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.