Creatures N to T
Nymphs
Killing a nymph’s physical body sends it back to the magic world to regenerate. The nymph, if unmolested in the magic world, will form a new body in her special place after 2D6 days, provided the place remains intact.
Dryad
A dryad is a nymph of a particular area of woodland, a grove of a radius in metres equal to twice her POW. The dryad cannot leave this territory. If she does, her physical body disintegrates into leaves and flowers, to reform in the magic world as above. Within a dryad’s grove is a particular tree that they are mystically linked to; they will endure for as long as their personal tree endures, and no longer.
A dryad can form or dissolve her body by stepping out of or into this tree, though if a dryad’s body is destroyed, it takes her time (as for any nymph) to form another.
Characteristics
STR | CON | DEX | SIZ | INT | POW | CHA |
2D6 | 3D6 | 4D6 | 2D6+3 | 3D6+6 | 2D6+15 | 2D6+12 |
7 | 11 | 14 | 10 | 17 | 22 | 19 |
Attributes
Hit Points | Damage Modifier | Magic Points | MR | Armour | Loot |
11 | 0 | 22 | 15m | 0 | 1 |
Skills
Resistances: Dodge 50%, Persistence 60%, Resilience 40%.
Knowledge: Natural Lore 60%.
Practical: Perception 50%, Performance 50%, Deception 50%.
Combat
Close Combat 40%: Quarterstaff (1D8).
Magic
Personal Magic 60%: Befuddle, Clear Path, Countermagic, Detect Magic, Enhance Performance, Enhance Deception, Light
Special Rules
A dryad controls all of the plants within her grove. She can cause them to move slowly, grow surprisingly rapidly, or blossom or bear fruit out of season. This power cannot be used as a direct attack.
Hag
Hags embody darkness and shadows. Hags are associated with caves and other dark areas seldom exposed to direct sunlight. A hag can only leave her domain when it is night and must return there before dawn; if she does not, her physical body is destroyed.
A hag’s body is also destroyed if she is struck by direct sunlight. A hag may form and dissolve her body at will, although if her body is destroyed, it takes a hag time (as for any nymph) to form another.
Characteristics
STR | CON | DEX | SIZ | INT | POW | CHA |
6D6 | 3D6 | 3D6 | 3D6 | 2D6+12 | 2D6+21 | 1D6 |
21 | 11 | 11 | 11 | 19 | 28 | 3 |
Attributes
Hit Points | Damage Modifier | Magic Points | MR | Armour | Loot |
11 | +1D6 | 28 | 15m | 0 | 3 |
Skills
Resistances: Dodge 50%, Persistence 60%, Resilience 40%.
Knowledge: Lore (Magic) 40%, Lore (Undead) 40%, Natural Lore 40%.
Practical: Perception 50%, Deception 110%.
Combat
Close Combat 55%: Claw (2D6).
Magic
Personal Magic 75%: Befuddle, Countermagic, Darkwall, Detect Magic, Disruption, Enhance Deception, Extinguish, Hinder Perception
Special Rules
A hag can create a shade out of the darkness of her lair. Doing this costs one magic point per point of SIZ the shade has. A hag can only manifest one shade at a time, though if it is destroyed she can create another.
Naiad
Naiads are nymphs of the water, whether a particular stream, stretch of river, lake, swamp or, occasionally, a part of the coastline.
For every ten metres a naiad moves from her body of water, she loses a magic point. If she reaches zero magic points, her body collapses into a pool of water and her spirit returns to her domain. A naiad can only regain magic points when completely submerged in water.
Characteristics
STR | CON | DEX | SIZ | INT | POW | CHA |
4D6 | 3D6 | 4D6 | 2D6+3 | 3D6+6 | 2D6+18 | 2D6+12 |
14 | 11 | 14 | 9 | 17 | 25 | 19 |
Attributes
Hit Points | Damage Modifier | Magic Points | MR | Armour | Loot |
10 | 0 | 25 | 15m | 0 | 1 |
Skills
Resistances: Dodge 80%, Persistence 70%, Resilience 60%.
Knowledge: Natural Lore 40%.
Practical: Perception 40%, Performance 40%, Stealth 65%.
Combat
Close Combat 40%: Shortspear (1D6).
Ranged Combat 40%: Javelin (1D6).
Magic
Personal Magic 60%: Befuddle, Countermagic, Dull Weapon, Detect Magic, Enhance Performance, Extinguish, Heal, Protection, Slow, Water Breath
Special Rules
A naiad can transform herself into an undine. Doing this takes a round and costs one magic point per point of SIZ the undine has. If the undine is destroyed, the naiad is unharmed but is immediately forced back to her own body of water.
Oread
An oread is a nymph associated with a particular hill, mountain, or valley. For every ten metres an oread moves from her domain, she loses a magic point. If she reaches zero magic points, her body turns to stone and her spirit returns home.
Characteristics
STR | CON | DEX | SIZ | INT | POW | CHA |
2D6 | 3D6+3 | 3D6+6 | 2D6+3 | 3D6+3 | 2D6+15 | 2D6+9 |
7 | 12 | 17 | 9 | 14 | 22 | 15 |
Attributes
Hit Points | Damage Modifier | Magic Points | MR | Armour | Loot |
11 | 0 | 25 | 15m | 0 | 1 |
Skills
Resistances: Dodge 40%, Persistence 30%, Resilience 50%.
Knowledge: Natural Lore 40%.
Practical: Perception 50%, Performance 50%, Deception 80%.
Combat
Close Combat 35%: Unarmed (1D6).
Ranged Combat 40%: Rock (1D4).
Magic
Personal Magic 70%: Countermagic, Dull Weapon, Detect Magic, Extinguish, Pierce, Protection, Repair, Slow, Vigour, Weapon Enhance
Special Rules
An oread can transform herself into a gnome. Doing this takes a round and costs 1 magic point per point of SIZ the gnome has. If the gnome is destroyed, the oread is unharmed but is immediately forced back to her own hill, mountain or valley.
Orc
Characteristics
STR | CON | DEX | SIZ | INT | POW | CHA |
4D6 | 3D6 | 4D6 | 2D6+3 | 3D6 | 2D6+3 | 2D6 |
14 | 11 | 14 | 10 | 11 | 10 | 7 |
Attributes
Hit Points | Damage Modifier | Magic Points | MR | Armour | Loot |
11 | 0 | 10 | 15m | Leather (2 AP) | 2 |
Skills
Resistances: Dodge 35%, Persistence 35%, Resilience 35%.
Knowledge: Craft 40%.
Practical: Athletics 35%, Deception 45%, Perception 45%.
Combat
Close Combat 40%: Scimitar (1D8), Target Shield (1D6).
Ranged Combat 50%: Short Bow (1D8, 1 CR, 75m).
Magic
Orcs usually worship evil or warlike deities and are members of their cults.
They also have Night Vision so they can see in the Dark as if it was the day.
Pentaghast
Characteristics
STR | DEX | CON | SIZ | INT | POW | CHA |
3D6+6 | 4D6+6 | 4D6+6 | 2D6+6 | 6D6 | 3D6+6 | 3D6+6 |
17 | 20 | 20 | 13 | 21 | 20 | 20 |
Attributes
Hit Points | Damage Modifier | Magic Points | MR | Armour | Loot |
17 | +1D4 | 20 | 15m | Fur (2 AP) + immune to non-magical damage | 0 |
Skills
Resistances: Dodge 90%, Persistence 100%, Resilience 100%.
Practical: Athletics 100%, Deception 100%.
Knowledge: Obscure Practical Jokes 100%.
Combat
Unarmed Combat 80%: Kick (1D6+1D4), Bite (1D8+1D4).
Special Rules
Scream. Anyone in an area of fifty meters who can hear the Pentaghast’s scream is subject to nausea and vomiting for 1D4 rounds on a failed Resilience roll. Once the targets have either successfully or unsuccessfully resisted the scream, they are no longer affected by it. Mocking laughter. Anyone who can hear the pentaghast’s terrible laughter is subject to a Demoralize spell. The demon can laugh once every two combat rounds.
Create Puppet. Once per day a pentaghast is able to create a humanoid puppet out of dung. The puppet is guided by the pentaghast’s will. Use a standard species template (e.g. human, dwarf, elf, orc, etc..) to provide stats and base skills for the puppet, but use the knowledge skills of the demon. Such puppets tend to be heavily scented with perfume, to hide the smell of the dung, so are only detected on a successful Perception test.
The Gift of Tongues. The Pentaghast is able to speak all languages and mimic flawlessly the speech of any person it has previously heard.
Damage Immunity. The Pentaghast is only damaged by magic and is immune to non-magical poisons and disease.
Pixie
Characteristics
STR | CON | DEX | SIZ | INT | POW | CHA |
2D3 | 3D6 | 4D6 | 1D6 | 3D6 | 2D6+6 | 3D6 |
4 | 11 | 14 | 4 | 11 | 13 | 11 |
Attributes
Hit Points | Damage Modifier | Magic Points | MR | Armour | Loot |
8 | -1D6 | 13 | 15m, 30m when flying | None | 0 |
Skills
Resistances: Dodge 60%, Persistence 60%, Resilience 20%.
Knowledge: Natural lore 80%.
Practical: Athletics 60%, Deception 60%, Perception 60%.
Combat
Close Combat 10%: Dagger (1D4+1-1D6).
Ranged Combat 25%: Sling (1D6).
Magic
Pixies are highly magical and know at least ten magnitude points of Personal Magic.
Personal Magic 85%: Befuddle, Babel, Demoralise, Fist of Gold, Glue
In addition they know the Divine Magic spell Mischief that they can cast at will.
Troll
Characteristics
STR | CON | DEX | SIZ | INT | POW | CHA |
4D6+12 | 3D6+9 | 2D6 | 4D6+12 | 1D6+3 | 3D6 | 2D6 |
26 | 20 | 7 | 26 | 6 | 11 | 7 |
Attributes
Hit Points | Damage Modifier | Magic Points | MR | Armour | Loot |
23 | +2D6 | 11 | 23m | Tough hide (3AP) | 1 |
Skills
Resistances: Dodge 25%, Persistence 25%, Resilience 60%.
Knowledge: Nature Lore 40%.
Practical: Athletics 20%, Deception 20%, Perception 20%.
Combat
Close Combat 40%: Club (1D6+2D6).
Unarmed Combat 40%: Claw (1D6+2D6).
The troll may attack with either club or claw as its action during a combat round, but not both.
Magic
None.
Special Rules
Trolls regenerate damage done to them quite quickly. They heal 1D6 Hit Points per Combat Round. This regeneration will not work on damage caused by fire.
Trolls also have Night Vision so they can see in the Dark as if it was the day.