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Iron Kingdoms Monsternomicon

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In the Iron Kingdoms peril lurks at every turn, as

fearsome and terrifying creatures both great and


small look to turn unwary adventurers into their next
meal or enslave them beyond death. From ferocious
packs of ravenous burrow-mawgs to deadly ethereal
pistol wraiths that haunt the back roads and forgotten
cemeteries, the Monsternomicon is filled with creatures
both mundane and supernatural to challenge even the
most experienced adventuring parties.
This essential full-color guide to the wicked denizens
of the Iron Kingdoms gives you everything you need
to introduce them into your own adventures.

FEATURES:
Rich, evocative background information and
stats for over 40 monsters.
New creature templates for customizing your
monsters to fit specific environments and themes.
Fully compatible with both the Iron Kingdoms
Full Metal Fantasy Roleplaying Game and the
Iron Kingdoms Unleashed Roleplaying Game.

DISCOVER WHAT LURKS


IN THE SHADOWS!

PIP 410

ISBN: 978-1-939480-58-3 PIP 410 $29.99 www.privateerpress.com

CREDITS
Creators of the
Iron Kingdoms

Additional Writing
Simon Berman
David Carl
Aeryn Rudel
William Shick

Devin Platts
Christian Schob
Serg Souleiman
Andrew Theopolis
Andrea Uderzo

Bryan Cutler

Editorial Manager

Internal Playtesters

Creative Director

Darla Kennerud

Oren Ashkenazi
David Carl
Jack Coleman
Justin Cottom
Cody Ellis
Charles Foster III
Bill French
Matt Goetz
William Hungerford
Adam Johnson
Tony Konichek
Chris Lester
Clayton Links
Meg Maples
Bryan McClaflin
Chris Mcleroy
Antonio Mora
Michael Plummer
Marcus Rodriguez
Mike Sanbeg
William Schoonover
Nate Scott
William Shick
Jason Soles
Brent Waldher
Gabriel Waluconis
Matt Warren

Brian Snoddy
Matthew D. Wilson

Project Director
Ed Bourelle

Editor

RPG Producer

Chet Zeshonski

Graphic Design
Director

Matt Goetz

Game Design

Josh Manderville

Jason Soles
Matthew D. Wilson

Graphic Design
& Layout

Lead Developer

Richard Anderson
Bryan Cutler
Josh Manderville

Jason Soles

Additional
Development

Art Director

David Carl
Matt Goetz
Aeryn Rudel

Michael Vaillancourt

Cover Art

Writing & Continuity


Manager
Douglas Seacat

Additional
Continuity
Jason Soles

Writing Lead
Matt Goetz

Writers
Douglas Seacat
Jason Soles

Nstor Ossandn

Illustrators
David Aravena
Mike Capprotti
Alberto Dal Lago
Luis Gamma
Marius Gandzel
Johan Grenier
Tyler James
Nick Kay
Raphael Lbke
Nstor Ossandn

External Playtesters
Craig Bishell
Adam Boll
Bruce Boll
David Boll
Nicholas Dodwell
Tom Donnelly
Douglas Duncan
Daniel Garces
Richard Grady
Heming Hopkins
Dave Irving
Mark Lemmon
Lucas do Livramento
Brian Logan
Travis Marg
Lucas Smith
Jacob Stiel
Gil Tuttle

Licensing &
Contract Manager
Brent Waldher

Print Management
Shona Fahland

Proofreaders
Jack Coleman
Dan Henderson
Darla Kennerud
Michael G. Ryan
Gabriel Waluconis

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First digital edition: September 2014.

Iron Kingdoms Full Metal Fantasy Monsternomicon (digital version) . . . . . ISBN: 978-1-939480-74-3 . . . . . .PIP 410e

PROFESSOR PENDRAKE AND


THE MONSTERNOMICON
Among those in the Iron Kingdoms who make it their lifes work
to study the creatures of the wilds, Professor Viktor Pendrake
of Corvis University in Cygnar has earned a special place. As
High Chancellor of the Department of Extraordinary Zoology,
Professor Pendrake has spent decades alternating between
exploring the wild fringes of Immoren and lecturing at the
university, as well as writing a number of definitive tomes on
the creatures he has observed in the field. The Monsternomicon, a
work of several volumes, has served as perhaps his most famous
and widely admired project. The professor has done more than
simply study beasts from a distancehe has risked his own life
and those of his assistants to pursue difficult answers.
Professor Pendrake has even earned some degree of friendship
and acceptance among certain wilderness communities. He
has become a blood brother among certain trollkin kriels and
is welcomed among them as if he were a member of the kriel.
His friends and allies among the Circle Orboros have revealed

some of their secrets to him, and he has even met with Tharn
through the intervention of the blackclads. He is intimately
familiar with the strange tongues and stranger cultures of both
the farrow and the gatormen and has negotiated with both
groups. Perhaps his most extraordinary accomplishment came
after he was captured by the skorne and brought into eastern
Immoren, one of the very few humans ever to observe that
society from within. For these reasons and others, Professor
Pendrake has a breadth of knowledge and experience in the
wilderness unequaled even among those who live there. That
said, his work has forced him to focus on a broad spectrum
of study rather than specialize in examining a single species.
Because of this, his lore is not necessarily perfect, and he is the
first to admit there is much that he does not know and more
work that he must do to fill in the gaps.

TABLE OF CONTENTS
MONSTER ENTRIES
Argus, Common . . . . . . . . . . . . . . . . . . .6
Burrow-Mawg . . . . . . . . . . . . . . . . . . . . .8
Cataphract Beetle . . . . . . . . . . . . . . . . .10
Cephalyx . . . . . . . . . . . . . . . . . . . . . . .12
Cephalyx Drudge . . . . . . . . . . . . . . . . .16
Cephalyx Monstrosity . . . . . . . . . . . . . .18
Croak . . . . . . . . . . . . . . . . . . . . . . . . . .20
Crypt Spider . . . . . . . . . . . . . . . . . . . . .22
Deathless . . . . . . . . . . . . . . . . . . . . . . .24
Devil Rat . . . . . . . . . . . . . . . . . . . . . . . .26
Dracodile . . . . . . . . . . . . . . . . . . . . . . .28
Dragonspawn . . . . . . . . . . . . . . . . . . . .30
Dread . . . . . . . . . . . . . . . . . . . . . . . . . .34
Dregg . . . . . . . . . . . . . . . . . . . . . . . . . .36
Duskwolf . . . . . . . . . . . . . . . . . . . . . . . .38
Eldritch . . . . . . . . . . . . . . . . . . . . . . . . .40
Excruciator . . . . . . . . . . . . . . . . . . . . . .42
Gorax . . . . . . . . . . . . . . . . . . . . . . . . . .44
Grymkin, Gremlin . . . . . . . . . . . . . . . . .46
Hollowed . . . . . . . . . . . . . . . . . . . . . . .48
Hornbeak Trask . . . . . . . . . . . . . . . . . . .50

Iron Maiden . . . . . . . . . . . . . . . . . . . . .52


Lethean . . . . . . . . . . . . . . . . . . . . . . . . .54
Pistol Wraith . . . . . . . . . . . . . . . . . . . . .56
Raevhan Buffalo . . . . . . . . . . . . . . . . . .58
Razorbat . . . . . . . . . . . . . . . . . . . . . . . .60
Riven . . . . . . . . . . . . . . . . . . . . . . . . . .62
Scylla Flock . . . . . . . . . . . . . . . . . . . . . .64
Sepulchral Lurker . . . . . . . . . . . . . . . . . .66
Shade . . . . . . . . . . . . . . . . . . . . . . . . . .68
Shaft Wight . . . . . . . . . . . . . . . . . . . . . .70
Skigg . . . . . . . . . . . . . . . . . . . . . . . . . .72
Soul Stalker (Infernal) . . . . . . . . . . . . . .74
Specter . . . . . . . . . . . . . . . . . . . . . . . . .76
Tatzylwurm, Black . . . . . . . . . . . . . . . . .80
Totem Hunter . . . . . . . . . . . . . . . . . . . .82
Troll Whelp . . . . . . . . . . . . . . . . . . . . . .84
Troll, Common . . . . . . . . . . . . . . . . . . .86
Troll, Dire . . . . . . . . . . . . . . . . . . . . . . .88
Vektiss . . . . . . . . . . . . . . . . . . . . . . . . .90

APPENDIX: CREATURE TEMPLATES . . . 92

FULL METAL FANTASY MONSTERNOMICON


Countless ways of meeting death exist across the landscape
of western Immoren, but some of the most terrifying involve
the creatures found beyond the protection of civilization. These
denizens of the wilds come in all shapes and sizes and possess
a diversity of natural talents and abilities. From the relatively
innocuous to the bizarre and terrifying, these creatures present
exciting challenges to characters trekking through the forests,
mountains, and swamps of western Immoren.
The original Monsternomicon (published in two volumes) was the
essential source of antagonists for players in the first iteration
of the Iron Kingdoms RPG, and now the Monsternomicon
returns for the Iron Kingdoms Full Metal Fantasy Roleplaying
Game. Crawling with dangerous beasts, savage humanoids, and
chilling undead, these pages provide all the information Game
Masters need to use these deadly creatures in their games of
Iron Kingdoms Full Metal Fantasy and Iron Kingdoms Unleashed.

Anatomy of a Creature
Creatures are pregenerated non-player character (NPC) threats
for player characters. They include wild beasts such as the
vicious burrow-mawg and the mighty dracodile as well as
sentient creatures such as the terrifying cephalyx and the
wretched dregg. Each creatures entry includes a detailed
description of its race or species.
Although creature entries resemble the stat profiles of player
characters, there are some key differences. The various parts of
a creature entry are detailed below.
Creature Name: This is the name of the creature.
Description: This section provides a brief description of the
creature.

Agility (AGL): This measures the creature s refle es and


nimbleness and is used to determine its Defense stat. (See
Derived Stats below.) A creatures AGL functions the same as
that of a player character.
Poise (POI): Poise is a measure of the creatures nimbleness
and ability to focus physically. It is used to calculate the
creatures RAT. A creatures POI functions the same as that
of a player character.
Prowess (PRW): Prowess is a measure of the creatures
grace, balance, and control over its body. It is used to
calculate the creatures MAT and Initiative. A creatures
PRW functions the same as that of a player character.
Intellect (INT): This stat reflects the creature s wits, deductive
ability, and speed of thought. It also helps determine the
creatures Willpower stat. A sentient creatures INT functions
the same as that of a player character, and a wild creatures INT
represents its animal intelligence. A wild creature with a high
INT is intelligent compared to other animals; its intellect is not
comparable to that of the intelligent races.
Arcane (ARC): This stat reflects the creature s arcane
power. A creatures ARC functions the same as that of a
player character.
Perception (PER): This illustrates how astute and aware
the creature is. A creatures PER functions the same as that
of a player character.

DERIVED STATS

Combat: This section describes how the creature generally


approaches combat. In the case of intelligent creatures, it also
provides a list of the common weapons and armor the creature
uses in battle.

Derived stats are values computed using an antagonists primary


and secondary stats along with other factors. Derived stats are
calculated the same for creatures as they are for player characters
and function the same as they do for player characters.

Lore: A character can make an INT + Lore skill roll to determine


what he knows about the creature; the higher he rolls, the more
he learns. A creatures lore section also lists any resources a
character can gain from the creature, in the form of items it
carries or harvestable resources it possesses.

Defense (DEF): This stat determines how difficult it is to hit the


creature in combat, taking into account any modifiers imposed
by its natural armor. A creatures base Defense is the sum of its
peed, Agility, and Perception. Defense can further be modified
by a creatures size and abilities.

tat rofile ach creature entry has a stat profile made up of


the following primary and secondary stats:

Initiative (INIT): This stat is used in the creatures initiative


rolls and helps determine when it can act in combat. A creatures
basic Initiative is the sum of its Speed, Prowess, and Perception.
Initiative can be modified by a creature s abilities.

Physique (PHY): This stat represents the creatures toughness,


health, and physical durability. A creatures PHY functions the
same as that of a player character.
Speed (SPD): This stat represents how quickly the creature
can move. A creatures SPD functions the same as that of a
player character.

Strength (STR): This measures the creatures physical


strength. A creatures STR functions the same as that of a
player character.

Armor (ARM): Some beasts have naturally thick hides that give
them an armor bonus. This bonus is reflected in the creature s
ARM stat and appears on a separate line. For instance, an argus
has an ARM stat of 10, which is equal to the sum of its Physique
stat of 7 plus 3 from its natural armor.

HUGE-BASED CREATURES
All huge-based creatures share the following rules:
Unless it has an ability stating otherwise, a huge-based
creature never gains a DEF bonus from cover, concealment,
or elevation.
Cloud effects and forests do not block line of sight to a hugebased creature.
A ranged or magic attack targeting a huge-based creature
does not suffer the target in melee penalty. If a ranged or
magic attack misses a huge-based creature in melee, that
miss is not rerolled against another character; instead, it
misses completely.

Massive A huge-based creature cannot be slammed,


pushed, thrown, knocked down, or made stationary.
Pathfinder Although the ability does not appear in their
profiles, all huge-based creatures have the Pathfinder
ability (Core Rules, p. 165).
Great Beast A huge-based creature can never become
incorporeal or benefit from stealth.
A huge-based creature can make ranged attacks while in
melee. A huge-based creature never suffers the firingwhile-engaged penalty when targeting a character it is in
melee with. A huge-based creature cannot gain the aiming
bonus while engaged.

A huge-based creatures front arc is divided into two 90


fields of fire. These fields of fire determine which characters A huge-based creatures melee weapons and melee attacks
a huge-based creature can target with its weapons,
have a 2 melee range unless otherwise noted. This includes
depending on their location. Weapons located on the hugeall power attacks made by a huge-based creature.
based creatures left side (L) can target only characters in its
Slam Power Attacks Smaller-based characters hit by
left field of fire; weapons on its right side (R) can target only
a slam power attack made by a huge-based creature are
characters in its right field of fire. Weapons with a location
moved an additional 2.
of H or can target characters in either field of fire. If
any part of a characters base is on the line separating the
left and right fields of fire, the character is considered to be
in both fields of fire.

Willpower (WIL): The creatures ability to resist the effects of


fear and mind-controlling magic. A creatures Willpower is the
sum of its Physique and Intellect.

OTHER IMPORTANT INFORMATION


Vitality: Most creatures simply have an amount of damage
points they can suffer before they are disabled. More powerful
or important creatures have full life spirals. A creatures
primary stats do not directly influence its life spiral the same
way a player characters primary stats affect his. A creatures
size and natural durability can cause it to have more vitality
points than expected.

WEAPON LOCATIONS
Some weapon entries indicate where the weapon is
located: left arm (L), right arm (R), or head (H). These
locations are used when resolving headlocks and weapon
locks (Core Rules, p. 312). Only weapons with these
indicators are viable targets for headlock and weapon
lock power attacks.

Creature Templates: This section lists suggested templates


appropriate for the creature. When a template is applied to a
creature, the creature gains any equipment, skills, abilities,
and modifiers granted by the template. or more on templates,
see p. 92.
Command Range: This is the creatures command range in
inches.
Base Size: This is the base size the creature should have when
using models to resolve encounters. Small bases are 30 mm in
diameter, medium bases are 40 mm, large bases are 50 mm, and
huge bases are 120 mm.
Encounter Points: This section gives the creatures Encounter
Point value. See Combat Encounter Building (Core Rules,
p. 333) to determine how many Encounter Points you should
spend on a particular combat encounter.
Weapons: This section lists the creatures weapons, if any. A
creature can attack with either all its ranged weapons or all
its melee weapons on each of its turns. Some weapons have a
particular location. Each weapon entry lists the MAT or RAT
of attacks made with that weapon, representing the creatures
innate martial ability with the weapon. If a weapon has any
special abilities, those are listed beneath the weapon entry.
Abilities: This section lists the special abilities the creatures
can use in play.
Skills: This section reflects the knowledge, talents, and
proficiencies a creature develops over time.

ARGUS, COMMON
During a Gnarls expedition, an argus pack fell upon our camp. Some men climbed into trees, thinking the dogs couldnt follow. The alpha paralyzed
them with a bark, dropping their nerveless bodies to the ground so the pack could feed. Poor Sanbeg hit almost every branch on the way down.
PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON

PHYSIQUE

PHY

SPEED

SPD

STRENGTH

STR

AGILITY

AGL

PROWESS

PRW

POISE

POI

INTELLECT

INT

ARCANE

ARC

PERCEPTION

PER

DOPPLER BARK

RAT RNG AOE POW


4 SP 6

Paralysis A living character hit by this


weapon has a base DEF of 7 and cannot
run, charge, or make slam or trample power
attacks. Paralysis lasts for one round.

BITE

MAT
5

BITE

MAT
5

POW
4

P+S
11

POW
4

P+S
11

Combo Strike Instead of making an


attack with each weapon separately, this
creature can attack with both its weapons
simultaneously. Make one attack roll for both
weapons. If the attack hits, the POW of the
damage roll is equal to this creatures STR
plus twice the POW of this weapon.

INITIATIVE

INIT

14

DEFENSE

DEF

16

ARMOR
ARM 10
(NATURAL ARMOR +3)
WILLPOWER

WIL

AGILITY

PHYS

3
ECT

IQ

TE

LL

COMMAND RANGE: 3
BASE SIZE: MEDIUM
ENCOUNTER POINTS: 6

10

DESCRIPTION
An enormous two-headed
dog built of thick bone
and dense muscle, the
argus is a predatory pack
animal that exists in a
variety of breeds found
throughout the wilds
of western Immoren. A
short, thick pelt of fur
regulates
the
beasts
temperature,
allowing
it to live comfortably in
a wide territorial range
as well as to blend into
its surroundings better.
Argus possess remarkable
stamina and can stalk or
harry prey across long
stretches before attacking.
They are opportunistic
feeders
that
assault
anything they do not
consider a threat. The bite
of an argus is powerful
enough to shatter a bone as
thick as an oxs thighbone;
the bones of men provide
little resistance.
A powerful neck supports
each head, and pulling
them in opposition allows
an argus to strip the flesh
off creatures as resilient as
trolls. The twin heads of
an argus can also combine
their individual barks to
produce an unsettling
blast that addles the
mind and stills the flesh.
Victims are slowed
even paralyzedby this
terrible sound, providing
a pack of argus with the
opportunity to pounce
and tear a victim to shreds.
The eyes of an argus
are always in motion,
scanning its surroundings

for sources of danger or potential quarry. This behavior,


coupled with the ability literally to look in two directions at
once, makes them virtually impossible to approach unnoticed.
Smaller breeds are tamed in northern Khador to serve as guard
dogs and war hounds. Trained from the time they are pups,
these tame argus are fiercely loyal to their masters.
Encountered in the wild, argus usually live in packs of four
to six animals led by a dominant breeding pair. Dominance is
determined between males in savage bouts of combat, with the
loser driven out of a packs territory. These lone dogs frequently
become desperate wanderers shadowing the fringes of the
packs territory, and they will be driven away by their former
pack mates if encountered.
Short vocalizations allow the animals to coordinate during
a hunt, letting the pack overwhelm a target from many sides
with precise timing. When a pack attacks larger prey, a lead dog
typically grabs hold of the targets limbs, thereby granting the
rest of the pack access to its unprotected underbelly.
Argus are most commonly found in dense forests like the
Gnarls, the Thornwood Forest, and the Blackroot Wood, all
of which contain ample game for a pack to hunt. Some tough
mountain breeds are found in places like the Dragonspine Peaks
and the Wyrmwall Mountains, where they hunt game such as
large mountain goats. Packs range across territories between
one hundred and three hundred s uare miles, and they fiercely
protect this area against incursion. The territory doubles in size
shortly after mating season, so the hunting pack can bring in
extra food for weaned pups still too young to hunt. As young
dogs grow, they are brought along on the packs hunts. Injured
prey are left for uvenile argus to finish off, which teaches the
young animals how to kill.
Most argus packs select or create a den in the early months of
spring, before the first pups are born. These dens range from
natural caverns in more mountainous regions to burrows dug
into the side of a hill. The den is fiercely defended by mother
argus until the pups are able to fend for themselves, making it
a dangerous hotspot in the wilderness.

COMBAT
One of the lead dogs of an argus pack initiates combat by
unleashing its doppler bark to paralyze prey before its pack
mates attack. Groups of argus attack the target, trying to
overwhelm it with numbers and constantly circling in the
hopes of attacking a targets unprotected back. Against a larger
target, an argus attacks with both heads at once to do greater
damage. Argus frequently attempt to use terrain to sneak up
on a target, hoping to catch it by surprise. If a pack is traveling
with one or more juvenile argus, the adults attempt to cripple

creatures they encounter and leave the wounded for the young
to finish off. If young argus are participating in a hunt, one or
more adults likely act as protectors, defending the young from
attack and teaching them how to kill a target.

LORE
A character can make an INT + Lore (extraordinary zoology)
skill roll to determine what he knows about this creature. He
learns all the information up to the result of the roll. The higher
the roll, the more he learns.
8: The argus is a two-headed dog found in packs throughout
the wilderness. The bite of an argus is extremely powerful, and
the dog can use its two heads in tandem to rip a creature apart.
If a solitary male is encountered, the dog was likely driven
away from his pack by the pack alpha. These solitary males
are extremely dangerous and likely to attack anything they
encounter. Unable to rely on a pack to help acquire food, these
lone dogs are usually on the brink of starvation.
10: At close range, the bark of an argus can paralyze targets
long enough for a pack to attack. While hunting, the dominant
breeding pair will use this ability to paralyze prey for the
remaining pack members to attack.

ABILITIES:
Circular Vision This creatures front arc extends to 360.
Native Beast This creature is considered to be a beast native to the wilds of
Immoren.
Natural Tracker This creature gains an additional die on Detection and Tracking
skill rolls.

CREATURE TEMPLATES:
Adapted [Forest], Alpha, Juvenile, Large Specimen, Pack Hunter, Trained

SKILLS:
NAME
Detection
Sneak
Tracking

STAT
PER
AGL
PER

RANK
2
2
2

STAT+RANK
6
7
6

14: Sneaking up on or surprising an argus is all but impossible.


Its two heads constantly scan its surroundings for potential
threats, and its hyper-attuned sense of smell allows it to detect
other creatures easily.
15: The blackclads are believed to keep large and particularly
vicious packs of argus for use as warbeasts.

12: Argus are talented trackers. An argus can track prey in


even the harshest conditions by following its scent. A pack
of argus that catches a creatures scent can stalk it for miles
before attacking.

BURROWMAWG
I always tread lightly when moving through territory inhabited by burrow-mawgs and test the ground frequently with a walking stick. The little
beasts can undermine an entire region with a crisscrossing network of tunnels just inches beneath the surface. Any unfortunate creature whose
foot or hoof breaks through into the burrow-mawgs warrens must act quickly before the ferocious and ravenous creatures strip the flesh completely
away. In my experience, this can take anywhere between fifteen and sixty seconds.
PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON

PHYSIQUE

PHY

SPEED

SPD

DESCRIPTION

Burrow-mawgs
are
vicious,
badger-sized
STRENGTH
STR
4
creatures with a ravenous
AGILITY
AGL
3
hunger for flesh. They
PROWESS
PRW
2
have very acute hearing
POISE
POI
1
and a powerful sense of
smell, and their blood-red
INTELLECT
INT
2
eyes are very sensitive to
ARCANE
ARC

light, allowing them to see


PERCEPTION
PER
4
well in dim conditions.
BITE
This sensitivity to light
MAT
POW
P+S
causes burrow-mawgs to
4
4
8
favor dimly lit caverns
or the extensive tunnel
INITIATIVE
INIT
12
networks
they
dig,
DEFENSE
DEF
13
though
they
venture
ARMOR
ARM 10
out at twilight in search
(NATURAL ARMOR +4)
of food. If forced into
WILLPOWER
WIL
8
direct daylight, a burrowVITALITY: 4
mawg must rely on its
COMMAND RANGE: 2
other senses. Though
BASE SIZE: SMALL
this somewhat reduces
ENCOUNTER POINTS: 2
the creatures ability to
detect threats and prey, a
burrow-mawg is still dangerous in even the brightest light.
Burrow-mawgs are covered by a thick pelt of reddish-brown
fur that keeps them warm in even harsh northern climates.
Though found in great numbers within the Blackroot Wood
of southwest Khador, burrow-mawgs are both adaptable and
invasive. Driven to seek out new territory when local food
resources run scarce, packs of the creatures have spread
south to the plains of the Midlunds and east into the forests
of Ios.
The four long claws at the end of each limb are used primarily
to dig nests and tunnels, and they are sharp enough to claw up
even densely packed soil. A common burrow-mawg warren can
have upward of twenty animals dwelling in numerous sleeping
chambers, their tunnels extending for hundreds of feet in every
direction. The packs young spend most of their time within
this tunnel network, but they are sometimes encountered in
combat among larger packs of burrow-mawgs that are initiating
their young into the hunt. In lieu of digging their own dens,
burrow mawgs will occasionally move into sufficiently dark

chambers, such as subterranean ruins or the basements of old


buildings. Such burrow-mawg infestations become extremely
problematic in larger cities, where the creatures are presented
with innumerable opportunities to feed.
Skilled pack hunters, burrow-mawgs can smell potential
prey from half a league away and will attack at the first sign
of food. When a member of a pack scents a potential meal, it
communicates to its fellows with constant chittering and a
piercing squeal. A few burrow-mawgs can easily dispatch a
sheep or wild dog, but a large enough (or hungry enough) pack
can slaughter deer, bulls, or even armed men. A burrow-mawgs
mouth is filled with multiple rows of curved teeth ideally suited
to ripping through meat and bone, and it can quickly gnaw
through a grown mans limbs.
Each pack typically has a single alpha, but multiple packs
come together to hunt during particularly lean seasons. With
multiple alphas leading the charge, a pack becomes truly
fearsome and forces nearby towns to deal with its savagery.
Left unchecked, these massive packs will readily slaughter a
villages entire supply of livestock, stripping the carcasses bare
in a matter of hours. Worse yet, once they have depopulated a
village of its animals, these massive packs will turn against its
inhabitants, tunneling under houses and gnawing up through
the floorboards to get at the people within.
The adrenal glands of burrow-mawgs have long been a prized
resource. Some primitive tribes chew glands harvested from
large specimens in preparation for significant battles, but
since the advent of alchemy the glands have been a critical
component in items such as fortemorphic elixir. For this
reason, there will always be hunters looking for clever ways
to capture burrow-mawgs and harvest their precious glands
to sell in the markets of the Iron Kingdoms. The capture and
storage of live burrow-mawgs, intended as a means of farming
their adrenal glands for alchemical production, has led to an
infestation of burrow-mawgs in the sewer networks of several
major cities.

COMBAT
When a pack of burrow-mawgs catches scent of prey, it
immediately attacks if it has sufficient numbers to bring down
the target. Burrow-mawgs swarm their targets in groups and
try to bite at unprotected flanks. A burrow mawg will move
fearlessly toward a source of food and can be trapped easily.

LORE

ABILITIES:

A character can make an INT + Lore (extraordinary zoology)


skill roll to determine what he knows about this creature. He
learns all the information up to the result of the roll. The higher
the roll, the more he learns.

Gang When making a melee attack that targets an enemy in melee range of another
friendly character, this creature gains +1 to melee attack and melee damage rolls.
When making a melee attack that targets an enemy in melee range of another friendly
creature or character who also has this ability, these bonuses increase to +2.

8: Burrow-mawgs are ferocious predatory pack hunters with


extremely sensitive senses of hearing and smell. When a
burrow-mawg scents potential prey, it uses a series of chitters
and shrill squeals to signal to the other members of its pack.
10: Burrow-mawgs devour prey indiscriminately, and small
coins and jewelry occasionally become lodged in their digestive
tracts. A sufficiently large pack of burrow mawgs will attack a
large creature, swarming over it and taking vicious chunks out
of its flesh.

Native Beast This creature is considered to be a beast native to the wilds of Immoren.
Night Vision This creature treats darkness as dim light and dim light as bright light.

CREATURE TEMPLATES:
Alpha, Juvenile, Large Specimen, Man-eater, Starving

SKILLS:
NAME
Detection
Sneak
Tracking

STAT
PER
AGL
PER

RANK
1
1
1

STAT+RANK
5
4
5

13: Burrow-mawg adrenal glands are used in the creation of


some alchemical compounds.

CATAPHRACT BEETLE
The hunting behavior of the cataphract beetle is a fascinating adaptation. Hailing predominantly from the Bloodstone, the beetle developed a
method of passive hunting, allowing it to secure prey while at rest. Thanks to the ingenious design of the traps it digs, clumsy beasts are drawn
directly into its waiting mandibles.
PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON

PHYSIQUE

PHY

SPEED

SPD

STRENGTH

STR

AGILITY

AGL

PROWESS

PRW

POI

INTELLECT

INT

PERCEPTION

PER

ARCANE

ARC

POISE

ACID SPIT

RAT RNG AOE POW


4 SP 6
10

Abilities: This weapon causes corrosion


damage.

BITE

MAT
4

POW
3

P+S
8

INITIATIVE

INIT

DEFENSE

DEF

10

ARMOR
ARM 13
(NATURAL ARMOR +6)

DESCRIPTION
Cataphract beetles are
large, carnivorous insects
that dwell in dry, sandy
environments, although
they have been known
to range into temperate
areas, especially where
the soil is loose enough
to accommodate their
burrows and pit traps.
In areas where they are
common,
cataphract
beetles are considered
a dangerous threat. A
hive of cataphract beetles
can stretch for miles in
all directions, and the
lands near the edge of the
Bloodstone Marches are
pockmarked with fields of
cataphract pits.

The two most common


castes
of
cataphract
WILLPOWER
WIL
8
beetles,
drones
and
VITALITY: 5
soldiers, are similar in
COMMAND RANGE: 1
appearancesquat,
sixBASE SIZE: SMALL
legged insects about three
ENCOUNTER POINTS: 2
feet long and standing
two to three feet from the
ground. Both are armored with a thick, spiky carapace stout
enough to repel small arms fire. oldiers are slightly larger than
drones and have more pronounced mandibles, but this is the
only obvious difference between the two. Communal insects,
cataphract beetles dig extensive underground burrows that
can hold as many as two hundred individuals. The majority of
cataphract beetles in a burrow are drones tasked with gathering
food and caring for their large, immobile queen. The rest are
soldiers, which protect the burrow from intruders and dig the
deadly pit traps for which the beetles are infamous.
Cataphract beetles are predatory, and foraging drones will
attack any creature they encounter, dismember it, and drag
it piecemeal back to their burrow. Closer to their burrows,
cataphract beetles employ a very different method of capturing
prey. The soldiers burrow ever-widening circles in loose earth
or sand, creating an unstable pit that collapses inward when
anything but a cataphract beetle enters the area. The shifting

10

earth in these pits makes them e ceedingly difficult to climb


out of, drawing prey toward the center, where the cataphract
beetle soldiers await.

COMBAT
Cataphract beetles use their powerful mandibles to tear their
victims to pieces. The beetles are typically encountered around
their burrows, where two to three soldiers hide in pit traps
with only their heads exposed as up to half a dozen drones mill
about. When prey approaches or stumbles into a pit, the beetles
swarm to attack it.

LORE
A character can make an INT + Lore (extraordinary zoology)
skill roll to determine what he knows about this creature. He
learns all the information up to the result of the roll. The higher
the roll, the more he learns.
8: Cataphract beetles are large, predatory, burrowing insects
that inhabit dry, sandy areas.
10: Cataphract beetles are armored in a thick, spiky carapace
and have pronounced mandibles powerful enough to rend steel.
12: Cataphract beetles dig treacherous pit traps to capture prey.
These steep walled pits are difficult to climb out of and leave
victims at the beetles mercy.
15: There are three castes of cataphract beetles: drone, soldier,
and queen. Both drones and soldiers are armed with powerful
mandibles, and the creatures can spray streams of caustic
digestive fluid at foes. The ueen is a defenseless, immobile
egg-layer found at the heart of a cataphract beetle burrow.

ABILITIES:

CATAPHRACT
BEETLE SAND TRAP
Size: 3-, 4-, or 5-diameter pit
Encounter Points: 2 (3 or 4) or 3 (5)
Cataphract beetle sand traps are hazards that can be
added to any encounter featuring cataphract beetles.
Each eighteen-foot-diameter (3) or twenty-four-footdiameter (4) trap is worth 2 encounter points, and
each thirty-foot-diameter (5) trap is worth 3 encounter
points. Cataphract beetles construct sand traps near
their burrows to disable prey. A sand trap is a large pit
of loose earth or sand that is treated as rough terrain.
A character entering or ending his movement within
a sand trap must make an AGL roll against a target
number of 10. If the roll succeeds, the character remains
standing and is not moved by the sand trap. If the roll
fails, the character is knocked down and is pushed to the
center of the pit. A knocked down character can stand up
normally by forfeiting his movement or action but must
make another AGL roll against a target number of 10. If
the roll succeeds, the character can move out of the pit.
If the roll fails, the character is knocked down again.
Cataphract beetles are not affected by these sand traps.

Burrow This creature can use a quick action to burrow beneath loose earth or
sand, leaving only its head exposed. Until it moves, is placed, or is engaged, it gains
concealment and does not block LOS.
Native Beast This creature is considered to be a beast native to the wilds of
Immoren.
Pit Beast This creature gains +1 to attack and damage rolls against a character
within a cataphract beetle sand trap.

CREATURE TEMPLATES:
Large Specimen, Protector

SKILLS:
NAME
Climbing
Detection
Sneak

STAT
AGL
PER
AGL

RANK
1
1
2

STAT+RANK
4
3
5

11

CEPHALYX
As a cephalyx comes near, it produces a painful sensation in the mindan all-consuming mental scream that drives a man to his knees, unable to
do anything but beg for relief. It does not abate, but only increases, thereby rendering men helpless and ripe for collection by these inhuman slavers.
PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON

PHYSIQUE

PHY

SPEED

SPD

STRENGTH

STR

AGILITY

AGL

PROWESS

PRW

POI

INTELLECT

INT

ARCANE

ARC

PERCEPTION

PER

POISE

PROSTHETIC BLADES
MAT
6

POW
5

DESCRIPTION
Dwelling
far
beneath
the surface of Caen, the
enigmatic cephalyx are
known to few but feared by
all who have encountered
them. For centuries this
race had little contact
with mankind, whose
awareness of them came
relatively recently.

P+S
10

PHYS

Some of the earliest


Rhulic records describe
encounters with cephalyx
INITIATIVE
INIT
14
thousands of years ago,
DEFENSE
DEF
14
well before a thriving
ARMOR
ARM 13
human
civilization
(CUSTOM ARMOR +7)
existed
in
western
WILLPOWER
WIL
13
Immoren. These accounts
are
horrifying
tales
of a fearless and alien
2 AGILITY
opponent that crawled
1
up from the darkness to
3
overwhelm all opposition
and
haul
still-living
4
captives back into the
E
darkness. The encounters
most
frequently
6
transpired in the deepest
5
I
mines in the mountains
near Ulgar, Ghord, and
COMMAND RANGE: 7
Drotuhn, proving the
cephalyx preferred to
BASE SIZE: SMALL
lair far below the surface.
ENCOUNTER POINTS: 6
Rhulic attempts to follow
the creatures and recover
those taken were rarely successful, leading the miners to
bolster their defensive measures and seek as much as possible
to prevent the attacks in the first place.
N

TE

LL

ECT

IQ

The cephalyxs primary contact with outsiders is by these


nocturnal raids conducted to capture prisoners, whom
they drag back to their subterranean lairs for medical
experimentation and transformation into drudgesmindless,
surgically augmented slaves. These mysterious slavers
have transformed countless numbers of men and women
over the centuries in order to maintain small armies of
grotesque servants and soldiers that dwell with them in their
underground homes.

12

For generations, most human contact reported to have occurred


with the cephalyx has been in isolated mountain communities,
particularly mining camps and other locations where men delve
beneath the surface of Caen. The disappearance of entire town
populations high in the Wyrmwall and Nyschatha Mountains has
been attributed to these creatures; if that assumption is accurate,
the cephalyx have been responsible for the abduction of whole
villages throughout Cygnar, Khador, and Rhul in particular.
In recent years, the incidence of reported cephalyx sightings
beyond these mountainous regions has undergone a dramatic
increase. The creatures have been witnessed in the depths of
the Thornwood Forest, for example, attended by a cohort of
their drudge servants working alongside Cryxian forces. This
has prompted reported disappearances from eastern Ord to
southern lael the attribution of these horrific entities. hat
their purposes might be are still unknown, but wherever they
appear, innocents go missing and experience a nightmarish
transformation into enslaved minions of the cephalyx.
It is unclear whether all cephalyx are part of the same society or
if they maintain distinct regional communities. Some scholars
have hypothesized the creatures might be divided into myriad
hives, like the insects they superficially resemble, but this is
pure conjecture.
What is known is that all cephalyx demonstrate potent
psychokinetic powers that seem entirely distinct from the
magic employed by other races. Their emaciated and atrophied
bodies float above the ground, with the clacking of their
metal prosthetics the only sounds that mark their passage.
The creatures move with an effortless and alien grace that
is unsettling to witness. Their bodies maintain an elegant
stillness contrasted by the constant probing motion of their
array of metallic limbs. They can move other objects with their
minds as well, delicately floating a desired ob ect toward their
grasp or violently hurling an opponent back with ease. Their
ability to manipulate the world around them through this
psychokinetic power manifests in myriad forms, from slowing
attacks directed at them to acting as a powerful weapon itself.
Cephalyx do not speak aloud among themselves, instead
seeming to communicate telepathically with each other and
their near-mindless slaves. On rare occasions when cephalyx
speak with outsiders, they communicate with mechanically
augmented vocal organs that produce inhuman, harshly
artificial speech. Although this speech is difficult to understand,
it is clear that the cephalyx have a thorough command of
numerous languages, human and otherwise. They can also
speak telepathically with other races, but this is a jarring and
painful experience that has been known to cause madness in
beings of lesser intellect.

ABILITIES:
Anatomical Precision When this character hits a living target with a melee
attack but the damage roll fails to exceed the targets ARM, the target suffers d3
damage points.
Anatomist This character gains an additional die on Medicine skill rolls.
Fearless This character never suffers the effects of fear.
Feat Points This character starts each encounter with 1 feat point. It is allocated
1 feat point at the start of each of its turns. It can have up to 1 feat point at a time.
Floating This character can advance through rough terrain without penalty, can
charge across obstacles, and cannot be knocked down.
Iron Will This character can reroll failed Willpower rolls. Each roll can be rerolled
once as a result of Iron Will.
Leader Drudges gain +1 on attack and damage rolls while within 5 of one or more
cephalyx.
Read Surface Thoughts This character can read the surface thoughts of any
character in its presence. As a result, this character gains an additional die on Social
and Tracking skill rolls.
Sacrificial Pawn When this character is directly hit by an enemy ranged attack, it
can select one friendly, non-incorporeal drudge within eighteen feet (3) of it to be
directly hit instead. The selected drudge is automatically hit and suffers all damage
and effects.
Telepathy This character can effectively speak the language of any character in its
presence. In addition to its ability to speak aloud, this character can speak into the
minds of any character it can perceive in its presence. This process is much more
difficult for this character if the targets mind is shielded in metal. If a target other than
a drudge is wearing an enclosed helmet or has some other means of shielding its mind,
this character must spend a full action to speak into the targets mind.
Will Weaver This character is a will weaver. The Game Master should choose two
to four spells from the following spell list for this character. At the Game Masters
discretion, this character may have an ARC stat of 5 or more.

CREATURE TEMPLATES:
Cephalyx Exulon

SKILLS:
NAME
Alchemy
Detection
Interrogation
Medicine
Sneak
Tracking

STAT
INT
PER
INT
INT
AGL
PER

RANK
2
3
3
3
3
1

STAT+RANK
9
7
10
10
7
5

unable or unwilling to follow the implanted directives, the


cephalyx can simply overpower the lesser mind in order to use
that individual as a puppet to achieve what it desires.

Generally the only mental communication a cephalyx engages


in with other races is to utterly dominate them and deliver
powerful imperatives that are nearly impossible to ignore.
When a cephalyx forces its will on ordinary people, the act
drives away all thought beyond mental anguish and a desire
to obey. Those individuals who endure such a mental link
with the cephalyx describe this thought-speech as twisted
and difficult to untangle, sometimes using alien synta as well
as unfamiliar terms. If the victim of this mental intrusion is

The pervasiveness of surgical knowledge and expertise among


the cephaly suggests that the practice of altering flesh is deeply
intrinsic to their culture. This combination of art, science, and
surgical technology is known to them as cephalomek, a practice
e alted to almost religious significance among them. Central to
this part of their culture is the grafting of a suite of surgical
tools onto their flesh. These instruments rise over their backs on
long, multi-jointed appendages made of iron and brass.
Each limb is tipped with a device designed to aid a cephalyx
in its work. These devices run the gamut from precision
scalpels, grasping appendages, many-toothed bone saws,
and flensing knives to injector arrays filled with medical
concoctions known only to the cephalyx. There is a great deal
of variety among the cephalyx in the configuration of these

13

SPELLS
SPELL NAME
Battering Ram

COST
2

RNG AOE
6

POW

UP

OFF

12

No

Yes

A target hit by Battering Ram can be pushed 3 directly away from the spells point of
origin.

Cloak of Fear

SELF

No

Yes

No

No

The spellcaster gains Terror [Willpower +2].

Deceleration

SELF CTRL

While within the spellcasters control area, friendly characters gain +2 DEF and ARM
against ranged attacks. Deceleration lasts for one round.

Hex Blast

10

13

No

Yes

Upkeep spells and animi on a character directly hit by Hex Blast immediately expire.

Hyper Awareness

SELF CTRL

Yes

No

While within this characters command range, friendly creatures and characters gain
Circular Vision. (The front arc of a character with Circular Vision extends to 360.)

Influence

10

No

Yes

The spellcaster makes a contested Willpower roll against a living enemy target hit by
this spell. If the spellcaster loses, nothing happens. If the spellcaster wins, it takes
control of the target. The target makes one normal melee attack, then Influence expires.

Instigate

SELF

No

No

While within 5 of the spellcaster, friendly drudges and monstrosities gain +2 on attack
and damage rolls. Instigate lasts for one round.

Inviolable Resolve

Yes

No

Target friendly character gains +2 ARM and automatically passes Willpower rolls to
resist Terror.

Mindblow

11

No

Yes

This spell can target only living characters. On a critical hit, the target must make a
Willpower roll against a target number equal to the spellcasters ARC + 12. If the roll
succeeds, the target remains conscious. If the roll fails, the target is knocked out. A
character damaged by this spell must forfeit one quick action during his next turn.

Mindlock

Yes

Yes

Each time a character affected by this spell attempts to cast a spell, he must make a
contested Willpower roll against the spellcaster. If the affected character wins, he can
cast his spell normally. If the spellcaster wins, the affected character cannot cast the
spell and loses the quick action he would have used to cast the spell.

Occultation

Yes

SPELL NAME
Overmind

COST

RNG AOE

POW

UP

OFF

SELF CTRL

No

No

The spellcaster immediately makes a contested Willpower roll against all living enemy
characters within his control area. Roll once for the spellcaster. If that roll is higher than
an enemys Willpower roll, the spellcaster can cause that enemy to advance up to 3 and
perform one non-spell, non-feat quick action. If the enemys roll is equal to or higher than
the spellcasters roll, the enemy is not affected. This spell can be cast only once per round.

Psi Blast

SP 8

12

No

Yes

Yes

Yes

The attack ignores LOS.

Psychophage

A living character hit by this spell suffers Paralysis. (A character suffering Paralysis has
his DEF reduced to 7 and cannot run, charge, or make slam or trample power attacks.)

Shock Wave

SELF

13

No

No

Characters within 5 of the spellcaster suffer a POW 13 damage roll. Each enemy
damaged by Shock Wave is pushed d6 directly away from the spellcaster in the order
he chooses.

Telekinesis

No

Place target character completely within 2 of its current location. When this spell
targets an enemy, it is an offensive spell and requires a magic attack roll. A character
can be affected by Telekinesis only once per round.

Total Domination

Yes

Yes

The spellcaster can use a quick action to make a contested Willpower roll against a
living enemy hit by this spell. If the spellcaster loses, this spell expires. If the spellcaster
wins, he can cause the target to advance up to 3, perform a quick action, or make a
normal attack. An affected character who advances as a result of this spell cannot be
targeted by free strikes during this movement.

Triage

B2B

No

No

To cast this spell, the spellcaster must be B2B with an incapacitated character who
needs to be stabilized. When this spell is cast, the incapacitated character is immediately
stabilized.

True Sight

SELF

Yes

No

This character ignores concealment, Camouflage, and stealth and can see in complete
darkness.

Will Breaker

SELF

Ctrl

Yes

No

While within the spellcasters control area, living enemy characters suffer 2 Willpower.

No

Target character gains stealth and +3 on Sneak skill rolls.

tools, though certain combinations suggest differing roles


the cephalyx fill requiring particular sets of limbs.
A cephalyx can control these prosthetic limbs with even greater
ease than its living limbs and can orchestrate complex movements
of multiple limbs concurrently. The ease with which they apply
this freakish dexterity in the execution of complex surgeries while
concurrently paying attention to other matters serves as just one
of many examples of their tremendous, if alien, intellect.
Other than their lean, humanoid bodies and sometimes
grotesquely oversized craniums, very little is known about the
natural aspects of cephalyx anatomy. When encountered, their
bodies are invariably obscured by long, leathery garments,
which are functionally similar to laboratory coats or butchers
aprons. Blood and viscera run off these garments cleanly, and
they do not appear to fray or show wear. Further, cephalyx
always wear thick leather surgical gloves, obscuring the longfingered and de terous hands within. mooth shells of brass
or leather studded with luminescent glass lenses hide their
bulbous and distended heads.

14

The size of an individual cephalyxs head and the atrophy of


its body seem to relate to its caste within the greater cephalyx
society, as does an individuals raw psychokinetic power. It
seems logical to deduce that the higher-caste cephalyx may
have modified their own brains, e panding them by some
unknown methodology. Above all else the cephalyx are
creatures that pri e intellect, and to them flesh is simply a clay
in which to work their craft. Their own bodies are considered
of little importance to them, maintained only as much as
necessary to stay alive and to support their ever-expanding
and powerful minds.
In rare instances, withered cephalyx with oversized heads
are encountered and have been seen wordlessly orchestrating
the activity of their brethren and devastating foes with their
indomitable mental powers. All claims about other details of
these creatures anatomy remain unsubstantiated, for whenever
the body of a cephalyx is captured by outsiders, it does not long
endure after death. The rapidity with which a cephalyx corpse
decomposes is likely no accident but instead is an intentionally

engineered aspect of their existence. For this reason, no human


has ever managed to effectively inspect and document the
anatomy of a cephalyx. Given the organized speed with which
they respond to perceived threats, it is no surprise that no
records of such investigations exist.

COMBAT
Cephalyx prefer to avoid direct confrontation, relying
on their armies of drudges to deal with any threats. If a
cephalyx is forced to fight, it first wields its psychokinetic
powers against a target, either subverting the enemys will
and having it attack its allies or overloading its mind with a
powerful psi blast. If neither technique works, the cephalyx
retreats and attempts to return to the safety of its lair. Only
when all else has failed will a cephalyx use its prosthetic
blades to fight, lashing out at exposed skin with scalpels,
bone saws, and flensing knives.

LORE
A character can make an INT + Lore (extraordinary zoology)
skill roll to determine what he knows about this creature. He
learns all the information up to the result of the roll. The higher
the roll, the more he learns.
11: Cephalyx are creatures that dwell in deep caverns and
underground realms.
13: Cephalyx employ mental abilities that can cripple or bend
ones will. Powerful cephalyx are able to take complete control
of an intelligent creature, forcing it to act according to the
cephalyxs whims.
15: Prisoners captured by cephalyx are subjected to surgical
alteration and turned into mindless slaves called drudges. A
cephalyx is often accompanied by numerous drudge bodyguards.
17: The acolytes of Cyriss have a standing enmity with the
cephalyx. The cause and history of this animosity is a mystery.

15

CEPHALYX DRUDGE
I feel it is my moral obligation to destroy drudges whenever and wherever I encounter them. One must never forget that the servants of the
cephalyx were once men, subjected to horrendous medical modification and imprisoned within their contorted and reformed bodies. Killing them is
a kindness, for it releases the men they once were from the chains of bondage and allows their souls to pass to, I can only assume, a much better fate.
PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON

PHYSIQUE

PHY

SPEED

SPD

DESCRIPTION

Those
unfortunate
enough to be taken
STRENGTH
STR
8
captive by the cephalyx
AGILITY
AGL
3
can hope for little, as they
PROWESS
PRW
4
will either be used for the
POISE
POI
1
purposes of unspeakable
experimentation or be
INTELLECT
INT
1
converted into mindless
ARCANE
ARC

drudge
slaves.
The
PERCEPTION
PER
3
cephalyx surgically alter
WEAPON AUGMENTATION
their slaves, extensively
MAT
POW
P+S
modifying their bodies
6
5
13
to give them tremendous
Variable Weapons Each turn, this creature
strength, endurance, and
may select one of the following abilities:
heightened senses at the
Circular Saw On a critical hit with this
cost of free will. Cephalyx
weapon, after the attack is resolved this
utilize any intelligent
creature can make an additional attack
against the target hit.
species that fall under
their influence in the
Extended Blade This weapon has
Reach.
manufacture of drudges,
though the final product
Wrecking Ball This weapon gains an
additional damage die against constructs
little resembles its natural
and objects.
form. Drudges will fight
to the death for their
INITIATIVE
INIT
12
masters, following any
DEFENSE
DEF
11
mental order a cephalyx
ARMOR
ARM 14
issues. Drudges have no
(AUGMENTATION +6)
sense of self-preservation
WILLPOWER
WIL
9
or any desire but to
COMMAND RANGE: 1
fulfill these commands.
BASE SIZE: SMALL
The agonizing surgeries
ENCOUNTER POINTS: 4
performed upon their
minds preclude any hope
of reversal for the process, leaving death as their only means
of escape.
When the cephalyx transform a prisoner into a drudge, the
first stage is extensive surgical alteration. A drudges brain is
carefully laid bare and altered to the whims of the cephalyx.
Some portions are removed, reducing some of the drudges
mental function while amplifying desired characteristics,
such as subservience. The drudges old sensory organs are
carved away and replaced with devices grafted directly into
the drudges nervous system. Once this work is complete,
the cephalyx bolt an enclosed metal helmet permanently
to the drudges body. Made of brass and thick glass, this
protective shell encloses the work of the cephalyx, shielding
the exposed tissue and filtering the air the drudge breathes.

16

Muscle tissues are grafted into the drudges body, portions


of its limbs are replaced with mechanical prosthetics, and
adrenal glands are subtly manipulated to vastly increase
their testosterone production. Finally, the cephalyx inject the
drudge with a cocktail of alchemical reagents that prevent
it from feeling pain, obviate the need for sleep, increase
muscle and skeletal density, and keep it from rejecting the
devices they install in the flesh. Each drudge is a surgical
abomination lashed together with stitches, scar tissue, rivets,
and bolts.
Within the underground facilities of the cephalyx, drudges
perform menial labor for their masters, serving as little
better than drones. Packs of drudges wander each facilitys
lightless tunnels and caverns, dragging prisoners to the
surgical chambers and hauling supplies for the construction
of other drudges and larger monstrosities. Anything foreign
encountered in the tunnels causes dozens of drudges to
converge on the threat and eliminate it.

COMBAT
Drudges act according to the telepathic whims of their
cephalyx master, attacking targets he designates and throwing
themselves at anything attacking him. Drudges are incapable
of fear, lack any sense of self-preservation, and will march
dauntlessly toward any enemy. Killing one or more of their
number does nothing to slow down those that remain. If their
master is destroyed, drudges will act in accordance with their
most recent orders until they receive new orders from another
nearby cephalyx.

LORE
A character can make an INT + Lore (extraordinary zoology)
skill roll to determine what he knows about this creature. He
learns all the information up to the result of the roll. The higher
the roll, the more he learns.
10: Drudges are the surgically augmented slaves of the cephalyx.
12: Drudges are mindless drones that act only according to the
wishes of a nearby cephalyx master.
14: Drudges are still alive and require food and water to survive.
They ordinarily subsist on a vile, organic sludge of cephalyx
manufacture containing all the nutrients they require.

ABILITIES:

CREATURE TEMPLATES:

Eyeless Sight This creature ignores cloud effects and forests when determining LOS.
This creature ignores concealment and stealth when making attacks.

Large Specimen

Fearless This creature never suffers the effects of fear.


Respirator This creature is immune to gas effects.

SKILLS:
NAME
Detection

STAT
PER

RANK
1

STAT+RANK
3

Tough When this creature is disabled, roll a d6. On a 5 or 6, it heals 1 vitality point, is
no longer disabled, and is knocked down.

17

CEPHALYX MONSTROSITY
The misshapen creations of the cephalyx we call monstrosities are no doubt the most terrifying product of their makers surgical augmentations,
victims of alchemically induced gigantism cobbled together from meat and metal. Standing as tall as warjacks, they are physically astounding, their
muscles literally straining at the seams of their metal implants. Such unnatural bulk does not come without its price, however. The underlying
bones and organs of creatures used in the manufacture of monstrosities cannot sustain such a form for long. Skin ruptures under the shearing
stress of the disproportionate musculature moving beneath it, and the cephalyx must permanently affix braces to the monstrositylike an engineer
shoring up a poorly made bridgeto keep its form from buckling beneath the strain of keeping its mass upright. Still, such knowledge is cold
comfort when a monstrosity barrels toward you, flailing with prosthetic weapons capable of crushing stone or steel.
PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON

PHYSIQUE

PHY

11

SPEED

SPD

STRENGTH

STR

10

AGILITY

AGL

PROWESS

PRW

POI

POISE
INTELLECT

INT

ARCANE

ARC

PERCEPTION

PER

INITIATIVE

INIT

11

DEFENSE
DEF
10
(AUGMENTATION 2)
ARMOR
ARM 17
(AUGMENTATION +6)
WILLPOWER

WIL

13

L L M B R R
L M M B B R

DESCRIPTION
These humongous and
little-known creations of
the cephalyx are poorly
understood by the people
of western Immoren, who
have taken to calling them
simply
monstrosities.
Culled from the most
physically
powerful
victims enslaved by the
cephalyx,
monstrosities
are a heavily augmented
variety of drudge. Those
selected undergo cruel
alchemical
treatments
that
force
them
to
rapidly grow to alarming
size.
Once
suitably
enhanced,
the
slaves
undergo the extensive
surgical and mechanical
alterations
that
turn
them into monstrosities.
To the cephalyx, each
monstrosity
is
an
incredible investment of
both time and resources.

Once a subject has been


properly
prepared,
BASE SIZE: LARGE
cephalyx surgeons cobble
flesh
and
machinery
ENCOUNTER POINTS: 11
together to create a form
pleasing to them. As the
monstrosity takes shape, its body is reinforced by a hulking
lattice of brass and iron and then flooded with numerous
alchemical fluids that further increase its muscle mass and
stimulate the healing process. When the work is complete, the
monstrosity s flesh strains at the seams running throughout its
body, puckered and scarred around metallic devices protruding
from its flesh. ike an ordinary drudge, a monstrosity acts
COMMAND RANGE: 2

18

only according to the mental commands of a cephalyx master.


The surgery performed on a monstrositys mind causes it to
become incredibly aggressive even when outside direct control,
tortured by relentless and powerful surges of adrenaline and
endorphins. Only truly powerful cephalyx, called exulons, are
able to push through this cloud of rage and violence and impose
their will upon a monstrosity, forcing it to act in accordance
with their whims.

COMBAT
A monstrosity will virtually always be controlled by a
cephalyx exulon that dictates how it acts. In the rare event an
unaccompanied monstrosity is encountered, the incredible
rage caused by its tortured mind will drive it to relentlessly
attack. A monstrosity has no sense of self-preservation and is
incapable of forming complex strategies; it will simply charge
the closest opponent and try to pound it into paste. Only
under the control of an exulon will a monstrosity act in any
other way, compelled by its controller to act as a heavy weapon
in the cephalyx arsenal.

LORE
A character can make an INT + Lore (extraordinary zoology)
skill roll to determine what he knows about this creature. He
learns all the information up to the result of the roll. The higher
the roll, the more he learns.
11: Monstrosities are the largest and strongest of the cephalyx
drudges.
13: A monstrosity can be controlled only by extremely powerful
cephalyx called exulons, which can overwhelm the noise of the
creatures tortured intellect.
15: Monstrosities are the result of prolonged exposure to
growth-inducing alchemical compounds and extensive surgical
modifications.

Weapon Augmentation The creature


must select one of the following sets of
weapons:

NET LAUNCHER
L

RAT RNG AOE POW


4
6
3

Abilities: If this weapon directly hits an


enemy target with an equal or smaller base,
immediately after the attack is resolved the
target directly hit can be pushed any distance
directly toward this creature. After the target
directly hit is moved, this creature can make
one normal melee attack against it. After
resolving this melee attack, this creature
can make additional melee attacks during its
combat action.
On a direct hit against an enemy target, all
models hit are knocked down.
This weapon can be fired only once per
round.

IMPALING BLADE
R

MAT
5

POW
6

P+S
16

ABILITIES:
Engine of War Cephalyx exulons (p. 93) can control this creature in a manner similar to how a warcaster controls his warjacks.
A cephalyx exulon can allocate focus points to this creature if it is in his battlegroup. This creature can be allocated up to 3 focus
points. This creature can spend focus points to boost attack or damage rolls, buy additional attacks, or make power attacks. This
creature cannot be allocated focus while its brain system (the B on its damage grid) is crippled. Despite having some similarities
with warjacks, this creature is a living character and cannot form bonds.
If the exulon controlling a monstrosity is incapacitated or destroyed, the monstrosities under his command become autonomous.
An autonomous monstrosity activates on its exulons initiative but cannot be allocated focus. An exulon can take control of an
autonomous friendly monstrosity. To do this, he must end his movement in base-to-base contact with the autonomous monstrosity
and forfeit his action, though he can still cast spells and use quick actions. The monstrosity must forfeit its activation and cannot
channel spells on the turn it becomes controlled. Beginning with the next turn, the monstrosity is under the new exulons control,
activates on its new controllers initiative, and can be allocated focus normally.
Eyeless Sight This creature ignores cloud effects and forests when determining LOS. This creature ignores concealment and
stealth when making attacks.
Fearless This creature never suffers the effects of fear.
Respirator This creature is immune to gas effects.

CREATURE TEMPLATES:
Cephalyx Monstrosity Subduer, Cephalyx Monstrosity Warden, Cephalyx Monstrosity Wrecker

SKILLS:
NAME
Detection

STAT
PER

RANK
1

STAT+RANK
4

Or

MECHA FIST
L

MAT
5

POW
4

P+S
14

Abilities: Open Fist

MECHA FIST
R

MAT
5

POW
4

P+S
14

Abilities: Open Fist

HARD HEAD
H

MAT
5

POW
4

P+S
14

Abilities: This creature adds this weapons


POW to its head-butt and slam power attack
damage rolls.
This creature gains +2 ARM against attacks
originating in its front arc.
Or

BALL AND CHAIN


L

MAT
5

POW
7

P+S
17

Abilities: This weapon has Reach.


Attacks with this weapon ignore ARM
bonuses from bucklers and shields.

BALL AND CHAIN


R

MAT
5

POW
7

P+S
17

Abilities: This weapon has Reach.


Attacks with this weapon ignore ARM
bonuses from bucklers and shields.

19

CROAK
Despite not being native to western Immoren, croaksor anura, as I prefer to call themhave carved a place for themselves on our half of the
continent in a startlingly brief period of time. The anuras ranine physiology leads some to believe they are a slow-witted race, but observation
does not bear this theory out. A race of consummate hunters, anura have managed to find a place for themselves among nearly all wilderness
civilizations, trading their talents with the spear for allies and shelter in the land they now find themselves in.
PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON

PHYSIQUE

PHY

SPEED

SPD

DESCRIPTION

Native to the hot and


humid jungles of the
STRENGTH
STR
5
Shattered Spine Islands,
AGILITY
AGL
4
anuraor
croaks,
as
PROWESS
PRW
4
they are more commonly
knownare a race of
POISE
POI
3
primitive
amphibians.
INTELLECT
INT
3
On
their
home
islands,
ARCANE
ARC

croaks
live
in
loose
PERCEPTION
PER
3
tribes organized around
THROWN SPEAR
the most powerful and
RAT RNG AOE POW
successful hunters. Each
4
8

4
tribe has between fifteen
Thrown Add this creatures STR to the
and fifty members living
POW of this weapon.
communally.
Croaks
Poison See below.
build their huts of woven
CROAK SPEAR
branches and reeds into
MAT
POW
P+S
the low forks of the giant
5
5
10
trees that grow out of the
Abilities: This weapon has Reach.
warm and murky water in
this region. Adult males
A character gains +2 to charge attack rolls
with this weapon when wielding it with two
are capable of producing
hands.
an incredibly loud call
Poison See below.
that can be heard over
an astonishing distance,
INITIATIVE
INIT
13
and the croaks use these
DEFENSE
DEF
12
signals to communicate
(CUSTOM BATTLE ARMOR 1)
between
tribes
and
indicate
tribal
boundaries.
ARMOR
ARM 12
(CUSTOM BATTLE ARMOR +6)
Croaks are a tool-using
race, though their crafts
WILLPOWER
WIL
9
are simple, utilitarian
VITALITY: 7
objects
drawn
from
COMMAND RANGE: 3
natural materials found
BASE SIZE: SMALL
in their surroundings.
ENCOUNTER POINTS: 3
Croaks are exothermic
creatures who prefer to act during the hottest part of the day. In
a cold environment, croaks become sluggish and irritable.
An average croak stands a full foot shorter than a man and has
a thick, heavy build. A croaks skin tone ranges from a deep,
muddy, greenish brown to a vibrant yellow-green. Younger
croaks and females tend to have a slightly paler complexion,
but males and females alike have dark spots along their hide
that increase in number as the croak ages. The skin of all
croaks secretes a potent toxin that they use to coat the blades

20

of their weapons. This natural oil is effective only if ingested or


introduced directly into the bloodstream.
Naturally talented climbers, croaks possess broad pads at
the end of each finger that help them grip any surface. The
outermost digits of a croaks hand are both opposable, further
strengthening their grip. Between the opposable digits and
the finger pads, a croak can maintain its grip in even the most
testing conditions. Despite their broad and clumsy-looking
fingers, croaks handle their spears and other tools with a great
deal of dexterity.
Some croaks manifest magical talents, though these cases are
both extreme and unusual. Most croaks who possess sorcerous
ability are the product of conjoined births. One of the twins
is invariably stunted and misshapen and lives as a malformed
parasite on the body of its stronger sibling, its malformed
forelimbs and head protruding from the larger twins torso. In
croak communities, these twins are venerated as counselors
and sages by other croaks, but they are never chosen to serve as
the chieftains of a tribe.
Many croaks were enslaved by the skorne as they moved west
into the Bloodstone Marches. Those croaks who survived the
journey were used as auxiliary skirmishers and hunters in
the unfamiliar swampy environments at the northwestern
edge of the Marches. Some croaks escaped their masters and
established colonies in the marshes and bogs to the north.
When these small communities are not competing with the bog
trogs and gatormen who claim the same territories, they can be
found alongside them in battle.

COMBAT
When croaks attack, they use the environment as much as
possible to gain a favorable position before striking. Being both
amphibious and skilled climbers, croaks can claim at least a
minor positional advantage in all but a few wilderness regions.
Most croaks prefer to keep their enemies at a distance, where
they can pick them apart with long spears and thrown javelins.
Croaks are most comfortable attacking living creatures who
are vulnerable to their poisonous secretions, and they are often
caught off guard when confronted with steamjacks. A croak
conjoined twin will try to avoid direct encounters whenever
possible, preferring to let its allies handle such combat. It will
swim or climb to a position where its spells will be the most
effective. Once in position, it will target the greatest threat.
Croaks tend to fashion armor from their surroundings that is
roughly equivalent to custom battle armor.

LORE
A character can make an INT + Lore (extraordinary zoology)
skill roll to determine what he knows about this character. He
learns all the information up to the result of the roll. The higher
the roll, the more he learns.
10: Croaks are a race of intelligent amphibians occasionally
found in small numbers along the westernmost edge of the
Bloodstone Marches, amid the swamps of the Thornwood, and
throughout the islands of the Bloodsmeath Marsh.
12: Croak skin secretes a mild poison they use on their
weapons. The glands that produce this poison can be harvested
from dead specimens, but they quickly deteriorate after the
creatures death. The poison causes immediate, localized tissue
damage upon introduction into the bloodstream. Alchemists
can use this organic toxin as an ingredient in many formulae.
14: Croaks, also known as anura, are not native to western
Immoren. The race came to western Immoren as slaves of the
skorne, but many escaped their captors and moved into suitably
swampy environments. Their culture and weaponry are
relatively primitive, but they are not particularly aggressive.

ABILITIES:
Amphibious This character treats water as open terrain and gains concealment
while within water.
Poison This character can spend a quick action to coat one of his weapons with
poison, which affects the weapons next attack. A character damaged by a poisoned
weapon must immediately make a PHY roll against a target number of 12. If the roll
succeeds, nothing happens. If the roll fails, the target suffers an additional d3 damage.
This character is immune to the effects of croak poison.
Scrabble This character gains an additional die on Climbing skill rolls.

CREATURE TEMPLATES:
Chieftain, Croak Conjoined Twin, Hunter, Juvenile, Large Specimen, Runt

SKILLS:
NAME
Climbing
Detection
Great Weapon
Sneak
Thrown Weapon

STAT
AGL
PER
PRW
AGL
POI

RANK
1
1
1
1
1

STAT+RANK
5
4
5
5
4

16: Some croaks are sorcerers, born as twisted, conjoined twins


with an additional head and an extra set of arms. Though
venerated, these gifted croaks are never given positions of
authority. Each of the conjoined croaks maintains its own
sentience and personality, but they seem to be linked spiritually.

21

CRYPT SPIDER
Arachnid studies have always fascinated me. Measuring the spurs of a Bloodstone whiptail or the intricate webs of the orb weavers in the
Thornwood is an almost transformational experience. No matter where they are found or what their ecological niche, arachnids are perfectly built
to execute a specific task. Take, for instance, the crypt spider. Able to secrete an acid that can dissolve casket and bone while preserving the corpse
marrow it desires, a crypt spider hunts that which can neither flee from it nor, barring notable exception, fight back: that which is already dead.
PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON

PHYSIQUE

PHY

SPEED

SPD

STRENGTH

STR

AGILITY

AGL

PROWESS

PRW

POI

POISE
INTELLECT

INT

ARCANE

ARC

PERCEPTION

PER

ACID SPIT

RAT RNG AOE POW


4
4

10

Abilities: This weapon causes corrosion


damage, and a character hit by it suffers the
Corrosion continuous effect. This weapon
can be used only once per hour.

BITE

MAT
5

POW
4

P+S
8

DESCRIPTION
The bane of scholars and
grave robbers alike, crypt
spiders are a bizarre
variety of giant arachnids
that dwell within dusty
tombs,
crumbling
ruins, and well-stocked
mausoleumswherever
desiccated corpses are
plentiful. Their choice of
lair is entirely dependent
on their peculiar dietary
needs.
Crypt
spiders
eat
the
dead;
more
specifically, they gain
their only sustenance from
the bone marrow of longdead corpses.

One
of
the
largest
arachnids
in
western
INITIATIVE
INIT
13
Immoren, adult crypt
DEFENSE
DEF
15
spiders are roughly as
ARMOR
ARM
9
long as a man is tall and
(NATURAL ARMOR +4)
stand nearly half that
WILLPOWER
WIL
7
distance from the ground.
VITALITY: 5
They have a bloated,
COMMAND RANGE: 2
corpulent
appearance,
and in bright light their
BASE SIZE: MEDIUM
partially
translucent
ENCOUNTER POINTS: 2
flesh e poses the pulsing
innards beneath. Crypt spiders have eight legs, each tipped
with a serrated barb that allows the beasts to easily cling to
stone walls. They have six bulbous eyes and can see in nearcomplete darkness. Crypt spiders have oversized mandibles,
which they use to get at the marrow within the cracked bones
of the dead.
Crypt spiders do spin webs, but rather than using them to
capture prey they tend to coat the walls and ceilings of their
lairs with webbing to make them easier to climb. Additionally,
crypt spiders build elaborate nests that serve as shelter for them
and their young.
A tomb infested with crypt spiders usually holds a colony
of two or three adults and possibly hundreds of spiderlings.
Larger crypts may serve as the lair of a dozen or more adults.

22

Crypt spiders are occasionally found within graveyards,


devouring the corpses of the more recent dead.
More pest than dangerous beast, a crypt spider can still pose a
threat to adventuring scholars, tomb robbers, and any who seek
forgotten lore and treasure in the many ruins that dot western
Immoren. Crypt spiders are not typically aggressive, but they
will defend their young and their lairs if disturbed.
The most disturbing aspect of the crypt spider is that it seems
to retain the memories of the corpses it consumes. Though
these memories have no effect on a crypt spiders behavior,
alchemists have had some success distilling potions from the
brains of these creatures. The resulting elixirs allow the imbiber
to briefly e perience the memories of the last intelligent creature
the spider consumed.

COMBAT
Crypt spiders are not overly aggressive and generally prefer to
flee instead of fight, but they will defend their young and their
lairs if disturbed. Although they can deliver a powerful bite
with their mandibles, crypt spiders prefer to attack intruders
with a spurt of highly caustic digestive fluid. The spiders secrete
this fluid in small amounts to dissolve bone, and it readily eats
flesh and even metal in large uantities. If an intruder survives
this initial caustic spray, the crypt spider closes to bite the
weakened target to death.

LORE
A character can make an INT + Lore (extraordinary zoology)
skill roll to determine what he knows about this creature. He
learns all the information up to the result of the roll. The higher
the roll, the more he learns.
8: Crypt spiders are giant arachnids that live in tombs and eat
the dead.
10: Crypt spiders are not normally aggressive, but they will
attack if they or their food source is threatened. Crypt spiders
attack by s uirting a powerful, caustic fluid at enemies. They
can also deliver a powerful bite.
12: Crypt spiders are said to retain the memories of those they
consume.
15: A crypt spiders brain can be distilled into a potion that
briefly conveys the memories of the last creature the spider
consumed.

ABILITIES:
This creature gains boosted Climbing rolls.
Native Beast This creature is considered to be a beast native to the wilds of
Immoren.
Night Vision This creature treats darkness as dim light and dim light as bright light.
Recluse This creature gains +2 on Sneak skill rolls.
Webs This creature can travel across its own webs as fast as it can move across flat
ground. It also can descend from above on strands of web.

CREATURE TEMPLATES:
Juvenile, Large Specimen, Protector, Skittish

SKILLS:
NAME
Climbing
Detection
Sneak

STAT
AGL
PER
AGL

RANK
2
1
2

STAT+RANK
7
4
7

CRYPTOSPECTOR
Cost: Due to the nature of this substance, it is
not available for sale.
Description: This grey, oily fluid is made from
the distilled brain of a crypt spider. Anyone
who imbibes the fluid briefly gains the
memories and insights of the last intelligent
corpse consumed by the spider.
Special Rules: A character who imbibes
this alchemical compound gains the
memories, languages, and occupational
skills of the last intelligent creature consumed
by the crypt spider the potion was made from
as long as the potion remains in effect. The
memories are implanted in the drinkers mind.
Though they clearly belong to another, they are not
overwhelming and pose little threat of loss of self.
Instead, the drinker can sift through them as if he
were thinking back through his own natural memories.
The potion lasts for 2d3 hours.
Brewing Requirements: Alchemy
Ingredients: This alchemical compound requires one
crypt spiders brain, one unit of alchemists stone, one
unit of organic acid, and two units of organic oil.
Total Material Cost: One crypt spiders brain + 6 gc
Alchemical Formula: Brewing this alchemical
compound requires an apothecarys kit and two hours
of labor spent combining, cooking, and stabilizing
the ingredients. At the end of this time, the character
must make an INT + Alchemy skill roll against a target
number of 14. If the roll succeeds, the character creates
one dose of cryptospector. If the roll fails, the character
creates one unit of liquid alchemical waste.

23

DEATHLESS
Even as the scars of the Occupation fade from the lands of western Immoren, it is vital that we, as a people, never forget the horrors visited upon us
by the Orgoth. Though those dark centuries seem increasingly distant with each passing year, there remain those twisted relics that are not content
to sit in silence with the moldering of yearsthings that, even in death, dream of conquest and mastery of broken lands.
PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON

PHYSIQUE

PHY

13

SPEED

SPD

STRENGTH

STR

AGILITY

AGL

PROWESS

PRW

POISE

POI

INTELLECT

INT

ARCANE

ARC

PERCEPTION

PER

DESCRIPTION

ORGOTH GREAT SWORD


MAT
9

POW
7

P+S
15

Abilities: This weapon has Reach and is a


magical weapon. A character must have at least
STR 8 to wield this weapon with one hand.
A non-deathless character in possession of
this weapon automatically has his Willpower
reduced by 1 each day he retains possession
of this weapon. If his Willpower is reduced
to 0, he becomes possessed by the spirit of
the deathless and becomes an NPC under
the Game Masters control. If the character
is separated from this weapon, he regains 1
Willpower point for every full twenty-four
hours he is separated from this weapon.

INITIATIVE

INIT

DEF
13
(FULL PLATE 2)

ARMOR

ARM 21
(FULL PLATE +8)

WILLPOWER

WIL

AG

IQU

TE

YS

IN

16

ILITY

LLECT

1 2

5
COMMAND RANGE: 6
BASE SIZE: SMALL
ENCOUNTER POINTS: 20

24

16

DEFENSE

When the Orgoth arrived


on the shores of western
Immoren, they needed
less than two hundred
years to bring nearly
the entire continent to
its knees. Theirs was a
mighty
empire
hewn
from flesh and blood.
Only after eight hundred
years of oppression were
the people of western
Immoren finally able to
cast off the shackles of the
Orgoth and drive them
back into the sea from
whence they mysteriously
arrived.
Though
the
Orgoth
razed
many
of the works they had
wrought to the ground
during their retreat, signs
of their centuries-long
dominion still dot the
modern landscape: oncefertile lands where crops
refuse to grow, silent
woods where animals fear
to tread, and dark places
where the ruins of the
Occupation still stand,
daring
the
foolhardy
to discover secrets best
forgotten.
The deathless are perhaps
the most terrifying of
these remnants: ancient
Orgoth lords whose dark
powers have sustained
them into undeath within
their macabre halls, which
serve as both tomb and
seat of power. Though
their bodies have long
since turned to dust,
leaving little but armor
and bone, time has stood

still to the deathless. For these would-be masters of Caen,


not even death has stifled their mad ambition. Despite being
completely confined within their tombs, they believe their
reach is as vast as their innate power, and in their minds they
yet remain the masters of a continent-spanning empire and the
governors of countless mortal lives.
It is almost impossible for those unlucky enough to confront
a deathless to understand the depths of madness and selfdelusion these beings possess. To the eyes of the outsider, the
deathless is surrounded by undeniable signs of decay and
death, including its own withered, desiccated body. To the
eyes of the deathless, however, its tomb shines as a throne
room resplendent in its glory. Faded frescoes of the time of the
ccupation gleam bright, chipped flagstones remain polished
to a dull luster, and the decayed treasures that surround its
throne glitter with untold wealth.
By the same token, to the mind of the deathless its body remains
at the peak of its physical power. It feels the warmth of blood
pumping through its veins, the thump of its enduring heart
beating within its chest, and the power of thickly corded muscles
honed by decades of war. It is at its most virileat the height of
its power and station in life. The passage of decades and even
centuries are neither marked nor noticed by a deathless, whose
memories are frozen in amber. Such is the power of its delusion
that nothing can lift the veil from its eyes, and any who attempt
to do so quickly realize their folly. A deathless will go to any
lengths to maintain its delusion, and its preferred method of
dealing with those who question its beliefs is a quick, yet still
excruciatingly painful, death.
The living who encounter a deathless are perceived and treated
as its slaves. The deathless imperiously issues commands in one
of the ancient tongues of western Immoren and does not hesitate
to slaughter those incapable of following its edicts. Inability to
understand the deathless is treated as insubordination. Those
capable of understanding the deathless are no better off than
those who die quickly on its blade. They are forced to serve the
whims of the deathless, though such servitude is usually cut
short when the servant fails to understand the nuances of the
deathless self-delusion.
The threat posed by the deathless is not limited to their own
substantial powers but extends to the servants they still
command in death. Deathless surround themselves with the
remains of the minions and slaves they commanded in their
former lives. Though most deathless lie silent, their chambers
are often filled with shades and revenants yet more terrifying,
such as dread and excruciators willing to execute their masters
will without question or thought.

ABILITIES:
Each deathless character has one Mighty archetype benefit selected by the Game
Master.
Arcane Assassin When making attacks, this character ignores focus points
overboosting the targets Power Field and spell effects adding to its ARM or DEF.
Cleave When this character incapacitates one or more enemies with a melee attack
made with a great weapon during his turn, he can make one additional melee attack
immediately after the attack is resolved. This character can gain only one additional
attack from Cleave each turn.
Deathly Endowments Choose up to three deathly endowments (see p. 78) for this
character. Not all deathly endowments are appropriate for this character, so the Game
Masters discretion is encouraged.
Feat Points This character starts each encounter with 1 feat point. He is allocated
1 feat point at the start of each of his turns. He can have up to 1 feat point at a time.
Language This character speaks Orgoth and one of the following ancient languages:
Caspian, Khardic, Rynn, Thurian, or Tordoran.
Load Bearing This character is well practiced at fighting while wearing heavy armor.
Reduce the SPD and DEF penalties from the armor the character wears by 1 each.
Spell Ward This character cannot be targeted by spells.
Terror This character has Terror [Willpower +4].
Undead This character is not a living character and never flees.

CREATURE TEMPLATES:
None.

SKILLS:
NAME
Command
Detection
Great Weapon
Intimidation
Jumping
Lore (Orgoth)
Sneak

STAT
*
PER
PRW
*
PHY
INT
AGL

RANK
3
3
3
3
3
3
2

STAT+RANK
*
7
9
*
16
6
7

COMBAT

LORE

The deathless view any living beings within their tombs as


visitors seeking an audience and will not immediately attack
them. They can speak the slave tongueancient Caspian
as well as Orgoth and other extinct languages from the time
of the Occupation. A deathless demands obedience and
deference from any visitors and grows violently angry at
any slight to its rule. This rage only intensifies if the visitors
insist things are not as the deathless believes. Its existence
is tied to its own complete belief in its self-delusion, and
any questioning of its beliefs is seen as a direct threat to the
deathless itself. A deathless is extremely intelligent, and
despite its delusions it will make use of its abilities in the
most effective way possible, seeking to swiftly eliminate
those it deems a threat.

A character can make an INT + Lore (extraordinary zoology)


skill roll to determine what he knows about this character. He
learns all the information up to the result of the roll. The higher
the roll, the more he learns.
12: There are powerful undead beings known as deathless
dwelling in some of the forgotten tombs and ruins of the Orgoth
scattered throughout western Immoren.
14: Deathless often wield powerful Orgoth artifacts and
command a retinue of dread and excruciators. Deathless lead
their undead companions in battle, directing them as a general
directs his forces. Many deathless were accomplished tacticians
in life and command their undead servants in coordinated and
brutally effective strikes.
16: The deathless are undead Orgoth, the remains of powerful
generals and governors who refuse to die. So great are their
ego and hubris, the deathless believe that things are still as
they were during the Occupation and treat all Immorese they
encounter as their servants and slaves. Denying a deathless
beliefs causes it to fly into a murderous rage.

25

DEVIL RAT
The Undercity of Corvis is home to many massive swarms of devil rats that make their dens in its larger caverns. I advocate caution when moving
through the Undercity at all times, but when one encounters even a single devil rat, seek the nearest exit to the surface: you are likely in the swarms
territory and, by its reckoning, fair game for the next meal. A handful of gamy meat thrown into the swarm might buy you a few moments as the
swarm fights over it. Hope that a few moments are all you need to escape.
PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON

PHYSIQUE

PHY

SPEED

SPD

DESCRIPTION

Distinguished
from
normal rats by its size
STRENGTH
STR
3
and the long, bony spurs
AGILITY
AGL
3
along its spine, the devil
PROWESS
PRW
3
rat is a frequent sight in
POISE
POI
0
the sewers and abandoned
INTELLECT
INT
2
urban centers of the Iron
Kingdoms.
Far
more
ARCANE
ARC

intelligent than common


PERCEPTION
PER
4
vermin,
a
devil
rat
BITE
possesses a clever mind,
MAT
POW
P+S
a
malevolent
nature,
5
1
4
and a seemingly endless
appetite. Enormous devil
INITIATIVE
INIT
13
rat swarms are found
DEFENSE
DEF
13
anywhere there is an
ARMOR
ARM 10
overflow of refuse and
(NATURAL ARMOR +6)
a damp, dark place for
WILLPOWER
WIL
6
them to nest. Nests are
VITALITY: 3
especially common along
COMMAND RANGE: 2
waterways and in the
BASE SIZE: SMALL
refuse piles of large cities
ENCOUNTER POINTS: 1
like Corvis, Five Fingers,
and Port Vladovar where
the rats have an ample supply of food and extensive sewer
networks to call home.
Devil rats are known to carry a debilitating disease called devil
fever. The fever is spread by the rats bite and causes even those
of hardy constitution to wither and die over the course of long
and torturous hours. The disease is most often transmitted
via rat bites, but it can also be a by-product of the ill-advised
consumption of the rat s flesh. nly the truly desperate or
ignorant ever resort to such practice.
By stowing away on merchant vessels and traveling down
the many rivers of the Iron Kingdoms, devil rats have spread
to most major cities. Corvis in particular suffers from an
infestation, and the rats make good use of the derelict tunnels
and catacombs beneath the city. Devil rats are prolific breeders,
resulting in massive swarms that can number in the thousands.
These ravenous packs plague the sewers and the refuse pits
of the cities they infest, feeding on rotting garbage, other
subterranean animals, and even each other. A devil rat swarm
drives out any competitors in its territory, and those experienced
with their activity can identify an increase in a citys devil rat
population by the sudden mass migration of wharf rats.

26

warms are fiercely competitive, and devil rats will


enthusiastically consume their own kind if no other food
source is available. This is particularly true of newly formed
splinter swarms, which often battle the established host swarm
for control of territory. Devil rats tend to make their nests in
dark, wet areas, most commonly tunnels, basements, sewer
systems, and urban trash piles. A typical nest is littered with
the rats filth and their victims inedible remains. These nests
are virulent sources of disease.
At the heart of each devil rat swarm is a devil rat matron. Late in a
female devil rats life, she undergoes a series of transformations,
shedding her matted fur and gorging on food until she is a
corpulent mass of pallid flesh. After nearly tripling in si e, the
matron breaks off from her swarm, settles a new territory, and
fosters a brood of her own. A devil rat matron is the hub of her
brood, with dozens of mates and subordinate females tending
to her every need so she can devote herself entirely to breeding.
A devil rat matrons legions of spawn furiously attack any who
threaten her.

COMBAT
Though they possess a wicked sort of cunning, devil rats
are driven in combat by their unnatural hunger. While
on the hunt, devil rats organize into massive
swarms. Swarms attempt to overwhelm
the closest target and are drawn away
only by repeated attacks from another
nearby foe. In the presence of a devil
rat matron, a devil rat swarms only
concern is her protection. The swarm
will place itself between the matron
and attackers while the matron tries
to move away from danger.

LORE
A character can make an INT + Lore (extraordinary zoology)
skill roll to determine what he knows about this creature. He
learns all the information up to the result of the roll. The higher
the roll, the more he learns.
8: Devil rats are dangerous pests that infest many large cities,
and they hunt for food in large swarms.
10: Devil rats carry a disease known as devil fever that can be
contracted through a bite. Devil fever can be treated with a tea
made from ratwort, a tuber common in many forested areas.
12: Devil rats live in a hive-like structure built around a matron.
They are fiercely protective of the matron.
14: Devil rats drive other vermin out of their territory as the
swarm increases in size. A sudden movement of wharf rats
from a region is a clear sign of increased devil rat infestation.

ABILITIES:
Devil Fever A character damaged by a melee attack made by this creature has
a chance of being infected with devil fever. Immediately after the attack has been
resolved, the damaged character must make a PHY roll against a target number of 12.
If the roll succeeds, the character resists the disease. If the roll fails, the character
contracts devil fever. The first symptoms manifest after d3 days, at which time the
character suffers a high fever. Every six hours thereafter, the character must make an
additional PHY roll against a target number of 15. (Reduce this number to 12 if the
character remained in bed for the previous six hours.) If the character passes three
of these rolls, he fights off the disease. If the character fails three of these rolls, the
disease moves on to the advanced stage.
During the fevers advanced stage, the character cannot regain vitality by any means.
Every three hours thereafter, the character must make a PHY roll against a target
number of 15. (Reduce this number to 12 if the character remained in bed for the
previous six hours.) For each roll that fails, the character suffers d3 damage points. If
the character becomes incapacitated as a result, he dies. If the character passes three
of these rolls, he fights off the disease.
Native Beast This creature is considered to be a beast native to the wilds of
Immoren.
Night Vision This creature treats darkness as dim light and dim light as bright light.

CREATURE TEMPLATES:
Blighted, Devil Rat Matron, Swarm

SKILLS:
NAME
Detection
Sneak
Swimming

STAT
PER
AGL
STR

RANK
1
3
2

STAT+RANK
5
6
5

27

DRACODILE
A dracodile is certain to be the greatest predator of whatever swamp, marsh, or bog it calls home. An enormous amphibious reptile, it is as agile in
water as it is ponderous on land. Even on land, however, they should not be underestimated. They are fast for their size, and their jaws can splinter
a boat or wagon into kindling. The best defense I can offer is to stay as far away from it as humanly possiblefailing that, may Morrow help you.
PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON

PHYSIQUE

PHY

15

SPEED

SPD

STRENGTH

STR

14

AGILITY

AGL

PROWESS

PRW

POISE

POI

INTELLECT

INT

ARCANE

ARC

PERCEPTION

PER

DESCRIPTION

BILIOUS SPRAY
H

RAT RNG AOE POW


6 SP 10
15

Abilities: This weapon causes corrosion


damage, and a character hit by it suffers the
Corrosion continuous effect.

BITE
H

MAT
7

CLAW
L

MAT
7

CLAW
R

MAT
7

INITIATIVE

POW
5

P+S
19

POW
3

P+S
17

POW
3

P+S
17

INIT

12

DEFENSE
DEF
8
(2 FROM IMMENSE SIZE)
ARMOR
ARM 20
(NATURAL ARMOR +5)
WILLPOWER

WIL

17

AGILITY

HY

SIQ

UE

COMMAND RANGE: 2
BASE SIZE: HUGE
ENCOUNTER POINTS: 47

28

Dracodiles are particularly aggressive to river traffic and view


the steamships of the Iron Kingdoms as invasive threats to
their territory. Dracodiles use rivers as a means of regulating
their body temperature. They bask in slow watercourses for
several hours a day and do not stand for intrusions into their
domain. Dracodile attacks have increased dramatically as the
industrialization of the Iron Kingdoms has similarly increased.
The rumbling of a large steam engine from a boat, winch, or
steamjack will draw a dracodiles attention. Such unnatural
noise is reminiscent of a dracodiles growl and perceived as
a threat to its territory. Boats with their engines left on are
magnets for males seeking to drive away competitors, and such
confrontations usually end in an enraged dracodile exploding
from the water and capsizing the ship in the attack.
The ever present danger of the dracodile to river traffic has led
shipping companies to hire armed escorts to kill or drive off the
beasts when they attack. The swampies of Cygnar sometimes
hire themselves out as expert guides to companies that must
navigate the swampy rivers of the north. The swamp dwellers
know how to spot the telltale signs of a dracodiles territory: long
drag marks on the shoreline, flattened mangrove trees, and the
crushed bones of massive beasts washed up at the rivers edge.
When cornered, dracodiles not only rely on tooth and claw but
also spew a deadly, acidic miasma. These vile fumes corrode
armor and flesh, cause severe acid burns to e posed skin, and
sear the lungs if inhaled.
o matter the initial cause of conflict with a disturbed dracodile,
it almost invariably ends with the dracodiles enjoying a fresh
meal. ifle fire has virtually no effect against the monster, for its
countless scales are akin to the sharpened steel of great shields.
Even weapons powerful enough to penetrate a dracodiles
daunting hide sink harmlessly into layers of fat and muscle
rather than vital organs.

IN

TE

LLE

CT

The dracodile is an
unfathomably
large
amphibious
predator
of western Immorens
swamps
and
major
waterways,
particularly
in the Lothpool River, on
the Black River near the
Bloodsmeath Marsh, and
where the Dragons Tongue
feeds the Thornmere.
Fully grown, a dracodile
extends over thirty feet in
length. In its territory, a
dracodile sits unshakably
at the top of the food
chain. Fortunately for
travelers, dracodiles are
among the rarest species
in the wilds of Immoren
and do not normally stray
from their natural habitat.
Unfortunately, however,
dracodiles
are
easily
angered, and the territory
of even a single dracodile
can extend throughout
many miles of swampy
terrain and along the
course of major rivers, the
very arteries of trade in the
Iron Kingdoms. Dracodiles
often ignore incursions by
beasts smaller than men,
considering them too
small to be either a meal
or a threat, but they will
hunt down and consume
any larger trespassers.
A dracodiles broad diet
often includes other large
swamp predators.

it to hunt without depleting its source of potential game. Strong


dracodiles will drive weaker specimens out of their territory.
When a clutch of dracodile young hatches, the mother dracodile
must go beyond the borders of her territory for sufficient food
and will drag kills back to the nest until her hatchlings are
old enough to hunt for themselves. The young are eventually
driven out of their mothers territory to establish their own
hunting grounds, but until that time the mother dracodile will
ferociously protect them from harm.

Dracodiles are solitary


animals
and
quite
protective of their hunting
ground. The size of a
dracodiles territory allows

COMBAT
A dracodile will attack if it perceives a threat to its territory
or its young or if it is on the hunt. Larger animals will be
attacked and eaten first, but a dracodile rarely turns down

the opportunity for a meal. Dracodiles are quick to anger


and slow to calm, and attacks against them often result in the
relentless pursuit of the dracodiles attacker, even beyond the
boundaries of its territory. A dracodile uses its breath attack
when it feels threatened or is injured, often spraying the
largest targets first.

LORE
A character can make an INT + Lore (extraordinary zoology)
skill roll to determine what he knows about this creature. He
learns all the information up to the result of the roll. The higher
the roll, the more he learns.
8: Dracodiles are the largest and deadliest predators of the
swamp regions they inhabit. One should avoid or outrun a
dracodile rather than face it head-on.

ABILITIES:
Amphibious This creature treats water as open terrain. While within water, this
creature gains concealment.
Fearless This creature never suffers the effects of fear.
Native Beast This creature is considered to be a beast native to the wilds of Immoren.
Terror This creature has Terror [15].
Waterborne This creature gains +2 SPD and DEF while within deep water.

CREATURE TEMPLATES:
Juvenile, Man-eater, Protector, Resilient

SKILLS:
NAME
Detect
Tracking

STAT
PER
PER

RANK
2
1

STAT+RANK
5
4

10: Flattened mangrove trees, the washed-up bones of large


animals on riverbanks, and the long drag marks of a dracodiles
broad tail can help identify the creatures territory.
12: A dracodile can spew forth a highly corrosive acid capable
of eating through tempered steel.
14: Dracodiles perceive riverboats as invaders threatening their
territory and will not hesitate to attack them.

29

DRAGONSPAWN
Found everywhere the blight of dragons stains the land, dragonspawn are created by dragons from their own blood. These misshapen beasts
defend the dragon and hunt its enemies to extinction. Would that I had adequate counsel on how best to destroy them, but each of these twisted
monsters is a unique, horrifying abomination. If you are brave enough to confront one, all I can offer you is luck.
PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON

SMALL

MEDIUM

LARGE

PHYSIQUE

PHY

PHYSIQUE

PHY

11

PHYSIQUE

PHY

SPEED

SPD

SPEED

SPD

SPEED

SPD

STRENGTH

STR

STRENGTH

STR

STRENGTH

STR

12

AGILITY

AGL

AGILITY

AGL

AGILITY

AGL

PROWESS

PRW

PROWESS

PRW

PROWESS

PRW

POI

POISE

POI

POISE

POI

POISE

13

INTELLECT

INT

INTELLECT

INT

INTELLECT

INT

ARCANE

ARC

ARCANE

ARC

ARCANE

ARC

PERCEPTION

PER

PERCEPTION

PER

PERCEPTION

PER

BITE

P+S
10

MAT
7

POW
3

BITE

P+S
12

MAT
7

INITIATIVE

INIT

14

INITIATIVE

INIT

13

INITIATIVE

DEFENSE

DEF

13

DEFENSE

DEF

12

DEFENSE

ARMOR
ARM 12
(NATURAL ARMOR +5)

ARMOR
ARM 16
(NATURAL ARMOR +5)

WILLPOWER

WILLPOWER

WIL

WIL

INIT

YS

IQU

WIL

2
AG

TE

ILITY

LLECT

AG

IN

LLECT

TE

IN

IQU

13

ARMOR
ARM 18
(NATURAL ARMOR +5)

12

14

ILITY

3
H

YS

ILITY
AG

P+S
15

DEF
10
(1 FROM SIZE)

WILLPOWER

POW
3

YS

IQU

LLECT

POW
3

TE

MAT
7

IN

BITE

dictated by the goals


of its creator. They
are bizarre creatures
with little will of
their own, far more
powerful than most
beasts but slaves to a
higher power. When
commanded,
they
act as an extension
of the dragons own
form and will. Each
sacrifices itself without
hesitation to fulfill the
will of its master.
The number of spawn
a dragon can create is
limited by the power
of its athanc, much as
the scope of its blight
is limited. The greatest
dragons seem able
to create numerous
dragonspawn. Because
the
presence
of
dragonspawn betrays
a dragons presence,
a dragon may choose
not to create spawn
or keep a few in
tight control to avoid
discovery.

COMMAND RANGE: 1

COMMAND RANGE: 1

BASE SIZE: SMALL

BASE SIZE: MEDIUM

ENCOUNTER POINTS: 5

ENCOUNTER POINTS: 9

DESCRIPTION
These malefic, eyeless creatures are created by dragons at will
never spontaneouslyfrom the dragons own blood. A dragon
seemingly has limited control over the form its spawn takes,
with some aspects of their physiology arising spontaneously.
The resultant creatures are twisted and misshapen. No two are
alike, but they are universally vicious and dangerous.
Though they sometimes seem to act like other predators,
each dragonspawn is an unswerving servant of the dragon
that created it. A dragonspawns behavior is predominantly

30

To create spawn, a
dragon releases some
of its blood, which
COMMAND RANGE: 1
metamorphoses
BASE SIZE: LARGE
into
a
creature.
ENCOUNTER POINTS: 16
Developing divergent
tissues
rapidly,
it
then becomes stringy, hungry spawn compelled by a need to
feast. ew spawn consume a great uantity of flesh to grow,
impelling them to strike out from the dragons territory. These
ravenous creatures consume everything crossing their path and
can imperil entire communities. When not under direct control,
dragonspawn act according to primitive and violent instincts,
hunting, slaughtering, and feeding on other creatures.
The dragons seem to generate spawn with only the broadest
purposes, such as to serve as guardians or terrifying weapons.

Dragonspawn are not instruments of precision.


Those birthed for speed may grow with broad
sets of leathery wings, or they may assume the
form of lithe serpents. Those created to guard a
dragons lair may manifest multiple limbs with
ripping talons or the ability to vomit forth a
stream of scorching flame. The only consistent
elements across all spawn are a complete lack
of eyes, thick bony scales, and an assortment of
cruel natural weapons. Lacking eyes does not
hinder it in any way: spawn are able to detect
their environment via blight-sensitive means,
giving them an awareness of their environment
far surpassing ordinary sight.
Dragonspawn manifest traits of their progenitor.
Due to the otherwise erratic nature of their
anatomy, this is often the most certain means of
determining which dragon created a particular
spawn. These manifestations vary between
dragonspawn but mark each one as a servant of
the dragon that gave it life.

COMBAT
Dragonspawn are often encountered when
someone wanders into a territory one of the
creatures has claimed or when the spawn has
wandered afield looking for food. They are
driven by a desire to slaughter and feast, and
they throw themselves at a target to rip it to
shreds. How a dragonspawn acts is largely
dictated by its physical traits. Small, swift
dragonspawn strike and then break away,
while larger dragonspawn crash forward to
overpower anything they encounter. Spawn
may attempt to flee from attack, signal the
presence of an intruder, capture victims, or any of a number of
other behaviors, depending on the whims of the dragon that
spawned them.

LORE
A character can make an INT + Lore (extraordinary zoology
or dragon) skill roll to determine what he knows about this
creature. He learns all the information up to the result of the
roll. The higher the roll, the more he learns.
11: These malformed, eyeless creatures show up at the fringes
of a dragons territory. Despoliation of the land, twisted plants
and animals, and the fouling of food are signs one is near.
13: These abominations are dragonspawn, created from a dragons
blood and sharing traits with the dragon that spawned them.
15: Dragonspawn are unwavering servants of their dragon
master. More powerful dragons can create greater numbers of
spawn.
17: The dragonspawn of Everblight are unlike any others.
Whereas those of other dragons have seemingly arbitrary
physiologies, Everblights spawn have consistent and useful
forms and exhibit several dominant varieties.

ABILITIES:
Blighted Taint This creature exudes blight that taints the world around it. This taint
can take many forms, including the spoiling of food, the wasting of flora and fauna,
the strange and twisted growth of plant life, and the unnatural corruption of water. This
blight is a clear indication this creature is, or has recently been, in an area.
Eyeless Sight This creature ignores cloud effects and forests when determining LOS.
This creature ignores concealment and stealth when making attacks.
Fearless This creature never suffers the effects of fear.
Flawless Tracker This creature gains an additional die on Tracking skill rolls while
pursuing a living target.
Progenitor Choose one progenitor trait from the list on p. 33 for this creature.
Soulless This creature does not generate a soul token when destroyed.
Spawn Gifts This creature begins with up to five spawn gifts chosen from the list on
p. 32. A small creature begins with up to three spawn gifts, a medium creature begins
with up to four, and a large creature begins with up to five. Unless otherwise stated, a
spawn gift can be taken only once.

CREATURE TEMPLATES:
None.

SKILLS:
NAME
Detect
Tracking

STAT
PER
PER

RANK
2
2

STAT+RANK
5
5

31

SPAWN GIFTS
Dragonspawn show extreme variation, represented by their
various spawn gifts.
Agile This creature gains +1 DEF. This gift may be taken up
to three times.
Blight Aura While within this creatures melee range, living,
non-blighted characters cannot regain vitality by any means.
Blood Thirst This creature gains +2 movement when it
charges a living character.
amou a e oloration
cover or concealment.

This creature gains +2 DEF while in

Carapace This creature gains +1 ARM. This gift may be taken


up to three times.
Climber This creature has Climbing 2.
Corrosive Blood If a character deals damage to this creature
with a melee attack, the attacker immediately suffers d3
damage points.
Fleet This creature gains +1 SPD. This gift can be taken twice.
Impervious Flesh When this creature is hit by a ranged
attack, the attacker rolls one less damage die.
Long Neck This creatures bite gains Reach.
Lurker This creature gains the Prowl ability.
Muscular This creature gains +1 STR. This gift can be taken
up to three times.
Nimble This creature is immune to free strikes.
athfinder This creature can move over rough terrain without
penalty.
Preternatural Awareness This creature gains boosted Initiative
rolls, and enemies never gain back strike bonuses against it.
Ravenous Once per turn, if this creature destroys a living
character with a melee attack, it may move up to twelve feet (2 ).

PENDRAKES NOTES
Ashnephos One of a pair of dragons from eastern
Immorens Suneater Mountains. This creatures scales
shimmer like oiled steel. Its fire is hypnotic, and it can
summon earthquakes to obliterate entire towns. Its
spawn are often hulking and seem to favor destroying
houses and other buildings.
Blighterghast, a.k.a. the Seether, Old Ravager,
the Boiler of Seas, the Watcher, etc. This umber
dragon lairs in the Wyrmwall Mountains. It has an
overwhelmingly deadly blighted aura and exudes an
acidic miasma. Its spawn are long, serpentine, fleet, and
possessed of an accelerated metabolism.
Everblight This dragon has seldom been observed, but
its spawn, which I call dragonspawn incognitus, have
been seen with frightening frequency since 605 AR. I plan
to feature them in a separate dedicated study, as they
seem to function differently than other dragonspawn.
Charsaug The other Suneater dragon. It is black as night
and rumored to lair in active volcanoes and to enter battle
dripping molten lava. Little is known of its spawn, but they
are rumored to be capable stalkers and ambushers.
Halfaug, a.k.a. Wyrmlich, Frostfire, Glyssingfor, Old
Whorefrost, the Frost Mother, and the Preserver
A dragon with black and silver scales referred to as
female, though dragons are genderless. This creature
prefers frozen lairs. Its spawn often have wings and
enjoy starting fires and lingering among them.
Scaefang, a.k.a. Soul Eater, the Ravager of Rhul,
the Lord of the Black, and Scylfangen, A dragon
of black scales with wings tipped by pronounced barbs.
Darkened blight surrounds this beastan unlight that
kills by turning the living into pillars of ash. Its spawn are
nocturnal and prefer to surprise their prey by springing
from the darkness.

Regeneration This creature regains d3 vitality points per


hour in addition to normal healing.
Ripping Jaws This creature gains +2 to bite attack damage rolls.
Robust This creature gains +3 vitality points in each life spiral
aspect. This gift can be taken up to three times. Each time this
gift is taken, this creature suffers 1 DEF. Only medium and
large creatures can take this spawn gift.

Tail This creature gains a tail natural weapon. Select one of


the following:

Serpentine This creature has no limbs. It cannot be knocked


down and cannot take the Talons spawn gift.

Club Tail This weapon is POW 5. On a critical hit with this


weapon, the target is knocked down.

Snacking This creature can spend a quick action to devour


any destroyed living character within its melee range to
immediately regain d3 vitality points.

Talons This creature gains two POW 3 claw natural weapons.


This gift can be taken up to two times.

Spines If a character hits this creature with an unarmed melee


attack, a natural weapon attack, or a power attack, the attacker
immediately suffers a POW 8 damage roll.

32

Barbed Tail This weapon is POW 4 and has Reach.

Tusks This creature gains +2 to charge attack damage rolls


with its bite attack.
Venomous On a critical hit with a melee attack against a living
target, this creature gains an additional die on the damage roll.

Wings This creature has one or more sets of wings, giving it


the Flight ability. (A creature with Flight can advance through
terrain and obstacles without penalty and can advance through
obstructions and other creatures and characters if it has enough
movement to move completely past them. It ignores intervening
creatures and characters when declaring a charge target.)

Note: Some of the gifts are deadlier than others. When selecting
gifts, be mindful of the capabilities of the PCs and how lethal
you want the dragonspawn to be.
This list includes only a partial range of traits dragonspawn can
manifest. With a little work, a Game Master could turn virtually
any concept into a spawn gift.

PROGENITOR TRAITS
Dragonspawn are created from the blood of the dragons who make them, and each shares some qualities of its creator.

ASHNEPHOS
Dragonspawn of Ashnephos have the Immunity: Fire ability
plus one of the following:

Burning Acid This creature gains the following natural


ranged weapon:

Ruinbringer This creature can spend a full action to stir


up a cloud of blighted ash around its body and ignite the
particles with explosive, blighted energy. This creature can
spend a full action to use this ability. Center a 5 AOE on this
creatures model. Enemy models in the AOE suffer a POW 10
blast damage roll. The AOE is a cloud effect that remains in
play for d3+2 rounds. Living, non-blighted characters inside
the AOE suffer 2 to attack rolls.

Abilities: This weapon deals


corrosion damage and fire
damage. On a critical hit,
the target hit suffers the Fire
continuous effect. When the Fire continuous effect expires, the target hit
suffers the Corrosion continuous effect.

Roiling Death This creature gains the following natural


ranged weapon:

Dragonspawn of Halfaug have the Immunity: Fire and


Immunity: Cold abilities plus one of the following:

Abilities: This weapon deals fire


damage. If this weapon destroys
a living character, center a 3
AOE on the targets model
before removing it from play. The AOE is a cloud effect that remains in play for
one round. Living, non-blighted characters in the AOE suffer 2 to attack rolls.

ROILING DEATH

RAT RNG AOE POW


6 SP 8
12

BLIGHTERGHAST
Dragonspawn of Blighterghast have the Immunity: Corrosion
ability plus one of the following:
Hellshroud This creature exudes an acidic miasma that
burns the flesh of all who draw near. Non-blighted characters
within 2 of this creature suffer 2 ARM. A character who
ends his turn within 2 of this creature suffers the Corrosion
continuous effect.
Seether This creature gains the following natural ranged
weapon:
SEETHER

RAT RNG AOE POW


6 SP 8
12

Abilities: This weapon causes


corrosion damage. A character
hit by this weapon suffers the
Corrosion continuous effect.

CHARSAUG
Dragonspawn of Charsaug have the Immunity: Fire and
Immunity: Corrosion abilities plus one of the following:

BURNING ACID

RAT RNG AOE POW


6
10
3
12

HALFAUG
Searing Aura This creature can forfeit its attack to create
an aura of searing fire. Center a 3 AOE on this creatures
model. Models in the AOE suffer a POW 14 fire damage roll.
Wyrmfire This creature gains the following natural ranged
weapon:
WYRMFIRE

RAT RNG AOE POW


6 SP 10
12

Abilities: This weapon causes


fire damage. A character hit
by this weapon suffers the Fire
continuous effect.

SCAEFANG
Scaefangs dragonspawn secrete a fog of ash known as
unlight. Dragonspawn of Scaefang have concealment plus
one of the following:
Deathdust This creature exudes a noxious cloud of ash
and burning embers. A living character who ends his turn
within 2 of this creature suffers a POW 14 damage roll.
Deathdust is a gas effect.
Ash and Embers This creature gains the following natural
ranged weapon:
Abilities: This weapon causes
fire damage. On a critical hit,
the target hit suffers the Fire
continuous effect. The AOE is
a cloud effect that remains in play for one round.

ASH AND EMBERS

RAT RNG AOE POW


6
8
3
12

Blackscale This creature has the Prowl ability and gains


boosted Sneak skill rolls.

33

DREAD
I suppose Im a very lucky man. In all my years delving into subterranean tombs and forgotten ruins, Ive only ever once encountered the undead
servants of the Orgoth known as the dread. I was exploring a site in Ord when I came across one. It was protecting the burial chamber of an Orgoth
lord of some importance and took issue with my trespass. Having opened fire to no avail, fled, and been cornered by the wretch, I found myself
toe-to-toe with it, matching my blade against its cold steel. I take it as a point of pride that I skewered the abominable thing with a weapon of its
masters own creation.
PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON

PHYSIQUE

PHY

SPEED

SPD

STRENGTH

STR

AGILITY

AGL

PROWESS

PRW

POI

POISE
INTELLECT

INT

ARCANE

ARC

PERCEPTION

PER

HANDBLADE
MAT
8

POW
5

DESCRIPTION

P+S
13

Abilities: This weapon is a magical weapon.


Attacks from this weapon ignore spell
effects that add to a targets DEF or ARM.

INITIATIVE

INIT

14

DEFENSE

DEF

13

ARMOR
ARM 17
(NATURAL ARMOR +8)
WIL

YS

IQU

12

ILITY

LLECT

AG

TE

1 2

IN

WILLPOWER

Within the abandoned


tombs of the Orgoth the
dread still lurk, tasked
by their long-vanished
masters to protect the
remains of their former
empire. The dread are
undead servitors created
from the corpses of
physically powerful slaves.
In a horrific prolonged
ritual, Orgoth torturers
transformed
these
unfortunates into unliving
weapons enslaved to their
masters will. As part of
the process of creating a
dread, the slaves torso
would be flayed open
and boiling metal would
be poured over his stillbeating heart, binding his
soul permanently to his
scarred and broken flesh.
The dreads body would
then be studded with
armored plates crudely
grafted to its leathery skin,
and its forearms would
then be sawed away and
replaced with implements
of shining steel.

The
dread
were
intentionally disfigured to
make them as horrifying
COMMAND RANGE: 3
as possible in order to
BASE SIZE: SMALL
instill terror in those who
ENCOUNTER POINTS: 11
beheld them. Twisted and
mutilated mockeries of
their former selves, their blistered bodies are supernaturally
resilient to damage, and like certain other relics of the Orgoth
they are impervious to magic. Even the ravages of time have
done little to harm the dread. Centuries after their masters were

34

driven from western Immoren, the dread remain as powerful as


they were at the moment of their fabrication.
During the Occupation, the dread were used as bodyguards
and weapons of terror, accompanying Orgoth warlords to
pacify resistant populations and guard important sites. The
dread were later used in groups to patrol rebellious Immorese
cities by night. Commanded to slaughter any who broke the
curfews imposed by the Orgoth, the dread made ideal sentries,
able to terrify the weak and slaughter the strong. During the
rebellion countless died on the brutal weapons of the dread.
Many of these horrors still linger in the blasted and secret
places abandoned in the wake of the Scourge. Countless
numbers were buried alongside their Orgoth masters to guard
their tombs and protect them in their final rest. thers were
left to wander ancient mines, watching over slave populations
long turned to dust. Those that remain still follow the orders
of their dead masters, protecting derelict sites across western
Immoren. Those unlucky enough to enter a tomb guarded by
the dread are cut off from the surface and driven into dead
ends, where the merciless creatures hack at them with their
prosthetic blades.
orrifically, the dread are most often found in the company of
a deathless. These dread yet serve their master as bodyguards
and soldiers, carrying out the revenants every command
without thought or hesitation.

COMBAT
Most dread encountered will typically be in the service of a
deathless (p. 24) or left to protect sites important to the Orgoth.
These dread treat any trespass as a hostile intrusion and attack
relentlessly. A dread attacks directly but is sufficiently clever to
use its environment to its advantage. It moves to block potential
escape routes and drive intruders into areas of the site that
give it an advantage, funneling them into dead ends or hazards
within its chambers whenever possible.
Dread accompanying a deathless fight according to their
master s whims. The dread fight as an unyielding wall under
the deathless commands, placing themselves in the way of
attacks that would harm their lord. Dread sacrifice themselves
without question. They are utterly incapable of disobeying the
commands of any Orgoth, be they living or dead.

ABILITIES:
This creature gains an additional die on Willpower rolls.

Undead This creature is not a living character and never flees.

Cleave When this creature incapacitates an enemy with a melee attack during its turn,
it can make one additional melee attack immediately after the attack is resolved. This
creature can gain only one extra attack from Cleave each turn.

CREATURE TEMPLATES:

Impervious Flesh When this creature is hit by a ranged attack, the attacker rolls one
less damage die.

SKILLS:

Spell Ward This creature cannot be targeted by spells.


Terror This creature has Terror [16].

None.

NAME
Detection
Sneak

STAT
PER
AGL

RANK
2
2

STAT+RANK
5
6

Tough When this creature is disabled, roll a d6. On a 5 or 6, it heals 1 vitality point, is
no longer disabled, and is knocked down.

LORE
A character can make an INT + Lore
(Orgoth or undead) skill roll to
determine what he knows about this
creature. He learns all the information
up to the result of the roll. The higher
the roll, the more he learns.
11: The Orgoth created undead
minions to serve as soldiers and
guards. They selected the strongest
slaves and transformed them into
dread.
13: The dread are incredibly durable
and impervious to enemy magic. A
dreads hands have been replaced
with deadly weapons capable
of
piercing
supernatural
protection.
15: The dread are typically
found protecting the burial
chambers and vaults of
important Orgoth lords. They
treat any living thing entering
these protected sites as hostile
intruders. The dread systematically
cut off any avenue of escape, encircle
the intruders, and slaughter them.

35

DREGG
My firsthand experience with the dregg came when they captured my companions and me in the north of Khador. I was lucky enough to escape
their lair into the full light of day, which did significant damage to the dregg when they moved to followone of the many reasons I carry several
very bright alchemical flares in my pack to this day. The monstrosities have captured me once. Let them try a second time.
PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON

PHYSIQUE

PHY

SPEED

SPD

DESCRIPTION

Dregg are a wretched,


hateful race of humanoids
STRENGTH
STR
6
that dwell in lightless
AGILITY
AGL
3
caverns,
abandoned
PROWESS
PRW
3
mines, and other dark,
POISE
POI
2
subterranean
places,
where they sometimes
INTELLECT
INT
2
encounter night trolls
ARCANE
ARC

and shaft wights. They


PERCEPTION
PER
3
have a strong aversion to
ARM BLADE
sunlight and emerge from
MAT
POW
P+S
their lairs only at night
4
3
9
to raid, pillage, and slay
and devour any living
INITIATIVE
INIT
12
thing they encounter.
DEFENSE
DEF
11
Dregg occasionally drag
(LIGHT ARMOR 1)
individuals back to their
ARMOR
ARM 12
underground
lairs
to
(LIGHT ARMOR +6)
slaughter
in
bloody
ritual
WILLPOWER
WIL
8
sacrifice. Although bestial,
VITALITY: 6
dregg are quite clever and
COMMAND RANGE: 2
can make use of scavenged
BASE SIZE: SMALL
or stolen weapons of
ENCOUNTER POINTS: 2
nearly any design. They
especially pri e firearms,
and successful dregg raiders are armed with rifles or pistols
in addition to melee weapons. They are found throughout the
Iron Kingdoms but are particularly prevalent below the Kovosk
Hills of southeastern Khador, dwelling in natural caverns and
amid buried ruins.
Although outwardly humanoid, dregg are quite monstrous in
appearance. A dregg stands roughly as tall as an adult human,
but its bent posture makes it appear somewhat smaller. Dregg
are extremely gaunt, and their dull, gray skin is stretched
tightly over their bony frames. In fact, the skin is pulled so taut
over a dregg s body that bones actually protrude from its flesh
in places, creating a ghoulish, flayed appearance. The head
of a dregg is truly nightmarish. They have long, bony snouts
filled with ivory fangs and milky white eyes that can move
independently of one another. Though they have no visible
ears, their hearing is still quite acute.
Dregg gather in fairly large groups known as hives, and their
society has a loose hierarchy based on martial prowess and
the number of successful raids an individual has participated
in. Dregg that survive numerous surface raids and return
each time with food and valuables are afforded much respect
by other dregg and often act as leaders within a given hive.

36

Dregg revel in pain and take great pleasure in torturing their


victims. They also seem to derive pleasureeven strength
from their own suffering, and many tales describe how these
creatures become more ferocious when injured. Some dregg
take ritual self-mutilation to extremes. These dregg, known as
pain mongers, are the closest things the dregg have to religious
leaders. They teach young dregg how to cut and pierce their
own flesh, and they take the lead in dregg sacrifices.
A dregg raiding party is typically composed of at least one
raid master armed with the best weapon in the hive, two or
three pain mongers armed with cutting blades, and a variable
number of lowly scavengers armed with whatever weapons
they can find. hen raiding, dregg generally seek out targets
who possess items the dregg desireprimarily weaponsand
then ambush them. Victims are usually slain and eaten on the
spot, but dregg have been known to take captives back to their
lairs to devour in a more leisurely fashion.
Dregg are held in check largely by their extreme sensitivity
to sunlightdirect exposure causes them to rapidly sicken
and die. This keeps them from posing a greater threat to the
civilized nations of the Iron Kingdomsthat, and the fact that
dregg are ruthlessly exterminated wherever they are found.

COMBAT
Dregg are exceptionally dangerous in close combat. They
may initially attack victims at range, only closing once their
victims are wounded. Dregg frequently fashion weapons
from scavenged bayonets and daggers that are strapped to
their forearms. Some dregg arrange the blades to cause minor
injuries to themselves each time they are used, feeding their
love for pain. Dregg raiding parties often approach isolated

human communities at night and attack from all angles in


groups of three to five raiders. The initial moments of the raid
are focused on killing any powerful opponents, which allows
the dregg to drag scavenged goods and captives back to their
subterranean lairs.

LORE
A character can make an INT + Lore (extraordinary zoology)
skill roll to determine what he knows about this creature. He
learns all the information up to the result of the roll. The higher
the roll, the more he learns.
8: Dregg are a race of vile, bony humanoids that live
underground in many regions throughout the Iron Kingdoms.
10: Dregg have an intense aversion to sunlight, which causes
them physical pain.
12: Dregg revel in pain, and their wounds actually strengthen
them, making them fight with increased ferocity.
15: Sustained exposure to sunlight can actually kill a dregg.

ABILITIES:
Light Sensitive If this creature ends its turn in bright light, it suffers 1 damage point.
Night Vision This creature treats darkness as dim light and dim light as bright light.
Pain Fueled While this creature has one or more marked vitality points, it gains +2
on its melee attack rolls and melee damage rolls.
Scavenged Weapons When designing an encounter with this creature, roll a d6.
On a roll of 12, this creature does not own a scavenged weapon. On a roll of 35, this
creature is also armed with a melee weapon of the Game Masters choice. On a roll of
6, this creature is also armed with a pistol or rifle of the Game Masters choice with
sufficient ammunition for ten shots.
Tough When this creature is disabled, roll a d6. On a 5 or 6, it heals 1 vitality point,
is no longer disabled, and is knocked down.

CREATURE TEMPLATES:
Chieftain, Dregg Pain Monger, Dregg Raid Master, Hunter, Predator

SKILLS:
NAME
Climbing
Detection
Hand Weapon
Sneak

STAT
AGL
PER
PRW
AGL

RANK
1
1
2
1

STAT+RANK
4
4
5
4

37

DUSKWOLF
Wolves hold a special place in the hierarchy of the wild. Blessed with an admirable capacity for the hunt, even the smallest breeds, working in
tandem, can pull down quite large prey. When one considers the alarmingly sizable breed known as the duskwolf, this fact is cast into a new and
terrifying light. At least common wolves must make an effort to kill and consume a man. To a duskwolf, even the hardiest of us are little more than
a trifle. It is no wonder they are so highly esteemed by the savage men of the wilderness.
PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON

PHYSIQUE

PHY

12

SPEED

SPD

DESCRIPTION

Enormous wolves with


intelligence and ferocity
STRENGTH
STR
8
far outstripping that of
AGILITY
AGL
3
mere beasts, duskwolves
PROWESS
PRW
4
are dangerous predators
POISE
POI
1
that dwell within dark,
INTELLECT
INT
2
primeval forests. They
are infamous for chilling
ARCANE
ARC

howls that can freeze a


PERCEPTION
PER
3
mans blood in his veins,
BITE
as well as the ability to
MAT
POW
P+S
become all but invisible
6
3
11
when hunting. They have
been known to stalk and
INITIATIVE
INIT
14
kill humans found alone
DEFENSE
DEF
13
in the wilderness, and
ARMOR
ARM 12
creatures as large and
WILLPOWER
WIL
14
powerful as trolls have
VITALITY: 8
fallen to packs of hungry
COMMAND RANGE: 2
duskwolves. They are
BASE SIZE: MEDIUM
clever hunters, and one
or more pack mates will
ENCOUNTER POINTS: 4
draw the attention of prey
while the remaining wolves prowl at its flanks. The signal
upon which a pack attacks is an unnerving howla strange,
chilling sound that can freeze the weak-willed in their tracks.
If their selected prey attempts to flee, duskwolves will pursue
it relentlessly. Small prey will be brought down immediately,
but duskwolves will harry large animals over great distances to
wear them down prior to striking. A fatigued beast is no match
for the ferocity of the duskwolves when they attack. Already
weary from the long pursuit, the duskwolves prey quickly
succumbs to the ripping jaws of the pack.
Found in the temperate forests of Cygnar and Ord, duskwolves
keep no permanent dens. Packs will temporarily lair in large
caverns and beneath felled trees during cold and rainy months
but rest wherever they see fit during warm and dry seasons.
Duskwolf packs on the move tend to keep near sources of
freshwater. Streams and rivers not only provide the pack
with ample drinking water but also attract the prey animals
duskwolves feed on. As the seasons become colder, duskwolf
territory becomes far more dangerous. Packs of duskwolves
become much more aggressive during this time, killing enough
prey to create a surplus of meat for the oncoming winter.
A male duskwolf stands six to seven feet at the shoulder, is ten
feet long from nose to tail, and weighs up to eight hundred

38

pounds. A duskwolfs coat is a dusky gray, and the mane that


runs the length of its spine is a dark umber. Female duskwolves
are slightly smaller than males, lack manes, and have much
darker fur, although they can change the color of their pelts
at will to better blend into the shadows. Duskwolf pups of
both genders are lighter in color and lack manes until they are
about three months old, at which point they begin to exhibit
adult traits. Both males and females are powerfully built and
incredibly nimble, and their jaws are strong enough to sunder
both armor and the flesh and bone beneath.
Male duskwolves are somewhat rare. A typical pack of
duskwolves consists of a single male, six to eight females, and
a handful of young. Though particularly large and trackless
forests may support larger packs, competition is fierce between
males for mates and territory, so packs with more than one male
are uncommon. Solitary males are sometimes encountered,
having been driven off by larger competitors. Lacking the aid
of a pack to help secure food, these lone males are particularly
aggressive and will take every opportunity to attack. They
are often at the brink of starvation and are especially
vicious as a result.
The lithe wolf riders of the Tharn frequently use
duskwolves as swift, deadly mounts. Tharn pick the
best specimens from a pack for use as steeds, and
their wolves are often larger and more powerful
than those seen in the wild. Additionally, powerful
druids and shamans may use packs of duskwolves
to hunt down those who intrude on their sacred sites
and rituals. These trained duskwolves are allowed to
roam freely in the surrounding territory and fend
for themselves, serving as a fearsome natural
barrier to intruders.
Certain tribal cultures prize the skulls of
duskwolves as adornments. Among the Tharn
and savage human tribes, skilled hunters and
warriors sometimes wear a duskwolf skull as
a testament to their own skill.

COMBAT
When hunting, a male duskwolf distracts and
demoralizes prey by unleashing a terrifying
howl. It then charges in, seizes the target in its
jaws, and attempts to drag the prey to the ground.
This distraction allows the female duskwolves to creep
through the shadows and strike the prey en masse from
behind. Duskwolves are efficient predators and are adept at
dispatching injured prey or prey overcome with fear.

LORE
A character can make an INT + Lore (extraordinary zoology)
skill roll to determine what he knows about this creature. He
learns all the information up to the result of the roll. The higher
the roll, the more he learns.
8: Duskwolves are enormous wolves that inhabit ancient forests.
They are clever hunters that will chase large prey to exhaustion
over great distances before attacking.
10: Male duskwolves are larger and stronger than females, but
the females are stealthier and can disappear into the shadows.
12: Male duskwolves can unleash a piercing howl that frightens
those who hear it. A male often uses this howl to frighten prey
and draw its attention so the females of the pack can attack
from the flanks.
15: Duskwolves are often ridden by Tharn or used as hunting
beasts. Some wilderness people use trained duskwolves to
protect sacred sites.

ABILITIES:
Cull the Weak This creature gains +1 to attack and damage rolls made against
damaged living targets.
Flawless Tracker This creature gains an additional die on Tracking skill rolls while
pursuing a living target.
Native Beast This creature is considered to be a beast native to the wilds of
Immoren.
Shadow Camouflage This creature can spend a quick action to change the color
of its pelt to match the surrounding shadows. As a result, this creature gains stealth
for one round. (Ranged and magic attacks declared against a creature with stealth
automatically miss when the point of origin for the attack is more than thirty feet [5]
away.) Shadow Camouflage does not work in areas of bright light.

CREATURE TEMPLATES:
Duskwolf Male, Juvenile, Large Specimen, Lone Wolf, Swift, Trained

SKILLS:
NAME
Detection
Jumping
Tracking

STAT
PER
PHY
PER

RANK
2
2
2

STAT+RANK
5
14
5

39

ELDRITCH
Ios is a land shaped by its tragedies and its hubris, and the eldritch are a reminder of the consequences waiting for those unwilling to submit to the
natural order. They sacrificed their lives to attain a debased form of immortality.
PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON

PHYSIQUE

PHY

SPEED

SPD

STRENGTH

STR

AGILITY

AGL

PROWESS

PRW

POI

INTELLECT

INT

ARCANE

ARC

PERCEPTION

PER

POISE

GREAT SWORD
MAT
7

POW
6

DESCRIPTION
Eldritch are Iosans who
were motivated in life by
an overwhelming fear of
their mortality, willing
to immerse themselves
in dark, occult lore.
Terrified at the prospect
of their death and the
doom of their race, they
surrendered their morality
and turned to undeath as
the only option.

P+S
12

Abilities: This weapon has Reach and must


be used two-handed.

DREAD TOUCH
MAT
7

POW
4

P+S
10

Abilities: This weapon is a magical weapon.


Drain Life If this weapon damages a
living character, this character immediately
regains d3 vitality points. A living character
damaged by this weapon suffers 1 to attack
rolls and skill rolls for one round.

INITIATIVE

INIT

DEF
12
(FULL PLATE 2)

ARMOR

ARM 16
(FULL PLATE +8)

WILLPOWER

WIL

AG

YS

IQU

TE

12

ILITY

LLECT

IN

5
COMMAND RANGE: 6
BASE SIZE: SMALL
ENCOUNTER POINTS: 11

40

15

DEFENSE

The first Iosans to become


eldritch were corrupted
priests of Nyrro, the Iosan
god of day. They formed a
cult in the city of Eversael
under the pretense of the
gods return. Falling prey
to the dark urges of their
soulsand perhaps the
whispers and promises
of entities beyond Caen
they pursued sinister rites,
sacrificing their brethren.
When their atrocities were
uncovered and the Iosan
authorities
consigned
them to execution, these
fallen holy individuals
sealed an unholy bargain
to become eldritch. They
remain
hidden
deep
beneath the structure of
the Fane of Nyrro.
Some Iosans seek out
these foul creatures in
hopes of finding guidance
to remake themselves in
undeath. Ancient eldritch
take an inductee through a
ritual of sacrifice a series
of murders culminating
with the would-be eldritch
taking his own life,
thereby prompting his
unholy rebirth.

New eldritch retain their memories and personalities, albeit


twisted and shorn of empathy. ver centuries, their flesh
becomes desiccated and taut, stretching over bones like a
mummified corpse. Despite this frail appearance, eldritch are
incredibly powerful. They are stronger and more durable than
they were in life, and those who were able to work magic find
their powers augmented in undeath.
Many rarely venture beyond the dark crypts beneath the fane.
Undeath lets them pursue goals despite the passing decades or
centuries. Becoming an eldritch requires complete obsession
with continued existence, which the creatures are loath to
imperil. Still, even they must occasionally emerge from their
lairs, for in death they are motivated by an unnatural hunger.
To maintain its existence, an eldritch must feed, which it does by

ABILITIES:

SPELL NAME

The Game Master can select one Gifted archetype benefit for this character. This character
cannot be given the Warding Circle archetype benefit.

Influence

Create Sythyss If this character destroys an Iosan or Nyss character with his dread
touch attack, he may choose to raise the corpse as a sythyss. A newly risen sythyss
gains Tough, Undead, +3 PHY, and +2 STR and is under the complete control of the
character who created it. If this character is destroyed, any sythyss under his command
are immediately destroyed. This character can have a number of sythyss servants up to
his ARC stat.
Load Bearing This character is well practiced at fighting while wearing heavy armor.
Reduce the SPD and DEF penalties from the armor he wears by 1 each (included above).
Spell Guard Magic attacks made against this character roll one less damage die.
Undead This character is not a living character and never flees.
Will Weaver This character is a will weaver. The Game Master should choose two to four
spells from the following spell list for this character. At the Game Masters discretion, this
character may have an ARC stat of 5 or more.

CREATURE TEMPLATES:

COST
2

RNG AOE
8

POW

UP

OFF

10

No

Yes

When this spell damages a living character, the spellcaster heals d3 damage points.

Blood Feast

SELF

No

No

The spellcaster gains +1 STR and ARM for each living character he destroys. Blood
Feast lasts for one round.

Celerity

Yes

No

Target character gains one additional quick action during each of his turns.

Curse of Shadows

Yes

Yes

Target enemy character suffers 2 ARM and cannot make free strikes. A character can
advance through the affected character if he has enough movement to move completely
past the affected characters base.

Dark Persuader

Yes

Yes

Target character rolls an additional die on Willpower rolls. Discard the highest die of
each roll.

Hex Blast

RNG AOE
10

POW

UP

OFF

No

Yes

The spellcaster makes a contested Willpower roll against target living enemy
character hit by this spell. If the spellcaster loses, nothing happens. If the spellcaster
wins, he takes control of the target. The target makes one normal melee attack, then
Influence expires.

Lamentation

SELF CTRL

Yes

No

While within the spellcasters control area, enemy characters pay double the fatigue,
focus, or fury point cost to cast or upkeep spells.

Mockery of Life

Ctrl

No

No

Return one destroyed friendly sythyss to play with d3 vitality points. It must be placed
within the spellcasters control area. The sythyss must forfeit its action the turn it
returns to play.

Occultation

Yes

No

Yes

No

Target character gains stealth and +3 on Sneak skill rolls.

Phantasm

Phantom Hunter

SPELLS
Bleed

When friendly target character is targeted by a ranged attack, the effective range of the
attack is reduced by thirty feet (5).

None.

SPELL NAME

COST

10

13

No

Yes

Upkeep spells and animi on a character directly hit by Hex Blast immediately expire.

Yes

No

Target friendly character ignores LOS when making charges, slam power attacks, and
attacks. Target character ignores concealment and cover when resolving attacks.

Star-Crossed

SELF

Ctrl

No

No

While within the spellcasters control area, enemy creatures and characters gain an
additional die on attack rolls. Discard the highest die of each roll. Star-Crossed lasts
for one round.

SKILLS:
Note: The skills possessed by an eldritch are a combination of what he knew in life and
the talents he has honed in undeath. The following list represents a common selection of
abilities an eldritch might have, but Game Masters are free to tailor the eldritchs abilities
to a specific concept.

NAME
Command
Deception
Detection
Great Weapon
Lore (any three)
Research
Sneak

STAT
SOC
SOC
PER
PRW
INT
INT
AGL

RANK
2
2
3
2
3
3
3

STAT+RANK
*
*
7
7
7
7
7

siphoning the life essence of an intelligent living creature. The


touch of an eldritch drains away the life of its prey, nourishing
the eldritch and keeping its predatory instincts at their peak.

ome use sythyss to fight, wielding their arcane talents from


a distance. Others use their sythyss to detain nearby prey,
emerging when it is too late for a meal to escape.

Every eldritch has the power to create undying servants called


sythyss when it completely drains away the life of another Iosan.
This leeching of life lets the eldritch harvest a piece of the Iosans
soul, enslaving its victim. A sythyss does not share its creators
corrupted appearance other than a deathly pallor. Eldritch use
these servants as guardians and retainers, and many go to great
lengths to disguise the nature of sythyss in order to utilize them
as agents among the living. Though lacking imagination and
free will, sythyss are not mindless. Connection to their souls
through their masters allows them to maintain an echo of their
former selves in spite of their abject servitude.

LORE

COMBAT

15: If an eldritch drains an Iosans life essence, it can raise the


corpse as an undead servant known as a sythyss.

A character can make an INT + Lore (Iosan or undead) skill roll


to determine what he knows about this creature. He learns all
the information up to the result of the roll. The higher the roll,
the more he learns.
13: Eldritch are dangerous, undead Iosans who feed on the life
force of the living.
14: An eldritchs touch draws off the life essence of its prey. This
leeching revitalizes the eldritch as it drains its victim.

Eldritch seldom leave Ios except when pursuing a mission


of importance to their corrupted Fane of Nyrro in Eversael.
Eldritch are ancient beings that seek to avoid jeopardizing
their existences, so they prefer to stack the odds in their favor.

41

EXCRUCIATOR
In my days as a student, I had the good fortune to accompany an archaeological expedition studying examples of Rebellion-era architecture in a set
of freshly discovered catacombs just outside Tarna. The dig began with our crew in good spirits, but the first disappearance occurred on our very
first night when a professor of esoteric languages opted to work late by lantern, alone. By the time we ventured into the depths of the catacombs,
little remained of the four members of our expedition who had vanished. A single glimpse of the revenant that had left them in bloody ruins was all
I saw before we fled. Suffice it to say that, to this day, the sound of giggling in empty corridors makes my hair stand on edge.
PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON

PHYSIQUE

PHY

SPEED

SPD

STRENGTH

STR

AGILITY

AGL

PROWESS

PRW

POI

POISE
INTELLECT

INT

ARCANE

ARC

PERCEPTION

PER

TORTURE INSTRUMENTS
MAT
7

POW
3

P+S
10

Abilities: This is a magical weapon.


A living character damaged by this weapon
suffers a 1 penalty to his attack and
damage rolls for one round.

INITIATIVE

INIT

16

DEFENSE

DEF

15

ARMOR
ARM 14
(NATURAL ARMOR +7)
WILLPOWER

WIL

12

AGILITY

PHYS

3
ECT

IQ

TE

LL

COMMAND RANGE: 5
BASE SIZE: SMALL
ENCOUNTER POINTS: 10

DESCRIPTION
The legacy of the Orgoth
Occupation is recorded
not just in the histories of
the Iron Kingdoms but in
the blasted ruins of the
Orgoths keeps, fortresses,
and dungeons. In the final
years of the Rebellion,
when the Orgoth enacted
the terrible Scourge and
systematically destroyed
their holdings, they left
behind a multitude of
vicious curses and infernal
deathtraps as a spiteful
gesture of defiance in
defeat. Those among the
Orgoth motivated most by
hatred and humiliation in
the face of their looming
defeat elected to bind
themselves in death to
certain places in order
to haunt and harry
the people of western
Immoren down the long
generations. Others fell
victim to the necromantic
ritual-interrogations that
they conducted upon their
prisoners. So powerful
were the vile energies they
conjured in these rites that
they themselves were torn
apart, arising as undead
creatures motivated by the
insane urge to continue
their bloody work in
perpetuity.

Excruciators are most commonly encountered in undisturbed


Orgoth ruins or natural catacombs utilized by the Orgoth as
torture chambers, to which sites they are bound by necromancy.
Although they are unable to move beyond the boundaries of
their lairs, excruciators enjoy peerless mobility within them,

42

for the rites that made them into undead also granted them
the ability to move unimpeded by the walls and floors of the
complex to which they are bound. Undisturbed, they have
stalked these darkened halls for centuries, ruminating upon
their dark secrets and scribbling them down in the blasphemous
runes of their people. An excruciators lair is littered with
countless secretsoften trivial but sometimes mind-rending in
their implications.
Fortune hunters, scholars, and others unfortunate enough to
intrude upon an e cruciator s lair will find themselves the
immediate subjects of its attention. Excruciators are maddened
undead driven by simple motivationsto discover the secrets
of the Immoresebut their methods are cunning, and they
are capable of executing complex plans to lure victims into
their chambers.
If pressed, an excruciator will typically choose to focus on the
opponents it perceives as weakest, incapacitating them and
inflicting necromantic agony upon their compatriots before
retreating into the trap filled recesses of its lair. But in truth,
these undead have no interest in killing for its own sake and will
do their best to avoid engaging in direct combat. What they desire
above all else is to subject the living to sadistic interrogation.
Once in the grasp of an excruciator, a victim will be subjected
to horrific violations and a slow death. cruciators have few
opportunities to wield their unique skills and will keep their
prisoners alive as long as possible. These creatures speak
in archaic languages, and most victims have trouble even
comprehending the questions they are asked. But even if the
excruciator can make itself understood, the questions may be
nonsensical or even just insane chattering. All excruciators
have been driven mad by their undead state and quiet
centuries of isolation, but some are truly deranged. They may
become fi ated on information they sought in life, demanding
specifics regarding the actions of rebels dead for centuries.
In rare circumstances, clever and well-educated victims have
discerned the sub ect of an e cruciator s fi ation and been able
to bargain for their lives with promises of returning with a
victim who has the information so desperately sought. Others
have bargained for a temporary reprieve by finding a topic of
interest to the interrogator that they can expound on at length.
But no information, no matter how personal or vital, is likely to
satisfy an excruciator. Death is typically the only escape from
its terrible ministrations.

ABILITIES:
Anatomical Precision When this character hits a living target with a melee attack but
the damage roll fails to exceed the targets ARM, the target suffers d3 damage points.
Backstab This character gains an additional die on his back strike damage rolls.

Torture This character can torture a helpless subject within his power. For every hour
this character spends torturing a subject, the subject loses 1 PHY. If the subject is reduced
to 0 PHY, he dies. The subject regains +1 PHY for each complete day he is not tortured.

Consume Pain When this character damages a living character, he immediately regains
d3 vitality.

Undead This character is not a living character and never flees.

Ghostly This character can advance through terrain and obstacles without penalty and
can advance through obstructions if he has enough movement to move completely past
them. This character cannot be targeted by free strikes.

Predator, Stealthy, Swift

Language This character speaks Orgoth and one of the following ancient languages:
Caspian, Khardic, Rynn, Thurian, or Tordoran.
Pain Wrack If this character is in B2B contact with an incapacitated character, he can
make a contested Willpower roll against all enemy characters within his command range.
If this character loses, nothing happens. If this character wins, each losing character
suffers a 3 penalty to attack rolls for one round.
Terror This character has Terror [Willpower +2].

CREATURE TEMPLATES:
SKILLS:
NAME
Deception
Detection
Hand Weapon
Interrogation
Medicine
Sneak

STAT
*
PER
PRW
INT
INT
AGL

RANK
2
2
2
2
2
2

STAT+RANK
*
7
7
7
7
6

COMBAT
Excruciators attack from surprise
whenever possible and prefer to
single out combatants who appear
the least physically threatening. They
strive to incapacitate these targets
and wound them with instruments of
torture such as long, serrated knives
and curved skinning blades before
dragging them into the dark recesses
of their lairs. They are clever and
vicious but will attempt to escape a
battle they are losing.

LORE
A character can make an INT + Lore
(Orgoth or undead) skill roll to
determine what he knows about this
creature. He learns all the information
up to the result of the roll. The higher
the roll, the more he learns.
10: Some Orgoth tombs are guarded
by vicious and insane spirits devoted
to torture.
12: Excruciators are the revenant
spirits of Orgoth torturers.
14: Orgoth tombs inhabited by
excruciators may contain troves of
ancient secrets, particularly journals of
confessions made during interrogations.
These documents may span centuries
and include some of the few surviving
detailed accounts of conditions during
the Orgoth Occupation.
17: Excruciators are capable of
gaining sustenance from the agony of
the living.

43

GORAX
What can be said about the gorax? Other than avoid at all costs, that is. A stinking, gluttonous, violent beast, a rampaging gorax is a brutish
slab of muscle and hair driven by little more than anger and appetite. Compounding its awfulness, anything other than a lethal blow made against
a gorax renders it stronger, deadlier, and, though it would seem impossible, angrier than before. Wounded gorax should only be approached with
great cautionand ideally a warjack or two.
PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON

PHYSIQUE

PHY

10

SPEED

SPD

STRENGTH

STR

AGILITY

AGL

PROWESS

PRW

POISE

POI

INTELLECT

INT

ARCANE

ARC

PERCEPTION

PER

BITE

MAT
5

POW
2

P+S
11

Chomp This creature can attack with this


weapon only during its turn and can target
only characters it first hit with a claw attack
that turn.

CLAW
MAT
6

POW
3

P+S
12

POW
2

P+S
12

Open Fist

CLAW
MAT
6

R
Open Fist

INITIATIVE

INIT

12

DEFENSE

DEF

12

ARMOR
ARM 16
(NATURAL ARMOR +6)
WILLPOWER

WIL

AGILITY

PHYS

3
ECT

IQ

TE

LL

COMMAND RANGE: 2
BASE SIZE: MEDIUM
ENCOUNTER POINTS: 8

44

12

DESCRIPTION
Great, hulking brutes
inhabiting the temperate
forests
of
western
Immoren,
gorax
are
primitive creatures that
blur the line between man
and beast. The body of a
gorax is thickly muscled,
with iron-hard tendons
straining against bones
as dense as hardwood.
A heavy mane of matted
hair grows down a goraxs
spine, matched by similar
patches on the backs of its
disproportionately
long
arms. The enormous claws
of its oversized hands
are ideal for digging or
slashing deep furrows
in the flesh of prey. A
wide maw, distended by
hardened teeth and tusks
protruding at irregular
angles, dominates the
creatures ugly face.
Even more terrifying than
its brutish physique is the
beasts response to pain.
Gorax are not just inured
to the effects of injury
they are fueled by it. This
paradoxical
response
drives an injured gorax
to attack with everincreasing savagery until
it is forced into a blind
frenzy of bloodlust. In its
throes, an enraged gorax
is strong enough to tear a
warhorse in half, and the
bodies of lesser creatures
present it with little
resistance. A wounded
gorax remains in this

heightened state for a prolonged period, sometimes as long as


several hours after the injury that caused it.
Though its primitive features belie the fact, a gorax possesses
a cunning mind. Gorax are able to communicate with one
another through a rough series of guttural vocalizations, and
they can be taught through extended effort to follow simple
commands. This ability to be trained, coupled with the goraxs
response to injuries, makes them a popular spectacle in
underground blood sport arenas. Gorax are often wounded by
their handlers prior to a bout, which often involves the beast
fighting packs of vicious dogs or groups of men armed with
bladed weapons.
During the Thousand Cities Era, warlords prized the gorax
for their relative cunning and response to pain and used the
beasts as frontline shock troops. Directed at the enemy, dozens
of gora would tear across the field of battle unimpeded by
strikes from arrows. Once the gorax fell upon a column, their
strength already greatly magnified by pain fueled rage, the
enemy would quickly be torn to pieces. Gorax too wounded
to quickly recover and those too full of bloodlust to easily
be controlled were simply put down. The tendency of ragefueled gorax to attack allies and enemies in equal measure
eventually reduced the beasts use in battle, but some continue
to capture and enslave gorax for use in combat. The blackclads
make extensive use of the gorax as a warbeast, prizing it for its
natural ferocity and power.
In the wild, most gorax make their homes in natural caverns, as
they prefer dark and damp dwellings. They expand the interior
of a cave by scraping the walls with their huge claws, and a
gora den is easily identified by deep, overlapping furrows
carved into earth and stone. Gorax often keep a surplus of meat
in their dens and will drag half-eaten beasts through the forests
back to their caverns for later consumption. Gorax and trolls
often compete for prey and territory, particularly when a troll
is drawn to the site of a gorax den by the smell of stored meat.
When the two creatures meet, they tear at each other savagely
with fangs and claws, and the victor typically consumes the
body of the slain.
Gorax are well known for their rank, sour odor. Gorax saliva
and sweat is thick with pheromones the creatures use to
identify each other. A gorax habitually licks its arms to keep its
musk strong, as those with a more powerful odor are likelier to
attract a mate. Most other creatures are repulsed by the smell
of the gorax.

Gorax are true carnivores, though they care little about the
source of the meat. Any animal that comes close enough for a
gorax to wrap its thick-knuckled hands around is eaten with
little hesitation, though the gora seem to hold human flesh
in high regard. Gorax that taste the blood of mankind seek it
out, which has caused some of the beasts to move from their
wilderness domain into the fringes of civilization. Isolated
homesteads have vanished, and buildings have been reduced
to rubble due to a rampaging gorax seeking to sate its hunger.

COMBAT
Gorax are incredibly irascible creatures. Even slight provocation
causes a gora to fly into a rage that overtakes its reason. nce
its anger is roused, a gorax views all other creatures in one of
two ways: as a threat to be attacked before it can pose a danger,
or as potential game to be defeated and eaten. In battle, a gorax
charges toward the closest possible target, attacking it with
tooth and claw. Once injured, the gorax will seek to destroy the
creature that caused it the greatest harm, with no regard for its
own safety.

LORE
A character can make an INT + Lore (extraordinary zoology)
skill roll to determine what he knows about this creature. He
learns all the information up to the result of the roll. The higher
the roll, the more he learns.
8: Gorax are powerful, brutish humanoids that inhabit the wild.
10: Gorax are consummate carnivores, and they have a
particular fondness for human flesh.
12: A gorax becomes even stronger in response to nonfatal
wounds, which cause it to attack with greater savagery.

ABILITIES:
Native Beast This creature is considered to be a beast native to the wilds of
Immoren.
Pain Fueled While this creature has one or more marked vitality points, it gains +2
on its melee attack rolls and melee damage rolls.

CREATURE TEMPLATES:
Large Specimen, Lone Wolf, Man-eater, Starving

SKILLS:
NAME
Detection
Tracking

STAT
PER
PER

RANK
1
1

STAT+RANK
4
4

45

GRYMKIN, GREMLIN
An engineer friend of mine asked me for advice on how best to deal with an advanced case of gremlin infestation. I recommended she burn down
the building and hope to catch a few of them in the blaze.
PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON

PHYSIQUE

PHY

SPEED

SPD

DESCRIPTION

The
tiny,
malevolent
pests known as gremlins
STRENGTH
STR
1
are the bane of engineers
AGILITY
AGL
4
and
craftsmen
alike.
PROWESS
PRW
3
Just as colonies of rats
POISE
POI
1
infest the holds of ships,
batches of gremlins nest
INTELLECT
INT
2
in workshops, visiting
ARCANE
ARC

mischief upon hapless


PERCEPTION
PER
4
craftsmen
and
their
BITE
creations.
Gremlins
MAT
POW
P+S
are
notorious
for
5
2
3
causing devices to
malfunction, often
INITIATIVE
INIT
12
in cruelly comedic
DEFENSE
DEF
13
fashion, and the
ARMOR
ARM
2
malicious creatures
WILLPOWER
WIL
4
seem
to
delight
VITALITY: 3
in
the
wicked
COMMAND RANGE: 2
mischief they visit
BASE SIZE: SMALL
upon others. The
ENCOUNTER POINTS: 3
very presence of a
gremlin is anathema
to mechanika, steam-jacks, and other such devices.
Gremlins are perhaps the most widely known variety of
grymkin. Though they prey primarily on machines rather
than men, these diminutive creatures take some sadistic
glee in tormenting those who toil in the workshops they
infest. When they are not causing expensive and dangerous
mechanical failures, gremlins delight in jabbing others with
rudimentary spears cobbled together from workshop trash,
leaving sharp caltrops on unattended seats, disabling gas
lanterns in rooms filled with obstacles, and smearing machine
grease on flights of stairs. enerally the harm they cause to
others happens more by dint of an elaborately staged accident
than by direct assault.
One of the most unusual and bothersome talents of gremlins
is their ability to physically merge with mechanical devices.
While merged, gremlins can cause a litany of malfunctions
in the device, which run the gamut from causing components
to simply fall off to making a machine start without warning.
These glitches are invariably timed to best suit the gremlins
own mean-spirited sense of humor. Most gremlins will
generally merge with the device likely to cause the most
havoc or the greatest amusement. Larger machines may house
multiple gremlins, each causing its own disruption to the
device. Gremlins seem lured to places that contain expensive
and complicated devices. Once one gremlin discovers such a

46

place, more are soon to follow, like locusts to a field of wheat.


When everything in sight is brokenincluding the spirit of
the unfortunate owner of the placethe gremlins move on to
indulge their whims at a new location.
Physically, a gremlin is a peculiar creature of odd proportions
about a foot tall, with an oversized head, a rotund belly, and
spindly limbs. A gremlins hairless skin is pale, though there
is a faint sheen to its complexion. Its eyes are tiny and silver,
and its round head is dominated by extremely long, pointed
ears and a broad mouth filled with needle sharp teeth. Though
a gremlins teeth and claws are sharp enough to cause damage,
they prefer to flee when threatened.

GRYMKIN

atural
devious supern
alevolent and
m
e
those
ar
all
kin
on
ym
Gr
violence
it mischief and
tood
rs
de
un
tle
creatures that vis
lit
is
re of grymkin
tu
na
e
Th
r.
te
di
un
they enco
gst extraor nary
c of debate amon
pi
to
s
a
s
ain
m
re
and
. These creature
western Immoren
ss
h
ro
ug
ac
ho
s
alt
ist
,
og
rld
ol
zo
tural wo
inly not of the na
ble
are almost certa
as their inscruta
in
rta
ce
un
as
e
ar
alm
s
re
in
a
ig
their or
ey come from
holars believe th
als;
motives. Some sc
gs such as infern
in
be
king them to
lin
of
,
ns
en
io
Ca
at
st
nd
ife
yo
an
be
ible m
them to be tang
to
em
se
ey
th
others consider
at
th
. All agree
es
ar
tm
gh
ly
ni
re
d
ra
an
d
dreams
s alone an
telligent creature
in
on
kin
g
ym
rin
gr
ffe
l
su
Al
visit
beasts.
dinary animals or
ry
interfere with or
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All gremlins have the ability to


become invisible at will. Aside from expensive and highly
specialized mechanikal devices employed by members of the
Strangelight Workshop, the only thing known to be capable
of penetrating this invisibility is the common housecat. Cats

ABILITIES:
Device Merge This creature can merge with a mechanical or mechanikal device or
machine. While merged, this creature can spend a full action to cause any of the effects
listed below automatically. This creature cannot merge with simple devices without
moving parts or capacitors. If this creature remains merged with a device for at least
one week it can cause one of the following effects by spending a quick action instead of
a full action.
Component Loss A critical component of the device (a repeating pistols ammo
wheel, a mechanikal devices capacitor, a steamjacks arm, etc.) falls off.
Inoperable The device will not function despite being in perfect working order.
Random Discharge The device turns on, triggers, or activates randomly.
Sticky Mechanism After using the device, a character must spend a quick action
to perform maintenance (usually in the form of a good thump) before the device
functions again.
Touchy Sensitive components of the device keep slipping out of alignment the
moment it is used. Rolls involving the device suffer a 2 penalty.
Glitch This creature can spend a quick action to cause a mechanical or mechanikal
object within 3 to malfunction. Simple items without moving parts or capacitors cannot
be affected. The device immediately misfires, deactivates, or crashes to a halt at the Game
Masters discretion, and it will not activate or function properly again for d3 rounds.

Incorporeal This creature can move through rough terrain and obstacles without
penalty and can move through obstructions and other characters if it has enough
movement to move completely past them. Other characters, including slammed, pushed,
or thrown characters, can move through this creature without effect if they have enough
movement to move completely past it. This creature does not count as intervening.
Blessed weapons and attacks from cats affect this creature normally. Spells, animi, and
magical weapons can damage this creature but roll one fewer die on damage rolls. No
other weapons can damage this creature. This creature is immune to continuous effects
and cannot be moved by a slam.
Invisibility This creature can spend a quick action to become visible or invisible. While
invisible, this creature gains +8 DEF, and any rolls related to locating it that rely on sight
automatically fail. This creature's invisibility does not affect cats.

CREATURE TEMPLATES:
Swarm

SKILLS:
NAME
Climbing
Detection
Sneak

STAT
AGL
PER
AGL

RANK
2
2
3

STAT+RANK
6
6
7

loathe gremlins and hunt them in preference to all


other prey, so savvy engineers often allow a number
of alley strays to dwell within their workshops.
Gremlins fear cats and will not attack one unless
they vastly outnumber it, so cats showing unease
or mysteriously vanishingare a good sign gremlin
numbers are on the rise.

COMBAT
In most cases, a gremlins approach to combat is
to run away and hide, relying on its invisibility to
protect it from harm; however, they enjoy interfering
with conflicts not directly related to them, usually
by jumping into the nearest expensive-looking piece
of mechanika or steamjack to wreak havoc. This
mischief can take any number of different forms,
but gremlins usually do whatever they would find
most amusing at a given moment.

LORE
A character can make an INT + Lore (grymkin) skill
roll to determine what he knows about this creature.
He learns all the information up to the result of the
roll. The higher the roll, the more he learns.
10: Gremlins are tiny, malicious tricksters that can
cause catastrophic failures in most machines.
12: Gremlins have the ability to become invisible at
will, a talent the cowardly creatures use to flee when
confronted with danger. Cats can penetrate this
invisibility, and gremlins and cats loathe each other.
14: Gremlins can merge with machines to cause any number of
mechanical malfunctions.
15: The Strangelight Workshop employs a number of different
devices that are useful against gremlins, including mechanikal
lenses that let the wearer see invisible gremlins and specialized
equipment that can expel gremlins from devices and safely
trap them for disposal.

47

HOLLOWED
Ive always said prolonged starvation is among the most horrible things any living being can experience. These wretched creatures have forced me
to remove living from such statements. Imagine the worst gnawing hunger you have ever experiencedthe most all-consuming need to eat you
can fathom. That experience overwhelms every moment of every day of a hollowed. Driven ceaselessly to glut itself on the sweetbreads of living
creatures, a hollowed stuffs its distended jaw at such a wanton pace I cannot help but wonder whether it expects to somehow cease its supernatural
famishment if only it can consume enough flesh. My observations and experience with these miserable dead suggest this can never be the case.
PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON

PHYSIQUE

PHY

SPEED

SPD

STRENGTH

STR

AGILITY

AGL

PROWESS

PRW

POI

POISE
INTELLECT

INT

ARCANE

ARC

PERCEPTION

PER

CLAW
MAT
6

POW
3

P+S
8

Hungers Touch A living character hit by


this weapon suffers 2 SPD, DEF, and STR for
one round.

INITIATIVE

INIT

12

DEFENSE

DEF

11

ARMOR
ARM 13
(NATURAL ARMOR +4)
WILLPOWER

WIL

DESCRIPTION
Sometimes those who die
from prolonged starvation
rise as hollowedundead
monstrosities driven by
an all-consuming hunger
for the organs of living
creatures. Unwilling to
accept death and unable
to sate their terrible
hunger, these wretched,
shambling
corpses
wander the wilderness
forever, searching in vain
for a means to quell their
unnatural and unending
hunger,
their
skin
hanging in tatters and
their most recent feast
oozing from the ragged
holes in their flesh.

10

Ancient Tordoran folklore


describes the hollowed as
COMMAND RANGE: 1
men who slowly starved
BASE SIZE: SMALL
to death while wandering
lost in the mists of the
ENCOUNTER POINTS: 4, PLUS
1 FOR EACH CORPSE TOKEN
moors. To quell their
THE HOLLOWED HAS AT THE
hunger, some were said to
START OF THE ENCOUNTER
murder their companions
and consume their flesh,
dooming themselves to rise after death as hollowed. There
may be a grain of truth in these old legends: hollowed are most
prevalent in the areas that were once Old Tordor and its vassal
state of Thuria, but cases of the dead rising as hollowed have
occurred across western Immoren. Despite Tordoran folktales,
there seems to be plenty of evidence that any sentient starving
humanoid can degenerate into a hollowed after death.
VITALITY: 9

Overwhelming hunger drives the hollowed to constantly seek


prey among the intelligent races. Forgoing any other source
of food, hollowed feed exclusively on the organs of the living.
They will attack dwarves, elves, trollkin, and ogrun as readily
as humans.
Hollowed blindly wander through the wilderness in search
of their next meal. They typically travel at night, preferring
darkness to light. During the day, a hollowed will crouch

48

silently in the shadows, its head slowly swiveling to ensure it


does not miss the passing of a potential feast.
When a hollowed catches sight of prey, its behavior undergoes a
dramatic and disturbing shift. Instead of mindlessly wandering,
it will relentlessly track its prey, exhibiting enough cunning to
keep hidden from sight. Rather than simply lurch toward a
potential meal from the wilderness, the hollowed will move
ahead of it and lie inert. Waiting in plain sight, the hollowed
lashes out at anyone foolish enough to investigate its corpse.
Hollowed attack with twisted, claw-like hands. Strikes from a
hollowed enervate the wounded, crippling them with pangs of
hunger. Drained of strength and speed, such victims become
easy prey for the hollowed, which rips away organs barehanded and distends its jaw to swallow them whole. One after
the next, the hollowed consumes all the major organs of its
victim, leaving a gutted corpse behind.
Though a hollowed becomes stronger and deadlier as it
consumes more vitals, the organs it feasts upon will never
be enough to satisfy the creatures hunger. Rather than being
digested, the consumed organs fester and rot, forcing the
hollowed to constantly feed.
Disturbingly, unless a creature killed by a hollowed is
decapitated, it will rise as a hollowed itself within a few days
and seek to feed in the same fashion. Some of these freshly
risen hollowed follow in the wake of their progenitor and share
in its kills like carrion crows. Given enough time, a group of
hollowed can number in the dozens as newly created undead
are drawn onward by the activity of the flock. They fall upon
prey in a manner akin to a feeding frenzy, each struggling to
devour the organs of the slain.

COMBAT
When a hollowed catches sight of a potential victim, it stalks it
relentlessly with no regard for its own safety. If a hollowed is
presented with multiple potential targets, it attacks the closest
one first, relying on its draining touch to weaken the target
enough to finish it off. nce a victim is downed, the hollowed
drops immediately and begins to feast. Inflicting damage on a
hollowed will not draw it away from a victim it is feasting on.
If other creatures are still nearby after the hollowed has glutted
itself on the organs of a victim, it will spend corpse tokens to
boost attack and damage rolls or heal itself, depending on its
current vitality. If a group of hollowed is moving together, one
is likely to have fed recently, making it much more dangerous.

ABILITIES:
Consume Organs This creature can spend a full action to harvest and consume the
organs of a living character it destroyed with a melee attack, gaining a corpse token for
each victim. This creature can have up to three corpse tokens at a time. During its turn,
this creature can spend corpse tokens to remove all damage, to make additional attacks,
or to boost attack or damage rolls. This creature can spend a corpse token to automatically
pass a Tough roll.
Death Rise A character slain by a hollowed and which has had its organs consumed will
rise as a hollowed itself in d3 days unless the corpse is decapitated. A newly risen hollowed
gains Consume Organs, Death Rise, Terror [15], Tough, Undead, +3 PHY, and +2 STR and
suffers 2 POI and 2 INT. It has a number of vitality points equal to its new PHY and gains
two POW 3 claw attacks with the Hungers Touch ability.
Terror [15] This creature has Terror [15].

Tough If this creature is disabled, roll a d6. On a 5 or 6, it heals 1 vitality point, is no


longer disabled, and is knocked down.
Undead This creature is not a living character and never flees.

CREATURE TEMPLATES:
Large Specimen, Pestilent Hollowed, Predator, Swift

SKILLS:
NAME
Detection
Sneak
Tracking

STAT
PER
AGL
PER

RANK
1
2
1

STAT+RANK
4
5
4

LORE
A character can make an INT + Lore (undead)
skill roll to determine what he knows about this
creature. He learns all the information up to the
result of the roll. The higher the roll, the more
he learns.
8: Hollowed are undead creatures that consume
the organs of the living. If a hollowed manages
to kill a target, it will immediately feed, giving
a narrow window of opportunity for others to
flee. nce it consumes fresh organs, the hollowed
becomes much more dangerous.
10: Those who die to prolonged starvation
sometimes rise as hollowed. Victims of a
hollowed rise as hollowed themselves, and
the creatures have become numerous over the
centuries. Hollowed can be found wandering
many wild places in search of fresh victims.
12: The touch of a hollowed saps the energy of
its victim, flooding a creature with the same
unbearable hunger and weakness the hollowed
suffered prior to its own death. This unnatural
weakness allows the undead to dispatch a target
with ease.
14: When hollowed travel together, one of them
is likely to have fed recently, and the others are
likely its risen victims.

49

HORNBEAK TRASK
I admit a fascination with all manner of sometimes dangerous wildlife, but I have the sense Morrow gave me not to bring them home and make
them pets. Unfortunately, my associate and junior professor Lynus Wesselbaum does not share my view and has taken in a most alarming creature:
a hornbeak trask. The thing formed a bond with him after he fed it from a table in a seedy dockside tavern, and evidently he with it. It seems quite
content with him for now, but given the voracity and savagery of its periodic hungers, I fear that it is only a matter of time before he fails to meet
its exacting dietary schedule and it makes a meal of him.
PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON

PHYSIQUE

PHY

SPEED

SPD

STRENGTH

STR

AGILITY

AGL

PROWESS

PRW

POI

POISE
INTELLECT

INT

ARCANE

ARC

PERCEPTION

PER

BITE

MAT
5

POW
3

P+S
7

INITIATIVE

INIT

11

DEFENSE

DEF

13

DESCRIPTION
Hornbeak
trasks
are
ravenous
predators
indigenous to the exotic
lands of the southern
continent of Zu. The size of
a large dog, these strange
creatures appear to be
a variety of reptile with
the rough appearance
of a lizard, including
leathery
skin
whose
coloration might provide
camouflage in their native
jungle habitats.

In
western
Immoren,
hornbeak trasks are most
commonly
encountered
WILLPOWER
WIL
7
in the ports of Cygnar
VITALITY: 3
and Ord, where they
traveled as pests in the
COMMAND RANGE: 1
holds of trading ships or
BASE SIZE: SMALL
occasionally as ill-chosen
ENCOUNTER POINTS: 1
pets by sailors lacking
good
judgment.
The
appellation hornbeak suggests to some scholars that multiple
species of trask may inhabit Zu, but the matter is unclear. What
is beyond dispute is that hornbeak trasks possess bottomless
appetites and hardy constitutions.
ARMOR
ARM
9
(NATURAL ARMOR +3)

Purely carnivorous, a hungry trask is content to consume


any ready source of meat it can find rats, stray dogs, gobbers,
and even, on occasion, larger prey. A hungry hornbeak trask
will consider virtually anything that moves as a food source,
including large birds.
Trasks live in a cycle of torpid dozing, ravenous hunger, and
gluttonous feasting. On the hunt, they are tenacious stalkers
capable of surprising speed and agility. They can unhinge their
beaked jaws to take surprisingly large bites out of their prey.
A trask that has killed or subdued its meal will drag it
somewhere the creature feels safe and then consume it in a
handful of voluminous swallows. At this point, the creature
lapses into a torpid, almost harmless state. Most trasks that
are adopted as pets are found in such tranquil moments,
surprising their new owners with their change in behavior
when their hunger grows. Trasks will often become attached

50

to an individual who provides them with food, but this bond


can grow tenuous if a trask feels that its provider is not
holding up his end of the relationship. This bonding has led
some to surmise that trasks might have pack-based habits in
their natural environment.
A trask that has gone more than a few days without food
enters a different sort of slumber that resembles hibernation.
When in this state, the trask requires neither food nor water
and slowly loses weight. No one knows just how long a trask
can go without food, but anecdotal evidence suggests they may
be able to endure months or even years of deprivation. Some
scholars suggest that this behavior developed in response
to cyclical and regular diminishment of available prey in its
native environment, but little is known in Immoren about the
ecology of Zu.
Aside from their eating habits, only a few facts are known about
the hornbeak trask. The species seems to share some features
with both mammals and reptiles. They appear to be warmblooded creatures but are said to hatch from large leathery eggs
in the manner of a snake or lizard.
Alchemists have taken some interest in the trask, finding that
certain organs make fair substitutes for components usually
gathered from burrow-mawgs. However, since the trask is
only somewhat less irascible than a burrow-mawg, and much
rarer, this fact is little more than a curiosity and not a source
of serious revenue for any notable alchemical manufacturers.
The trasks limitless appetite would surely wreak havoc upon
its natural environment without something to keep it in check,
and scholars assume that a strong natural predator exists in the
creatures native habitat. Academics usually cut short this line
of thinking when they stop to consider the kind of predator
that would subsist on a creature as dangerous as the hornbeak
trask. Some scholars are concerned that trasks could become a
serious threat to the native wildlife and even people of western
Immoren should the species gain a serious foothold in an
environment without natural predators.

COMBAT
Hornbeak trasks alternate between docile harmlessness and
single-minded, hunger-driven fury. A ravenous trask will stop
at nothing to bring down its prey of choice, attacking over
and over again with little concern for its own safety. When
faced with particularly stubborn or elusive prey, the trasks
adrenaline surge drives it to new heights of violence.

LORE
A character can make an INT + Lore (extraordinary zoology)
skill roll to determine what he knows about this creature. He
learns all the information up to the result of the roll. The higher
the roll, the more he learns.
10: Sailors returning from Zu speak of voracious reptiles that
sometimes befriend those who feed them. The creatures have
been known to stow away on ships.
12: The hornbeak trasks hunger is matched only by its sloth
after feeding. The trask will usually withdraw to somewhere it
thinks is secure, such as a hollow tree or a burrow stolen from
another creature, before glutting itself.
14: Hornbeak trasks can enter a state of hibernation and go many
months without food, arising in a sluggish and docile state.
16: The hornbeak trasks adrenal glands may be used in
alchemical production, just like the adrenal glands of the
burrow-mawg.

ABILITIES:
Adrenaline Surge Once per day, this creature can spend a quick action to frenzy.
For d3 turns, this creature gains +2 movement and +2 to attack and damage rolls.
Evasion When an enemy misses this creature with a melee attack, this creature can
advance up to 2 after the attack is resolved. This creature cannot be targeted by free
strikes during this movement.
Hibernation If this creature has not eaten in three days, it will hibernate, falling
unconscious for an extended period to conserve its energies. While hibernating, it does
not require food or water but slowly loses weight. This creature can hibernate for up
to three months, though it will wake if exposed to an obvious source of food or if
its surroundings change drastically. When this creature awakens from hibernation, it
suffers 2 SPD, STR, and DEF until it feeds but can still use its Adrenaline Surge ability.
Torpid If this creature destroys a character with a melee attack, its activation
immediately ends.

CREATURE TEMPLATES:
Runt, Starving, Trained

SKILLS:
NAME
Climbing
Detection
Sneak

STAT
AGL
PER
AGL

RANK
2
1
2

STAT+RANK
7
4
7

51

IRON MAIDEN
I have occasionally encountered iron maidens within the ruins of forgotten cities deep in the wilderness. I cannot help but wonder if perhaps these
ruins were once the home of the spirit trapped within that metal form, trying to contextualize its perpetual existence among the shadows of its
former life. And what a horrible existence it must be: able to move and act only according to the whims of another, its spirit locked within a body
of cold metal and meshing gears. Perhaps that is why these creatures are so eager to attack the living. Perhaps they seek their own destruction in
the hope it will release their spirit from such incarceration. I cannot be sure of anything but this: the marvel of their craftsmanship is matched only
by the tragedy of their existence.
PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON

PHYSIQUE

PHY

10

SPEED

SPD

STRENGTH

STR

AGILITY

AGL

PROWESS

PRW

POISE

POI

INTELLECT

INT

ARCANE

ARC

PERCEPTION

PER

CLAW
MAT
8

POW
5

P+S
13

Rend On a critical hit, this weapon gains


an additional damage die.

INITIATIVE

INIT

16

DEFENSE

DEF

15

ARMOR
ARM 13
(NATURAL ARMOR +3)
WILLPOWER

WIL

2
AG

ILITY

13

DESCRIPTION
The Clockwork Renaissance
gave
rise
to
technological innovations
that forever altered life
in western Immoren, but
few inventions developed
during the era are quite as
tragic as the iron maiden.
The iron maiden is both
a marvel of engineering
and a travesty of the soul.
A marriage of clockwork
engineering,
metal
craftsmanship, and thinly
veiled necromancy, each
iron
maiden
contains
a restless spirit. The
trapped spirit animates its
clockwork prison and is
forced to obey the whims of
those who have dominated
it beyond death.

LLECT

IN

TE

Though their origins have


long since been forgotten,
the first iron maidens
are believed to have
3
involved the collaboration
H
4
of skilled engineers and
YS
IQU
E
necromancers. They were
initially built to serve as
6
assassins and bodyguards
5
for the rich and powerful.
Though these ancient
iron maidens were not
COMMAND RANGE: 3
numerous, many more
BASE SIZE: SMALL
were built in secret across
ENCOUNTER POINTS: 13
the subsequent centuries
by furtive cabals delving
into dark and forbidden occult lore. These arcanists sought to
create reliable mystical guardians and found this a lucrative
trade, a fact that members of this occupation have since
endeavored to deny and obfuscate. The spirits enslaved to
provide these constructs with life were robbed of free will and
forced into eternal servitude. The bonds that animate an iron

52

maiden cause the spirit to be wracked with torment whenever


its master comes to harm, effectively torturing it if it fails to
perform its duty.
When the iron maidens original masters died, the constructs
went into a state of torpor. Some remained in this inactive
state for centuries, waiting in the ruins of their masters
former palaces. An iron maiden returns to consciousness
once a new master speaks aloud its living name as part of an
ancient ritual. The name of the spirit within an iron maiden is
engraved somewhere on its body, though the location varies
from one to another. Once reactivated, an iron maiden is as
unerringly loyal to its new master as it was to the one who
first created it.
At a glance, the iron maiden looks like a masterfully sculpted
iron statue of a young woman. Most are built so well that, if
one were wearing a hooded cloak and seen from a distance, it
could be mistaken for a woman of flesh and blood, albeit one
who moves with a slightly stiff and mechanical gait. If an iron
maiden or its master is ever threatened, however, its iron skin
erupts in a forest of hooks, spikes, and razors. It uses this array
of deadly blades, which can also be unleashed at its masters
command, to eviscerate and shred its victims.
Damage inflicted upon an iron maiden can be repaired by a
skilled metalworker, and the magic that sustains them makes
them immune to the effects of age and corrosion. Some take on
a patina or the appearance of age but can be polished back to
their original luster.
Unfortunately, iron maidens are unstable constructions
not at peace with their own existence. From time to time, an
iron maiden e periences a flash of memory from its past life,
gradually building a picture of the person it was centuries ago.
Its soul is frayed and tattered from centuries of enslavement,
and the shattered recollection of a living existence is nothing
short of torture.
Some iron maidens manage to pull together enough of their
old identities to break free of their masters bonds. When this
occurs, the maiden becomes a terrifying creature devoted
to the slaughter of the living. Though it will take out its
long centuries of suffering and enslavement on any living
thing within reach, it reserves its most savage ferocity for
its master. Unfettered maidens generally lurk in tombs and
ancient lost places, drawn by echoes of memories from lives
long past.

ABILITIES:
Preternatural Awareness This character gains boosted initiative rolls. Enemies never
gain back strike bonuses against this character.
Repairable This character cannot regain vitality normally. A character can repair
damage to this character if he has access to sufficient tools, scrap metal, and components.
A character attempting to repair this character must spend a week repairing damage. At
the end of this time, he makes a Mechanikal Engineering skill roll against a target number
of 14. If the roll fails, nothing happens. If the roll succeeds, this character regains vitality
equal to the rolling characters Mechanikal Engineering skill.
Shield Guard Once per turn, when a friendly character is directly hit by an attack
while within 2 of this character, this character can choose to be directly hit instead.
This character cannot use Shield Guard if she is incorporeal, knocked down, prone,
or stationary.
Soul Vessel This character has a soul and generates a soul token when destroyed.
Spike Skin A character who is grappled by this character or who hits her with a melee
attack immediately suffers d3 damage points. Living characters cannot grapple this
character.
Undead This character is not a living character and never flees.

Unstable This characters mind is incredibly unstable, and she constantly struggles
with her memories, her ego, and the bonds enslaving her soul. When something causes a
memory stir (at the Game Masters discretion), once per month or so while this character
is active or when her current master dies, the Game Master rolls a d6. On a roll of 1,
this character breaks the bonds controlling her spirit. If she breaks her bonds within the
command range of her current master, the master can make a contested Willpower roll to
try to maintain his control over this character. If the master wins, he remains in control.
If this character wins, she breaks the bonds and immediately attacks her former master.

CREATURE TEMPLATES:
Swift, Wild Iron Maiden

SKILLS:
NAME
Detection
Disguise
Sneak
Unarmed Combat

STAT
PER
INT
AGL
PRW

RANK
2
1
2
2

STAT+RANK
6
4
7
8

COMBAT
An iron maiden under the control of a master fights
according to its masters whims. An iron maiden has
an overriding drive to protect its master and cannot
consciously allow its master to come to harm. If,
however, an iron maiden breaks its bonds, it will throw
itself into battle without hesitation or regard for its
own safety.
The spirit within a wild iron maiden resents and loathes
the living. Driven mad by its centuries of enslavement
to the living, it will brutally slaughter any person it
encounters.

LORE
A character can make an INT + Lore (undead) skill roll
to determine what he knows about this creature. He
learns all the information up to the result of the roll.
The higher the roll, the more he learns.
10: An iron maiden is an antiquated construct that fuses
a soul to a clockwork body. Iron maidens are sometimes
found in tombs or forgotten caches of occult lore.
12: These constructs were first built in the Clockwork
Renaissance and experienced a surge of popularity after
the Rebellion, when they were used by unscrupulous
arcanists as bodyguards and assassins. When their
original masters died, they were left inert and forgotten.
14: There is a ritual through which an iron maiden can
be bonded to a new master. A key component of the
ritual requires the trapped souls living name to be
spoken aloud. This name is engraved on some hidden
component of the construct.
16: Iron maidens are unstable creations. They sometimes
break the chains of their servitude and lash out at their
former masters before rampaging to kill the living.

53

LETHEAN
The very existence of the race of letheans is both fascinating and disconcerting in equal measure. Are they creatures at the beginning of their
existence, still clawing the difficult road out of the quagmire of primitive tribalism? Or are they the final scraps of Alchierean civilization slowly
degenerating into obsolescence? My limited exposure to the letheans offered me no answers, merely a series of increasingly disturbing questions.
After witnessing their cannibalistic religious rites, though, I can say with certainty that I find great relief in the expanse of inhospitable desert
between them and the civilized nations of Immoren. That said, studying them at greater length may reveal the secrets of our ancient origins, if we
dare confront them.
PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON

PHYSIQUE

PHY

SPEED

SPD

DESCRIPTION

Dwelling deep within


the dark jungles of the
STRENGTH
STR
4
subcontinent of Alchiere,
AGILITY
AGL
4
letheans are a race of
PROWESS
PRW
3
arboreal
primitives.
POISE
POI
2
Possessing a simple and
savage intellect, these
INTELLECT
INT
2
tribal hunters show no
ARCANE
ARC

fear beyond the primal


PERCEPTION
PER
3
terror they demonstrate
HAND WEAPON
when confronted with
MAT
POW
P+S
fire. Lethean tribes use
4
3
7
rudimentary tools and
weapons
fashioned
INITIATIVE
INIT
12
from
local
materials,
DEFENSE
DEF
11
but they display little
(ARMOR 2)
craftsmanship
beyond
ARMOR
ARM 12
the
manufacture
of
(ARMOR +7)
simple
bone
daggers
and
WILLPOWER
WIL
7
stone hand axes. Living in
VITALITY: 7
disorganized families of
COMMAND RANGE: 2
between twenty and fifty
BASE SIZE: SMALL
members, letheans dwell
ENCOUNTER POINTS: 2
in simple huts of woven
jungle plants. They are a
reclusive race, preferring the darkness that prevails beneath
the dense canopy of their wild homes. Letheans seldom
journey from the deepest parts of the Alchierean jungle and
are only rarely encountered by other races.
The average lethean is stout and powerfully built, standing a
few inches shorter than a human. A letheans head is thickbrowed and hairless except for a patch of coarse bristles
growing from its prominent jaw. Despite its stocky build, a
lethean is an e tremely capable climber. Its thick fingered
hands have incredible strength far out of proportion to its body.
It is capable of brachiating through the trees for hours at a
time and can hold itself suspended for an incredibly long time
without fatigue. Swinging overhead allows a lethean to move
through the jungle with greater ease than creatures forced to
press through the dense undergrowth below. Letheans use this
ability to overtake and surround prey crawling on the ground,
dropping onto and ambushing quarry en masse. Prey animals

54

are immediately dispatched with crude knives and spears,


but intelligent creatures are taken alive whenever possible.
Grappled into submission by hands that can twist the bark from
the toughest jungle vine, these victims are dragged back to the
letheans village for use in the ritual sacrifices that are a central
component of the races tribal religious rites.
Letheans subsist on a primarily carnivorous diet, but from a
young age they consume a fermented cocktail of poisonous
jungle fruits and vine sap. This blend is known to contain
elements from most major families of poison. Young letheans
are given the drink at progressively stronger dilutions as
they grow, allowing them to build up complete immunity to
itand, through it, the vast majority of other poisons. The
practice seems to have originated as a means of ensuring that
the letheans are able to consume any of the poisonous plants
found in their jungle home, which gives the race an alternate
food source in times of desperation or scarce hunting. Over
generations, however, it has taken on an element of cultural
significance as well.
Perhaps the most remarkable practice of the letheans is an
unusual form of ritual endocannibalism. Letheans believe
they can transfer the soul of a tribe member into a newborn
by feeding its flesh to a pregnant female. During each yearly
birthing cycle, the tribal elders lead pregnant members of the
tribe to a secluded place, where they consume prized elders and
powerful warriors the tribe wishes to preserve for subsequent
generations. Letheans consider it auspicious if those eaten are
still alive at the outset of this ceremony, and they believe the
longer the consumed endure, the greater the fortunes of those
born after. These cannibalistic rituals last for days at a time and
are horrifying to behold, a violent and bloody cycle of death
and rebirth.

COMBAT
Though they are unafraid of most things, letheans approach
battle with caution. Confrontation with a group of letheans
is typically a product of intrusion into their lands, and they
seek to uickly overpower potential sacrifices. hen a family
of letheans spots an interloper moving through its territory, it
will use the trees to move quietly into position before springing
an ambush. etheans fight with crude daggers, hand a es, and
spears, and they sometimes wear leather armor.

LORE
A character can make an INT + Lore (extraordinary zoology)
skill roll to determine what he knows about this creature. He
learns all the information up to the result of the roll. The higher
the roll, the more he learns.
12: There is a race of savages deep in the Alchierean jungles
known as letheans. They are terrified of fire and little else.

ABILITIES:
Brachiation While in a forest, this character gains an additional die on Climbing
skill rolls.
Poison Proof This character automatically succeeds when making a PHY roll to
resist the effect of a poison or toxin.
Pyrophobia This character treats fire as if it has Terror [14]. Conversely, this
character gain +2 on Willpower rolls to resist all other sources of Terror.
Tightfisted This character gains +2 on STR rolls to maintain a grapple.

14: Letheans have developed immunity to all poisons. They


consume a fermented beverage made of highly poisonous fruits
from a young age.

Treewalker This character ignores forests when determining LOS. While in a forest,
this character gains +2 DEF against melee attack rolls and can advance through
obstructions and other characters if he has enough movement to move completely
past them.

16: Letheans are ritual cannibals who consume only their own
kind. Any captives they take are sacrificed, but letheans refuse
to consume the flesh of other races. Their cannibalistic rites
are a spiritual practice tied to imminent births, by which they
believe the souls of those devoured are born again.

CREATURE TEMPLATES:
Chieftain, Hunter, Juvenile, Protector

SKILLS:
NAME
Climbing
Detection
Hand Weapon
Sneak
Unarmed Combat

STAT
AGL
PER
PRW
AGL
PRW

RANK
2
1
1
1
2

STAT+RANK
6
4
4
5
5

55

PISTOL WRAITH
I encountered my first pistol wraith near the border of Leryn, on an untended carriage road a few miles outside of the city. It emerged from nothing,
coalescing in front of me with a pistol ready in its spectral hand. I had hoped for the formality of being challenged to a duel, but the pistol wraith
was quick to disappointit skipped straight to the shooting.
PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON

PHYSIQUE

PHY

SPEED

SPD

STRENGTH

STR

AGILITY

AGL

PROWESS

PRW

POISE

POI

INTELLECT

INT

ARCANE

ARC

PERCEPTION

PER

WRAITHLOCK PISTOL

RAT RNG AOE POW


7
10

12

Abilities: This weapon is a magical weapon


and never needs to be reloaded. This weapon
disappears if the character wielding it is
destroyed.

INITIATIVE

INIT
16
(NATURAL +3)

DEFENSE

DEF

14

ARMOR
ARM 12
(NATURAL ARMOR +7)
WILLPOWER

WIL

AGILITY

PHYS

3
ECT

IQ

TE

LL

COMMAND RANGE: 5
BASE SIZE: SMALL
ENCOUNTER POINTS: 12
Pistol wraiths may be more than a match
for Hero-level characters. They are more
appropriate for Veteran-level and Epic-level
encounters.

DESCRIPTION
Pistol
wraiths
are
the
vengeful
spirits
of gunmen who died
violently and refused to
pass on to the lands of the
dead. Finding no peace
on Caen, these creatures
haunt their gravesites or
the places where they fell,
waiting to gun down any
who intrude. Only those
restless dead bound to
the gun and possessed
of inhuman hatred or the
overpowering urge to kill
again have the strength
of will to rise as pistol
wraiths. Most fell in duels
at lonely crossroads or
are the specters of those
slain in battle. A startling
number are the victims of
pistol wraiths themselves,
incapable of accepting
their sudden demise.
Though pistol wraiths
possess the incredible
will and pathos required
for an individual to refuse
to pass to Urcaen, they are
fragmentary beings; most
of their memories and
personalities are lost in
the traumatic reckoning
of their genesis. Although
its
skill
with
arms
remains, the pistol wraith
is often little more than
a shell of its former self,
driven to turn its guns on
any living creature that
crosses its path.

Not wholly existing on Caen, most pistol wraiths manifest only


when their remains or gravesites are disturbed. Guns blazing,

56

they murder every living creature in sight. Once the killing is


done, the wraith fades away until troubled once more.
Pistol wraiths are the prized servants of necromancers
capable of binding them to their will. Indeed, bound wraiths
seem to be imbued with a greater sense of purpose and
identity than those that lack such external influence. Being
forced to execute the will of another focuses their attention
and gives their atrophied mental faculties something to
occupy them. These wraiths may actually rediscover lost
aspects of themselves, twisted by their unnatural state,
and such creatures can become truly formidable. Cryx in
particular makes effective use of pistol wraiths as assassins,
scouts, and messengers. Rarely, a gun mage will rise from
death as a pistol wraith. These wraiths retain some part of the
special talents they had in life and are extremely dangerous,
though much sought after by those who would bind them
into servitude.
Pistol wraiths appear as gaunt, skeletal apparitions that little
resemble the people they were in life, though some wear
tattered clothing reminiscent of what they wore as mortals.
They are insubstantial creatures, rendering them virtually
indestructible by mundane means. Pistol wraiths pass through
physical objects as if through smoke, ignoring barriers and
cover to attack the object of their hatred. A pistol wraith cannot
manipulate anything in the physical world aside from what it
can harm with its guns.
Pistol wraiths are universally armed with wraithlock pistols
ghostly manifestations of the arms they carried in life.
These weapons are unerringly accurate and never run out of
ammunition. Wraithlock pistols are inexorably tied to the pistol
wraiths. If a pistol wraith is destroyed, its pistols instantly
crumble into dust.

COMBAT
When its gravesite or other haunt is disturbed, a pistol wraith
appears from nowhere and immediately attacks, focusing fire
on a single living target in order to claim the targets soul.
The pistol wraith uses souls it has claimed to empower its
attacks against more heavily armored targets. So long as there
are living to attack, the pistol wraith remains in the physical
world, mercilessly attacking with its wraithlock pistols. Pistols
wraiths tend to focus their rage on living gunmen first, taking
some perverse pleasure in using their skills to shoot down
those most like them in life.

ABILITIES:
Gun Man Choose two of the following abilities for this character: Crack Shot, Dodger,
Dual Shot, Fast Draw, Return Fire, Sentry, Swift Hunter, and Targeteer.
Gunfighter This character does not suffer the 4 penalty on ranged attack rolls with
pistols while engaged.
Incorporeal This character can move through rough terrain and obstacles without
penalty and can move through obstructions and other characters if he has enough
movement to move completely past them. Other characters, including slammed, pushed,
or thrown characters, can move through this character without effect if they have enough
movement to move completely past it. This character does not count as intervening.
Blessed weapons affect this character normally. Spells, animi, and magical weapons can
damage this character but roll one fewer die on damage rolls. No other weapons can
damage this character. This character is immune to continuous effects and cannot be
moved by a slam.

Soul Taker When this character destroys a character with a soul, he gains one soul
token. This character can spend soul tokens to boost attack rolls or damage rolls, at one
roll per token spent.
Undead This character is not a living character and never flees.

CREATURE TEMPLATES:
Pistol Wraith Death Dealer, Pistol Wraith Spellslinger

SKILLS:
NAME
Detection
Pistol
Sneak

STAT
PER
POI
AGL

RANK
3
2
3

STAT+RANK
7
7
7

Night Fighter When making a ranged or magic attack against a character with stealth
or Prowl, this character automatically misses the target only if he is more than 8 away
(instead of more than 5 away).

LORE
A character can make an INT + Lore
(undead) skill roll to determine
what he knows about this creature.
He learns all the information up to
the result of the roll. The higher the
roll, the more he learns.
8: Pistol wraiths are hateful spirits
of gunmen returned from beyond
the grave.
10: Mundane weapons do not harm
them, and even magical weapons
may have little effect.
12: Pistol wraiths retain little of
their former personalities and
will mercilessly attack any living
creature they encounter. Some pistol
wraiths possess ghostly reflections
of abilities they had in life.
14: Pistol wraiths are occasionally
bound into the service of powerful
necromancers. Cryx in particular
is said to make great use of
pistol wraiths as messengers and
assassins.

57

RAEVHAN BUFFALO
There used to be a skeleton of a Raevhan buffalo on display in the extraordinary zoological wing of Corvis University, with a perfect bullet hole in
its left temple, just in front of its antler. I would take new students to view the specimen to drive home the point that, though large and impressive,
even such a creature could be brought down by the innovation of a much smaller and far more devious creaturein this case, mankind. I keep
meaning to thank Alten for his donation.
PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON

PHYSIQUE

PHY

10

SPEED

SPD

STRENGTH

STR

10

AGILITY

AGL

PROWESS

PRW

POISE

POI

INTELLECT

INT

ARCANE

ARC

PERCEPTION

PER

HORNS
H

MAT
6

POW
3

P+S
13

Critical Pitch On a critical hit, instead


of rolling damage normally, this creature
can throw the character hit. Treat the
throw as if this creature had hit the target
with and passed the STR check of a throw
power attack. The thrown character suffers
a damage roll with a POW equal to this
creatures STR plus the POW of this weapon.
The POW of collateral damage is equal to this
creatures STR.

INITIATIVE

INIT
11
(2 FROM SIZE)

DEFENSE

DEF
10
(2 FROM SIZE)

ARMOR
ARM 15
(NATURAL ARMOR +5)
WILLPOWER

WIL

VITALITY: 25

11

DESCRIPTION
Towering relics of a
forgotten age, Raevhan
buffalo eke out a meager
existence on the frigid
northern plains far to
the east of Uldenfrost,
where they are often
hunted by Kossite tribes
and wild trolls. Their
habitat has dwindled as
development of the land
has forced them into eversmaller territories. For
centuries, the population
of Raevhan buffalo has
steadily declined, and the
beasts are now so rare
that many believe they
have already gone extinct.
Despite this belief, hunters
in the far north report
having occasionally seen
an animal that matches
its description. Some even
produce evidence to back
their claims, showing
off
enormous
animal
skulls with broad antlers
spanning over a dozen feet.

COMMAND RANGE: 1

Standing over ten feet tall


at the shoulder, a Raevhan
BASE SIZE: LARGE
buffalo has a broad,
ENCOUNTER POINTS: 16
muscular body covered by
a woolly coat of brownishblack fur. Along with its intimidating size, the buffalo boasts
an enormous rack of antlers ideally suited for battering aside a
target. Adult specimens also have thick tusks, which they use
primarily to dig plants and tubers from the permafrost. The
beasts split hooves splay out with each step, giving it better
footing on snow and loose rock.
In prehistory the Raevhan buffalo were much more numerous,
but now only a few hundred specimens remain. Forced from
their original territory in the fields surrounding hador s ake
aevhan, the surviving buffalo can barely eke out sufficient

58

sustenance in their new frozen home. They subsist on patches


of tough arctic grass and the boughs of young pines, but the
sparse vegetation of their new home is scarcely enough to keep
these massive beasts fed.
Outside of mating season, males are solitary creatures, but
females are sometimes found living in small groups to defend
their young. During the first months of spring, males seek
out mates, battling for hours on end for the opportunity
to breed. On the rare occasion two males meet in the wild,
they inevitably battle in a thunderous collision of antlers for
dominance of the region. The victor earns the right to breed
with the groups of females dwelling in his territory, while the
loser is forced away to live alone. These solitary males often
fall prey to one of the many ferocious predators of Khadors
far north.
Extremely territorial, a male buffalo will fearlessly charge
intruders with little regard for its own life. Retaliatory attacks
only seem to kindle the buffalos anger, driving it to greater
heights of strength and ferocity. Females engage in similarly
ferocious behavior, though usually only in the defense of their
young. In the tribal era, hunters learned to goad the Raevhan
buffalo with attacks, thereby luring the giant beasts to pursue
them. Incapable of quelling its rage, a wounded buffalo would
pursue its attacker over many miles, eventually dropping from
exhaustion. Unable to defend itself, the weary beast would be
easily dispatched by the hunters.
As they have been driven farther north, the Raevhan buffalo
have been forced to fend off attacks from packs of winter argus
and winter trolls alike. They are sometimes successful, but the
predations of these hunters have contributed to the buffalos
gradual eradication.

COMBAT
Typically encountered either as a solitary male or as a mother
with her young, a aevhan buffalo will fly into a rage when
it notices creatures in its territory. A solitary male will try to
intimidate trespassers and drive them off with angry displays
of stamping and snorting. A female with young will try to stand
between any threat and her young, thrashing her head back and
forth to keep the threat away. If its initial attempts to drive off
a threat are unsuccessful, the buffalo will attack. An injured
buffalo will attack the closest possible threat and fight until
either it or its foes are slain. It will chase threats beyond the
edge of its territory, particularly if enraged.

LORE

ABILITIES:

A character can make an INT + Lore (extraordinary zoology)


skill roll to determine what he knows about this creature. He
learns all the information up to the result of the roll. The higher
the roll, the more he learns.

Irascible When this creature is damaged by an enemy attack, it gains one rage token.
This creature can have up to three rage tokens at a time. For each rage token on this
creature, add +1 to its melee attack and melee damage rolls. During its activation,
this creature can spend rage tokens to make additional attacks, one per token spent.

8: Raevhan buffalo are named after Lake Raevhan near


Uldenfrost. Though they are widely thought to be extinct,
Kossite hunters occasionally report live specimens in the
Uldenfrost region.
10: Raevhan buffalo carve deep ruts into the soil to bed down
in. Long trenches with packed basins are a clear mark of a
buffalos territory.

Native Beast This creature is considered to be a beast native to the wilds of


Immoren.

CREATURE TEMPLATES:
Juvenile, Lone Wolf, Protector, Starving

SKILLS:
NAME
Detection

STAT
PER

RANK
2

STAT+RANK
5

12: Raevhan buffalo are extremely territorial and will attack


anything that intrudes on their territory. They are least active
at midday, and travelers have the best chance of safely crossing
their territories at that time.

59

RAZORBAT
Every student of extraordinary zoology at Corvis University has a personal understanding of the razorbat. Several decades ago, an ill-advised
attempt was made to house a small colony of the creatures on university grounds for extended study. After brief deliberation, the colony was placed
in a glass pavilion south of student housing. I think it took the bats around seven minutes to shatter the glass and escapethough they didnt go far.
The colony decided to call one of the university towers its home, and it is still found there to this day. Each summer, new students are instructed to
pull a few of the little beasts out for collection and dissection. Its an excellent form of hands-on experience in a relatively controlled environment.
PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON

PHYSIQUE

PHY

SPEED

SPD

STRENGTH

STR

AGILITY

AGL

PROWESS

PRW

POISE

POI

INTELLECT

INT

ARCANE

ARC

PERCEPTION

PER

SONIC SCREECH

RAT RNG AOE POW


4 SP 6
6

Critical Stun On a critical hit, a living


character hit by this weapon becomes
stationary for one round.

SLASH
MAT
6

POW
1

P+S
4

Thresher When a razorbat swarm makes


a melee attack, make one melee attack with
this weapon against each character in its
LOS and melee range.

INITIATIVE

INIT

12

DEFENSE

DEF

12

DESCRIPTION
asily identified by the
pronounced talons on their
wings and their wickedly
barbed tails, razorbats
are found throughout
the forests of western
Immoren,
particularly
in the warmer southern
areas of the continent.
Creatures unlucky enough
to disturb a razorbat roost
are quickly set upon by
a shrieking cloud of bats
and torn to pieces by
thousands of dagger-like
claws. Razorbat roosts are
often found in the trunks
of dead trees, natural
caverns,
and
ancient
ruins. A single razorbat
colony can number in the
thousands,
dependent
only on sufficient sources
of food.

ARMOR
ARM 12
(NATURAL ARMOR +6)

The anatomy of the


razorbat differs from that
WILLPOWER
WIL
7
of other bat species in
several significant ways.
VITALITY: 3
Aside from the obvious
COMMAND RANGE: 1
barbed tail and taloned
BASE SIZE: SMALL
wing, razorbats have a
ENCOUNTER POINTS: 2
thicker, more powerful
musculature than other
bats. Razorbats also use a series of unusual bounding leaps to
move on the ground with deceptive speed, though they prefer
to remain airborne whenever possible.
Aggressive by nature, razorbats are vicious predators, and
they often work in large groups to bring down prey. The
combined shrieks of a razorbat colony are loud enough to
crack lantern glass and shatter eardrums, leaving a target
reeling and deafened. The bats quickly swarm their victims,
and they can bring down even large animals with repeated
stabs and slashes. When their prey has finally collapsed
from blood loss and exhaustion, the bats descend to feast.
Razorbats generally subsist on birds, rodents, rabbits, and

60

other small game. If they kill larger prey, they will feed on
the same carcass for days, returning to their roost during the
daytime. Scavengers that feed on the remains of a razorbat
kill are often surprised when the bats return at night, and
they too invariably become victims of the swarm. These piles
of gnawed carcasses, called bat signs by forest tribes, are
easily identified.
Because the beasts have developed a fondness for the taste of
many herd animals, farmers who live close to forests inhabited
by razorbats are constantly on guard against their predations.
Fortunately, a colony of razorbats does not stray far from its
roost while hunting, preferring to feed on game that moves
through its territory. There are times, though, when living
beyond the bats normal territory is no proof against attack. If
a colony grows too large for its territory to support, swarms
spread throughout the outlying areas to establish new roosts.
This usually occurs in the late autumn, a time when those
familiar with the bats keep a careful eye on the night skies.
Clouds of migrating razorbats are happy to make temporary
homes wherever prey is plentiful, lingering for months before
moving on to establish a permanent roost.
A much larger species of razorbatthe razorbat king
presents a far greater danger. Solitary hunters, razorbat
kings grow to terrifying sizes, and their territories are
much larger than those of razorbat colonies. Covered by a
thick coat of fur that both insulates them and regulates their
temperature, razorbat kings have been spotted both in the
caverns of the frozen north and deep within the southern
jungles. The saliva of all razorbats is a mild anticoagulant,
and razorbat kings coat their long, barbed tails habitually.
Wounds inflicted by the barbed tail of a razorbat king bleed
profusely. A razorbat king will slash at larger prey with its
tail, returning to feed after the quarry collapses from blood
loss and exhaustion.

COMBAT
Razorbat swarms have a fondness for large animals and will
attack mounted targets first. a orbats are drawn toward living
prey and will ignore any nonliving characters. Razorbat kings
move around swiftly during combat, striking multiple targets
with their tails before focusing their efforts on a chosen victim.
If a razorbat king feels endangered, it will strike a target and
fly away, relying on the debilitating effect of its barbed tail to
weaken its prey against later attacks.

LORE
A character can make an INT + Lore (extraordinary zoology)
skill roll to determine what he knows about this creature. He
learns all the information up to the result of the roll. The higher
the roll, the more he learns.
8: Razorbats inhabit a wide range of territory but can often be
found in forests near farmlands. Razorbats have developed a
fondness for the flesh of many herd animals.
10: Some farmers who live near razorbat territories claim
to have created a repellant that keeps the smaller breeds of
bats away. The bats refuse to come near an area treated with
distilled coal tar, which the farmers use to treat the wood of
their homes.
13: The saliva of a razorbat king prevents clotting, and it
frequently licks its barbed tail to create horrible wounds that
bleed continually.

ABILITIES:
Distracting Characters and creatures other than razorbats within six feet (1) of this
creature suffer 1 to attack rolls.
Echolocation This creature ignores darkness and cloud effects when determining
LOS. Additionally, this creature gains boosted Perception rolls.
Flight This creature can advance through terrain and obstacles without penalty and
can advance through obstructions and other characters and creatures if it has enough
movement to move completely past them. This creature ignores intervening characters
when declaring a charge target.
Kill Shot Once per activation, when a living enemy is destroyed as a result of a
melee attack made by this creature during its activation, immediately after that attack
is resolved this creature can make one ranged attack.
Native Beast This creature is considered to be a beast native to the wilds of
Immoren.

CREATURE TEMPLATES:
Blighted, Razorbat King, Starving, Swarm

SKILLS:
NAME
Detection
Sneak

STAT
PER
AGL

RANK
2
1

STAT+RANK
4
5

61

RIVEN
The undead I have encountered seem to be the product of an overwhelming pathossome all-consuming suffering that overwhelms the spirit and
torments it long beyond death. This is seen across all types of undead, regardless of race. Take the riven, for example. In the aftermath of the most
catastrophic single moment in the history of western Immoren, they committed unspeakable acts upon their already wounded people. What spirit
could inflict such tragedy without suffering its own wrenching torment as a result?
PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON

PHYSIQUE
PHY
6
(WILLPOWER 2)
SPEED

SPD
6
(WILLPOWER 2)

STRENGTH
STR
6
(WILLPOWER 2)
AGILITY

AGL
6
(WILLPOWER 2)

PROWESS

PRW
6
(WILLPOWER 2)

POISE

POI
6
(WILLPOWER 2)

INTELLECT

INT
4
(AS IN LIFE)

ARCANE

ARC
3
(AS IN LIFE)

PERCEPTION

PER
3
(AS IN LIFE)

WITHERING TOUCH
MAT
7

POW
6

P+S
12

Abilities: A living character damaged by this


attack suffers 2 SPD and DEF for one round.

INITIATIVE

INIT

15

DEFENSE

DEF

15

ARMOR

ARM 12
(WILLPOWER)

WILLPOWER

WIL
12
(AS IN LIFE)

AGILITY

PHYS

3
ECT

IQ

TE

LL

COMMAND RANGE: 4
BASE SIZE: SMALL
ENCOUNTER POINTS: 13

62

DESCRIPTION
The riven are the crazed,
tortured spirits of Iosan
priests who suffered and
died during the Rivening.
During this time, all but
unknown to Iosans, the
connection between the
deities of the Divine Court
and their worshippers was
shattered. Only the priests
of the Fane of Scyrah
and the Fane of Nyssor
emerged from this period
relatively intact. Many
of the most pious Iosans,
wracked by fundamental
loss (and, some say, the
tormented screams of the
divine), lost their minds
and committed atrocities
against their terrified
people. Their crimes bind
these insane apparitions to
Caen, each sin manifested
as the spirit of one they
wronged. They bear their
former holy symbols as
painful brands.
Riven appear as hateful
apparitions, their faces
contorted
in
eternal
anguish as the hungry
spirits of those they
wronged continually claw
at their bodies, pulling
them
ever
earthward
and further away from
the eternal rest they so
desperately seek. The
amulet hanging from each
rivens neck bears the
symbol of an Iosan deity
and shines with a fell
luminance. This hellish
glare serves to remind the
riven of its heinous crimes.

Riven are restricted by natural boundaries, which partly


explains why they are so uncommon outside the borders of Ios.
A riven cannot pass over a border unless it receives permission
or an invitation, whether that border is a river, the bounds of a
nation, or the threshold of a door. Many linger near the borders
of Ios in the vain hope that they will be freed from their former
home. They seek to enter the lands of the Iron Kingdoms for
their own horrible purposes, believing that within the nations
of men they will find a means to end their tortured e istence.
The riven believe that if they inhabit a body as it dies, they
can tether themselves to the passing soul and thereby pass
into Urcaen. Given the uncertain fate of their own people, they
believe their best chance is to follow the soul of an outsider, and
to this end they seek to possess and then kill mortals of pure
soul. In this they delude themselves, for the deaths they cause
can never bring them release.

COMBAT
Riven attack mortals for the sole purpose of possessing their
bodies in the vain hope of following the souls of their victims
into Urcaen. They generally ignore Iosan and Nyss targets in
favor of humans. Once a riven has chosen a target to possess,
it immediately attempts to bind its victims spirit and take
possession of his body; it then must maintain control over the
victim. If a riven manages to gain control of someone, it will
attempt to flee combat, unwilling to risk losing control of the
victim should his allies have the means of ending the possession.

LORE
A character can make an INT + Lore (Iosan or undead) skill roll
to determine what he knows about this creature. Iosan characters
receive a +2 bonus to this roll. He learns all the information up
to the result of the roll. The higher the roll, the more he learns.
14: Riven are the crazed, tortured spirits of once-pious Iosans
who committed terrible crimes against their faithful.
15: Riven are bound to Caen for their sins, haunted by the
spirits of their victims.
16: Riven believe that if they inhabit a body as it dies, they
can tether themselves to the passing soul and thereby pass
into Urcaen. As such, they will attempt to possess mortals,
especially humans, who they believe offer them a greater
chance of salvation.
17: A riven cannot cross borders and thresholds without
permission. If forced to do so, the riven will be shunted from
the body of the mortal he possesses.

ABILITIES:

SPELLS:

Futile Fatality If a character possessed by this character is disabled, immediately


after the attack is resolved center a 5 AOE on the possessed characters model. All living
characters within the AOE suffer a POW 12 damage roll, and this character is driven out of
the character he possessed and placed in B2B contact with that character.

SPELL NAME

Incorporeal This character can move through rough terrain, solid objects, and other
characters. Blessed weapons affect him normally. Spells and magical weapons can damage
him but roll one fewer die on damage rolls. No other weapons can damage this character.
Spirit Bind This character can spend a full action to attempt to possess a character in
B2B contact with him. This character makes a contested Willpower roll against the target.
If this character wins, he possesses the target. If the target wins, this character fails to
possess the target and loses 1 vitality point.
When this character successfully possesses another character, all effects on this
character expire, and the model is removed from the table. The possessed character
loses his turn this round and will afterward take his turn during this characters place in
the initiative order. This character controls the possessed character completely, knows
everything the possessed character knows, and can use any of the possessed characters
abilities, skills, and spells.
The possessed character can attempt to break free of Spirit Bind each round at the end
of his activation by making another contested Willpower roll against this character. If the
possessed character wins, Spirit Bind expires and this character appears in B2B contact
with him. The possessed characters activation then follows immediately after this
characters activation in the initiative order. If this character wins, he remains
in control of the possessed character. If a possessed character fails five
consecutive attempts to break free of Spirit Bind, this character possesses
him for the rest of the day. Every day thereafter, the possessed character
can attempt another contested Willpower check at dawn to end the
possession.

COST

RNG AOE

POW

UP

OFF

SELF CTRL

No

No

Ayislas Rebuke

Enemies within the spellcasters control area cannot advance except to change their
facing. Ayislas Rebuke lasts for one round.

Light of Nyrro

SELF CTRL

No

No

The spellcasters control area fills with blinding light. Characters within the spellcasters
control area suffer 4 to ranged and magic attack rolls.

Mark of Lyliss

Yes

Yes

When the target character suffers damage, the attacker gains an additional die on the
damage roll. Discard the lowest die of each roll.

Prowess of Lurynsar

SELF

Yes

No

The spellcaster gains +2 on his next attack or damage roll, then Prowess of Lurynsar
expires.

SKILLS:
NAME
Detection
Lore (ancient history)

STAT
PER
INT

RANK
2
2

STAT+RANK
5
6

All attempts to attack this character while he possesses a character


fail, and the possessed character becomes the target of such
attacks. If the possessed character suffers damage, he may
immediately attempt a contested Willpower roll to break free
of Spirit Bind.
Undead This character is not a living character and never
flees.
Unwelcomed This character cannot pass through any border
or threshold unless it receives permission or an invitation.
Borders and thresholds can include anything from a national
border to a doorway. If this character is in possession of a
body and passes a border without invitation or permission,
he is immediately driven out of the possessed body and
becomes stationary for one round.
Will Weaver This character is a will weaver. He has the
Arcane Bolt spell plus one spell chosen by the Game Master
from the following spell list to reflect the god worshipped
by this character in life. At the Game Masters discretion,
this character may have an ARC stat of 4 or more.

CREATURE TEMPLATES:
None.

63

SCYLLA FLOCK
During an exploration of Cullenrock, I encountered a flock of these blighted, undead birds feasting on the bodies of a shipwrecked crew. I counted
myself fortunate to avoid being attacked by them, but as I moved to leave, the hateful things began to jeer me in the Scharde dialect. Several of the
birds mocked me in the same voice, peppered with the colorful language of Blackwaters nefarious docks.
PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON

PHYSIQUE

PHY

SPEED

SPD

STRENGTH

STR

AGILITY

AGL

PROWESS

PRW

POISE

POI

INTELLECT

INT

ARCANE

ARC

PERCEPTION

PER

SLASHING SWARM
MAT
6

POW
1

P+S
4

Thresher When this creature makes a


melee attack, make one melee attack against
each character in its LOS and melee range.

INITIATIVE

INIT

13

DEFENSE

DEF

13

ARMOR
ARM 10
(NATURAL ARMOR +6)
WILLPOWER

WIL

VITALITY: 10 PER BASE


COMMAND RANGE: 1
BASE SIZE: LARGE
ENCOUNTER POINTS: 6

DESCRIPTION
One
of
the
many
horrifying byproducts of
Toruks draconic blight,
scylla
are
necrotic,
undead birds native to
Cryx. They were once
natural island fauna but
have been twisted into
horrifying
creatures
and desiccated by the
blighted energies that
sustain their unnatural
existence. A typical scylla
flock is composed of a few
dozen birds, but massive
swarms numbering in
the thousands sometimes
blacken the skies of
Skell on the Scharde
Islands.
Mainlanders
once thought them to be
another grim legend of
the Nightmare Empire,
but the inhabitants of the
Iron Kingdoms have come
to know the truth of these
creatures existence.

Scylla are scavengers of a sort. The birds feed exclusively on the


bodies of the dead, picking the corpses clean. Like vultures,
scylla wheel in the sky over battles, diving down en masse to
fall upon bodies left behind. Flocks also roost near the edges of
rocky shores where shipwrecks are common, hoping to feast
on the bodies of drowned sailors floating on the tide. pon
consuming a corpse, the flock attains an echo of its living
memories and can speak with the voice of the consumed.
Across the eaves of Cryxian ports, the birds mockingly call
out to pirates and sailors with the voices of dead comrades,
compelled to return to familiar taverns and ships by the
memories of their last meal. These memories eventually fade,
replaced once the birds locate another cadaver and feed anew.
The body a scylla flock consumes holds great sway over its
behavior. Birds that feast on the body of a scholar may roost in
the trees, croaking out passages from tomes that he had read.
Those that feast on the flesh of a thief are attracted by valuable
objects and attempt to steal them. Flocks that consume a warrior

64

can be dangerous, attacking the living with a coordination and


strategic acumen stolen from the memories of the dead. Worst
of all, scylla flocks that eat the body of a gifted individual will
manifest his arcane abilities.
For many centuries the scylla were limited to the Scharde
Islands, but flocks of these desiccated abominations trail
behind the infamous blackships of Cryx, much as gulls follow
a ship to feed on its refuse. The flocks seek to feed on death
and know they will find it in abundance wherever the ships
of Cryx sail.

COMBAT
cylla flocks are e tremely protective of their nests, and they
will not hesitate to attack creatures that come too close or in any
way threaten them. They are utterly relentless when the nest
is endangered and will try to drive away any living thing that
comes near. Injured birds will return to the high branches of the
nest to recuperate before attacking anew.
A scylla flock s behavior in combat is often dictated by the
abilities it has gained from its most recent meal. Those with
spellcasting ability will try to remain away from an opponent,
taking to the air to keep obstacles between themselves and
harm while attacking with spells. Those with more meleecentric talents will try to swarm and overwhelm a threat.

LORE
A character can make an INT + Lore (undead) skill roll to
determine what he knows about this creature. He learns all the
information up to the result of the roll. The higher the roll, the
more he learns.
10: Flocks of undead birds known as scylla gather in Cryx.
12: cylla flocks sustain themselves on blight and the bodies
of the dead. A scylla flock will scour graveyards, battlefields,
and shipwrecks to feast. Members of the flock will go as far as
ripping up the soil to get at bodies that have been carelessly
buried.
14: cylla flocks retain some of the knowledge and abilities of
the people they consume, including the ability to cast spells.

ABILITIES:
Anatomical Precision When this creature hits a living target with a melee attack
but the damage roll fails to exceed the targets ARM, the target suffers d3 damage
points.
Circular Vision The front arc of this creature extends to 360.
Corpse Feeding This creature can spend a quick action to consume a dead body
to regain d3 vitality points. Upon consuming a corpse, this creature may select one of
the consumed characters abilities or spells to replace an ability gained from the Dead
Memory ability.
Dead Memory If this creature consumes the body of an intelligent character, it retains
the memories of the dead for one week. This creature has a range of abilities depending
on its most recent meal. This creature speaks the primary language spoken by the most
recently devoured corpse and will often repeat phrases from significant events in that
persons life. Additionally, choose two of the following abilities: Ambush, Defender, Dodger,
Find Cover, Gang, Great Power, Language, Precision Strike, Riposte, or any COST 1 or
COST 2 spell from the spell list of its most recent meal. If this creature selects a spell, its
arcane tradition is determined by the arcane tradition of its victim. If this creature is able
to cast spells, it has ARC 3.
In some cases, individual birds within the scylla flock may have consumed different
bodies. At the Game Masters discretion, he may choose one or more bases of a flock to
have different abilities from the rest of the flock.

Distracting Creatures and characters other than scylla within 1 of one or more
creatures of this type suffer 1 on attack rolls.
Flight This creature can advance through terrain and obstacles without penalty and
can advance through obstructions and other creatures and characters if it has enough
movement to move completely past them. This creature ignores intervening creatures and
characters when declaring a charge target.
Flock This creature is composed of dozens of individuals. On the tabletop, this creature
should be represented as a single character on a large base rather than individuals on
separate bases. (Bigger flocks can be represented by three or more large-based models.)
This creature cannot be targeted by free strikes. A character attacking this creature rolls
one less die on non-AOE and non-spray attack damage rolls against this creature. When
this creature suffers sufficient damage to be incapacitated, it is generally considered to
have scattered instead of having been completely destroyed.
Undead This creature is not a living creature and never flees.

CREATURE TEMPLATES:
None.

SKILLS:
NAME
Detection
Sneak

STAT
PER
AGL

RANK
1
2

STAT+RANK
4
6

65

SEPULCHRAL LURKER
The Bloodstone Marches are so terrible a place they even rob a man of a dignified death. My journeys through the region led me to confront all
manner of desert beasts, but I still recollect the undead known as sepulchral lurkers with particular revulsion. The thought that these warped
aberrations could once have been men is terrible to contemplate. Fortunately, my friend and guide Quimut was familiar with the sign of their
burrows. Our journey was a bit delayed when we had to spend quite a few hours hacking apart lurkers we encountered along our way.
PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON

PHYSIQUE

PHY

SPEED

SPD

STRENGTH

STR

AGILITY

AGL

PROWESS

PRW

POISE

POI

INTELLECT

INT

ARCANE

ARC

PERCEPTION

PER

PESTILENT BREATH

RAT RNG AOE POW


5 SP 6
13

Abilities: A character hit by this weapon


suffers 2 STR and ARM for one round.

CLAW
MAT
7

POW
3

P+S
12

Abilities: This weapon has Reach.

DESCRIPTION
The Bloodstone Marches
are an unpleasant and
dangerous place, home
to countless methods
by which a hapless
traveler can lose his life.
Innumerable bodies have
fallen on the parched
earth of the Marches,
only to be covered by
the ceaseless blowing
of sand and forgotten.
Some, though, are not
afforded the dignity of
peace in death. Sepulchral
lurkers are the twisted,
risen mockeries of those
claimed by the sand.

The process by which these


disgusting and warped
undead are created is
poorly
documented.
Idrian tribesmen dwelling
on the fringes of the
INITIATIVE
INIT
15
wastes believe that a
DEFENSE
DEF
13
lurker is created when
a man is stripped of
ARMOR
ARM 15
(NATURAL ARMOR +6)
his associations, exiled
by his tribe, and left to
WILLPOWER
WIL
11
wander the desert alone
VITALITY: 14
as a living dead man
COMMAND RANGE: 2
until he succumbs to its
BASE SIZE: MEDIUM
deprivations. His body
ENCOUNTER POINTS: 7
lies baking in the beating
sun of the desert for days,
desiccating as all moisture is cooked away, until the drifting
blow of the sands buries it completely.
Chain Attack: Blood Bath If this character
hits the same target with both his initial
attacks with this weapon, after resolving the
attacks he can immediately make one attack
with this weapon against each model in his
LOS that is in this weapons melee range.

Within this shallow grave, the corpse undergoes a violent


transformation, buckling and reshaping as its leathery skin
grows increasingly taut. Bones break and reset in a new,
bizarre configuration, and the skull distends in horrific
fashion. What emerges from the ochre-colored dunes is
malformed in every way: a warped and hunchbacked undead
horror that desires only to visit its dread fate on intelligent
creatures.

66

Most men tremble at the mere sight of these creatures, which


stand upward of nine feet tall. A sepulchral lurkers powerful
skeletal limbs are so long they drag along the ground as it walks.
The dry flesh of a lurker is a dull reddish color, and the bones
that protrude from it are a dark ochre. A sepulchral lurker has a
long and misshapen head with a wide row of exposed teeth, and
their bulbous, milky eyes are sunk deep in their sockets. Bereft of
voice, these creatures are unable to emit more than a dry, dusty
hiss that blends into the soft shifting of the desert sands.
Unlike some undead, to which can be ascribed certain intellect
or motivation, sepulchral lurkers are driven only by the need
for slaughter. They do not consume any part of the creatures
they kill, and they do not actively hunt. Burrowing into the
soft ground or loose sand of the Marches, they can wait for an
indeterminate length of time to ambush passersby. When they
spring up from the earth, they savagely attack with the hooked
claws of their elongated forelimbs and blasts of their pestilent
breath. The fetid cloud a lurker produces is toxic enough to cause
flesh to slough off bone and armor to decay in moments. Those
who fall to a lurkers attacks rise as lurkers themselves, and
over the years a single creature can create an entire pack of the
horrible things. Packs divide on occasion, and some members
wander away to claim their own territory in the desert. This has
had the unfortunate effect of spreading the horrors throughout
the Bloodstone Marches, resulting in more frequent encounters
with them.
Though they have no means of communication, sepulchral
lurkers seem able to coordinate their attacks. The creatures
exhibit no discernible hierarchy, and no single member seems
to command the efforts of the pack. They simply spring up
in ambush together, savagely rending the living with their
terrible claws and poisoning them with gouts of their pestilent
breath before burrowing back into the sand and awaiting their
next victim.

COMBAT
epulchral lurkers are, first and foremost, ambushers. A pack
of the undead creatures will bury itself in the sediment of an
area of loose soil and waitfor weeks at a time, if needed
for a potential target to wander close. Sepulchral lurkers will
eventually move if a selected site proves unfruitful, but they
tend to remain along paths that lead to water or shelter, thereby
increasing the likelihood of an encounter. Once hapless targets
move within charging distance, the lurkers will explode from
the earth to spray as many as possible with their pestilent
breath before rushing in to fight toe to toe with their wickedly
hooked claws.

ABILITIES:
Ambush During the first round of an encounter, this character gains boosted attack and
damage rolls against characters who have not yet activated that encounter.
Assault As part of a charge, after moving but before making his charge attack, this
character can make one ranged attack targeting the character charged unless the two
characters were in melee with each other at the start of this characters activation. When
resolving an Assault ranged attack, the attacking character does not suffer the target in
melee penalty. If the target is not in melee range after moving, this character must still
make the Assault ranged attack before his activation ends.
Burrow This character can spend a quick action to burrow into loose earth or sand. Until
this character moves, is placed, or is engaged, he is immune to blast damage, cannot be
knocked down, gains concealment, and does not block LOS.

Terror This character has Terror [14].


Undead This character is not a living character and never flees.

CREATURE TEMPLATES:
Swift

SKILLS:
NAME
Detection
Sneak
Unarmed Combat

STAT
PER
AGL
PRW

RANK
2
2
2

STAT+RANK
5
5
7

Create Spawn A character killed by this character will rise as a sepulchral lurker in
d3+2 days. A newly risen sepulchral lurker has stats, abilities, and weapons identical to
those above.

LORE
A character can make an INT + Lore (undead)
skill roll to determine what he knows about this
creature. He learns all the information up to the
result of the roll. The higher the roll, the more
he learns.
11: Sepulchral lurkers are a unique type of
undead found in the Bloodstone Marches. They
burrow under loose sand and topsoil, leaping
out to ambush prey that passes near.
13: A sepulchral lurker can emit a fetid cloud of
pestilent breath that burns flesh and weakens
armor. Lurkers typically spew this cloud before
savaging a target with their hooked claws.
15: Victims of a sepulchral lurker will undergo
the same transformation their progenitor did,
rising as lurkers themselves in a matter of days.
The only way to forestall this transformation is
if the body receives proper last rites.

67

SHADE
Shades are merely shadows, impressions of suffering left behind in the wake of traumatic death. These spirits have no true minds, no true desires.
They are like ripples on a lake that continue long after something has struck the surface. A shade is more of an event than a creature, a sad reminder
of some hapless persons untimely demise.
PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON

PHYSIQUE
PHY
5
(WILLPOWER 2)
SPEED

SPD
5
(WILLPOWER 2)

STRENGTH
STR
5
(WILLPOWER 2)
AGILITY

AGL
5
(WILLPOWER 2)

PROWESS

PRW
5
(WILLPOWER 2)

POISE

POI
5
(WILLPOWER 2)

INTELLECT

INT

ARCANE

ARC

PERCEPTION
PER
1
(WILLPOWER 2)
INITIATIVE

INIT

11

DEFENSE

DEF

11

ARMOR
WILLPOWER

ARM 10
(WILLPOWER)
WIL
10
(AS IN LIFE)

VITALITY: EQUAL TO WILLPOWER


COMMAND RANGE: 3
BASE SIZE: SMALL
ENCOUNTER POINTS: WILLPOWER2

DESCRIPTION
Shades are unquiet spirits
sometimes created when
sentient humanoids die
under great emotional
duress or through tragic
circumstances.
Unlike
specters and wraiths,
shades are only echoes
of the people they were
in life and are barely
sentient. In large part,
they are the emotional
manifestations of truly
calamitous
events.
Incidents of widespread
pain and death that claim
the lives of many can
create dozens of shades.
As such, the sites of great
battles, natural disasters,
and the like are often
thoroughly haunted with
these incorporeal undead.
Some may soon fade and
vanish, but others will
linger, a peril to the living.

Though
shades
are
usually bound to an area (often the place where they died),
some shades display a strong connection to an object that was
important to them in life. ften the destruction or purification
of the object or area to which a shade is bound is the key to
ending its tortured existence. A shade is inexorably linked
to its fetters and cannot journey far from them. The distance
a shade can travel varies greatly from one to the next, even
among shades created by the same event.
A shades power is greatly dependent on the individual it was
in life. Those with a more powerful force of will are capable of
more extraordinary feats, but the physical qualities of the living
mean nothing among these spirits. A mighty warrior could rise
as a paltry shade, while the shade of a murdered young girl
could be incredibly powerful and terrifying.
A shade is cursed to endlessly repeat the unfortunate
circumstances of its death. These events, which can be brief
flashes or elaborate se uences, are imprinted by the trauma of

68

the shades creation. The conditions vary greatly depending on


the individual shade, but they can include visual and auditory
manifestations. These echoes invariably end with the shades
reliving the moment of its demise, during which the shade is at
its most powerful. Interruption by the living sometimes causes
the thoughtless shade to lash out, incapable of comprehending
the intrusion.
Although shades vary in appearance, they generally manifest
as slightly amorphous, shadowy humanoids without
discernible features. As incorporeal beings, shades can pass
through solid obstructions such as walls and doors, and
they are completely silent until they start wailing. Shades
are merely unintelligent echoes and are typically unable to
interact with corporeal objects or creatures. They pass through
solid objects as insubstantially as through smoke, but some of
them manifest dangerous abilities.

RISING AS A SHADE
Generally only characters with a Willpower of 10 or
more who die while suffering intense mental anguish
or trauma become shades. The stats above assume a
Willpower of 10.

COMBAT
Although frightening, shades cannot typically interact with
corporeal objects or creatures and are generally not a direct
threat to others. This is not always the case, however, and some
shades can be dangerous to adventurers. Shades that cause
living creatures to sicken in their presence, ones that interfere
with mechanikal devices, and ones that cause paralyzing terror
have all been reported. Shades can be roused by the appearance
of others within the vicinity of the location, person, or object
they are bound to. In such circumstances, the awakened
shade takes to mournful howling and generally makes its
presence known.

LORE
A character can make an INT + Lore
(undead) skill roll to determine what
he knows about this creature. He
learns all the information up to the
result of the roll. The higher the roll,
the more he learns.
8: Shades are the semi-sentient,
spiritual echoes of those who died
under tragic circumstances. They
are commonly referred to as ghosts,
though occult e perts make finer
distinctions between those given this
appellation.
10: Shades are often bound to a
place or object and cannot travel far
beyond the area or object to which
they are bound.
12: Shades are generally nonthreatening but are nearly impossible
to destroy through conventional
means.
15: To destroy a shade, one must find
its fetterthat which binds it to the
physical world. A fetter can be an
object, a place, the shades physical
remains, or, in rare cases, a living
person. The shades fetter must be
ritually purified or destroyed to end
the shades existence on Caen.

ABILITIES:
Bound This character is tied to a specific location, person, or object and must remain
within a specified distance of it. This distance, which is set by the Game Master, varies
from character to character and can be as short as one hundred feet or as long as a mile.
If the location, person, or object this character is bound to is destroyed or purified in some
manner, this character is destroyed as well.

Psychic Manifestation This characters stats are based on his Willpower in life. Do not
recalculate this characters Willpower by adding his spectral PHY.

Deathly Endowments Choose one of the following deathly endowments (see p. 78) for
this character: Blind Fear, Ectoplasmic Field, Fear Monger, Ghost in the Machine, or Phase.

CREATURE TEMPLATES:

Incorporeal This character can move through rough terrain and obstacles without
penalty and can move through other characters if he has enough movement to move
completely past them. Other characters, including slammed, pushed, or thrown models,
can move through this character without effect if they have enough movement to move
completely past him. This character does not count as intervening. Blessed weapons affect
this character normally. Spells, animi, and magical weapons can damage this character
but roll one fewer die on damage rolls. No other weapons can damage this character. This
character is immune to continuous effects and cannot be moved by a slam.

Terror This character has Terror [Willpower +2].


Undead This character is not a living character and never flees.

None.

SKILLS:
NAME
Detection
Sneak

STAT
PER
AGL

RANK
1
1

STAT+RANK
2
6

69

SHAFT WIGHT
I once led an excursion into a mine owned by the Wyrmwall Coaling Consortium to investigate the possibility of a shaft wight infestation. Once
we entered the mine, we were under constant attack from the wights as they fought to protect their domain. Small groups would hammer on the
rocks to draw our attention one way while others would move to attack us from the opposite direction with picks and hammers. I was reminded of
nothing so much as a colony of wasps, attacking a threat in concert to shelter its nest from harm. These things are not simple, mindless undead
they are vicious predators that will destroy anything that intrudes on their subterranean domain.
PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON

PHYSIQUE

PHY

SPEED

SPD

STRENGTH

STR

AGILITY

AGL

PROWESS

PRW

POI

POISE
INTELLECT

INT

ARCANE

ARC

PERCEPTION

PER

GRAVEL VOMIT

RAT RNG AOE POW


4 SP 6
10

Abilities: A character hit by this weapon


suffers 2 to attack and PER rolls until he
spends a quick action to clear his eyes and
mouth of debris.

CLAW
MAT
6

POW
4

P+S
11

Abilities: If this attack hits, reduce


the targets PHY by 1 point. A character
reduced to PHY 0 dies immediately. A
character recovers PHY lost as a result of
a shaft wights claws at a rate of 1 point
per hour of rest.

DESCRIPTION
Shaft wights are dangerous
undead creatures that
inhabit tunnels and mines
throughout
western
Immoren. Most were once
miners, buried by caveins and collapsing tunnels
and left to suffocate in
the darkness beneath
the earth. Some were
consumed by such terror
at the thought of their
inevitable deaths and
clung to life so strongly
that they fueled a terrible
transformation.
The
desperate imperative to
free themselves endured
past deathhours after
they died, each clawed
free of their earthen tombs
with hands stripped of
flesh and twisted into
bloody talons.

MINING TOOL (PICKAXE)

A shaft wight never


willingly
leaves
the
tunnels of its mine and
will forever lurk in the
INITIATIVE
INIT
12
subterranean darkness in
DEFENSE
DEF
11
which it died. It wields
ARMOR
ARM 12
the tools of its earlier
(NATURAL ARMOR +5)
profession, clumsily and
WILLPOWER
WIL
8
mindlessly
pounding
VITALITY: 7
at the walls of its mine
COMMAND RANGE: 1
with picks and hammers
or beating against stone
BASE SIZE: SMALL
with its bare hands until
ENCOUNTER POINTS: 3
they are torn to useless
stubs. Any hunks of stone
it extracts are senselessly hauled from chamber to chamber
within the mine. These efforts occasionally cause cave-ins or
breech a tunnel wall into a new area.
MAT
5

POW
4

P+S
11

Miners who investigate the sounds of the creatures toil can be


drawn into the heart of a shaft wight lair. When confronted by

70

a living invader, shaft wights savagely defend their territory.


Those slaughtered by shaft wights rise as shaft wights
themselves in a matter of hours, thereby swelling the ranks of
the undead. The ability of a shaft wight to create new undead
is not limited by racial boundariesevery intelligent race
is vulnerable. The populations of entire mining operations
have fallen victim to shaft wights, turning an underground
complex into a massive nest of the creatures. From within
these desolate mines comes the steady scrape of the tools the
shaft wights carried in life, dragging across the stones behind
them as they shamble from chamber to chamber deep beneath
the surface.
In Rhul, the presence of shaft wights is a particular concern.
The extensive mining operations of the Rhulfolk present an
elevated risk of tunnel collapse and the creation of Rhulic
shaft wights. If any workers cannot be rescued when a
mine tunnel caves in, a team of heavily armed warriors
supported by steamjacks outfitted for battlewill move
through the mine and clear every tunnel and chamber, one
after the next. Any wights the dwarves encounter are put
down at a distance to minimize the risk that others will rise
as new undead.
If a clan is unlucky, some of its ogrun workers will have risen
as shaft wights. These risen ogrun are particularly dangerous,
so the dwarves sometimes prepare explosive charges capable
of bringing down an entire mining complex. These explosives
will bury the wights under hundreds of tons of rock, thereby
preventing them from spreading through a clans holdings.

COMBAT
Shaft wights can be found working in the most unlikely places
and will pour out in disorganized throngs when an intruder
enters their lair. When they attack, shaft wights vomit a spray
of blinding dust, forcing a victim to endure the same choking
terror the wights experienced in a grisly imitation of their own
deaths. Those who survive this initial onslaught do so only to
be hacked apart by the wights mining tools and claws. Shaft
wights most commonly carry Durkin bars, pick axes, and
sledgehammers.
The longer a battle against the undead takes to resolve, the
more likely it is to draw the attention of even more wights from
deeper within a mine complex. These new arrivals can quickly
cut off all avenues of escape.

LORE

ABILITIES:

A character can make an INT + Lore (undead) skill roll to


determine what he knows about this creature. He learns all the
information up to the result of the roll. The higher the roll, the
more he learns.

Create Spawn A character killed by this character will rise as a shaft wight in 6+d6
hours. A newly risen shaft wight gains Tough, Undead, +2 PHY, and +3 STR and suffers
2 POI and INT. He also has a number of vitality points equal to his new PHY and gains
a single POW 4 claw attack and a gravel vomit ranged attack.

8: Shaft wights are a type of undead sometimes found in old


mines and subterranean regions. They are risen miners who
died due to suffocation when their tunnel collapsed.

Undead This character is not a living character and never flees.

10: Shaft wights can vomit a torrent of powdered rock and dust.
They frequently initiate combat with this spray before closing
to finish off a target with their talons or mining tools.
12: Every victim killed by a shaft wight is cursed to become
a shaft wight himself. Such a victim rises in a matter of days
and possesses all the qualities of the creature that killed him,
including the ability to create spawn. Because
of this, shaft wights can quickly overrun a
mines entire population.

Tough When this character is disabled, roll a d6. On a 5 or 6, this character heals 1
vitality point, is no longer disabled, and is knocked down.

CREATURE TEMPLATES:
Large Specimen, Swift

SKILLS:
NAME
Detection
Hand Weapon
Sneak

STAT
PER
PRW
AGL

RANK
1
2
2

STAT+RANK
3
6
5

14: Despite popular belief, being killed by


a shaft wights mining tools offers no proof
against rising as a shaft wight. The ability of
these undead to create spawn extends to the
implements they carried in life.

71

SKIGG
I have heard firsthand accounts of a most unusual blood sport in the disreputable port towns of Ord known as skigg whacking. In a penned-in
field, a man with a cudgel faces off against a dozen or more skiggs, one of which has been fed a small measure of blasting powder. The contestant
wins crowns for each skigg he defeats, and his round is over when he either leaves the pen or strikes the unlucky skigg. I must admit some confusion
as to the sports popularityarent there far simpler methods to kill oneself?
PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON

PHYSIQUE

PHY

SPEED

SPD

DESCRIPTION

Skiggs are small, rodentlike


animals
native
STRENGTH
STR
2
to many swamps and
AGILITY
AGL
4
marshes
throughout
PROWESS
PRW
3
western Immoren, but
they are often found in
POISE
POI
1
urban
environments
INTELLECT
INT
1
thanks to a strange
ARCANE
ARC

dietary
predilection:
PERCEPTION
PER
4
they are attracted to and
BITE
eagerly devour blasting
MAT
POW
P+S
powder. To most creatures
5
1
3
the substance would be
potentially
poisonous
INITIATIVE
INIT
13
and would certainly be
DEFENSE
DEF
14
rendered inert by the
ARMOR
ARM
5
digestive process, but a
WILLPOWER
WIL
6
skiggs unique physiology
VITALITY: 3
actually increases the
COMMAND RANGE: 1
explosive
yield
and
instability of blasting
BASE SIZE: SMALL
powder, turning the skigg
ENCOUNTER POINTS: 3
into a tiny, walking bomb.
A skigg that has consumed
a sufficient amount of blasting powder will violently e plode if
struck or even shaken with sufficient force.
Skiggs and rats are natural enemies and frequently battle for
control of territory. Prior to the advent of blasting powder, the
skiggs natural talent as a ratter led some misguided individuals
to keep them as pets to control rat populations, but skiggs breed
quickly and in great number. The population of skiggs rapidly
outgrew manageable levels. Once blasting powder entered
the mix, the growing number of skiggs became a disaster of
immediate concern.
Skiggs have become common pests in many cities across
western Immoren, most of which offer a bounty on the little
beasts because of the danger they pose when exposed to blasting
powdera fairly common substance in urban environments.
Because the creatures breed so quickly, however, a city can be
all but overrun with skiggs in a matter of months. Towns have
tried a number of different methods to bring down their skigg
populations, including methods as far-reaching as poisoning
barrels of blasting powder and flooding underground chambers
to drown the pests, but the oldest method seems to be the most
effective: sending in a brave man with steady hands and a
heavy sack or cage for capturing the beasts.

72

Social animals, skiggs gather in small groups called nests,


which number between ten and twenty individuals. A nest
will have between two and four larger alphas that teach
the young members the best routes to blasting powder. The
remainder of a nest typically consists of the offspring of one of
the alpha adults. If a skigg nest becomes too large for the local
environment to sustain it, a group of skiggs will break away
and establish its own nest.
Although their natural habitat is marshland, urban skiggs
tend to congregate near their favorite food. Nests of skiggs
can be found in powder mines, ammunition factories, military
warehouses, and gun works. Not surprisingly, those who
operate or own these establishments will do everything in
their power to carefully remove the skiggs threatening their
facilities.

COMBAT
Skiggs generally avoid combat unless cornered, provoked, or
confronted with the blasting powder they crave. Skiggs are
drawn to the scent of blasting powder and greedily pursue
it whenever possible. They will go out of their way to attack
characters carrying firearms in order to consume as much
blasting powder as they can. Skiggs also violently protect
themselves from attack and their nests from intrusion. If an
intruder enters a nests territory, the skiggs will try to warn it
off with loud chitters, but the entire nest will rally in its own
defense if the intrusion persists.

LORE
A character can make an INT + Lore (extraordinary zoology)
skill roll to determine what he knows about this creature. He
learns all the information up to the result of the roll. The higher
the roll, the more he learns.
8: Skiggs are a rodent-like pest found in many cities throughout
western Immoren. They typically avoid combat unless
threatened.
10: Skiggs are essentially addicted to consuming blasting
powder. They frequently build nests in the powder rooms of
ships, in ammunition warehouses, and anywhere else blasting
powder is in great supply.
11: Once it has consumed blasting powder, a skigg becomes
extremely volatile and likely to explode. Even a vigorous shake
might result in a skiggs violent detonation.
13: The blasting powder a skigg eats becomes more powerful
upon consumption.

ABILITIES:
Evasion When an enemy misses this character with a melee attack, this character
can advance up to 2 after the attack is resolved. This character cannot be targeted by
free strikes during this movement.
Explosion If this character suffers damage from any source while he has one or more
powder tokens, roll a d6. On a roll of 1 or 2, this character explodes (and dies instantly).
Place an AOE over this character. Any characters within the AOE suffer a damage roll.
The size of the AOE and the POW of the damage roll depend on the number of powder
tokens this character currently possesses:
One powder token: 3 AOE, POW 8
Two powder tokens: 4 AOE, POW 10
Three powder tokens: 5 AOE, POW 12 (Characters who suffer damage from the
explosion are knocked down.)
Powder Fiend This character can automatically detect the presence of blasting
powder within 6 and gains +2 to melee attack rolls against any character carrying
blasting powder. If this character hits such a target, he gains a powder token. This
character can have up to three powder tokens at a time.
One powder token represents approximately one ounce of blasting powder,
which is equivalent to four light rounds, three heavy rounds, two shot rounds,
or a single slug round or grenade. A character damaged by this character loses
the appropriate amount of ammunition.

CREATURE TEMPLATES:
Alpha, Large Specimen, Stealthy

SKILLS:
NAME
Detection
Sneak

STAT
PER
AGL

RANK
2
2

STAT+RANK
6
6

73

SOUL STALKER (INFERNAL)


PHYSIQUE

PHY

SPEED

SPD

STRENGTH

STR

11

AGILITY

AGL

I have faced down rampaging gorax, been hunted by packs of spine rippers, and even confronted an angry
dire troll. Of all the many things I have encountered in my long and storied life, none chill me to the core
as much as the soul stalker. Its very existence represents an unholy economy existing beyond Caen and
Urcaen that relies on the harvesting of our very souls. It is an abominable entity that makes a mockery of
a world governed by natural laws. I have encountered it only once, and I pray I never live to see one again.

PROWESS

PRW

PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON

POISE

POI

INTELLECT

INT

ARCANE

ARC

PERCEPTION

PER

BITE

MAT
6

POW
5

CONSTRICT
MAT
6

POW
3

12

DESCRIPTION

P+S
16
P+S
14

Grappler After resolving a hit with this


weapon, this creature can immediately
grapple its target (Core Rules, p. 210). While
maintaining a grapple, this creature cannot
make additional attacks with this weapon
but can automatically hit the character it is
grappling with bite attacks.
Soul Consumption If a character
with a soul marked by one of the soul
stalkers infernal masters is incapacitated
while being grappled by this creature,
the character with the marked soul is
immediately destroyed and this creature
claims his soul. This creature then vanishes
from Caen unless it can sense other marked
souls within the same city or town or in the
immediate vicinity.

INITIATIVE

INIT

15

DEFENSE

DEF

15

ARMOR
ARM 16
(NATURAL ARMOR +4)
WILLPOWER

AG

YS

IQU

TE

5
COMMAND RANGE: 5
BASE SIZE: LARGE
ENCOUNTER POINTS: 13

74

14

ILITY

LLECT

IN

WIL

Infernals are beings from


beyond Caen and Urcaen,
and their intelligent rulers
strike bargains with the
living in the pursuit of a
single goal: the acquisition
of souls, the most valuable
substance in the realms
beyond Caen. They will
offer power, prestige, and
anything else a mortal
could desire, demanding
its soul in return. So vital
is this resource that they
will go to great lengths
to acquire it, encouraging
their mortal minions to
commit great atrocities.
The souls bargained to
infernals are indelibly
marked. Unable to pass
into Urcaen, they are
cursed to linger on Caen
until
collected.
Soul
stalkers are unnatural
beasts created by true
infernals and sent to the
mortal realm to claim
the payment for these
bargains. Little is known
of these creatures or
the
inhuman
entities
they serve outside of
the records of the Order
of Illumination and the
circles of infernalists and
depraved Thamarites who
seek contact with them.
Soul stalkers manifest on
Caen as great serpentine
horrors
that
singlemindedly
hunt
souls
marked by their masters.
These include stray souls
offered in bargains that

may have lingered after being sacrificed in morbid rituals as


well as still-living infernalists who have sought to circumvent
the contracts they have signed. Over twenty feet from jaws to
tail, the soul stalkers body is covered with scales and long, bony
protrusions. Vicious fangs dominate the soul stalker's eyeless
head, flanked by long tendrils it uses to bind and harvest souls.
A soul stalker is surrounded by an aura of unholy dread that
terrifies mortals who witness it.
The soul stalker is utterly without emotion and totally
unfettered by any desire other than to collect marked souls for
its masters. It moves with purpose, circumventing or destroying
any obstacle in its path, but it is not a mindless killer and will
generally leave uninvolved bystanders unharmed provided
it is left to pursue its prey unhindered. Tragically, those with
courage may make the mistake of trying to slay it or drive it
away, thus drawing its deadly attention.
hen it manifests on Caen in pursuit of a specific target, the
soul stalker goes directly toward what it believes is its prey. It
is never satisfied until it has collected this soul, along with any
other marked souls it discovers. When a soul stalker confronts
a living deal breaker, it encircles him with its impressive bulk,
crushing his body as it cuts into the flesh with long drags of its
beak. After slow constriction and painful laceration, the victim
expires, allowing the soul stalker to extract his immortal essence.
As a secondary priority, the stalker will collect any other marked
souls nearby. If it does not sense any such souls in its immediate
vicinity, it vanishes back to whence it came.
Soul stalkers are impermanent beings on Caen, capable of
existing in the physical world only for a brief time. They
manifest only where sent or summoned. Unless it is actively
pursuing a marked soul, a soul stalker will vanish within
hours. On the other hand, so long as it is in pursuit of its prey, a
soul stalker can remain on Caen for days or even weeks.
Some infernalists claim to be capable of summoning soul
stalkers and are said to have developed their own means of
binding them. Some soul stalkers have been observed acting in
an unusual fashion, hunting down those who have never made
contact with the infernals.

COMBAT
A soul stalker generally manifests on Caen for the express
purpose of retrieving one or more souls marked by its masters. A
soul stalker will pursue its quarry relentlessly, tracking it down
and either harvesting the soul of the dead or extracting it after
killing the target. If anyone or anything tries to interfere with

ABILITIES:
Ambush During the first round of an encounter, this creature gains boosted attack and
damage rolls against characters who have not yet activated that encounter.

Stealth This creature has stealth (Core Rules, p 220).


Terror This creature has Terror [16].

Eyeless Sight This creature ignores cloud effects and forests when determining LOS.
This creature ignores concealment and stealth when making attacks.

CREATURE TEMPLATES:

Fearless This creature never suffers the effects of fear.

None.

Soul Hound This creature gains +2 to attack and damage rolls against characters
with souls marked by a true infernal. When this creature begins its turn within 10 of
its prey, this creature gains +2 movement that turn. If a character with a marked soul
is destroyed within this creature's command range, this creature claims the marked soul
regardless of the proximity of other eligible characters. This creature then immediately
vanishes from Caen with the soul and is removed from play.

SKILLS:
NAME
Detection
Sneak
Tracking

STAT
PER
AGL
PER

RANK
3
3
3

STAT+RANK
7
7
7

Soul Tracker This creature automatically succeeds when making Tracking skill rolls
involving characters with souls marked by a true infernal. In addition, this creature can
sense the general proximity of a marked soul within a five-mile radius.

the soul stalker, it lashes out, biting and


constricting the interloper in its massive
coils. The soul stalker is interested only
in harvesting souls, not in killing for
its own sake. Once an obstacle can no
longer threaten its work, the soul stalker
ignores it and resumes its hunt.

LORE
A character can make an INT + Lore
(infernal) skill roll to determine what
he knows about this creature. He learns
all the information up to the result of
the roll. The higher the roll, the more
he learns.
11: Soul stalkers are sent by true infernals
to track down marked souls, generally
those who have foolishly broken their
unholy bargains.
12: Soul stalkers are among a class of
infernals referred to as conscriptus.
True infernals fabricate conscriptus
from captured souls, permanently
transforming these souls into a new,
horrific form. They have no memory of
or connection to their previous existence.
13: A soul stalker can be sent to collect
the souls of the living or the dead. When
a soul stalker hunts down the living, it
collects the soul after snuffing out its
targets life. Soul stalkers can sense souls
from miles away and track their targets
unerringly.
15: Soul stalkers ignore unmarked
souls unless their work is interfered
with. Any creature that attempts to
impede a soul stalker in its task will be
brutally attacked.

75

SPECTER
Specters are as diverse as they are dangerous, each the restless soul of a being powerful enough to continue its existence beyond death. Without the
laws of corporeal flesh binding them, specters evince incredible abilities driven by deep-seated hate. Whatever intellect and will these beings had
in life has been crystallized and twisted over countless years. They are, to wit, utterly insane and prone to outbursts of rage and extreme violence.
PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON

PHYSIQUE
PHY
5
(WILLPOWER 2)
SPEED

SPD
5
(WILLPOWER 2)

STRENGTH
STR
5
(WILLPOWER 2)
AGILITY

AGL
5
(WILLPOWER 2)

PROWESS

PRW
5
(WILLPOWER 2)

POISE

POI
5
(WILLPOWER 2)

INTELLECT

INT
4
(AS IN LIFE)

ARCANE

ARC
*
(AS IN LIFE)

PERCEPTION

PER
4
(AS IN LIFE)

INITIATIVE

INIT

14

DEFENSE

DEF

14

ARMOR

ARM 10
(WILLPOWER)

WILLPOWER

WIL
10
(AS IN LIFE)

AGILITY

DESCRIPTION
Dangerous,
free-willed
ghosts,
specters
are
the souls of powerful
individuals that linger
beyond the grave to haunt
and torment the living.
The exact circumstances
that create one of these
terrifying undead are
poorly understood and
a matter of much debate
between theologians and
the more scientifically
minded.
Furthermore,
the causes that lead to
their creation vary from
one specter to the next,
though
they
usually
involve an element of
pain and tragedy. These
can be as simple as
powerful emotions at the
time of death, but even
obligations left unfulfilled
can be enough to keep a
soul trapped in the world
of the living.

Although not specifically


bound to a given location,
4
specters often linger near
sites of great significance
E
to their mortal lives. Some
6
specters
roam
freely,
carrying
out
agendas
5
I
often not fully understood
by the spirits themselves,
COMMAND RANGE: 4
pieced
together
from
BASE SIZE: SMALL
whatever remains of their
ENCOUNTER POINTS: SPECIAL
broken psychology and
memories. The pathos that
drives a specter often twists its goals and motivations toward
the sinister, and many revel in inflicting pain and torment on
the living to assuage their own misery.
PHYS

TE

LL

ECT

IQ

The mind of a specter is usually fragmentary at best, possessing


aspects of the ghosts mortal personality that have been
distorted by the horrors of death. These spirits often possess
flawed memories with great gaps that are often filled with false

76

assumptions driven by dark emotions as the specter struggles


to cope with its ongoing existence. Of course, some specters
cross over with their consciousness completely intact. Far
from being the most dangerous, these spirits are often driven
by unfulfilled duties or desires to protect the things that were
closest to them in life. Despite the dark pathologies that seem
to drive most specters, many are truly benevolent and can be
of great service to those who share their purpose. For example,
many of the great Morrowan churches house gentle spirits who
watch over their formerly cherished places of worship.
A specter appears much the same as the individual appeared in
life although many can alter their features in horrifying ways
to frighten the living. Some specters can even create potent
illusions to hide their ghostly natureor to intensify it.
No two specters are alike, and the powers they command can
differ wildly. Specters also grow more powerful and gain yet more
potent abilities the longer they remain in the world of the living.
owever, all specters are burdened with a specific weakness that is
the price they pay for the deathly powers they control. Those who
wish to battle a specter would do well to discover its weakness, for
that is likely the only way to destroy it.

SPECTER
ENCOUNTER POINTS
The nature of specters forces them beyond the traditional
assignation of encounter points. Though a Heroiclevel specter with Black Gifts, Speed of the Dead, and
Bound (Corvis) could be assigned an encounter point
value easily enough, an Epic-level specter with Dark
Resurrection, Fear Mastery, Fear Monger, and Temporal
Existence (winter) defies a traditional encounter point
value. Such a specter has no way to directly damage its
enemies and no way to be truly destroyed, yet it can
have a substantial impact on a combat encounter.
Game Masters should use the specter entry as a tool kit
rather than an instruction manual. A specter can take on
the role of plot device or recurring villain as easily as it
can take on the role of traditional monster. Game Masters
looking for a rough equivalent against which to gauge
the power level of an individual specter can find a good
starting point in the rules for creating comprehensive
NPCs (Core Rules, pp. 329 and 334).

COMBAT
Specters can be incredibly dangerous and
unpredictable combatants. Not only do they
possess an array of terrifying powers, but
they are also highly unstable entities driven
by unearthly pathos. Even the most twisted
and fragmentary spectral entities possess an
intelligence that has been shaped by decades
or even centuries of existence. The exact
range of a spirits capability in combat varies
from specter to specter.

LORE
A character can make an INT + Lore (undead)
skill roll to determine what he knows about
this creature. He learns all the information
up to the result of the roll. The higher the
roll, the more he learns.
8: Specters are malevolent, free-willed
spiritsthe ghosts of sentient humanoids
who commanded much power in life.
10: Specters are not always bound to a
location, although they often haunt places
of death such as battlefields and graveyards.
12: No two specters are alike, and the powers
they command can vary wildly from specter
to specter.
14: Specters differ from mindless shades.
A specter still possesses a semblance of
free will and has a much greater ability to
interact with the living world.
15: All specters are burdened with a specific
weakness. This weakness is often the best
way to combat and destroy a specter.

ABILITIES:
Deathly Burdens At the beginning of the game, choose up to three deathly burdens
(see p. 79) for this character.
Deathly Endowments Choose up to three deathly endowments (see p. 78) for this
character. Note: The list includes only a partial range of powers available to characters with
the Deathly Endowments ability. With a little work, a Game Master could turn virtually any
spell or suitably spooky idea into a deathly endowment.
Feat Points This character starts each encounter with 1 feat point. He is allocated 1 feat
point at the start of each of his turns. This character can have up to 1 feat point at a time.
Incorporeal This character can move through rough terrain and obstacles without
penalty and can move through other characters if he has enough movement to move
completely past them. Other characters, including slammed, pushed, or thrown characters,
can move through this character without effect if they have enough movement to move
completely past him. This character does not count as intervening. Blessed weapons affect
this character normally. Spells, animi, and magical weapons can damage this character
but roll one fewer die on damage rolls. No other weapons can damage this character. This
character is immune to continuous effects and cannot be moved by a slam.

Psychic Manifestation This characters physical stats are based on his Willpower in
life. This character retains the INT, ARC, and PER he had in life. This character also retains
the Willpower he had in life. Do not recalculate this characters Willpower by adding his
spectral PHY.
Skills This character retains the skills he had in life.
Terror This character has Terror [Willpower +2].
Undead This character is not a living character and never flees.

CREATURE TEMPLATES:
Epic Specter, Veteran Specter

SKILLS:
NAME
As in Life

STAT
*

RANK
*

STAT+RANK
*

77

DEATHLY ENDOWMENTS
Aura of Sickness Living characters that spend time in this
characters presence sicken and die. The aura of sickness extends
from this character in a radius equal to his Willpower times
sixty feet. For each hour spent in the aura, living characters
must make a PHY roll against a target number equal to this
characters Willpower. Each time the roll fails, the character
loses 1d3 vitality points and suffers a cumulative 1 penalty
to attack rolls and skill checks while within the aura. Once
the character leaves the aura, he stops losing vitality points.
The penalty to attack rolls and skill checks expires after the
character spends at least one hour outside the aura.
Black Gifts This character is a will weaver who retains the
ability to work magic in death. The Game Master determines
which spell list this character gains his spells from. This
character retains his spells and ARC stat from life.
Black Harvest When a living character is destroyed within
this characters command range, this character gains 1 feat point.
This character cannot have more than 2 feat points at a time.
Blind Fear A character who fails his initial Willpower roll
against this characters Terror is blinded for one round. Blinded
characters treat all other characters as if they were in complete
darkness (Core Rules, p. 224).
Corpse Lord Undead creatures within this characters
command range gain +1 to attack and damage rolls.
Corrosive Touch This characters touch rots living tissue and
corrodes metal. Any character hit by a melee attack made by
this character suffers the Corrosion continuous effect.
ar
n uence Once per turn, this character can spend a
quick action to control a living character in his command range.
If the target is within this characters command range, this
character makes a contested Willpower roll against him. If the
target wins, nothing happens. If this character wins, he takes
control of the target and immediately causes the controlled
character to make a full advance followed by a quick action or a
melee or ranged attack.
Dark Resurrection This character can never be truly
destroyed. Instead, if he is incapacitated, he returns to the place
of his mortal death with 1 point of vitality in each aspect. He
regains 1 additional point of vitality in each aspect each day
until he is fully healed. This character will leave Caen only once
he has achieved some great purpose or a monumental event
comes to pass, as determined by the Game Master.
Disruptor When this character hits a spellcaster with a melee
attack, the spellcasters upkeep spells immediately expire.
When this character hits a steamjack with a melee attack, the
steamjack suffers Disruption. (A steamjack suffering Disruption
loses its focus points and cannot be allocated focus or channel
spells for one round.)
Dominator This character adds 3 to his command range.
Dread Touch A character hit by a melee attack made by this
character becomes stationary for one round unless he has
Immunity: Cold.

78

Ectoplasmic Field This character can generate a dense fog


around himself as a quick action. When this character uses this
ability, center a 5 AOE cloud effect on his model. The cloud
effect remains in play for d3 rounds.
Eldritch Touch This characters melee attack gains Blessed.
(When making an attack with a weapon with Blessed, ignore
spell effects that add to the attacked characters ARM or DEF.)
Fear Master This character has Terror [Willpower +4].
Additionally, this character can suppress his Terror at will for as
long as he wishes. Intelligent characters who interact with the
living often suppress their Terror while dealing with characters
who are not hostile to them.
Fear Monger A character who makes a Willpower roll to resist
this characters Terror gains an additional die and discards the
highest die.
Ghost in the Machine While within 3 of this character, a
steamjack cannot be allocated focus points.
Grave Chill While within this characters command range,
living characters suffer 2 DEF unless they have Immunity: Cold.
Grave Resilience This character can spend 1 feat point during
his turn to regain 1d6 vitality points.
Grave Summons If this characters remains or place of
final rest is disturbed in any way, he will know immediately.
Additionally, this character can transport himself to his final
resting place at will and at any time.
Keening Howl This character can unleash a blood-chilling
howl as an attack. The supernatural power of this howl
manifests as a spray attack.

KEENING HOWL

RAT RNG AOE POW


7 SP 8 WIL

Characters damaged by the howl must make a Willpower roll


against this characters Terror.
Lamentations of the Grave While within this characters
command range, living spellcasters pay double the fatigue,
focus, and fury point cost to cast or upkeep spells.
Malignant Presence While within this characters command
range, living characters cannot regain lost vitality points by
any means.
Phase This character can spend a quick action to immediately
be placed anywhere within 5 of his current location.
Preternatural Awareness This character gains boosted
initiative rolls. Enemies never gain back strike bonuses against
this character.
Possession This character can attempt to possess a character
he hits with a melee attack. When this character attempts to do
so, he makes a contested Willpower roll against the character
hit. If this character wins, he possesses the character hit.
Otherwise, this character fails to possess the character hit and
loses 1 vitality point.
When this character possesses another character, all effects
on this character expire and his model is removed from the

table. The possessed character loses his turn this round and
will afterward take his turn during this characters place in the
initiative order. This character controls a possessed character
completely but does not gain access to the possessed characters
memories, skills, abilities, spells, etc.
The possessed character can attempt to break free of the
possession each round at the end of this characters activation
by making another contested Willpower roll. If the possessed
character wins, the possession ends and this character appears
in B2B contact with the character. The previously possessed
characters activation then follows immediately after this
characters activation in the initiative order. If this character
wins, he remains in control of the possessed character.
Power Drain This character can spend 1 feat point during
his turn to cause mechanikal devices in his command range to
immediately deactivate. Affected devices cannot be reactivated
for one round. Power Drain has no effect on steamjacks or
mechanikal armor.
Psychokinesis This character can manipulate small objects by
manifesting psychokinetic energy. This character can spend a
quick action to pick up objects within 2 weighing a total of five
pounds or less and move them up to 6. This character cannot
manipulate complex objects, such as the trigger on a gun, but
he can break glass, rattle doors, and hurl small objects with
surprising force by spending an attack action and making a
ranged attack roll. A successful hit inflicts damage e ual to this
characters Willpower plus the POW of the object hurled if a
thrown weapon or simply POW 2 for a mundane object.
Regeneration This character regains d3+3 vitality points
during each of his Control Phases.
Shroud of Death This character can spend a quick action
to become invisible for one round. While invisible, he gains
concealment, stealth, and +5 to Sneak skill rolls.
Silence This characters command range deadens all sound
except for his voice. No sound can escape or enter this area.
A character attempting to sneak within this characters control
area gains +3 to his Sneak skill rolls. Sound-based PER rolls
made by characters within this characters control area
automatically fail.
Spectral Illusion This character can spend a quick action
to manifest terrifying visual and aural illusions within his
command range. These illusions persist as long as this character
does not move or attack. A character confronted with the
illusions can make a PER + Detection skill roll to see through
them. The target number depends on the experience level of
this character: 12 for a Hero-level character, 14 for a Veteranlevel character, and 16 for an Epic-level character.
Spectral Talons This character gains a POW 3 melee attack
with a MAT equal to his PRW +2.
Speed of the Dead This character gains an additional quick
action each turn.
Unholy Genesis A living character slain within this
characters command range becomes a shade (see p. 68) under
this characters control.

DEATHLY BURDENS
Afraid This character is deathly afraid of the living and
refuses to confront them. If he can summon the strength of will,
he may watch the living from a hiding spot but will require a
great deal of careful coaxing to speak with the living.
Bane This character takes full damage from a specific type
of material, which ignores this characters incorporeal trait.
This material should be fairly mundane but not typical in
manufactured weapons. Examples include silver, cold iron,
and heartwood.
Barriers This character is unable to cross certain barriers.
Examples include passing through walls, crossing rivers, and
entering structures he has not been invited into.
Bound This character is tied to a specific location, person, or
ob ect and must remain within a specified distance of it. This
distance, which is set by the Game Master, varies from character
to character and can be as short as one hundred feet or as long as
a mile. If the location, person, or object this character is bound
to is destroyed or purified in some manner, this character is
destroyed as well.
Fragmented Mind This character retains only partial
memories of his mortal existence. Reduce the rank of each of
his skills by 1.
Mad Some spirits are completely insane. Though they may
possess great and terrible powers, they lack the strength of will
or clarity of thought to carry out any organized plan. When
agitated they may simply enter a psychotic rage and attack until
their attention is drawn elsewhere. This characters command
range is reduced by 3. Additionally, this character gains an
additional die and discards the lowest die when making
contested Willpower rolls.
Obsession This character is completely obsessed with some
goal, idea, or object. His every thought is an extension of
that obsession, and his every plan will relate back to it. This
obsession is the key to both understanding this character and
bargaining with him. If the object of this characters obsession
is threatened, he will fight to the bitter end to protect it. If the
obsession is something obtainable or something this character
is capable of losing, it may also be the key to allowing this
character to find his final rest.
Semi-corporeal When this character makes an attack,
he becomes partially corporeal for one round. While this
character is partially corporeal, he takes full damage from
spells and magic weapons and one less die of damage from
mundane attacks.
Sunlight Powerlessness This character rolls one less die on
attack and damage rolls when in direct sunlight.
Temporal Existence This character seems to exist only at
certain times and fades from existence at othersexisting
only by day before fading away at night, existing only on
certain days or seasons of the year, etc. This characters cycles
may be very long, causing him to fade away for decades or
centuries at a time.

79

TATZYLWURM, BLACK
PHYSIQUE

PHY

10

SPEED

SPD

STRENGTH

STR

AGILITY

AGL

More than once I have found myself frozen in fascination while observing the creatures of the natural
world. My first encounter with the black tatzylwurm had me similarly riveted, albeit for an entirely
different reason. The creatures eyes are hypnoticnot in any poetic sense, but quite literally. Looking
into those eyes was like looking into the depths of eternity, which could well have been the case if my
assistant had not come to her senses and blown the damn things head off.

PROWESS

PRW

PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON

POI

POISE
INTELLECT

INT

ARCANE

ARC

PERCEPTION

PER

DESCRIPTION

SPIT VENOM

RAT RNG AOE POW


6
4

Abilities: This attack does not cause


damage. Instead, a living character hit by this
attack must make a PHY roll against a target
number of 16 to resist this creatures venom.
If the roll succeeds, nothing happens. If the
roll fails, the character is blinded for d3
turns. A blind character cannot make ranged
or magic attacks, suffers 4 MAT and DEF,
cannot run or charge, and automatically fails
all Perception rolls related to sight.

BITE

MAT
6

POW
4

P+S
12

Abilities: A living character damaged by this


attack must make a PHY roll against a target
number of 16 to resist this creatures venom.
If the roll succeeds, nothing happens. If the
roll fails, the character is blinded for d3
turns. A blind character cannot make ranged
or magic attacks, suffers 4 MAT and DEF,
cannot run or charge, and automatically fails
all Perception rolls related to sight.

INITIATIVE

INIT

14

DEFENSE

DEF

15

ARMOR
ARM 15
(NATURAL ARMOR +5)
WILLPOWER

AG

YS

IQU

TE

5
COMMAND RANGE: 2
BASE SIZE: LARGE
ENCOUNTER POINTS: 9

80

12

ILITY

LLECT

IN

WIL

Tatzylwurms are versatile,


predatory serpents found
in many coastal and warm
wetland regions of western
Immoren. Many different
breeds exist, each with its
own unique capabilities
and hunting methods, but
all breeds are exceedingly
dangerous. Tatzylwurms
are venomous, though
the qualities of this
venom vary from breed
to breedfrom paralytic
venoms to those so deadly
they can kill in moments.
All
tatzylwurms
are
capable
swimmers,
often spending extended
periods of time in lakes,
rivers, and coastal waters
hunting large fish. A
complicated array of many
eyes able to detect extreme
wavelengths of light is
common to all species,
allowing tatzylwurms to
see equally well in and out
of the water as they hunt.
The black tatzylwurm
is a particularly rare
breed, often found along
riverbanks,
living
in
secluded nests concealed
by dense foliage. It gets
its name from its glossy,
obsidian scales, which
afford it a great deal of
protection from attack
and provide it with a
rudimentary camouflage
in the shadows of the
underbrush in which it
prefers to travel. Black
tatzylwurms grow to a

length of over fourteen feet and can hold themselves upright


on powerful, muscular coils. They are extraordinarily skilled
predators that lurk alongside game trails, where they engage in
a unique form of ambush. Unlike common snakes, tatzylwurms
are often pack hunters, and black tatzylwurms are able to
transfi living creatures that make eye contact with them. The
light plays in strange, hypnotic patterns deep in the creatures
eyes, fi ing its intended target in place. nce entranced, the
target is attacked from all angles by the remainder of the pack
and poisoned by do ens of bites into its e posed flesh. enom
introduced into a targets bloodstream causes almost immediate
blindness, rendering the creature incapable of retaliation. This
blindness is total but short-lived, as the venom quickly breaks
down in a creatures system. Provided the victim can survive
the tatzylwurms inevitable follow-up attack, its sight will
return in a matter of moments.
Black tatzylwurms can unhinge their jaws and are large
enough to swallow most prey they encounter whole. An adult
black tatzylwurm can gulp down a trollkin in only a few
moments. Rows of backward-pointing teeth ensure that a black
tatzylwurms meal cannot escape once it begins the process of
swallowing it whole, but the serpents typically wait for a victim
to die before attempting to consume it. When these serpents kill
creatures too large to swallow in this manner, they use their
curved teeth to rip away meat in long, ragged pieces. A pack of
black tatzylwurms can strip the carcass of a creature as large as
an ox in minutes, though much of that time is consumed by the
fight for the choicest portions of the kill.
Black tatzylwurms can also project their blinding venom in
a narrow stream. By constricting the venom sacs inside its
mouth, the serpent can shoot this stream accurately up to
twenty-four feet. Black tatzylwurms typically reserve this
behavior for when they are cornered or in danger, or when a
creature proves resistant to their hypnotic gaze. Upon contact
with the eyes, the venom occludes the targets vision until it is
fully flushed from the eyes.
Packs of black tatzylwurms create dens in soft soil and
beneath tree roots. Up to six adults and several dozen young
can share a single nest. The adults hunt in the morning and
early evening, when they blend in with the shadows of the
foliage, and they return to the nest during the day and night.
oung tat ylwurms are the most vulnerable for the first few
months after they hatch, so one or more adults will always
remain near the nest to protect them. The adults will also
pick up any young tatzylwurms that attempt to leave the nest
and carefully return them to its safe confines. Adults feed

the young by regurgitating a portion of their daily meals,


continuing this behavior until the juvenile tatzylwurms are
large enough to participate in hunts.

COMBAT
Black tatzylwurms hunt in packs. A lead tatzylwurm will
emerge from cover alongside a path or waterway by rising from
the underbrush, lowering itself from overhanging branches,
or surfacing from the water. It will attempt to transfi prey in
front of it, allowing the remainder of the pack to close in and
strike from the flanks. If a creature is able to resist this initial
attempt at transfi ion, the lead tat ylwurm will shoot a spray of
blinding venom into the eyes of its prey. The tatzylwurms then
attack the blinded creatures swiftly, before the venom loses its
effectiveness. nce a sufficient number of creatures to feed the
pack have been incapacitated, the black tatzylwurms drag the
bodies off to their den to feed in safety.

ABILITIES:
This creature gains boosted Willpower rolls.
Native Beast This creature is considered to be a beast native to the wilds of
Immoren.
Serpentine This creature cannot be knocked down.
Transfix This creature can spend a full action to make a contested Willpower roll
against a living character that can see it. If this creature loses, nothing happens. If this
creature wins, the target becomes stationary for one round.

CREATURE TEMPLATES:
Alpha, Juvenile, Lone Wolf, Pack Hunter

SKILLS:
NAME
Climbing
Detection
Sneak
Swimming

STAT
AGL
PER
AGL
STR

RANK
1
2
2
2

STAT+RANK
6
6
7
10

When black tatzylwurms are defending their


territory from incursion, they perform short hit-andrun engagements. Often targeting the stragglers of a
group, the serpents drag a creature into the brush to
finish it. The serpents pick off one or two creatures
at a time until either the group is driven from their
territory or are all dead.

LORE
A character can make an INT + Lore (extraordinary
zoology) skill roll to determine what he knows
about this creature. He learns all the information
up to the result of the roll. The higher the roll, the
more he learns.
10: The many-eyed tatzylwurm is a deadly predator
found in numerous coastal and warm wetland
regions of western Immoren. The black tatzylwurm
is a particularly dangerous breed that typically
hunts in packs.
12: A black tatzylwurms venom causes blindness in
its victims. Black tatzylwurms can project a stream
of this venom over long distances into a targets eyes.
14: The gaze of a black tatzylwurm is hypnotic and
can freeze a living creature in place, allowing the
pack to attack without danger.

81

TOTEM HUNTER
In my work I have had occasion to observe all manner of beasts on the hunt, to catalogue the techniques they utilize in the acquisition of prey, and
to conduct comparative analyses of these methodologies. Consider these facts when you read the following: the totem hunter is perhaps the most
perfect predator in all of Immoren. Stalking every deadly creature these lands have to offer, totem hunters have turned the entire continent into a
hunting preserve.
PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON

PHYSIQUE

PHY

10

SPEED

SPD

STRENGTH

STR

AGILITY

AGL

PROWESS

PRW

POI

INTELLECT

INT

ARCANE

ARC

PERCEPTION

PER

POISE

KELKAX
MAT
9

POW
6

P+S
15

Abilities: This weapon has Reach.

SPIKED BUCKLER
MAT
9

POW
3

P+S
12

Abilities: This weapon is a shield. (A


character armed with a shield gains +1 ARM
for each level of the Shield skill he has against
attacks originating in his front arc.)

INITIATIVE
DEFENSE

INIT

18

DEF
15
(ARMOR 2)

DESCRIPTION
Though
relatively
well-known in Zu, the
inscrutable
creature
known as the totem
hunter is shrouded in
mystery to the inhabitants
of Immoren. Hailing from
across the tempestuous
Meredius,
the
totem
hunter stalks the wilds of
Immoren and slaughters
the deadliest prey the
land has to offer. Almost
nothing is known about
the culture, traditions,
and gods of this savage
and terrifying raceonly
that they are ruthlessly
effective
killers
who
regard mankind as little
more than potential prey,
the way most would view
a boar or hart.

Totem hunters are tall,


lean, powerfully muscled
humanoids with grey,
WILLPOWER
WIL
14
hairless skin. The face
of a totem hunter is
long, vicious, and filled
2 AGILITY
1
with wickedly sharp
teeth. Capable of leaping
3
incredible
distances,
totem
hunters
move
4
through the wilderness
E
unseen and unheard,
jumping from one piece
6
of cover to the next in
5
I
pursuit of their prey.
Though they are capable
of killing many beasts
COMMAND RANGE: 4
with their bare hands,
BASE SIZE: MEDIUM
totem
hunters
are
ENCOUNTER POINTS: 18
typically equipped with
the exotic weapons and
armor of their distant homeland. They train obsessively with
these weapons, honing their martial prowess with singleminded determination. Those doomed to face a totem hunter
ARMOR

ARM 17
(ARMOR +7)

PHYS

TE

LL

ECT

IQ

82

find it a remarkable combatant who can twist clear of the


path of mortal strikes and respond with crippling blows.
A totem hunter will wait and silently observe the denizens
of a region before selecting its prey, after which it pursues its
target and waits for an opportune moment. While hunting, the
creature is unnaturally patient, able to lurk stock-still for hours
at a time to avoid notice. It is a masterful tracker, and some even
believe a totem hunter capable of following prey by scent, like
a hunting dog.
The totem hunter is among the most relentless predators in
existence. Once it selects a target, the only possible result is
the death of either the totem hunter or its chosen quarry. The
only exception to this is when a totem hunter determines its
quarry is somehow beneath it. Once the target has been stalked
for miles, tracked across the landscape, and brought down by a
totem hunter, it may be deemed too easy a kill and therefore
beneath the skill of the hunter who marked it. In these rare cases,
the totem hunter may deign to let its quarry go unharmed, for
only the hardiest prey are worthy of the hunt.
When the moment is right, the totem hunter strikes. Its attack is
presaged by a hideous shriek that can shatter glass and freeze
a man in terror, followed by a swift and deadly strike from one
of the hunters unusual weapons. When the kill is complete, the
totem hunter ritually claims trophies from the body and wears
them as grisly tokens of the hunt. Some totem hunters have shown
gifts akin to the talents of bone grinders and are able to render
trophies into fetishes that amplify their already lethal capabilities.
Ever in pursuit of martial perfection, a totem hunter chooses
increasingly deadly quarrybe it man, beast, or something
elseover the course of its time in Immoren. The more
dangerous the prey, the more highly it is prized. Totem hunters
seem to have a need to pit themselves over and over against the
deadliest foes.
Despite this constant need to hunt, totem hunters are neither
mindless nor indiscriminate killers. They prefer to ambush their
targets and kill them cleanly, but they will engage in prolonged
combat with any who interfere with their ability to claim their
prizes. Anyone who tries to prevent a totem hunter from claiming
its trophies rarely lives long enough to regret his choice.

COMBAT
A totem hunter is interested only in targets of great power or
capability and will always select the strongest opponent from
a group as its quarry. A totem hunter stalks its selected quarry
for days or weeks at a time, waiting for the perfect moment
to strike. It leaps or charges from concealment to surprise its

ABILITIES:
Ambush During the first round of an encounter, this character gains boosted attack and
damage rolls against characters who have not yet activated that encounter.

Sprint At the end of a turn in which this character incapacitated or destroyed one or
more enemy characters with a melee attack, he can make a full advance.

Battle Master This character can fight with a great weapon in one hand and a onehanded weapon in the other. He gains an additional attack for the second weapon and does
not suffer an attack roll penalty with it.

Vendetta This character can spend 1 feat point during his turn to use this feat. When this
feat is used, this character names one enemy. For the rest of the encounter, this character
gains boosted attack rolls against that enemy. This character can use this feat only once
per encounter unless the named enemy is destroyed, at which point this character is free
to use this feat again.

Bounding Leap Once during each of this characters turns in which he does not run or
charge, he can spend 1 feat point to pitch himself over the heads of his enemies and into
the heart of battle. When this character uses Bounding Leap, place his model anywhere
within 5 of its current location.
Cagey When this character becomes knocked down, he can immediately move up to 2
and cannot be targeted by free strikes during this movement. This benefit has no effect
while this character is mounted. While knocked down, this character is not automatically
hit by melee attacks and his DEF is not reduced. This character can stand up during his turn
without forfeiting his movement or action.
Fearless This character never suffers the effects of fear.
Fearsome Howl Once during each of his turns, this character can spend a quick action
to unleash a terrifying howl. For that turn, this character has Terror [Willpower +6].
Feat Points This character starts each encounter with 1 feat point. He is allocated 1 feat
point at the start of each of his turns. He can have up to 1 feat point at a time.
Pathfinder This character can advance through rough terrain without penalty and can
charge across obstacles.

CREATURE TEMPLATES:
Large Specimen, Resilient

SKILLS:
NAME
Climbing
Detection
Great Weapon
Hand Weapon
Jumping
Shield
Sneak
Survival
Swimming

STAT
AGL
PER
PRW
PRW
PHY
PRW
AGL
PER
STR

RANK
3
3
2
2
3
2
3
3
2

STAT+RANK
9
7
9
9
13
9
9
7
11

Prowl This character gains stealth while within terrain that provides concealment, the
AOE of a spell that provides concealment, or the AOE of a cloud effect.

victim, unleashing a fearsome howl before attacking with its full


complement of weapons. Totem hunters wield exotic weapons
of their own manufacture, ranging from strange pole axes to
arm blades that also function as shields. The totem hunter will
drag its kill to a secure location to harvest trophies from the
corpse. Anything that interferes with this process is marked as
the totem hunters next prey. In addition, a creature that kills a
totem hunters prey is clearly a more powerful opponent and
worthy of the hunters attention.

LORE
A character can make an INT + Lore (extraordinary zoology)
skill roll to determine what he knows about this creature. He
learns all the information up to the result of the roll. The higher
the roll, the more he learns.
10: Totem hunters are enigmatic humanoids who hunt the
creatures of western Immoren and wear trophies of their
many kills.
12: Totem hunters are not native to Immoren. They have come
to the continent from across the sea, possibly from Zu, in search
of new game.
13: A totem hunter selects a creature as its quarry and hunts it
relentlessly until it claims its trophy. Anything that interferes
with these hunts is immediately chosen as the totem hunters
next target.
14: Though all totem hunters collect trophies from their kills,
some seem to utilize their trophies in a manner similar to the
fetishes of a bone grinder.
16: During its hunt, a totem hunter may deem its selected prey
unworthy. This is the only reason the totem hunter wil give up
its hunt short of its own death.

83

TROLL WHELP
No surer proof exists of a full-blood trolls regenerative capability than its unintended and degenerate offspring, the whelp. Just as cutting a
roundworm into sections results in the growth of new and distinct creatures, hacking off a trolls hand or foot results in new life. The missing limb
will do little more than inconvenience the troll until it grows back, but the severed appendage will sprout its own body, becoming a whelp. Though
invested with limited intelligence, whelps are capable of autonomous activity and able to live for years if given enough nourishment. They function
only on a rudimentary level and can never grow to full size, a fact I find enormously relieving.
PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON

PHYSIQUE

PHY

SPEED

SPD

DESCRIPTION

Whelps are one of the


inevitable
consequences
STRENGTH
STR
2
of
the
tremendous
AGILITY
AGL
4
regenerative
powers
PROWESS
PRW
2
of
trolls:
short-lived,
POISE
POI
1
degenerate
creatures
arising
from
severed
INTELLECT
INT
1
limbs or other substantial
ARCANE
ARC

pieces of disconnected
PERCEPTION
PER
3
tissue. Humans have great
BITE
difficulty comprehending
MAT
POW
P+S
the existence of these
2
0
2
creatures. When a man
loses a foot, hand, or leg,
INITIATIVE
INIT
10
that flesh becomes dead
DEFENSE
DEF
12
meat, no more than a
ARMOR
ARM 11
rotting reminder of what
(NATURAL ARMOR +6)
is missing. The tenacious
WILLPOWER
WIL
6
resilience of full-blood
VITALITY: 3
trolls and pygmy trolls,
COMMAND RANGE: 1
however, is so strong
BASE SIZE: SMALL
that even severed limbs
can take on life. A hand
ENCOUNTER POINTS: 1
cut from a troll will soon
regenerate its own head, torso, and limbs, echoing the shape of
the troll that gave rise to it. The resultant creature will follow its
progenitor by sheer instinct.
Whelps spawned from the same troll tend to cluster together. They
squabble over the best scraps the true troll leaves behind, picking
gnawed bones clean of every scrap of meat. This sometimes turns
into outright brawls, to the amusement of the troll, as whelps
hammer on each other with tiny fists in a battle for dominance.
A whelp typically takes a day or so to grow to full size, but
provided it finds enough food to eat and provided the troll
doesnt feel inclined to eat the whelp as a light snackit can
accompany the troll that spawned it for years. Though the rapid
growth of a whelp is amazing, the process does not produce a
full fledged troll. The resulting creature is much smaller, with
a disproportionate limb matching the appendage from which
it was spawned and without the mental faculties of even a true
troll. Troll whelps are not particularly dangerous individually,
and they rarely live longer than a few years.
Whelps are particularly emboldened by the presence of a
troll. When one is nearby, the creatures are seemingly without

84

fear. They leap into combat by the dozens with much larger
creatures, shrieking unintelligible war cries and clamping
down on enemies with their jaws. Attempts to scare the little
creatures off in such circumstances are met with defiant cries
and, alarmingly, more biting.
Troll whelps mimic the behavior of their progenitors. Because
of its minuscule intellect, however, a whelp sometimes takes
actions that can be extremely detrimental to its health. Whelps
are tolerated only if their antics somehow amuse the perpetually
hungry troll from which they spawned, and those that irritate
it enough are eaten immediately. Even the most amusing whelp
rarely lives out its already brief lifespan. If no other food source
is handy, trolls will eat their whelps with no more regard than
for any other gob of meat. Indeed, whelps make a ready source
of emergency nourishment to fuel the trolls own regenerative
powers, which is one of the main reasons trolls keep them
around. It is not at all uncommon to see a troll chuckle at the
antics of a whelp one moment and then toss the creature into its
mouth as a tasty snack the next.
Because troll whelps are literally the flesh and blood of the
troll that spawned them, they retain the resistances and
capabilities of their forebear. A winter trolls whelps are inured
to the freezing cold, and the whelps of pyre trolls can move
through flames unharmed. ther characteristics of some full
blood trolls carry over as well. For instance, the swamp trolls
long, adhesive tongue and the storm trolls ability to discharge
electric shocks are echoed in any whelp they spawn. Whelps are
small enough and contain little enough of the trolls essence that
such effects are usually negligible, serving as little more than
an additional level of annoyance to those who must confront a
pack of the small beasts.
A moment of distraction caused by a horde of whelps can quickly
turn lethal, though, when it grants the troll that spawned them
an opening to attack. Turning to swat away a whelp can all too
often result in being crushed by the troll in return.

COMBAT
A full-blood troll may be followed by a small number of whelps
that pick scraps off the ground in its wake and harass creatures
it attacks. lder trolls and those fre uently caught in conflicts
can have dozens of whelps following them. Whelps in the
presence of their progenitor are difficult to scare off, but if the
troll dies they will flee from a fight, uickly scattering away
from harm. Troll whelps will gang up on a target, attacking it
with their teeth and claws and biting off chunks of flesh.

LORE
A character can make an INT + Lore (extraordinary zoology)
skill roll to determine what he knows about this creature. He
learns all the information up to the result of the roll. The higher
the roll, the more he learns.
8: Whelps are small, degenerate creatures that often accompany
trolls and feed off the scraps of their kills.
10: Whelps are born of severed troll tissue. The trolls natural
regeneration is so great that the amputated flesh grows its own
body and becomes an autonomous creature.
12: A troll will not hesitate to eat whelps as a convenient snack,
particularly if it is damaged and requires sustenance to help
fuel its regeneration.
14: Whelps spawned from different breeds of trolls share a
portion of the true trolls abilities.

ABILITIES:
Comfort Food A full-blood troll can spend a quick action to devour a whelp within
its melee range to immediately regain d3 vitality points.
Distracting Living creatures and characters other than trolls within 1 of one or
more creatures of this type suffer 1 on attack rolls.
Hide behind the Big Guy While within the command range of a friendly troll, this
creature can use the trolls Willpower in place of its own.
Spawned This creature may have special abilities based on the type of troll that
spawned it.

CREATURE TEMPLATES:
Swarm

SKILLS:
NAME
Detection
Sneak

STAT
PER
AGL

RANK
1
1

STAT+RANK
4
4

85

TROLL, COMMON
Trolls are one of the most adaptable species in all of Immoren. Depending on a trolls diet and environment, eventually it will produce a new breed
ideally suited to its surroundings. These adapted breeds of trolls undergo dramatic physiological shifts, taking on a new appearance and gaining
new capabilities that allow them to thrive in areas hostile to other species.
PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON

PHYSIQUE

PHY

10

SPEED

SPD

STRENGTH

STR

AGILITY

AGL

PROWESS

PRW

POISE

POI

INTELLECT

INT

ARCANE

ARC

PERCEPTION

PER

BITE

MAT
5

POW
4

DESCRIPTION

P+S
13

Chomp This creature can attack with this


weapon only during its turn and can target
only creatures and characters it first hit with
a claw attack that turn.

CLAW
MAT
5

POW
4

P+S
13

POW
4

P+S
13

Abilities: Open Fist

CLAW
MAT
5

Abilities: Open Fist

INITIATIVE

INIT

11

DEFENSE

DEF

12

ARMOR
ARM 16
(NATURAL ARMOR +6)

2
AG

YS

IQU

TE

5
COMMAND RANGE: 2
BASE SIZE: MEDIUM
ENCOUNTER POINTS: 14

86

12

ILITY

IN

WIL

LLECT

WILLPOWER

Enormous, adaptable, and


carnivorous
humanoids
found across Caen, trolls
are a remarkable species.
Since the days of ancient
history, they have been
a danger to mankind.
They are among the most
powerful
and
deadly
creatures found in the
wild, and encounters with
them are not to be taken
lightly. Even trollkin, their
distant cousins, cannot
guarantee meetings with
full-blood trolls will end
well: though trolls wont
usually hunt them with
the same enthusiasm they
have for other races, in
a pinch, meat is meat. A
trollkin must be cautious
when interacting with a
full-blood troll to avoid
angering it, but throughout
history the two races have
been able to establish
mutually
beneficial
relationships. Full-blood
trolls often speak a limited
form
of
Molgur-Trul,
and the shared language
allows careful trollkin to
communicate with their
cousins.
A trolls skin is an earthy
shade influenced by its
diet and environment,
commonly ranging from
deep blue to blue-green,
and they grow pronounced
quills in place of hair. Males
have rocklike, calcified
growths on their faces that
become more pronounced
with age, and some of the

larger breeds have similar patches on their shoulders, backs, and


arms. The common troll stands up to ten feet tall, and its body
is packed with powerful muscle. Trolls have a basic intelligence
and capacity for reason. These traits are not as developed as
those of the intelligent races of Immoren, but they are certainly
above those of a common beast. Some trolls use simple tools and
weapons fashioned from stone or wood, though they are just
as likely to hunt with their bare hands as they are to use any
primitive weaponry. Trolls integrated into trollkin communities
often possess more sophisticated weaponry and armor crafted
by their distant cousins.
Wild males typically lead a solitary existence, but trolls
sometimes gather into small family units. They tolerate the
presence of other trolls to a degree, but most other creatures
are met with hostility. Trolls have ravenous appetites, and
they spend the great majority of their time and energy seeking
ways to fill their stomachs. Though trolls are carnivorous,
those that go too long without sufficient sustenance will
consume virtually anythingand they always prefer meat. A
starving troll lacks the capacity for good judgment and will
do anything to quell its hunger: strip the bark from trees, rip
up patches of flora, and even eat stones. ortunately for the
trolls, at leastthey are naturally resistant to most toxins, as
this behavior often leads to the ingestion of a startling array
of poisons.
All trolls are notorious for their regenerative capabilities. Their
bodies can knit horrendous wounds, and even severed limbs
cannot be entirely disregarded. Hands and feet cleaved from a
troll will regrow a whole separate body, forced to drag around
a dramatically disproportionate limb. Known as whelps, these
malformed and degenerate creatures often follow in the wake
of a larger troll, testament to combats the creature has faced.
Whelps are simple-minded, content to follow after larger
trolls in the hope of feeding on the scraps left behind. Left to
their own devices, whelps will flee from any source of danger.
They rely entirely on trolls to defend them from danger even
though their progenitors are in the habit of turning them into
quick meals.

COMBAT
An angry or hungry troll is a tenacious opponent that will fight
until either its enemies are dead or the troll has suffered a mortal
wound. Trolls sometimes wield primitive cudgels or wooden
spears, though they are most likely to attack barehanded with
claws and teeth. Trolls have strong family bonds and are most
aggressive when their family members are threatened.

LORE
A character can make an INT + Lore (extraordinary zoology)
skill roll to determine what he knows about this creature. He
learns all the information up to the result of the roll. The higher
the roll, the more he learns.
8: Trolls are massive humanoids found in a wide variety of
different environments. Small groups of trolls occasionally
band together in family units. They are highly motivated by a
desire for food.
10: Trolls have remarkable regenerative capabilities. They can
recover from wounds that would be fatal to other creatures.
Some damage done to trolls results in the generation of
malformed miniature trolls known as whelps.
12: For centuries trollkin have coerced or convinced their troll
cousins to fight alongside them. Trolls are often less immediately
hostile to trollkin and can sometimes be approached by them,
particularly if offered food. Trolls speak limited Molgur-Trul,
although they are capable of only simple sentences.

ABILITIES:
Poison Resistance This creature gains boosted rolls to resist poisons and toxins.
Regeneration This creature regains d3 vitality points per hour in addition to any
normal healing.
Spawn Whelps Each time this creature suffers 5 or more damage points from an
attack, it spawns a whelp. A spawned whelp grows to full size in d3+1 days.

CREATURE TEMPLATES:
Large Specimen, Lone Wolf, Man-eater

SKILLS:
NAME
Detection
Great Weapon
Sneak
Thrown Weapon
Tracking

STAT
PER
PRW
AGL
POI
PER

RANK
1
1
1
1
1

STAT+RANK
4
4
5
4
4

87

TROLL, DIRE
PHYSIQUE

PHY

SPEED

SPD

STRENGTH

STR

12

AGILITY

AGL

Every dangerous, feral, and terrifying thing about a troll is dramatically amplified in a dire troll. If any
creature can be said to embody the predatory hunger of Menoths ancient foe, the Devourer Wurm, it
is the dire troll. A dire troll can rip the iron hull from a Khadoran warjack or tear through almost any
obstacle in its path. We can be glad these creatures seem to prefer remote and inhospitable locales for their
lairs, high atop mountain peaks or deep in the forests and swamps where man should fear to tread.

PROWESS

PRW

PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON

POISE

POI

INTELLECT

INT

ARCANE

ARC

PERCEPTION

PER

BITE

MAT
6

POW
6

13

DESCRIPTION

P+S
18

Chomp This creature can attack with this


weapon only during its turn and can target
only creatures and characters it first hit with
a claw attack that turn.

CLAW
MAT
5

POW
4

P+S
16

POW
4

P+S
16

Abilities: Open Fist

CLAW
MAT
5

Abilities: Open Fist


Grab and Smash If this creature hits the
same target with both claw attacks, after
resolving the attacks it can immediately
make a double-hand throw, head-butt,
headlock/weapon lock, push, or throw power
attack against that target.

INITIATIVE

INIT

12

DEFENSE

DEF

12

ARMOR
ARM 18
(NATURAL ARMOR +5)
WILLPOWER

WIL

15

AGILITY

HY

UE

IN

TE

SIQ

LLE

CT

COMMAND RANGE: 2
BASE SIZE: LARGE
ENCOUNTER POINTS: 18

88

The dire troll stands alone,


a beast so fierce even
other trolls will uproot
themselves and migrate
away when it enters the
region.
Fortunately for other
creatures of Caen, dire
trolls are not numerous.
Their
ferocity
and
territorial nature have
kept them spread thin
across wide regions of
the wilderness. They are
most numerous in the
Wyrmwall
Mountains
and the Scarsfell Forest,
with some few carving out
territories in the Gnarls,
the Cloutsdown Fen, and
other remote wilderness
regions. Dire trolls hunt
and roam across large
areas and have been
known to chase out and
slay any creatures they
consider
competition,
including smaller fullblood trolls. The only
creatures they endure
for extended periods are
diminutive pygmy trolls,
although in recent years
Dhunian shamans have
facilitated
increased
contact and cooperation
between trollkin and dire
trolls.
Just like other full-blood
trolls, dire trolls can
produce whelps when
a body part is severed,
and their whelps can
live several years before
expiring. Some scholars

theorize the great brutes mistake pygs for their own whelps,
but this could be a natural, symbiotic relationship. Even pygs
and whelps can fall prey to a dire trolls hunger, but usually
only after all other sources of food have been exhausted.
For obvious reasons, few have spent any time with dire trolls in
the wild, which has led many to underestimate their intelligence.
Though their culture is primitive, particularly compared to that
of the trollkin, they are far from beasts. They possess a limited
spoken vocabulary and a simple languageone uniquely their
own and not based on Molgur-Trul. This language may predate
the Molgur alliance, which dire trolls were never part of. Those
that are exposed to Molgur-Trul through successful contact
with trollkin may pick up words of that language as well. As
with full-blood trolls, hunger and extreme aggression have
been barriers to more sophisticated culture between dire trolls
and their smaller brethren. The sheer amount of food required
to support their metabolism makes them jealous of each other
and prone to battles for territory.
The main interaction between dire trolls is mating, which
requires searching outside their normal territory. Dire troll
females rarely tolerate males after becoming pregnant and often
drive them away. Dire trolls are born in pairs, and a mother will
care for her young for over a decade. Once they can hunt and
subsist on their own, however, they are driven away.
One of the most remarkable aspects of dire trolls is their
longevity, which is a natural extension of their phenomenal
regenerative powers. Scholars suspect that dire trolls may
live upward of three centuries. Perhaps they have no natural
mortality, only succumbing to maddened frenzies that bring
about their deaths indirectly.
As a dire troll ages, it produces the hardened growths shared by
other troll breeds to a lesser degree. Some are quills that serve
in place of body hair, but they also produce toughened, calcified
skin that becomes increasingly large and rocky with age. These
growths are prominent on the dire trolls shoulders and back
and provide considerable natural protection. Similar growths
are found on full-blood trolls and even elder male trollkin,
particularly on the chin and arms.

COMBAT
Dire trolls are creatures of pure violence and hunger, and they
will throw themselves into combat without hesitation. A dire
troll on the attack is more a force of nature than a thinking
creature. It will tear apart opponents with its talons, bite them
in half with its enormous jaws, and hurl them through the air

ABILITIES:
Fearless This creature never suffers the effects of fear.
Heightened Regeneration This creature regains d3+3 vitality points per hour in
addition to any normal healing.

Spawn Whelps Each time this creature suffers 5 or more damage points from an attack,
it spawns a whelp. A spawned whelp grows to full size in d3+1 days. Dire troll whelps
gain +1 STR.

Native Beast This creature is considered to be a beast native to the wilds of Immoren.

CREATURE TEMPLATES:

Poison Resistance This creature gains boosted rolls to resist poisons and toxins.

Large Specimen, Man-eater, Predator

Power Attacks This creature can make headlock/weapon lock, head-butt, push, slam,
throw, double-hand throw, and trample power attacks.

SKILLS:

Snacking This creature can spend a quick action to devour any living character destroyed
within its melee range to immediately regain d3 vitality points.

with ease. The only way to stop a dire troll from attacking is
to put it down, a task complicated by its natural resilience and
ability to regenerate wounds.

LORE
A character can make an INT + Lore (extraordinary zoology)
skill roll to determine what he knows about this creature. He
learns all the information up to the result of the roll. The higher
the roll, the more he learns.

NAME
Detection
Intimidation
Tracking

STAT
PER
SOC
PER

RANK
2
2
2

STAT+RANK
5
*
5

10: Dire trolls are massive, primitive trolls that are always
hungry and exceedingly violent.
12: Dire trolls keep huge territories and roam through them,
hunting and devouring anything they encounter except pygmy
trolls, for whom they appear to have an affinity.
14: Though not particularly intelligent, dire trolls speak their
own language. Some may also speak limited Molgur-Trul,
which may also signify less hostility to trollkin.

89

VEKTISS
Pack behavior in animals is endlessly fascinating to me, and few sights inspire my admiration for natural cunning as much as a colony of vektiss
on the hunt. I first observed such a spectacle in the woods outside Ohk, where my senior assistant, Lynus, was abducted by a pack of vektiss in
a breathtaking display of cunning stealth and savage coordination. A mob of trained assassins could not have executed such an attack with such
grace and poise! Fortunately for Lynus, we were able to track his captors to their forest lair and extract him before the egg laid in his chest-wound
could hatch. I admit, I am sorry we didnt have more time to lingerI would relish the opportunity to observe the hatching of a vektiss spawn in
an incapacitated prey animal, though I believe Lynus remains less enthusiastic at the prospect.
PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON

PHYSIQUE

PHY

SPEED

SPD

STRENGTH

STR

AGILITY

AGL

PROWESS

PRW

POISE

POI

INTELLECT

INT

ARCANE

ARC

PERCEPTION

PER

BITE

MAT
6

POW
4

P+S
9

Paralytic Poison A living character that


suffers damage from this attack is affected
by this creatures venom. During each of his
Maintenance Phases, he must make a PHY
roll against a target number of 16. (Outside
combat, he must make this PHY roll every
five minutes.) If the roll succeeds, nothing
happens. If the roll fails, his SPD and DEF
are reduced by 1. If his SPD is reduced to 0
as a result of the venom, he is incapacitated
and cannot move until he regains at least 1
point of SPD. If he passes three PHY rolls,
the venom has run its course and no longer
affects him. A character recovers SPD lost
as a result of the venom at a rate of 1 point
per hour.

CLAW
MAT
6

CLAW
MAT
6

POW
5

P+S
10

POW
5

P+S
10

INITIATIVE

INIT

15

DEFENSE

DEF

14

ARMOR
ARM 10
(NATURAL ARMOR +5)
WILLPOWER

WIL

VITALITY: 10
COMMAND RANGE: 2
BASE SIZE: MEDIUM
ENCOUNTER POINTS: 6

90

DESCRIPTION
Vektiss are fearfully lethal
predators, among the
most dangerous naturally
occurring creatures in
western Immoren. An
individual vektiss is an
insectile creature roughly
the size and mass of a
small horse or donkey.
Its jet-black carapace is
covered with dozens of
thorny protrusions, and
its limbs end in razorsharp, chitinous scythes,
which it uses to draw its
prey into its chattering
mandibles. A hunting
group of vektiss combines
the ruthless efficiency of
a hornet swarm with the
cunning and tactics of a
wolf pack.
Vektiss populations are
spread wide across the
temperate
regions
of
western Immoren, and
they can be found in
the depths of forests,
cave systems, and even
mountainsides.
They
range as far north as
Ohk in Khador and as
far south as the southern
Scharde Islands, but the
arid conditions of the
Protectorate of Menoth
and
the
Bloodstone
Marches, as well as the
extreme cold of northern
Khador, seem to provide
a natural limitation upon

the species. Colonies of vektiss are limited by only two factors:


first, their pro imity to a sufficient population of prey animals
such as mountain goats, ulk, or even domesticated livestock;
and second, ruthless culling by fearful human and trollkin
villages. Indeed, an entrenched vektiss colony is so dangerous
that even a hardened Tharn tribe will consider relocating.
Vektiss are typically encountered at night while hunting for
prey or hosts for their young. Hunting vektiss are invariably
male. Their natural camouflage makes them nearly undetectable
in the dark, and a pack will surround its chosen prey in nearly
complete silence. As one, they will descend upon their victim
with tremendous speed, relying on both the shock of their
attack and their paralyzing venom to overpower their prey in a
matter of seconds.
Any prey subdued or killed is dragged back to the colonys
lair, whether that is a naturally occurring cavern or a series of
burrows excavated by the creatures. Prey selected to serve as
food is consumed immediately or left paralyzed and bound in
thick silk, similar to that of a spider, for future consumption.
A worse fate awaits prey selected to serve as host for a vektiss
egg. These victims are paralyzed and bound in a special
chamber, where a female vektiss lays a single egg in one of
their open wounds. The female vektiss then regurgitates
a powerful soporific substance into the prey s mouth. This
substance paralyzes the victim, which will be kept alive as long
as possible. Even after the victims death, the poison preserves
its flesh from decay, ensuring that the young vektiss will have
sufficient meat available when they hatch.
Vektiss are able to track their eggs with uncanny accuracy and
will pursue an implanted victim for great distances, stopping at
nothing to retrieve their young.

COMBAT
Vektiss attack in packs of four or more, and they do so
with stealth and surprise whenever possible. The pack will
coordinate its efforts, paralyzing as many opponents as
possible before chasing down any escapees. Vektiss use their
claws to subdue prey that proves resistant to their venom and
to kill individuals who have been marked as food instead of
potential egg-hosts.

ABILITIES:

CREATURE TEMPLATES:

Egg Detection This creature automatically succeeds in attempts to track a character


who is implanted with a vektiss egg or larva and who is within one mile of this creature.

Juvenile, Pack Hunter, Predator, Vektiss Queen

Prowl This creature is virtually invisible while in the shadows or in terrain that grants
a degree of concealment. This creature gains stealth while within terrain that provides
concealment, the AOE of a spell that provides concealment, or the AOE of a cloud effect.
Take Down This creature can use this ability whenever it incapacitates another character
with an attack and while the incapacitated character is within this creatures melee range.
The incapacitated character regains 1 vitality point and is no longer incapacitated but
is considered to be tied up, unconscious, or otherwise out of action for the rest of the
encounter.

SKILLS:
NAME
Climbing
Detection
Jumping
Sneak

STAT
AGL
PER
PHY
AGL

RANK
2
1
2
3

STAT+RANK
5
5
7
6

Tangled Webs This creature can use this ability on a target on which it uses Take Down.
To use this ability, the creature must be B2B with the target and must spend a full action to
restrain the target with webbing. To free himself, the target must make an AGL + Escape
Artist skill roll against a target number of 16. If the roll succeeds, the target frees himself.
If the roll fails, the target remains restrained. This creature is considered to be trained in
the Rope Use skill for the purpose of Escape Artist skill rolls.

LORE
A character can make an INT + Lore
(extraordinary zoology) skill roll to
determine what he knows about
this creature. He learns all the
information up to the result of the
roll. The higher the roll, the more
he learns.
9: Vektiss are clever, mule-sized,
insect-like creatures that hunt in
packs and attack at night.
11: Vektiss prey upon humans
and animals alike. Their bite is
poisonous, and they sometimes
drag their still-living victims back
to their lairs.
13: Vektiss implant eggs in their
victims.
15: Vektiss can sense implanted
eggs at a great distance and will
track them with furious urgency.
Removing an implanted egg may
throw a pack of vektiss off the hunt.

91

CREATURE TEMPLATES
Western Immoren is home to many deadly creatures. Some
are born with natural talents greater than those of their
fellows; others acquire unique abilities over the course of their
lives. The creature templates in this section represent special
types of animals and antagonists. They allow the Game Master
to modify the creatures of the Iron Kingdoms in order to help
him build rich, varied encounters.

Using Templates
Templates modify creatures in different ways. Some templates
grant additional skills, others replace a creatures usual abilities
with new versions, and many modify a creatures stats. (Several
templates do all this and more!) Each creatures entry in the
Monsternomicon lists suggested templates that can be applied to
it. A creature can have multiple templates, but it cannot benefit
from the same template twice.
Bonuses and penalties from templates are cumulative. For
instance, if a creature gains +2 PHY from one template and
P
from another, it has a total modifier of
P . A stat
cannot be reduced below 1 because of a template.

TEMPLATES AS
STORYTELLING TOOLS
Game Masters are encouraged to use templates as part of
the stories they tell. When selected carefully, templates can
reinforce the theme of an adventure in otherwise everyday
encounters, such as the Blighted and Starving templates in
stories with themes of corruption and desperation.
Game Masters should not feel constrained by a templates
description. Each template can (and should) be interpreted
in a variety of ways. The Man-eater template represents a
creature that has acquired a taste for human flesh, but it
could just as easily represent a character that has suffered
at the hands of mankind often enough that its response to
them is sudden, brutal violence.

modifications to the creature s vitality or life spiral aspects. A


creatures stats and vitality cannot be reduced below 1 because
of a template.)
Modifiers to primary and secondary stats are not applied
to derived stats p.
separate modifiers are provided for
derived stats.
ilit
odifiers This section identifies any abilities the
creature gains or loses as a result of the template.
ill odifiers This section identifies any skills modified by the
template. A skill level cannot be increased above 4 or reduced
below 0 because of a template.
odifier This number modifies the creature s
Point value.

ncounter

Notes: This section provides additional information about the


creature.
For example, an argus with the Alpha template would have PHY 8, STR 8,
INT 4, and WIL 12. It would also gain the Battle Plan: Coordinated Strike,
Feat Points, and Leader of the Pack abilities, as well as the Command 1
and Intimidation 1 skills. By comparison, an argus with the Juvenile
template would have STR 5, PRW 2, and DEF 17. Its new life spiral
would be Physique 6, Agility 4, and Intellect 4, and it would gain the
Find Cover ability.

ADAPTED (ENVIRONMENT)
Description: Some creatures are naturally adapted to the
environments they live in. These creatures can effortlessly
navigate their native environment and easily notice the passage
of others.
tat

odifiers None.

ilit
odifiers A creature with this template gains the
Adapted ability.
Adapted Choose an environment: desert, forest, mountain,
or swamp. This creature gains the Pathfinder ability while in
the chosen environment. Additionally, this creature can reroll
failed Survival and Tracking skill rolls while in the chosen
environment.
ill

odifiers Survival +1 and Tracking +1


odifier +1

Anatomy of a Template

Notes: None.

ALPHA

The various parts of a template are detailed below.


Name: The name of the template appears on this line.
Description: This section provides a brief description of the
template.
tat
odifiers This section lists any modifiers to the
creatures primary, secondary, or derived stats. It also lists any

92

Description: Bigger and stronger than typical members of their


species, alphas are the undisputed leaders of a pack. They earn
their station by displaying their dominance in combat. An alpha
coordinates the efforts of its pack and keeps subordinates in line
through its commanding presence or brutish intimidation.
tat

odifiers +1 PHY, +1 STR, +1 INT, and +2 WIL

ilit
odifiers A character with this template gains the
Battle Plan: Coordinated Strike, Feat Points, and Leader of the
Pack abilities.
Battle Plan: Coordinated Strike This character can spend
1 feat point to use Battle Plan: Coordinated Strike during a
surprise round (Core Rules, p. 201) before a battle. Using a battle
plan is a quick action. When this character uses this battle plan,
each friendly character of this characters type in its command
range can immediately make one attack. After these attacks, the
surprise round ends and the creatures are detected.
Feat Points This character starts each encounter with 1 feat
point. It is allocated 1 feat point at the start of each of its turns. It
can have up to 1 feat point at a time.
Leader of the Pack Friendly characters of this characters type
in its command range gain +1 to attack and damage rolls.
ill

odifiers Command +1 and Intimidation +1


odifier +3

Notes: None.

BLIGHTED
Description: A creature that spends too much time in the
vicinity of a dragon risks being permanently changed and
corrupted as a result of its proximity to the dragons blight.
The effects of dragonblight vary, but they always manifest as a
physical transformation and a warping of the mind. The effects
on creatures of the same species exposed to dragonblight can
manifest in different ways, though the end result is always a
deadly, aggressive creature.
tat odifiers This creature gains +1 PHY and either +6 vitality
or +3 points to the Physique and Agility life spiral aspects, but
suffers 1 INT and 2 WIL.
ilit
odifiers A creature with this template gains two of
the following abilities: Berserk, Chain Attack: Bleed Out, Dodger,
and Night Vision.
Berserk When this creature incapacitates or destroys one or
more enemies with a melee attack during its turn, immediately
after the attack is resolved it must make one additional melee
attack against another character in its melee range.
Chain Attack: Bleed Out When this creature hits the same
living target with all its initial attacks, after resolving the attacks
it can immediately make one additional melee attack against the
target. If the additional attack hits, it does not inflict damage, but
the target must forfeit either its movement or its action during its
next activation.
Dodger When this creature is missed by an enemy attack, it
can immediately advance up to twelve feet (2) after the attack
is resolved unless it was missed while advancing. It cannot be
targeted by free strikes during this movement.
Night Vision This creature treats darkness as dim light and
dim light as bright light.
ill

odifiers Tracking +1
odifier +3

Notes: This template cannot be applied to non-living characters.

CEPHALYX EXULON
Description: Members of an elite cephalyx caste, exulons are
physically atrophied but gifted with immense psychokinetic
power. They are powerful enough to direct their maddened
monstrosities through sheer force of will and telepathic might.
tat

odifiers 1 PHY, +1 ARC, and +2 WIL

ilit
odifiers Change this characters arcane tradition to
focuser (Core Rules, p. 229). In addition, a character with this
template gains the Bond, Psychocaustic Aura, and acrificial
Pawn abilities.
Bond This character can bond to and control a cephalyx
monstrosity. He can allocate focus points only to a monstrosity
he is bonded to, and he is bonded to his prosthetic blades weapon
for the purpose of purchasing attacks and boosting rolls. This
character can spend focus points to heal damage suffered by a
monstrosity in his battlegroup and within his control area. For
each focus point spent, remove 1 damage point from the affected
monstrositys damage grid.
Psychocaustic Aura Living characters that begin their turn
within twelve feet (2) of this character must make a WIL roll
against a target number of 12 + this characters ARC. If the roll
fails, the target suffers Paralysis. (The base DEF of a character
suffering Paralysis becomes 7 and the character cannot run,
charge, or make slam or trample power attacks. Paralysis lasts
for one round.)
acrificial awn
When this character is directly hit by a
ranged attack, this character may choose a friendly nonincorporeal drudge or monstrosity within 3 to be directly
hit instead. That character is automatically hit and suffers all
damage and effects.
ill

odifiers Command +1, Medicine +1, and Research +2


odifier +3

Notes: None.

CEPHALYX MONSTROSITY SUBDUER


Description: Subduers specialize in capturing live specimens
and destroying powerful opponents. The nets they fire can drag
helpless opponents into range of their wicked arm blades or the
clutches of their waiting masters.
tat

odifiers None.

ilit
ill

odifiers None.
odifiers Detection +1 and Intimidation +1

odifier +2
Notes: Cephalyx monstrosity only. This template cannot be
applied to a monstrosity unless it has the net launcher and
impaling blade weapons.

CEPHALYX MONSTROSITY WARDEN


Description: Wardens are monstrosities manufactured to defend
the cephalyx and their facilities from harm.
tat

odifiers +1 PER

ilit
odifiers A creature with this template gains the
Follow Up, Grand Slam, and Shield Guard abilities.

93

Follow Up When this creature slams an enemy, immediately


after the slam is resolved this creature can advance directly
toward the slammed character up to the distance the slammed
character was moved.
Grand Slam This creature can make slam power attacks
without spending focus or being forced. Characters slammed by
this creature are moved an additional 6.
Shield Guard Once per turn, when a friendly character is
directly hit by an attack while within 2 of this creature, this
creature can choose to be directly hit instead. This creature
cannot use this ability if it is incorporeal, knocked down, prone,
or stationary.
ill

CEPHALYX MONSTROSITY WRECKER


Description: reckers speciali e in bringing down fortifications
and mowing through even the toughest resistance.
odifiers +2 PHY and +1 PER

ilit
odifiers A creature with this template gains the Beat
Back Mighty archetype benefit Core Rules, p. 116) and the Chain
Attack: Bloodbath ability.
Chain Attack: Bloodbath If this creature hits the same target
with both its initial attacks with a melee weapon, after resolving
the attacks it can immediately make one melee attack with that
weapon against each character in its LOS and in that weapons
melee range.

Notes: A chieftain is typically armed with the best weapons and


armor in the tribe. This equipment can be worth up to 150 gc.

CROAK CONJOINED TWIN


Description: Some croaks are born conjoined, with two sets of
arms and two heads growing from a single body. These twins are
gifted spellcasters venerated for their sorcerous abilities.
tat

odifiers 1 PHY, 1 SPD, and +4 ARC

ilit
odifiers A character with this template gains the
Conjoined and Will Weaver abilities.
Conjoined When this character becomes exhausted, his turn does
not immediately end, but he still cannot cast spells next round.
Will Weaver This character is a will weaver. Select a COST 2
spell and three COST 1 spells from the storm sorcerer spell list
(Core Rules, p. 144).
ill

odifiers Lore (arcane) +2


odifier +2

Notes: Cephalyx monstrosity only. This template cannot


be applied to a monstrosity unless it has the ball and chain
weapon.

CHIEFTAIN
Description: Chieftains are the leaders of their wilderness
tribes. Many of their responsibilities involve the day-to-day
management of the tribe, but they are expected to lead the tribes
warriors in times of battle. Many maintain their leadership
position through pure martial ability, but some are prized for
their intellect.
odifiers +1 STR or INT and +1 PRW or POI

ilit
odifiers A creature with this template gains either
the Battle Plan: Call to Action ability or the Battle Plan:
Coordinated Strike ability, as well as the Feat Points and
Natural Leader abilities.
Battle Plan: Call to Action This character can spend 1 feat
point to use Battle Plan: Call to Action. Using a battle plan is a
quick action. When a character uses this battle plan, each friendly
character in his command range who is under his command and
knocked down immediately stands up or goes prone.

94

ill odifiers Command +1 and either Hand Weapon +1 or


Great Weapon +1

odifiers None.
odifier +2

tat

Natural Leader This creatures command range increases by 2.

odifier +4

Notes: Cephalyx monstrosity only. This template cannot be


applied to a monstrosity unless it has the mecha fist and hard
head weapons.

ill

Feat Points This creature starts each encounter with 1 feat


point. It is allocated 1 feat point at the start of each of its turns. It
can have up to 1 feat point at a time.

odifiers None.
odifier +2

tat

Battle Plan: Coordinated Strike This character can spend 1 feat


point to use Battle Plan: Coordinated Strike during a surprise round
(Core Rules, p. 210) before a battle. Using a battle plan is a quick action.
When a character uses this battle plan, each friendly character in
his command range can immediately make one attack. After these
attacks, the surprise round ends and the characters are detected.

Notes: Croak conjoined twins wear light armor worth up to 60 gc


and rarely carry weapons.

DEVIL RAT MATRON


Description: Squatting at the heart of a devil rat nest, the devil
rat matron is the mother of a brood, grown enormous and fat
from scraps fed to her by her innumerable progeny.
tat
odifiers 2 SPD, +3 STR, 2 DEF, +4 ARM, and
+6 vitality points
ilit
odifiers A creature with this template gains the
Mother of All Rats and Retaliatory Strike abilities.
Mother of All Rats A devil rat swarm within twelve feet (2) of
this creature gains +1 to attack and damage rolls.
Retaliatory Strike When this creature is hit by a melee attack
made by an enemy at any time other than during this creatures
own turn, after the attack is resolved this creature can immediately
make one normal melee attack against the enemy that hit it.
ill

odifiers Detection +1
odifier +4

Notes: A devil rat with this template is a medium-based


creature, and its bite attack is POW 4.

ilit
odifiers Replace this creatures Scavenged Weapons
ability with the Retaliatory Strike and Two-Weapon Fighting
abilities.

DUSKWOLF MALE
Description: Far less common than the female of the species, a
male duskwolf is typically the chief hunter of its harem.
tat odifiers +1 PRW, +2 DEF, and +2 ARM. In addition, replace
this creatures vitality with the following life spiral:

Retaliatory Strike When this creature is hit by a melee attack


made by an enemy at any time other than during its own turn,
after the attack is resolved this creature can immediately make
one normal melee attack against the enemy that hit it.

odifiers Hand Weapon +2 and Intimidate +1

6
5

odifier +3
Notes: This template cannot be applied to creatures other than
dregg. A dregg with this template is always equipped with a pair
of arm blades.

DREGG RAID MASTER


Description: aid masters are the fierce leaders of dregg
raiding parties. Distinguished by their superior equipment
and martial ability, they command and coordinate their
subordinates in battle.
tat odifiers +1 DEF and +2 ARM. In addition, replace this
creatures vitality with the following life spiral:

PHYS

ECT

IQ

TE

LL

ilit
odifiers A creature with this template loses the
Scavenged Weapons ability and gains the Master Scavenger
ability.
Master Scavenger When designing an encounter with this
creature, roll a d6. On a roll of 1, this creature does not own
a scavenged weapon. On a roll of 24, this creature is also
armed with a melee weapon of the Game Masters choice. On
a roll of
, this creature is also armed with a pistol or rifle
of the ame Master s choice with sufficient ammunition for
ten shots.
odifiers Command +1 and Hand Weapon +2
odifier +4

ilit
odifiers A creature with this template loses the
hadow Camouflage ability and gains the nnerving owl
ability.
Unnerving Howl Once per encounter, this creature can spend
a quick action to unleash a terrifying howl. For one round, this
creature has Terror [16]. Other creatures of this creatures type
are not affected by this ability.
ill

odifiers None.
odifier +4

HUNTER

Notes: A pack of duskwolves normally has only a single male,


though some packs have several juvenile males after the
breeding season.

AGILITY

ill

IQ

ill

AGILITY

PHYS

Two-Weapon Fighting
hile fighting with a one handed
weapon or pistol in each hand, this creature gains an additional
attack for the second weapon but suffers 2 on attack rolls with
the second weapon while doing so.

ECT

odifiers 1 DEF, +3 ARM, and +6 vitality points

LL

tat

TE

Description: All dregg perform body modification and ritual


self-mutilation, but this vicious races pain mongers are masters
of the art. They respond instantly to harm, using it to fuel a
savage retaliation.

Notes: This template cannot be applied to creatures other than


dregg. A dregg with this template is always equipped with a
single arm blade, in addition to whatever it gains from its Master
Scavenger ability.

DREGG PAIN MONGER

Description: Hunters come from every race and region, honing


their skills so they can confront and defeat the beasts of Immorens
wilderness. Though some utilize primitive armaments, others
carry impressive modern weapons.
tat

odifiers +2 STR and +2 ARM

ilit
odifiers A creature with this template gains the
unter, Pathfinder, and Prowl abilities.
Hunter This creature ignores forests, concealment, and cover
when determining LOS or making a ranged attack.
athfinder
penalty.

This creature can move over rough terrain without

Prowl This creature gains stealth while within terrain


that provides concealment, the AOE of a spell that provides
concealment, or the AOE of a cloud effect.
ill odifiers Survival +1, Tracking +2, and your choice of
Archery , ifle , or Thrown eapon
odifier +4

95

Notes: Hunters wear armor worth up to 85 gc. A hunter is


equipped with either a great bow and a quiver of ten arrows, a
avelin uiver and five avelins, or a long rifle with ten rounds of
ammunition.

JUVENILE
Description: A juvenile is a young member of its species, smaller
and less resilient than an adult. Though unable to withstand the
damage an adult can, a juvenile is more likely to go unnoticed in
the heat of battle.
tat odifiers 2 STR, 1 PRW, +1 DEF, and either 3 vitality
points or 1 vitality point from the Physique, Agility, and Intellect
life spiral aspects
ilit
odifiers A character with this template gains the Find
Cover ability.
Find Cover At the start of combat, before initiative is rolled,
this character can immediately advance up to twelve feet (2) and
perform a quick action to take cover or go prone.
ill

odifiers None.

odifiers +1 STR, +1 PRW, +1 PER, and +1 INIT

ilit
odifiers A character with this template gains the Feat
Points and Lone Fighter abilities.
Feat Points This character starts each encounter with 1 feat
point. It is allocated 1 feat point at the start of each of its turns. It
can have up to 1 feat point at a time.
Lone Fighter This character gains +1 to attack and damage rolls
if it is the only character engaging a target.
ill

odifiers Survival +1 and Tracking +1


odifier +5

Notes: Though lone wolves are not accompanied by other creatures,


they can be encountered while attacking other creatures.

MAN-EATER
Description: Many creatures consume the flesh of mankind, but
some develop such a taste for it that they go out of their way to
prey on human targets. These bloodthirsty specimens have honed
their killing prowess in order to sate their discriminating palate.
tat

odifier 2

odifiers +1 PRW

Notes: Juvenile characters tend to stay away from combat when


possible and rely on adult characters to protect them.

ilit
odifiers A creature with this template gains the Blood
Thirst, Critical Shred, and Snacking abilities.

LARGE SPECIMEN

Blood Thirst This creature gains +2 movement when it charges


a living character.

Description: All creatures occasionally produce massive


examples of their kindspecimens able to mete out and
withstand more punishment than normal. These enormous
creatures possess great strength, but their movements can be
ponderous, and moving without being detected is much more
difficult for them.
tat odifiers 1 DEF, +2 ARM, and either +6 vitality points or
+3 vitality points to the Physique and Agility life spiral aspects
ilit
odifiers A character with this template gains the
Brute Force and Big Un abilities.
Brute Force This character gains an additional die on melee
damage rolls.
Big Un This character is treated as being one base size larger
than normal, up to a maximum of large-based. A small-based
character is treated as medium-based, and a medium-based
character is treated as large-based.
ill

odifiers Sneak 2
odifier Base cost x 2

Notes: None.

LONE WOLF
Description: Lone wolves are creatures that have adapted
to hunting, fighting, and living alone. In animals, this is the
product of territorial behavior. Young males seen as a threat to
an alphas dominance of a pack are driven out of its territory. In
intelligent races, lone wolves are exiles from their society driven
out for some crime or misdeed, or simply those who prefer to live
alone. uch solitary creatures are often fierce fighters that rely
only on their own talents and capabilities to survive.

96

tat

Critical Shred On a critical hit with a melee attack, after the


attack is resolved this creature can make one additional melee
attack against the character hit.
Snacking This creature can spend a quick action to devour any
destroyed living character within its melee range to immediately
regain d3 vitality points.
ill

odifiers None.
odifier +4

Notes: Man-eaters prioritize living and undead characters


as targets and ignore steamjacks and other constructs unless
attacked by them.

PACK HUNTER
Description: Pack hunters hunt as a group. Working in tandem,
they exploit opportunities created by their pack mates to bring
down larger prey.
tat

odifiers +1 PER

ilit
odifiers A creature with this template gains the Pack
Tactics and Pull Down abilities.
Pack Tactics If this creature misses an attack against a target
engaged by one or more friendly creatures of this creatures type
with the Pack Tactics ability, it can reroll the attack.
Pull Down On a critical hit with a melee attack against a target
with an equal- or smaller-sized base, the target is knocked down.
ill

odifiers Tracking +1
odifier +2

Notes: None.

PESTILENT HOLLOWED
Description: In its wanton attempts to sate the supernatural
hunger driving it, a hollowed is often exposed to diseases carried
by its prey. Most diseases cannot thrive on the dead flesh of a
hollowed, but the creature is occasionally exposed to a strain
capable of flourishing within it. This pestilent variant is more
dangerous than typical hollowed. Even those who escape death
at its claws run the risk of a prolonged and excruciating death
from the pestilence it carries.
tat

Two-Weapon Fighting
hile fighting with a one handed
weapon or pistol in each hand, this character gains an additional
attack for the second weapon but suffers 2 on attack rolls with
the second weapon while doing so.
ill

odifiers None.
odifier +3

Notes: Pistol wraith only. A pistol wraith with this template


carries two wraithlock pistols.

odifiers None.

ilit
odifiers A creature with this template gains the
Pestilent and Rupture abilities.
Pestilent A living character damaged by an unarmed melee
attack made by this creature has a chance of being infected.
Immediately after the attack has been resolved, the damaged
character must make a PHY roll against a target number of 14.
If the roll succeeds, the character resists the disease. If the roll
fails, the character is infected. The first symptoms manifest after
d6 + 6 hours, at which time the character suffers nausea and an
elevated temperature. Every six hours thereafter, the character
must make an additional PHY roll against a target number of
16. (Reduce this number to 12 if the character remained in bed
for the previous six hours.) If the character passes three of these
rolls, he fights off the disease. If the character fails three of these
rolls, the disease moves on to the advanced stage.

PISTOL WRAITH SPELLSLINGER


Description: Spellslingers are pistol wraiths risen from gun
mages. Able to utilize the magic they possessed in life, they are
extremely deadly combatants.
tat odifiers A spellslinger is a will weaver with ARC 4. The
Game Master should select one COST 2 and two COST 1 spells
from the following list:
SPELL NAME

COST

RUNE SHOT: ACCURACY

RNG AOE
1

SELF

POW

UP

OFF

NO

NO

The spellcasters next rune shot ranged attack roll this turn is boosted.

RUNE SHOT: BRUTAL

SELF

NO

NO

The spellcasters next rune shot ranged attack gains a boosted damage roll
against the target directly hit.

RUNE SHOT: IRON ROT

SELF

NO

NO

If the spellcasters next rune shot ranged attack this turn directly hits a
steamjack, the steamjack suffers d3 damage points in addition to any other
damage and effects from the attack.

During the diseases advanced stage, the character must make


a PHY roll against a target number of 16 every three hours.
(Reduce this number to 12 if the character remained in bed
for the previous six hours.) For each roll that fails, reduce the
characters PHY by 1. If the characters PHY is reduced below
, he dies. If the character passes three of these rolls, he fights
off the disease.

RUNE SHOT: MOLTEN SHOT

Rupture When this creature is destroyed by an attack, center a


4 AOE on it. All living characters within the AOE must make a
PHY roll with a +2 bonus to resist infection.

The spellcasters next rune shot ranged attack is completely silent and gives
no sign of being fired. either the firing of the weapon nor the impact of its
ammunition causes a sound. Any immediate sound from a target that is hit,
such as a scream, a shout, or the fall of a body, is silenced.

ill

odifiers None.
odifier +4

Notes: None.

PISTOL WRAITH DEATH DEALER


Description: Death dealers are vicious pistol wraiths proficient
in dual-wielding deadly wraithlock pistols.
tat

odifiers None.

ilit
odifiers Death dealers gain the Ambidextrous, Chain
Attack: Death Chill, and Two-Weapon Fighting abilities.
Ambidextrous This character does not suffer the second
weapon penalty while using the Two-Weapon Fighting ability.
Chain Attack: Death Chill If this character hits the same target
with both his initial pistol attacks, after resolving the attacks he
can immediately make one additional ranged attack against that
target. If the additional attack hits, it does not inflict damage, but
the target hit must forfeit either its movement or its action during
its next activation.

SELF

NO

NO

If the spellcasters next rune shot ranged attack this turn directly hits a
target, the target directly hit suffers the Fire continuous effect.

RUNE SHOT:

SELF

NO

NO

SHADOW FIRE:
If the spellcasters next rune shot ranged attack this turn hits a target, for one
round friendly characters can ignore the target when determining LOS and
making ranged or magic attacks.

RUNE SHOT: SILENCER

RUNE SHOT:

SELF

SELF

NO

NO

NO

NO

SPONTANEOUS COMBUSTION:
If the spellcasters next rune shot ranged attack destroys a living character,
center a
A
cloud effect on the destroyed character, then remove the
destroyed character from the table. The AOE remains in play for one round.

RUNE SHOT:

SELF

NO

NO

THUNDERBOLT
If the spellcasters next rune shot ranged attack this turn directly hits a
target, the target is pushed d directly away from the spellcaster. n a
critical hit, the target is knocked down after being pushed.

RUNE SHOT: TRICK SHOT

SELF

NO

NO

If the spellcasters next rune shot ranged attack this turn directly hits a
target, choose a character within twenty four feet
of the target. After the
attack is resolved, the spellcaster immediately makes a ranged attack roll
against the chosen character. If the chosen character is hit, he suffers a magic
damage roll with a POW equal to that of the spellcasters ranged weapon
but does not suffer any effects of other rune shot spells cast on the original
attack. The point of origin for this damage is the target originally hit.

ilit
ill

odifiers None.
odifiers None.

odifier +5
Notes: Pistol wraith only. A pistol wraith with this template
carries two wraithlock pistols.

97

PREDATOR
Description: Equally cautious and deadly, predators use shadows
and terrain to their advantage as they wait for the perfect strike.
Some species are natural predators, while others have learned to
perfect their methods through repeated conflicts.
tat

ill

odifiers +1 AGL

ilit
odifiers A creature with this template gains the
Ambush, Hunter, and Prowl abilities.
Ambush During the first round of an encounter, this creature
gains boosted attack and damage rolls against enemies that have
not yet activated that encounter.
Hunter This creature ignores forests, concealment, and cover
when determining LOS or making a ranged attack.
Prowl This creature gains stealth while within terrain
that provides concealment, the AOE of a spell that provides
concealment, or the AOE of a cloud effect.
ill

odifiers Sneak +1
odifier +3

Notes: None.

PROTECTOR
Description: Some creatures protect their young to such an
extreme that they will shield them from harm with their own
bodies. Anything that manages to injure these creatures
offspring is ferociously attacked.
tat

odifiers None.

ilit
odifiers A creature with this template gains the
Defender and Shield Guard abilities.
Defender Once per round, when a friendly creature of this
creatures type within its command range is hit with an enemy
attack, immediately after the attack has been resolved this
creature can advance toward the enemy up to twelve feet (2) and
make one melee attack.
Shield Guard Once per turn, when a friendly creature of this
creatures type is directly hit by an attack while within 2 of this
creature, this creature can choose to be directly hit instead. This
creature cannot use Shield Guard if it is incorporeal, knocked
down, prone, or stationary.
ill

odifiers None.
odifier +2

Notes: None.

RAZORBAT KING
Description: The razorbat king is a massive razorbat breed
with an extremely wide range of territory. Its saliva is a potent
anticoagulant, which it uses to coat its barbed tail.
tat

odifiers +2 SPD, +3 STR, and 2 DEF

A razorbat with this template is a medium-based model and has


10 vitality points.
ilit
odifiers Replace this creatures Distracting and Kill
Shot abilities with the Ride-By Attack ability.

98

Ride-By Attack This creature can combine its movement and


action during its turn to make a ride-by attack. To use this ability, this
creature must declare a ride-by attack at the start of its activation. It
then makes a full advance and can halt its movement at any point to
make its attacks. After its attacks, it resumes its normal movement.
odifiers Detection +1
odifier +4
Notes: Replace this creatures sonic screech and slash weapons
with the following:
Wounding A character who suffers
damage from this weapon suffers
1 damage point during each of his
Maintenance Phases until the wound
is treated by a character with at least one level in the Medicine skill. A character
must spend a full action to treat the wound but does not need to make a skill roll.

BARBED TAIL
MAT
6

POW
6

P+S
12

RESILIENT
Description: Whether because of their regenerative capability,
magical endowment, or sheer orneriness, some creatures are just
harder to kill than others.
tat odifiers +6 vitality points or +2 vitality points to the
Physique, Agility, and Intellect life spiral aspects
ilit
odifiers A creature with this template gains the
Tough ability.
Tough When this character is disabled, roll a d6. On a 5 or 6,
the character heals 1 vitality point, is no longer disabled, and is
knocked down.
ill

odifiers None.
odifier +3

Notes: None.

RUNT
Description: Runts are stunted due to disease, malnutrition, or
both. Though most runts are unable to withstand much damage,
they can still drag larger prey down to their level.
tat odifiers 1 PHY, 1 STR, +1 DEF, and either 3 vitality
points or 1 vitality point from the Physique, Agility, and Intellect
life spiral aspects
ilit
odifiers A creature with this template gains the Pull
Down and Small Fry abilities.
Pull Down When this creature critically hits a character with
an equal- or smaller-sized base with a melee attack, the target is
knocked down.
Small Fry This creature is treated as being one base size
smaller than normal, to a minimum of small-based. A mediumbased creature is treated as small-based, a large-based creature
is treated as medium-based, and a huge-based creature is treated
as large-based. Increase the distance of all push, slam, and throw
Power attacks made against this creature by six feet (1).
ill

odifiers None.
odifier None.

Notes: None.

SKITTISH
Description: Many creatures innately distrust new and unusual
surroundings. Such creatures always check their surroundings
and move cautiously to avoid being caught in a trap or an
ambush. This caution makes them likely to flee combat once it
commences.
tat

odifiers +1 PER, 1 INIT, and 2 WIL

ilit
odifiers A creature with this template gains the
Dodger ability.
Dodger When this creature is missed by an enemy attack, it
can immediately advance up to twelve feet (2) after the attack
is resolved unless it was missed while advancing. It cannot be
targeted by free strikes during this movement.
ill

odifiers Sneak +1
odifier 2

Notes: kittish creatures are more likely to flee from combat than
to fight to the bitter end. If a skittish creature is presented with a
good avenue of escape, it will try to take it.

SPECTER, EPIC
Description: These beings are the spirits of the most powerful
and deranged dead, many of which have lingered on Caen for
centuries. Their prolonged, awful existence has ripped away any
vestige of sanity or compassion they had, rendering them violent
and unstable.
tat

ilit
odifiers A creature with this template gains the
Desperate ability.
Desperate This creature can reroll a failed WIL roll to ignore
the effects of fear. For the purposes of Intimidation skill rolls,
this creature is always treated as having a stat + Intimidation
level equal to that of the intimidating character.
ill

ill odifiers A creature with this template retains any skills


it had in life, and it has level 4 in each skill.
odifier See Specter, p. 76.
Notes: Specter only. A specter with this template cannot have the
Specter, Veteran template.

SPECTER, VETERAN
Description: These beings are the spirits of those with very
powerful wills lingering on Caen. They are able to manipulate
the physical world and those who trespass in their domain.
odifiers WIL 14 and +2 Command Range

ilit
odifiers A creature with this template can have up to
five deathly endowments.
ill odifiers A creature with this template retains any skills
it had in life, and it has level 3 in each skill.
odifier See Specter, p. 76.
Notes: Specter only. A specter with this template cannot have the
Specter, Epic template.

STARVING
Description: Finding food in the wilderness is a daily struggle.
Desperate, starving creatures venture into dangerous situations
they would otherwise avoid when the promise of a meal is at stake.

odifiers None.
odifier 3

Notes: This template cannot be applied to non-living characters.

STEALTHY
Description: Stealthy creatures possess talents or natural
camouflage that allows them to blend in with their surroundings
and move unnoticed.
tat

odifiers None.

ilit
odifiers A creature with this template gains the Prowl
and Sneaky abilities.
Prowl This creature gains stealth while within terrain that grants
cover or provides concealment, the AOE of a spell that grants cover
or provides concealment, or the AOE of a cloud effect.
Sneaky This creature gains boosted Sneak skill rolls.
ill

odifiers WIL 16 and +4 Command Range

ilit
odifiers A creature with this template can have up to
seven deathly endowments.

tat

tat odifiers 1 PHY, 1 STR, +1 PRW, and either 3 vitality


points or 3 vitality points from the Physique life spiral aspect

odifiers Sneak +1
odifier +2

Notes: None.

SWARM
Description: Some creatures work together in enormous
swarms of hundreds of individuals to drive off intruders or
bring down prey. They overwhelm even large creatures by
enveloping them, crawling through gaps in their armor, and
killing them with countless bites and scratches.
tat

odifiers +6 vitality points per base

ilit
odifiers A creature with this template gains the
Anatomical Precision, Circular Vision, and Swarm abilities.
Anatomical Precision When this creature hits a living target
with a melee attack but the damage roll fails to exceed the
targets ARM, the target suffers d3 damage points.
Circular Vision This creatures front arc extends to 360.
Swarm A swarm is composed of dozens or even hundreds
of individuals. Rather than representing each individual as a
separate model on the tabletop, a swarm should be represented
as a single character on a large base. Bigger swarms could be
represented as 3 to 5 (or more) large-based models in play.
A swarm cannot be targeted by free strikes. A character
attacking a swarm rolls one less die on his non-AOE or nonspray attack damage rolls against the swarm. When a swarm
suffers sufficient damage to be incapacitated, instead of being
completely destroyed the swarm is generally considered to
have scattered.

99

ill

odifiers None.

tat

odifier +2 per base


Notes: Each melee weapon this creature has gains Thresher.
Thresher When this creature makes a melee attack with this weapon, make one
melee attack against each creature or character in this creatures LOS and this
weapons melee range.

SWIFT
Description: Ideally suited to running down prey or avoiding
predators, swift creatures are lean natural hunters able to cross
great distances in mere moments.
tat

odifiers 1 PHY, +1 SPD, and +1 DEF

ilit
odifiers A creature with this template gains the Fleet
Foot ability.

ilit
odifiers A creature with this template gains the
Implant Egg ability.
Implant Egg This creature can implant an egg in an incapacitated
character. The egg will hatch d3 days after implantation, after
which the larva will begin to consume the character s flesh from
within. Once the larva hatches, the character cannot regain
vitality points by any means and suffers d3 damage every six
hours. If the host character is incapacitated, he dies and a juvenile
vektiss emerges from his corpse.
To extract an implanted egg or a larval vektiss from a host, a
character must make an INT + Medicine skill roll against a target
number of 15. If the roll succeeds, the character safely extracts the
egg or larval vektiss. If the roll fails, the host immediately suffers
d3 damage points.
ill

odifiers None.
odifier +4

Fleet Foot When this creature runs, it does so at SPD x 3.


ill

odifiers +1 PHY and +2 STR

Notes: None.

odifiers None.
odifier +1

WILD IRON MAIDEN

Notes: None.

TRAINED
Description: Some creatures are trained to serve as watchdogs
and hunting companions. They are taught to follow simple
commands, such as attacking selected targets, retrieving objects,
tracking prey, and defending locations or individuals. Having
learned to rely on their masters for food and safety, trained
animals are less clever than wild specimens.
tat

odifiers 1 INT and +1 PER

ilit
odifiers A creature with this template gains the
Trained ability.
Trained This creature automatically follows simple commands
given to it by its owner or trainer, such as coming closer or moving
in a particular direction. To give this creature a complex command
such as to attack, the character must spend a quick action and make
an Animal Handling skill roll against a target number of 12. If the roll
succeeds, this creature follows the command to the best of its ability.
A trained creature acts according to the Game Masters discretion.
ill
odifiers Detection +1 and either Intimidation +1 or
Tracking +1
odifier +2
Notes: To train a wild creature, a character must have control of it and
must spend a number of weeks training it equal to half its WIL. At the
end of this time, the character makes an INT + Animal Handling skill
roll against a target number equal to the creatures WIL + 2. If the roll
succeeds, the character successfully trains the animal. If the roll fails,
the character can make a new skill roll after another week of training.

VEKTISS QUEEN
Description: Vektiss queens are female vektiss that implant eggs
in the colonys prey, turning them into hosts for their young. Larger
than the males, vektiss ueens command a colony of between five
and thirteen adults and attend to dozens of larval vektiss.

100

Description: Iron maidens that have broken the bonds enslaving


their spirits are savage killers. Driven to murder the living as
repayment for centuries of servitude, wild iron maidens are
swift and deadly combatants often found in the overgrown ruins
of their former masters estates. A wild iron maidens hatred of
the living is so great it will continue to rend a victims body even
after it has been slaughtered.
tat

odifiers None.

ilit
odifiers A creature with this template gains the Berserk,
Chain Attack: Laceration, Relentless Charge, and Savagery abilities.
Berserk When this creature incapacitates or destroys one or
more enemies with a melee attack during its turn, immediately
after the attack is resolved it must make one additional melee
attack against another character in its melee range.
Chain Attack: Laceration If this creature hits the same living
target with its initial melee attacks, after resolving the attacks it
can immediately make one additional melee attack against that
target. If the additional attack hits, it does not inflict damage, but
the target suffers 1 damage point to each branch of its life spiral.
Relentless Charge This creature ignores penalties for rough
terrain while charging.
Savagery When this creature incapacitates a living character
with a melee attack, this creature must make a WIL roll against
a target number of 16. If the roll succeeds, this creature can
act normally. If the roll fails, this creature must spend its next
activation attacking the incapacitated target.
ill

odifiers None.
odifier +5

Notes: Wild iron maidens dwell in abandoned wilderness ruins,


often the site of the imprisoned spirits home. They ignore the
passage of wild animals but treat intelligent races as intruders
and enemies.

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