Creatures U to X

Unicorn

Characteristics

STR CON DEX SIZ INT POW CHA
2D6+12 3D6+12 3D6+3 2D6+12 2D6+6 2D6+12 3D6+6
19 22 13 19 13 19 17

Attributes

Hit Points Damage Modifier Magic Points MR Armour Loot
21 +1D6 19 30m Hide
(1 AP)
0

Skills

Resistances: Dodge 40%, Persistence 60%, Resilience 60%.

Knowledge: Natural Lore 40%.

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

Combat

Unarmed Combat 60%: Horn (1D8+1D6), Kick (2D6+1D6).

Magic

Unicorns rarely learn magic.

Special Rule

A unicorn can heal wounds by touching them, exactly as the Heal 8 spell, save that it costs the unicorn only 6 magic points and any requisite casting tests automatically succeed.

Vampire

Characteristics

STR CON DEX SIZ INT POW CHA
3D6+12 3D6+12 3D6 2D6+6 2D6+6 0 3D6
23 23 11 13 13 0 11

Attributes

Hit Points Damage Modifier Magic Points MR Armour Loot
18 +1D6 0 (see below) 15m Chainmail (5AP) 4

Skills

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

Knowledge: Culture (Local) 80%.

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

Combat

Close Combat 50%: Longsword (1D8+1D6), Target Shield (1D6+1D6).

Unarmed Combat 60%: Bite (1D6 + Magic Point drain, see below).

Magic

Some Vampires are highly magical and will either be a priest of an appropriate death religion or make use of sorcery.  Priests will have at least 10 points of magnitude of spells and Sorcerers will know at least five spells

Vampire Lord Priest

Personal Magic Casting 75%: Darkwall, Tongues.

Divine Magic: Fear, Touch of Death.

Vampire Lord Sorcerer

Sorcery Casting 75%: Dominate Humans, Energy Projection (Cold), Mystic Vision, Neutralise Magic, Venom.

Special rules

Night vision. Vampires can see in the dark and at night as if it were day by sensing life energy.

Magic Point Drain. A vampire does not regenerate Hit Points or Magic Points normally. Instead, they must take them from other beings by draining their blood. On a successful bite attack, the vampire will hang on and drain D6 Magic Points from the victim every round. Each drained Magic Point gives the vampire one Hit Point or Magic Point (vampire’s choice). When the Vampire drains the victim’s Magic Points to 0, the victim falls unconscious, as normal, and the vampire can choose to carry on draining blood, except now it’s the victim’s permanent POW that is drained.

Shapeshifting. Vampires have the ability to shapeshift into mist at will. As a single Combat Action, the vampire (and every non-living item on his person) dissolves into a thin greenish fog, approximately the same SIZ as they were in the flesh. As a mist, the vampire is immune to all types of physical damage, but cannot take any action except moving up to their MR. In mist form, a vampire moves at the same speed as they would normally and is unaffected by strong winds. Additionally, vampires still take damage from sunlight in mist form.

As well as the ability to transform into mist, some vampires manifest the ability to shapeshift into wolves and bats as well. As with the mist transformation, such changes take a Combat Action to perform.

Upon death, the vampire collapses to the ground and turns to mist at the beginning of the next Combat Round. Before then, it can be destroyed permanently by driving a stake through its heart (the only way to prevent it from turning to mist) and decapitating it.

Vampires and Sunlight. As creatures of the night, vampires cannot stand the touch of natural sunlight. They take one point of damage to every hit location per round that they are exposed to the sun, though some will risk travelling in the daylight hours by wearing layers of clothing and a hood to cover as much of their body as possible.

Holy symbols. In the past, the holy icons of some religion have proved effective against vampires. Those that focus their energies against the undead are the most likely to be effective. It is down to the Referee to decide what supernaturally offends any particular vampire.  An elven vampire, for example, might be repelled by symbols of nature gods, rather than by human symbols of holiness. Any character presenting a holy symbol to a vampire as a Combat Action matches their Persistence against the vampire’s Resilience in an opposed check. They will receive bonuses or penalties at the Referee’s discretion, based on the appropriateness of the symbol being displayed. On a successful test, the vampire loses 1D4 Hit Points (unaffected by armour or any of the vampire’s magic) and may not attack that character or any other character under the protection of Holy Symbol.

Zombie

Characteristics

STR CON DEX SIZ INT POW CHA
3D6+12 1D6 1D6+3 3D6 1D3 0 1D3
23 4 7 10 2 0 2

Attributes

Hit Points Damage Modifier Magic Points MR Armour Loot
7  +1D6 0 7m None 0

Skills

Resistances: Dodge 0%, Persistence (see Special Rules below), Resilience (see Special Rules below).

Combat

Unarmed Combat 50%: Fist (1D4+1D6).

Magic

None.

Special Rules

Zombies are immune to fatigue, disease, poisons and mind control.

Werewolf

This being is human by day, but when the rage takes them, or under a full moon, they transform into a giant savage wolf.  Werewolves are the very embodiment of nature or the bane of humanity, depending on your viewpoint.

Characteristics

STR CON DEX SIZ INT POW CHA
3D6
(x2 as wolf)
3D6 3D6 2D6+6 2D6+6 (x0.5 as wolf) 3D6 3D6
11
(22 as wolf)
11 11 13 13
(6 as wolf)
11 11

Attributes

Hit Points Damage Modifier Magic Points MR Armour Loot
12 +1D6 in wolf form 11 15m as man, 30m in wolf form Hide
(1 AP)
0

Skills

Resistances: Dodge 60%, Persistence 60%, Resilience 60%.

Knowledge: Natural Lore 80%.

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

Combat

Close Combat 35% (as human): Longsword (1D8).

Ranged Combat 25% (as human): Short Bow (1D8, 1 CR, 75m).

Unarmed Combat 60% (as wolf): Bite (1D8+1D4), Claw (1D6+1D4).

Magic

Werewolves either learn Personal Magic handed down from their ancestors to their family, a grouping known as the pack, or join an Earth religion of a particularly rough and savage nature.

Initiate of the Wolf Lord

Personal Magic: Beast Call [2], Fanaticism [2], Coordination 3, Healing 3.

Divine Magic: Berserk.

Special Rules

Night Vision. Werewolves have night vision, and at night they can see as well as they can during the day.

Shape-Shifting. Werewolves can change form at will, an act that requires two Combat Actions to complete. On nights of a full moon, werewolves have no choice but to assume beast form.

While in wolf form, werewolves are immune to most damage. Only magic, fire or weapons made of pure silver will harm them – all other blows simply bounce off harmlessly. If a normal sword with a Weapon Enhance 3 spell cast on it is used against a werewolf, only the three points of damage from the spell will affect the creature; the weapon’s normal damage, as well as the attacker’s Damage Modifier, do not count. The werewolf’s thick skin, which grants the beast one point of armour, would reduce the Weapon Enhance spell’s damage to two. If the entire weapon is enchanted, such as with a Fireblade spell, the entire damage rolled will count, though the wielder’s Damage Modifier will still be ignored.

Werewolves can be poisoned, so long as the poison can be introduced to the creature’s body. They are living entities who require oxygen and thus may be asphyxiated or drowned.

Wyvern

These giant slender green reptiles are akin to dragons but with no forelegs and animal intelligence.

Characteristics

STR CON DEX SIZ INT POW CHA
4D6+12 2D6+12 2D6+6 4D6+12 7 3D6 6
26 19 13 26 7 11 6

 

Attributes

Hit Points Damage Modifier Magic Points MR Armour Loot
23 +2D6 10 20m on land, 30m when flying Scales
(5 AP)
1

Skills

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

Practical: Athletics 50%, Deception 10%, Perception 60%.

Combat

Unarmed Combat 60%: Bite (1D10+2D6), Sting (1D6+2D6+poison), Claw (1D6+2D6).

Magic

None.

Special Rules

Wyvern Sting Poison

Type: Ingested.

Delay: 1D2 Combat Rounds.

Potency: 60.

Full Effect: 1D6 Hit Point damage, applies –4 penalty to victim’s CON.

Duration: 6D10 minutes.