Creatures G

Gargoyle

Characteristics

STR CON DEX SIZ INT CHA POW
5D6+12 3D6 3D6 5D6 1D6 1D6 3D6
29 11 11 17 4 4 11

Attributes

Hit Points Damage Modifier Magic Points 11 MR Armour Loot
14 +2D6 11 15m, 20m flying if have wings Tough Hide (AP 6) 0

Skills

Resistances: Dodge 25%, Persistence 40%, Resilience 40%.

Knowledge: Natural Lore 40%.

Practical: Athletics 40%, Deception 30%, Perception 40%.

Combat

Unarmed Combat 50%: Claw (1D6+2D6).

Magic

Gargoyles do not learn magic.

Special Rules

Statue-Like Stillness. The Gargoyle has a 50% modifier when using Deception to appear like a statue upon inspection.

Ghoul

Characteristics

STR CON DEX SIZ POW INT CHA
4D6 3D6 3D6 2D6+6 3D6 3D6 1D6
14 11 11 13 11 11 4

Attributes

Hit Points Damage Modifier Magic Points MR Armour Loot
12 +1D4 11 15m None 1

Skills

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

Knowledge: Lore (Undead) 75%.

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

Combat

Ranged Combat special see below: Howl (see Demoralise below).

Unarmed Combat 60%: Claw (1D4+1D4), Bite (1D6+1D4+poison).

A ghoul is able to use its howl once per combat round, in addition to either a Claw or Bite attack.

Magic

Ghouls learn Personal Magic from each-other, with the occasional powerful leader becoming a shaman or priest of some evil cannibal religion.

Personal Magic 40%: Sap Energy, Scare.

Special Rules

Ghoul Venom

Type: Ingested or smeared.

Delay: 1D3 Combat Rounds.

Potency: 22.

Full Effect: Paralysis.

Duration: 1D10 hours or until healing is administered that restores at least 1 Hit Point.

Ghoul Howl: Ghouls employ a blood-chilling howl in combat. When a ghoul howls, every creature in a radius equal to the ghoul’s POW in metres becomes Demoralised (as the Personal Magic spell). This costs the ghoul no magic points and does not require a skill test to use successfully.

Giant

The following Characteristics are for a giant that stands six metres tall. For every additional two metres of height, a giant rolls an additional 3D6+6 for STR, 2D6+6 for CON and 3D6+6 for SIZ.

Characteristics

STR CON DEX SIZ INT POW CHA
9D6+18 6D6+18 2D6+3 9D6+18 3D6 3D6 2D6
49 39 10 49 11 11 7

Attributes

Hit Points Damage Modifier Magic Points MR Armour Loot
44  +5D6 11 30m Tough Hide
(AP 3)
4

Skills

Resistances: Dodge 10%, Persistence 25%, Resilience 80%.

Knowledge: Natural lore 20%.

Practical: Athletics 50%, Deception 5%, Perception 40%.

Combat

Close Combat 90%: Huge Club (2D6+5D6)

Giants tend to use mighty clubs (and sometimes even tree trunks that do 3d6 damage + damage modifier) in battle.

Ranged Combat 35%: Thrown Boulder (2D6+5D6, 1CR, 100m).

Unarmed Combat 75%: Stomp (1D6+5D6).

Magic

Giants tend to learn the magic of those Cultures nearest them. Giants who are isolated in the mountains learn Personal Magic, with more powerful individuals becoming Shamans.  There is also the mysterious Builder Religion that some more intelligent members of the species belong to.

Initiate of the Builder Religion

Personal Magic Casting 33%: Weapon Enhance 3, Strength 5.

Divine Magic: Quicksand, Repair and Replace.

Goblin

Characteristics

STR CON DEX SIZ INT POW CHA
2D6+3 2D6+3 5D6 2D6 3D6 2D6+3 2D6
10 10 17 7 11 10 7

 

Attributes

Hit Points Damage Modifier Magic Points MR Armour Loot
9 0 10 15m Leather (2 AP) 1

Skills

Resistances: Dodge 50%, Persistence 20%, Resilience 35%.

Knowledge: Natural lore 50%.

Practical: Athletics 50%, Perception 35%, Deception 75%, Mechanisms 50%.

Combat

Close Combat 40%: Short spear (1D6), Buckler (1D4).

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

Magic

None normally.

Special Rules

Night Sight. Goblins can see at night as if it was day.

Gorgon

Characteristics

STR CON DEX SIZ INT POW CHA
4D6 3D6+6 3D6+6 4D6 3D6 1D6+12 1D6
14 17 17 14 11 16 4

 

Attributes

Hit Points Damage Modifier Magic Points MR Armour Loot
16 +1D4 16 15m on land, 20m when flying Scales (AP 8) 5

Skills

Resistances: Dodge 50%, Persistence 35%, Resilience 45%.

Knowledge: N/A.

Practical: Athletics 65%, Deception 60%, Perception 50%.

Combat

Ranged Combat Special see below: Gaze attack (Petrification).

Unarmed Combat 75%: Talons (1D6+1D4), Serpent hair (1D4+poison).

Gorgons attack using their gaze at the beginning of the combat round (see below) and then have one combat attack (either Talon or Serpents) as usual.

Magic

Gorgons have at least 10 magnitude of Personal Magic or Sorcery or Divine Magic. They are usually Priestesses or Adepts, with a casting skill of 75%.

Priestess of the Serpent Religion

Personal Magic 75%: Weapon Enhance 4, Heal 5.

Divine Magic: Absorption 3, Fear, Heal Body.

Special Rules

Petrifying Gaze Attack. The Gorgon’s gaze attack is an automatic attack at the beginning of every round. Every susceptible creature must make an opposed Resilience test against the Gorgon’s Persistence or be turned to stone.

Gorgon Serpent Venom

Type: Ingested or smeared.

Delay: 1D3 Combat Rounds.

Potency: 34.

Full Effect: 1D3 Hit Point damage, applies –3 penalty to victim’s CON.

Duration: 6D10 minutes.

Griffin

Characteristics

STR CON DEX SIZ INT POW CHA
8D6 3D6+12 3D6+12 8D6 6 2D6+6 7
28 22 22 28 6 13 7

Attributes

Hit Points Damage Modifier Magic Points MR Armour Loot
25 +2D6 13 20m on land, 30m when flying Tough Hide (AP 3) 0

Skills

Resistances: Dodge 40%, Persistence 80%, Resilience 70%.

Knowledge: Natural lore 60%.

Practical: Athletics 80%, Deception 30%, Perception 50%.

Combat

Unarmed Combat 70%: Bite (1D8+2D6), Claw (1D6+2D6).