Creatures H to M
Hippogriff
Characteristics
STR | CON | DEX | SIZ | INT | POW | CHA |
4D6+24 | 3D6+6 | 3D6+6 | 4D6+18 | 7 | 2D6+6 | 5 |
38 | 17 | 17 | 32 | 7 | 13 | 5 |
Attributes
Hit Points | Damage Modifier | Magic Points | MR | Armour | Loot |
25 | +3D6 | 13 | 20m on land, 37m when flying | Hide (1 AP) |
0 |
Skills
Resistances: Dodge 40%, Persistence 40%, Resilience 50%.
Knowledge: Natural lore 60%.
Practical: Athletics 50%, Deception 10%, Perception 60%.
Combat
Unarmed Combat 60%: Fore claw (2D6 +3D6), Bite (1D8 +3D6).
Lizardman
Characteristics
STR | CON | DEX | SIZ | INT | POW | CHA |
3D6+6 | 3D6 | 2D6+3 | 3D6 | 2D6+6 | 3D6 | 2D6 |
17 | 11 | 10 | 11 | 13 | 11 | 7 |
Attributes
Hit Points | Damage Modifier | Magic Points | MR | Armour | Loot |
11 | +1D4 | 11 | 15m | Scales (2 AP) |
3 |
Skills
Resistances: Dodge 45% Persistence 25% Resilience 30%.
Knowledge: Natural lore 45%.
Practical: Athletics 45%, Deception 35%, Perception 35%.
Combat
Close Combat 45%: Battleaxe (1D8+1D4).
Ranged Combat 35%: Sling (1D6+1D4, 1 CR, 50m).
Unarmed Combat 25%: Bite (1D6+1D4).
Magic
Initiate of the Crocodile God
Personal Magic 33%: Heal 2, Weapon Enhance 2.
Merpeople
Characteristics
STR | CON | DEX | SIZ | INT | POW | CHA |
3D6+3 | 3D6 | 2D6+6 | 3D6+6 | 3D6 | 3D6 | 3D6 |
14 | 11 | 13 | 17 | 11 | 11 | 11 |
Attributes
Hit Points | Damage Modifier | Magic Points | MR | Armour | Loot |
14 | +1D6 | 11 | 20m Swimming, 7m on land as it crawls along. | None | 1 |
Skills
Resistances: Dodge 30%, Persistence 30%, Resilience 30%.
Knowledge: Natural Lore 80%.
Practical: Athletics 60%, Deception 30%, Perception 50%.
Combat
Close Combat 35%: Long spear (1D8+1D6), Dagger (1D4+1+1D6).
Magic
Merpeople typically join the religion of the Sea Goddess.
Initiate of the Sea Goddess
Personal Magic 33%: Beast Call [2], Weapon Enhance 3
Divine Magic: Call Small Undine 1
Special Rules
Merpeople can breathe underwater as well as in the air when they surface.
Manticore
Characteristics
STR | CON | DEX | SIZ | INT | POW | CHA |
4D6+12 | 4D6+6 | 3D6 | 4D6+12 | 3D6 | 3D6 | 7 |
26 | 20 | 11 | 26 | 11 | 11 | 7 |
Attributes
Hit Points | Damage Modifier | Magic Points | MR | Loot |
23 | +2D6 | 11 | 20m | 4 |
Skills
Resistances: Dodge 25%, Persistence 65%, Resilience 45%.
Practical: Athletics 25%, Deception 50%, Perception 60%.
Combat
Unarmed Combat 75%: Claw (1D6+2D6), Gore (1D8+2D6), Poison Sting (1D6+2D6+poison).
Magic
Only if someone has been stupid enough to teach it some.
Special Rules
Manticore poison.
Type: Ingested.
Delay: 1D3 Combat Rounds.
Potency: 50.
Full Effect: 1D4 Hit Point damage, applies –3 penalty to victim’s CON.
Duration: 5D10 minutes.
Minotaur
Characteristics
STR | CON | DEX | SIZ | INT | POW | CHA |
3D6+12 | 1D6+12 | 3D6 | 3D6+12 | 2D6 | 3D6 | 2D6 |
23 | 16 | 11 | 23 | 7 | 11 | 7 |
Attributes
Hit Points | Damage Modifier | Magic Points | MR | Armour | Loot |
20 | +2D6 | 11 | 20m | Tough hide (3AP) | 3 |
Skills
Resistances: Dodge 60%, Persistence 40%, Resilience 75%.
Knowledge: Natural Lore 65%.
Practical: Athletics 60%, Deception 10%, Perception 40%.
Combat
Close Combat 60%: Great Axe (2D8+2D6).
Unarmed Combat 60%: Gore (1D6+2D6), Head Butt (1D6+2D6).
Magic
Minotaurs tend to join Earth or Nature religions and learn Battle and Divine magic from them.
Initiate of the Bull Lord
Personal Magic Casting 33%: Beast Call [2], Fanaticism [2].
Divine Magic: Berserk.
Mummy
Characteristics
STR | CON | DEX | SIZ | INT | POW | CHA |
3D6+12 | 3D6+12 | 2D6 | 2D6+6 | 2D6+6 | 0 | 1 |
23 | 23 | 7 | 13 | 13 | 0 | 1 |
Attributes
Hit Points | Damage Modifier | Magic Points | MR | Armour | Loot |
18 | +1D6 | 0 (See below) | 15m | Tough Skin (2AP) | 4 |
Skills
Resistances: Dodge 30%, Persistence 80% (+immune to mind control magic), Resilience 50% (+ mummies are immune to natural Disease and Poison).
Knowledge: Lore (Undead) 65%.
Practical: Athletics 10%, Deception 10%, Perception 40%.
Combat
Close Combat 80%: War Maul (2D8+1D6).
Unarmed Combat 60%: Fist (1D6+1D6).
Magic
Since mummies are POW-less, they never have Personal Magic. Mummies who were priests in their previous lives may have Divine Magic, and mummies who know sorcery will always know at least one Tap spell to gain Magic Points to fuel their spells.
Undead Sorcerer. Sorcery Casting 75%: Tap POW, Mirage, Neutralise Magic, Venom.
Special Rules
An Ignite spell will work on a mummy’s body. A strike with a fiery weapon, such as a sword with a Fireblade spell on it, or even a torch, will ignite the mummy if the hit causes damage. The damage done by the initial hit is taken each combat round as fire damage unless the fire is put out. To put out a fire, the mummy must take one combat round to roll on the ground or immerse itself in water. During this time, it may not make any other actions or reactions.
Healing spells are ineffective on mummies, though a Repair spell will fix any damage done (in 1D10 hit point increments).
When a creature becomes a mummy, its STR and CON are doubled. The statistics above represent a human mummy, though any sentient creature willing to undergo the process may become a mummy.