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.