in the highlands around H’Rabaal.
5 LP and less +1 Pain
39
Glacier Worm and thus they lack all mercy. Few know that this type
of dragon was born out of a chimerical experiment
conducted by the powerful dark elf sorceress, Pardona,
“13th day: Rastullah forgive a fool like me, stupid enough to
who created these creatures to serve as bodyguards and
leave my home oasis to look for the Polar Diamond at the end of
powerful weapons. According to rumors, thirteen of
the world. I should have known better. Xaron and Kardas are
these beasts guard her former tower residence in the Far
sure to know where we are, and I pray in your name, o Lord,
North.
that they do. I know deserts. In an area where everything looks
the same, it is easy to lose your way.
Pardona did not need to create any more of them because
they started to procreate independently, and all signs
This desert of ice is very similar. But it is always cold, not just
of demonic magic have almost disappeared from their
during the night, and the monsters are different. This morning
blood. Lore masters now refer to them as a distinct type
we saw a dragon in the sky, a beautiful creature. Kardas wanted
or species of dragon.
to shoot it down with his crossbow, but we convinced him to
refrain for the moment. Xaron explained to us that it was a
Glacier worms are intelligent and capable of speech, and
glacier worm, a creature that his religion associates with the
can cast magic, but they rarely communicate with two-
Nameless One.
legged creatures (with the exception of their creator).
They use mainly elvish magic and are completely
This encounter was an omen. A short while later, I fell through
immune to ice magic. Fire magic can barely harm them
the snow pack into an ice tunnel and encountered the dragon’s
due to their ice-like nature, and they are not vulnerable
brood. Unlike the adult form, it was a disgusting beast shaped
to humus, the element that opposes ice. Like all dragons,
like a giant caterpillar. But, o Lord, there is one monster less
glacier worms have a red gemstone called a carbuncle
now!”
(the source of their magical power) in their brains.
—Diary of Rashim ben Shafir, Novadi adventurer, modern
Distribution
Glacier worms are supposed to be the cruelest of all The far north of Aventuria and the land of the Eternal Ice
dragons. Their heart, so people say, is made of ice, are the preferred habitat of glacier worms. Rarely does
one venture south of Riva because they love the cold and
shun the heat.
Way of Life
Glacier worms spend the first 13 years of their lives as
caterpillars. These caterpillars rest in ice tunnels, caves,
and other hiding places and only rarely go out to hunt.
This form is not as strong as their adult (dragon) shape,
so they usually hunt smaller prey, such as firn lynxes,
snow foxes, or young yetis. The caterpillar turns into a
glacier worm at some point after its 13th year.
40 Chapter 1: Monsters
Glacier Worm (Mature Form) • QL 2: They cannot breathe fire,
Size: 15 to 21 feet tall at the shoulder; 40 to 50-foot but are impervious to ice and
wingspan flame.
Weight: 3,000 to 3,600 pounds • QL 3+: Glacier worms are enemies
COU 17 SGC 13 INT 13 CHA 15 with frost worms, a different type of
DEX 10 AGI 17 CON 23 STR 28 ice dragon. According to rumors, the dark elf Pardona
LP 350 AE 50 KP - INI 17+1D6 created these monsters with dark magic. Luckily, glacier
DE 9 SPI 6 TOU 10 MOV 12/20 (ground/air) worms rarely use their magical powers.
Bite: AT 14 DP 2D6+10 RE long Special Rules
Claws: AT 16 DP 2D6+8 RE long *) Frost Breath: Glacier worms can use their icy breath
Tail: AT 15 DP 2D6+6 RE long weapon 10 times per day. It attacks at most three targets
Stomp: AT 12 DP 2D6+12 RE short per use, and all must be within nine feet of each other.
Frost Breath: RC 14 RT 1 DP 1D6 DP (ignoring PRO) RA Heroes can dodge or parry this attack with a shield.
5/15/25 Weak Spot: Some places on a glacier worm have less PRO,
PRO/ENC 5/0 namely the wings and the base of the neck (PRO 2), the
Actions: 2 (at most 1 x Bite) neck itself (PRO 3), and the underbelly (PRO 4). For rules
Special Abilities: Feint I (Bite, Claws, Tail), Forceful Blow on targeting one of these areas, see the Level I Focus Rules
(Bite, Claws, Tail), Flying Attack (Bite, Claws, Tail), for Hit Locations in the Aventurian Compendium.
Hammer Blow (Bite, Claws, Tail), Powerful Blows (Bite, Immunity to Ice Magic: Glacier worms are immune to spells
Claws, Tail), Shield-Splitter (Bite, Claws, Tail), Stomp that cause negative effects related to ice.
(Stomp), Tail Sweep (Tail)
Skills: Body Control 8 (17/17/23), Commerce (13/13/15), Empathy Glacier Worm (Caterpillar Form)
8 (13/13/15), Feat of Strength 14 (23/28/28), Flying 12 (17/13/17), Size: 15 to 21 feet long
Intimidation 15 (17/13/15), Magical Lore 8 (13/13/13), Perception Weight: 1,000 to 1,400 pounds
12 (13/13/13), Self-Control 14 (17/17/23), Stealth 2 (17/13/17), COU 12 SGC 8 INT 12 CHA 10
Willpower 10 (13/13/15) DEX 10 AGI 12 CON 16 STR 16
Spells: Eagle Eye (13/13/10), Bannbaladin 13 (17/13/15), Silentium LP 100 AE - KP - INI 12+1D6
12 (13/10/28), Wall of Fog 16 (17/13/15), and others from DE 6 SPI 2 TOU 2 MOV 6
Tradition (Dragon); glacier worms also use magic from Bite: AT 12 DP 2D6+2 RE long
Tradition (Elf), usually at SR 15. PRO/ENC 2/0
Size Category: huge Actions: 1
Type: Dragon, non-humanoid Special Abilities: Forceful Blow I (Bite)
Loot: 800 rations of meat (inedible), dragon scales (750 Skills: Body-Control 4 (12/12/16), Climbing 10 (12/12/16), Feat
silverthalers), trophies (teeth, 100 silverthalers; dragon of Strength 7 (16/16/16), Intimidation 6 (12/12/10), Perception
tears, 50 silverthalers; dragon saliva, 25 silverthalers; 6 (8/12/12), Self-Control 7 (12/12/16), Stealth 2 (12/12/12),
dragon blood, 150 silverthalers; carbuncle, 3,000 Swimming 0 (12/16/16), Willpower 5 (12/12/10)
silverthalers). Spells: none
Number: 1, or 2 (mating season) Size Category: large
Combat Behavior: Glacier worms attack mainly while in Type: Dragon, non-humanoid
flight. They use magic rarely, because they much prefer Loot: none
ripping their opponents apart. Number: 1
Escape: Glacier worms do not flee, but are sometimes Combat Behavior: Glacier worm caterpillars only attack
willing to consider a tactical retreat. when something smaller than them comes within biting
Magical Lore (Magical Creatures) or Animal Lore distance (or if they are hungry).
(Monsters) Escape: Loss of 50% LP
• QL 1: A glacier worm is a dangerous type of dragon that
is evil and skilled with magic. They start their lives in
the form of a caterpillar.
41
Pit Worm and marshes, waiting for prey in muddy holes. They are
unlike dragons in that they don’t have fiery breath and
don’t accumulate hoards. They are not very bright and
“Really horrible, this worm. Unfortunately, it is not worth
cannot use magic, although, like all dragons, they have
fighting if you seek the title of Dragon Slayer. I would rather
a red gemstone called a carbuncle (the source of their
fight a tatzelwurm. Both stink horribly, but the pit worm is
magical power) in their brains. They emit a horrible
much uglier. It sounds impossible, but that’s the way it is. Ugly
stench that not only takes your breath away, it sticks to
and smelly.
you for quite a long time.
I can tell you, nothing is worse than being surprised by such
The worm is not very large and only attacks bipedal
a beast in the swamp. You sense it as it reaches out of a hole
creatures that annoy it or stray too close to its hiding
behind you and tries to drag you down, and its smell nauseates
place. Then they are dangerous beasts that try to drag
you so much that you can barely stand. When it’s all over, you
prey into their mud holes to be consumed. Dragon
look forward to plundering its hoard, but then you remember
experts place them among the lesser dragons, alongside
that pit worms do not have hoards. Sad. It is just sad.
things like tree dragons and tatzelwurms, because they
are not any more intelligent than common animals.
It’s hard to believe that they are related to dragons. Some
dragonologists—or whatever those scholars are called—classify
If heroes enter close combat with pit worms, they find
these reeking beasts as lesser dragons. I would say the least of
they must fight the creatures’ horrible stench as well.
them all. And pit worms prove it by living in holes in the swamp.
Many adventurers get so nauseous that they throw up.
You cannot get any lower, ha-ha! No, meeting a pit worm isn’t
After the fight, the smell can stick to the heroes’ clothes
pleasant. If you slay one, I suppose you can call yourself a worm
for days. This is a very unpleasant situation as the smell
slayer, but who wants that title?”
cannot be washed off, and even good perfume only masks
it for a short while.
—Utterances of the dwarven warrior Kardas son of Kurolas,
modern
Distribution
Pit worms are related to dragons—but they share none of Pit worms can be found in all Aventurian swamps and
their majesty. They are scavengers that live in swamps marshes. They rarely come out of their holes during
42 Chapter 1: Monsters
the day, since they avoid sunlight. They rarely roam Pit Worm
through their swamps in twilight. Their territory is Size: 6 to 9 feet long (not including
small, and many pit worms can share a swamp without tail); 9 to 12 feet (with tail); 5 to 6
bothering each other. They are rarely encountered feet tall at the shoulder
outside of swamps. Weight: 320 to 400 pounds
COU 13 SGC 9 (a) INT 13 CHA 8
Natural History DEX 10 AGI 12 CON 16 STR 17
Pit worms are so well adapted to their muddy habitat LP 70 AE - KP - INI 13+1D6
DE 6 SPI 1 TOU 5 MOV 5
that they are especially sensitive to sunlight. They
Bite: AT 12 DP 2D6+2 RE short
lay in wait in their swamp holes, invisible but for
Claws AT 13 DP 1D6+5 RE medium
the occasional bubbling of gases 9an product f their
Tail: AT 10 DP 1D6+4 RE long
digestive processes). When a creature comes too close PRO/ENC 3/0
to one of their hiding places, they rush out and try to Actions: 2 (at most 1 x Bite) Advantages/Disadvantages:
drag their prey into the hole. Sensitive to Light
Special Abilities: Forceful Blow I (Bite, Claws, Tail),
They range out of their swamps only for mating or if Locked Jaws (Bite), Shield-Splitter (Claws, Tail),
they have to leave their hiding place for some reason, Skills: Body Control 4 (12/12/16), Climbing 3 (13/12/14), Feat of
but they only do so in darkness, because they find Strength 10 (16/17/17), Intimidation 7 (13/13/8), Perception 7
sunlight irritating and unpleasant. Other types of (9/13/13), Self-Control 5 (13/13/16), Swimming 7 (12/16/17),
lesser dragon dislike pit worms, and tatzelwurms and Stealth 8 (13/13/12), Willpower 9 (13/13/8)
pit worms often fight to the death. The much larger Number: 1, or 2 (mating season)
tatzelwurm usually wins this encounter, but that does Size Category: large
not stop the pit worm from trying. When tree dragons Type: Dragon, non-humanoid
fight pit worms, the swamp dwellers usually win. The Loot: 100 rations meat (inedible), trophy (carbuncle, 300
reasons for this violent animosity are not known, but silverthalers)
dragon experts speculate that it originated during the Combat Behavior: The pit worm first attacks a hero at
Age of Dragons. random, and then fights the hero who has dealt it the
most damage during the last combat round, if it can get
close enough to attack. If not, it chooses an opponent
Pit worms can reach an age of 150 years, and while
randomly.
this is not a great achievement for dragons in general,
Escape: loss of 75% LP.
these beasts multiply quickly and their population Animal Lore (Monsters)
stays constant. Due to the smell, few nest robbers dare • QL 1: Pit worms smell horrible.
to approach a pit worm’s swamp hole, and any that do • QL 2: Pit worms live in swamps, marshes, and stagnant
soon become a welcome snack. pools, and sometimes attack people.
• QL 3+: Even though they are related to dragons, they
cannot breathe fire and do not amass hoards.
Special Rules
LP Loss Pain Horrible Smell: Heroes fighting a pit worm at a Reach of
53 LP (¼) +1 Pain short or medium must make an immediate Self-Control
(Stay Conscious) check or suffer a level of the condition
35 LP (½) +1 Pain Confusion. This check is necessary only once per fight
18 LP (¾) +1 Pain with a pit worm. After the fight, the smell clings to
the heroes, and they suffer the state horrible smell (see
5 LP and less +1 Pain Appendix, page 120) for 1D3+1 weeks.
43
Tree Dragon Their climbing ability is impressive as well. Their sharp
claws allow them to build their rather modest nests in
the tops of huge trees.
“Tree dragons are what most Aventurians will likely meet if
they really want to see a dragon. I have seen many tree dragons
No other type of dragon is as numerous as tree dragons.
while walking through the forests of the Middenrealm. Some I
Usually, when humans meet dragons, they meet a
saw in the distance, sitting in their nests or gliding from tree
specimen of this type. Humans view tree dragons as
to tree. Sometimes I had to defend myself from their thieving
pests, and nobles and other regional rulers often post
behavior (they love to steal shiny things when they get the
bounties for their hides. Self-proclaimed dragon hunters
chance). Tree dragons, however, do not care about an item’s
then go out to kill them, even though tree dragons
value. Even though their behavior seems pleasing to Phex, they
almost never come near settlements and pose no real
have the instinctual habits of magpies.
threat to people.
Even so, you should not underestimate these lesser dragons.
They might not be very strong or very smart, but they can still Distribution
be dangerous. Their flame breath hardly compares to that of Tree dragons are common across Aventuria. They tend
a true dragon, but they can ignite clothes and cause serious to avoid extreme temperatures, and prefer areas with
injury. I suggest you keep your distance when dealing with tree especially tall trees. Most people view them as pests
dragons. Calmly throw them some coins or other shiny objects. rather than threats, especially since they do not have
They will usually lunge for the loot and leave you alone. If magical powers or sharp minds, unlike their more
not, fight like a hero, because tree dragons are faster than any powerful cousins. They are somewhat rarer in southern
human. Running will not save you.” Aventuria, but the tree dragons that live in the north
have different colored scales that let them hide even
— Xaron Mendurian, magus of the Punin Academy, in a lecture better, allowing them to more easily sneak up on prey.
about the dangers of living outside the ivory tower, modern.
Even though humans hunt them, the tree dragon
The only things these rather small (wingspans of population remains relatively stable because females lay
only nine feet) lesser dragons have in common with eggs regularly.
their ancient and more terrifying relatives are their
basic appearance and a few traits. The greenish- Natural History
brown coloration of their bark-like skin grants them Tree dragons live alone or in flights and rarely build their
concealment in the trees. Besides this and their toothy own nests. They prefer to drive eagles or other birds of
maws, they have leathery wings and are agile and daring prey away from their nests and claim them, and then
fliers—even though tree dragons use their wings mainly improve them according to their own needs. They do
for gliding.
44 Chapter 1: Monsters
share the thieving nature of other dragons, but their Tree Dragon
sizeable hoards consist mainly of shiny frippery and Size: 3 to 4 feet tall; 4 to 5 feet long
other sparkling yet worthless trinkets. (not including tail); 8 to 10 feet
long (with tail); approx. 9-foot
Tree dragons are not particularly territorial and can wingspan
reach ages of up to 100 years (if they do not steal from Weight: 100 to 150 pounds
the wrong person, that is). They eat small animals COU 13 SGC 12 (a) INT 13 CHA 11
like martens, hares, insects, and mice. Two-legged DEX 10 AGI 14 CON 15 STR 14
creatures are not on their menu, but they will not LP 25 AE - KP - INI 16+1D6
refuse an easy meal of a human corpse, when available. DE 7 SPI 2 TOU 2 MOV 6/20 (ground/air)
Bite: AT 12 DP 1D6+4 RE short
Claws AT 15 DP 1D6+3 RE short
Tree dragons do not like pit worms, which are another
Fire Breath*: RC 18 RT 1 DP 1D6 RA 3/5/7 yards
type of lesser dragon. When the two species meet, they
PRO/ENC 1/0
almost always fight to the death. The reason for this
Actions: 1
enmity is not known. Special Abilities: Flying Attack (Claws), Forceful Blow (Bite,
Claws), Pounce (Claws)
Females lay their eggs in their nests. Unlike other Skills: Body Control 10 (14/14/15), Climbing 10 (13/14/14), Feat
dragons, tree dragons lay clutches of two to four of Strength 8 (15/14/14), Flying 10 (13/13/14), Intimidation 7
eggs, but rarely do more than two hatchlings reach (13/13/11), Perception 10 (12/13/13), Self-Control 4 (13/13/15),
adulthood. Stealth 7 (13/13/14), Swimming 0 (14/15/14), Willpower 2
(13/13/11)
Number: 1, or 1D6+1 (swarm)
LP Loss Pain Size Category: medium
Type: Dragon, non-humanoid
19 LP (¼) +1 Pain Loot: 35 rations (meat, inedible), various shiny objects, such
13 LP (½) +1 Pain as coins, cutlery, or rings in a hoard (worth: 1D6x1D6
silverthalers), dragon scales (35 silverthalers), trophies
6 LP (¾) +1 Pain (teeth, 12 silverthalers; dragon tears, 2 silverthalers;
5 LP and less +1 Pain dragon saliva, 1 silverthaler; dragon blood, 2 silverthalers;
carbuncle, 100 silverthalers).
Combat Behavior: Tree dragons ignore humans who do
not threaten their nest or flaunt shiny objects. If so, tree
dragons attack from the air and use Pounce on their
opponents until they obtain the objects or their opponent
dies.
Tree dragons are a type of lesser dragon that does Escape: Loss of 50% LP
not have the intelligence or formidable magical Animal Lore (Monsters)
ability of true dragons. Like all dragons, tree • QL 1: Tree dragons become aggressive when you
dragons have a red gemstone called a carbuncle (the threaten their nest. They like shiny objects.
source of their magical power) in their brains. For • QL 2: You can lure them with shiny items. They can use
more about the differences between lesser dragons their fire breath five times per day.
and true dragons, see the advantage Dragon Slayer • QL 3+: You can dodge their fire breath if you know how
on page 120. they set up their attacks.
Special Rules
*) Fire Breath: Tree dragons can use their fire breath five
times per day. Flammable objects can be set ablaze by this
attack, catching fire on a 1 on 1D6. Fire breath affects one
target per use.
Movement Patterns: If you know the movement patterns of
the tree dragon (Animal Lore check with QL 3), you get a
bonus of 2 to dodge the tree dragon’s fire breath.
Shiny Objects: If heroes in a tree dragon’s line of sight are
carrying shiny items openly, make a Willpower check for
the dragon. If the check fails, the tree dragon tries to steal
the item.
45
Ghoul It is a fact that they are living creatures and not undead.
A bite from a ghoul does not change the victim’s size,
shape, or features (at least not all of them). Their arms
“Corpse eaters are dark fiends from southern Aventuria. The
grow to ape-like length and end in long fingers with
Tulamydes call them ghul, which means ghost or feeder in
sharp claws that they can use to dig in the earth. They
their tongue. It is said that ghouls are undead who escaped
can be extremely thin and gaunt, or fat and bloated. They
from their necromantic masters. Their bites can turn others
are often hunchbacked, and have sharp teeth and strong
into ghouls as well. Ghouls feed on corpses, and their plague can
jaws to gnaw bones. Their skin is grey-green, leathery,
spread quickly through Boron yards and battlefields. When very
and covered in warts. These smelly, filthy creatures are
hungry, they may even attack the living. Ghouls are cursed by
hairless but for a short stubble. They sometimes wear
Boron to turn to dust in the light of Praios, so they dig holes and
ornaments made from bones and body parts. Instead of
hide in the ground during the day.”
blood, their veins run with slimy green or brown bile.
–Dame Gilda of Honingen-Salpertin, Almanac of Folklore,
As creatures of the night, they can see well in the dark
Honigen, 921 FB
but depend mainly on their excellent sense of smell.
Their minds are simple and they are ruled by hunger.
The origin of ghouls is lost to history. Maybe the first
They communicate with lip-smacking and grunting
creatures underwent an Azfulothian transformation or
sounds, but newly-turned ghouls can still understand
made a pact with the archdemon Targunitoth. Maybe
their native tongue for a short while.
they were victims of a dark spell, or an ancient curse cast
on a community of blaspheming cannibals. Ghouls might
even be creatures of the Nameless One, since their hunger Distribution
for rotten flesh is reminiscent of the vampires’ thirst for Ghouls live wherever they can find food in the form of
blood, and they, too, are destroyed by sunlight. corpses: Boron yards, battlefields, and areas of disease
and famine. They are common in the Shadowlands
and anywhere with a steady supply of dead bodies.
The swamps of Thorwal are favorable due to the
local tradition of marsh burial. The same goes for the
undercities of Gareth and Fasar, which have excellent
hiding places and many corpses. Changes of territory and
nightly migrations are also common. Plagues, wars, or
natural disasters attract ghouls, and infestations can last
months or even years. Blood ghouls, which are common
in Myranor, are a special sub-type that serves the dark
followers of the Nameless One. Uthuria is supposedly
home to a realm of intelligent undead that hold a deep
enmity for ghouls. Whether these legends are true, not
even the Uthurians can say.
Way of Life
During the day, ghouls sleep alone or in groups in hiding
places that are safe from the sun. These hideouts include
caves, crypts, sarcophagi, tunnels they dig themselves,
cellars, or wells. At night, ghouls look for food. They are
scavengers that prefer the rotting meat of intelligent
Aventurian creatures. Ghouls sometimes kill living
creatures when hungry, but then wait for their prey
to rot before consuming it. Ghouls can stuff incredible
amounts of meat down their throats at need, bloating
their bellies.
46 Chapter 1: Monsters
Ghoul, Common • QL 3+: Ghoul poison can be
Size: 5 to 6 feet tall (different for non-human ghouls) healed by magic or divine
Weight: 120 to 160 pounds (different for non-human ghouls) intervention. If a bite victim is
COU 15 SGC 11 (a) INT 14 CHA 9 healed, it does not turn into a
DEX 13 AGI 12 CON 18 STR 16 ghoul.
LP 36 AE - KP - INI 13+1D6 Special Rules
DO 6 SPI 3 TOU 1 MOV 7 *) Ghoul Poison: ghoul saliva contains a magical poison that
Bite: AT 12 DP 1D6+4(+poison)* RE short slowly turns bite victims into ghouls. The poison can be
Claws: AT 11 DP 1D6+2(+disease)* RE medium treated by magical or karmic healing, or a check using
PRO/ENC 2/0 Treat Poison (Animal Venom) with a penalty of 5. Healing is
Actions: 1 possible only until the transformation is complete. Checks
Advantages/Disadvantages: Darksight II, Exceptional require bloodletting (suffer 2D6 DP, ignoring PRO) and the
Sense (Smell) / Sensitive to Light use of mistletoe. If the patient dies during treatment, the
Special Abilities: Forceful Blow I (Bite, Claws) ghoul transformation occurs quickly.
Skills: Body Control 4 (12/12/18), Climbing 4 (15/12/16), Feat Level: 6
of Strength 7 (18/16/16), Intimidation 9 (15/14/9), Perception Type: Weapon poison, venom
8 (15/15/18), Self-Control 8 (15/15/18), Stealth 7 (15/14/12), Resistance: Toughness
Swimming 3 (12/18/16), Willpower 10 (15/14/9) Effect: The victim turns into a ghoul in 1D3 days / 1 level of
Number: 1, or 3D6 (a pack) Paralysis.
Size Category: medium Start: immediate
Type: Supernatural Creature, humanoid Duration: Permanent / 12 hours
Loot: 60 rations meat (inedible and poisonous—see Ghoul Cost: Cannot be extracted, so no cost given.
Poison) **) Disease Carrier: Ghouls can transmit diseases. Roll 1D20 for
Combat Behavior: Ghouls hide in crypts or caves during the every 10 damage caused: 1-12 (no disease), 13-17 (lutanas),
day, because sunlight is painful to them. When hungry, 18-20 (Swift Madness).
they hunt and eat corpses and don’t shy away from If a hero is infected, the GM makes a disease check (see Core
attacking living creatures. Rules, page 343).
Escape: Loss of 50% LP Non-human Ghouls: Stats can differ for ghouls that were once
Magical Lore (Magical Creatures) dwarves, elves, orcs, or other intelligent creatures.
• QL 1: Ghouls are corpse-eaters and avoid light.
• QL 2: If a ghoul bites you, you might turn into one
yourself.
Ghouls procreate with their poison, which can turn bite • Diggers create tunnels quickly with their claws, but
victims into ghouls. Some speculate about other means they are almost blind
of procreation, perhaps by an Azfulothian body-split of • The small and rare morokun (ghoul druids) know spells
over-sated ghouls, or even via simple mating and laying of sleep, darkness, and fear, and wear masks of frozen
of eggs. Ghouls do not age and usually die only from terror
sunlight or violence. • Packs are led by fat, almost-immobile ghoul kings that
can be as large as ogres. They use telepathy to give
The Church of Boron views ghouls as almost as much of a commands and receive information.
plague as the undead. Blessed Ones and holy warriors of
Boron work hard to contain the danger posed ghouls. LP Loss Pain
In large packs, ghouls can sometimes learn to reshape 27 LP (¼) +1 Pain
their bodies, to better achieve different tasks, as follows. 18 LP (½) +1 Pain
• In large packs, common ghouls are called feeders
9 LP (¾) +1 Pain
• Scouts are scrawny, quick, and agile fiends that seek
prey for the pack 5 LP and less +1 Pain
• Gatherers are robust but slow finders of body parts
• Large, bloated regurgitators can swallow great
amounts of meat quickly and vomit it up later for the
pack
47
Giant Stag Beetle But care must be taken if you meet one in the wilderness. They
rarely attack humans, but when they do, they often must be
killed, because they do not give up.”
“It is large, the great hornbug. As the name says, it is huge. In
essence, it is a harmless animal, but it prefers to eat the potatoes,
—from the unpublished notes of Halgund Applewise, self-
turnips, and cabbages of farmers. These bugs must be driven
proclaimed expert in Aventurian animals, 130 FB
away again and again, or else even the nobles will suffer from
hunger.
Giant stag beetles, also called great hornbugs, look
similar to common stag beetles but are about seven and a
But nobles tend to like these beasts and keep them as pets, like
half feet long and have more defense options than their
dogs. There was a time in the imperial city of Gareth when
smaller cousins.
everyone of note led their giant stag beetles about on leashes
in the Griffon Square. They all wanted to be seen with their
Hornbugs live solitary lives and seek each other out
exotic pets. Some patricians still keep the bugs around as guard
only to mate. Even then, they keep their contact to a
animals. Stag beetles are well suited to the task, which is a better
minimum. Because they encounter others of their kind so
use for it than as a mere status symbol. Stag beetles are alert
rarely, some people say that giant stag beetles sometimes
and tough, and they can seize and hold a thief securely in their
try to woo tree stumps after confusing them for potential
mandibles. They are much more useful than geese in this role
mates.
and much cheaper than guard dogs because dogs eat lots of
meat, while stag beetles require only vegetables.
Giant beetles want only to eat as much as possible.
Luckily for humans, they are vegetarians, but this does
not mean that great hornbugs can’t defend themselves
when threatened. Unfortunately, stag beetles feel
threatened by anything larger than themselves, and their
exceptionally large outer mandibles (their “horns”) can
inflict serious wounds. They can also deliver serious bites
to opponents with their sharp inner mandibles.
Distribution
Giant stag beetles live in the forests of central and
northern Aventuria but don’t do well in the Far North
and the Far South. They prefer moderate climates
and live in the wilderness in burrows, hollowed-out
tree stumps, and even ruins. You are more likely
to find them in certain cities, however,
where they are known to live in sewers,
48 Chapter 1: Monsters
parks, or other hiding places, or even kept as pets. Giant Giant Stag Beetle
stag beetles avoid the far south and the far north. Size: About 8 to 9 feet long
Weight: 100 to 140 pounds
COU 15 SGC 9 (a) INT 11 CHA 8
Natural History DEX 13 AGI 13 CON 16 STR 14
Giant stag beetles normally avoid humans and other LP 40 AE - KP - INI 12+1D6
bipedal creatures. When attacked, they fight like wild DE 7 SPI 0 TOU 2 MOV 3
bulls and only back down when their opponents are Bite: AT 16 DP 1D6+2 RE short
seriously injured or defeated. Their tough armor lets Mandibles: AT 12 DP 1D6+4 RE medium
them endure for a long time. Their unexpectedly PRO/ENC 5/0
dangerous mandibles can pierce many kinds of armor. Actions: 1
Special Abilities: Forceful Blow I (Bite, Mandibles),
The trait that farmers find most annoying about giant Locked Jaws (Bite)
stag beetles is their abiding love of vegetables, and their Skills: Body Control 4 (13/13/16), Climbing 4 (15/13/16),
appetites are as large as themselves. Peasants must Feat of Strength 7 (16/14/14), Intimidation 6 (15/11/8),
always be ready to drive beetles from their fields, and are Perception 7 (9/11/11), Self-Control 12 (15/15/16), Stealth
often injured while doing so because great hornbugs do 7 (15/11/13), Swimming—(no check allowed; giant stag
not like to be chased away. beetles cannot swim), Willpower 8 (15/11/8)
Number: 1, or 2 (mating season)
Beetles are occasionally trained and kept by proud and Size Category: medium
Type: Animal, non-humanoid
rich Garethians. They make excellent guard animals, but
Loot: 40 rations meat (inedible), trophy (mandibles, 15
some patricians prefer to walk them like dogs. Taming
silverthalers)
a great hornbug can only succeed if training begins
Combat Behavior: Giant stag beetles normally avoid
when the animal is very young. Stag beetles are said to humans, but if they can’t, they fight until seriously
be extremely loyal and will defend their masters to the injured.
death. Escape: Loss of 75% LP
Animal Lore (Monsters or Wild Animals)
Great hornbugs can live 50 years or more, but in the wild, • QL 1: Giant stag beetles view human-sized creatures
they rarely live longer than 20 years. Great hornbugs not as prey, but as a threat, and attack whenever
appear to view smaller stag beetles as their offspring, and they meet one.
on several occasions, travelers have witnessed giant stag • QL 2: Their armor is weaker on the underbelly.
beetles attempting to gather up their smaller cousins • QL 3+: Young giant stag beetles can be trained and
and bring them back to their nests. Stag beetles lay only led on a leash (this modern fashion was all the
a handful of eggs, but males and females both care for rage in Gareth for a time). Some people use them
them with devotion. occasionally as guard animals.
Special Rules
Weak Spot: The giant stag beetle has PRO 2 on the belly,
LP Loss Pain and PRO 0 at the base of the leg joints. For more
30 LP (¼) +1 Pain information about targeting these areas, see the
Level I Focus Rules for Hit Locations, in the Aventurian
20 LP (½) +1 Pain Compendium.
10 LP (¾) +1 Pain Pack Mule: Giant stag beetles can carry a weight of up to
80 pounds.
5 LP and less +1 Pain
49
Gorger hind legs are very muscular and allow them to run at
great speeds. When standing still, they adopt a more
upright posture, but they hunch over when walking,
“Horas Rex, Sultan al’Achaz, patriarch lizard, royal gorger,
making them look shorter than they are. Their three
tyrant lizard, and (among the Forest Folk) matala-kikulak,
foot long arms possess limited movement and only three
which means roughly, “eater of power.” Big game hunters and
fingers, but they are extremely strong and can pin prey.
brave warriors from across Aventuria have given this creature
Their main weapons are the rows of long, dagger-like
many names, proving that this giant predator is considered
teeth in their one-to two-yard long skulls. Combine this
the king of lizards. Tall and majestic, the gorger strides across
with tails capable of deadly blows, and the ability to
the land with its head above the trees, searching for prey to
enter into a terrifying frenzy, and it is easy to see why
sate its endless hunger. Indeed, there are few creatures that a
they deserve their many titles.
gorger will not eat, and it sometimes even gnaws dead wood
or swallows rocks—the former is thought to help maintain its
It is also easy to see why some lizard tribes view gorgers
teeth, the latter to help crush the bodies of prey that it has
as sacred to the bloodthirsty H’Ranga (lizard god) named
swallowed whole….
Kr’Thon’Chh. Their thick scaly skin is brown or green,
their claws are razor-sharp, and their feet can trample or
Humans fear these creatures, but the lizard people of the
pin prey while they tear it apart with their jaws.
south pray to gorgers and view them as harbingers of their
unspeakable god Kr’Thon’Chh. Like these faithful servants, the
Gorgers have one weakness, namely, they can perceive
gorger can easily enter a terrifying frenzy.”
their prey only if it moves. The less a creature moves,
the harder it is for the gorger to see it, even when it is
—from the Bestiary of Belhanka, Belhanker edition, 1027 FB
standing directly in front of its prey. This knowledge has
saved many a wise adventurer’s life in the wilderness.
These reptiles, which are known by all those names and
more, or simply as gorgers, are as large as giants. Their
50 Chapter 1: Monsters
Distribution Gorger
Gorgers are cold- blooded lizards that live only in Size: 15 to 18 feet long (not
Southern Aventuria and tropical areas of other including tail); 33 to 39 feet long
(with tail)
continents, such as northern Uthuria. They prefer
Weight: 10,000 to 14,000 pounds
wilderness swamps or (more rarely) jungles, far from
COU 18 SGC 8 (a) INT 13 CHA 13
human settlements. Gorgers are especially common
DEX 10 AGI 12 CON 20 STR 26
in the Lizard Swamps east of Selem and in the area LP 200 AE - KP - INI 7+1D6
surrounding Lake Harodrôl. DE 6 SPI –2 TOU 5 MOV 12
Bite: AT 14 DP 2D6+8 RE medium
In the Lizard Jungles, groups of achaz actively hunt Tail: AT 10 DP 1D6+4 RE long
gorgers because killing such creatures garners much PRO/ENC 3/0
respect in their tribe. However, the lizard folk of Lake Actions: 2 (at most 1 x Bite, at most 1 x Tail)
Harodrôl worship gorgers as holy creatures and believe Advantages/Disadvantages: Frenzy, Negative Trait
that they are related to G’dzill, a gorger of titanic size. (Short Temper)
Special Abilities: Forceful Blow III (Bite, Tail), Powerful
In the past, there were more gorgers than today. Blows (Bite, Tail), Shield-Splitter (Bite, Tail), Tail Sweep
Luckily, these beasts multiply slowly and it takes years (Tail)
for a small gorger to grow into a frightening beast that Skills: Body Control 5 (12/12/20), Climbing (no check possible,
is capable of eating humans. gorgers cannot climb), Feat of Strength 14 (20/26/26),
Intimidation 12 (18/13/13), Perception 7 (8/13/13), Self-
Control 8 (18/18/20), Stealth 5 (18/13/12), Swimming—(no
Way of Life check possible, gorgers cannot swim), Willpower 4
The carnivorous gorger is a dangerous hunter. When (18/13/13)
it finds prey, it tries to ambush it or run it down. Their Number: 1, or 2 (mating season)
endurance is too poor to chase fast prey animals for Size Category: huge
long. Gorgers eat anything larger than a pig and don’t Type: Animal, non-humanoid
even hesitate to attack elephants. Of course, this Loot: 1,000 rations meat (inedible, except to achaz), skin
means they eat other large lizards, horses, humans, (500 silverthalers), trophy (teeth, 40 silverthalers)
and other humanoid species. In Uthuria, they prey on Combat Behavior: Gorgers attack anything larger than
giant armadillos. Gorgers have no predators in their a pig and smaller than an elephant. They pursue prey
surroundings and live at the top of the food chain in that flees, but for no longer than five combat rounds.
the southern swamps. They prefer fresh meat, but do Escape: Loss of 75% LP
feed on carrion in a pinch. Animal Lore (Monsters or Wild Animals)
• QL 1: Rumors say gorgers can only see their prey if it
Gorgers are loners that sometimes bond with others of moves.
their kind to mate, raise hatchlings, or even hunt. Their • QL 2: Gorgers have poor endurance for hunters. They
usually give up on chasing faster prey or opponents
offspring hatch from eggs and are fed by the parents
after a while. Unfortunately, gorgers are faster than
until they “leave the nest,” so to speak.
most humans, achaz, and dwarves.
• QL 3+: Gorgers try to kill prey even if sated at the
Gorgers have large territories. They can cover many moment. They hang it on trees, to consume at a later
miles in a day but rarely step off their land. Sometimes date. Trees strung with dead animals are sure signs
gorgers get into brutal fights over females or food. that a gorger is close.
They can live as long as 150 years old, even though few Special Rules
specimens have been known to reach this age. Most are Do Not Move!: Gorgers have trouble seeing prey that is not
killed by hunters or other gorgers. moving, and they usually ignore it. Heroes can make
a competitive check using Willpower (Resist Threats)
against the gorger’s Intimidation. Gorgers ignore heroes
LP Loss Pain who succeed and remain calm. Each time gorgers are
150 LP (¼) +1 Pain deceived that way by the same hero, however, that
hero’s check suffers a cumulative penalty of 1.
100 LP (½) +1 Pain
50 LP (¾) +1 Pain
5 LP and less +1 Pain
51
Griffon who delivered the Holy Horas to Aventuria 2,000 years
ago. Their divine leader, Garafan, is called “the Lion-
headed.” Some fighters of the Sun Legion, the personal
“Griffons are Lord Praios’ servants in Alveran and make His will
guard for the leader of the Church of Praios, have the
known on Dere. They guard against Darkness and help all who
privilege of being chosen as riders by griffons.
represent Light and Order. In the past they aided Saints and let
them ride on their backs into battle. Lion-headed Garafan, the
Even people who do not believe in the Twelvegods still
king of the griffons, first presented himself to Saint Lechmin and
view the griffon as a special creature and respect its
instructed her to bring Praios’ word into the world. Together
strength. In cultures that worship the sun, such as that
they fought in the battles against the demon hordes of Borbarad
of the Utulus, respect for griffons is as high as it is in the
the Sphere Ravager and his heirs. Griffons assisted us humans
lands of the Twelvegods.
in the battle in the clouds above Gareth. And they appeared to
us to announce the return of Praios’ eternal light. They guard
The hunting of griffons is considered blasphemous in the
over us, no matter how dark it seems, as long as we obey Praios’
lands of the Twelvegods, but griffons can and do defend
words and care for the purity in our hearts.”
themselves with divine powers and strong paws.
—sermon notes of the Blessed One of Praios, Hawkonia
Whitevalley, modern Distribution
Praios sends griffons across the lands, and they may be
Griffons (or griffins) are Praios’ envoys on Dere and thus encountered almost anywhere. Certain places in the
are divine creatures. They resemble giant, golden lions mountains are guarded by griffons to prevent abuse of
with the head and wings of an eagle. As holy creatures their inherent dark magic. Griffons also often protect
and divine envoys, they stand for the principles of ancient, forgotten sanctums of the lord of the gods. One
their god: Truth, Order, and Justice. And so they are can meet griffons in the Griffon Veldt in the Orclands,
just, they always speak the truth, and they demand but the journey there is hard and dangerous.
respect. Because Praios opposes dark magic, griffons
hate damaging spells and are protected against magical Way of Life
effects. Aventurians can recognize griffons from various Griffons are Praios’ creatures, and as such desire to
coats of arms, such as that of the Middenrealm, and those strengthen their god’s order on Dere. They act diligently,
who believe in the Twelvegods know them from Praios’ defending powerful places against abuse and advising
temples, but most people have never seen such a creature mortals. They attack demons without mercy, but never
and few ever will. Nevertheless there will always be involve themselves in political struggles. They deal with
devout pilgrims and seekers of knowledge who will travel mortals in a friendly but resolute way. They view many
to receive wisdom from a griffon. human flaws with calm diligence and the leniency of
the wise. They are just and always speak the truth, and
The Church of Praios honors griffons as Praios’ demand the same from mortals with whom they have
Alveranian followers, and recognizes many individuals, dealings.
such as Jermoran, the Alveranian of Summer, or Orungan,
52 Chapter 1: Monsters
Nothing is known about the age of griffons. Centuries-old Griffon
legends about Garafan and certain other griffons hint Size: 9 to 12 feet long; 5 to 8 feet
that they are immortal unless slain by violence. Some tall at the shoulder; 15 to 21-
griffons appear young and energetic, but others show foot wingspan
visible signs of age: graying fur, dimmed eyes, and slowed Weight: 800 to 1,000 pounds
movements. COU 18 SGC 16 INT 14 CHA 16
DEX 12 AGI 14 CON 18 STR 20
LP 75 AE - KP 50 INI 14+1D6
Griffons can communicate in many languages. All speak
DE 7 SPI 3* TOU 3* MOV 10/20 (ground/air)
perfect Bosparano and Aureliani, and most also know
Bite: AT 15 DP 2D6+6 RE short
a least Garethi and the language of their home regions. Paws: AT 17 DP 1D6+5 RE medium
One should never speak Zhayad in their presence, as it PRO/ENC 5/0
is considered the language of the Netherhells. At best, Actions: 2 (at most 1 x Bite)
griffons mistrust one who speaks this tongue; at worst, Special Abilities: Flying attack (Bite, Paws), Forceful
they consider the speaker to be a demon worshiper and Blow (Bite, Paws), Locked Jaws (Bite), Pounce (Paws)
react accordingly. Skills: Body Control 12 (14/14/18), Commerce 3 (16/14/16),
Empathy 12 (16/14/16), Feat of Strength 12 (18/20/20), Flying
12 (18/14/14), Intimidation 12 (17/14/16), Magical Lore 12
LP Loss Pain (16/16/14), Perception 14 (16/14/14), Religion 12 (16/16/14),
56 LP (¼) +1 Pain Self-Control 16 (18/18/18), Stealth 0 (18/14/14), Willpower 14
(18/14/16)
38 LP (½) +1 Pain Liturgical Chants: Oath Blessing, Blinding Ray 14 (18/16/14),
19 LP (¾) +1 Pain Minor Banishing Ray 12 (18/14/16), and others; griffons
have karmic powers similar to the liturgical chants of
5 LP and less +1 Pain the Church of Praios—the GM determines the exact
effects—with a SR of at least 12.
Number: 1, or 2D6 (group)
Size Category: large
Type: Supernatural Creature, non-humanoid
Loot: 200 rations (tough), trophy (feathers, 100
silverthalers)
Combat Behavior: A griffon’s combat behavior varies
by the individual, since they all have their own
personalities.
Escape: varies by individual, but normally griffons do
not flee.
Religions (Praios)
• QL 1: Griffons are holy animals of Praios, the lord of
the gods, and can cast miracles similar to the ones
granted to his Blessed Ones.
• QL 2: Even though they appear to be chimeras, they
are not magical.
• QL 3+: Whole groups of griffons live together in the
Orclands and certain other remote areas.
Special Rules
*Divine Protection: Their SPI and TOU increase by 7 vs.
magic.
53
Grolm 700 Orcland grolms live in the Ogre-Teeth in the
Orclands, in a city called Gh’Orrgelmur, where they
dig for gold. The Sickle grolms make their slaves dig in
“Pherucio: The oldchild has insulted me and cost me 1,000 gold
the Sickle Mountains for resources such as arcanium
coins. He laughed at my loss, called us humans bigdumbs, and
and mindorium. Some families live in Dark Ridge,
roused my friends against me. But what did I expect? He is a
Windhag, Thorwal, the Troll Jags, Tobrien, Weiden,
bargainer who consorts with the greediest of all bargainers in
and Garetia. Forest grolms live in the Svellt Valley and
the Netherhells against me, a Festumer who is loyal to Phex. He
the Fog Meadows, and share a close connection with
thinks he is invincible and strong, with his child’s shape and his
nature. Grolms in southern Rashtul’s Wall have a darker
big head, swollen with greed for gold. His family protects him,
skin tone, similar to Tulamydes, and settle mainly in
and his evil magic buys respect. But wait for my revenge, you
Mhanadistan. The rain grolms of the Rain Mountains
student of the soul-consuming hunger for bloodied gold. Soon
have much darker skin, like that of the Forest Folk.
the grin will disappear from your old face!”
In some human cities, grolms live under the earth, such
—from the play The Bargainer of Festum, by Marishall
as in (Under) Gareth. In other cities, they practice the
dalʼPatto, Gareth, 1037 FB
trade of alchemy, which comes easy to them due to their
magical talent, or else they lead their own trading houses
Grolms (sometimes dismissively called tithers, oldchildren,
in places like Fasar, Festum, Khunchom, and Al’Anfa.
bigheads, or bargainers) are a humanoid species that
resemble six-year old human children. Their heads
appear much too large for their shoulders, and their
faces are so wrinkled from birth that they appear to
be very old. Their skin ranges from pale white to dark
brown, depending on the region. They are often bald,
but when they do have hair, it is as tough as wire and
stands straight up. People find the gaze of their white
irises piercing and unsettling. Grolms are infamous in
Aventuria for their greed and business sense, and their
proclivity for taking advantage of their trade partners.
They use many dishonest tricks and have reputations for
dealing with archdemons, such as Tasfarelel, but this is
not necessarily true. Trade is their passion and reason
for living, and cunning is their preferred tool. They also
know magic (mainly object magic, control magic, and
alchemy).
Distribution
Grolms originated in Myranor, where they are called
g’rolmur. They first appeared in Aventuria 6,000 years
ago and soon came into conflict with the dwarves while
seeking resources and new business opportunities. Even
today, angroshim and grolmurim (as the dwarves call
these bargainers) mistrust each other.
54 Chapter 1: Monsters
Way of Life Grolm
Grolms are intelligent creatures with their own culture. Size: Around 3 feet tall
They prefer subterranean habitats because they do not Weight: 50 to 600 pounds
COU 13 SGC 15 INT 14 CHA 11
like light and are extremely suspicious of other species.
DEX 14 AGI 10 CON 10 STR 7
They usually live in families with strict hierarchies.
LP 20 AE 35 KP - INI 12+1D6
Larger tribes have a king or chief, while families have a
DO 5 SPI 3 TOU 0 MOV 6
head. Unarmed: AT 8 PA 4 DP 1D3
RE short
A grolm’s name usually reveals information about his Grolm Halberd: AT 9 PA 4 DP 1D6+2 RE medium
profession and his master. For example, King Prakmak Hand Crossbow: RC 12 RT 3 DP 1D6+3 RA 5/25/40
has only one name, indicating that nobody stands above PRO/ENC 0/0
him. Everybody in his court is named when mentioning Actions: 1
a superior. Common names include Prakmak’s Advisor, Advantages/Disadvantages: Spellcaster / Negative Trait
Tikrak, and Tikrak’s Body Servant, Fargl. (Greed)
Special Abilities: Alertness
Grolms trade with other species and travel often. Skills: Body Control 2 (10/10/10), Climbing 2 (10/10/10),
They are not religious, but do sacrifice to spirits they Commerce 11 (15/14/11), Empathy 10 (15/14/11), Fast-Talk
call pakatai, which are demons from the domains of 11 (13/14/11), Feat of Strength 2 (10/7/7), Intimidation 2
Tasfarelel, Lolgramoth, and Agrimoth. Grolm women (13/14/11), Perception 5 (15/14/14), Self-Control 8 (13/13/10),
have a lower social standing than the men, but lesser Stealth 10 (13/14/10), Swimming 2 (10/10/7), Willpower 10
chores are performed by slaves of other species. The (13/14/11)
grolm language consists of clicking consonants, but Spells: Bannbaladin 11 (13/14/11), Blinding Flash 8 (13/14/11),
Oculus Illusionis 7 (15/14/11), Odem 10 (13/15/14), others
grolms usually learn the common trade tongue in their
with the properties of Influence and Illusion from
area. Some grolms view elven hair as an especially
Tradition (Grolm)
valuable substance, and offer elves small fortunes for
Loot: Depends on the individual (weapons, for example).
it. Since elves are almost never interested in money, Number: 1, or 1D6+2 (group)
there is often no deal. Grolms do not reveal what they Size Category: medium
do with elf hair, but rumors say that they fashion it into Type: Intelligent Creature, humanoid
indestructible rope. Combat Behavior: Grolms avoid combat and rely on their
powers of persuasion and magic.
Escape: Loss of 25% LP
LP Loss Pain Experienced: INT 15 instead of 14, CHA 12 instead of 11;
15 LP (¼) +1 Pain LP 22 instead of 20; AE 40 instead of 35; Hand Crossbow
RC 13; Perception 8 instead of 5, Intimidation 4 instead of
10 LP (½) +1 Pain
2, Commerce 12 instead of 11, Bannbaladin 12 instead of 11,
5 LP (¾) +1 Pain Oculus Illusionis 9 instead of 7
Competent: INT 16 instead of 14, CHA 13 instead of 11; LP
4 LP and less +1 Pain
24 instead of 20; AE 45 instead of 35; Hand Crossbow RC
14; Perception 10 instead of 5, Intimidation 6 instead of 2,
Commerce 13 instead of 11, Bannbaladin 13 instead of 11,
Oculus Illusionis 10 instead of 7
55
Ikanaria Butterfly Alchemists pay well for ikanaria butterflies, and try to
use them in elixirs that improve beauty or grace. So far,
no one has succeeded in breeding these butterflies in
“From the notes of the Lamea expedition, we can deduce that the
captivity, which means that specimens must be captured
ikanaria butterfly is worshiped in Gyldenland as a holy creature
in the wild. But since these diminutive creatures’ powers
of Raia, which is the Gyldenlanders’ name for Rahja, our cheerful
threaten both body and soul, few are willing to volunteer
goddess. This might be a good sign, for the world beyond the Sea
for the job….
of Seven Winds, it seems, is made up not only of blasphemers,
but also some true believers as well. But I think it is strange
to worship a creature that can cause as much damage as the Distribution
ikanaria butterfly. The dangers posed by the Borbarad mosquito Ikanaria butterflies are rare, but you can sometimes find
are obvious, but the ikanaria butterfly is the loveliest and most them in central and southern Aventuria, in swamps,
beautiful creature you can imagine. In theory, they would be a forests, and meadows. It is usually too cold for ikanaria
good choice, if beauty was the only aspect that was important to north of Bornland, but they are still sometimes found
Rahja. But I do not agree. The presence of an ikanaria butterfly there, but only during spring and summer months.
can drive people mad.
56 Chapter 1: Monsters
Natural History Ikanaria Butterfly
Ikanaria butterflies begin their lives as eggs and hatch Size: unimportant
into surprisingly ugly caterpillars. After having eaten Weight: negligible
enough, the caterpillars pupate. Around 12 to 13 weeks COU 10 SGC 2 (a) INT 14
later, they emerge as the beautiful creatures known to CHA 18
Aventurians as ikanaria butterflies. DEX 10 AGI 12 CON 9 STR 10 (s)
LP 1 AE 10 KP - INI 11+1D6
The butterfly has a short life, but given its special DE 6 SPI 3 TOU 1 MOV 8
powers, it can create much chaos in the brief time it PRO/ENC 0/0
spends on Dere. Actions: 1 (use of Enchanted by Beauty—see below)
Special Abilities: none
Skills: Body-Control 5 (12/12/9), Feat of Strength 1 (9/10/10),
Scholars are quite sure that there is no evil intent
Flying 5 (10/14/12), Intimidation 0 (10/14/18), Perception 14
behind the butterfly’s powers of confusion. Unlike a
(2/14/14), Seduction 14 (10/18/18), Self-Control 1 (10/10/9),
Borbarad mosquito, which is believed to be a chimera, Stealth 6 (10/14/12), Willpower 12 (10/14/18)
the ikanaria appears to be a creature that is pleasing Number: 1
unto Tsa and Rahja, albeit one you should avoid, just Size Category: tiny
like alligators or giant apes…. Type: Supernatural Creature, non-humanoid
Loot: Trophy (butterfly, 7 silverthalers)
Combat Behavior: Ikanaria butterflies do not fight.
LP Loss Pain
Escape: Ikanaria butterflies do not flee.
Does not matter, dead at once Animal Lore (Wild Animals) or Magical Lore (Magical
Creatures)
• QL 1: Ikanaria butterflies can mesmerize onlookers
with their beauty.
• QL 2: If you look at the butterfly, you pursue it,
heedless of your surroundings. Ikanaria view
spellcasters as rivals and fly toward them as soon as
they notice them.
• QL 3+: The high elves of Simyala bred ikanaria
butterflies. When their great city fell, the creatures
escaped and spread all over Aventuria.
Special Rules
Enchanting Beauty: Anyone looking at an ikanaria butterfly
must succeed in a competitive check of the butterfly‘s
Seduction against Willpower (Resist Seduction), or suffer
1 level of Confusion for each net QL the butterfly
Ikanaria butterflies are so beautiful that they achieves. Also, victims follow the butterfly without
are viewed as holy animals of the goddess Raia paying attention to their surroundings. The effect ends
(Gyldenland’s version of Rahja). Aventurians also after 1 hour. Reduce Confusion by 1 level per hour if
recognize the insect’s beauty, but due to the danger the butterfly is no longer present. Slapping or shaking
that the butterfly poses, nobody associates it with victims (or providing similar aid) can also end the
happiness and joy. enchantment. This cure does not work once you suffer 4
levels of Confusion, and anyone with 4 levels gains them
permanently. It costs the butterfly 1 AE per person per
hour to use this power.
57
Kobold sometimes steal newborn children and leave a kobold
child in the crib in its place. These changelings exhibit
terrible manners and grow much faster than human
“In the evening, the tailor sat down to wait in ambush. How
children. After a while, they return to their true parents.
could he finish the Count’s garb if his work was being undone
The stolen children are raised by the kobolds and
every night? At midnight, he heard the quiet patter of tiny feet.
returned to the human world as grown-up knaves.
Enraged, the tailor raised his lamp, and lo, he spied a strange
mannequin on the table. It was small, barely a foot high, and
All kobolds have a strong connection to their name. For
clad in the finest silks and velvet. But its skin was brown like a
that reason, they do not divulge it to other beings, and
hazelnut, and its ears were pointed and large like acorn leaves.
instead use invented names that fit the situation. Their
In its hands it held the tailor’s largest pair of scissors and the
real names are impossible for most tongues to pronounce
Count’s doublet. The tailor began to cry. The poor man knew
anyway. If you learn a kobold‘s true name, you gain
that the creature here before him was a kobold, and he was
power over it. You should be careful not to abuse this
powerless against its magical abilities.
power, as fairy tales also mention that kobolds can cast
cruel curses.
“No!” the kobold shouted as it dropped the scissors to the
ground. “Don’t cry! You should laugh, laugh!”
The kobolds’ language is unpronounceable by most
people. It features many clicking and whistling sounds
“How can I laugh,” the tailor wailed. “You undo all my work at
that are very difficult to imitate, and it is spoken much
night, and if I cannot deliver this doublet within a week’s time,
too quickly anyway. Except for knaves who grew up with
the Count will have me and my family killed.”
kobolds, one must use magic to speak their language
properly. This is not often necessary, though, as
—from a fairy tale from the region between the Tommel River
and the Great River, by Alfert Deianisgrove, battered copy
owned by the daughter of a burgher from Gareth.
58 Chapter 1: Monsters
kobolds instinctively know the languages of many other Kobold
creatures. Size: About 3 to 4 feet tall
Weight: 15 to 20 pounds
COU 15 SGC 14 INT 15 CHA 15
Distribution DEX 12 AGI 13 CON 12 STR 8
You can encounter kobolds anywhere in Aventuria.
LP 20 AE 100 KP - INI 14+1D6
They always look for homes with a close connection to DO 6 SPI 6 TOU 3 MOV 7
their home realm and make themselves at home near Unarmed: AT 10 PA 5 DP 1D6
the transition. They have been found living in ships, RE short
in cellars, in the attics of farm houses, and even in the PRO/ENC 0/0
scene dock at the Vinsalt Opera House. Others feel more Actions: 1
at home in nature and live under roots or rocks, in huge Advantages/Disadvantages: Negative Trait (Curiosity),
mushrooms, or on the banks of rivers. Their preferred True Name
places and climates are matters of personal taste. Kobolds Special Abilities: Feint II (Unarmed)
are almost unknown on other continents, but they are Skills: Body Control 8 (13/12/12), Climbing 3 (15/13/8),
sometimes reported even there. Klabauters are most Commerce 5 (14/15/15), Empathy 8 (14/15/15), Fast-Talk
common at sea (or more accurately, on ships). 4 (15/15/15), Feat of Strength 0 (12/8/8), Intimidation
3 (15/15/15), Perception 10 (14/15/15), Self-Control 4
(15/15/12), Stealth 14 (15/15/13), Swimming 0 (13/12/8),
Way of Life Willpower 8 (15/15/15)
Kobolds love jokes of all kinds, especially morbid or Spells: Axxeleratus 16 (14/15/12), Motoricus 12 (14/12/8),
tasteless jokes. For example, some love to ride invisibly Visibili 12 (14/15/12), and others from Tradition
on victims’ shoulders for days, tickling them behind the (Kobold)
ears or embarrassing them with sounds of intestinal Number: 1, or 1D3+1 (kobold family; rare), or 1D6+6
distress. The greater the victim’s annoyance, the greater (extended kobold family; very rare)
the kobold’s enjoyment. When attacked, they defend Size Category: small
using their magical abilities or simply try to get away. Type: Supernatural Creature, humanoid
Loot: none
Normally, kobolds have no evil intentions and are Combat Behavior: Kobolds do not fight physically, but
interested only in fun. If you explain to them that their they sometimes kick and bite. They know a surprising
mischief can put others in real danger, they usually react number of spells to avoid combat or transform it into
with shock or confusion at your lack of humor. a farce.
Escape: individual
They tend to take everything literally when holding a Magical Lore (Magical Creatures) or Sphere Lore
friendly conversation, and even when you win a kobold’s (Beings from the Spheres)
friendship, you sometimes still must suffer their good- • QL 1: Kobolds are fairy-like creatures that care only
for mischief.
natured tricks. Some kobolds have been corrupted by
• QL 2: They steal children and leave their own spawn
the influence of the Netherhells or by losing contact with
in their place. Stolen children turn to knaves in the
their fairy home. Such creatures’ pranks are often cruel
fairy realm and keep as much mischief in mind as
and sadistic, and their sense of humor stems only from the kobolds.
malice. • QL 3+: If you learn a kobold’s True Name, you gain
power over it.
Special Rules
LP Loss Pain Immediate Magical Regeneration: Kobolds can absorb magic
15 LP (¼) +1 Pain from their surroundings, and do so automatically
when casting spells. At the end of each CR, they
10 LP (½) +1 Pain
recover 1D6 AE automatically.
5 LP (¾) +1 Pain
4 LP and less +1 Pain
59
Krakonian A human seeing Krakonians for the first time would
describe them as squat, stout creatures with large heads,
two dark bulbous eyes, and bodies covered with scales
“They pray to sea serpents, they serve the rulers of the
and warts.
Shadowlands, and they slaughter whales and dolphins. I say we
should kill them all. So be it, by Swafnir!
The pronounced webbing on their feet grants them speed
underwater. A large nerve node between their heart
I saw… things in Llanka. The toad heads are cruel. Worse
and their shoulders lets them change instantly between
than coal pelts, crueler than any pirate from Daspota. They
breathing air and water. This node is the most sensitive
kidnapped women and, and a year later, I saw the monstrosities
part of their body. A hard blow to this node can cause
they begat upon them….
most krakonians to suffocate.
I cannot drive those images from my mind. How can we allow
These mainly aquatic creatures only come up on land to
the servants of H’Ranga to set even one foot on land? Which of
help with the dark plans of their gods or sometimes to
you scoundrels is ready to serve Swafnir and set sail for Llanka?
serve as mercenaries or pirates. But they must return to
Honor and glory await you. And if Swafnir is with us, there will
the water regularly or at least soak their whole bodies in
be plundering, too. So be it, by Swafnir!”
water every day, or else they dry out.
—Asgir Garaldson, Thorwalian sailor and warrior, refugee and
In the distant past, in an Age when fish creatures ruled
former inhabitant of Llanka, after the town was captured by
all of Dere, the krakonians wielded great influence in
Krakonians, 1030 FB
the world. According to legend, their undersea cities
made use of sea serpents, and huge armies of toad-heads
ruled over continents that have long since disappeared
beneath the waves. Today they train sharks like humans
train horses, and ride them into battle against ships
crewed by humans. Victims of these attacks can expect
no mercy. In fact, the best fate sailors can hope for is to
wind up as shark food.
Distribution
Krakonians mainly live underwater. Wahjad, the ancient
underwater home of the krakonians, is supposed to lie
somewhere offshore near the infamous city of Selem.
Krakonians have also built small settlements on other
coasts. They were often seen on the Aranian and Tobrian
coasts in the years after Borbarad’s invasion, and they
still reside in lagoons, small offshore islands, and
other places near the sea today. Encountering
a krakonian inland grows more unlikely the
further you travel, due to the species’ heavy
dependence on water.
60 Chapter 1: Monsters
Krakonian Experienced: COU 14 instead of 13,
Size: About 5 to 6 feet tall STR 14 instead of 13; LP 33 instead
Weight: 150 to 190 pounds of 30, INI 13 instead of 12; Fishing
COU 13 SGC 11 INT 12 CHA 10 Spear AT 13 / PA 8; Body Control
DEX 13 AGI 12 CON 14 STR 13 7 instead of 5, Empathy 4 instead
LP 30 AE - KP - INI 12+1D6 of 2, Feat of Strength 9 instead of 7,
DO 6 SPI 2 TOU 2 MOV 6/9 (ground/water) Intimidation 8 instead of 6, Self-Control 8
Unarmed: AT 11 PA 6 DP 1D6 RE short instead of 7, Stealth 8 instead of 6, Swimming 13 instead of
Fish Spear: AT 11 PA 6 DP 1D6+4 RE long 12, Willpower 7 instead of 6
PRO/ENC 0/0, or Shark Leather Armor (PRO/ENC 3/1, Competent: COU 15 instead of 13, CON 15 instead of 14, STR
apply –1 AT, –1 PA, –1 DO, –2 INI, –2 MOV). 14 instead of 13; LP 38 instead of 30, INI 13 instead of 12;
Actions: 1 Fishing Spear AT 14 / PA 8; Feint I; Body Control 9 instead
Advantages/Disadvantages: Aquatic Creature of 5, Empathy 6 instead of 2, Feat of Strength 11 instead of
Special Abilities: Forceful Blow I, Underwater Combat 7, Intimidation 9 instead of 6, Self-Control 9 instead of 7,
Skills: Body Control 5 (12/12/14), Climbing 3 (13/12/13), Stealth 9 instead of 6, Swimming 15 instead of 12, Willpower
Commerce 4 (11/12/10), Empathy 2 (11/12/10), 8 instead of 6
Fast-Talk 2 (13/12/10), Feat of Strength 7 (14/13/13), Special Rules
Intimidation 6 (13/12/10), Perception 7 (11/12/12), Nerve Node: Krakonians possess a nerve node weak point
Self-Control 7 (13/13/14), Stealth 6 (13/12/12), which can be used to kill them in a single blow. If the
Swimming 12 (12/14/13), Willpower 6 (13/12/10) nerve node suffers up to 10 DP, the krakonian suffers the
Number: 1, or 2D6 (horde) state of incapacitated for an equal number of CR. If the
Size Category: medium damage is greater than 10 DP, the krakonian dies in 1D6
Type: Intelligent Creature, humanoid CR (and is incapacitated until then). For more information
Loot: Weapons, Armor on targeting this nerve node, see the Level I Focus Rules
Combat Behavior: Per the individual; krakonians prefer for Hit Locations, in the Aventurian Compendium.
fighting in the water, where they are superior to most Aquatic Creature: Krakonians can only go one day without
two-legged land creatures. soaking their entire skin with water. If they cannot obtain
Escape: individual enough water, they fall unconscious and die within 1D6
minutes.
Way of Life shark god Sholai’rr’rak, the sea serpent Shamashtu, and the
Krakonians speak a language related to Rssahh, and as algae goddess Bar’lana, which is actually gentle Peraine.
such, get along rather well with lizard creatures. Other Krakonians despise all other human gods, especially
land creatures, which the toad people call “tenderskins,” Efferd, and have no qualms killing their Blessed Ones or
are not to their liking. Krakonians do sometimes manage sacrificing them to dark idols.
to work alongside humans as mercenaries or pirates, but
only the toughest humans can earn a krakonian’s respect. LP Loss Pain
61
Manticore The chimera described above, an amalgam of human,
lion, and scorpion, is considered the pinnacle of
chimerology. It has the muscular body of a sand lion
“The body of the manticore may be studied via its three
and a human head with a lion-like maw and three rows
components: the smallest (comprising only face and ears) is
of sharp teeth. However, instead of a lion’s tail, it has a
the human part. This specimen shows Tulamydian features
scorpion’s tail and stinger capable of delivering paralytic
and bronzed skin. One of the dental arches consists of human
venom. For many, the manticore is the archetypal
teeth. Dissection of the skull revealed a brain somewhere in size
composite of human and beast.
between human and lion (for more about that, see Madness or
Gift? – The Manticore’s Nature).
Animalistic urges and a scorpion’s merciless nature blend
with human aspects in one creature. This combination,
The second part of the chimera, namely the torso, the four
which dances between humanity and the Netherhellish
legs, and the rear part of the skull, including the mane, is the
influence found in any chimera, might have led the
lion’s share, which can be taken literally. It has the fur of a
Cult of Kor to choose the manticore as its symbol. But
sand lion, but with a reddish coloration that hints at a more
of course that choice probably dates back to the Dark
complex connection to the scorpion armor. Dissection of the
Times, when the creation of chimeras was not as frowned
torso produced only the usual viscera common to lions, but the
upon as it is today. This may be gleaned from the fact
creature’s strong strands of muscle—likely more related to a
that the church has been slowly replacing manticores
scorpion’s anatomy—are linked differently than one finds in a
with black panthers on its coat of arms.
common large cat. You might even call it optimized. Another
trait of note is that the second dental arch of the creature is that
of a feral cat. Distribution
Manticores originated in the kingdom of Ash’Grabaal,
Finally, we come to the hindquarters and the stinger, which, a magic realm shaped by cultists of Azfuloth who
unlike the parts that we have examined so far, are adjusted dwelled near Gareth in the Demon Fallow during the
greatly in size. The chimerology expert knows that this is no Dark Times. Today’s manticores are mainly individual
simple task, especially with something on this scale. But when chimerological creations, but it is possible that some
we take a second look, we must admonish the creator, because specimens are capable of reproduction. Like their related
the manticore’s reproductive organs are a tangled mess of tubes animals (the sand lion and the scorpion), manticores are
based on a scorpion‘s anatomy, the influence of Azfuloth, or a most common in southern Aventuria, and then mainly
little of both. Now, let us turn to the analysis of the venom…” in the Lands of the Tulamydes, which boast the most
talented chimerologists, such as Abu Terfas of recent
—from the Book of Bodies, by Salpikon Savertin, Mirham infamy. Since these creatures have individual character
1013 FB traits, abilities, and their own wills due to their human
components, manticores can be encountered almost
anywhere in Aventuria. For example, there are rumors of
a specimen being kept in the temple
of Kor in Fasar.
Way of Life
Manticores are individuals
with different behaviors
and a certain amount of
intelligence. They can speak,
reach a rather old age,
and can seek experiences
and find wisdom. Most
specimens bear mental scars
due to their unnatural origins
and are rightfully considered
unpredictable. They might
act benign and human one
moment, but then their
animal side takes control
62 Chapter 1: Monsters
Manticore on the situation. The manticore
Size: 9 to 12 feet (not including tail); 12 to 15 feet first attacks with its tail, using the
(with tail) advantage of range. When enemies
Weight: 800 to 900 pounds get close, they attack with paws and
COU 14 SGC 12 INT 13 CHA 13 teeth.
DEX 11 AGI 14 CON 16 STR 20 Escape: Loss of 75% LP
LP 70 AE - KP - INI 7+1D6 Magical Lore (Magical Creatures)
DE 7 SPI 4 TOU 4 MOV 16 • QL 1: Manticores are dangerous chimeras,
Bite: AT 14 DP 2D6+2 RE short but sometimes it is possible to engage them in
Paws: AT 16 DP 1D6+4 RE medium conversation. If their animalistic mind is in control,
Stinger: AT 12 DP 1D6+3(+poison)* RE long they are really dangerous. Despite its chimerological
PRO/ENC 2/0 roots, the manticore is considered a holy animal of Kor.
Actions: 2 (at most 1 x Bite) • QL 2: The manticore’s venom is extremely dangerous
Special Abilities: Feint I (Paws, Stinger), Forceful Blow II and can paralyze a human in moments.
(Bite, Paws, Stinger), Locked Jaws (Bite), Pounce (Paws), • QL 3+: Manticores must usually be created with magic,
Powerful Blows (Paws) but some specimens can reproduce. Many manticores
Skills: Body Control 11 (14/14/16), Climbing 6 (14/14/20), with this heritage possess above average intelligence.
Commerce 2 (12/13/13), Empathy 3 (12/13/13), The legendary manticore guardian of Princess
Fast-Talk 1 (14/13/13), Feat of Strength 11 (16/20/20), Nedime is even said to love the fine arts, and music in
Intimidation 12 (14/13/13), Perception 7 (12/13/13), particular.
Self-Control 7 (14/14/16), Stealth 8 (14/13/14), Special Rules
Swimming 2 (14/16/20), Willpower 7 (14/13/13) *) Manticore Venom: Manticore venom is painful but not
Number: 1 lethal to a healthy human. Its effects are cumulative.
Size Category: large Manticores can use their venom ten times per day.
Type: Supernatural Creature or Chimera, non-humanoid Level: 6
Creation Difficulty: –4 Type: Ingestion and weapon poison, animal venom
Loot: 200 rations of meat (inedible), trophies (stinger, Resistance: Toughness
15 silverthalers; teeth, 3 silverthalers), venom (250 Effect: 1D6 DP (ignoring PRO), 1 level Paralysis / 1D3 DP
silverthalers) (ignoring PRO)
Combat Behavior: The chimera’s reactions depend on the Start: immediate
creature that is in control: the lion is usually hungry and Duration: 4D6 CR / 2D6 CR
moody, the scorpion is aggressive, and the human could Cost: 1,000 silverthalers
be friendly and prudent or malevolent and hostile, based
and they rage with the fury of a lion or the soulless moods, but also its lifespan. Some live only as long as a
cruelty of a scorpion. lion or scorpion, while others reach an age of 80 or more
and turn gray like an old man.
Some find a place in life and learn to control themselves.
Such specimens might live in a sultan’s court, a mage’s LP Loss Pain
tower, or a temple of Kor. Most die violent deaths,
usually at the hands of heroes. Though manticores can 53 LP (¼) +1 Pain
live as long as humans, their life expectancy is governed 35 LP (½) +1 Pain
by more than chance encounters with heroes. Some
18 LP (¾) +1 Pain
manticores die early, having reached an age of only a
few years. Apparently, the different creatures that went 5 LP and less +1 Pain
into the making of the manticore influence not only its
63
Maru Way of Life
Marus, like achaz, are one of the lizard races that
“Reptile experts might see the nimble and docile lizard of Tsa dominated Aventuria and Uthuria during the Tenth
in lizard people (which are also called Achaz), but these same Age. They worship H’Ranga or their divine father,
experts would be horrified merely by looking at their cousins, Kr’Thon’chh. Some scholars believe Kr’Thon’chh is
the terrible Marus. These raging lizards resemble an upright- actually Kor, but this god’s extreme bloodlust lead others
walking caiman and are justifiably considered to be the most to believe it to be the archdemon Belhalhar, instead).
aggressive of the scaled peoples. It is said that the smell of blood Maru culture is characterized by predation, bloodlust,
whips them into frenzy, just as with sharks or crocodiles. Their strife, and combat, and they even have to fight for the
powerful jaws are like bear traps, and when they bite hard on opportunity to mate.
an arm or leg, they do not let go (and sometimes will even tear it
off). I have witnessed this horrible event myself. Marus speak, or rather gurgle, a language related to the
much more primitive lizard language Rssahh. Whether
It is said that an Achaz priestess also once witnessed such an alone or in groups, they are brutal, fast hunters that
act, and she cursed the marus for their violence. Since then, the prefer to kill prey themselves and gorge on its flesh. They
raging lizards’ eyes fill with vision-obscuring tears when they do not shy away from eating all types of mammals (and
open their jaws too wide. The curse reduced their arms to short humans are mammals…).
stumps, too, so that they have trouble holding weapons.”
Killing appears to be the only thing that gives these
—from The Scaly One, by Alexon Hundredsilver, Punin, 904 FB ornery creatures joy, but often it drives them into a
terrible frenzy called maru combat rage. They are known
Marus are a truly horrible sight. This lizard species to serve (cheaply) as mercenaries, but often only the
resembles upright-walking alligators with long maws most ruthless of leaders will hire them. Marus are terrors
full of sharp teeth and strong tails that can sweep the on the battlefield, though their bloodlust makes them
legs out from under a human. Even though their arms hard to control. When frenzying, they do not obey
are short and weak, they eagerly employ light weapons,
having made a virtue out of necessity. They can change
hands quickly when they tire, and train often in using
weapons in both hands. Their epithet of ‘raging
lizards’ stems from their tendency to frenzy, which
turns them into killing machines that are impervious
to pain and attack only with their natural weapons
(maws, powerful tails, and claws on their muscular hind
legs).
Distribution
As reptiles, marus prefer wet, tropical climates.
Accordingly, they are most commonly encountered in
southern Aventuria’s steaming jungles and swamps,
especially the Lizard Swamps and around Lake Harodrôl
in the southern Horasian Empire. They can also be found
in the Rain Mountains and the swamps and forests of
Maraskan. As paid mercenaries, they can be encountered
further north in warmer months, working in such places
as the coasts of the Shadowlands.
64 Chapter 1: Monsters
Maru Combat Behavior: Marus are called
Size: About 6 to 7 feet tall raging lizards for a reason, since
Weight: 180 to 200 pounds they tend to enter blind frenzies.
COU 14 SGC 11 INT 13 CHA 10 They attack relentlessly with tooth
DEX 8 AGI 13 CON 15 STR 14 or sword. But their arms are weak,
LP 36 AE - KP - INI 14+1D6 and they can use their weapons only
DO 8 SPI 1 TOU 2 MOV 8 for a short time.
Unarmed: AT 14 PA 7 DP 1D6 RE short Escape: Loss of 75% LP
Bite: AT 12 PA 8 DP 2D6 RE short Experienced: COU 15 instead of 14; STR 15 instead of 14; LP
Tail: AT 12 PA 8 DP 1D6+2 RE medium 38 instead of 36; TOU 3 instead of 2; Unarmed AT 13; Tail
Maru Saber*: AT 14 PA 7 DP 1D6+3 RE medium AT 13; Maru Saber AT 15 / PA 9; Body Control 9 instead of 7,
PRO/ENC 1/0 or Leather Armor (PRO/ENC 4/0, apply –1 INI, Feat of Strength 11 instead of 9, Intimidation 11 instead of 10,
–1 MOV). Perception 7 instead of 5, Stealth 5 instead of 3, Swimming 10
Actions: 1 instead of 8, Warfare 8 instead of 7
Advantages/Disadvantages: Ambidextrous, Improved Competent: COU 15 instead of 14; CON 16 instead of 15; STR
Regeneration II, Nightvision II, Rugged Fighter / Frenzy, 16 instead of 14; LP 43 instead of 36; TOU 3 instead of 2;
Negative Trait (Short Temper), Susceptible to Cold Unarmed AT 16 / PA 9 / DP 1D6+1; Bite AT 14; Tail AT 14;
Special Abilities: Combat Reflexes I, Feint I (Unarmed, Bite, Maru Saber AT 16 / PA 9; Body Control 11 instead of 7, Feat
Maru Saber), Forceful Blow I (Unarmed, Bite, Tail, Maru of Strength 13 instead of 9, Intimidation 13 instead of 10;
Saber), Inured to Encumbrance I, Two-Weapon Combat I Perception 8 instead of 5, Stealth 6 instead of 3, Swimming 12
(Maru Saber), Suppress Pain instead of 8, Warfare 10 instead of 7
Skills: Body Control 7 (13/15/15), Climbing 3 (14/13/14), Commerce Special Rules
5 (11/13/10), Empathy 1 (11/13/10), Fast-Talk 2 (14/13/10), Feat *Weak Arms: a maru must succeed at Feat of Strength check
of Strength 9 (15/14/14), Intimidation 10 (14/13/10), Perception after every five combat rounds during which it fights
5 (11/13/13), Self-Control 12 (14/14/15), Stealth 3 (14/13/13), without pause, or else drop its weapon and continue the
Swimming 8 (13/15/14), Warfare 7 (14/11/13), Willpower 8 fight unarmed. The second check during a battle suffers
(14/11/13) a penalty of 1, the third suffers a penalty of 2, and so
Number: 1, or 1D6+2 (horde) on. When wielding a one-handed weapon, the maru can
Size Category: medium switch hands to avoid dropping the weapon on a failed
Type: Intelligent Creature, humanoid roll. Switching a weapon to the other hand takes 1 action.
Loot: Weapons, Armor
commands, and they have been known to attack allies few marus actually live longer than 30 years. These raging
after all their enemies are defeated. Mercenary armies lizards procreate slowly. Females lay only a dozen eggs at
of the Shadowlands or the Al’Anfan grandees have been a time, and weaker marus die off naturally, often by being
known to employ marus. Sometimes marus serve in eaten by their clutch mates.
mixed mercenary units, fighting alongside the most
ruthless or desperate humans.
LP Loss Pain
In Uthuria, some marus serve the Night Rulers or serve as 27 LP (¼) +1 Pain
marauders under rulers of their own species. Some tribes 18 LP (½) +1 Pain
of marus on Maraskan and in the lizard globule Zze Tha
are more intelligent and less prone to frenzy. 9 LP (¾) +1 Pain
5 LP and less +1 Pain
Marus can live about as long as humans, but their war-
like nature contributes to a shorter average lifespan, and
65
Minor Spirit you try to hold a conversation with one, you will quickly
exceed the limits of its intellect. The four orders of minor
spirits are as follows.
“As various as the regions of Aventuria and the forces of
elemental power is the number of names the common folks calls
• Elemental minor spirits (Animus minor purus) consist
the minor spirits.
of several parts, but all of the same element, such
as Water. They are consistent and harmonious,
Fogwafts lurk in foggy marshes and meadows, breezelads
and spring into existence when a single element
drift on the open sea, mirrorslidewoozes cling to icy
dominates a place or a spell.
surfaces, frostrumblers range in the mountains of the north,
• Common minor spirits (Animus minor vicinus and
brickmaidens hide only among the rocks, and snowsisters
Animus minor vulgaris) are created from two different
dwell in icy wastes. Burnlings and firescuttles accompany
elements. Vicinus forms from those which, according
man-made fires or Ignifaxius spells, while glaciergravelers
to the rules of elementalism, are adjacent to each
cause avalanches and rockslides. Blowleaves pollinate
other (such as Ore and Humus), whereas vulgaris
flower meadows, herbmen cultivate healing herbs, and
softpebbledrills have sometimes been known to save
buried miners. Earthhorses lie down beside travelers
to protect them from danger. The more terrifying
spirits are scaldcousins, which create fear of
the ocean or of fire, and pressurethumblings,
which induce feelings of oppression. In Khôm,
sanddriftdaughters seek out travelers
caught in sandstorms and scare them to
death.”
66 Chapter 1: Monsters
arises from two neutral elements (such as Humus and Minor Spirit
either Air or Water). Size: Varies
• Fear spirits (Animus minor contrarius) are made of two Weight: no weight
contrary elements, such as Fire and Water, Humus COU 12 SGC 10 (a) INT 12
and Ice, or Ore and Air. They are malicious and can CHA 12
cause Fear. DEX 12 AGI 12 CON 12
STR 12 (s)
LP 5 AE 15 KP - INI 12+1D6
Distribution DO 6 SPI 3 TOU 3 MOV 6
Elemental creatures are recognized all over Dere and PRO/ENC 0/0
exhibit many regional differences. Villagers who know Actions: 1
stories about these spirits give them unique names, and Special Abilities: none
hundreds of appellations for their various forms have Skills: Body-Control 1 (12/12/12), Climbing 1 (12/12/2), Feat of
been recorded. Strength 1 (12/12/12), Intimidation 1 (12/12/12), Perception
1 (10/12/12), Self-Control 1 (12/12/12), Stealth 1 (12/12/12),
Minor spirits can often be encountered at mage (Swimming 1 (12/16/16), if aquatic), Willpower 1 (12/12/12)
academies, witch covens, and druid circles, and even Spells: appropriate cantrips; Manifesto 10 ((12/10/12), only
elven villages. Manifestations can also occur in magical related to its element)
places and along ley lines, and anywhere that elementals Number: various, depending on location
can develop naturally or merge. Minor spirits are a Size Category: tiny or small
known side effect to casting individual spells (and spells Type: Elemental (element(s) depending on type),
exist to summon them into being, too). Often, Water-Air sometimes humanoid, sometimes non-humanoid
spirits surround waterfalls, Water-Ice spirits swim in the Loot: none
Combat Behavior: Minor spirits do not fight. They
freezing waters around glaciers, Air-Humus or Air-Ore
dodge until destroyed or the fight ends.
spirits can sometimes be found in the strong downpours
Escape: Minor spirits do not flee.
of the Rain Mountains, and Air-Ore spirits can rush about
Sphere Lore (Beings from the Spheres)
in sand storms in the Khôm Desert. • QL 1: Minor spirits are elemental creatures.
• QL 2: Minor spirits are not intelligent and pose no
Way of Life great threat. They simply exist.
A minor spirit’s life expectancy is usually measured • QL 3+: Minor spirits usually just disappear after a
in minutes, and rarely lasts more than an hour before while, having merged back into their elements.
fading away. During this time, imps and scuttles behave
in ways befitting their elements. Fire-air spirits love to
tumble around wildly, set things ablaze for fun, and mock constant opposition. These more durable minor spirits
people, while ore-ice spirits do not want to be disturbed, behave much like their short-lived relatives but usually
and stubbornly and crossly wait out their time. Each possess more memories and can sometimes even grant
manifestation of minor spirits can behave differently, information—if they are able to communicate, that is.
depending on their elemental combinations.
67
Morfu morfus are exceedingly rare, but they actually can terrify
two-legged creatures and many other animals with their
roars.
“I must admit that I can discuss morfus only in theory, and
not from practical experience. I never met the creatures on
Alchemists regularly seek morfu slime for their
my travels, and I deem myself very lucky. After studying what
experiments, since it is used to thicken elixirs or even
others have learned, I admit I can find nothing likable about
thin them out, depending on the slime’s consistency.
morfus.
Few alchemists mention this fact in front of customers—
nobody wants to know they are drinking morfu slime.
Tlaluc’s worms, as they are also called, are dark-colored,
oversized slugs. Their threatening maws are full of sharp teeth
that can cause horrible wounds, but their poisonous horn Distribution
splinters are even worse, and they can shoot up to a dozen at a With the exception of Maraskan, which has poisonous
time from places around their bodies. Their poison is painful, horrors of its own, morfus live in every swamp in
and it takes few splinters to deliver enough to kill a grown man. Aventuria, though they occur in greatest numbers in the
Unfortunately, morfus are hard to spot, and they move almost vicinity of Al’Anfa in southern Aventuria.
noiselessly, despite their size.
Morfus obtain all the food they need from the swamps in
According to rumors, some explorers have encountered a sub- which they live. They find the wet climate comfortable
type of Tlaluc’s worm which they have dubbed the roaring and have no reason to leave.
morfu. In essence, this version is similar to its cousin, but it
emits a horrible roar to frighten its enemies. I must express my Morfus also live in northern Aventuria, but unlike the
doubts over the existence of such a creature, and take comfort common (giant) version from the south, the northern
in the fact that no scholarly reports confirm the existence of breed is very small. These so-called dwarf morfus are no
roaring morfus. For now, we should write them off as figments larger than garden slugs, but are nevertheless still able
of some slug lover’s imagination.” to launch poisonous horn splinters. Whether there are
dwarf roaring morfus, none can say.
—from a lecture given by Xaron Mendurian at the School of
High Magic at Punin, modern Way of Life
Morfus hunt alone or in small groups, often lurking on
Morfus (also called Tlaluc’s worms) are giant, pale overhanging branches or in mud or shallow water, since
slugs that can achieve a length of over 12 feet. They they are unable to swim. Their preferred hunting method
are covered in rubbery warts from which they can fire
volleys of up to twelve poisonous horn splinters at a time
at nearby targets. Morfus can repeat this unexpected and
effective attack up to ten times each day.
68 Chapter 1: Monsters
Morfu Special Rules
Size: 12 to 14 feet long *) Horn Splinters: Morfus can launch up
Weight: 200 to 400 pounds to 12 horn splinters at one target.
COU 16 SGC 5 (a) INT 11 CHA 6 This is considered a single ranged
DEX 8 AGI 8 CON 15 STR 16 combat attack. If it succeeds, roll 2D6
LP 50 AE - KP - INI 10+1D6 to determine the number of needles
DE 4 SPI - TOU 0 MOV 4 that hit. No matter how many needles
Horn Splinters*: RC 14 RT 1 DP 1D2 DP (ignoring PRO) + hit, they collectively inflict 1D2 DP (ignoring
poison** RA 4/8/16 PRO) + poison. Morfus possess enough splinters to make
PRO/ENC: 0/0 10 attacks.
Actions: 1 **) Morfu Venom: morfu poison is very painful but dangerous
Advantages/Disadvantages: Exceptional Sense (tactile to humans only in stronger concentrations.
sense) Level: 1
Special Abilities: none Type: Weapon poison, venom
Skills: Body Control 3 (8/8/15), Climbing 5 (16/8/16), Feat of Resistance: Toughness
Strength 6 (15/16/16), Intimidation 7 (16/11/6), Perception 6 Effect: Half of the number of needles that hit in DP
(5/11/11), Self-Control 12 (16/16/15), Swimming 5 (8/15/16), (ignoring PRO)
Stealth 6 (16/11/8), Willpower 14 (16/11/6) Start: immediate
Number: 1, or 2 (pair, usually during mating season), or Duration: once
1D6+1 (group) Cost: 300 silverthalers
Size Category: large Variant Roaring Morfu/Horrifying Roar: The rare roaring morfu
Type: Animal, non-humanoid can emit a horrifying roar that terrifies its enemies.
Loot: 50 rations of slime (inedible), poison (75 silverthalers) A hero who hears this roar must make a competitive
Combat Behavior: Morfus launch horn splinters when they check using the morfu’s Intimidation vs. Willpower (Resist
feel threatened. Intimidation). If the roaring morfu wins, the hero suffers
Escape: Morfus do not flee. 1 level of the condition Fear for one hour. Roaring takes
Animal Lore (Monsters) 2 actions. Condition levels caused by the roar are not
• QL 1: Morfus have enough splinters for almost a dozen cumulative, and heroes do not suffer increased Fear from
attacks. hearing more than one roar (but they can be affected
• QL 2: Morfus do not pursue fleeing opponents. again once an hour has passed).
• QL 3+: Morfus perceive their surroundings through
vibration and heat. Manipulation these factors can
confuse morfus (bringing penalties to RC).
is patience, since they are much too slow to try other member of the species during mating season (one
anything else. of each pair then lays about thirty eggs, which hatch
a few months later). Luckily for other slow creatures,
Normally morfus don’t prey on humanoids, but when few morfus reach maturity. Few Aventurian zoologists
hunger drives them to desperation, Morfus have been have bothered to study morfus, but those that did all
known to attach themselves to ships and kill the crews concluded that the creatures have a natural maximum
at night. Even though these gigantic swamp dwellers lifespan of about six years.
are almost blind, they can nevertheless aim their darts
precisely, using heat sources and vibrations.
LP Loss Pain
Morfus eat anything they can catch, including large 38 LP (¼) +1 Pain
prey animals, when the opportunity arises. They subdue
prey with their poisonous horn splinters first, and then 25 LP (½) +1 Pain
slowly digest them. Their favorite food is moss monkey, 13 LP (¾) +1 Pain
but these animals are usually too quick for them. Morfus 5 LP and less +1 Pain
are hermaphrodites, and one morfu can mate with any
69
Mummy Distribution
Many Aventurian cultures embalm or otherwise preserve
“Most unbelievers think that mummies are a Tulamydian their deceased. One can find mummies in Tulamydian
invention, a superstition for the uneducated. As much as I like sepulchers, in the pyramids of the lizard people, and
to praise my people’s past, I must admit that we Tulamydes are even in old Middenrealmish crypts. Bandages are not the
not the only people who mummify their dead. We Novadis have only requirements for stopping the decomposition of the
chosen a different way to inter our loved ones because we think body. In Northern Aventuria, a migrant people known
that it might be dangerous to embalm the dead—and not only as the Gajka, ancestors of the modern Gjalskerlanders,
because embalming is lizard work. A necromancer that obtains preserved their deceased in icy crypts. And according
a mummy can create undead of great power. to stories, there are caves on the Cyclops’ Islands where
70 Chapter 1: Monsters
the dead do not decompose for some reason and remain Mummy
well preserved for centuries. All of these examples Size: 5 to 7 feet tall, depending on
are potential mummies, even though when common the body
Middenrealmers talk about mummies, they mean Weight: 40 to 80 pounds,
the hideous, bandaged undead from the Lands of the depending on the body
Tulamydes. COU 22 SGC 11 INT 12 CHA 12
DEX 8 AGI 10 CON 15 STR 20
Not all mummies are undead. Both factions in the LP 40 AE - KP - INI 7+1D6
Church of Boron have very positive opinions about DO 5 SPI 3 TOU 3 MOV 6
embalming the dead, but they have little tolerance Unarmed*: AT 10 PA 5 DP 1D6+6 RE short
Long Sword: AT 12 PA 6 DP 1D6+10 RE medium
for necromancers who disturb the peace of the grave
PRO/ENC 2/0
(mummies are often encountered in the company of an
Actions: 1
ambitious summoner).
Advantages/Disadvantages: Afraid of … (Fire; Vultures),
Sensitive to Sunlight (even though, as undead
Way of Life creatures, mummies usually cannot feel Pain)
Intelligent mummies, capable of speech and possessing Special Abilities: Forceful Blow I (Unarmed, Long Sword)
their own agendas, arise by chance as often as by Skills: Body Control 4 (10/10/15), Climbing 4 (22/10/20), Feat of
necromantic skill. Undead that retain consciousness Strength 12 (15/20/20), Intimidation 10 (22/22/12), Perception
from their previous lives are referred to as the Lost. 7 (11/12/12), Self-Control 7 (11/12/12), Stealth 4 (22/12/10),
These unhappy creatures are caught between life and Swimming—(no check allowed; mummies cannot swim),
death, and though examples can be found in other types Willpower—(automatic success)
of undead, it is mummies that are most likely to retain Number: 1, or 1D3+1 (crypt horde)
their former personalities. Size Category: medium
Type: Undead (Mindless), humanoid
Creation Difficulty: –4
Many mummies that are created intentionally exhibit a
Loot: random findings (on a 1 on 1D6, the mummy
fear of vultures, hinting at an ancient enmity between
possesses jewelry worth 1D6 x 1D6 ducats), weapons
Lady Targunitoth, the archdemon of the undead, and Combat Behavior: Mummies follow their summoners’
Umm’Ghulsach, an ancient Tulamydian goddess of the commands and are often employed as guards in crypts.
dead whose holy animals were vultures. Free undead usually attack anything living, out of
sheer hatred. Mummies try to sneak around victims
and attack from behind or else lurk in the darkness,
LP Loss Pain waiting for a chance to strike.
Any loss no effect Escape: Mummies do not flee. They fight to the last,
heedless of their own survival.
Magical Lore (Magical Creatures)
• QL 1: Mummies are particularly strong for undead.
• QL 2: Mummies are susceptible to fire, and do not
like light. Sometimes they transmit diseases, such as
The art of embalming is performed only by a rare wound fever.
few specialists today. Embalming is discussed • QL 3+: Mummies avoid vultures.
often in the Church of Boron, since it is known Special Rules
that mummies are very dangerous when raised as *) Disease Carrier: mummies can transmit wound fever. For
undead. On the other hand, mummification is an every full 10 DP they inflict, roll 1D20: 1-3 (no disease),
art pleasing unto Boron, and worshipers view it as a 14-20 (wound fever). Make a disease check for each
form of respect for the mortal body. infected hero (see Core Rules, page 343). For more about
wound fever, see page 126.
Susceptible to Fire Damage: mummies suffer double
damage from fire.
Extremely Sensitive to Sunlight: mummies in direct sunlight
suffer 1 DP (ignoring PRO) per CR.
Mummy Type: The stats presented here are for an average
human mummy. Different types of mummies might
possess different stats and abilities.
Undead Rules: Mummies use the general undead rules (see
page 128).
71
Nymph Apart from dryads, nymphs might be the most famous
legendary creatures of the fairy realm. Many fairy tales
mention beautiful and seductive women whose mien
“Nymphs are closely related to dryads, and one might even
is similar to that of water spirits, but nymphs do have
call them sisters. But unlike dryads, which live in oak, linden,
physical bodies (which witnesses nonetheless describe
or beech trees, they live in lakes and rivers. Nymphs appear to
as ethereal and ghostly). They entwine water lilies and
be stunningly beautiful women. Their gaze enchants men into
other water flowers about their hair, and their skin is
submissive slavery, even though they do not appear to have
always splashed with droplets of water. Except for the
any evil intentions and in fact are friendly and naïve by nature.
algae that sometimes hang from their bodies, they go
Nymphs exhibit an almost childlike innocence and apparently
about in the nude. They always appear beautiful, no
know not what they do when they seduce men and bring them
matter which species they belong to. With their slender
into their world.
builds, light skin, and often slightly-pointed ears, they
most closely resemble humans or elves. But their exact
Only when humans set out to harm their lakes and rivers do
appearance varies by location. In Southern Aventuria,
nymphs reveal their more dangerous side. Then you must
nymphs usually appear as beautiful women of the Forest
expect being transformed by their magic into a fish, or, with a
Folk.
little luck, a pig.”
Nymphs live in the water and are excellent swimmers.
—excerpt from the Faithful Collection of Legendary Figures
Subsequently, their fairy gates often lie beneath
of the Kosh Countryside, modern translation into Garethi,
waterfalls or at the bottoms of lakes, making them
1038 FB
difficult to reach. Like many other types of fairies,
nymphs must return regularly to the fairy realm. If they
do not return, they weaken and die, but this usually isn’t
a problem because they enjoy traveling between the
realms.
Distribution
Nymphs can be encountered anywhere in Aventuria.
They live in rivers, streams, and lakes, and are connected
to their bodies of water, which they use as anchors to
remain in the Third Sphere for longer amounts of time.
They prefer fresh water, but some also feel at home in
salt water. They are rare in the Far North, because the
element of ice rules there and freezes standing bodies of
water.
72 Chapter 1: Monsters
Way of Life Nymph
Nymphs are fairy creatures that appear as beautiful Size: About 5 to 7 feet tall
women. Their appearance is based on the water and Weight: 80 to 130 pounds
surroundings in which they most feel at home. They COU 13 SGC 13 INT 15 CHA 16
view themselves as protectors of their habitats, but they DEX 14 AGI 13 CON 11 STR 11
LP 24 AE 100 KP - INI 13+1D6
are also playful and curious, and sometimes seduce men
DO 7 SPI 4 TOU 0 MOV 8
who enter their domains by luring them into the water.
Unarmed: AT 8 PA 5 DP 1D6 RE short
A nymph’s love for a mortal rarely lasts longer than
PRO/ENC 0/0
one night, for they are naive and fickle by nature. Some Actions: 1
legends tell of a love between a human and a fairy that Advantages/Disadvantages: Good Looks II, Aquatic
lasted for a lifetime. There is even talk of the nymph who Special Abilities: Underwater Combat
brought her half-human children to term, but these are Skills: Body Control 12 (13/13/11), Climbing 4 (13/13/11),
most likely rumors. Commerce 2 (13/15/16), Empathy 3 (13/15/16), Fast-Talk
7 (13/15/16), Feat of Strength 3 (11/11/11), Intimidation 4
As with all such creatures, it is not known why fairies (13/15/16), Perception 7 (13/15/15), Seduction 15 (13/16/16),
spend so much time on Dere, and they talk about it Self-Control 3 (13/13/11), Stealth 10 (13/15/13), Swimming 14
rarely. In recent years, more people have reported (13/11/11), Willpower 6 (13/15/16)
sightings of nymphs and dryads. It appears that they Spells: Bannbaladin 15 (13/15/16), Salander 14 (13/15/11),
have been leaving the fairy realm more and more often Satuaria’s Splendor 16 (13/15/11),
to search for bodies of water in Aventuria. Breathe Water 18 (13/15/11), and others from Tradition
(Fairy)
According to stories, some nymphs have entered pacts Number: 1
with mortals and granted them supernatural powers. In Size Category: medium
return, these mortals must help the nymphs overcome Type: Fairy, humanoid
Loot: none
a problem, such as a threat against the nymph’s body
Combat Behavior: Nymphs try to avoid fights. They
of water. Aventurian fairy tales are full of such pacts.
prefer to flee or use their magical powers to counter a
Nymphs are basically immortal, just like all fairies. You
threat.
can end their existence violently, but they do not die of Escape: individual
old age and always appear young. Sphere Lore (Beings from the Spheres)
• QL 1: Nymphs are fairy creatures that choose lakes,
rivers, or other bodies of water to be their home.
LP Loss Pain They seduce humans in order to bring them to the
fairy realm.
18 LP (¼) +1 Pain • QL 2: Not all nymphs seduce humans, but their
12 LP (½) +1 Pain beauty can nevertheless drive men insane.
• QL 3+: There is always a fairy gate near their home.
6 LP (¾) +1 Pain Men they seduce follow them willingly, but often
5 LP and less +1 Pain only return after years or even decades.
Special Rules
Life Link: Nymphs lose 1 LP per day while in Aventuria.
While they remain in the Third Sphere, they cannot
regain life energy via Regeneration Phases.
Fairy Rules: Nymphs use the general rules for fairies.
Some nymphs are known by name: Aliola is the
nymph of Darpat Falls, Aralla is the nymph at the
court of the River Father, Geskai is the nymph in the
Birgauer Forest, Quillia is the nymph in the Rathil,
and Vioyella is the nymph in the Lake of Tears.
73
Saber-toothed Tiger The three types of saber-toothed cat are as follows.
74 Chapter 1: Monsters
forests and steppes of southern Aventuria. A species Saber-toothed Tiger
similar to the jungle tiger is presumed to inhabit Size: 11 to 12 feet long (not
northern Uthuria (and perhaps the jungles of Myranor, including tail); 12 to 14 feet
as well). (with tail); 3 to 4 feet tall at the
shoulder
It can be said with certainty only that saber-toothed Weight: 560 to 700 pounds
tigers thrive best in northern Aventuria. These fearsome COU 14 SGC 11 (a) INT 14 CHA 12
predators sometimes appear in the arenas of the south, DEX 12 AGI 15 CON 15 STR 17
LP 50 AE - KP - INI 17+1D6
where they are pitched against slaves, prisoners of war,
DE 9 SPI - TOU 2 MOV 14
or gladiators, but saber-toothed tigers usually don’t do so
Bite: AT 16 DP 2D6+3 RE short
well in warmer climes.
Paws: AT 17 DP 1D6+4 RE short
PRO/ENC 0/0
Natural History Actions: 2 (at most 1 x Bite)
Saber-toothed tigers specialize in hunting large prey Special Abilities: Combat Reflexes II, Feint I (Bite,
that is slow yet combative. They dine mainly upon Paws), Improved Dodge II, Locked Jaws (Bite), Pounce
mammoths, mastodons, moose, and karans in the north, (Paws),
and dwarf elephants and forest elephants in the south. Skills: Body Control 11 (15/15/15), Climbing 7 (14/15/14),
Faster animals, like antelopes or humans, are also on Feat of Strength 11 (15/17/17), Intimidation 10 (14/14/12),
the menu. Saber-toothed tigers tend to avoid groups Perception 12 (11/14/14), Self-Control 7 (14/14/15), Stealth 8
of humans and attack only individual persons caught (14/14/15), Swimming 3 (15/15/17), Willpower 5 (14/14/12)
wandering from the rest. In Uthuria, they also hunt giant Number: 1, or 1D3+1 (hunting group; rare exception)
Size Category: medium
sloth and the other slow animals that grow especially
Type: Animal, non-humanoid
large in that continent’s jungles.
Loot: 100 rations of meat (tough), fur (150 silverthalers),
trophy (saber teeth, 30 silverthalers)
Saber-toothed tiger territories are large, and they Combat Behavior: saber-toothed tigers attack
spend most of their time roaming around looking for individual travelers they discover in their territory.
prey. When they find it, their hunting tactics consist They fight groups of human-like creatures in direct
mainly of jumping on an animal’s back and pulling it to combat only when cornered or starving.
the ground before sinking their fangs into its neck. But Escape: Loss of 75% LP
their repertoire also includes tearing up preys’ bellies Animal Lore (Monsters or Wild Animals)
from below, or even just seizing and dragging smaller • QL 1: saber-toothed tigers usually hunt alone and
opponents away to be eaten at leisure. prey on humans who enter their territory.
• QL 2: saber-toothed tigers are especially dangerous
Like most cats, they live alone or in pairs. While saber- because they do not hesitate to attack prey outside
toothed tigers usually hunt alone, they do sometimes of their territories. Even though they are solitary,
gather in numbers to take down large animals or attack they gather in small hunting groups in lean times.
herds. In the wild, they live 15 to 20 years. • QL 3+: saber-toothed tigers can drag prey away (see
special rule Drag Prey Away).
Special Rules
LP Loss Pain Drag Prey Away: when a saber-toothed tiger kills or
38 LP (¼) +1 Pain incapacitates its prey, it drags the body to a safe place
(such as a cave or even up a tree that it can climb).
25 LP (½) +1 Pain In such situations, it only drops its prey when badly
13 LP (¾) +1 Pain wounded (reduced to less than 25% of its LP). While
dragging prey, the tiger is very slow (MOV 4).
5 LP and less +1 Pain
75
Skeleton Distribution
Like all undead, skeletons usually remain near the
“If you are interested in necromancy, you should study necromancer that created them. This means they
the advantages and disadvantages of the various levels of are most often encountered in places such as the
decomposition. I prefer older bodies to the living corpses Shadowlands, around the Brabak mage academy, or in
that have been seen walking everywhere in the Shadowlands southern Aventuria in general (since necromancers are
recently. Skeletons might not be as powerful as mummies, but not as heavily punished there and are free to pursue their
they are not vulnerable to fire and aren’t as clumsy as zombies. dark plans).
For starters, the only thing that stops skeletons is raw force.
You cannot damage them with fencing weapons or arrows, and Skeletons are the most numerous type of undead. It
they are just as scary as other types of undead (they also don’t is a common misconception among Aventurians that
smell as badly, and their pale bones are actually rather pretty). mummies and zombies make up the largest proportion
Skeletons do not carry diseases, which is very useful if you plan of the undead, but mummies are very rare because they
to keep the creatures close by. In my view, skeletons are much require complicated burial rituals, and flesh rots rather
more useful than zombies. Unfortunately, they aren’t as strong quickly, whereas bones prevail much longer. Many Boron
as mummies. If this could be changed, skeletons would be the
most useful kind of undead imaginable.”
76 Chapter 1: Monsters
Skeleton Magical Lore (Magical Creatures)
Size: 5 to 7 feet tall, depending on the source body • QL 1: Skeletons fight to the bitter
Weight: 60 to 80 pounds, depending on source body end.
COU 20 SGC 10 (a) INT 10 CHA 11 • QL 2: Daggers, fencing weapons,
DEX 8 AGI 11 CON 11 STR 13 and ranged weapons deal little
LP 14 AE - KP - INI 8+1D6 damage against skeletons.
DO 6 SPI - TOU –1 MOV 8 • QL 3+: Skeletons only attack living
Unarmed: AT 10 PA 4 DP 1D6 RE short targets but can be fooled easily (if you play
Long Sword AT 11 PA 6 DP 1D6+4 RE medium dead, they ignore you and move on).
Short Bow: RC 10 RT 1 DP 1D6+4 RA 10/50/80 Special Rules
Light Crossbow: RC 10 RT 8 DP 1D6+6 RA 10/50/80 Impervious to Daggers, Fencing Weapons, and Ranged Weapons:
PRO/ENC 0/0 or depending on armor Daggers, fencing weapons, and ranged weapons (with the
Actions: 1 exception of throwing daggers and spears) inflict only half
Advantages/Disadvantages: Sensitive to Sunlight (in DP against skeletons. However, weapons consecrated to
effect even though skeletons cannot suffer from Pain—see a god of death inflict full damage (not double damage) in
Undead Rules) this case.
Special Abilities: none Susceptible to Impact Weapons and Two-Handed Impact
Skills: Body Control 2 (11/11/11), Climbing 4 (20/11/13), Feat of Weapons: Impact weapons and two-handed impact
Strength 4 (11/13/13), Intimidation 6 (20/10/11), Perception weapons inflict double DP (after subtracting PRO) against
4 (10/10/10), Self-Control—(always successful), Stealth 4 skeletons. Weapons consecrated to gods of death inflict
(20/10/11), Swimming—(no check possible, skeletons cannot four times normal damage (instead of double damage).
swim), Willpower—(always successful) Extremely Sensitive to Sunlight: skeletons in direct sunlight
Number: 1, or 1D6+1 (skeleton horde) suffer 1 DP (ignoring PRO) per CR.
Size Category: medium Pack: Skeletons attacking the same opponent receive +1 AT
Type: Undead (Mindless), humanoid (no more than +2 AT) per skeleton involved after the first.
Creation Difficulty: 0 Skeleton Type: The stats mentioned above are for an average
Loot: Bones, maybe also weapons, shields, and armor human skeleton. Other types of skeletons might possess
Combat Behavior: Skeletons follow their summoners’ other stats and abilities.
commands and are often used as mindless workers or Undead Rules: Skeletons use the general undead rules (see
guards. Free skeletons have a hatred for everything that About Undead, on page 128).
lives, and usually attack once they become aware of a
target.
Escape: Skeletons do not flee. They fight to the bitter end,
without regard for their own survival.
yards and sepulchers have been around for centuries, so master gives them a command, and then they perform
necromancers can almost always obtain the resources it stoically. Sunlight does not injure them as badly as it
needed to create skeletons. Thus, skeletons can be does other undead, but skeletons almost always retreat
encountered anywhere in Aventuria. Sometimes they from sunlight to a nearby hideout or shelter.
even rise from the grave by themselves due to an ancient
curse, some power of the Nameless Days, or because a Some skeletons even bury themselves before dawn and
convergence of constellations releases magical power only leave their temporary holes after darkness falls.
that animates their bones. According to rumor, some skeletons develop a degree of
intelligence over time and gain a certain amount of free
There are legends told by necromancers about a realm will. But whether they really are truly free, or possessed
of the dead that is ruled by a skeleton king. Many by demons, or even just products of a frightened
argue the location of this realm. Some think it lies in imagination, who can say?
Uthuria or Myranor, while others believe it exists in
subterranean complexes around Thalusa, where a realm
of necromancers once existed during the Dark Times. LP Loss Pain
Does not matter no effect
Way of Life
Skeletons are servants that perform their duties loyally
and without hesitation. They wait patiently until their
77
Snow-Lurker One special feature of the beasts is that they can become
frenzied when injured. Few creatures are as vengeful as
snow-lurkers. The beast grows angrier with each hit, and
“Can anything good be said about the snow-lurker? No, not
becomes increasingly focused on killing those who have
really. Well, if you are brave enough to hunt the beast, you
injured it. They do sometimes retreat, but only to find
might earn points with the Church of Firun, which dislikes these
another chance to attack.
furry beasts.
Few indeed know that snow-lurkers are not a natural
The Nivese praise warriors who manage to kill and skin a snow-
species. They were originally created as chimeras
lurker, and I understand why. The white furry things are very
assembled from various beasts, but scholars cannot guess
aggravating. Not as bad as dragons, but you wouldn’t want
which ones with any certainty. They most likely contain
one following you. When they sense you on the ice, they give
some badger and wolverine, and maybe even some bear
chase until one of you is dead. Back when my friends Xaron and
as well. It is not known who created them, or why. The
Rashim and I set out in search of the Polar Diamond, one of the
exact date of their first appearance is not known, and
beasts was determined to annoy me. It was very tenacious. Grew
sources tell different stories. Some scholars place their
wilder the more I hurt it. But snow-lurkers don’t stand a chance
creation in the time of the Mage Wars, others think that
against a fine rock-cleaver.
it was during the Dark Times. But the elves’ songs of
legends about similar beasts are millennia-old.
Xaron took a good look at the creature afterwards. Looks at
everything, Xaron does. These Puniners are like that. Anyway,
After centuries of procreating the normal way, snow-
he said that there was a light trace of demonic something-
lurkers are no longer chimeras, and almost no trace of
or-other in the beast. And when this Puniner says it, it must
their demonic heritage remains to be seen. But they have
be correct. Wouldn’t be surprised if magelings created snow-
retained their malicious natures.
lurkers long ago. Must’ve been largelings. Angroshim wouldn’t
do something like that.”
Distribution
—Tale of the dwarven warrior Kardas son of Kurolas, modern Snow-lurkers were rather rare up until a few years ago.
But after the appearance of Borbarad (and the rise of
Snow-lurkers live in the Far North of Aventuria. Their his servant, the ice witch Glorana), these small, white
white fur protects them from the cold and provides creature multiplied in a dramatic way. The demonic cold
concealment in snow and ice. They are dangerous of the Ice Realm had somehow increased their fertility.
predators with a bad reputation that is well earned! But since their food supply has not increased in kind, the
78 Chapter 1: Monsters
Snow-Lurker lurkers usually try to retreat from
Size: Up to 3 feet long (not including tail); up to 4 feet (with combat after each successful attack.
tail); 1 to 2 feet tall at the shoulder They then secretly track their
Weight: 44 to 60 pounds opponent, waiting to strike from a
COU 15 SGC 10 (a) INT 12 CHA 11 hiding place again.
DEX 13 AGI 14 CON 12 STR 13 Escape: Snow-lurkers try to escape after
LP 24 AE - KP - INI 14+1D6 their first successful attack. When they
DE 8 SPI 3 TOU 1 MOV 9 become enraged, they fight to the death.
Bite: AT 14 DP 1D6 RE short Magical Lore (Magical Creatures)
PRO/ENC 1/0 • QL 1: These creatures from the Far North are hard to
Actions: 1 spot in snow and ice due to their white fur.
Special Abilities: Attack Weak Spot (Bite), Alertness, • QL 2: Snow-lurkers like to strike from ambush, even
Combat Reflexes I, Feint I (Bite), Improved Dodge I, Locked against human-sized targets. They don’t fight for long,
Jaws (Bite) however, and often retreat and try to ambush from a
Skills: Body Control 9 (14/14/12), Climbing 8 (15/14/13), Feat of different location.
Strength 3 (12/13/13), Intimidation 5 (15/12/11), Perception • QL 3+: Injured snow-lurkers grow more aggressive and
7 (10/12/12), Self-Control 2 (15/15/12), Stealth 12 (15/12/14), more dangerous, until they eventually become enraged.
Swimming 7 (14/12/13), Willpower 5 (15/12/11) Special Rules
Number: 1, or 1D3+1 (pack) Enraged: Snow-lurkers receive the condition Enraged when
Size Category: small hit. For each successful attack against a snow-lurker,
Type: Supernatural Creature (formerly Chimera), non- no matter the source (whether hands, weapons, spells,
humanoid or liturgical chants), the creature suffers one level
Creation Difficulty: –5 (maximum of 4) of the condition Enraged. Each level of
Loot: 8 rations meat (tough), pelt (60 silverthalers) Enraged confers –1 DE, +1 AT, and +1 DP. These modifiers
Combat Behavior: Snow-lurkers attack any creature up to are cumulative. For example, a snow lurker that suffers
human-sized, whether an opponent is alone or in a group, three successful attacks gains –3 DE, +3 AT, and +3 DP.
and prefer to ambush and surprise their prey. Snow- Reduce this condition by one level every six hours.
snow-lurkers are now more aggressive and attempt to eat as they prefer to hide from two-legged creature and
anything they can catch. strike from ambush. They always go for weak spots, like
the throat, first, and can jump surprisingly high. Snow-
For that reason, they are often encountered in the lurkers can live as long as 30 years, and some live twice
Far North endangering expeditions, prospectors, and that. Luckily, they mate rarely, and only one lurker from
travelers alike. Unlike in the past, snow-lurkers have each litter survives to adulthood. Nevertheless, people
begun to gather in small groups to take down larger prey. in the former Ice Realm of Glorana, in the far north of
These alliances are short-lived, though, as snow-lurkers Aventuria, have been plagued by them in recent years.
fight over food. They now also roam further south, and
travelers can meet them in Bornland, in the vicinity of
Riva, in northern Thorwal, and in the Gjalskerlands. LP Loss Pain
18 LP (¼) +1 Pain
Way of Life 12 LP (½) +1 Pain
As might be expected, snow-lurkers feed on anything
they can catch in their harsh home range, but they do 6 LP (¾) +1 Pain
not refrain from hunting larger prey when it presents 5 LP and less +1 Pain
itself. They often attack humans, though not directly,
79
Swampreek Swampreeks commonly live for around 20 to 30 years,
but specimens have been known to live as long as
humans.
“The wild enemy from the west conquered one city after
another. They ravaged Bey-el-Unukh, razed the palaces of
Ysil’elah to the ground, plundered rich Shamâlhamma, and Distribution
violated the spell priestesses of Al’Zul. Where there had once Swampreeks, as their name says, prefer to live in
been celebrations and dance, there now was heard the cries of swamps. They can be found in the swamps of Southern
those who felt the lash of the Empire as it greedily sought the Aventuria, but are also one of the few types of apes that
treasures of Alhania, not understanding that its true treasure occur in the north of the continent, where they are
was the joy of life. most often encountered in the swamps of Bornland and
northern Aventuria. They are especially common in the
At this time, Amar al’Din was a mighty warrior of the Beni Red Eye Swamps (which were named after them), the
Nurbad and protector of the city of El’Sur. With pain in his Fog Marsh, the Svallter Marsh, and the Barren Marsh.
heart he saw that the land of Taubria was lost. With a heavy They harass travelers on roads or log bridges that lead
heart, he conceived the plan to flee north with part of the through those swamps. When hungry, they even leave
Al’Hani tribe, but he knew that the enemy would eventually the swamps to hunt along roads, forests, or farms.
follow them there. So he allied himself with the high priestess
of El’Sur and brought into being a thorny but beautiful flower
called the Flower of the Swamp.
—old Al’Hani fairy tale, around 450 Before the Fall of Bosparan
80 Chapter 1: Monsters
Way of Life Swampreek
Swampreeks are carnivorous predators that usually hunt Size: About 5 to 6 feet tall
alone but are otherwise rather cowardly. They feed on Weight: 100 to 140 pounds
small creatures, namely fishes, amphibians, toads, and COU 11 SGC 15 (a) INT 13
worms, but sometimes also on rabbits or fawns that CHA 13
DEX 15 AGI 15 CON 16 STR 14
stumble into the swamps.
LP 32 AE - KP - INI 14+1D6
DE 8 SPI –1 TOU 0 MOV 8
Swampreek packs, on the other hand, emerge in winter
Bite: AT 12 DP 1D6+2 RE short
(when swampreeks are especially hungry) and attack Claws: AT 14 DP 1D6+1 RE short
larger prey. They hunt along animal trails or roads that Rock: RC 14 RT 1 DP 1D6 RA 5/10/20
run near their swamps. The more difficult the winter, PRO/ENC 1/0
the further they must travel from their territories Actions: 1
to hunt prey. Their life in the swamps is generally Advantages/Disadvantages: Darksight I
considered lowly and disgusting, and their cowardice and Special Abilities: Grapple (Unarmed), Precise Shot/
deviousness are despised. Throw (Rock)
Skills: Body-Control 10 (15/15/16), Climbing 7 (11/15/14),
Swampreeks sometimes use primitive tools, but their Feat of Strength 5 (16/14/14), Intimidation 6 (11/13/13),
intelligence so far has not proven sufficient enough for Perception 7 (15/13/13), Self-Control 5 (11/11/16), Stealth 6
them to use simple weapons like clubs. But they do like (11/13/15), Swimming 7 (15/16/14), Willpower 4 (11/13/13)
to throw rocks at dangerous prey animals and opponents. Number: 1, or 2D6+2 (pack)
They are not very accurate, but when a pack of Size Category: medium
swampreeks appears and starts throwing rocks, even one Type: Animal, humanoid
or two hits are enough to frighten or injure their targets. Loot: 25 rations of meat (inedible)
Combat Behavior: lone swampreeks rarely attack
human-sized targets, but in groups they spur one
Several reports document the transformation of humans
another on. At first they throw rocks and make mock
into swampreeks. Anyone pricking themselves on the
assaults. Then, after 1D6+1 CR, they attack in close
cursed morningthorn bushes that grow in the swamps
combat.
of northern Aventuria might turn into a swampreek. Escape: Loss of 50% of the LP or two levels of the
Transformed creatures are a minority among monsters. condition Pain. When half of a pack of swampreeks
perishes or flees, the rest flee
LP Loss Pain as well.
Animal Lore (Monsters)
24 LP (¼) +1 Pain • QL 1: A single swampreek is cowardly and escapes
16 LP (½) +1 Pain when near humans (competitive check of
Intimidation vs. Willpower). In packs, they are much
8 LP (¾) +1 Pain braver and pose a more serious threat to travelers.
5 LP and less +1 Pain • QL 2: Swampreeks make mock attacks to distract
their opponents.
• QL 3+: Legends tell of humans that were turned into
swampreeks. If you prick yourself on the thorns
of a morningthorn bush, you quickly turn into a
swampreek.
The morningthorn bush is a magical plant that Special Rules
grows in northern Aventurian swamps that are Pack: Swampreeks that attack the same opponent
inhabited by spirits such as will o’ wisps, which lure receive +1 AT (no more than +4 AT) per swampreek
travelers with their moans. Travelers that prick after the first.
themselves on morningthorn bushes transform into Mock Assault: swampreeks making mock assaults must
swampreeks within days. make a competitive check using Intimidation vs.
Willpower (Resist Intimidation). If successful, their
opponents suffer a level of Confusion that lasts 1D6 CR.
The GM makes one check for the entire swampreek
pack, but heroes must attempt to resist individually.
81
White Harrier fur is white in color, but there have been specimens with
dirty gray or albino-like colorations. White harriers are
brutal hunters that are kept in hunting packs by nobles
“Winter landscape, cold, icy, dead. My body, growing cold,
from the Shadowlands—preferably to hunt humans. They
weak, soon to be dead. Rambling thoughts of one who is dying,
rarely live more six or seven years.
about his pursuers, the telori, the corrupted humans. Is it
no longer enough to bend dogs, merely the reflected glory of
The chimerologists’ first attempts only produced beasts
formerly proud wolves, to their will? How can they use this
with eight legs. Those experiments indicated that
dark zer’taubra in their êoza, their overconfidence? Can’t they
mammals could not control so many legs, and the early
see that they spoil the creation iama—first their land, then
White Harriers tended to slip or stumble. The additional
their minds? Why this foolishness, this shortsightedness, why
legs also did not make the daimonid any quicker than
these wrong ways of the short-lived? The smell of the fog of
the original silver wolf, and further experiments were
the rolargra-bel’shir. They are so close, I can smell the stink of
conducted to try to erase this flaw. Later creations
their breath, hear their panting. Now visible: white, cold breath
sometimes only expressed the normal four legs, which
freezes into hoarfrost on the trees. Leaves rot, branches die.
led to new discoveries in the control of limbs.
The thirsting snarl of agonized beast souls. Don’t they hear the
disharmony? So pointless. Cold, smell of blood, the bite, pain,
PAIN!” Distribution
White harriers are encountered mainly in Tobrien, where
—thought images recorded from an elf who was hunted and they multiply freely in the forests (they come from
killed, Duke’s March, Sokramor, 1030 FB daimonids that are capable of reproducing). For many
years people thought that they were bred by the shadowy
These monsters, which possess two wolf heads and up to Count Arngrimm, whose vassals kept wild beasts as status
eight legs, are not only nightmarish creatures from the symbols, like nobles of other lands keep dogs today. In
darkest fever dreams of the Netherhells, but also horrific fact, nobles from the Shadowlands still own domesticated
parodies of the Tobrian heraldic animal, the two-headed white harriers.
wolf Isegrimm from the retinue of Firun.
There was once speculation about whether one had to
White harriers are crossbreeds of silver wolves and summon demons from Agrimoth’s domain (such as tuur-
demons known as karmanathi, from Nagrach’s domain. amash) due to the proximity to Yol-Ghurmak—but it was
They typically stand about three feet tall at the shoulder, since established that they originated with the ice witch
but some stand about six feet tall at the shoulder. Their Glorana, who managed to obtain the demonic seed of the
82 Chapter 1: Monsters
White Harrier Escape: Loss of 75% LP
Size: 5 to 6 feet long (without tail); 6 to 7 feet (with tail); 3 to Magical Lore (Magical Creatures)
7 feet tall at the shoulder • QL 1: white harriers are daimonids.
Weight: 180 to 200 pounds • QL 2: some think they were
COU 13 SGC 11 (a) INT 13 CHA 12 cross-bred from silver wolves
DEX 11 AGI 13 CON 13 STR 15 and demons called tuur-amash. In
LP 32 AE - KP - INI 13+1D6 reality, white harriers are the offspring
DE 7 SPI 1 TOU 3 MOV 11 of wolves and karmanthi.
Bite: AT 13 DP 1D6+5 RE short • QL 3+: white harriers can be distracted with food. When
Claws: AT 15 DP 1D6+3 RE short presented with a chunk of meat, the two heads will
PRO/ENC 1/0 quarrel for a bit to decide which will swallow it.
Actions: 2 (at most 1 x Pounce, each head can use 1 x Bite) Special Rules
Special Abilities: Forceful Blow I (Bite, Claws), Locked Jaws Big Brother: Some specimens are yards longer and much
(Bite), Pounce (Claws) heavier. These great white harriers are much like their
Skills: Body Control 12 (13/13/13), Climbing—(no check allowed; smaller cousins, but with the following changes: +5 CON,
white harriers cannot climb), Feat of Strength 8 (13/15/15), +5 STR, +25 LP, +2 TOU, +4 DP, +1 PRO, INI 8+1D6, Forceful
Intimidation 9 (13/13/12), Perception 11 (11/13/13), Self-Control Blow II instead of I, Powerful Blows, size category large,
12 (13/13/13), Stealth 7 (13/13/13), Swimming 4 (16/15/15), Feat of Strength 14, prey 100 rations of meat (inedible)
Willpower 8 (13/13/12) Ravenous: when presented with a chunk of meat, both heads
Number: 1, or 1D6+2 (pack) will fight for it. This argument takes 1D3+1 CR, during
Size Category: medium which time the white harrier uses its actions to feed
Type: Daimonid, non-humanoid unless attacked, in which case it fights back. This trick
Creation Difficulty: –2 only works once per day.
Loot: 20 rations of meat (inedible); trophy (the Tobrian Wild Pack: White harriers attacking the same opponent
chancellor pays 10 silverthalers per wolf head, meaning 20 receive +1 AT (no more than +3 AT) per white harrier after
silverthalers per white harrier) the first. Roll 1D6 for each fight involving the pack. On a 1,
Combat Behavior: White harriers are employed as hounds. they stop attacking the enemy after 2 CR and proceed to
They are loyal to their creators and usually obey their fight amongst themselves, turning back to the enemy 1D6
commands. If white harriers want to attack somebody, CR later.
both heads attack the target by biting. If they have a Daimonid Rules: White harriers use the general daimonid
running start (about 12 feet), they first pounce to take the rules (see About Daimonids on page 127).
opponent to the ground, and then bite down hard with
both of their heads.
karmanthi for breeding and thus created these beasts the-jungle nature leads to infighting over prey or mates.
herself. Thus, packs are temporary alliances that rarely last very
long.
As daimonids, white harriers rarely venture out of the
Shadowlands, and instead continue to multiply in their Their creators gifted white harriers with a trait that is
ever-shrinking territories. A bounty for killing these considered exceptionally rare in chimerology—namely,
half-demon beasts is offered wherever the order of the the ability to reproduce. White harriers were not able to
Twelvegods holds sway. do this at first, but subsequent specimens were. Luckily,
they are not particularly fertile, and some litters do not
Way of Life survive to adulthood. If they did, Tobrien would soon
White harriers are merciless hunters that feed on the have to expect a plague of these beasts.
flesh of all types of beasts, including the corrupt bodies
of daimonid spawn—no wonder, since they are daimonid LP Loss Pain
spawn themselves. They generally prefer cold weather
and become more active in winter months. When food is 24 LP (¼) +1 Pain
sparse, these normally solitary creatures gather in packs 16 LP (½) +1 Pain
which are much more dangerous and can even threaten
8 LP (¾) +1 Pain
wary prey or armed groups of people. However, in packs
they exhibit less cohesion and order than do regular 5 LP and less +1 Pain
wolf packs, and sooner or later their inherent law-of-
83
Wolf-Lizard lizard can be used in its creation, different wolf-lizards
can differ very strongly in appearance, but almost all are
wolf-sized.
“What a masterpiece the wolf-lizard is! To unite two such
opposite beasts, and to do it successfully! Wolves, with their
The first wolf-lizards were created by the chimerologist
fiery instincts, and lizards, so cold and rigid. Truly, that was
Hydronius of Selem about 700 years Before the Fall
the time to be alive. Chimerologists were respected and loved.
of Bosparan. His goal was to blend loyal creatures
So unlike today. Nevertheless, I doubt that Hydronius will
with dangerous ones, but unlike most of his countless
ever be considered one of the great chimerology masters. The
experiments, this one succeeded, and wolf-lizards are
wolf-lizard is one of only a few of his creations that actually
still popular as guards or hunting chimeras.
worked. They are still popular today as guards and hunters of
escaped slaves. That makes sense. But the rest? Frog-bulls and
They are unknown to most Aventurians, and even the
fire salamander horses! What made him think that those were
mere sight of one causes panic. Like all chimeras, people
good ideas? Chimerology is not some child’s game where you
consider them disgusting and blasphemous, and their
combine anything you find! It’s a science! And what was his
unappealing appearance and their hissing and snarling
goal? Croaking cattle that sleep on lily pads? Except for the wolf-
only add to the scorn. A rogue wolf-lizard could easily
lizard, you should learn only one thing from this example—don’t
threaten an entire village; killing one is a task for heroes.
become the scorn of later generations.”
84 Chapter 1: Monsters
Wolf-Lizard Escape: Loss of 75% LP
Size: 5 to 7 feet long (not including tail); 6 to 8 feet (with Magical Lore (Magical Creatures)
tail); 3 to 4 feet tall at the shoulder • QL 1: Wolf lizards are one of the
Weight: 120 to 140 pounds classic chimeras. People have been
COU 11 SGC 12 (a) INT 12 CHA 12 creating them for millennia, but
DEX 11 AGI 14 CON 12 STR 14 still nobody can create a wolf-lizard
LP 40 AE - KP - INI 13+1D6 that can procreate.
DE 7 SPI 3 TOU 3 MOV 12 • QL 2: the wolf-lizard form is based on the image of a
Bite: AT 13 DP 1D6+4 RE short legendary monster that lived somewhere between
Paws: AT 15 DP 1D6+1 RE short Chorhop and Mengbilla. They are very susceptible to
PRO/ENC 3/0 the cold and can survive exposure to the cold only for a
Actions: 1 few minutes.
Advantages/Disadvantages: Darksight I, Exceptional Sense • QL 3+: Wolf-lizards can hide well in green surroundings,
(Smell), Resistant to Heat/Susceptible to Cold as their scales make them very difficult to see.
Special Abilities: Pounce (Paws), Locked Jaws (Bite) Special Rules
Skills: Body-Control 10 (14/14/12), Climbing 2 (11/14/14), Feat of *) Concealment: The color of their scales allows wolf-lizards
Strength 8 (12/14/14), Intimidation 10 (11/12/12), Perception to hide in appropriate surroundings (jungles, swamps).
8 (12/12/12), Self-Control 8 (11/11/12), Stealth 11* (11/12/14), Perception (Notice Ambush, Perceive) checks to find them
Swimming 8 (12/12/12), Willpower 7 (11/12/12) suffer a penalty of 2.
Number: 1 or 1D6+2 (pack) Extremely Susceptible to Cold: they suffer 1 DP (ignoring PRO)
Size Category: medium per CR when exposed to temperatures colder than 50
Type: Chimera, non-humanoid degrees Fahrenheit.
Creation Difficulty: 0 Pack: Wolf lizards attacking the same opponent receive +1 AT
Loot: 40 rations meat (tough), scaly pelt (40 silverthalers) (no more than +2 AT) per wolf lizard beyond the first.
Combat Behavior: Wolf-lizards are usually created to Chimera Rules: Wolf lizards use the general chimera rules (see
be guards. They obey their creator and attack upon About Chimeras on page 126).
command. They pounce on their opponents and try
to bite.
Wolf-lizards cannot survive very far north of the warm, Wolf-lizards usually have one or more owners whose
humid jungles of their homeland because their lizard commands they obey. Obedience is usually beaten into
halves cannot tolerate the cold, and they usually die them to ensure that they obey in all situations and don’t
after just a few minutes if the temperature falls beneath revert to their hunting instincts and attack their owners.
a certain point. To solve this issue, chimerologists When more than one wolf-lizard is housed together, they
might one day create wolf-lizards out of lizards that live create a hierarchy that is enforced by snarling and biting
further north, but these breeds would most likely prove of each other’s snouts. Wolf-lizards cannot procreate,
intolerant of the heat. and are always the work of a chimerologist. It is unclear
how long they can live. Many end up being slain at some
Way of Life point, but some inhabitants of Selem say that wolf-
Wolf-lizards are chimeras bred for a certain use that lizards take after their lizard halves and can live over one
dominates their existence. Their animal nature has hundred years.
been perverted, but fragments of it might appear in the
form of a sudden longing for caresses or sunbathing. But
all wolf-lizards share a love of hunting and killing. In LP Loss Pain
addition, their excellent noses are as sensitive as those of 30 LP (¼) +1 Pain
normal wolves and lizards. 20 LP (½) +1 Pain
They feed on meat, but when given the freedom to hunt 10 LP (¾) +1 Pain
on their own, they bring down more prey than they 5 LP and less +1 Pain
can eat, just for the joy of it. They do not differentiate
between animals and humanoids, but most seem to
prefer hunting warm-blooded creatures.
85
Yeti knows how the elves interact with yetis, if at all. But since elves
lack any formal culture, it is possible that they live with yetis
and have friends among the barbarians.”
“Yetis, also called snow-men, are huge and furry. They are
stupid, white all over, and have faces like an orc. They live in
—from Prem’s Wildlife, outdated edition, owned by Alrik
the Far North exclusively on an island called Yeti Island. Other
Lockerman
than them, the ice-covered rocky island is empty and barren,
and no beast calls it home. The fact that yetis have chosen such
Yetis are 10 foot tall humanoids that are similar to trolls.
a miserable place to live shows that lady Hesinde must have
Except for their faces, their bodies are covered by white
abandoned them.
fur that protects against the cold.
One often hears stories of humans or elves living with the yetis
Many Aventurians from southern lands have never
or even being friends with some of these snow-men. But those
even heard of yetis, let alone seen one. Scholars and
stories must be lies, because an enraged yeti hunts people, steals
well-traveled people might know of several inaccurate
their possessions, and leaves them naked in the ice until lord
texts or stories about the snow-men, which discuss their
Boron has mercy on their souls. Nobody
supposed relation to trolls, but few have ever traveled
to the remote Yeti Island. Some openly doubt that yetis
exist. The inhabitants of the Far North mainly view yetis
as terrors from the ice that should be avoided, and only
trophy hunters, crazy scholars, and the world’s few yeti
experts would bother to look for them.
Distribution
Yetis live in the Far North of
Aventuria—not just on Yeti Island, but
also on the mainland, though far from
human or elven settlements. They are
accustomed to the long winters and do
not fear the Eternal Ice. Yetis view a place
as inhabitable as long as they can find food such
as fishes, seals, or land mammals. Their white fur
conceals them well when hunting in snow, and they
are good swimmers. Sometimes they dare to travel
south, but this is rare, such as when an individual
is cast out of the tribe, or when a curious snow-man
hungers for adventure. Since they are susceptible
to the heat, they never travel further south than
temperatures will allow.
86 Chapter 1: Monsters
Way of Life Yeti
Snow-men live in tribal communities of 40 to 60 Size: About 8 to 10 feet tall
individuals. Tribes usually avoid each other, treating in size
each other with grumpy distrust. Tribes are often led by Weight: 800 to 900 pounds
COU 12 SGC 8 INT 11 CHA 11
a council made up either of elders, the most experienced,
DEX 9 AGI 11 CON 16 STR 18
or the smartest.
LP 60 AE - KP - INI 6+1D6
DO 7 SPI 1 TOU 4 MOV 8
The tribal community is essential in cold surroundings, Unarmed: AT 11 PA 6 DP 1D6+4 RE medium
and exile is considered to be one of a tribe’s worst Yeti Club: AT 11 PA 4 DP 2D6+7 RE long
punishments. Children are very important, being the PRO/ENC 2/0
tribe’s future, and must be protected and prepared for Actions: 1
life by the tribe as a whole. Spell-seers are also very Advantages/Disadvantages: Dark Vision I, Resistant to
important. These yetis, which have magical powers, are Cold, Direction Sense/Susceptible to Heat
called shamans by Aventurian scholars. Special Ability: Terrain Knowledge (Ice & Snow),
Shield-Splitter (Yeti Club), Forceful Blow II (Unarmed,
A yeti’s life expectancy is about 120 years, even though Yeti Club)
most specimens die younger, and some reach an age of Skill: Body-Control 6 (11/11/16), Climbing 5 (12/11/18),
300 years. Yetis build villages consisting of snow huts or Empathy 3 (8/11/11), Feat of Strength 11 (16/18/18),
tents, and live by hunting animals. Some tribes, among Intimidation 11 (12/11/11), Perception 6 (8/11/11), Self-
them the great tribe of Hrm Hrm, know of secret valleys Control 6 (12/12/16), Stealth 6* (12/11/11), Survival 12
with warm springs that supposedly support grass and (12/11/16), Swimming 4 (11/16/18), Willpower 7 (12/11/11)
trees, from which the yetis harvest fruit. To protect this Number: 1, or 2D6 (family), or 4D6+4 (small tribe), or
special source of sustenance, yetis keep their existence 2D20+20 (large tribe)
Size Category: large
and locations secret, even though most scholars consider
Type: Intelligent Creature, humanoid
them to be pure fantasy.
Loot: 200 rations of meat (tough), fur (30 silverthalers),
weapon, individual findings depending on the yeti
The white-furred giants can sometimes be encountered Combat Behavior: Yetis are mainly peaceful, and
outside of these refuges. An elf princess called Lysira friendly strangers usually have to fear nothing from
supposedly once employed a yeti tribe to guard her ice them. Yetis that feel threatened or are attacked
palace. Since nobody is sure whether the elf princess defend themselves with blows from their clubs. They
ever actually existed, most Aventurian scholars think employ very few tactics and just swing wildly at
that this is merely an old wives’ tale. Only the few who opponents.
have visited Lysira’s palace know that this so-called Escape: Loss of 25% LP
myth is in fact true. Experienced: CON 18 instead of 16; LP 70 instead of 60;
Unarmed AT 12 / PA 6; Yeti Club AT 12 / PA 4; Body
Control 8 instead of 6, Empathy 5 instead of 3, Feat of
Strength 12 instead of 11, Intimidation 12 instead of 11,
LP Loss Pain Perception 8 instead of 6, Self-Control 8 instead of 6,
Stealth 8 instead of 6, Willpower 10 instead of 7
45 LP (¼) +1 Pain
Competent: CON 19 instead of 16; LP 75 instead of 60;
30 LP (½) +1 Pain Unarmed AT 12 / PA 6; Yeti Club AT 13 / PA 5 / DP
2D6+8; Body Control 9 instead of 6, Empathy 7 instead
15 LP (¾) +1 Pain
of 3, Feat of Strength 14 instead of 11, Intimidation 13
5 LP and less +1 Pain instead of 11, Perception 11 instead of 6, Self-Control 9
instead of 6, Stealth 11 instead of 6, Willpower 12 instead
of 7
Special Rules
The largest yeti tribes: Bron Bron, Grom Grom, *) Yeti Club: Yeti clubs can only be used by creatures with
Knrm Knrm, Ngar Ngar, Norg Norg, Yrn Yrn. Size Category large or huge.
*) Concealment: yeti fur color allows them to hide in
appropriate surroundings (ice, snow). Perception (Notice
Ambush, Perceive) checks to find a yeti suffer a penalty
of 2.
87
Zombie their own heads. Other living corpses look as fresh as if they
died the previous day—and with zombies, it just might be true.
Some legends say that you can ‘kill’ living corpses by cutting off
“Walking corpses, or tshumbi, as the Forest Folk call them, are
their heads. This is ridiculous, superstitious, wishful thinking!
hideous sights. Dead and reeking with putrefaction, zombies
are raised to new life (or rather “unlife”) by unholy magic,
Despite all that, you must admit that tshumbis are an
conjunctions of the Spheres or constellations, or other unknown
impressive way to show that the power of the Netherhells is
reasons.
stronger than that of Boron and Tsa. Otherwise, how could such
creatures, both dead and alive at the same time, ever exist? If
Tshumbis are typically former humans, but zombie dwarves,
the Halls of Boron are indeed closely guarded, how is it possible
elves, or coal pelts are not unheard of. Depending on the state
for anything to come back?”
of decomposition, there may be little left of a tshumbi besides
a skeleton. Some still possess flesh and muscles enough to hold
—from a new edition of the Bestiary of Belhanka (outlawed by
themselves together, while others have lost entire limbs or even
the Church of Boron and never printed), modern
Distribution
The word zombie comes from the Moha term tshumbi,
which means “stand without emotion,” but these undead
have spread far from the south and can now be found
anywhere on the whole continent.
88 Chapter 1: Monsters
Zombie usually try to bite and kill targets
Size: 5 to 7 feet tall, depending on source body once they become aware of them.
Weight: 80 to 160 pounds, depending on source body Escape: Zombies do not flee. They
COU 20 SGC 6 (a) INT 10 CHA 10 fight to the last “life point” without
DEX 6 AGI 8 CON 13 STR 13 regard for their own survival.
LP 16 AE - KP - INI 7+1D6 Magical Lore (Magical Creatures)
DO 1 SPI 0 TOU 0 MOV 4 • QL 1: Zombies are slow and can be outrun. Zombies fight
Unarmed: AT 8 DP 1D6+4(+disease)* RE short to the bitter end.
Bite: AT 8 DP 1D6+2(+disease)* RE short • QL 2: Zombies controlled by a summoner follow their
PRO/ENC: 0/0 or depending on armor master’s commands mindlessly and literally, and cannot
Actions: 1 be dissuaded. Cutting off their heads has no real effect.
Advantages/Disadvantages: Sensitive to Sunlight (in effect • QL 3+: Zombies cannot climb or swim (but can walk
even though zombies cannot suffer from Pain—see special under water). Sunlight is harmful to them and destroys
Undead Rules, below) them within seconds.
Special Abilities: none Special Rules
Skills: Body Control 1 (8/8/13), Climbing—(no check possible, *) Disease Carrier: Zombies can transmit wound fever. Roll
zombies cannot climb), Feat of Strength 7 (13/13/13), 1D20 for each full 10 DP they inflict: 1-3 (no disease), 11-20
Intimidation 6 (20/10/10), Perception 4 (6/10/10), Self-Control— (wound fever). If a hero is infected, the GM must make
(always successful), Stealth 7 (20/10/08), Swimming—(no a disease check (see the Core Rules, page 343). For more
check possible, zombies cannot swim), Willpower—(always information about wound fever, see page 126}.
successful) Extremely Sensitive to Sunlight: zombies in direct sunlight
Number: 1, or 2D6+6 (small zombie horde), or 3D6+10 (large suffer 2 DP (ignoring PRO) per CR.
zombie horde) Pack: Zombies attacking the same opponent receive +1 AT
Size Category: medium (no more than +4 AT) per zombie after the first.
Type: Undead (Mindless), humanoid Zombie Type: The stats presented here are for an average
Creation Difficulty: +1 human zombie. Other types of zombie might possess other
Loot: perhaps random findings (on a 1 on 1D6, the zombie stats and abilities.
carries money or valuables worth 1D6 x 1D6 halers) Undead Rules: Zombies use the general undead rules
Combat Behavior: Zombies obey their summoners’ (see About Undead on page 128).
commands and are often used as mindless work slaves.
Free undead have a hatred for everything that lives, and
of that powerful school of magic must avoid open their creators, who employ them mainly as fighters or
confrontations with the Church of Boron). Necromancy guards. Absent any commands, a zombie remains where
is outlawed almost everywhere, and punishments are it is without moving. Even if the sun, whose power is
severe. pleasing unto Praios, were to rise, they would remain
where they are until ordered otherwise, even though the
Necromancers are almost always required for the sun is harmful to them.
creation of zombies, as their bodies must serve as
conduits for revivification magic. Peoples from almost The so-called free undead are not created by
every culture in Aventuria go to great lengths to obtain necromancers and thus possess a certain amount of
liturgical or magical protection for their deceased loved free will. Whether they have a deep-seated hatred for
ones’ graves and sepulchers. everything that lives has not yet been proven.
(un)Natural History
Since zombies are dead, they do not possess true
motivations in their (un)lives. They exist only to obey
89
90 Chapter 1: Monsters
Chapter 2:
Animals
“Animals are not dangerous to humans, unless an animal is
starving or rabid, or its young are threatened.”
—old saying
91
Alligator LP Loss Pain
34 LP (¼) +1 Pain
Alligators live in and near rivers all across southern
23 LP (½) +1 Pain
Aventuria. These great lizards sit quietly in pools and
rivers while waiting for prey, and are often mistaken for 11 LP (¾) +1 Pain
logs. Their scales provide excellent camouflage both in 5 LP and less +1 Pain
murky waters and in the jungle, and they swim without
making a sound.
92 Chapter 2: Animals
Badger Striped Badger
Size: 2 to 3 feet long (not including
tail); 3 feet (with tail); about 3 feet
Striped badgers can be found in the forests of central and
tall at the shoulder
northern Aventuria. They leave their burrows at night Weight: 10 to 30 pounds
to look for food. As omnivores, they savor the windfall COU 12 SGC 10 (a) INT 14 CHA 12
of a farmer’s garden as much as a cured sausage from an DEX 13 AGI 13 CON 10 STR 11
adventurer’s backpack. The sweet-tooth badger, named LP 20 AE - KP - INI 13+1D6
for its love of honey, sweet fruit, and beets, is found in DE 6 SPI 0 TOU 0 MOV 6
the Horasian Empire, Arania, and Mhanadi. In general, Bite: AT 12 DP 1D6+2 RE short
badgers are shy animals that keep mostly to their Claws: AT 14 DP 1D6+1 RE short
burrows when not out searching for food. PRO/ENC 0/0
Actions: 1
Badgers aren’t usually dangerous, but they may bite Advantages/Disadvantages: Immunity to all serpent
when cornered. The striped badger is the most well venom
known type in Aventuria. It gets its name from its Special Abilities: Locked Jaws (Bite)
characteristic facial stripes, which are also common Skills: Body-Control 5 (13/13/10), Climbing 4 (12/13/11), Feat of
to its northern cousin, the otherwise all-white snow Strength 6 (10/11/11), Intimidation 3 (12/14/12), Perception
badger. Striped badgers can be trained to pull a sledge. 7 (10/14/14), Self-Control 6 (12/12/10), Stealth 6 (12/14/13),
All badgers can dig well with their fore-paws. They Swimming 4 (13/10/11), Willpower 4 (12/14/12)
Number: 1, or 1D3+1 (badger family), or
create subterranean burrows that often are occupied by
2D6+2 (burrow)
generations of extended badger families.
Size Category: small
Type: Animal, non-humanoid
Loot: 5 rations meat, fur (6 silverthalers)
Combat Behavior: badgers do not hunt human-
LP Loss Pain
sized creatures. Badgers defend themselves when
15 LP (¼) +1 Pain threatened.
Escape: Loss of 50% LP
10 LP (½) +1 Pain
Animal Lore (Wild Animals)
5 LP (¾) +1 Pain • QL 1: badgers feed on worms, fruit, and small rodents.
3 LP and less +1 Pain They do not consider humans to be prey, but they
defend themselves when startled or threatened.
• QL 2: badgers can sometimes be trained to carry loads
or even pull sledges. Badgers hunt snakes and are
immune to their poison.
• QL 3+: Striped badgers are afraid of elephants. Snow
badgers can be trained to pull sledges. The sweet-
tooth badger can be pacified with sweet fruit or
honey.
Hunt: –1
Special Rules
Pack Mule: Striped badgers can carry up to
20 pounds.
93
Bird Spider Forest Folk consider campfire-roasted bird spiders a
delicacy, and these giant arachnids are surprisingly tasty,
although most central Aventurians wouldn’t dare eat one
These palm-sized spiders are found on Maraskan and
(people believe they are emissaries of the Nameless One,
in every country south of the Middenrealm. They live
so who would want to eat one?).
mainly along the edges of forests or in steppes where they
seek their preferred prey (birds, as the name implies).
Bird spiders don’t spin webs. Rather, they stalk and attack LP Loss Pain
prey that wanders by. Bird spiders used to flee from 5 LP +1 Pain
large two-legged creatures, but they have grown more
aggressive since the Starfall, to the point where they bite
and even attack humans repeatedly.
94 Chapter 2: Animals
LP Loss Pain
Brabacuda 11 LP (¼) +1 Pain
8 LP (½) +1 Pain
The brabacuda, or snapfish, is at home in the South and
Pearl Seas. This predatory fish can grow up to seven feet 5 LP (¾) +1 Pain
long and poses a hazard even to humans. Near coastlines, 3 LP and less +1 Pain
snapfish jump towards two-legged creatures and try
to attack their legs to take them down. When a target
falls into the water, the school rushes up to tear it apart.
Brabacudas risk stranding themselves on land to make
this attack, but if they get stuck, they are usually strong
and/or agile enough to wriggle back into the water.
They can sense blood like piranhas, and cannot easily be
discouraged from feeding. Aventurian fishers don’t view
the snapfish as a resource because most of its flesh is
poisonous, thanks to the venom of the poisonous animals
it consumes. Brabacudas are immune to animal venom,
and it takes skill to prepare them for safe consumption.
95
Camel
Camel Size: 8 to 11 feet (not including
tail); 11 to 13 feet (with tail); 7
Without camels, survival in the desert of Khôm would be to 8 feet tall at the shoulder
impossible. Besides being strong and sure-footed, camels Weight: 1,100 to 1,200 pounds
can also store enough water in their humps to endure COU 11 SGC 9 (a) INT 13 CHA 12
long treks between wells. They are used all throughout DEX 11 AGI 13 CON 20 STR 16
the desert as work animals—sometimes as mounts but LP 70 AE - KP - INI 12+1D6
DE 7 SPI - TOU 0 MOV 12
mainly as beasts of burden. The camel’s importance to
Bite: AT 10 DP 1D6+2 RE short
the Novadis is well-known outside desert regions, leading
Trample: AT 8 DP 2D6+2 RE short
many Aventurians to believe that wealth in the Khôm is
PRO/ENC 0/0
measured in camels. This is not entirely untrue. Actions: 1
Special Abilities: Trample (Trample)
Just as with horses, various types of camel have been Skills: Body-Control 4 (13/13/20), Climbing 4 (11/13/16),
bred for different purposes. In the region of Unau, a love Feat of Strength 10 (20/16/16), Intimidation 2
of camel racing has led to the creation of special racing (11/13/12), Perception 5 (9/13/13), Self-Control 11
camels, the so-called Qai’Ahjan. These beautiful animals (11/11/20), Stealth 3 (11/13/13), Swimming 2 (11/13/16),
have nearly white fur and are bought and sold for great Willpower 5 (11/13/12)
sums, if they are sold at all. Number: 1 or 1D6+2 (herd)
Size Category: large
Small herds of wild camels live on the edges of the Khôm Type: Animal, non-humanoid
desert and often interbreed with domesticated camels. Loot: 200 rations meat, fur (2 silverthalers)
They are sometimes hunted by the Ferkinas, a tribe of Combat Behavior: Camels are docile beasts,
mountain barbarians from the Lands of the Tulamydians. but if threatened, they can bite. To escape an
One should never underestimate camels, for they can encounter, they might try to trample an enemy
defend themselves reasonably well. (1-2 on 1D6).
Escape: Loss of 25% LP
Animal Lore (Wild Animals)
LP Loss Pain • QL 1: Camels can store water and don’t need to
drink for many days.
53 LP (¼) +1 Pain
• QL 2: You can tell from a camel’s hump whether
35 LP (½) +1 Pain it has had recent access to water, and also if it
18 LP (¾) +1 Pain has a disease.
• QL 3+: There are various types of camel, such
5 LP and less +1 Pain as the Qaimuyan, the Qai’Chelar, and the
Qai’Ahjan. Each differs in endurance and speed.
Hunt: –1
Special Rules
Pack Mule: Camels can carry a weight of up to
200 pounds.
96 Chapter 2: Animals
Constrictor Constrictor
Size: 18 to 30 feet long
Weight: 300 to 500 pounds
Unlike many snakes, constrictors don’t have poison
COU 14 SGC 10 (a) INT 14
fangs, but they are no less dangerous for that. They
CHA 13
are named for their ability to constrict their prey and
DEX 8 AGI 12 CON 15 STR 18
squeeze it to death, thus making it easier to swallow. LP 60 AE - KP - INI 13+1D6
They usually prefer to feed on small animals, such as DE 3 SPI 1 TOU 2 MOV 2
monkeys and Selem piglets, but they do attack humans or Bite: AT 10 DP 1D6+2 RE short
even big cats on occasion. Constriction: AT 15 DP 1D6+2 RE short
PRO/ENC 1/0
Constrictors live in southern Aventuria among the trees Actions: 1
of the jungle, where they often lie on branches or hang Special Abilities: Attack Weak Spot (Bite), Clutch
unmoving for many hours. With their golden-brown (Constriction; can also be used against medium
scales, constrictors look so similar to their surroundings targets), Locked Jaws (Bite)
that some unlucky travelers walked into a deadly Skills: Body Control 10 (12/12/15), Climbing 12
embrace when they thought they were reaching for a (14/12/18), Feat of Strength 15 (15/18/18), Intimidation
simple vine. These massive snakes generally prefer to 10 (14/14/13), Perception 8 (10/14/14), Self-Control 7
attack prey that hasn’t noticed them yet. (14/14/15), Stealth 16 (14/14/12), Willpower 8 (14/14/13)
Number: 1
Constrictors continue to grow as they age, and also Size Category: medium
become less picky about what’s on the menu (in Type: Animal, non-humanoid
Loot: 150 rations of meat, skin (15 silverthalers)
other words, they become more flexible about what
Combat Behavior: Constrictors hide in trees and
they consider to be too large or threatening to eat).
drop down when they notice prey and have the
Supposedly, some constrictors can even hypnotize their
chance to attack. When moving on the ground,
victims in order to finish them off with less trouble. they approach their target as silently as possible
Constrictors can live as long as 15 years in the wilderness. so as to surprise it. They usually try to choke their
targets, but sometimes they bite as well.
LP Loss Pain Escape: Loss of 50% LP
Animal Lore (Wild Animals)
45 LP (¼) +1 Pain
• QL 1: Their most common prey animals are
30 LP (½) +1 Pain monkeys, big cats, and any smaller animal they
can catch. They do not refuse a human-sized
15 LP (¾) +1 Pain
target if it is an easy meal.
5 LP and less +1 Pain • QL 2: Constrictors are not poisonous. Instead
they try to squeeze their prey to death and then
swallow it whole.
• QL 3+: Some constrictors supposedly have the
ability to hypnotize their prey to prevent it from
running away. These snakes have noticeably
darker scales.
Hunt: –3
Special Rules
Hypnosis: Some specimens can hypnotize their targets
(about one in four snakes; these have darker
scales). They must make a competitive check
using the snake’s Intimidation versus the target’s
Willpower (Resist Intimidation).
The target suffers one level of Confusion per net QL.
Hypnotizing takes 1 action and has a range of 21
feet. The snake must gaze into its target’s eyes to
begin the hypnosis attempt.
97
Crowned Stag Crowned Stag
Size: 5 to 10 feet; 4 to 6 feet tall at
Stags are the quintessential game animal, and of the the shoulder
many types of deer that inhabit Aventuria, the crowned Weight: 360 to 520 pounds
stag is the largest. Apart from their size, they are COU 13 SGC 11 (a) INT 12
recognized by their light brown fur, long neck hair, CHA 15
long ‘beard,’ and antlers that grow larger and more DEX 11 AGI 14 CON 14 STR 16
magnificent with each passing year. Does live in small LP 45 AE - KP - INI 14+1D6
groups with their fawns; males are solitary. Crowned DE 7 SPI –3 TOU 0 MOV 16
stags are found mainly in the forests of Nostria and Head Butt: AT 11 DP 1D6+3 RE short
Andergast, but also in the northern Middenrealm and the Trample: AT 9 DP 2D6+2 RE medium
lands of the elves. It is common wisdom to avoid crown PRO/ENC 0/0
stags during rutting season, as males bellow loudly at any Actions: 1
potential rivals and attack those that do not retreat. Special Abilities: Takedown (Head Butt),
Trample (Trample)
Skills: Body Control 10 (14/14/14), Climbing 1 (13/14/16),
Crowned stags are particularly respected in Andergast,
Feat of Strength 9 (14/16/16), Intimidation 4 (13/12/15),
where, according to one legend, the king of all crowned
Perception 7 (11/12/12), Self-Control 7 (13/13/14),
stags lives deep in the Stoneoak Forest. In other realms, Swimming 5 (14/14/16), Stealth 8 (13/12/14),
this honored and most majestic of all stags is popular Willpower 6 (13/12/15)
with nobles in pursuit of game. Number: 1, or 1D6+2 (herd)
Size Category: medium
LP Loss Pain Type: Animal, non-humanoid
34 LP (¼) +1 Pain Loot: 110 rations of meat, fur (10 silverthalers), trophy
(antlers, 15 silverthalers)
23 LP (½) +1 Pain Combat Behavior: Stags flee when threatened. When
11 LP (¾) +1 Pain cornered or protecting their young, they defend
themselves with head butts until they
5 LP and less +1 Pain gain an opportunity to escape. They sometimes try to
trample an opponent while doing so.
Escape: Loss of 50% LP
Animal Lore (Wild Animals)
• QL 1: Crowned stags are the largest deer in
Aventuria. During rutting season, you should stay
out of their way, as they can react aggressively to
two-legged creatures, too.
• QL 2: the age of a crowned stag can be determined
by its chin beard. The longer and grayer it is, the
older and stronger the stag. Crowned stags remain
healthy and vigorous even in old age.
• QL 3+: According to some legends, crowned stags
dislike felines. As the tales go, an old stag once
battled a cheetah on the prowl, and the crowned
stag won the battle.
Hunt: –1
98 Chapter 2: Animals
Deer Deer
Size: 3 to 5 feet; 2 to 3 feet tall
Dark-brown deer range the forests of central and at the shoulder
northern Aventuria, from the Horasian Empire and Weight: 34 to 50 pounds
Arania to the steppes of the north. These shy animals are COU 9 SGC 10 (a) INT 12
sometimes even encountered in the jungles of Maraskan. CHA 15
As long as they find enough food and shelter and do not DEX 12 AGI 16 CON 11 STR 11
get too hot, they can survive almost anywhere. Does LP 15 AE - KP - INI 15+1D6
DE 8 SPI –3 TOU –1 MOV 18
live in small groups with their fawns, while trebucks are
Headbutt: AT 9 DP 1D6 RE short
solitary (but they never wander too far from the females).
Trample: AT 8 DP 1D6+4 RE short
When their fawns are threatened, roebucks become very
PRO/ENC 0/0
protective, and often attack humans that get too close. Actions: 1
Bucks attack with their short yet sharp antlers until they Special Abilities: Combat Reflexes II, Takedown
become too injured to continue fighting, or else their (Headbutt), Trample (Trample)
opponents run away. Skills: Body-Control 10 (16/16/11), Feat of Strength
4 (11/11/11), Intimidation 1 (9/12/15), Perception 7
Deer are smaller than crowned stags, but they are very (10/12/12), Self-Control 4 (9/9/11), Stealth 8 (9/12/16),
quick runners. When danger threatens, they usually Swimming 3 (16/11/11), Willpower 4 (9/12/12)
freeze first but then suddenly turn and dash away Number: 1, or 2D6 (small herd), or 3D6+6
without warning. This instinct has foiled many hunters’ (large herd)
attempts to have venison for dinner. Size Category: small
Type: Animal, non-humanoid
Loot: 10 rations of meat, fur (7 silverthalers), trophy
LP Loss Pain (antlers, 12 silverthalers)
11 LP (¼) +1 Pain Combat Behavior: Deer flee when threatened. When
cornered or forced to protect their young, they
8 LP (½) +1 Pain
defend themselves with headbutts until they see
5 LP (¾) +1 Pain an opportunity to escape. They sometimes try to
trample an opponent while doing so.
3 LP and less +1 Pain
Escape: when they notice a threat (never, when
defending their offspring).
Animal Lore (Wild Animals)
• QL 1: Deer are skittish and run when they notice a
threat.
• QL 2: never underestimate roebucks; they try to
throw or trample their opponents when cornered
or when their offspring are threatened.
• QL 3+: When an opponent falls prone on the
ground, the roebuck ceases to trample. If the
opponent then retreats, the roebuck does not
pursue.
Hunt: 0
99
Donkey Donkey
Size: 4 to 5 feet long (not including
tail); 3 to 5 feet tall at the
Donkeys have reputations for being stubborn. But since shoulder
they are also patient, untiring, and very tough, they are Weight: 500 to 900 pounds
popular work animals, especially in the Lands of the COU 12 SGC 12 (a) INT 14
Tulamydes where they pull carts and carry children, CHA 12
adults, and heavy loads that are sometimes heavier than DEX 10 AGI 13 CON 15 STR 15
the animals themselves. LP 40 AE - KP - INI 13+1D6
DE 7 SPI –1 TOU 1 MOV 11
Donkeys are common in vast areas of central and Bite: AT 10 DP 1D6 RE short
northern Aventuria, but most live in Mhanadi and Kick: AT 8 DP 1D6+3 RE short
Yaquir, and in Arania, Thalusia, and the mountains PRO/ENC 0/0
of mid-Aventuria. They are mainly encountered as Actions: 1
livestock, but small herds of wild donkeys are sometimes Special Abilities: Forceful Blow I (Kick), Takedown
found outside of settled areas. (Kick)
Skills: Body-Control 4 (13/13/15), Climbing 5 (12/13/15),
All donkeys, whether gray, black, gray-brown, white, Feat of Strength 10 (15/15/15), Intimidation 4 (12/14/12),
Perception 6 (12/14/14), Self-Control 12 (12/12/15), Stealth 3
or even piebald, have bright fur on their bellies and
(12/14/13), Swimming 6 (13/15/15), Willpower 12 (12/14/12)
mouths. Some have dark horizontal stripes on their
Number: 1, or 1D6+2 (herd)
legs. Experts know of various breeds with different fur
Size Category: medium
colors and sizes, like the Black Thalusian. Donkeys are Type: Animal, non-humanoid
closely related to horses and can interbreed with them to Loot: 180 rations meat, fur (3 silverthalers)
produce so-called mules or hinnies, but these animals are Combat Behavior: Donkeys are generally docile, but
sterile. may bite or kick when provoked. They do not pursue
enemies for more than 3 CR.
LP Loss Pain Escape: Loss of 50% LP, but if their offspring is
threatened, they fight to the death.
30 LP (¼) +1 Pain Animal Lore (Wild Animals)
20 LP (½) +1 Pain • QL 1: Donkeys are stubborn and stupid. If they don’t
want to move, they won’t move.
10 LP (¾) +1 Pain • QL 2: Donkeys are suspicious. If you stand in front
5 LP and less +1 Pain of a donkey or otherwise block its view of the
road, it will stop moving. This is why some people
mistakenly think donkeys are stubborn. Also,
donkeys are not stupid; in fact, quite the opposite
is true.
• QL 3+: Donkeys need a companion, without which
they slowly wither and die. The human that
provides their care can be this companion. Donkeys
can be friends for life.
Hunt: 0
Special Rules
Pack Mule: Donkeys can carry up to 200 pounds.
101
Jaguar Jaguar
Size: 5 to 6 feet long (without
tail); 7 to 8 feet (with tail);
There are many reasons to look up occasionally when on about 3 feet tall at the shoulder
expeditions in the jungles of southern Aventuria. One Weight: 160 to 260 pounds
reason is the jaguar. This big cat is an excellent climber COU 14 SGC 11 (a) INT 13 CHA 13
that prefers to live in trees. It drops down on its prey to DEX 12 AGI 16 CON 13 STR 14
pin it to the ground and tear it to shreds. If the prey fights LP 40 AE - KP - INI 17+1D6
back too much, the jaguar retreats and disappears in the DE 10 SPI –3 TOU 0 MOV 16
foliage. They usually hunt small animals, such as rodents Bite: AT 15 DP 2D6+1 RE short
and Selem piglets, but do sometimes attack humans and Paws: AT 15 DP 1D6+2 RE short
other humanoid creatures as well. PRO/ENC 0/0
Actions: 2 (at most 1 x Bite)
The most common type of jaguar has yellow fur with Special Abilities: Combat Reflexes II, Feint I (Bite,
black stripes, but there are other types, too. The leopard, Paws), Improved Dodge II, Locked Jaws (Bite), Pounce
also known as a spotted panther, has bright yellow fur (Paws)
and white dots with black rings, a pattern that is often Skills: Body Control 12 (16/16/13), Climbing 13 (14/16/14),
Feat of Strength 7 (13/14/14), Intimidation 9 (14/13/13),
used in heraldry. Pure white snow panthers live in
Perception 12 (11/13/13), Self-Control 5 (14/14/13),
mountains near the rainforests, whereas the pure black
Stealth 12 (14/13/16), Swimming 3 (12/20/16), Willpower 6
panther, the sacred animal of the god Kor, shares its (14/13/13)
habitat with the jaguar. Number: 1 or 1D3+1 (hunting pack, rare exception)
Size Category: medium
Type: Animal, non-humanoid
LP Loss Pain Loot: 50 rations of meat, fur (15 silverthalers), trophy
(teeth, 4 silverthalers)
30 LP (¼) +1 Pain Combat Behavior: Jaguars hide in trees and wait for
20 LP (½) +1 Pain prey to wander past. They also sometimes stalk prey
for up to half an hour before attacking by sneaking
10 LP (¾) +1 Pain up to gain surprise.
5 LP and less +1 Pain Escape: Loss of 50% LP
Animal Lore (Wild Animals)
• QL 1: Jaguars are attracted by the smell of meat
cooking on a campfire. They evaluate human-sized
prey carefully before deciding whether to attack.
• QL 2: The Forest Folk tribes of Southern Aventuria
worship Kamaluq, the divine jaguar. Whether the
killing of a jaguar gains the respect of a tribe, or
makes the Forest Folk angry, differs from tribe to
tribe and from family to family.
• QL 3+: Jaguars drag their prey to a safe place.
Hunt: –3
Special Rules
Drag Prey Away: jaguars drag incapacitated or dead prey
away from the battlefield and bring it to a safe place,
such as into a cave or up a tree. While doing so, it
is very slow (MOV 4), and it lets go of its prey only
when badly wounded (reduced below 25% of its LP).
103
Khôm Vulture
Khôm Vulture
This is one of the most well known types of vulture, apart
Size: 3 to 4 feet tall at the
from the black vulture. The Khôm vulture is also called a
shoulder; 9 to 11-foot
lammergeier, since its cries resemble the bleating of a lamb.
wingspan
Weight: 20 to 30 pounds
Khôm vultures are frugal omnivores but not great hunters, COU 10 SGC 13 (a) INT 13
so they subsist on the carrion of dead beasts and humans. CHA 11
Up to a dozen vultures can share a large carcass, and they DEX 11 AGI 12 CON 12 STR 12
are rarely happy when interrupted. These impressive birds LP 15 AE - KP - INI 11+1D6
sometimes follow caravans (or lone humans) from the air, DE 6 SPI 0 TOU 0 MOV 1/20 (ground/air)
waiting to see if they will soon be able to enjoy a feast. Claws and Beak: AT 12 DP 1D6+2 RE short
PRO/ENC 0/0
They prefer to live in or near deserts, and build their nests Actions: 1
in rock crevices. Like most birds of prey, Khôm vultures Special Abilities: Flying Attack (Claws and Beak)
defend their nests when humans or other predators get too Skills: Body-Control 5 (12/12/12), Feat of Strength
close. At first they make feints but then they dive towards 7 (12/12/12), Flying 7 (10/13/12), Intimidation 7
intruders to claw at necks or tear at heads and eyes with (10/13/11), Perception 9 (13/13/13), Self-Control 9
their beaks. (10/10/12), Stealth 7 (10/13/12), Willpower 7 (10/13/11)
Number: 1, or 2 (mated pair), or 2D6+1 (flock)
Most Aventurians don’t know that vultures mate for life Size Category: medium
Type: Animal, non-humanoid
and share the raising of their young. People who are well
Loot: 0.5 ration of meat (inedible), trophy (feathers,
versed in wilderness lore know that a circling vulture is a
0.5 silverthaler)
sure sign of the presence of a dying animal—or human.
Combat Behavior: Vultures are scavengers and do
not hunt, per se. They attack two-legged creatures
LP Loss Pain only when they feel threatened, and usually flee
11 LP (¼) +1 Pain when large creatures approach. They attack two-
legged creatures that get too close to their meal,
8 LP (½) +1 Pain but only when they have superior numbers, and
5 LP (¾) +1 Pain such attacks end after at most 3 CR. They fight
to the death when something threatens their
3 LP and less +1 Pain offspring (they define ‘threat’ as the moment a
two-legged creature comes within 30 feet of the
nest), and all vultures in the flock come to their
aid.
Escape: Loss of 50% LP; when defending their nests,
they fight to the death; usually do not pursue
enemies for more than 3 CR
(see Combat Behavior).
Animal Lore (Wild Animals)
• QL 1: Vultures are scavengers that usually do not
attack two-legged creatures (it’s easier to wait
for them to die of thirst in the desert).
• QL 2: large numbers of vultures in the sky are
most likely circling some animal (or a traveler
in the desert) that is almost dead.
• QL 3+: Vultures defend their offspring to the
death. If you get closer than 30 feet to chicks in
a vulture’s nest, the parents attack.
Hunt: 0
Special Rules
Pack: Vultures attacking the same opponent receive
+1 AT (no more than +4 AT) per vulture after the
first.
105
Mammoth
Mammoth Size: 15 to 21 feet long; 16 feet tall
at the shoulder
Weight: 16,000 to
Mammoths live in far northern Aventuria where they
20,000 pounds
move through the steppes in small herds. During the COU 13 SGC 13 (a) INT 13
winter they can be found in the northern Svellt Valley CHA 13
and in the lands of the orcs and the Gjalskers. Sometimes DEX 12 AGI 11 CON 25 STR 30
mammoth herds even move into Bornland. They are LP 450 AE - KP - INI 12+1D6
docile herbivores that stand over 16 feet tall, with thick, DE 3 SPI –1 TOU 6 MOV 12.
brown fur that protects them from the cold. They feed by Trunk: AT 14 DP 1D6+4 RE long
pulling up steppe grasses with their trunks and stuffing it Tusks: AT 12 DP 2D6+4 RE long
into their mouths, just like elephants in the south. Trample: AT 8 DP 2D6+6 RE short
Stomp: AT 6 DP 2D6+12 RE short
As with elephants, mammoth tusks are made of pure PRO/ENC 3/0
ivory. This mammothon is prized as a medium for Actions: 2 (at most 1 x Stomp, at most 1 x Trample)
decorative carvings, but the Nivese, firnelves, and other Special Abilities: Clutch (Trunk), Forceful Blow II
inhabitants of the north fashion mammothon into (Tusks, Trunk), Powerful Blows (Tusks), Shield-
tools. Some peoples collect their huge teeth as hunting Splitter (Tusks), Stomp (Stomp), Trample (Trample)
trophies. The best mammoth-hunting tactic involves Skills: Body Control 6 (11/11/25), Climbing—(no check
pits, which prevent trapped animals from escaping or allowed, mammoths cannot climb), Feat of Strength
trampling opponents, but hunters still risk being struck 18 (25/30/30), Intimidation 12 (13/13/13), Perception 6
(13/13/13), Self-Control 7 (13/13/25), Stealth 0 (13/13/11),
by their trunks or tusks. Mammoths fear fire, which can
Willpower 7 (13/13/13)
be used to keep them at bay.
Number: 1 (bachelor), or 1D6+2 (herd)
Size Category: huge
The people of the Gjalskers worship a mammoth-shaped Type: Animal, non-humanoid
god and use mammoths as mounts during times of war. Loot: 3,000 rations of meat, trophy (tusks,
200 silverthalers)
LP Loss Pain Combat Behavior: Mammoths are basically docile
creatures that avoid conflicts. When cornered,
338 LP (¼) +1 Pain or when an individual member of the herd is
225 LP (½) +1 Pain threatened, they cooperate to attack and kill
enemies with their tusks. When injured, mammoths
113 LP (¾) +1 Pain
trample their opponents.
5 LP and less +1 Pain Escape: Loss of 50% LP
Animal Lore (Wild Animals)
• QL 1: Mammoths can survive in very low
temperatures.
• QL 2: Mammoths are afraid of fire.
• QL 3+: Individual animals can be isolated with fire
and driven into pits. This is the most common way
to hunt mammoths and is the preferred method of
the Nivese.
Hunt: –4
107
Ostrich Ostrich
Size: About 5 to 7 feet tall at the
shoulder
These cursorial birds live on the steppes in the Lands
Weight: 260 to 300 pounds
of the Tulamydes and in Arania. They are relatively COU 15 SGC 8 (a) INT 11
harmless unless intruders get too close to their nests, CHA 12
whereupon the cock and all his hens rush to attack DEX 8 AGI 12 CON 10 STR 15
with kicks or beak blows to chase enemies away. They LP 30 AE - KP - INI 14+1D6
continue to pursue and attack intruders until they leave DE 6 SPI - TOU 0 MOV 18
the area, but they can run much faster than humans…. Bite: AT 12 DP 1D6+2 RE medium
Kick: AT 10 DP 1D6+4 RE medium
The Tulamydes have a love of high-stakes ostrich racing. PRO/ENC 0/0
In Arania, ostriches pull chariots and official vehicles. Actions: 1
People also breed them for their eggs, their meat, and Special Abilities: Takedown (Kick)
their beautiful feathers, which are used to create fans, Skills: Body Control 9 (12/11/10), Climbing 3 (15/12/15),
baldachins, and jewelry. Feat of Strength 6 (10/15/15), Intimidation 4 (15/11/12),
Perception 8 (8/11/11), Self-Control 7 (15/15/10), Stealth
Contrary to rumor, Andergast does not have any racing 5 (15/11/12), Swimming—(no check allowed; ostriches
ostriches, as the animals would never survive the winters. cannot swim), Willpower 8 (15/11/12)
This rumor was spread by a trade lord who was making Number: 1, or 2 (mated pair), or 2D6+2 (flock)
Size Category: large
his way through Andergast and got so drunk that he
Type: Animal, non-humanoid
mistook other animals for ostriches.
Loot: 75 rations of meat, 15 to 60 rations of eggs
per nest (1 egg per ration), trophy (feathers, 6
silverthalers)
Combat Behavior: Ostriches are brave birds that attack
two-legged creatures coming within 60 feet of their
nests. They don’t pursue opponents farther than 200
yards. When defending their young, ostriches do not
hesitate to attack opponents that are more dangerous
or more numerous.
Escape: Loss of 50% LP
Animal Lore (Wild Animals)
• QL 1: Ostriches cannot fly, but they can run very
quickly.
• QL 2: You can train ostriches, and they even race
ostrich carts in Arania.
• QL 3+: Two-legged creatures can normally approach
within 60 feet of an ostrich nest before the birds
attack.
Hunt: –1
LP Loss Pain
23 LP (¼) +1 Pain
15 LP (½) +1 Pain
8 LP (¾) +1 Pain
5 LP and less +1 Pain
LP Loss Pain
3 LP +1 Pain
109
Red Fox
Foxes are found all across central and northern Aventuria
but do not inhabit the northern steppes, as they prefer
forested terrain. Foxes shy away from humans as a
rule, but this does not prevent them from entering
henhouses at night to steal fowl. Only a fox suffering
from rabies would dare attack someone. Yellow foxes are
less common than their red cousins, and northern silver
foxes, with their beautiful, glittering coats, are especially
rare.
111
Shark, Striped Striped Shark
Size: About 8 to 9 feet long
Weight: 560 to 640 pounds
Sharks of many kinds are common sights along the COU 15 SGC 11 (a) INT 13
coasts of Aventuria. Striped sharks, especially, swim in CHA 10
small schools along reefs and in shallow waters where DEX 8 AGI 12 CON 14 STR 16
they prey upon fishes, turtles, birds, and inattentive LP 40 AE - KP - INI 14+1D6
swimmers. These energetic predators are not afraid of DE 7 SPI 2 TOU 2 MOV 13
attacking prey that comes close to matching them in size. Bite: AT 14 DP 1D6+4 RE short
They almost never hunt in the open sea, preferring to PRO/ENC 1/0
leave that to their larger relatives, the tiger sharks and Actions: 1
the great whites. Advantage: Aquatic Creature
Special Abilities: Attack Weak Spot (Bite), Locked Jaws
Striped sharks’ bodies are covered in black and white (Bite), Underwater Combat
horizontal stripes, which conceal them perfectly in Skills: Body Control 7 (12/12/14), Climbing—(no check
shallow waters where they stalk their favorite prey. allowed, striped sharks cannot climb), Feat of Strength
7 (14/16/16), Intimidation 10 (15/13/10), Perception 6
(11/13/13), Self-Control 7 (15/15/14), Stealth 8 (15/13/12),
Sometimes striped sharks find themselves swept into
Swimming 10 (12/14/16), Willpower 8 (15/13/10)
harbor basins or river mouths where they cause panic
Number: 1, or 1D3+2 (hunting group)
until a few brave heroes manage to chase them off. They
Size Category: medium
are often spied close to shore in the harbors of southern Type: Animal, non-humanoid
Aventuria, but the public there does not consider this an Loot: 140 rations of meat, skin (10 silverthalers), trophy
excuse for panic. (oil, 70 silverthalers)
Combat Behavior: Striped sharks prefer to hunt in
LP Loss Pain shallow water, where they attack anything human-
30 LP (¼) +1 Pain sized and smaller.
Escape: Loss of 50% LP
20 LP (½) +1 Pain Fishing (Saltwater Animals)
10 LP (¾) +1 Pain • QL 1: Striped sharks are attracted to blood.*
• QL 2: Striped sharks risk entering city harbors for
5 LP and less +1 Pain the many things that fall (or are thrown) into the
water for the sharks to eat.
• QL 3+: Striped sharks are very aggressive and gather
in small hunting groups to seek prey.
Hunt: –2
Special Rules
*) Drawn by Blood: Striped sharks can sense blood up to
five miles away in the water, and follow this trail to
find their prey.
113
Storm Falcon Storm Falcon
Size: 2 to 3 feet tall; 4 to 5-foot
wingspan
Storm falcons, like all hawks in general, are common
Weight: 2.6 to 3.2 pounds
sights in central and northern Aventuria. They live
COU 12 SGC 12 (a) INT 14
anywhere that provides food and acceptable nesting sites, CHA 14
such as forests, mountains, the edges of steppes, and near DEX 12 AGI 15 CON 10 STR 11
civilized settlements. They always choose nesting sites LP 10 AE - KP - INI 16+1D6
with good views of the surrounding area, such as the tops DE 10 SPI - TOU –2 MOV 4/16
of trees or rock outcroppings, and some have even been (ground/air)
observed nesting in tower ruins. Storm falcons defend Beak and Claws: AT 16 DP 1D6+1 RE short
their nests fiercely, and drive intruders away with flying PRO/ENC 0/0
attacks. Actions: 1
Special Abilities: Attack Weak Spot (Beak and Claws),
Storm falcons prefer to sit in high places when hunting Combat Reflexes II, Flying Attack (Beak and Claws),
for their preferred prey (mice, amphibians, and other Improved Dodge II
small animals). When they spot something with their Skills: Body-Control 12 (15/15/10), Feat of Strength 5
extraordinarily sharp vision, they dive down, snatch it in (10/11/11), Flying 14 (12/14/15), Intimidation 4 (12/14/14),
their claws, and fly it quickly back to their overlook. Perception 17 (12/14/14), Self-Control 5 (12/12/20), Stealth 8
(11/14/13), Willpower 7 (12/14/14)
As with all hawks, storm falcons mate for life. They are Number: 1, or 2 (pair)
Size Category: small
exceedingly wild and thus of no use for falconry, as they
Type: Animal, non-humanoid
often fly away at the first opportunity, and attempts
Loot: 1 ration of meat, trophy (feathers,
to train them rarely succeed. Other types of hawks
2 silverthalers)
and falcons are much more adaptable to training and Combat Behavior: Storm falcons sometimes attack
captivity. human-sized targets that come within 100 yards of
their nests. The attacks end when intruders leave this
LP Loss Pain zone. In combat, they swoop down, attack with beak
and claws, fly away, and then attack again in two CR.
8 LP (¼) +1 Pain
Escape: Loss of 50% LP
5 LP (½) +1 Pain Animal Lore (Wild Animals)
• QL 1: Storm falcons are excellent hunters, but they
3 LP (¾) +1 Pain
are difficult to train.
2 LP and less +1 Pain • QL 2: Travelers are often attacked by storm falcons
in forests and mountains when they unwittingly get
too close to an aerie.
• QL 3+: when you retreat away from a storm falcon
aerie, they cease their attacks.
Hunt: –2
115
Vampire Bat
LP Loss Pain
Like most bats, these large creatures live in caves or
3 LP +1 Pain
empty buildings. They spend their days hanging from
the ceiling, caring for their young, but after sunset they
fly out looking for carrion and small animals to eat.
They attack two-legged creatures only when they feel
disturbed or threatened.
117
Woolly Rhinoceros momentum, and throws its enemies to the ground with
a horn thrust so it can trample them. Subsequent attacks
The woolly rhinoceros makes its home in the steppes and follow the same pattern, but without the run-up.
forest edges of northern Aventuria. These huge, furry
beasts live solitary lives, roaming throughout the steppes Without young to protect, woolly rhinoceri quickly lose
in search of grasses and other plants to eat. They are interest in a fight and retreat. But their form of retreat
harmless creatures in essence, but they are also easily is not the same thing as running away, for they remain
irritated. Something as simple as an unfamiliar sound combat ready at all times. Woolly rhinoceri generally live
or smell can be enough to spook a wooly rhinoceros. as long as 50 years, though individual specimens can live
An angered rhino first lowers its head, charges to build longer.
LP Loss Pain
113 LP (¼) +1 Pain
75 LP (½) +1 Pain
38 LP (¾) +1 Pain
5 LP and less +1 Pain
119
Appendix Fairy Friend
This hero has the sympathy of fairy creatures and quickly
The appendix includes new advantages and earns their respect. Their interactions with the hero
disadvantages, new guidelines for different types and normally range from neutral to friendly. A fairy that is
abilities of creatures, and new rules to make your games already hostile towards the hero is not affected by this
of The Dark Eye more enjoyable. advantage.
Rules: Checks using Fast-Talk (Hard Sell, Subterfuge,
121
disadvantage) ends after one day, unless directed time for stretching and drying, skins may be packed in
otherwise. salt for processing later.
122 Appendix
Rules: To gut an animal, make a Prepare Food (Gutting) Rations of Meat Obtained, by QL
check. Most mammals produce about half their weight
in usable meat. The number of rations obtained varies by QL 1 Normal amount
the animal and the QL of the check. Meat quality depends QL 2 5% more meat than mentioned under Loot
on freshness and the type of animal. If the check fails, QL 3 10% more meat than mentioned under Loot
halve the amount of usable meat and reduce the meat’s
QL 4 15% more meat than mentioned under Loot
quality by one level. If a meat’s quality falls to Inedible
or lower, it can only be eaten by someone with the new QL 5 20% more meat than mentioned under Loot
advantage Iron Stomach (see page 121). Such meat QL 6 25% more meat than mentioned under Loot
might still be usable as dog food or as bait for scavengers,
however. Extracting Poison
Extracting venom from serpents, spiders, and other
A successful check produces more meat rations, creatures is very risky but often produces a valuable
depending on the check’s QL (each QL above 1 increases basic ingredient that healers and alchemists require for
the amount of meat obtained by 5%). their work. Unfortunately, even though the process is
dangerous, most poisons don’t store very well. You must
Quality of Meat keep them cool and transport them carefully just to have
The ease with which one can prepare meat depends on them last a few days. Otherwise, most animal poisons lose
its quality (inedible, tough, medium, or high-quality), and their efficacy within a few hours.
checks using Prepare Food suffer a modifier based on this
quality. The following chart gives examples of the quality Rules: Extracting poison from a living animal is only
of meat obtained from different kinds of animals, along possible if the animal is tame, unconscious, or well
with modifiers, if any. secured, and the hero must possess either the special
ability Milk Poison (Land and Air Creatures) or Milk
Quality Examples Modifiers for Poison (Water Creatures). Some creatures require
Prepare Food additional trade secrets. In the case of dead animals, the
checks GM decides if any poison even remains to be collected.
Inedible Crypt louse -4 Dead animals provide at most one opportunity to extract
poison, since they obviously can’t produce any more, and
Tough Draft oxen -2 the GM can also impose an additional penalty of 2 to the
Medium Beef, chicken +/- 0 required Animal Lore or Fishing check.
High-Quality Quail, pork +2
123
Milking a land or flying creature’s poison glands requires QL for Speeding Up Extraction
a check using Animal Lore (Domesticated Animals, Monsters, QL Time Spent
or Wild Animals). Similarly, water creatures require a
QL 1 Usual time
check using Fishing (Saltwater Animals, Freshwater Animals,
Water Monsters). Failed checks result either in nothing QL 2 10% faster
being collected or else the venom is spilled and wasted. QL 3 20% faster
With botches, heroes inadvertently poison themselves or QL 4 30% faster
unknowingly render the poison inert.
QL 5 40% faster
QL can speed up the extraction of the poison. Each QL QL 6 50% faster
of a successful check reduces the time required by 10%.
This can be a real blessing when dealing with certain live
beasts.
Special Ability:
Milk Poison (Land and Air Animals)
Few Aventurians know how to extract manticore or
Poisons spider venom, or even scorpion venom. You must know
Creature Time Required for how to both handle the animal and milk its poison gland.
Extracting Poison Rules: this special ability lets heroes extract venom from
Ghoul Cannot be extracted poisonous animals and monsters. Extracting poison from
certain animals is a complex procedure that requires an
Manticore 30 minutes additional trade secret. Milk Poison (Land and Air Animals)
Morfu 20 minutes is a new application for Animal Lore.
Brabacuda 1 hour Prerequisites: Animal Lore 8, Treat Poison 4
AP Value: 5 adventure points.
Yellow-Tailed Scorpion 10 minutes
Kvill Adder 5 minutes
Special Ability:
Bird Spider 5 minutes
Milk Poison (Water Animals)
The lakes and oceans of Aventuria teem with life. Some
fishes and other aquatic creatures are poisonous and can
be deadly threats. Characters with the right knowledge
can extract this poison and refine it.
124 Appendix
Rules: With this special ability, heroes can extract venom inconsequential. Nevertheless, we give these creatures
from poisonous aquatic animals and monsters. Extracting a Strength stat for checks and to allow for relative
poison from certain animals is a complex procedure that comparisons. Such creatures have an (s) listed after
requires an additional trade secret. Milk Poison (Water their STR value, denoting that they possess tiny creature
Animals) is a new application of Fishing. strength. The following chart compares the strength of
Prerequisites: Fishing 8, Treat Poison 4 tiny creatures with that of humans.
AP Value: 5 adventure points.
Some skills (primarily Feat of Strength) possessed by
Trophies creatures with tiny creature strength do not equate to
For the families of many commoners, a successful hunt the same skills possessed by larger creatures. The SR of
can mean the difference between life and death, but a tiny creature’s Feat of Strength skill is provided only to
many nobles enjoy hunting in the name of Firun merely allow comparisons with other tiny creatures. A scorpion
to collect trophies such as stags’ antlers, horn plates of could never beat a human in a contest of strength, but it
horned saurians, or even mammoths’ tusks. These items might defeat other arthropods easily!
have value as raw materials, but no market exists for the
trophies themselves. As such, their value can vary widely. Tiny Creature Strength Comparison
For nobles, the act of taking an animal and claiming a Tiny Creature STR Equivalent Human STR
trophy is far more important than anything a merchant
might offer to pay for one. 0 0
1-3 1
Rules: To remove a trophy from a land or air creature, 4-6 2
make a check using Animal Lore (for water animals, use
7-9 3
Fishing) with a bonus of 2 (for having to remove and clean
only one body part). At the GM’s discretion, this check 10-12 4
might suffer a penalty. QL reduces the time necessary to 13-15 5
remove a trophy from a creature’s body.
Swarms
Additional Rules Some tiny creatures simply cannot be fought with a
sword, but are more easily crushed under heel or swatted
by hand. Such creatures are usually dangerous only in
This section includes additional rules and explanations
groups. We call these groups swarms. Only creatures with
for some of the abilities of the creatures presented in this
the size category of tiny can form swarms, and all swarms
book. It also includes rules for insect swarms and rabies,
use the following rules.
and special rules for creatures such as fairies and ghosts.
• Swarm creatures usually attack together. This means
that they attack as one and don’t get as many actions
Strength Ratings for Tiny Creatures as they would if they were acting individually—they
Some tiny creatures (such as insects, small fairies, birds, always take their 1 or more actions together.
housecats, and very small dogs) are so weak when Example: A swarm of 50 Borbarad mosquitoes tries to
compared to humans that their Strength might seem feed on the memories of a mage named Mirhiban. Instead
of making an attack or dodge check for each individual
mosquito, the GM rolls for the whole swarm at once and
Other Uses for Animals treats it as one opponent, no matter if it consists of 10, 50,
In addition to meat, fur, and trophies, animals or 100 of the bloodthirsty fiends.
provide many other useful materials. Tallow and • Swarm creatures can receive a bonus or penalty due
fat are common ingredients in lamp fuel. Horns to their number. This modifier, if any, is mentioned
from red deer can be made into good quality combs, in the creature’s description.
flutes, and other items. Tendons can be fashioned
into tough string or incorporated into bows. Bones To fight a swarm, use the following rules.
can be fashioned into needles, arrowheads, and • First, check whether the swarm is in attack distance.
other useful toolsm, and can be boiled to get at the • The hero may then make an attack using the combat
marrow, to make soup or glue. Almost every part technique Brawling. The GM can also allow the use of
of an animal can be put to some productive use. other combat techniques, if relevant (such as Impact
Barbarians and other so-called primitive peoples Weapons, if wielding a fly swatter).
are experts in making use of the animals they hunt, • If the attack is successful and the swarm fails its
and little goes to waste. The GM decides what can defense, the player rolls for damage.
be obtained from specific dead animals.
125
• If a swarm creature dies from the attack, any surplus
Heroes who survive rabies usually gain immunity to
DP are subtracted from the LP of the next creature
rabies and black rage, and should buy the advantage
in the swarm. Heroes can kill several creatures
Immunity (Rabies) for 3 AP and/or Immunity (Black
in a swarm with a single attack.Example: Geron
Rage) for 2 AP.
Bladebreaker stumbles into a swarm of 20 Borbarad
mosquitoes, which use the swarm rules. Geron’s player
makes a Brawling attack. The attack succeeds and Geron’s
player rolls 5 points of damage. Borbarad mosquitoes have Wound Fever
only 1 LP, so he kills the first one with 1 DP. The next DP Wound fever is feared by warriors and other fighters.
kills the next mosquito, and so on. In accordance with the Infections can lead to fever and strong confusion. Wound
swarm rules, Geron kills 5 Borbarad mosquitoes in a single fever has no mundane treatment. If not addressed with
blow! magic or karmic healing, it either goes away by itself
within 3 days or causes the death of the infected person.
Diseases The disease is transmitted by scavengers, dirty weapons,
Some wild animals and monsters can carry dangerous and dirt in wounds. Undead are also known to carry the
diseases. Rabies is just as feared in Aventuria as it is on disease.
Earth. Wound fever, another common disease, develops Level: 5
from contaminated wounds but is also transmitted by the Progression: On the first day, confusion and trouble
claws of beasts or the undead. This section introduces speaking. Then fever and exhaustion set in. Some
additional diseases for your Dark Eye adventures. All rules patients fall into a restless half-sleep.
for diseases apply (see the Core Rules, page 343). Resistance: Toughness
Incubation Time: 1 day
Rabies Damage: On the first day, 2 levels of Confusion. From the
Rabies can be transmitted by many animals. Foxes, second day on, 2 levels of Stupor and 1D6 DP (ignoring
wolves, dogs, and rats are blamed most often for PRO) per day / On the first day, 1 level of Confusion. From
spreading this disease. Rabies is transmitted through the second day on, 1 level of Stupor and 1D3 DP (ignoring
saliva, which for game purposes means an animal bite. PRO) per day
Survivors usually gain immunity afterwards. Elves rarely Duration: 3 days
catch diseases at all, let alone rabies. Only those infected Causes: Scavenger bites, wounds from dirty weapons,
with rabies can transmit black rabies, a more dangerous poor or no treatment of wounds (1-2 on 1D20, 10%).
version of rabies. Treatment: Bed rest and treatment for fever (1 DP less
Level: 6 per day)
Progression: On the first day, the diseased develops Cure: None, but the Church of Peraine supposedly knows
difficulty swallowing, and later, difficulty breathing. liturgical chants to treat wound fever.
Starting on the third day, the diseased begins to suffer
fever, hallucinations, dulled senses, and regular fits of New General Rules for
frenzy (on a 1 on 1D20, 5%; check once per hour). During
these fits, the diseased suffers the state bloodlust. Creature Types
Resistance: Toughness
Incubation Time: 2 months, or in certain rare cases, up This section includes general rules for chimeras,
to a year daimonids, fairies, ghosts, and undead. For general rules
Damage: From the third day on, 1 level Confusion and for demons and elementals, see the Core Rules, pages 355
2D6+2 DP (ignoring PRO) per day / from the third day on, and 358, respectively.
1 level Confusion and 1D6+1 DP (ignoring PRO) per day
Duration: 7 days / 3 days About Chimeras
Causes: Bite of a rabid animal or an infected person (1-16 Chimeras are created magically from combinations of
on 1D20, 80%) different animals, humans, or plants. Most chimeras
Treatment: Bed rest and treatment of fever (1 DP less incorporate parts from wild beasts chosen to serve well
per day), use of restraints to protect the diseased and the in combat and guard duties. Intelligence varies by type,
immediate vicinity. and chimeras with low intelligence can be somewhat
Antidote: Ingestion of a dose of joruga oil protects from unpredictable.
infection for 4 months. Taking a triple dose within 4
hours after a bite reduces the chance of infection to 20% The following general rules apply to chimeras.
(1-4 on 1D20). • Chimeras are affected by conditions normally.
126 Appendix
• When injured, chimeras suffer the condition Pain (see The following general rules appy to fairies.
Core Rules, page 33). • Fairies are affected by conditions normally.
• Chimeras exist physically on Dere and thus can be • When injured, fairies suffer the condition Pain (see the
injured in the usual ways. Core Rules, page 33).
• When killed, chimeras leave a corpse behind. • Fairies exist physically on Dere, and can be injured in
• Blessed weapons dedicated to gods of life (such as Tsa) the usual ways.
cause double damage to chimeras. Roll for damage, • When killed, fairies leave either a corpse or fairy dust
double the result, and then apply PRO, if any. behind. In some cases, the fairy’s soul returns to the
• Spells, liturgical chants, blessed weapons dedicated to globule to rise again. Strange or even dangerous
any other gods, and mundane and magical weapons magical phenomena can occur when fairies die, as
all cause regular damage to chimeras. their bodies and minds are strongly infused with
• Chimeras have no immunity to any property of magic. magic.
• Chimeras are not normally immune to poisons and • Mundane, blessed, and magical weapons cause no
diseases, although some are. Any such immunity is damage to fairies.
mentioned in an individual chimera’s description. • Attacks with spells and liturgical chants can have a
• Chimeras normally cannot benefit from liturgical stronger or weaker effect than usual (GM choice).
chants. • Fairies are immune to spells with the property Illusion,
• Most chimeras cannot reproduce. as they can always see the magical nature of things
and can see through all illusions.
About Daimonids • Fairies are immune to poisons and diseases.
Like chimeras, daimonids are created artificially, but • Normally, fairies cannot benefit from liturgical chants,
some part of their form is demonic in origin. although there are some exceptions.
• While on Dere, fairies benefit from Regeneration
The following general rules apply to daimonids. Phases in the normal way, but when in their home
• Daimonids are affected by conditions normally. realm, they regenerate faster (regaining 5D6 LP and
• When injured, daimonids suffer the condition Pain 5D6 AE per Regeneration Phase).
(see the Core Rules, page 33).
• Daimonids exist physically on Dere, and can be About Ghosts
injured in the usual ways. Ghosts are the restless souls of the dead, and as such do
• When killed, daimonids leave a corpse behind. not have bodies. They sometimes possess the bodies of the
• Mundane, blessed, and magical weapons cause full living, but killing or destroying a host body does not also
damage to daimonids. destroy the ghost.
• Blessed weapons (of any god) cause double damage
to daimonids. Roll for damage, double the result, and The following general rules apply to ghosts.
then apply PRO, if any. • Ghosts can only suffer the conditions of Fear, Pain, and
• Daimonids are immune to spells with the properties Confusion.
Influence and Transformation. • Ghosts do not suffer the condition Pain from low LP
• Daimonids are not normally immune to poisons and (see Core Rules, page 245).
diseases, although some are. Any such immunity is • Ghosts are incorporeal and can walk through solid
mentioned in an individual daimonid’s description. matter, float up into the air, or sink into the ground,
• Daimonids normally cannot benefit but some do not do so, for reasons of
from liturgical chants. habit.
• Most daimonids cannot reproduce. Ghosts can • When ghosts are killed, nothing
• Daimonids have exceptional experience Pain or physical remains.
regenerative powers. When rolling Fear in the presence • Ghosts are not affected by mundane
for regeneration, double the result. of certain holy weapons.
objects, spells, and • Blessed weapons dedicated to gods of
About Fairies liturgical chants, even death (such as Boron or Tairach) affect
Fairies come from a magical globule, a if the ghost does not ghosts normally.
hidden world that exists between the currently possess a • Spells, liturgical chants, blessed
Spheres. They visit Dere via fairy gates weapons dedicated to any other
body that is capable
and are able to take physical form here gods, and magical weapons cause half
of feeling pain. damage to ghosts. Roll for damage,
even if they do not have bodies in their
home realm. halve the result, and then apply PRO,
if any.
127
• Ghosts are immune to spells with the properties • Undead exist physically on Dere and can be injured in
Healing, Illusion, Telekinesis, and Transformation. the usual ways.
• Ghosts are immune to poisons and diseases. • Blessed weapons dedicated to gods of death (such
• Normally, ghosts cannot benefit from liturgical as Boron or Tairach) inflict double damage. Roll for
chants, although there are exceptions. damage, double the result, and then apply PRO, if
• Ghosts perceive the world with magical senses and do any.
not need light or sensory organs such as ears or eyes. • Spells, liturgical chants, blessed weapons dedicated to
Their senses have a range of about 200 yards. any other gods, and mundane and magical weapons
• Ghosts benefit from Regeneration Phases in the usual all affect undead normally.
way, and do not need to sleep. • Ghosts are immune to spells with the properties
• Ghosts do not fear death, as they are already dead. Healing, Influence, and Illusion.
• Undead are immune to poisons and diseases.
About Undead • Undead cannot benefit from liturgical chants.
Necromancers create undead to serve as loyal fighters, • Undead perceive the world with magical senses, and
guards, or laborers. Free undead have no masters and are do not need light or sensory organs such as ears or
driven simply by an insatiable hatred for everything that eyes. Their senses have a range of about 200 yards.
lives. • When exposed to direct sunlight, undead lose LP
every CR. The exact amount lost is given in the
The following general rules apply to the undead. individual undead’s description.
• Undead can only suffer the condition Paralysis. • Undead lose 1D6 permanent LP per month of their
• When injured, undead do not suffer the condition Pain existence, and eventually return to dust.
(see Core Rules, page 33). • Undead cannot benefit from Regeneration Phases.
128 Appendix
The Aventurian Bestiary
Demon hunter. Chimera killer. Dragon slayer. Titles that
bring honor and glory… But to claim one of these awe-
inspiring titles, heroes must defeat these beasts. Many
adventurers have dreamed of slaying a giant wyvern and
plundering its ancient hoard, but dragon-slaying is no easy
task!