True20 Conan v1 01
True20 Conan v1 01
True20 Conan v1 01
CONAN
ADVENTURE IN
ROBERT E HOWARDS HYBORIAN AGE
USING GREEN RONINS TRUE20
ROLE PLAYING SYSTEM
Table of Contents
Introduction
Chapter 1: Hero Creation
2
3
Backgrounds
Hyborian Age Races
Hyborian Age Nations
Core Abilities
3
3
6
10
Chapter 2: Skills
11
Craft
Knowledge
Language
Perform
11
11
11
12
Chapter 3: Feats
Feats
Traits
Chapter 5: Equipment
Weapons
Weapon Descriptions
Materials
Alchemical Items
Herbs
Poisons
Poison Mishaps
Poison Descriptions
Unusual Items
13
13
15
16
16
16
16
17
17
17
18
19
19
19
19
19
19
19
19
20
20
20
21
22
22
22
23
24
27
30
30
31
31
34
38
Heroic Paths
Adept Paths
Expert Paths
Warrior Paths
Codes of Honor
Hyborian Age Religions
38
38
39
40
40
40
44
Hero Creation
Technology
Weapons & Armor
Medicine
Sanity
Corruption
Adding Flavour
Magic Items
Organisations
Sorcerous Societies
Religious Cults
Criminal Gangs
Scholarly Libraries
Military Units
44
44
44
44
44
44
45
45
45
45
46
46
47
48
Chapter 8: Adversaries
50
Races
Acheronian
Templates
Child of Ishiti
Child of Jhebbel-Sag
Mummy (Living Ka)
Mummy of Ahriman
Salome
Sorcerous Mummy
Spawn of Dagoth Hill
Vampire (Hyborian)
New Traits
New Feats
Bestiary
Animals
Demons
Demon Lords
Heroes & Villains
Men
Monsters
30
34
35
35
37
50
50
50
50
51
51
51
51
52
52
52
52
53
53
53
59
68
71
77
85
INTRODUCTION
Know, O Prince, that between the years when the oceans drank Atlantis and the gleaming cities, and the years
of the rise of the sons of Aryas, there was an Age undreamed of, when shining kingdoms lay spread across
the world like blue mantles beneath the starsNemedia, Ophir, Brythunia, Hyperborea, Zamora with its dark
haired women and towers of spiderhaunted mystery, Zingara with its chivalry, Koth that bordered on the
pastoral lands of Shem, Stygia with its shadowguarded tombs, Hyrkania whose riders wore steel and silk and
gold. But the proudest kingdom of the world was Aquilonia, reigning supreme in the dreaming west. Hither
came Conan, the Cimmerian, blackhaired, sulleneyed, sword in hand, a thief, a reaver, a slayer, with gigantic
melancholies and gigantic mirth, to tread the jeweled thrones of the Earth under his sandaled feet.
WELCOME
TO
HYBORIA!
Vaelorn
June 2014
vaelorn.wordpress.com
Original Conan: The Roleplaying Game development by Mongoose Publishing Ltd. CONAN THE
BARBARIAN and related logos, characters, names and distinctive likenesses thereof are trademarks of
Conan Properties International LLC unless otherwise noted.
This is a derivative fan production work based on original work by Robert E Howard, Mongoose
Publishing Ltd and Steve Jackson Games, amongst others.
Names and concepts herein are copyrighted by their respective owners and this work does not constitute a
challenge to the ownership of said names and concepts. The unique text of this document is copyrighted
2014. This document is produced for fans personal use and may not be bought or sold.
2
CHAPTER 1:
HERO CREATION
He seemed more a part of the sun and high places of the outlands. His slightest movement spoke of steel
spring muscles knit to a keen brain with the co-ordination of a born fighting man. There was nothing
deliberate or measured about his actions. Either he was perfectly at reststill as a bronze statueor else he
was in motion, not with the jerky quickness of overtense nerves, but with a catlike speed that blurred the sight
which tried to follow him.
BACKGROUNDS
WAZULI
The Wazuli are largely nocturnal and prefer to do their
raiding during the night. Like other Himelians, they are
a hardy and usually hospitable folk.
Ability Adjustments: None
Bonus Feats: Favoured Terrain* (Mountains), Night
Vision, Talented (Notice and Stealth)
Bonus Skills: Stealth, Survival
Traits: Light SensitivityB, Superstitious*
Favored Feats: Hide in Plain Sight, Tough
Country: Ghulistan
HYBORIAN
CIMMERIAN
ARGOSSEAN/BARACHAN
Originally pure blood Hyborians, the Argosseans have
mixed with many other races, particularly the Zingarans
and the Shemites. Most are short and stocky. They make
superb sailors, traders and pirates. Renegade Argosseans
have colonised the Barachan Islands, which is now a
pirates haven.
Ability Adjustments: None
Bonus Feats: Talented (Drive and Gather Information),
Talented (Acrobatics and Escape Artist)
Bonus Skills: Acrobatics, Gather Information
Trait: None
Favored Feats: Choose any two feats
Country: Argos, Barachan Islands
HIMELIAN
CHAPTER 1
HERO CREATION
BOSSONIAN
The yeomen of the Bossonian Marches are renowned the
world over for their archery skills and stalwart, well-nigh
unconquerable defence. They are of medium height and
complexion and have brown or grey eyes. Bossonians are
generally closely allied with Aquilonia but often serve as
mercenaries throughout the world.
Ability Adjustments: None
Bonus Feats: Bossonian Longbowman*, Defensive
PositionW
Bonus Skills: One skill of the players choice
Trait: None
Favored Feats: Choose any two feats
Country: Aquilonia (Bossonian Marches)
IRANISTANI
GUNDERMAN
Universally tawny-haired and grey-eyed, the Gundermen
are very nearly pure-blooded descendants of the original
Hyborian tribes. Though Gunderland is technically a
province of Aquilonia, it was an independent kingdom
for so long that the Gundermen do not truly consider
themselves Aquilonians and likely never will. However,
they march willingly to Aquilonias wars and are regarded as the finest heavy infantry in the known world.
Ability Adjustments: None
Bonus Feats: Attack Focus (Pike), Iron Will
Bonus Skills: One skill of the players choice
Trait: None
Favored Feats: Choose any two feats
Country: Aquilonia (Gunderland)
KHITAN
HYPERBOREAN
Many Hyperboreans are still tawny-haired and greyeyed like the original Hyperborean tribe. However, the
influence of Nordheimer blood has been strong for hundreds of years, so Hyperboreans can have a variety of
skin, eye and hair colourings. All tend to be gaunt, bigboned, violent and slow of speech.
Ability Adjustments: +1 Constitution, 1 Charisma
Bonus Feats: Skill Focus (Intimidate), Talented (Craft
(Masonry) and Knowledge (Arcana))
Bonus Skills: One skill of the players choice
Trait: Slow Speaking*
Favored Feats: Choose any two feats
Country: Hyperborea
KUSHITE
TAURAN
The Tauran region of Aquilonia is a mixture of agricultural lands and wilderness with no large settlements.
Often regarded as backwards yokels in comparison to the
more urban areas, they make excellent woodsmen.
Ability Adjustments: None
Bonus Feats: Favored Terrain (Forests)*, Track
Bonus Skills: Knowledge (Nature), Survival
Trait: None
Favored Feats: Choose any two feats
Country: Aquilonia (Tauran)
CHAGA
The ruling caste of the Kushites, known as the Chagas,
are partially of Stygian descent and are taller than the
ordinary Kushites. The Chagas and Gallahs exist in a
constant state of tension that could at any time break out
into open conflict.
Ability Adjustments: None
Bonus Feats: Choose any two feats from: Exotic
Weapon Training (Stygian Bow), Talented (Sense
Motive and Stealth), Track
Bonus Skills: None
Trait: Illiterate*
HYRKANIAN
CHAPTER 1
HERO CREATION
GHANATA
Despite living in the Southern Desert, the Ghanatas are
closely related to the folk of the northern Black
Kingdoms but have enough dierences to be considered
a separate race.
Ability Adjustments: None
Bonus Feats: Favored Terrain* (Desert), Ghanatan
Tribesman*
Bonus Skills: Ride, Stealth
Trait: Illiterate*
Favored Feats: Light Weapon SpecializationW, Favored
Environment (Desert) W
Country: Black Kingdoms
PELISHTIM
The ancient Pelishtia region of western Shem is home to
the Pelishtim, a race of noted warriors and sorcerers.
They can be found throughout the world, for their wise
men often wander far in search of knowledge and their
mercenaries will take service anywhere between Zingara
and Turan.
Ability Adjustments: None
Bonus Feats: Favored Terrain* (Plains), Shemite
Archer*
Bonus Skills: Blu, Knowledge (Arcana)
Trait: Fatalistic*
Favored Feats: Favored EnvironmentW (Plains),
Finishing BlowW
Country: Shem (Pelishtia)
NORDHEIMER
SOUTHERN TRIBESMAN
PICT
DARFARI
Whilst regarded as one of the northern Black Kingdoms,
Darfari are similar both physically and culturally to the
Southern Islanders and tribes of the southern Black
Kingdoms. They prefer bludgeons as weaponry and are
distinctive for their extremely kinky hair.
Ability Adjustments: None
Bonus Feats: Attack Focus (Club), Natural Attack
(Bite), Skill Focus (Perform (Drums))
Bonus Skills: Perform (Drums), Intimidate
Trait: Illiterate*, Terrified*
Favored Feats: CannabilizeW, Smashing BlowW
Country: Darfar
SHEMITE
Most Shemites roam the uncharted deserts in the eastern half of Shem and beyond as far as the kingdom of
Turan, though the typical Hyborian is far more likely to
meet a more settled Meadow Shemite from one of the
many pastoral settlements to the west.
Ability Adjustments: None
Bonus Feats: Favored Terrain* (Desert), Shemite
Archer*
Bonus Skills: Blu, Notice
Trait: Fatalistic*
Favored Feats: Craftsmans EyeE, Finishing BlowW
Country: Shem
STYGIAN
MEADOW SHEMITE
Most adventuring Shemites from the western meadow
cities are mercenary soldiers rather than desert nomads.
Meadow Shemites usually consider themselves members
5
CHAPTER 1
HERO CREATION
VENDHYAN
Vendhyan societies are probably the most advanced outside of the West and Khitai and feature highly sophisticated systems of government and religion. Vendhyans
tend to have light brown to mid-brown skin, straight
black hair and large dark eyes. Vendhyan adventurers are
almost always from the Kshatriya caste, the ancient warrior aristocracy of Vendhya.
Ability Adjustments: None
Bonus Feats: Talented (Diplomacy and Sense Motive),
Talented (Knowledge (Geography) and Knowledge
(History))
Bonus Skills: Diplomacy, Sense Motive
Trait: Superstitious*
Favored Feats: Natal AstrologyA, Spirited Charge
Country: Vendhya
AQUILONIA
ZAMORIAN
ARGOS
Most Zamorians are black-haired and of dark complexion. Now regarded as an ancient and evil race they are
descended from the Zhemri, a mysterious race said to be
one of the first human peoples.
Ability Adjustments: +1 Dexterity, 1 Strength
Bonus Feats: Talented (Disable Device and Gather
Information), Favored Terrain* (Urban)
Bonus Skills: Disable Device, Sleight of Hand
Trait: Untrustworthy*
Favored Feats: Choose any two feats
Country: Zamora
ZINGARAN
ASGARD
Most Zingarans are black-haired and dark of complexion. They are lean and dangerous-looking in appearance
and have fiery tempers. The warriors of eastern Zingara
sport black moustaches.
Ability Adjustments: +1 Charisma, 1 Constitution
Bonus Feats: Talented (Acrobatics and Sense Motive),
Zingaran Fencing School*
Bonus Skills: Blu or Drive, Escape Artist
Trait: Suspicious*
Favored Feats: Insightful Strike, Sneak Attack
Country: Zingara
BARACHAN ISLES
CHAPTER 1
HERO CREATION
BLACK KINGDOMS
them in screaming battle. Darfar is named for the scattered cannibalistic grassland tribes which provide the
drive for empire.
Race: Southern Tribesman (Darfari)
Native Language: Darfari
Bonus Languages: Black Kingdoms, Keshani, Kushite,
Stygian
Technology: Stone Age
GHULISTAN
BORDER KINGDOM
Ghulistan lies in the southwestern foothills of the Himelian Mountains. It is inhabited by warlike tribes of
mountaineers, who raid the northern reaches of Vendhya
for spices and gold.
Race: Himelian, Wazuli
Native Language: Ghulistani
Bonus Languages: Kosalan, Hyrkanian, Vendhyan
Technology: Iron Age
HYPERBOREA
BRYTHUNIA
HYRKANIA
CIMMERIA
IRANISTAN
CORINTHIA
KESHAN
DARFAR
CHAPTER 1
HERO CREATION
CHAPTER 1
HERO CREATION
KUSH
Race: Kushite
Native Language: Keshani
Bonus Languages: Black Kingdoms, Kushite,
Shemitish, Stygian
Technology: Iron Age
KHAURAN
MERU
KHITAI
NEMEDIA
Nemedia, the central pillar of Hyborian culture and civilization, stands ever in defiance to their habitual foes,
mighty Aquilonia. The gleaming Nemedian knights are
rightly proud for their army which is as diverse as it is
deadly.
Race: Hyborian
Native Language: Nemedian
Bonus Languages: Aquilonian, Brythunian, Corinthian,
Ophirian
Technology: Age of Reason
KHORAJA
OPHIR
KOSALA
PICTLAND
Savage, warlike, brutish, persistently resistant to civilizing influences, the Picts inhabit the primal forest of the
Pictish Wilderness.
Race: Pict
Native Language: Pictish
Bonus Languages: Aquilonian, Cimmerian,
Nordheimer, Zingaran
Technology: Bronze Age
KOTH
PUNT
CHAPTER 1
HERO CREATION
SHEM
ZAMORA
ZEMBABWEI
STYGIA
ZINGARA
TURAN
CORE ABILITIES
VANAHEIM
VENDHYA
CHAPTER 2:
SKILLS
Wits and swords are as straws against the wisdom of the Darkness...
This chapter describes modifications to the True20 skills
when used in a Hyborian Age setting. Generally this is
simply to add flavour to the setting: the majority of skills
can be used with no changes.
CRAFT
The following Craft specializations are available to Hyborian Age characters. Others specializations, such as the
arts (painting, sculpture etc.) are available if desired, but
might be of limited use! Note that alchemy and
herbalism are craft skills as they both require tools.
Alchemy: Creation of alchemical concoctions,
including some poisons and supernatural items.
Blacksmithing: Working metal (including iron and
bronze) to make armor, weapons and tools.
Bowyer: Making bows, crossbows and their
ammunition.
Calligraphy: Writing, including creating and copying
books and scrolls.
Carpentry: Creation and repair of wooden items,
including wooden weapons.
Herbalism: The identification and eects of herbs,
and their preparation. This includes plant based
poisons.
Jewellery: Creation and repair of jewellery, including
evaluating and cutting gemstones..
Leather: Creation and repair of leather and hide
based goods, including leather armor.
Masonry: Working and building with stone.
Tailoring: Creation and repair of clothing and other
cloth items.
Trapmaking: Creation (and safe disassembly) of
traps.
LANGUAGE
KNOWLEDGE
CHAPTER 2
SKILLS
Related Languages
Acheronean*
Ancient Khari*
Ancient Stygian* Stygian
Atlantean*
Aquilonian
Argossean
Barachan
Black Kingdoms
Brythunian
Cimmerian
Corinthian
Nordheimr
Darfari
Demonic
Ghulistani
Hyperborean
Vendhyan
Hyrkanian
Iranistani
Keshani
Khitani
Kosalan
Kothic
Turanian
Vilayet, Shemitish
Kushite, Shemitish
Stygian
Vendhyan
Kushite
Meruvian
Nemedian
Nordheimr
Ophirean
Pictish
Aquilonian
Cimmerian
Aquilonian
Pirate Codes
Lemurian*
PERFORM
Ligurean
Shemitish
Stygian
Serpent Men*
Turanian
Valusian*
Hyrkanian
Vendhyan
Vilayet
Zamorian
Ghulistani, Kosalan
Iranistani
Zembabwan
Zhemri*
Zingaran
Zuagir
Shemitish
12
CHAPTER 3:
FEATS
Gingerly he drew his sword, and from it dripped a greenish liquid exactly like that which slavered from the
scimitarfangs of the reptile. The blade was steeped in the poison of the snakes own kind, and the obtaining of
that venom from the fiend-haunted swamps of Zingara would have made a saga in itself.
Black Colossus
BOSSONIAN LONGBOWMAN
(GENERAL)
Prerequisites: Bossonian
You treat the Bossonian longbow as a martial weapon,
and gain +1 to all attack rolls made with it. You also increase its range increment by 10 ft.
FEATS
13
CHAPTER 3
FEATS
EDUCATED (GENERAL)
FAVOURED TERRAIN
(GENERAL)
You are well versed in living in a particular type of terrain. You gain a +2 bonus to Knowledge (Nature), Notice, Stealth and Survival checks when the terrain is an
important factor. The Narrator may extend this bonus to
other skill checks if deemed suitable, e.g. Favored Terrain
(Mountains) might grant +2 to Climb checks when scaling a mountain, but not when climbing a tree.
You can take this feat more than once but you must
specify a dierent type of terrain each time. Example
terrains include: deserts, forests, hills/mountains, jungles,
plains and steppes/tundra.
GHANATAN TRIBESMAN
(GENERAL)
Prerequisites: Ghanatan
You gain proficiency in scimitars and the Ghanatan
knife. You gain a +1 bonus to damage with these weapons if you have moved during the round of the attack.
GUNDERLAND INFANTRY
(GENERAL)
MONSTER SLAYER
(GENERAL)
Prerequisites: All-Out Attack, must have singlehandedly defeated a Large monstrous humanoid or
supernatural beast
Through long practice and bitter experience, you have
learned a number of techniques for killing monsters
quickly so as to risk as little damage to yourself as possible. When making an All-Out Attack against a foe of
Large size or greater that has the monstrous humanoid
or supernatural beast type, you may add half the attack
bonus (round up) to the damage caused. If wielding a
Large weapon add the full attack bonus to damage.
HONOURLESS (GENERAL)
NORTHERN SWORDSMAN
(GENERAL)
Prerequisites: Nordheimr
The Nordheimr fighting style is unsophisticated but
solid. You gain proficiency on the shortsword, sword and
greatsword. You also gain a +1 bonus to the damage inflicted by these weapons if you have not moved during
the round of the attack.
HYRKANIAN RAIDER
(GENERAL)
PRIEST (GENERAL)
MARTIAL DISCIPLE
(EXPERT/WARRIOR)
CHAPTER 3
FEATS
BLUNT SPEAKING
CORRUPTIBLE
Prerequisites: Shemite
You treat the Shemite bow as a martial weapon, and gain
a +1 bonus to attack rolls and damage against targets
within 1 range increment when using it.
You are weak willed and susceptible to temptations, especially those that oer you the chance to improve your
personal power. You have 1 penalty on all saving throws
to avoid Corruption and on any checks opposing your
Vice.
FATALIST
Prerequisites: Stygian
You treat the Stygian bow as a martial weapon, and gain
a +1 bonus to damage against targets within 1 range increment when using it. You also suer no penalty when
firing from a moving vehicle, such as a chariot.
ILLITERATE
SINISTER
SLOW SPEAKING
Prerequisites: Zingaran
You gain proficiency in the sword and rapier. You also
gain a +1 bonus to your Dodge and Parry bonuses if you
are wielding one of these weapons in your main hand
and at most a Small weapon in your o-hand.
SUPERSTITIOUS
Your culture has a long tradition of tales and superstitions concerning the power of hypnotism, which tends to
reinforce its power against you. You have a 2 penalty on
all saving throws against hypnotism of any kind.
TRAITS
SUSPICIOUS
TERRIFIED
Your culture has a long tradition of tales and superstitions concerning horrors from the Outer Dark. You have
2 penalty on all Sanity saves arising from supernatural
beasts and outsiders.
UNTRUSTWORTHY
15
CHAPTER 4:
SUPERNATURAL POWERS
Because blood aids great sorcery! thundered Xaltotun, in a voice that made the rocks quiver. A lurid nimbus
played about his awful head. Because no wizard wastes his strength thoughtlessly. Because I would conserve
my powers for the great days to be, rather than employ them in a hillcountry brawl. But now, by Set, I shall
loose them to the uttermost! Watch, dog of Asura, false priest of an outworn god, and see a sight that shall
blast your reason for evermore!
HYBORIAN AGE
SORCERY
This chapter presents options for giving the True20 supernatural powers a more Hyborian Age flavour. Whilst
in some cases this means removing powers that simply
do not fit (like Computer Link), it does not necessarily
mean imposing artificial limits on magical power (as in
the Supernatural Ratings in the Core Rulebook, p. 153).
Conans is a world of swords and sorcery, not low
magic. Powerful sorcerers and magic existbut much
knowledge has been forgotten or exists only as fragments. The path to power is harder because it must be
discovered anew, or wrested from forbidden tomes or
ancient, abandoned places.
SCHOOLS OF MAGIC
The primary method of learning magic is for the adept
to follow a supernatural philosophy. This represents the
adepts world view, and magics place within it. The canonical powers of an adepts supernatural philosophy are
available for him to learn at any time, i.e. when he gains
a level and takes a supernatural power in place of a feat.
However, he may also learn powers from other supernatural philosophies, provided that he can find a teacher,
or a suitable body of knowledge to study. This may be
role-played, or abstracted using a Wealth check (with a
Diculty of 15 or more), or a Knowledge (Arcana)
check after a period of study in a suitable environment
(e.g. a library). Some religions provide training in powers
from certain supernatural philosophies. The adept would,
as usual, cast these using a eective adept level of one
less than normal, reflecting the powers philosophical
distance from his norm. Some powers may be allowed
in the game (see below) but not appear in any supernatural philosophySummon OutsiderA is one such power.
These will always have to be researched, or gained
through specific instruction.
Some exceptions may be made for characters who
merely dabble in sorcery. For example, a scholar may
learn the Ward power, or a temptress might gain Heart
Reading. This does not have to mean that they are following a particular philosophy, although the Narrator
may rule that that is the case if they accumulate many
powers from a single philosophy. These characters will, of
course, have to find teachers or books to learn these
powers but will cast them at their regular adept level.
Although adepts can only follow a single supernatural
philosophy at a time, their list of canonical powers can
be extended. Some rare sorcerous books and tomes may
USE OF RITUALS
Many supernatural powers are dicult to find and learn:
Summon OutsiderA, for example, is not taught within
any existing supernatural philosophy. However, it may be
easier for an adept to discover rituals that use such powers in specific ways. A new mana trait (Arcane Knowledge) has been created that allows an adept to cast a
ritual without knowing the power itself. The Narrator
may rule that some powers exist only in ritual form, possibly passed down from master to apprentice, or written
in books of magic.
Many rituals will have been designed to work only in
a particular way. For example, the Awful Rite of the
Were-Beast can only be used to turn victims into werecreatures (using the Other ShapingA) power. The new
Ritual Focus element grants the wielder additional
mana because of this restriction.
16
CHAPTER 4
SUPERNATURAL POWERS
In many cases the magic cast in temples may be entirely ritual basedmany priests may only have a single
adept level with the RitualistA feat in order to cast the
sects rituals (which will have the Arcane Knowledge
mana trait).
The following rules have been adapted from those described in the Conan RPG - Core Rulebook (p. 229).
They should be considered optional, but might add some
interesting Hyborian Age flavour to a campaign.
In extreme circumstances, and when allowed by the Narrator, a sorcerer can call upon his reserves of power to
defend himself. Adepts may use a Conviction point to
use a supernatural power as a reaction. If the power is
fatiguing then the adept automatically gains a level of
fatigue (unless he uses another Conviction point). He
can only do this if under an immediate physical or supernatural threat. Note that only adepts with the Demonic Pact* feat can cast Summon Outsider in this way.
17
CHAPTER 4
SUPERNATURAL POWERS
Magical Mishaps
Most adepts learn the arcane arts while serving in thralldom to a master sorcerer. Some adepts later join a sorcerous society to gain access to new knowledge and powers. Being a master or a thrall has the following eects:
The master gains a +2 bonus to all social interaction
checks against his thralls.
Thralls take a 1 penalty to Will saving throws to
resist the eects of powers cast by their master.
The master may make a thrall take the eects of a
failed fatigue save. If the thrall is rendered
unconscious by this then they also take 1 point of
damage to their key ability. The thrall can attempt a
Will save with a diculty equal to the original fatigue
save diculty to block the transfer. The master can
also take the eects of a thralls failed fatigue save, if
they desire. The master must be in physical or mental
contact with the thrall for this to work, or must have
some link to them (as per the Sympathetic MagicA
feat). Surrendering such a link is often part of the
process of becoming a thrall.
Thralls can use the Aid action to assist their master in
using a supernatural power. If they also know the
power a successful power check will grant a +1 bonus
to the masters power check. If they do not know the
power they can attempt a Knowledge (Arcana) check
instead, but with a 10 penalty. The maximum bonus a
master can gain in this way is equal to their key
ability. A thrall cannot aid their master in this way
while also acting as a participant of a ritual.
D20
Result
110
1118
1924
2528
2930
31+
Minor Burnout
Major Burnout
Minor Sorcerous Implosion
Major Sorcerous Implosion
Rock the Universe
Fate Worse Than Death
SUPERNATURAL
PHILOSOPHIES
CHAPTER 4
SUPERNATURAL POWERS
CONJURING
ORIENTAL
DIVINATION
Almost every sorcerer can find a use for divination. Information and knowledge are crucial, whether as ends in
their own right or to show a path to greater power. Divination is less obvious than many other schools of
magicmany diviners can make a living as oracles.
Prerequisites: Knowledge (Astrology) or Prophecy
Key Ability: Wisdom
Canonical Powers: Aether ShapingA, Blood ReadingA,
Celestial ShapingA, DowsingA, DreamingA, Heart
Reading, Object Reading, Prediction*, Scrying, Second
Sight, Sense Minds, Supernatural InsightA, True
VisionA, Truth-Reading, Visions
HYPNOTISM
SHAMANISM
Shamans are tribal spiritual leaders who channel, evoke,
and develop special relationships with or control over
spirits. A shaman acts as an intermediary between their
tribe, the natural world, and the spiritual realm.
Prerequisites: Knowledge (Nature), Medicine, Totem
AnimalW
Key Ability: Wisdom
Canonical Powers: Aura ReadingA, Bind SpiritA, BlessA,
ChannelingA, DreamingA, Ghost Touch, Heart Shaping,
Nature Reading, Oath-BindingA, Second Sight,
Summon BeastsA, Summon SpiritA, TranceA, Visions,
Weather Shaping, Wind Shaping
Perks: The Channeling power will always work as
intended if you try and contact the spirit of your totem
animal.
Drawbacks: You must spend a Conviction point to
summon a beast that is dierent from your totem
animal.
NATURE
Nature magic aects or summons plants and animals. It
is commonly found among witches, wise women and
shamans, since it is relatively simple to learn and highly
eective in the wilderness or rural environments favoured by such adepts.
Prerequisites: Knowledge (Nature)
Key Ability: Wisdom
Canonical Powers: Beast Link, Beast MessengerA, Beast
SpeechA, Earth Shaping, FertilityA, Fog ShapingA,
Nature Reading, Plant LinkA, Plant Shaping, Summon
BeastsA, Summon VerminA, Water Shaping,
WayfindingA, Weather Shaping, Wind Shaping
SORCERY
Sorcerers seek power through forbidden knowledge and
dark rites. Sorcery focuses more directly on developing
personal power for personal gain. It involves the extension of the will over lesser creatures to enslave them and
the harnessing of dark energies for harmful purposes.
Prerequisites: Knowledge (Arcana)
Key Ability: Charisma
Canonical Powers: AweA, Blood ShapingA, Boil BloodA,
CurseA, Dominate, Harm, Mind Touch, Natural Weapon
GrowthA, Pain, Psychic Blast, Rain of Frogs and FishesA,
SeizureA, Shadow ShapingA, Shadow WalkA, Sorcerers
GraspA, Soul Rend*, SuocateA
Perks: Sorcerers gain Demonic (basic) as a bonus
language.
Drawbacks: Sorcerers receive a 1 penalty to saves
against Corruption.
NECROMANCY
The adept who learns necromancy achieves limited mastery over the very mysteries of life and death. This supernatural philosophy is especially popular for those who
wish to slay their enemies outright, rather than merely
harming or inconveniencing them.
Prerequisites: Knowledge (Arcana), Medicine
19
CHAPTER 4
SUPERNATURAL POWERS
WARDING
Barred Powers
WITCHCRAFT
Witchcraft is a collection of magical practices, herb lore,
and ritual techniques. Witchcraft is not inherently good
or evil, and practicing witches run the whole gamut from
benevolent to malign.
Prerequisites: Craft (Herbalism)
Key Ability: Charisma
Canonical Powers: Aura ReadingA, Body Control,
ChannelingA, CurseA, DowsingA, Enhance Senses,
FertilityA, GlamourA, Heart Reading, Life ExtensionA,
Nature Reading, Plant Shaping, Scrying, Supernatural
InsightA
SUPERNATURAL
POWERS
Imbue Unlife: The Diculty for creating mindless undead is 10 plus their level (or the total level, if creating
multiple undead at once). For intelligent undead the
Diculty is 10 plus twice their level. The Narrator may
require that intelligent undead (such as vampires) can
only be created using a ritual. The adept cannot take 10
or 20 on Imbue Unlife checks.
Channelling: Most adepts using this power cannot necessarily guarantee its reliability. Followers of the Shamanism supernatural philosophy will generally contact
their totem spirit; sorcerers with a Demonic Pact* with
CHAPTER 4
SUPERNATURAL POWERS
CREATE STRUCTURE
Fatiguing, Concentration
Prerequisites: Animate ObjectA rank 15, Earth Shaping
rank 15
You can rapidly erect structures by using raw magical
power, and needing almost no materials. You can draw
stone from deep within the earth and wood from forests
many miles away to assemble into towers, houses, castles
or other structures. The power check diculty is equal to
15 plus one-tenth of the area created; the fatigue save
diculty is equal to 10 plus one-tenth the area.
You can create structures with a floor area equal to 10
times your adept level in square feet and any shape you
desire. Areas can be stacked to provide multiple stories.
For example, a level 10 adept could create a single story
building with an area of 100 sq. ft., or a two story building with an area of 50 sq. ft. per floor. You can create
doors, windows and large features such as crenellations
but fine detail requires a successful check using the appropriate Craft skill. Any structure you create is subject
to the Rule of Impermanence.
Time: Creating a structure takes 30 minutes per 100 sq.
ft. Maintaining the power requires a Diculty 15
Concentration check per hour after the first.
PREDICTION
Fatiguing, Concentration
You may attempt to predict the future as you might do
with the Knowledge (Astrology) skill, but using the
power check result instead of the skill check. Unlike the
use of this skill you do not need to have a clear view of
the night sky or astrological charts. You can use this
power check with the Election AstrologyA, Natal AstrologyA and Political AstrologyA feats, if you have them.
Time: 1 hour
SEVERANCE
SOUL REND
Trance: This power should still grant access to the various Cure powers, as they can only be directed internally
towards the adept themselves.
POWER
DESCRIPTIONS
BINDING
CHAPTER 4
SUPERNATURAL POWERS
TERROR
Ritual Elements
YIMSHAS CARPET
Ritual Focus
Mana Added
MANA TRAITS
Fatiguing, Maintenance
Prerequisites: Summon ElementalA
(Diculty 15) A supernatural cloud of gold-veined crimson extends outwards from you like a vast crimson aura.
It channels elemental energies to provide you and your
allies with concealment and protection (as per the Solid
Fog eect of the Fog ShapingA power), although you can
see through it normally. It also allows you to fly as per
the Wind Walk power; you may also transport any passengers as long as they can fit without the boundaries of
the cloud. Furthermore, any enemy entering the cloud
takes +2 non-lethal damage.
The cloud remains for a number of minutes equal to
your adept level. Gaining this power should be very dicult for a non-Oriental sorcerer without access to the
secrets of the Master of Yimsha.
Time: Full action.
ARCANE KNOWLEDGE
ENHANCEMENT
This mana trait grants the leader of the ritual a temporary bonus to power checks, skill checks (for a specific
skill) or attack rolls after the ritual has been completed.
The type of enhancement is specified when the ritual is
created and cannot be changed. Each application of this
trait grants a +1 bonus for 1 day. Multiple applications
can be used to extend the duration or increase the bonus.
For example, two applications could grant a +2 bonus for
1 day, or a +1 bonus for 2 days. The minimum duration is
1 day. This costs 6 mana per application.
RITUALS
FAMILIAR
FIENDISH INSTRUCTOR
RITUAL ELEMENTS
RITUAL FOCUS
PERFORMANCE
This trait allows the leader of a ritual to substitute a Perform check in place of the usual power check. The eective rank of the power becomes the same as the Perform
skill rank. Adepts who are trained in the Perform skill
count as trained adepts when generating mana in group
rituals. The type of performance (e.g. dance, oratory, or
an instrument) is set by the creator of the ritual (who
must be trained in that Perform skill) and cannot be
changed. The performer must still roll to avoid fatigue
from the use of the power, as usual. This costs 3 mana.
22
CHAPTER 4
SUPERNATURAL POWERS
PROJECTION
This allows a power that normally requires physical contact or a touch attack to be cast on a target at a distance.
Powers so aected are then eligible for the Conjunction
trait. This costs 3 mana.
RITUAL DESCRIPTIONS
BINDING OF SHUMA-GORATH
DANCE OF ATALI
BECOME BEAST
BLACK PLAGUE
CHAPTER 4
SUPERNATURAL POWERS
INCANTATION OF AMALRICS
WITCHMEN
Bane Knife of Khosatral Khel: A heavy, curved masterwork knife forged from meteoric iron with the specific
intent of binding and then slaying Khosatral Khel. It
resembles an elegant, jewelled Yuetshi knife. The bane
knife of Khosatral Khel can be used in three ways:
A character holding this knife can cancel any spell
cast by Khosatral Khel as a free action: they can use
the DispelA power using their total level as the
eective adept level.
If the knife touches Khosatral Khel, he is immediately
paralysed for 5 rounds or until the knife is removed
from contact with him, whichever happens later.
If the knife is used to attack Khosatral Khel directly, it
gains a +2 damage bonus, removes his immunities to
sneak attacks and critical hits, and automatically
confirms any critical hits.
RUNE OF JHEBBEL-SAG
MAGIC ITEMS
Apparatus of Sets Demons: Smoke-serpents summoned with this apparatus gain a new trait: Paralysis:
Those hit by a smoke-serpents grapple attack must succeed on a Diculty 14 Fortitude save or be paralyzed for
3 rounds. The save Diculty is Charisma-based.
Crystal Ball of Speech and Vision: Crystal balls sometimes come in sets with one large crystal and one or
more smaller ones. The main crystal ball functions exactly like a standard crystal ball with additional properties: an adept can use the larger crystal ball to contact the
24
CHAPTER 4
SUPERNATURAL POWERS
The heart of the elephant can also be used by a Yaggite to pass on a curse after his own death. The Yaggite
must arrange for his own blood to be used to bathe the
gem in. He names the target of the curse and describes it
as if casting a spell to cause that eect. If successful then
the target is aected by the Suggestion power to pick up
the gem, the instant he next sees it. He may attempt a
Will save, with a Diculty set by the now-deceased
Yaggite when alive. If he does pick up the gem, he is
immediately struck down by the chosen curse, with no
saving throws possible. In The Tower of the Elephant
the curse was to shrink the target to a tiny size, upon
which the target was sucked into the heart of the elephant itself at the conclusion of the spell, there to remain
entrapped forever.
Heart of Ahriman: The heart of Ahriman is an extremely powerful and ancient gem-like artefact, capable
of restoring the dead to weird un-life, among many more
evil things. It has the following capabilities:
It can be used as a major component of a ritual to
raise a corpse as a mummy of Ahriman (see above).
If placed on the breast of any corpse for more than a
minute it will animate it (as per the Imbue Unlife
power) into a zombie. This creature will obey the
instructions of anyone who speaks a language it
understood in life, giving precedence to the bearer of
the heart.
The save diculty of any supernatural power cast by
an adept holding the heart is increased by +1.
While holding the heart the adept gains access to the
Ward power.
The heart can be used to strike down mummies of
Ahriman. As a standard action the adept can force a
mummy of Ahriman to make a Fortitude save with a
Diculty equal to their power check, or be reduced
back to its natural state, a withered corpse.
However, any who see the heart of Ahriman must make
a Diculty 20 Will saving throw or be filled with an
almost insane desire to own it. This acts very much like
an obsessive disorder (p. 228, Core Rulebook). A character who manages to obtain it will wish to hide it away
and keep it safe from others. However, an adept may
wish to explore its full powers
Heart of the Elephant: A large transparent gem, mysteriously to the Yaggite known as Yag-Kosha or Yogah. It
grants an attuned adept access to the following powers:
CurseA, DreamingA, Dominate, Suggestion and Visions.
It also grants +4 to all Knowledge (Astrology) checks.
Becoming attuned to the jewel takes one day of study
and the use of rare materials (Purchase Diculty 25),
after which the adept must succeed in a Diculty 20
Knowledge (Arcana) check.
25
CHAPTER 4
SUPERNATURAL POWERS
CHAPTER 4
SUPERNATURAL POWERS
The Phoenix on the Sword: When Aquilonia is threatened Epemitreus the Sage, now sleeping under Golmira,
can appear in dreams to grant resistance to Set and his
followers. He can inscribe his symbola phoenixon a
weapon. Such a weapon gains a +2 damage bonus to all
snakes and human worshippers of Set, +4 against all outsiders and +6 against outsiders summoned by or involved
with worshippers of Set. The weapon is also eectively a
supernatural weapon for the purposes of damage reduction. The bonus lasts as long as Epimetreus wishes, although rarely more than a day.
Tulwar of Amir Khurum: In normal hands this mighty
weapon is a masterwork Akibtanian quality (+2 to attack
rolls) tulwar, or great scimitar. However, when wielded by
a character with a positive Honour score it gains an additional +1 to attack rolls and +2 to sunder attempts
(which stacks with the Improved Sunder feat). If the
wielder has an Honour score of +4 or more it gains an
additional +1 to attack rolls (for a total of +4, including
masterwork and Akibtanian bonuses) and +1 damage.
Such a wielder would almost certainly gain a +2 bonus
(or higher) to all social interaction checks involving the
Wazuli.
Unbound Compass: A small, flat bowl made of translucent golden glass holding a thin red oil, upon which
floats a needle. The floating needle never points due
North but, by succeeding in a Diculty 10 Knowledge
(Arcana) check and incurring a level of fatigue, an adept
can set the needle to point to his current location. Until
reset, the needle will continue to point the way to the
last set location.
Wand of Crimson Fire: Another deadly secret of
Xuchotl, a blast from this wand can lay low even a powerful warrior. The wielder of this wand eectively gains
access to the Elemental Blast (Energy, Fire) powers. This
blast does a combination of fire and lightning damage
with a total damage bonus of +15, regardless of the level
of the wielder. However, the target must either be wearing a sizeable quantity of metal (over 20 lbs. of metal
armor or weapons) or be standing in the line of sight
between the adept and a similar quantity of metal (an
armoured character or a metal door, pillar etc). The wand
may be used an unlimited number of times but only once
per round.
Waters of Kharn: The enchanted waters of this pool
within the Temple of Set in Luxur provides a +2 bonus
to all checks using supernatural powers from the Divination supernatural philosophy. It also allows an adept to
view the past of those present. Treat this as the waters
granting the Prediction* power to the adept, but targeting an individual person that is present.
BOOKS
AND
TOMES
CHAPTER 4
SUPERNATURAL POWERS
Book of Skelos: This is the ancient libram of a longdead wizard, now forgotten by all save for sorcerers, adventurers, and the strange cult that worships Skelos as a
god. It was written at least a millennium ago, judging by
the illustrations that fill its bestiary.
The book of Skelos is said to contain all known spells,
as well as much other knowledge. However, it is written
in a curious, old-fashioned and cryptic language, with a
great many deliberate errors or blinds. This makes decipherment extremely dicult, even for expert scholars.
Language: Unique; Study Time: 2 weeks; Difficulty: 25;
Failure: Terror (15), Corruption; Success: Skill check bonus
(Knowledge (Arcana), Knowledge (Geography) or Knowledge
(Nature)); Critical: Supernatural power (random).
Books of Tostha-Lanti: These grim volumes are bound
in human skin, and contain the full sorcerous knowledge
of the scholar Tsotha-lanti, as well as several spells he
has not yet had a chance to learn. The books are written
in Tsotha-lantis own cipher.
Language: Unique; Study Time: 1 week; Difficulty: 25;
Failure: ; Success: Supernatural power (Animate ObjectA,
Combat Sense, Dominate, DreamingA, Harm, Imbue Unlife,
Mana BlastA, Mind Touch, Move Object, Suggestion,
Summon ElementalA, Summon OutsiderA or Visions)
Books of Vathelos: Vathelos the Blind was another great
scholar and sorcerer, almost as famed as Skelos. He dictated his grim secrets into a set of iron-bound books
through an unnamed scribe. The scribes descent into
madness is readily apparent from the gradual change in
style, and from the strange practice of jumping between
books, sometimes in mid-sentence.
The books of Vathelos potentially contain all the secrets of almost every spell ever invented, though not
quite so many as the book of Skelos. However, they are
most useful as a set, as each volume refers back and forth
to the others, and its full secrets can only be gleaned
from a careful study of all six books. Although there are
no apparently deliberate errors, the style of writing is
frustrating, so that studying these is considerably more
time-consuming than the book of Skelos.
The character receives a 4 penalty to his Knowledge
(Linguistics) check for each book missing from the set of
six. If a character without the full set of books receives
the failure result, he cannot try again until he obtains
another volume from the set.
Language: Unique; Study Time: 1 month; Difficulty: 20;
Failure: Special; Success: Skill check bonus (Knowledge
(Arcana) or Knowledge (Religion)); Critical: Supernatural
power (random)
Enuma Anu Enlil: A collection of over a thousand clay
tablets from antiquity containing astrological observations of stars, planets, weather and any other celestial or
terrestrial occurrences as might be worthy of note, such
as eclipses and earthquakes. These observations span
hundreds of years and are used to interpret the meaning
of events and as an almanac. Nearly all the main Shemite
temples have this collection or one similar. Anyone who
is not a priest of a Shemite god reading this is subject to
the Curse power with a power check of 15.
Language: Shemitish; Study Time: 1 week; Difficulty: 11;
Failure: ; Success: Skill check bonus (Knowledge (Astrology) or
Knowledge (Nature)); Critical: Supernatural power (Scrying)
Scroll of Amendarath: An astrological work detailing
the correct positioning of planets and stars and giving
instructions on the casting of horoscopes.
Language: Unique; Study Time: 1 week; Difficulty: 12;
Failure: ; Success: Skill check bonus (Knowledge (Astrology) or
Prophecy); Critical: Temporary feat (Election AstrologyA,
Natal AstrologyA or Political AstrologyA)
28
CHAPTER 4
SUPERNATURAL POWERS
CHAPTER 5:
EQUIPMENT
He grunted with satisfaction. The feel of the hilt cheered him and gave him a glow of confidence. Whatever
webs of conspiracy were drawn about him, whatever trickery and treachery ensnared him, this knife was real.
The great muscles of his right arm swelled in anticipation of murderous blows.
This chapter describes weapons, armor and other equipment particular to the Hyborian Age. There are very few
changes required for weapons and armor, but alchemical
items, herbs, poisons and magical items are described in
some detail.
WEAPONS
WEAPON DESCRIPTIONS
Bow: Normal bows are martial weapons. The user can
add their Strength to the damage, but only up to a
maximum of +2.
Almost all the the weapons described in the Core Rulebook, and those in the expanded list in the Warriors
Handbook, can easily be used in the Hyborian Age. The
Hyborian Age Weapons table describes those weapons
that are more specific to the setting. Note that the three
knives (Yueshti, Ghanata and Zhaibar) are basically
equivalent to a dagger, shortsword and sword, respectively.
The main changes included here involves bows. The
composite bow was introduced in the Warriors Handbook but, apart from a slightly longer range increment, is
indistinguishable from a regular bow. Therefore it has
been removed and replaced with the more specialized
varieties described below.
The four types of bow listed in the Exotic Weapons
section of the Hyborian Age Weapons table are all
made with a strength rating. This is the maximum bonus
damage that a proficient user can add. For example, a
Stygian Bow (+2) will add +2 to damage, even if
wielded by a user with a Strength of +3. The user must
have a Strength equal to the bows strength rating to be
considered proficient in that particular bowa character
with a Strength of +1 would use a Stygian Bow (+2)
with a standard 4 non-proficiency penalty.
The range increment listed in the Hyborian Age
Weapons table is the base range for a bow with a
Damage
Critical
Descriptor
Range Increment
Size
Cost
Weight
+1
19-20/+3
Slashing
Small
1 lb.
Knife, Ghanata
+2
19-20/+3
Slashing
10 ft.
Small
2 lb.
Knife, Zhaibar
+3
19-20/+3
Slashing
Medium
3 lb.
Bow, Hyrkanian
+3
19-20/+4
Piercing
100 ft.
Medium
14
2 lb.
Bow, Shemite
+3
19-20/+4
Piercing
100 ft.
Medium
14
2 lb.
Bow, Stygian
+4
19-20/+3
Piercing
60 ft.
Large
14
3 lb.
Longbow, Bossonian
+4
19-20/+3
Piercing
80 ft.
Large
12
2 lb.
Simple Weapons
Knife, Yueshti
Martial Weapons
Exotic Weapons
30
CHAPTER 5
EQUIPMENT
MATERIALS
ALCHEMICAL ITEMS
CHAPTER 5
EQUIPMENT
Item
Simple
Moderate
Complex
Advanced
Blue Devils-Flame: A trick used by sorcerers everywhere to blind and daze their enemies. The powder can
be thrown with a range increment of 10 ft., bursting into
light on impact. Any creature within 10 ft. of the burst
must make a Diculty 20 Reflex save or be dazed (for 1
round) and dazzled for 1 minute. Even creatures that
successfully save are dazzled for 1 round.
It can also be used to impress simple folk with a display of supernatural power. In this case the blue devilsflame is dispersed more widely, giving an impressive light
show without dazzling the onlookers. The sorcerer gains
+2 to all Diplomacy and Intimidate checks. However,
anyone who knows the trick (e.g. an adept who has made
or used the powder, or anyone making a Diculty 10
Craft (Alchemy) check) will not be so taken in.
CHAPTER 5
EQUIPMENT
Lotus Smoke: A preparation derived from any powdered lotus blossom: green, grey or black. When cast on
the ground (with a range increment of 5 ft.) it sheds
light with a 15 ft. radius. One round later, it turns into a
glowing ball. All who look at the ball must make a Diculty 18 Will save or become fascinated with it. The ball
then moves 10 ft. in the same direction as it was initially
thrown. The next round it bursts into a cloud of smoke
with a radius of 15 ft., moving at a speed of 20 ft. per
round for the next 6 rounds. In smoke form, it has the
same eect as the lotus blossom it was derived from.
CHAPTER 5
EQUIPMENT
HERBS
POISONS
CHAPTER 5
EQUIPMENT
Power/Feat Emulated
Search Diculty
Arcane Fortifier
20
Adjuvant
Attitude Enhancer
15
Corrective
Cure Blindness/Deafness
20
Mental Fortifier
20
Mood Destabiliser
Rage
15
Mood Enhancer
15
Necromantic
15
Repellent (animal)
15
Restorative
20
Resuscitator
Imbue Life
25
Spirit Enhancer
15
Stimulant
15
15
POISON MISHAPS
Belladonna: This plant poison comes from deadly nightshade, a herb with red sap and purple flowers. The fruit is
a glossy, blackish-purple berry, and is the most poisonous
part of the plant. It can be found throughout the Pictish
Wilderness, Cimmeria, the Border Kingdom, parts of
Hyperborea, Aquilonia, Nemedia, Ophir, Corinthia,
Brythunia, Zamora, parts of Turan and Hyrkania.
Craft (Herbalism); Complexity: Moderate; Type: Ingested;
Save: 15; Effect: 1 Con/3 Con; Cost: 16
Black Draught: Black draught, or laudanum, is a mixture of opium, alcohol and sugar. It is frequently used to
produce sleep, although many physicians prescribe it for
just about any ailment. It is often the drug of choice for
many professional kidnappers and brothel-keepers.
Craft (Herbalism); Complexity: Simple; Type: Ingested; Save:
18; Effect: Incapacitation 4 hours/4 hours; Cost: 2
Black Lotus Blossom: The flowers of the black lotus
give o a heady scent that causes dream-haunted slumber. Any who inhale the scent may be weakened and see
hallucinations. It can also cause a dream-laden unconsciousness. However, this can be useful, for the dreams
that result are often prophetic or otherwise highly informative in nature.
Craft (Herbalism); Complexity: Advanced; Type: Ingested;
Save: 21; Effect: 1 Str, Visions/Sleep; Cost: 19
POISON DESCRIPTIONS
Apples of Derketa: These large apple-like globes are
dark crimson in colour and grow on a tree whose broad
leaves are a rich and peculiarly vivid green. The trees
grow in the lush jungles of Kush. The apples are deadly
poisonous if eaten, or if the fresh juice is smeared on
weaponry. The juice even inflicts some damage if spilt
onto skin. The juices potency lasts only for an hour or so,
though an apple could conceivably be carried for a week
before losing its potency.
35
CHAPTER 5
EQUIPMENT
Hemlock: Poison hemlock is native to Aquilonia, Nemedia and Brythunia. It is commonly found along roadsides, trails, ditches and field borders.
36
CHAPTER 5
EQUIPMENT
UNUSUAL ITEMS
Upas-Tree Oil: It is possible, though dicult, to concentrate the sap of the upas-tree into a viscous oil which
can be smeared upon weapons.
Craft (Herbalism); Complexity: Advanced; Type: Injury;
Save: 21; Effect: 2 Con/2 Con, CurseA (Debilitation - key
ability); Cost: 19
Water of Zarkheba: The waters of the Zarkheba river
are a deadly poison. Furthermore, any creature drinking
the waters of Zarkheba who fails their second Fortitude
save must also make a Diculty 12 Charisma check or
gain a point of Corruption.
The waters are extremely foul-tasting, and so are
rarely used to poison someone secretively, since the victim will not down a full dose voluntarily.
Waters of the Zarkheba do not retain their potency
for long when removed from that dread channel, indicating that some spell or curse may be partially responsible
for the poison. Removing the water from the river immediately removes initial damage and the corruption
eect. Furthermore, each day after it was drawn from the
river, the waters potency is reduced, granting a cumulative +3 to the victims save.
Knowledge (Nature); Complexity: Complex; Type: Ingested;
Save: 18; Effect: 3 Con/1 Con, Corruption; Cost: n/a
37
CHAPTER 6:
HYBORIA FOR PLAYERS
Crom! his mighty shoulders twitched. A murrain of these wizardly feuds! Pelias has dealt well with me,
but I care not if I see him no more. Give me a clean sword and a clean foe to flesh it in. Damnation! What
would I not give for a flagon of wine.
HEROIC PATHS
SCHOLAR
ADEPT PATHS
ACOLYTE
SHAMAN
ASTROLOGER
Astrologers seek knowledge of future events in the motions of the planets and stars. While most are charlatans,
there are a few with real skill.
Starting Skills: Blu, Diplomacy, Knowledge
(Astrology) or Prophecy, Sense Motive
Starting Feats: Natal AstrologyA, Political AstrologyA,
Skill Focus (Knowledge (Astrology) or Prophecy)
Starting Powers: Scrying
Additional Feats: Election AstrologyA, NumerologyA,
PalmistryA
SORCERER
PRIEST
WITCH
CHAPTER 6
EXPERT PATHS
ALCHEMIST
Alchemists attempt to discover the secrets of transformation. Many simple folk cannot easily distinguish them
from sorcerers. Alchemists with real ability (as opposed
to the numerous fakes that abound) can earn a good living making various formulations.
Starting Skills: Concentration, Craft (Alchemy),
Knowledge (Nature), Notice
Starting Feats: Craftsmans EyeE (Alchemy), Improvised
Tools, Skill Focus (Craft (Alchemy)), Talented (Craft
(Alchemy) and Knowledge (Nature))
Additional Feats: Philosophers StoneA, Poison Use*,
Purify EarthsA, Purify MetalsA, Purify WatersA
SAGE
ASSASSIN
SAILOR
HERBALIST
SCOUT
Armies rely on intelligence to make war, and scouts provide that information. The best scouts are good at surviving on their own, finding routes and enemy locations and
can improvise and adapt.
Starting Skills: Notice, Ride, Stealth, Survival
Starting Feats: Skill Focus (Notice), Track, Trailblazer,
Weapon Training
Additional Feats: Direction SenseW, Jack-of-All-Trades,
Trackless, Uncanny Dodge
HUNTER
TEMPTRESS
Fostering beauty and charm, the temptress uses sensuality and sexuality as irresistible lures to bring others to
their doom. While the majority use sex as their route to
power, they can also be political power brokers, crime
lords or even sorceresses.
Starting Skills: Diplomacy, Blu, Perform (Dance),
Sense Motive
Starting Feats: Attractive, BewitchingE (Diplomacy),
Fascinate (Diplomacy), Suggestion
Additional Feats: Companion, Dancing BluE, Second
Chance (Diplomacy), Silver-TonguedE
MERCHANT
Merchants travel to the edges of the known world, seeking out new marvels to bring home for a profit, of
course. Merchants are at home in caravans and on ships,
always on the lookout for the next opportunity.
Starting Skills: Diplomacy, Drive, Gather Information,
Knowledge (Geography)
Starting Feats: Defensive Attack, Direction SenseW,
Master HagglerE, Merchants EyeE
Additional Feats: Diplomatic, Second Chance (Blu),
Wealthy
THIEF
NOBLE
CHAPTER 6
WARRIOR PATHS
BARBARIAN
TRIBESMAN
Tribesman are native warriors in tune with their homelands and ancestral sprits. Whilst they may have primitive equipment and few resources they make up for this
in aggression and savagery unknown in civilised lands.
Starting Skills: Handle Animal, Notice, Stealth,
Survival
Starting Feats: All-Out Attack, Dodge Focus, Totem
AnimalW, Tough
Additional Feats: Endurance, Favored Terrain*, Run,
Track, Trackless
KNIGHT
CODES
OF
HONOR
MERCENARY
NOMAD
PIRATE
Whether they are Barachan freebooters, Zingaran buccaneers, black corsairs or Vilayet Sea corsairs, a pirates
life is wild and free, untamed by the corrupt laws of the
civilised lands.
Starting Skills: Acrobatics, Climb, Drive, Intimidate
Starting Feats: All-Out Attack, Dodge Focus, Weapon
Training, Uncanny Dodge
Additional Feats: AgileW, Direction SenseW, Endurance,
Finishing BlowW
HYBORIAN AGE
RELIGIONS
SOLDIER
CHAPTER 6
AJUJU
ASURA
BEL
The Shemitish god of thievery, Bel is worshipped elsewhere, particularly by well-travelled thieves who may
find it a novelty to have a god devoted specifically to
lawlessness. He is a minor part of the Shemite pantheon,
but this information concerns Bels cult outside of Shem.
Worship Requirements: Tithe
Worship Benefits: Beneficial Powers (Divination,
Warding)
Priest Requirements: Participation (one daring theft
per year)
Priest Benefits: Behaviour (practice bribery and
corruption), Skill Bonus (Gather Information, Stealth),
Supernatural Training (Divination, Warding)
Punishments: Defrocked
BORI
Bori was the god of the all the Hyborian tribes when
they were barbarians. Thought to be a deified chieftain, a
powerful war-leader who led the tribes to victory in their
days of conquest, he is an ancient god. He is still worshipped in Hyperborea and occasionally in Gunderland.
Worship Requirements: Tithe
Worship Benefits: Atonement, Faith
41
CHAPTER 6
Crom is the main Cimmerian god. He grants all Cimmerians the gift of strength of arm and will, and expects
them to use these to take what they want from life. Although all Cimmerians are nominal worshippers, Crom
has no priests. They do not call upon him for aid, as they
know that Crom would despise such weakness.
Worship Requirements: Cimmerian
Worship Benefits:
Priest Requirements:
Priest Benefits:
Punishments:
IBIS
DAGON
Dagon is the Zembabwean god of the underworld, fertility and grain. He is worshipped in the form of a gold
idol and is the most important god in Zembabwe, along
with his consort Derketo.
Worship Requirements: Tithe
Worship Benefits: Beneficial Powers
Priest Requirements: Adept (any)
Priest Benefits: Supernatural Training (Conjuring,
Divination, Nature, Necromancy, Shamanism, Sorcery,
Warding, Witchcraft)
Punishments: Assassinated (Supernatural), Curse
JHEBBAL SAG
DERKETA
DERKETO
Derketo is a fertility goddess in every sense. She is worshipped to grant fertility to the land but also during
great deviant orgies that last many weeks. She is also a
part of the Shemite pantheon and is worshipped in
Zembabwei as the consort of Dagon.
Worship Requirements: Behaviour (participate in
temple orgies), Tithe
Worship Benefits: Beneficial Powers
Priest Requirements: Adept (any)
Priest Benefits: Supernatural Training (Divination,
Nature, Warding)
Punishments:
KHITAN PANTHEON
HANUMAN
CHAPTER 6
MITRA
OLLAM-ONGA
YOG
SET
Set is the old serpent-god of Stygia but he is also worshipped by the Chagas of Kush, certain degenerate cults
of Shem and fell sorcerers across the Earth. Sets symbol
is a scaled serpent, coiled with its tail in its mouth. Set is
the mortal enemy of Mitra and of the Hyborian
Kingdoms but also hates his old Stygian enemy, Ibis.
Worship Requirements: Tithe, Behaviour (obey all
priests of Set)
Worship Benefits: Beneficial Powers
Priest Requirements: Adept, Behaviour (obey high
priest of Set), Blood SacrificeA
Priest Benefits: Skill Bonus (Gather Information,
Intimidate), Supernatural Training (Conjuring,
Divination, Hypnotism, Nature, Necromancy,
Shamanism, Sorcery, Warding, Witchcraft)
Punishments: Assassinated(Supernatural)
ZAMORIAN PANTHEON
The complex array of deities worshipped by the Zamorians seems at best bewildering and at worst completely
incomprehensible to an outsider. All Zamorian priests
are expected to learn at least the basics of hypnotism to
enforce absolute obedience in their followers if need be.
Worship Requirements: Tithe
Worship Benefits: Faith
Priest Requirements: Knowledge (Religion) rank 10,
Adept (Hypnotism)
Priest Benefits: Skill Bonus (Knowledge (Religion)),
Supernatural Training (Hypnotism)
Punishments:
SHEMITE PANTHEON
CHAPTER 7:
NARRATING HYBORIA
Conan did not hesitate, nor did he even glance toward the chest that held the wealth of an epoch. With a
quickness that would have shamed the spring of a hungry jaguar, he swooped, grasped the girls arm just as
her fingers slipped from the smooth stone, and snatched her up on the span with one explosive heave.
Jewels of Gwahlur
HERO CREATION
MEDICINE
In most campaigns the Cure power will not be available
to adepts. Most healing will therefore be natural, although augmented by herbal preparations.
Optionally, the Narrator may allow characters a recovery check if they qua a flagon of strong wine, as Conan
himself was wont to do. This should only be possible a
limited number of times per day (e.g. equal to their Con)
before they become inebriated.
SANITY
The Conan stories are full of encounters with unnamable terrors. Characters will need to make Sanity
checks against Fear and Terror when encountering various types of creatures, as described on p. 226 of the Core
Rulebook. It is recommended that Sanity checks should
be Will saves: characters should be able to build up a
certain resistance to the terrors of the unknown as they
gain experience.
CORRUPTION
TECHNOLOGY
Generally speaking the level of Hyborian Age technology rises no higher than that of medieval Europe. However, in some cases (especially weapons) there may be
considerable variation between nations.
CHAPTER 7
NARRATING HYBORIA
checks. Therefore, unless a character is hell-bent on following the path of evil, they should be given the opportunity to redeem themselves on occasion.
ADDING FLAVOUR
MAGIC ITEMS
SORCEROUS SOCIETIES
THE BLACK RING
ORGANISATIONS
CHAPTER 7
NARRATING HYBORIA
RELIGIOUS CULTS
This is the cult of Asura in Aquilonia, based in the capital, Tarantia. Small but potent, the cult is always alert for
supernatural foes that might upset the natural order of
things.
CRIMINAL GANGS
The Conan stories do not contain any specific named
criminal organisations, so a hypothetical thieves guild is
given below.
CHAPTER 7
NARRATING HYBORIA
SCHOLARLY LIBRARIES
There are two types of libraries. The first is simply a collection of books, scrolls and other material. It is not
really an organisation as such, because it has no members. They do not have expert levels, but do have ordinary
levels to represent the knowledge held in the books. They
have only two types of statistics: skills (which must be
knowledge specializations) and languages. The owner of
a library (or someone with equivalent levels of access)
can use the library to make a Knowledge skill check as
long as the library has ranks in that specialization and he
also has at least 1 rank in it. If the skill check fails then
the owner cannot try again until he increases the level of
the library (i.e. gets more books). Furthermore the skill
check takes 4 hours per level of the library. The owner
can speed up the check by not using all the librarys levels, but takes a 1 penalty for each level skipped. If the
information is not contained in the library then the
owner can make a skill check based on their own skills.
The languages listed in the librarys description are those
the collection is written in. A user of the library must
understand all the languages to use it at its full potential.
He receives a 2 penalty for each language he doesnt
know; he must know at least one to use the library at all.
The second type of library is a proper organisation as
we would understand it. As well as books, these libraries
have stascholars who are dedicated to maintaining,
expanding and curating the collection. These libraries
usually have expert levels as well as ordinary levels, and
consequently all the usual statistics of an organisation. A
character does not need to have a rank in the Knowledge
specialization that covers the question they are asking,
but must join or somehow gain influence over the organisation in order to make use of itthe Priest* feat
may assist in the character gaining access to temple libraries, for example. However, the library can now add
its Intelligence to the knowledge skill check. A skill
check using this type of library takes only 1 hour per
library level, as the librarians know where the relevant
volumes are. A character only needs to speak one of the
librarys languages, in order to communicate his requirements.
Improving any library is simply a matter of obtaining
more books for it. The purchase diculty of buying
enough books to increase a librarys level is equal to 10
plus the new level. The Narrator may adjust this as required, especially in the Hyborian Age where written
material of any kind can be hard to come by. The owner
of a simple collection of books must find the purchase
himself. For a proper library its Wealth score indicates
the amount of ready funds available to buy new books. A
library can also be enhanced by adding the books and
scrolls from another library. However, because there will
inevitably be some overlap in the contents, the larger
librarys level increases by only half the level of the
smaller library (or less, if the Narrator decides they are
very similar).
Sample libraries from the Conan RPG - Secrets of
Skelos are given below.
SORCERERS LIBRARY
TOSATHA-LANTIS LIBRARY
CHAPTER 7
NARRATING HYBORIA
KHITAN ENGINEERS
MILITARY UNITS
NEMEDIAN ADVENTURERS
Free Companies archery units typically train right alongside their infantry counterparts. This unit has learnt to
use the Bossonian longbow for its increased range and
stopping power.
48
CHAPTER 7
NARRATING HYBORIA
3rd
Type:
level warrior (organisation)
Unit Size: Brigade (321640)
Speed: 30 ft. (mounted 50 ft.)
Abilities: Str +2, Dex +1, Con +1, Int +0, Wis +0, Cha +0
Skills: Handle Animal 6 (+6), Notice 6 (+6), Ride 6
(+7), Survival 6 (+6)
Feats: Armor Training (light), Move-By Action,
Overrun, Shield Training, Spirited Charge, Vehicular
Combat, Weapon Training
Traits: Combat Unit Traits, Reputation +1, Vice
(mercenary), Virtue (the Free Companys code and
compact), Wealth 12
Combat: Attack +3 (+2 base, +1 Dex), Damage +5
(sword 1920/+3) or +5 (lance 20/+4), Defense Dodge/
Parry +5/+6 (+2 base, +2 medium shield, +1 Dex/+2 Str),
Initiative +1
Saving Throws: Toughness +3 (+2 chain shirt, +1 Con),
Fortitude +4 (+3 base, +1 Con), Reflex +2 (+1 base, +1
Dex), Will +1 (+1 base)
Languages: Any one
KUSHITE SPEARMEN
Spearmen from many of the Black Kingdoms take employment throughout the Hyborian world, even as far
north as Aquilonia. These wild barbarians lack the discipline for guard or garrison work, but make good fodder.
SHEMITE ASSHURI
KOZAKS
CHAPTER 8:
ADVERSARIES
I am very old, oh man of the waste countries; long and long ago I came to this planet with others of my
world, from the green planet Yag, which circles for ever in the outer fringe of this universe. We swept
through space on mighty wings that drove us through the cosmos quicker than light, because we had warred
with the kings of Yag and were defeated and outcast. But we could never return, for on earth our wings
withered from our shoulders. Here we abode apart from earthly life. We fought the strange and terrible
forms of life which then walked the earth, so that we became feared, and were not molested in the dim jungles
of the east, where we had our abode.
TEMPLATES
CHILD OF ISHITI
The children of Ishiti are the reptilian slaves of the demoness Ishiti. They are humanoid, but with mottled,
scaly skin and monstrous dragon heads. They are created
by the breath of Ishiti (see below) or when an individual
serving Ishiti embraces their corruption.
A child of Ishiti is an inherited template that can be
applied to any humanoid creature, hereafter known as
the base creature. A child of Ishiti uses all the base creatures statistics and traits except as noted here.
Type: The creatures type changes to outsider (native).
Speed: Speed is unchanged.
Abilities: +1 Dexterity, 2 Charisma.
Skills: A child of Ishiti gains a +6 racial bonus to all
Notice and Sense Motive checks because of their keen
eyes, heat-sensing nasal pits and odour detecting
tongues.
Feats: As base creature, but including Dodge Focus and
Skill Focus (Notice) as bonus feats.
Traits: A child of Ishiti retains all the traits of the base
creature and gains the following, additional traits:
Change Shape: As a standard action the creature can
take the shape of any humanoid creature. This eect
gives it a +10 bonus on any Disguise checks. It reverts
to its normal form if killed, or if it hears the words
that unweave. A reflective surface reveals its true form.
Darkvision (60 ft.)
Poison: A child of Ishitis bite is venomous (Type:
Injury; Save: 10 plus half level plus Con; Onset: 10
minutes/12 minutes; Eect: 2 Str/1 Str).
Sorcerous Phrase Vulnerability: Speaking the words that
unweave to a child of Ishiti will inflict great pain upon
it. Simply uttering the mundane words is enough to
do so, but remembering the words requires a
Diculty 20 Knowledge (Arcana) check. If the words
are spoken aloud, however, any children of Ishiti
within range of hearing will be struck by enough pain
to impose a 4 penalty on attack rolls and skill checks
for the rest of that round and the one following.
Combat: Children of Ishiti gain a bite attack with a base
damage of +1, plus poison.
Saving Throws: As base creature, but a child of Ishiti
gains a +2 bonus to Toughness saves from its scaly skin.
RACES
These racial backgrounds have been included for reference, and should only be used for Player Characters with
Narrator approval.
ACHERONIAN
Acheronians are tall, white-skinned, and dark-haired.
The men tend to wear full beards and be cadaverously
thin, while the women are lithe yet voluptuous. Some
scholars believe the Acheronians to be closely related to
the race of giant-kings that are said to have been the
founders of Stygia, long before those now known as Stygians conquered that land.
Ability Adjustments: +1 Charisma, 1 Strength.
Bonus Feats: Skill Focus (Knowledge (Arcana)),
Talented (Craft (Alchemy) and Craft (Herbalism))
Bonus Skills: Craft (Alchemy), Knowledge (Arcana)
Trait: Corruptible*, Sinister*
Favored Feats: Fiend-DevotedA, Supernatural Focus
(Curse)
Native Language: Acheronian, native language of the
Hyborian kingdom they live in
Bonus Languages: Ancient Stygian, Demonic, bonus
languages of the Hyborian kingdom they live in
Religion: Set
50
CHAPTER 8
ADVERSARIES
CHILD OF JHEBBEL-SAG
Jhebbal Sag is the primal god who once ruled all living
things. Child of Jhebbal Sag is an inherited template
that can be added to any living creature with an Intelligence score of 4 or more (referred to hereafter as the
base creature). A child of Jhebbal Sag uses all the base
creatures statistics and traits except as noted here.
Type: The creatures type changes to outsider (native).
Speed: Speed is unchanged.
Abilities: +1 Strength, +1 Charisma. Any creature with
an Intelligence of 3 or lower has its Intelligence
increased to 2.
Skills: Children of Jhebbal Sag gain a +2 racial bonus to
all Handle Animal checks.
Feats: As base creature, but including Animal Empathy
and Night Vision as bonus feats.
Powers: Although a child of Jhebbal Sag gains no
additional supernatural powers they are considered to
always follow the Nature supernatural philosophy, in
addition to any other they may deliberately study.
Traits: A child of Jhebbal Sag retains all the traits of the
base creature and gains the following, additional traits:
Corrupted: The creature gains 1 point of corruption.
Fated: The creatures Conviction point total is reduced
by 1.
Combat: No change.
Saving Throws: As base creature.
MUMMY OF AHRIMAN
Mummy of Ahriman is an acquired template that can
be applied to any humanoid creature, henceforth referred
to as the base creature. A Mummy of Ahriman uses all
the base creatures statistics and traits as noted here.
Type: The creatures type changes to undead.
Speed: Speed is unchanged.
Abilities: +1 Strength, +1 Dexterity, +2 Intelligence, +2
Wisdom, +3 Charisma. As an undead creature, a
mummy of Ahriman has no Constitution score.
Skills: Mummies of Ahriman gain a +2 bonus to Notice,
Search and Stealth skill checks.
Feats: As base creature, adding Dodge Focus, Improved
Initiative, Lightning Reflexes and Talented (Notice and
Sense Motive).
Powers: A mummy of Ahriman gains access to the
Dominate power using its total level as its adept level.
Using this power is not fatiguing.
Traits: Mummies of Ahriman retain all the traits of the
base creature and gains the following, additional traits:
A natural bonus to Toughness saves equal to half its
level.
Darkvision (60 ft.)
Damage Reduction 4/
Immune to Cold
Vulnerable to Fire
Fast Healing
Corruptible*
Corrupted: The creature gains 1 point of corruption.
Heart of Ahriman Vulnerability: Mummies of Ahriman
can be destroyed by the Heart of Ahriman.
Combat: The creature gains a natural attack (e.g. claws
or slam) that does +1 damage.
Saving Throws: As base creature.
SALOME
Salome is one spirit who reincarnates each century into
the noble dynasty of Khauran, taking on the form of a
newborn girl-child born to the current queen and king.
Every girl so born is checked for the telltale red crescent
51
CHAPTER 8
ADVERSARIES
VAMPIRE (HYBORIAN)
Vampires are created when the foolish elect to undergo
certain transformations hinted at in the fabled Book of
Skelos, courting darkness in the shadowy places beneath
the Earth, seeking death willingly in order to find eternal
life. Use the Vampire template on p. 180 of the True20
Bestiary, but remove the following traits and weaknesses:
Create Spawn
Gaseous Form
Spider Climb
Repelling a Vampire
SORCEROUS MUMMY
Sorcerous Mummy is an acquired template that can be
applied to any humanoid creature, henceforth referred to
as the base creature. A Sorcerous mummy uses all the
base creatures statistics and traits as noted here.
Type: The creatures type changes to undead.
Speed: Speed is unchanged.
Abilities: +1 Strength, 2 Dexterity, 2 Charisma. As an
undead creature, a sorcerous mummy has no
Constitution score.
Skills: Sorcerous mummies gain a +2 bonus to Notice,
Search and Stealth skill checks.
Feats: As base creature.
Powers: A sorcerous mummy gains access to the
Dominate power using its total level as its adept level.
Using this power is not fatiguing.
Traits: A sorcerous mummy retains all the traits of the
base creature and gains the following, additional traits:
A natural bonus to Toughness saves equal to half its
level.
Darkvision (60 ft.)
Damage Reduction 2/
Immune to Cold
Vulnerable to Fire
Corrupted: The creature gains 1 point of corruption.
Combat: The creature gains a natural attack (e.g. claws
or slam) that does +1 damage.
Saving Throws: As base creature.
NEW TRAITS
The nature of some of the Hyborian Age creatures (especially outsiders) requires some additional creature traits.
Note that the Natural Adept trait may increase the
power of a demon quite dramatically, and should be accounted for when designing encounters.
Earthbound Form: This trait can only be applied to a
willing outsider by an adept using the BindingA power.
The aected creature is bound to the mortal plane, losing
its Manifest trait. It can still be summoned but must
make its own way to the summoner as best it can. It is
no longer aected by the BanishmentA power, and can
ignore the eects of the Master Words and Signs* feat.
Fiendish Instructor: The creature can teach adepts supernatural powers that it knows, or all powers from a
particular supernatural philosophy. The creature may not
be able to cast these powers, and may not wish to teach
them at all, but it can if persuaded to. Creatures without
this trait must be summoned using the Fiendish Instructor mana trait (see Chapter 4) in order to perform the
instruction.
52
CHAPTER 8
ADVERSARIES
DRAGON
NEW FEATS
MANIFEST ATTACK
(GENERAL)
DRAGON, AQUATIC
BESTIARY
ANIMALS
BLACK LOTUS
EMERALD LOTUS
53
CHAPTER 8
ADVERSARIES
GHOST SNAKE
FIRE DRAKE
GIANT BAT
CHAPTER 8
ADVERSARIES
GREY APE
GIANT MANTID
GIANT SLUG
55
CHAPTER 8
ADVERSARIES
HYENA LORD
5th
Type:
level animal
Size: Large
Speed: 50 ft.
Abilities: Str +8, Dex +1, Con +4, Int 3, Wis +1, Cha 2
Skills: Jump 4 (+12), Notice 1 (+5), Survival 3 (+4)
Feats: Night Vision+, Skill Focus (Notice), Track
Traits: Darkvision (60 ft.), Scent, Trip, Uncanny
Intellect
Combat: Attack +3 (+3 base, 1 size, +1 Dex), Damage
+9 (bite), Defense Dodge/Parry +3/ (+3 base, 1 size,
+1 Dex), Initiative +1
Saving Throws: Toughness +6 (+2 size, +4 Con),
Fortitude +8 (+4 base, +4 Con), Reflex +5 (+4 base, +1
Dex), Will +2 (+1 base, +1 Wis)
Trip: A hyena lord that hits with its bite attack can
immediately attempt to trip their opponent, with a +4
bonus. If the trip fails the opponent cannot attempt to
trip the hyena lord.
Uncanny Intellect: Unlike other animals, hyena lords
have an Intelligence score of 3 and have the potential to
become even smarter. There is no upper limit to a hyena
lords Intelligence.
NORDWOLF
KING SCORPION
56
CHAPTER 8
ADVERSARIES
SABRE-TOOTH
5th
Type:
level animal
Size: Large
Speed: 30 ft.
Abilities: Str +7, Dex +1, Con +4, Int 4, Wis +1, Cha 2
Skills: Acrobatics 4 (+9), Notice 0 (+5), Stealth 4 (+9)*
Feats: Night Vision, Skill Focus (Notice)
Traits: Improved Grab+, Pounce, Persistent Wound,
Rake, Scent, Tooth Breaking
Combat: Attack +4 (+3 base, +1 Dex), Damage +10
(bite) or +8 (claw), Defense Dodge/Parry +4/ (+3 base,
+1 Dex), Initiative +1
Saving Throws: Toughness +5 (+1 size, +4 Con),
Fortitude +8 (+4 base, +4 Con), Reflex +5 (+4 base, +1
Dex), Will +2 (+1 base, +1 Wis)
SON OF SET
SAURIAN
STYGIAN SCARAB
CHAPTER 8
ADVERSARIES
WYVERN
SPINED CAT
(ERAULACH)
Type: 16th level animal
Size: Large
Speed: 40 ft.
Abilities: Str +8, Dex +2, Con +3, Int 4, Wis +1, Cha +0
Skills: Jump 4 (+12), Notice 5 (+6), Stealth 5 (+3), Swim
5 (+13)
Feats: Endurance, Great Fortitude, Improved Grab+,
Night Vision+, Run, Track
Traits: Pounce, Rake, Scent
Combat: Attack +11 (+12 base, 1 size, +2 Dex),
Damage +9 (bite) or +10 (claw) or +9 (spined tail),
Defense Dodge/Parry +11/ (+12 base, 1 size, +2 Dex),
Initiative +2
Saving Throws: Toughness +5 (+2 size, +3 Con),
Fortitude +15 (+10 base, +2 Great Fortitude, +3 Con),
Reflex +12 (+10 base, +2 Dex), Will +6 (+5 base, +1 Wis)
YOTHGA
WHITE APE
CHAPTER 8
ADVERSARIES
DEMONS
Fluting: Once per day a black one can use a thin black
flute to use the Dominate power. It uses its Perform
(Wind Instruments) check in place of a power check,
but the attempt is not fatiguing. The black one can
maintain the power by using a standard action to
continue playing the flute.
Ritual Waters: An oily green pool at the centre of their
ruined city allows black ones to perform a powerful
transformation ritual. Any human drowned in the pool
by a black one (either by being immersed when
unconscious, or deliberately held underwater) will be
transformed into a tiny lifeless statue of themselves if the
black one succeeds in a Diculty 22 power check.
BLACK FIEND
BLACK SHADOW
BLACK ONE
59
CHAPTER 8
ADVERSARIES
BRYLUKA
(BAT-DEMON)
Type: 11th level outsider (vice)
Size: Medium
Speed: 30 ft., fly 40 ft. (average)
Abilities: Str +5, Dex +4, Con +2, Int +1, Wis +4, Cha +1
Skills: Blu 14 (+15), Climb 14 (+19), Jump 14 (+19),
Knowledge (Arcana) 14 (+15), Notice 14 (+18), Stealth
14 (+26), Survival 14 (+18)
Feats: Defensive Attack, Improved Grab, Improved
Initiative, Move-By Attack+, Track
Traits: Damage Reduction all/silver and fire, Manifest*,
Persistent Wound +1
Combat: Attack +15 (+11 base, +4 Dex), Damage +7
(claws) or +6 (bite), Defense Dodge/Parry +16/ (+11
base, +5 Dex), Initiative +9
Saving Throws: Toughness +2 (+2 Con), Fortitude +9
(+7 base, +2 Con), Reflex +11 (+7 base, +4 Dex),
Will +11 (+7 base, +4 Wis)
Languages: All human, Demonic
BLOODED STONES
BODILESS SLIMER
CHAPTER 8
ADVERSARIES
Abilities: Str +7, Dex +10, Con +2, Int +4, Wis +3,
Cha +1
Skills: Notice 23 (+30)
Feats: All-Out Attack, Defensive Attack, Dodge Focus,
Double Strike, Endurance, Move-By Action, Skill Focus
(Notice)
Traits: Manifest*
Combat: Attack +25 (+15 base, +10 Dex), Damage +10
(bite) or + 8 (wing buet), Defense Dodge/Parry +26/
(+15 base, +1 Dodge Focus, +10 Dex), Initiative +10
Saving Throws: Toughness +8 (+6 size, +2 Con),
Fortitude +8 (+6 base, +2 Con), Reflex +22 (+12 base,
+10 Dex), Will +9 (+6 base, +3 Wis)
Languages: Air, any four
EARTH ELEMENTAL
Type: 20th level elemental (earth)
Size: Gargantuan
Speed: 30 ft.
Abilities: Str +15, Dex +0, Con +3, Int +2, Wis +4,
Cha 1
Skills: Notice 23 (+27)
Feats: All-Out Attack, Awesome Blow, Cleave, Greater
Fortitude, Great Cleave, Improved Sunder,
Overwhelming ChargeW
Traits: Manifest*, Rock Incarnate
Combat: Attack +15 (+15 base), Damage +18 (slam),
Defense Dodge/Parry +15/ (+15 base), Initiative +0
Saving Throws: Toughness +14 (+6 size, +6 natural, +2
Con), Fortitude +17 (+12 base, +2 Great Fortitude, +3
Con), Reflex +6 (+6 base), Will +10 (+6 base, +4 Wis)
Languages: Earth, any two
Type:
level outsider (aquatic, vice)
Size: Gargantuan
Speed: swim 100 ft.
Abilities: Str +12, Dex +5, Con +4, Int +1, Wis +4,
Cha +1
Skills: Intimidate 23 (+27), Knowledge (Arcana) 23
(+24), Knowledge (Geography) 23 (+24), Search 23
(+24), Survival 23 (+27)
Feats: Double Strike, Improved Grab, RitualistA, Track
Powers: Rank 23, Wis, save diculty 24: Summon
ElementalA +27, Summon OutsiderA +27, Water
Shaping +27, Weather Shaping +27, Wind Shaping +27
Traits: Fiendish Instructor, Frightful Presence, Natural
Adept, Rend, Tentacles, Tremorsense (240 ft.)
Combat: Attack +21 (+20 base, 4 size, +5 Dex),
Damage +14 (tentacle), Defense Dodge/Parry +21/
(+20 base, 4 size, +5 Dex), Initiative +5
Saving Throws: Toughness +16 (+6 size, +6 natural, +4
Con), Fortitude +16 (+12 base, +4 Con), Reflex +17 (+12
base, +5 Dex), Will +16 (+12 base, +4 Wis)
Languages: Acheronian, All human, Ancient Stygian,
Aquan, Demonic
FIRE ELEMENTAL
Type: 20th level elemental (fire)
Size: Gargantuan
Speed: 50 ft.
Abilities: Str +2, Dex +7, Con +0, Int +2, Wis +4,
Cha 1
Skills: Notice 23 (+27)
Feats: All-Out Attack, Attack Focus (Slam), Cleave,
Defensive Attack, Dodge Focus, Great Cleave, Move-By
Action
Traits: Body of Flame, Flame Incarnate, Manifest*
Combat: Attack +23 (+15 base, +1 Attack Focus, +7
Dex), Damage +5 (slam, fire), Defense Dodge/Parry
+23/ (+15 base, +1 Dodge Focus, +7 Dex), Initiative +7
Saving Throws: Toughness +6 (+6 size), Fortitude +6 (+6
base), Reflex +19 (+12 base, +7 Dex), Will +10 (+6 base,
+4 Wis)
Languages: Fire, any two
ELEMENTAL
CHAPTER 8
ADVERSARIES
WATER ELEMENTAL
Type: 20th level elemental (water)
Size: Gargantuan
Speed: 20 ft., swim 90 ft.
Abilities: Str +10, Dex +5, Con +1, Int +2, Wis +4,
Cha +1
Skills: Notice 23 (+30)
Feats: All-Out Attack, Defensive Attack, Cleave, Dodge
Focus, Great Fortitude, Improved Grab+
Powers: Rank 23, Wis, save diculty 24: Water
Shaping +27, Weather Shaping +27
Traits: Manifest*, Swallow Whole, Water Mastery
Combat: Attack +20 (+15 base, +5 Dex), Damage +10
(bite) or + 8 (slam), Defense Dodge/Parry +21/ (+15
base, +1 Dodge Focus, +5 Dex), Initiative +5
Saving Throws: Toughness +7 (+6 size, +1 Con),
Fortitude +15 (+12 base, +2 Great Fortitude, +1 Con),
Reflex +11 (+6 base, +5 Dex), Will +10 (+6 base, +4 Wis)
Languages: Air, any two
GORGON
FOAMING BLASPHEMY
CHAPTER 8
ADVERSARIES
GREY DEVIL
LAMIA
(SERVANT OF BIT-YAKIN)
Type: 7th level outsider (vice)
Size: Large
Speed: 30 ft., climb 30 ft.
Abilities: Str +5, Dex +4, Con +3, Int +0, Wis +3, Cha +4
Skills: Climb 10 (+23), Jump 10 (+15), Knowledge
(Arcana) 10 (+10), Notice 10 (+16), Stealth 10 (+18),
Survival 10 (+13)
Feats: Diehard, Endurance, Improved Grab+, Skill Focus
(Notice)
Traits: Darkvision (60 ft.), Rake, Scent, Sorcerous Glow,
Trip
Combat: Attack +10 (+7 base, 1 size, +4 Dex), Damage
+6 (claw), Defense Dodge/Parry +10/ (+7 base, 1 size,
+4 Dex), Initiative +4
Saving Throws: Toughness +5 (+2 size, +3 Con),
Fortitude +9 (+5 base, +3 Con), Reflex +9 (+5 base, +4
Dex), Will +8 (+5 base, +3 Wis)
Languages: Demonic
Improved Grab: To use this ability, the grey devil must
hit with a claw attack.
Skills: Grey devils have a +8 racial bonus on Climb
checks and can always choose to take 10 on Climb
checks, even if rushed or threatened. Additionally, they
are almost supernaturally quiet and gain a +8 racial
bonus to Stealth skill checks.
Sorcerous Glow: Grey devils have eerie glowing eyes that
shake the will of anyone who look upon them, requiring
onlookers to make a Sanity check.
Trip: A grey devil that hits with a claw attack can
immediately attempt to trip their opponent, with a +5
bonus. If the trip fails the opponent cannot attempt to
trip the grey devil.
GUARDIAN DEMON
CHAPTER 8
ADVERSARIES
MAN-SERPENT
(CHILD OF SET, APOPHISTINE, GOD IN
THE BOWL)
Type: 5th level outsider (vice)
Size: Huge
Speed: 30 ft., climb 30 ft., swim 30 ft.
Abilities: Str +10, Dex +2, Con +6, Int +3, Wis +2,
Cha +3
Skills: Blu 8 (+11), Craft (Alchemy) 8 (+11),
Intimidate 8 (+11), Knowledge (Arcana) 8 (+11),
Knowledge (Linguistics) 8 (+11), Knowledge (Religion)
8 (+11), Notice 8 (+10), Sense Motive 8 (+11), Stealth 8
(+10)
Feats: Fearsome PresenceW, Skill Focus (Stealth)
Powers: Rank 8, Cha, save diculty 16: Summon
ElementalA +11, Summon OutsiderA +11
Traits: Constricting Grapple, Darkvision (60 ft.),
Fiendish Instructor*, Improved Terror, Natural Adept*,
Sorcerous Phrase Vulnerability
Combat: Attack +5 (+5 base, 2 size, +2 Dex), Damage
+12 (slam), Defense Dodge/Parry +5/ (+5 base, 2 size,
+2 Dex), Initiative +2
Saving Throws: Toughness +8 (+4 size, +2 natural, 2
Con), Fortitude +10 (+4 base, +6 Con), Reflex +6 (+4
base, +2 Dex), Will +6 (+4 base, +2 Wis)
Languages: Ancient Stygian, Demonic
LOTUS-THING
Constricting Grapple: The crushing coils of a manserpent prevent their victims from breathing. Anyone
grappling a man-serpent begins to suocate. In addition,
a successful grapple check allows the man-serpent to
inflict +11 damageevery failed Toughness save against
this attack reduces the suocating victims rounds of
remaining breath by one.
Improved Terror: So unnatural is the look of the manserpent that it adds its Charisma to the Diculty of any
Sanity checks made due to its appearance. Additionally, a
natural roll of 1 on this check will cause the targets
heart to stopkilling them in a number of rounds equal
to their Constitution (or instantly if their Constitution is
0 or less).
Sorcerous Phrase Vulnerability: Anyone speaking the
words that unweave to a man-serpent will inflict great
pain upon it. Simply uttering the mundane words is
enough to do so, but remembering the words requires a
Diculty 20 Knowledge (Arcana) check. If the words
are spoken aloud, however, any man-serpents within
range of hearing will be struck by enough pain to impose
a 4 penalty on attack rolls and skill checks for the rest
of that round and the one following.
CHAPTER 8
ADVERSARIES
Speed: 10 ft.
Abilities: Str +15, Dex +1, Con +15, Int +4, Wis +5,
Cha +5
Skills: Climb 23 (+38), Concentration 19 (+24), Craft
(Alchemy) 23 (+27), Craft (Herbalism) (+27), Intimidate
23 (+28), Knowledge (Arcana) 23 (+27), Knowledge
(History) 23 (+27), Knowledge (Linguistics) 23 (+27),
Knowledge (Religion) 23 (+27), Notice 23 (+28), Swim
23 (+38)
Feats: All-Out Attack, Cleave, Great Cleave, Improved
Critical (Tentacle), Improved Critical (Bite), Improved
Sunder, RitualistA
Powers: Rank 23, Cha, save diculty 25: all supernatural
powers +28
Traits: Alien Anatomy, Corporeal Instability, Immune to
Transformation, Manifest*, Swallow Whole, Tentacles
Combat: Attack +21 (+20 base, +1 Dex), Damage +20
(tentacle, corporeal instability) or +10 (bite, corporeal
instability), Defense Dodge/Parry +21/ (+20 base, +1
Dex), Initiative +1
Saving Throws: Toughness +19 (+4 size, +15 Con),
Fortitude +27 (+12 base, +15 Con), Reflex +13 (+12
base, +1 Dex), Will +17 (+12 base, +5 Wis)
Languages: Acheronian, Demonic
RIDERS OF OLLAM-ONGA
NIGHT-WEIRD
CHAPTER 8
ADVERSARIES
SEA FIRE
SERVITOR SPIRIT
SERVITOR OF QUF-JUSHKEEEN
SIREN
CHAPTER 8
ADVERSARIES
SWAMP DEVIL
SMOKE SERPENT
CHAPTER 8
ADVERSARIES
TENTACLE SPAWN
2nd
Type:
level outsider (vice)
Size: Medium
Speed:
Abilities: Str +3, Dex +1, Con +4, Int 2, Wis +0, Cha 3
Skills: Notice 6 (+6), Search 6 (+4) , Stealth 4 (+5)
Feats: Defensive Attack
Traits: Darkvision (60 ft.), Paralysing Lather, Portal
Bound
Combat: Attack +3 (+2 base, +1 Dex), Damage +3
(tentacle bite, paralysing lather), Defense Dodge/Parry
+3/ (+2 base, +1 Dex), Initiative +1
Saving Throws: Toughness +4 (+4 Con), Fortitude +7
(+3 base, +4 Con), Reflex +4 (+3 base, +1 Dex), Will +3
(+3 base)
Languages: Demonic (understand only)
WIND GHOST
UNCANNY STEED
DEMON LORDS
This section lists some powerful demon lords. Any dealings with such creatures (such as a Demonic Pact*)
should be harder than for most other demons. For example, summoning a demon lord when using the Rule of
defence (see Chapter 4) should require an immediate
Diplomacy check, even if the demon lords attitude is
friendly.
The statistics for these demon lords have been
adapted from: Conan RPG - Secrets of Skelos (Khosatral Khel, Ollam-Onga, Thaug), Conan RPG - Shem,
Gateway to the South (Lamashtu, Pazuzu, Votantha)
and Conan RPG - Stygia, Serpent of the South (Ammut, the Black Beast, Ishiti). The languages listed are
more for illustrationa demon lord can speak any language the Narrator desires.
UNDINE
CHAPTER 8
ADVERSARIES
AMMUT
Abilities: Str +12, Dex +4, Con +8, Int +5, Wis +4,
Cha +7
Skills: Blu 23 (+30), Concentration 23 (+27), Craft
(Alchemy) 22 (+27), Diplomacy 23 (+30), Gather
Information 13 (+20), Intimidate 23 (+33), Knowledge
(Arcana) 23 (+28), Knowledge (Religion) 23 (+28),
Notice 23 (+27), Search 23 (+28), Sense Motive 23
(+33), Stealth 11 (+3)
Feats: Challenge (Fast Demoralize), Iron Will,
Menacing DemeanorE, Skill Focus (Intimidate), Skill
Focus (Sense Motive), RitualistA
Powers: Rank 23, Cha, save diculty 27: Dominate +30,
Heart Shaping +30, Plant Shaping +30, Suggestion +30,
Summon BeastsA +30, Summon ElementalA +30,
Summon OutsiderA +30
Traits: Damage Resistance all/fire and silver, Fiendish
Instructor*, Ishitis Fire, Manifest*, Multiple Forms,
Natural Adept*, Swallow Whole
Combat: Attack +20 (+20 base, 4 size, +4 Dex),
Damage +16 (slam), Defense Dodge/Parry +20/ (+20
base, 4 size, +4 Dex), Initiative +4
Saving Throws: Toughness +14 (+6 size, +8 Con),
Fortitude +20 (+12 base, +8 Con), Reflex +16 (+12 base,
+4 Dex), Will +18 (+12 base, +2 Iron Will, +4 Wis)
Languages: Any human
Hands Through the Void: Ishiti can extend her arms out
as snakes instead of hands. These can reach through the
Outer Darkness to grasp people (a grapple attack) and
transport them to her realm.
Ishitis Fire: As a standard action Ishiti can spew
sorcerous fire from her mouth to a range of 30 ft. Any
creature hit by this fire must make three saving throws.
The first is a Diculty 21 Corruption save to avoid
gaining a point of Corruption. The second is a Diculty
18 Fortitude save to avoid being mutated gradually into
a demon (the Narrator should gradually apply the
aberration type to the character, then the outsider type).
The final save is a Diculty 17 Will save to avoid
gaining the Child of Ishiti template.
Multiple Forms: Ishiti can turn any part of her body
snake-like at will. Usually she appears as a beautiful
woman with snakes for hair and a snake-like body or
lower body.
Swallow Whole: Ishiti needs to be completely in snake
form to use this ability, and must succeed in a grapple
attempt.
20th
Type:
level outsider (vice)
Size: Huge
Speed: 30 ft.
Abilities: Str +12, Dex +1, Con +15, Int +4, Wis +5,
Cha +8
Skills: Acrobatics 23 (+24), Climb 23 (+35), Craft
(Alchemy) 23 (+27), Craft (Herbalism) 23 (+27),
Intimidate 23 (+31), Jump 23 (+35), Knowledge
(Arcana) 23 (+27), Knowledge (Religion) 23 (+27),
Notice 23 (+28)
Feats: All-Out Attack, Cleave, Great Cleave, Improved
Critical (Bite), Improved Critical (Claw), Improved
Grab+, Improved Rush, RitualistA
Traits: Damage Reduction 5/, Darkvision (60 ft.),
Fiendish Instructor*, Manifest*, Pounce, Rake, Trample
Combat: Attack +19 (+20 base, 2 size, +1 Dex),
Damage +14 (bite 1920/+3) or +15 (claw 1920/+3),
Defense Dodge/Parry +19/ (+20 base, 2 size, +1
Dex/), Initiative +1
Saving Throws: Toughness +19 (+4 size, +15 Con),
Fortitude +27 (+12 base, +15 Con), Reflex +13 (+12
base, +1 Dex), Will +17 (+12 base, +5 Wis)
Languages: Any human
BLACK BEAST
(THE GHOUL-HYENA OF CHAOS)
Type: 20th level outsider (vice)
Size: Colossal
Speed: 70 ft.
Abilities: Str +20, Dex +2, Con +10, Int 2, Wis +3,
Cha +15
Skills: Climb 23 (+43), Intimidate 23 (+38), Jump 23
(+43), Notice 23 (+26)
Feats: All-Out Attack, Awesome Blow, Cleave, Great
Cleave, Improved Critical (Bite), Improved Sunder,
Improved Rush, Night Vision+
Traits: Damage Reduction 2/, Earthbound Form*,
Fiendish Instructor*, Pounce, Scent, Trip
Combat: Attack +14 (+20 base, 8 size, +2 Dex),
Damage +23 (bite 1920/+3) or +25 (claw), Defense
Dodge/Parry +14/ (+20 base, -8 size, +2 Dex),
Initiative +2
Saving Throws: Toughness +22 (+8 size, +4 natural, +10
Con), Fortitude +22 (+12 base, +10 Con), Reflex +14
(+12 base, +2 Dex), Will +15 (+12 base, +3 Wis)
Languages: Stygian
KHOSATRAL KHEL
ISHITI
(DEMON GODDESS OF SNAKES)
Type: 20th level outsider (vice)
Size: Gargantuan
Speed: 20 ft., climb 20 ft., swim 20 ft.
69
CHAPTER 8
ADVERSARIES
OLLAM-ONGA
LAMASHTU
(THE ONE WHO ERASES)
Type: 20th level outsider (vice)
Size: Huge
Speed: 60 ft.
Abilities: Str +8, Dex +10, Con +5, Int +7, Wis +8,
Cha +5
Skills: Blu 23 (+28), Craft (Alchemy) 23 (+30), Craft
(Herbalism) 23 (+30), Handle Animal 23 (+28),
Intimidate 23 (+28), Knowledge (Arcana) 23 (+30),
Knowledge (Linguistics) 23 (+30), Knowledge (Nature)
23 (+30), Medicine 23 (+31), Notice 23 (+31), Search 23
(+30), Sense Motive 23 (+31), Stealth 23 (+25)
Feats: All-Out Attack, Challenge (Fast Demoralise),
Cleave, Manifest Attack*, Master Poisoner*, Menacing
DemeanorE, RitualistA, Snatch+
Powers: Rank 23, Wis, save diculty 28: Cold
Shaping +31, Command UndeadA +31, ContagionA +31,
CurseA +31, Drain Vitality +31, Flesh Shaping +31,
Ghost Touch +31, Harm +31, Imbue Unlife +31, Life
DrainA +31, Pain +31, Shadow ShapingA +31, Speak
with DeadA +31, Summon ElementalA +31, Summon
OutsiderA +31
Traits: Contaminate, Damage Reduction all/fire and
silver, Fiendish Instructor*, Manifest*, Natural Adept*,
Stillbirth
Combat: Attack +28 (+20 base, 2 size, +10 Dex),
Damage +10 (bite), Defense Dodge/Parry +28/ (+20
base, 2 size, +10 Dex), Initiative +10
Saving Throws: Toughness +9 (+4 size, +5 Con),
Fortitude +17 (+12 base, +5 Con), Reflex +22 (+12 base,
+10 Dex), Will +20 (+12 base, +8 Wis)
Languages: Demonic, Shemitish, most other human
PAZUZU
(LORD OF FEVERS AND PLAGUES)
Type: 20th level outsider (vice)
Size: Huge
Speed: 50 ft., fly 60 ft.
Abilities: Str +8, Dex +10, Con +8, Int +6, Wis +8,
Cha +10
Skills: Blu 23 (+33), Craft (Alchemy) 23 (+29), Craft
(Herbalism) 23 (+29), Intimidate 23 (+33), Knowledge
(Arcana) 23 (+29), Knowledge (Linguistics) 23 (+29),
Knowledge (Nature) 23 (+29), Medicine 23 (+31),
Notice 23 (+31), Search 23 (+29), Sense Motive 23
(+31), Stealth 23 (+25)
Feats: All-Out Attack, Challenge (Fast Demoralise),
Cleave, Improved Grab+, Manifest Attack*, Menacing
DemeanorE, Snatch, RitualistA
Powers: Rank 23, Cha, save diculty 30: Cold
Shaping +33, Command UndeadA +33, ContagionA +33,
CurseA +33, Drain Vitality +33, Flesh Shaping +33,
Ghost Touch +33, Harm +33, Imbue Unlife +33, Life
DrainA +33, Pain +33, Shadow ShapingA +33, Speak
70
CHAPTER 8
ADVERSARIES
VOTANTHA
(THE TREE OF MOUTHS)
Type: 20th level outsider (vice)
Size: Huge
Speed: 5 ft.
Abilities: Str +18, Dex +0, Con +8, Int +1, Wis +8,
Cha +10
Skills: Blu 23 (+33), Intimidate 23 (+33), Knowledge
(Arcana) 23 (+24), Knowledge (Nature) 23 (+24), Notice
23 (+31), Search 23 (+24), Sense Motive 23 (+31)
Feats: All-Out Attack, Challenge (Fast Demoralise),
Cleave, Defensive Attack+, Improved Disarm, Improved
Trip, Menacing DemeanorE, RitualistA
Traits: Blossom of Living Flame, Damage Reduction
all/gold and bronze, Fiendish Instructor*, Fiery Aura,
Manifest*, Multiple Heads, Tormenting Din
Combat: Attack +18 (+20 base, 2 size), Damage +18
(bite), Defense Dodge/Parry +18/ (+20 base, 2 size),
Initiative +0
Saving Throws: Toughness +12 (+4 size, +8 Con),
Fortitude +20 (+12 base, +8 Con), Reflex +12 (+12 base),
Will +20 (+12 base, +8 Wis)
Languages: Demonic, Shemitish, most human
THAUG
Four incarnations of Conan are given below, representing his abilities at various stages throughout his life.
71
CHAPTER 8
ADVERSARIES
CHAPTER 8
ADVERSARIES
ATALI
(DAUGHTER OF YMIR)
Type: 20th level outsider (cold)
Size: Medium
Speed: 50 ft.
Abilities: Str +5, Dex +10, Con +10, Int +0, Wis +5,
Cha +20
Skills: Acrobatics 14 (+24), Blu 23 (+43),
Concentration 14 (+19), Gather Information 14 (+34),
Intimidate 11 (+31), Knowledge (Arcana) 15 (+15),
Notice 10 (+15), Perform (Dance) 23 (+43), Sense
Motive 10 (+15)
Feats: Dodge Focus, Empower, Endurance, Lightning
Reflexes, Widen Power, Quicken Power, Run
Powers: Rank 23, Cha, save diculty 40:
ConfusionA +44, Dominate +44, Drain Vitality +42,
Enhance Ability +42, GlamourA +44, Heart Shaping
+44, Illusion +44, Life ExtensionA +42, Mind Touch
+44, Suggestion +44, Teleport +42, Ward +42
Traits: Darkvision (60 ft.), Frightful Presence, Natural
Adept*, Immune to Cold, Supernatural Philosophy*
(Hypnotism), Vulnerable to Fire
Combat: Attack +30 (+20 base, +10 Dex), Damage +5
(unarmed 20/+3), Defense Dodge/Parry +31/ (+20
base, +1 Dodge Focus, +10 Dex/), Initiative +10
Saving Throws: Toughness +10 (+10 Con),
Fortitude +22 (+12 base, +10 Con), Reflex +24 (+12
base, +2 Lightning Reflexes, +10 Dex), Will +17 (+12
base, +5 Wis)
Languages: Any human
Possessions: Diaphanous garments, jewellery (light
load); Wealth 30
BLIT
CHAPTER 8
ADVERSARIES
HADRATHUS
20th
Type:
level adept
Size: Medium
Speed: 30 ft.
Abilities: Str +0, Dex +1, Con +1, Int +6, Wis +8, Cha +6
Skills: Concentration 18 (+26), Craft (Alchemy) 14
(+20), Craft (Herbalism) 14 (+20), Diplomacy 12 (+18),
Gather Information 11 (+17), Knowledge (Arcana) 23
(+32), Knowledge (History) 23 (+29), Knowledge
(Linguistics) 23 (+29), Knowledge (Religion) 23 (+32),
Medicine 15 (+23), Notice 12 (+20), Perform (Drums)
12 (+18), Perform (Stringed Instruments) 12 (+18),
Perform (Sing) 12 (+18), Sense Motive 10 (+18)
Feats: Devoted (Asura), Educated*, Eidetic Memory,
Priest*, Iron Will, Leadership, Low Profile+, Master
Words and Signs*, ReflectiveE, Talented (Knowledge
(Arcana) and Knowledge (Religion))
Powers: Rank 23, Int, save diculty 28:
BanishmentA +30, BindingA +30, Body Control +28,
DreamingA +28, Mind Touch +28, Object Reading +28,
Prediction* +28, Psychic Shield +28 Scrying +28,
Severance +30, Summon ElementalA +28, Summon
OutsiderA +28, TranceA +28, Visions +28, Ward +30
Traits: Civilised Code of Honour +5, Hyborian
Background Traits, Reputation +3, Supernatural
Philosophy (Warding)
Combat: Attack +11 (+10 base, +1 Dex), Damage +0
(unarmed 20/+3), Defense Dodge/Parry +11/ (+10
base, +1 Dex/), Initiative +1
Saving Throws: Toughness +1 (+1 Con), Fortitude +7
(+6 base, +1 Con), Reflex +7 (+6 base, +1 Dex), Will +22
(+12 base, +2 Iron Will, +8 Wis)
Languages: Acheronian, Ancient Stygian, Argossean,
Aquilonian, Nemedian, Ophirean, Stygian, Zingaran
Possessions: Hooded robes(light load); Wealth 30
MASTER OF YIMSHA
CHAPTER 8
ADVERSARIES
PELIAS
PUBLIO
PRINCESS AKISHIVA
(THE QUEEN OF ETERNAL LIFE)
Type: 20th level adept (undead, augmented: vampire)
Size: Medium
Speed: 30 ft.
Abilities: Str +3, Dex +4, Con , Int +4, Wis +5, Cha +9
Skills: Blu 7 (+24), Concentration 14 (+19), Craft
(Alchemy) 17 (+23), Craft (Calligraphy) 14 (+18), Craft
(Herbalism) 15 (+19), Diplomacy 13 (+22), Gather
Information 22 (+31), Handle Animal 4 (+13),
Intimidate 16 (+25), Knowledge (Arcana) 14 (+20),
Knowledge (History) 8 (+12), Knowledge (Linguistics)
THOTH-AMON
CHAPTER 8
ADVERSARIES
TSOTHA-LANTI
Serpent Ring of Set: At various points in his life ThothAmon may have the Serpent Ring of Set in his
possession. These statistics assumes that he does notif
he regains it then the Narrator may add up to 10 bonus
feats and/or supernatural powers.
VALERIA
CHAPTER 8
ADVERSARIES
XALTOTUN
MEN
This section describes some typical Hyborian Age Narrator characters. Most have been levelled by heroic role,
although some have been given bonus Armor, Shield
and/or Weapon Training feats. Adept Narrator characters often follow supernatural philosophies, increasing
their eective adept level for the associated powers. Although not generally included in their statistics assume
that these characters have Knowledge (Local) as a bonus
skill with a rank equal to 4 plus half their level.
Although they have been given particular backgrounds these are easy to change. For example, an Aquilonian Knight and a Nemedian Knight would probably
be identical apart from their native language. Similarly
the Hyborian City Guard could be used anywhere.
ACHERONIAN SORCERER
ZELATA
CHAPTER 8
ADVERSARIES
AFGHULI HILLMAN
BLACK CORSAIR
AQUILONIAN KNIGHT
BARACHAN PIRATE
CHAPTER 8
ADVERSARIES
CIMMERIAN WARRIOR
BOSSONIAN LONGBOWMAN
CORINTHIAN NOBLE
CHAPTER 8
ADVERSARIES
DARFARI CANNIBAL
3rd
Type:
level warrior
Size: Medium
Speed: 30 ft.
Abilities: Str +2, Dex +0, Con +1, Int 1, Wis +0, Cha 1
Skills: Intimidate 6 (+5), Notice 5 (+5),
Perform (Drums) 4 (+6), Stealth 6 (+6), Survival 5 (+5)
Feats: All-Out Attack, Attack Focus (Club),
CannabilizeW, Endurance, Natural Attack (Bite), Rage,
Shield Training, Skill Focus (Perform (Drums)), Track
Traits: Darfari Background Traits, Illiterate*, Terrified*
Combat: Attack +4 (+3 base, +1 Attack Focus) or +3
(bite, javelin), Damage +2 (bite) or +4 (club 20/+3) or +4
(javelin 20/+3), Defense Dodge/Parry +5/+7 (+3 base, +2
medium shield, +0 Dex/+2 Str), Initiative +0
Saving Throws: Toughness +1 (+1 Con), Fortitude +4
(+3 base, +1 Con), Reflex +1 (+1 base), Will +1 (+1 base)
Languages: Darfari
Possessions: Medium shield (hide), two javelins, club
(light load); Wealth 4
HYPERBOREAN WITCHMAN
EVIL CULTIST
GUNDERLAND PIKEMAN
80
CHAPTER 8
ADVERSARIES
HYBORIAN SOLDIER
2nd
Type:
level warrior
Size: Medium
Speed: 30 ft.
Abilities: Str +2, Dex +2, Con +1, Int +0, Wis +0, Cha +0
Skills: Craft (Blacksmith) 4 (+4),
Gather Information 4 (+4), Intimidate 6 (+6),
Notice 5 (+5), Survival 5 (+5)
Feats: Armor Training (light), Armor Training (heavy),
Formation FightingW, Weapon Training, With It or On
ItW, Shield Training
Traits: Hyborian Background Traits
Combat: Attack +4 (+2 base, +2 Dex), Damage +5
(sword 1920/+3), Defense Dodge/Parry +7/+7 (+2 base,
+3 large shield, +2 Dex/+2 Str), Initiative +2
Saving Throws: Toughness +4 (+3 chain mail, +1 Con),
Fortitude +4 (+3 base, +1 Con), Reflex +2 (+2 Dex), Will +0
Languages: Any one Hyborian
Possessions: Chain mail, large shield, sword (medium
load, armor check penalty 3); Wealth 9
KOSALAN ASSASSIN
HYRKANIAN RAIDER
KOTHIAN CONJUROR
KHITAN ADEPT
CHAPTER 8
ADVERSARIES
KUSHITE SPEARMAN
PICTISH SHAMAN
NEMEDIAN ADVENTURER
PICTISH TRIBESMAN
OPHIREAN MERCHANT
PRIEST OF ASURA
CHAPTER 8
ADVERSARIES
SHEMITE ASSHURI
PRIEST OF MITRA
STYGIAN SORCERER
PRIEST OF SET
83
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ADVERSARIES
Abilities: Str +0, Dex +3, Con +2, Int +1, Wis +1, Cha +0
Skills: Acrobatics 4 (+7), Blu 5 (+5), Climb 4 (+4),
Disable Device 5 (+8), Escape Artist 4 (+7),
Gather Information 4 (+6), Intimidate 2 (+2),
Jump 2 (+2), Notice 4 (+5), Search 4 (+6),
Sleight of Hand 5 (+8), Stealth 6 (+9)
Feats: Awareness, Evasion, Favored Terrain* (Urban),
Night Vision, Sneak Attack, Talented (Disable Device
and Gather Information), Trap SenseE
Traits: Untrustworthy*, Zamorian Background Traits
Combat: Attack +3 (+0 base, +3 Dex), Damage +1
(dagger 1920/+3), Defense Dodge/Parry +3/+0 (+0
base, +3 Dex/+0 Str), Initiative +3
Saving Throws: Toughness +2 (+2 Con), Fortitude +2
(+2 Con), Reflex +6 (+3 base, +3 Dex), Will +1 (+1 Wis)
Languages: Zamorian
Possessions: Dagger, thieves tools, dark cloak, stolen
goods; Wealth 5 to 15
WILD MAN
ZINGARAN FREEBOOTER
CAPTAIN
ZAMORIAN THIEF
Type: 2nd level expert
Size: Medium
Speed: 30 ft.
84
CHAPTER 8
ADVERSARIES
MONSTERS
BESTIAL THING OF YB
Mutation
Eect
Glowing Eyes
Night Vision
Re-curved Legs
Enormous Ears
45
68
912
1315
1617
18
19
20
Wide, Faceted
Eyes
Knitting Skin
Dense Fur and
Flesh
CRAWLER
CHAKAN
CHAPTER 8
ADVERSARIES
FOREST-DEVIL
2nd
Type:
level monstrous humanoid
Size: Medium
Speed: 40 ft.
Abilities: Str +2, Dex +0, Con +2, Int 1, Wis +2, Cha 3
Skills: Climb 0 (+2), Jump 0 (+2), Notice 2 (+4), Stealth
3 (+6), Survival 0 (+2)
Feats: Skill Focus (Stealth)
Traits: Darkvision (60 ft.), Scent
Combat: Attack +2 (+2 base), Damage +3 (claw),
Defense Dodge/Parry +2/ (+2 base), Initiative +0
Saving Throws: Toughness +3 (+1 natural, +2 Con),
Fortitude +2 (+0 base, +2 Con), Reflex +3 (+3 base), Will
+5 (+3 base, +2 Wis)
Languages: Primalspeak
FROST GIANT
GELID ABOMINATION
FROST WORM
(SNOW-DEVIL, DRAGON OF THE
MOUNTAINS)
Type: 14th level supernatural beast (cold)
Size: Gargantuan
Speed: 50 ft., burrow 10 ft.
Abilities: Str +8, Dex +1, Con +5, Int 5, Wis +0, Cha +0
Skills: Notice 1 (+4), Stealth 16 (+5)
Feats: Attack Focus (Bite), Improved Critical (Bite),
Iron Will, Night Vision+, Skill Focus (Notice), Tough
Traits: Brittle Weapons, Cold Damage, Darkvision (60
ft.), Icy Breath, Immune to Cold, Scent, Vulnerable to
Fire, Wormsong
Combat: Attack +12 (+14 base, 4 size, +1 attack focus,
+1 Dex), Damage +11 (bite 19-20/+3), Defense Dodge/
Parry +11/ (+14 base, 4 size, +1 Dex), Initiative +1
86
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ADVERSARIES
GHOUL
GHOST, SPONTANEOUS
GHOST WHALE
GIANT-KIN
87
CHAPTER 8
ADVERSARIES
HYDRAGON
18th
Type:
level supernatural beast
Size: Huge
Speed: 30 ft.
Abilities: Str +9, Dex +1, Con +5, Int 4, Wis +2, Cha +0
Skills: Notice 7 (+11), Survival 7 (+9), Swim 7 (+16)
Feats: All-Out Attack, Awesome Blow, Improved Grab,
Night Vision+, Run, Tough, Track
Traits: Curse, Scent, Swallow Whole
Combat: Attack +17 (+18 base, 2 size, +1 Dex),
Damage +11 (bite), Defense Dodge/Parry +17/ (+18
base, 2 size, +1 Dex), Initiative +1
Saving Throws: Toughness +10 (+4 size, +1 tough, +5
Con), Fortitude +16 (+11 base, +5 Con), Reflex +12 (+11
base, +1 Dex), Will +8 (+6 base, +2 Wis)
IRON SHADOW
JAGUAR-MEN
(CHOSEN OF ARENSNUPHIS)
Type: 3rd level monstrous humanoid
Size: Medium
Speed: 30 ft.
Abilities: Str +2, Dex +3, Con +1, Int +0, Wis +1, Cha 1
Skills: Acrobatics 1 (+8), Climb 0 (+6), Jump 0 (+6),
Knowledge (Nature) 4 (+4), Notice 1 (+5), Stealth 1
(+8), Survival 1 (+2)
Feats: Night Vision+, Skill Focus (Notice), Track
Traits: Pounce, Rage, Scent
Combat: Attack +6 (+3 base, +3 Dex), Damage +5
(spear 19-20/+4) or +3 (bite), Defense Dodge/Parry
+6/+5 (+3 base, +3 Dex/+2 Str), Initiative +3
Saving Throws: Toughness +X (+1 Con), Fortitude +2
(+1 base, +1 Con), Reflex +6 (+3 base, +3 Dex), Will +4
(+3 base, +1 Wis)
HYENA-MEN
(JAMANKHS CURSED)
Type: 4th level monstrous humanoid
Size: Medium
Speed: 30 ft.
Abilities: Str +4, Dex +2, Con +2, Int +0, Wis +0, Cha 2
Skills: Intimidate 6 (+4), Jump 0 (+8), Notice 2 (+2),
Knowledge (Nature) 2 (+2), Knowledge (Religion) 2
(+2), Stealth 0 (+6), Survival 0 (+4)
Feats: Attack Focus (Bite), Great Fortitude, Night
Vision+
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ADVERSARIES
MUMMY (TA-NENEH)
MAN-APE
MAN-BRUTE
(OGRE)
Type: 3rd level monstrous humanoid
Size: Large
Speed: 30 ft.
Abilities: Str +4, Dex +0, Con +2, Int 1, Wis 1, Cha 2
Skills: Climb 0 (+4), Intimidate 4 (+6), Notice 1 (+0),
Survival 1 (+0)
Feats: Great Fortitude, Improved Strike
Traits: Subservient, Thick Skinned
Combat: Attack +2 (+3 base, 1 size), Damage +9
(greataxe 20/+3) or +4 (unarmed), Defense Dodge/Parry
+2/+6 (+3 base, 1 size, +0 Dex/+4 Str), Initiative +0
Saving Throws: Toughness +6 (+2 size, +2 natural, +2
Con), Fortitude +5 (+1 base, +2 Great Fortitude, +2
Con), Reflex +3 (+3 base), Will +2 (+3 base, 1 Wis)
Languages: Any local human
CHAPTER 8
ADVERSARIES
NAGA
(WHORES OF SET)
Type: 8th level monstrous humanoid
Size: Large
Speed: 30 ft.
Abilities: Str +3, Dex +4, Con +1, Int +3, Wis +3, Cha +5
Skills: Blu 8 (+15), Climb 2 (+9), Diplomacy 6 (+13),
Knowledge (Arcana) 10 (+13), Knowledge (Religion) 10
(+13), Notice 6 (+9), Sense Motive 9 (+14), Stealth 4
(+12)
Feats: Blood SacrificeA, Defensive Attack+, Dodge
Focus+, Double Strike+, Improved Grab+, Night Vision+,
RitualistA, Talented (Blu and Diplomacy)
Powers: Rank 11, Cha, save diculty 19: Calm, Heart
Shaping, Suggestion
Traits: Constrict, Darkvision (60 ft.), Poison,
Supernatural Philosophy* (Hypnotism), Regeneration 3
Combat: Attack +11 (+8 base, 1 size, +4 Dex), Damage
+4 (claw) or +5 (tail) or +6 (scimitar 1820/+3, poison),
Defense Dodge/Parry +12/+10 (+8 base, 1 size, +1
Dodge Focus, +4 Dex/+3 Str), Initiative +4
Saving Throws: Toughness +3 (+2 size, +1 Con),
Fortitude +6 (+2 base, +4 Con), Reflex +10 (+6 base, +4
Dex), Will +9 (+6 base, +3 Wis)
Languages: Ancient Stygian
RISEN DEAD
SATYR
ORISHA
SERPENT MEN
(SNAKE MEN, CHILDREN OF SET)
Type: 4th level monstrous humanoid
Size: Medium
Speed: 30 ft.
Abilities: Str +1, Dex +0, Con 1, Int +3, Wis +3, Cha +2
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ADVERSARIES
SPIDER THING
SERPOPARD
STARVED ONE
SHAMBLING BOAR-THING
Type: 4th level monstrous humanoid
Size: Medium
91
CHAPTER 8
ADVERSARIES
TITAN SNAKE
SVARTHEIM
CHAPTER 8
ADVERSARIES
VAMPIRE
7th
Type:
level adept (undead, augmented: vampire)
Size: Medium
Speed: 30 ft.
Abilities: Str +2, Dex +3, Con , Int +4, Wis +2, Cha +4
Skills: Blu 5 (+17), Concentration 7 (+9), Craft
(Alchemy) 7 (+13), Craft (Calligraphy) 7 (+11), Handle
Animal 4 (+8), Knowledge (Arcana) 9 (+15), Knowledge
(History) 9 (+13), Knowledge (Linguistics) 7 (+11),
Knowledge (Religion) 9 (+13), Medicine 8 (+10), Notice
4 (+14), Search 4 (+16), Sense Motive 4 (+16), Stealth 4
(+15)
Feats: Blood SacrificeA, Defensive Attack, Dodge Focus,
Improved Initiative+, Iron Will, Lightning Reflexes+,
RitualistA, Stygian Noble Hunter*, Talented (Craft
(Alchemy) and Knowledge (Arcana))
Powers: Rank 10, Cha, save diculty 18: Cold
Shaping +14, Command UndeadA +14, CurseA +14,
Imbue Unlife +14, Ward +14
Traits: Alternate Form, Blood Drain, Children of the
Night, Dominate, Fast Healing, Resistance 4 (cold and
electricity), Stygian
Combat: Attack +6 (+3 base, +3 Dex), Damage +4
(slam ), Defense Dodge/Parry +6/ (+3 base, +1 Dodge
Focus, +3 Dex), Initiative +7
Saving Throws: Toughness +6 (+3 natural, +3 undead),
Fortitude +2 (+2 base), Reflex +7 (+2 base, +2 Lightning
Reflexes, +3 Dex), Will +9 (+5 base, +2 Iron Will, +2
Wis)
Languages: Acheronian, Ancient Stygian, Shemitish,
Stygian
WINGED APE
WERE-BEAST
WERE-HYENA
Type: 3rd level humanoid (augmented, human,
shapechanger) [warrior 1/animal 2]
Size: Medium
Speed: 30 ft.
Abilities: Str +2, Dex +2, Con +3, Int 1, Wis +2, Cha +0
Skills: Blu 5, Climb 5, Notice 5, Ride 5, Survival 5
Feats: Armor Training (light), Favored Terrain* (Desert),
Finishing BlowW, Improved Initiative, Iron Will+, Night
Vision+, Shemite Archer*, Vehicular Combat, Weapon
Training
Traits: Alternate Form, Fatalistic*, Hyena Empathy,
Scent, Shemite Background Traits
Combat: Attack +5 (+3 base, +2 Dex), Damage +4
(scimitar 1820/+3), Defense Dodge/Parry +5/+5 (+3
base, +2 Dex/+2 Str), Initiative +6
Saving Throws: Toughness +5 (+1 leather, +1 natural, +3
Con), Fortitude +7 (+4 base, +3 Con), Reflex +5 (+3
base, +2 Dex), Will +4 (+2 Iron Will, +2 Wis)
WINGED ONE
CHAPTER 8
ADVERSARIES
WINGED SERPENT
(QUATZYL, CLOUD PYTHON)
Type: 12th level supernatural beast
Size: Huge
Speed: 30 ft., fly 40 ft. (good), swim 30 ft.
Abilities: Str +10, Dex +2, Con +4, Int 4, Wis +0,
Cha 2
Skills: Climb 2 (+16), Notice 4 (+4), Stealth 5 (+7),
Survival 2 (+6), Swim 2 (+16)
Feats: All-Out Attack, Awesome Blow, Endurance,
Great Fortitude, Improved Grab+, Night Vision+,
Overwhelming ChargeW
Traits: Constrict, Darkvision (60 ft.), Fast Healing,
Poison, Scent
Combat: Attack +12 (+12 base, 2 size, +2 Dex),
Damage +11 (bite, poison) or +12 (slam), Defense
Dodge/Parry +12/ (+12 base, 2 size, +2 Dex),
Initiative +2
Saving Throws: Toughness +8 (+4 size, +4 Con),
Fortitude +10 (+4 base, +2 Great Fortitude, +4 Con),
Reflex +10 (+8 base, +2 Dex), Will +8 (+8 base)
YIZIL
(DESERT GHOUL)
Type: 7th level monstrous humanoid
Size: Medium
Speed: 40 ft.
Abilities: Str +2, Dex +2, Con +1, Int +0, Wis +0, Cha 4
Skills: Jump 4 (+6), Notice 6 (+6), Stealth 4 (+10),
Survival 6 (+10)
Feats: Double Strike, Night Vision+, Improved Grab+,
Tough, Track
Traits: Laughter, Relentless Jaws
Combat: Attack +9 (+7 base, +2 Dex), Damage +3 (bite)
or +4 (claw), Defense Dodge/Parry +9/ (+7 base, +2
Dex), Initiative +2
Saving Throws: Toughness +2 (+1 Tough, +1 Con),
Fortitude +3 (+2 base, +1 Con), Reflex +7 (+5 base, +2
Dex), Will +5 (+5 base)
Languages: Yizil
YAGGITE