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.