A race of snakemen with 4 arms and quite large (size 2+), are said to be able to swallow a man whole (snake like). They are the evil creations of Seth, but also loyal servants of Apophis. They have a single city far out in the desert where they hold diabolic ceremonies involving human sacrifices. They are fearsome foes.
The Lord of the Undead resides in an ancient ruin on the coast of the Red Sea where he gathers undead to form an army. What he plans to do with this army is not clear because he has yet to do anything other than patrol his small kingdom. Legend says he holds a powerful artefact who’s mere presence will slay living beings, and because of this no mortal has been able to get close to him. He has a particular dislike of elves and dwarves.
Undead in Aegyptvs are particularly scary, they have a strong fear effect. In the lands of the Mummy King this is enhanced.
A giant sized scorpionman cross who collects humans and cross breeds them with various desert monsters (not just scorpions). He has a city far out in the western desert but actively raids into the kingdom to gather more human breeding stock.
A mechanical monstrosity that builds other mechanical creatures to do his bidding. No one is sure where he came from but he always seems to have been there. He occupies one of the larger oasis’s (Kharga) and is forever seeking more metal to create new servants.
Golem servants come in all shapes and sizes, from giant sized ones down to the notorious ‘bronze beetle swarms’ that can strip a caravan of all its metal in a very short time. There one weakness seems to be water however.
A dragonmen race from ancient times that are favoured by the element fire. Some say that lava runs in their veins rather than blood. They live at the foot of the great volcano Dragh Mord, whichs guards the entrance to the underworld.
The Drahg have been enslaved to the Ssra for quite some time due to the Ssra stealing the ‘Burning Stone’, a relic that is the heart and soul of Drahg culture.
It is rumoured that huge flying dragons live in the Drahg Mord but nobody has yet to have actually seem them.
Think big eye stalks sitting in giant clam shells. They have a city on the Red sea and run slaver ships along the coastlines to gather slaves. Other Eye Lords have bases in other cities but all Eye Lords long to return to the City of the Eye.
Eye Lords have tentacles that allow them to move, but usually they can be found strapped to some other form of transport, like a giant rhino beetle.
Eye Lords, given time, can chemically enslave humans, and this is what they mostly do. Because of this they are widely despised. Eye Lords do however live a very long life, and thus become the keepers of great knowledge, which they trade for the right price.
Some abilities and attacks are optional, or occasional, and their use will be indicated by a d6 score in square brackets. Each round roll the d6 and if it falls in the range then the attack will be used: eg [1-3] indicates the attack will be used if you roll 1,2 or 3.
Some monsters tend to be wild cards, this will be indicated by a (WC) tag next to the name. This will refer to the group leader mostly. If there are several of the same monster then usually only the leader will be a WC, depends on the balance of the encounter and how strong your players are.
Any monster listed here should have some sort of alchemical product that can be derived from their bodies. Some of these are listed already in the rules.
Shock is a general value representing Intimidation, Taunt and to some degree Persuasion skills.
The Fear score is described in the Monster abilities following. It will be one of Scary, Horrid, Dread and Fell.
I am using the No Power Point rules, as recommended. So monsters will be formatted for that as well by default.
Where you want to use PP I will have the creatures magical skill dice. Some monsters will have magic like powers and not require power points to use them.
Where a monster is described by progression through experience it is always assumed that any previous edges and skills flow through to the higher versions of the mob. So a 40pt skeleton has all the abilities of a 20pt and 30pt skeleton, and only lists those relevant to 40pts.
When displaying values of Parry and Tough I have tried to show every single modifier as a separate value, but for some space did not permit so I have had to combine some. It should be obvious with a little thought where they come from.
Lackeys and hangers on abound but are not overly important, they tend to have poor morale and poor skills. Accordingly the following rules can be used for them.
Each group of 4 lackeys counts as a Bunch, they count as WC.
They generally will have a Fight d6 skill and only one attack for the whole group.
They gain +2 to hit single targets (gang up bonuses, target has no allies adjacent).
They do STR +1d6 damage. They have their normal toughness. They can be intimidated as a target.
Some powers or abilities will be randomized so that they may not be used every round. This will generally be a d6 roll within specific values as shown by [1-3]. In this case rolling 1,2 or 3 would mean the power is available to use that round.
Aura powers eminate from the create and generally exert an influence over a small or medium blast template. Any creature within the aura suffers from its effects at the start of their action. Eg Lava Elemental can have a Heat Aura, meaning any creature within the small template will suffer heat damage every round if they start the action inside the aura.
As per the rule book Edge.
Blink allows small limited teleport ability, generally the user can move from their current position to any other position within a large burst template that is in contact with the starting square. The teleport is done as a free action and has to be within line of sight.
Creature bolts come in many forms. The term bolt represents any ranged attack form that the creature may have that is not covered by other rules. Giants may cast large rocks as bolts, air elementals may fire electric bolts etc.
Generally they only get one bolt attack per round and it will do 2d6 or ST+d4, which ever seems better. An attack to hit roll is still required.
Breath weapons use the cone attack template and allow the targets a roll to avoid them. Compare the attackers breath weapon skill (Shoot skill) to the targets AG roll to see if they avoid it.
As the spell of the same name, but the creature may use it as a natural power. Generally it will use the power on a [1-4] roll.
Not to be confused with a charge from the rules, but the same restrictions apply.
Creatures with the Charge effect are able to move an extra 3 inches but do not count running. They also gain +2 to hit and inflict +4 damage to their attack, but -2 to their Parry until their next action.
Creatures that gain the Charge effect usually have a specific weapon they use, like a horn, or are noted for their ferocity (such as a Minotaur).
Charges can be stopped with First Strike, plus creatures armed with Reach weapons temporarily gain the First Strike ability (-2 to hit tho) if currently holding their action.
Demonic class creatures are from the Other Plains, usually summoned. They all gain the following powers: +2 Toughness, Summon Demonic Swarm (Var), Favour of Fire.
See the Chapt 8 Misc rules.
The creature has the magical power to grow larger than it really is, generally for the duration of the combat, but perhaps only for a number of rounds. The amount of Size increase is based on the level of the power, so Enlarge 2 would make the creature 2 sizes bigger. This gives them increased Tufness.
As per the spell. If centred on the user increase the template one size.
You are protected to some degree from the element you favour. You act as if having the edge Arcane Resistance against any attack based on your chosen element, be it magical or mundane.
You will also gain +1 to any related trait or skill rolls deemed appropriate.
Eg: a rock thrown at you is a physical attack based on Earth. If you had the Earth Domain you would be protected against it.
Eg: you are drowning in the river, your drowning rolls will gain +1 if you have Domain Water (as too would your swimming rolls).
Scary (4), Horrid (6), Dread (8), Fell(10)
A lot of monsters, the first time you see them, are scary. This results in a SP check vs the standard 4. Once a scary monster is defeated it will no longer be scary and no further SP rolls are required.
Some monsters are Horrid, and the first time you encounter them they will be at their worst, applying any modifiers you may feel appropriate. However once you have defeated them once they remain only slightly scary and straight SP4 rolls are all that are required.
Fell and Dread creatures are very scary, and remain very scary whether you defeat them or not. Everytime you encounter one they will cause a SP roll at full effect.
Fell creatures are the scariest of them all. They have all the powers of a Dread creature, plus they are able to use their fear as an attack centered around them (aura), large template. Everyone in the attack area must roll a new SP check every time.
Once a Fear roll is failed you can modify the resulting table roll by the monsters SIZE/2 (d20 roll), or SIZEx3 for a d100 roll. If you have access to the Fear tables for SW then you can use the d100 tables there.
Creatures with this ability have the power to create a convincing illusion around themselves, so that they appear as something else. The Sissra for example often make themselves appear as a man.
It is possible to see through the illusion on a Notice roll at -2, vs the creatures SP.
Instead of a Shaken/Wound result a creature may elect to knockback a creature (and thus do no damage). The number of squares the enemy is knocked back is equal to:
1 + Wounds + Attackers Size – Targets Size
The target may make an AG roll if not shaken or surprised, with each success and raise reducing the knockback one square.
Humans are size zero, other creatures size values are noted in the Monsters listing.
If the target is knocked back at least one square they are marked as Shaken (but no wound occurs if already Shaken).
If forced over an edge they get a ST/AG vs (4+remainder of squares) roll to fall prone instead. If they hit an immovable object before completing their knockback then each remaining square inflicts a Shaken result which WILL convert into wounds. If they hit an object that can be burst through then they may roll to do so (ST+size vs armour), on a success they suffer one Shaken and continue moving.
Such forced moves do NOT trigger opportunity attacks.
Some creatures are able to jump far greater distances than the basic rules allow, 1" or 2" with a running start and an extra inch with a ST roll.
Normal Leapers will double these distances, as well as gain an extra 2 inches for each success and raise on the ST roll.
Great Leapers will triple these distances.
Generally for every 2 inches you leap you will need 1 inch of height (rounding down). Great leapers will only need 1 inch of height for every 3 inches they travel.
Similar to the Puppet ability but has no power point requirements. Further, a simple success generally only makes the target stand there unable to do anything, and at this level any Skaen or Wound will break the spell. Only with a raise does the control aspect of the Puppet spell become available. Usually a medium template power centred on the user.
A large heavy creature can Overrun a smaller opponent and inflict trampling damage.
The attacker must do a Charge move to execute this attack (see page 96 of the Core Rules), or the special Charge ability above.
The attacker must be at least 2 Sizes larger.
If the attacker hits then they do ST+d6+4+(Size-Size) damage. If a target is already prone or helpless the attack gains +2 to hit, on top of the +2 for charging.
Declare an Overrun attack and move to contact with the first target.
If the target was holding they may roll to avoid the attack and move out of the way if they win (AG vs Fighting). The attacker may continue moving. The holding defender may instead make a normal attack if they win an AG vs AG roll (interrupt action).
If they have First Strike, or a longer Reach weapon they may gain another attack as well (See Charge).
The Overrun attack is now resolved and if any damage is inflicted the target is knocked prone and moved out of the way from the attacker to allow continued movement.
If no damage is inflicted the attacker must make a Vigour roll or be Shaken, they end the move where they are.
Creatures with the Petrify power are able to reduce the Pace of others. When Pace is reduced to zero the target is completely paralyzed. Delivery of the Petrify attack can be via a number of means; Touch, Breath, Gaze and Damage.
A touch attack is done as a melee attack at +2, it delivers no damage.
A Breathe attack is done as a burst cone and targets gain AG rolls vs the attackers AG to avoid.
Gaze is an automatic hit unless the target is on a hold action and has specified they are avoiding the Gaze, in which case a contest of SP is rolled. If the target has other means via which they can see (a mirrored shield etc) they gain +2 to their SP roll.
Damage is as part of a normal melee attack.
In all cases, once a Petrify attack has succeeded the target must make a VG roll vs 4 (or higher if the power is stronger). A failed rolled means the targets Pace is reduced by some amount (eg 1d6), a fumbled roll and it is reduced to 0.
See Chapter 8 Misc.
There are various kinds of damage that can be protected against, as follows:
Slash – edge weapons
Bash – blunt weapons
Pierce – pointed weapons
Missiles – fired or thrown
Magic – all magical damage
All
Protection against these types of damage generally means it will reduce the incoming damage by 2pts.
Elemental damage is included under Magic, but can also be protected against via Favour of the Element edge.
The creature has claws or talons that can be used to enhance the damage they inflict by tearing the target apart. When a raise is scored the bonus damage dice used is the creatures ST rather than d6.
All creatures are Size 0 unless otherwise noted. This is the standard human size. Larger creatures are rated with larger Sizes, but the progression is not linear. Each point of Size is roughly twice the size of the previous point in mass. So a Size 4 creature is twice the mass of a Size 3 creature.
Small creatures go the other way, they use -1, -2 etc.
Size is applied to a creatures Toughness. So Size 2 creatures get +2 Toughness. Size -1 creatures get -1 Toughness.
Half your Size, rounded down, is applied to attackers chances of hitting you, the bigger you are the easier it is. Smaller creatures are harder to hit.
Man=0, Large Man=1, Bear=2, Bull=3, Giant=4, Elephant=6, Dragon=8, Monstrous=10
Skeletal creatures are undead without internal organs, just the bones. Because of this they suffer no critical hits, no bonus damage for locations, and half damage from piercing or cutting weapons. Skeletons are immune to Fear and Intimidation. By default they are Undead as well.
Very large creatures can simply use their size to inflict crushing damage on their opponents. They simply move adjacent to the target and make a Fighting vs Agility test, if they succeed they inflict whatever damage is appropriate. As a guide Size/2 d6.
Slime Bursts are similar to a Burst Cone attack except the damage they do lingers on, being acidic based. Anyone hit with the slime will suffer an amount of acid damage each round, usually 2d4, 2d6 for strong acid and 2d8 for very strong. If any 1's are rolled on the damage dice then the acid has no further effect. If any of the dice explode (roll max) then the acid has destroyed an item on the target, roll randomly. If both dice explode then two items are destroyed.
If a creature has either of these attacks they will generally have access to them once they make a raise on a melee attack or as part of a move. Smother damage is generally related to some other toxic effect the creature has, such as acid, but you might also add in suffocation effects (see Drowning in main rules).
In melee they can use a raise to commence a Smother/Envelope attack rather than do extra damage. Resolve the Smother/Envelope attack as a free grapple (use Size as a positive mod). If the smootherer wins the target is dragged into the embrace.
As part of a Move attack the creature rolls over the top of whomever it wishes to smoother and they are forced to make AG vs AG rolls to avoid the attack. The targets can move one square away if they win, extras squares for each raise. The creature may keep moving and cause further tests.
As per the Stun spell but eminating around the creature.
See Smother
The creature is able to summon others to their aid. For ease this can simply be seen as a swarm creature (possibly small versions of the summoner) that fights around the summoner (various templates depending on the power of the summoner). This can be done as a free action. Generally only one summoning can exist at any one time.
Any creature of sufficient size may swallow as long as it has an eating apparatus suited. Any creature 4 times your size may swallow you if it meets the requirements. Some creature may not need to be this big and will be noted as special. Any attack that gains a raise may attempt to swallow its target. Make another attack and if successful the victim has been swallowed.
A swallowed creature has limited options. They may only use natural or small weapons, upto the size of a dagger. They are at -2 to all actions, and -2 to all damage due to constriction.
They will generally suffer ST + d4 damage due to acid (no armour protects) and constrictions. They also begin to suffocate, see Drowning rules.
A wound inflicted from inside will create a hole big enough to allow an escape attempt at -2, using AG or ST. A second wound will allow this without penalty. A third wound will give +2. Making an escape attempt is an action. Size can be applied to the escape attempt roll, so small creatures get out easier.
By default SWM come as a Medium template. Large template SWMs aree possible and gain +2 Tuffness.
Bite or Sting: Swarms inflict hundreds of tiny bites every round to their victims, hitting automatically and causing 2d4 damage to everyone in the template. Damage is applied to the least armored location (victims in completely sealed suits are immune). Large SWMs will do 2d6-1 damage.
• Split: Some swarms are clever enough to split into two smaller swarms (Small Burst Templates) should their foes split up. The Toughness of these smaller swarms is lowered by –2 (to 5 each). A Large SWM will break into 2 Medium SWMS.
• Swarm: Parry +2; Because the swarm is composed of scores, hundreds, or thousands of creatures, cutting and piercing weapons do no real damage. Area-effect weapons work normally, and a character can stomp to inflict his damage in Strength each round. Swarms are usually foiled by jumping in water (unless they are aquatic pests, such as piranha).
Creatures with long tails may use them to make a normal physical attack, plus they can be used to knock a target prone via an AG Trick method. The Size of both the attacker and the defender is used as a modifier to the result. All the effects of an AG Trick apply, plus the target is knocked prone if it is successful.
You are vulnerable to the element that opposing your favoured element. Water vs Fire, Earth vs Air.
The reverse effect of the Arcane Resistance edge will apply to you, reduing your toughness by 2, or any rolls to resist.
You will also suffer -1 to any related trait or skill rolls deemed appropriate.
Eg: If you had Favour of Fire you would suffer -1 to Swimming and Drowning rolls.
Eg: A Water Blast cast at you would inflict +2 damage extra on you.
Some creatures are vulnerable to some kinds of damage, eg elementals vs their opposing elemental form. A vulnerability will reduce the creatures toughness against that attack form. A normal vulnerability would lower their Toughness by 2, a strong vulnerability woudl reduce it by 4.
Some creatures are able to spray webs they trap the target and make them unable to move and possibly unable to take any actions. Most web attacks use the Burst Cone and will allow an AG roll vs the skill used to fire the web (Thrown usually). If the webber gains a success then the target is stuck and unable to move till they break free. On a raise they target is completely immobilised and can take no action other than to break free.
Webs will generally have a Strength value assigned to them (default 4), which the victim must defeat with a ST roll to break free.
Large creatures with wings are able to use their wings to buffet smaller targets and knock them prone or shake them. This is resolved as a ST based trick against the targets ST or AG. If the target is beaten they are knocked prone, with a raise they are also shaken. Wing Bash is generally a medium burst template area of effect, but for really large creatures it can be a large blast template.
Zombies are undead who still have internal organs are part of their structure. They suffer no extra damage from called shots unless to the Head, in which case they get an extra +2 damage (+6 all up). Zombies are immune to Fear and Intimidation. By default they are Undead as well.