Creatures A to C

Basilisk

Characteristics

STR CON DEX SIZ INT POW CHA
2D3 2D6+6 2D6 1D3 3 1D6+12 3
4 13 7 2 3 16 3

Attributes

Hit Points Damage Modifier Magic Points MR Armour Loot
8 -1D6 16  15m Scales (2pt) 5

Skills

Resistances: Dodge 30%, Persistence 50%, Resilience 70%.

Practical: Athletics 60%, Deception 40%.

Knowledge: Natural lore 40%.

Combat

Ranged Combat 100%: Gaze (Death, 1 CR, Range: POW in metres).

Unarmed Combat 30%: Bite (1D6–1D6+poison).

Note: The basilisk can attack with both gaze and bite simultaneously in the same action.

Magic

Basilisks do not learn magic.

Special Rules

Corrosive Blood: Any non-magical weapon hitting the basilisk corrodes in the creature’s blood, completely disintegrating after 1D4 rounds.

The basilisk’s poison and corrosive blood are magical effects, which lose their special properties a few minutes after leaving the basilisk’s body, making it virtually impossible to use the creature as a source for making lethal compounds.

Basilisk Venom

Type: Ingested or smeared.

Delay: Immediate.

Potency: 65.

Full Effect: 1D4 Hit Point damage, applies –6 penalty to victim’s CON.

Duration: 6D10 minutes.

Death Gaze: A basilisk can kill with a glance. In combat, the basilisk glares at a single opponent each round. If the basilisk overcomes the target in an opposed test of its Persistence against the target’s Resilience, the target dies instantly. Using the gaze attack costs no magic points, and the basilisk may normally attack in any round in which it uses the gaze attack. This attack penetrates magical defences as if it were a Magnitude 6 Personal Magic spell. If the target successfully resists the gaze attack, they are unharmed, though they may be targeted again.

Bloodweed

Fast-moving and agile, they either charge up to their victims or creep up using plant overgrowth as cover (+25 to Deception if plant cover is available).

Characteristics

STR DEX CON SIZ INT POW CHA
2D6+6 3D6+6 3D6+6 3D6+6 5 3D6 0
13 17 17 17 5 11 0

Attributes

Hit Points Damage Modifier Magic Points MR Armour Loot
17 +1D4 11 20m Tough ‘bark’
(4AP)
0

Skills

Resistances: Dodge 90%, Persistence 80%, Resilience 90%.

Practical: Athletics 90%, Deception 90%, Perception 35%.

Combat

Unarmed Combat 90%: Grapple, then inflict pain (Choke attack), Bloodsucking bite (1D4 +1D4+ 1D6 Magic Point drain).

Special Rules

Bloodsucking bite, the bloodweed’s bite causes blood loss which also drains 1D6 Magic Points.

Beastling

Characteristics

STR CON DEX SIZ INT POW CHA
2D6+6 1D6+12 3D6 1D6+12 2D6+6 3D6 2D6
13 16 11 16 13 11 7

Attributes

Hit Points Damage Modifier Magic Points MR Armour Loot
16 +1D4 11 15m Leather (AP 2) 2

Skills

Resistances: Dodge 40%, Persistence 30%, Resilience 30%.

Knowledge: Natural Lore 70%.

Practical: Deception 40%.

Combat

Close Combat 50%: Club (1D6+1D4), Short spear (1D6+1D4), Target Shield (1D6+1D4).

Ranged Combat 50%: Sling (1D6+1D4, 1 CR, 50m).

Unarmed Combat 60%: Head Butt (1D6+1D4).

Magic

Beastlings are usually members of a Nature religion.

Initiate of the Earth Mother

Personal Magic 33%: Heal 2, Protection 2.

Divine Magic: Berserk.

Centaur

Characteristics

STR CON DEX SIZ INT POW CHA
3D6+6 3D6 3D6+3 4D6+12 2D6+6 3D6 3D6
17 11 14 26 13 11 11

Attributes

Hit Points Damage Modifier Magic Points MR Armour Loot
19 +1D6 11 20m Leather (AP 2) 2

Skills

Resistances: Dodge 30%, Persistence 45%, Resilience 60%.

Knowledge: Natural lore 60%.

Practical: Athletics 60%, Performance 50%, Deception 30%, Perception 40%.

Combat

Ranged Combat 70%: Long Bow (2D8+1D6, 1 CR, 150m).

Close Combat 40%: Lance (1D10+1D6), Target Shield (1D6+1D6 , War Sword (1D8+1D6).

Unarmed Combat 40%: Kick (1D6+1D6).

Magic

Centaurs are usually members of Earth and Nature religion and learn Personal Magic and Divine Magic from these.

Initiate of the Earth Mother

Personal Magic 40%:  Heal 4, Protection 2.

Divine Magic: Berserk.

Chreker

Characteristics

STR DEX CON SIZ INT POW CHA
2D6 4D6+6 2D6+3 2D6+3 3D6 3D6 2D6
7 20 10 10 11 11 7

Attributes

Hit Points Damage Modifier Magic Points MR Armour Loot
10 0 11 20m Fly None 0

Skills

Resistances: Dodge 85%, Persistence 50%, Resilience 50%.

Practical: Athletics 90%, Deception 90%, Perception 50%.

Combat

Unarmed Combat 50%: Claws (1D4).

Magic

Normally none, but a chreker who is valued by its master may be taught 1D6+3 magnitude of Personal Magic.