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(p.332-373) Even something stands in the way of the Party, that being frequently the beasts that appear. The GM finds an appropriate time to deploy monsters, and by this, the difficulty for the party is set as they are presented a crisis. The tale could even be exaggerated and on top of that, the party feels a sense of accomplishment making a more enjoyable session.


When a GM is handling the Bestiary Data, appropriate beasts should be chosen for the setting.

Monster Classification:

The various monsters of Raxia are classified into rough groups based upon their physiology, behavior, and other factors. Each monster is listed within these groups from lowest level to highest.

Barbaros - The general name for the variety of beastmen, from goblins to ogres and more, who were corrupted by the Second Sword of Creation, Ignis. All barbaros have Impurity, though how much depends upon the level of the monster in question. Level 4 and lower barbaros tend to have horns of varying sizes, while level 5 and higher barbaros often have odd birthmarks and even blackened eyes rimmed with gold as well.

Animals - Any monsters apart from humanoid races and barbaros are animals. Cats, dogs, and frogs and even insects fit into this category. Some have even grown to enormous sizes. The territory is constant for whichever animal it belongs to.

Plants - The category fits the entire range of plants. These plants prey upon humans, other races, and even other plants, due to Mana altering their genetics. Most are not intelligent whatsoever and only behave as their survival instinct dictates.

Undead - Skeletons and monsters like ghouls. Undead were once dead things but were animated by magic and walk the earth restlessly. Fundamentally, they are accompanied by strong Impurity and are immune to effects such as Poison and Disease, yet Cure Wounds and other restorative magic deal damage (however they do not receive critical damage from them.)

Magical Creatures - Golems and others. They were brought forth by means of magic and obey the commands they were ordered to complete as they have no natural intent or instinct. They are normally immune to Poison, Disease and Spiritual effects. Magical Creatures have the ability to Sense Magic and are likely to react to any magic cast.

Mythical Beasts - Gryphons and the like. From whatever origins they come from, most think that the legends written in the divine language arose from being introduced to new creatures. In the real world, no such things exist.

Demons - Principles uphold that these beings come from Hell to this world, and are often referred to as Demons.

Humanoids - The catch-all name for humans, elves, dwarves, etc., essentially any PC race. These races have been touched by the light of the First Sword of Creation, Lumiere.

Reading Monster Data

[chart]

1. Level: The monster's level.

2. Title: The monster's name.

3. Intellect: Expresses how well the monster's ability to make rational decisions is.

  • None: Not able to think logically, behaving only through instinct.
  • Animal: Has instincts like an animal. Attacks and defends out of instinct and can run away during a critical situation.
  • Low Intellect: Almost completely behaves out of instinct, thinks selfishly of profit and is able to speak.
  • Layperson: Humans and other races have similar intelligence. They use money-making tactics and negotiate until a decision can be made.
  • High Intellect: has a higher intellect than most humans.
  • Servant: obeys each command given, but is not functional without someone to order it.

4. Perception: The use of a monster's senses.

  • Five Senses: General sight, hearing and touch and being able to grasp one's environment. Sight, Hearing and Touch are the senses with the most emphasis. Having abilities like Night Vision is similar to Sight during the daytime.
  • Magic: Recognising the activity of Mana in an environment. Light and illusions cannot delude someone with this type of perception.
  • Mechanical: Sensors and cameras scan the perimeter of their location. Light and illusions are not deceiving to them.

5. Language: Which language a monster uses. Some monsters even know multiple languages. A monster labeled as having none cannot use them.

6. Habitat: The place that a monster normally appears at. Some monsters may exist outside of the normal habitat however.

7. Disposition: if a monster would happen to meet the party, this is what behavior they would show.

  • Friendly: Basically, they side with the party's purpose. If injury was inflicted upon them, they would retaliate and become an enemy.
  • Neutral: Their disposition toward the party may change due to the party's attitude, becoming either friendly or hostile.
  • Hostile: They are wish only to harm the party and act on this intent. A hostile enemy will not attempt to understand the party's intent.
  • Hungry: A monster may feel hungry for the party's loot and food and will battle without thinking. The GM decides on the condition of each monster.
  • Instructed: The instruction received determines the monster's reaction towards PCs. If the instruction was to hinder the PCs progress, the monster is hostile. Otherwise, PCs will tend to be ignored.

8. Reputation/Weakness: Indicates how well known the monster is. The lower the Reputation, the more likely it is to be commonly known. Listed after the monster's Reputation value is that monster's Weakness value. At the Beginning of Combat, you may roll a Monster Knowledge check.
If you succeed against the Reputation, you may ask the GM or check the rulebook for information on that monster. If you also succeed against that monster's Weakness value, you may also take advantage of the Weak Point. If you fail, you learn nothing.

9. Initiative: Helps determine the likelihood of going first in battle. When determining Initiative, the highest Initiative value of the monsters is used as the target for the PCs' Initiative Check. If any PC passes this check, they are the leading party in combat; otherwise, the monsters lead.

10. Movement Speed: The speed at which a monster moves during Normal Movement (measured in meters). Full Movement is three times this distance. A monster's means of movement is assumed to be Walking unless otherwise noted, as Flight and Swimming speeds are also noted here. If there is more than one method listed, it means there are multiple methods of movement.

11. Fortitude: Represents the Fortitude of the monster; add this number to a Fortitude Check. The number in parentheses is the average result of 2d + Fortitude, use this when you want a static value for Fortitude.

12. Willpower: Represents the Willpower of the monster; add this number to a Willpower Check. The number in parentheses is the average result of 2d + Willpower, use this when you want a static value for Willpower.

13. Attributes (Fighting Style, Accuracy, Damage, Evasion, Defense, HP, MP): Summarizes a number of statistics of monsters. If a monster has multiple sections, each section can be used once per turn, though it can still only move once in total. Please refer to the Size of Characters in the Brawl Area.

  • Fighting Style
The monster's method of attack. If a monster has multiple sections, each section has its own method of attack, which will be listed. Any notation (such as "Wing x2") means there are that many of that particular section.
  • Accuracy
Shows how accurate this attack is; add this number to an Accuracy Check. The number in parentheses is the average result of 2d + Accuracy, use this when you want a static value for Accuracy. If there is no value listed, that section does not have any offensive capabilities.
  • Damage
If an attack hits, roll this to determine damage dealt. Unless otherwise noted, all damage dealt is physical.
  • Evasion
Shows how evasive the monster is; add this number to an Evasion Check. The number in parentheses is the average result of 2d + Evasion, use this when you want a static value for Evasion.
  • Defense
The Defense of the monster. Reduce physical damage dealt to the monster by the amount shown here.
  • HP
The maximum HP of the monster. It is up to the GM whether or not to roll a Death Check when the monster drops to 0 HP or lower. Otherwise, the monster is destroyed when their HP is at or below 0.
  • MP
The maximum MP of the monster.

14. Body Sections: The list of the sections of the monster. If there is no listing, there is only one section.

15. Main Body Section: The central section of the monster. If the HP of this section falls to 0 or below, that monster is considered dead. Only monsters with multiple sections has this listed.

16. Weak Point: The weakness of the monster. If any character's Monster Knowledge Check is equal to or greater than the Weakness value (listed above), that character and any of their allies know of and can utilize this weakness.

17. Unique Skills: Any special abilities are listed here, complete with descriptions. A skill will be formatted the same way every time, for easy reading. For example, the skill Flame Breath looks like this: [Flame Breath / 5 (12) / Fortitude / Half]. Respectively, the format for each skill is as follows: [Name of Skill / Roll Modifier (Average Roll) / Type of Resistance / Result of Successful Resistance].
If a monster has a Magic Skill listed, they may ignore the requirements to cast that type of magic.

18. Loot: Items held by a monster, dropped when that monster dies. There are some that always drop, and others that are not always carried. When checking the body of a monster, roll 2d and compare the results to the loot table. Some loot can be sold, which is shown as the amount in parentheses.

19. Description: Ecology of the monster, including a description of physical characteristics. Also may contain special rules for the monster.

Bestiary List

Barbaros

Kobold

Int: Low Perc: 5 Senses Lang: Barbaric, Goblin, Trade Common
Hab:
Forest, Mountains, Caves Disp: Neutral
Rep/Weak: 6 / 11 Init: 10 Move Spd: 12 Fort: 2 (9) Will: 3 (10)

Fighting Style Accuracy Damage Evasion Defense HP MP
Weapon 2 (9) 2d+1 1 (8) 1 13 10
Weak Point: Magic Damage, +2 pts.
Unique Skills
None
Loot
Always Crude Weapon (10G)
2 - 9 None
10+ Bag of Silver (1d x 30G)

The kobold is the weakest monster in the barbaros family. Its length is about 1m20cm, and is close to a dog's length when standing upright. Among other barbaros, they are treated like a slave, and may escape to human town where they help with cooking. As perpetual servants, kobolds are surprisingly good at cooking, and an adventurer will often spot a kobold in a restaurant's kitchen.


Gremlin

Int: Layperson Perc: 5 Senses (Darkvision) Lang: Barbaric, Arcana, Trade Common Hab: Mountains, Highlands Disp: Hostile
Rep/Weak:
9 / 12 Init: 11 Move Spd: 16 / 32 (Flying) Fort: 2 (9) Will: 5 (12)

Fighting Style Accuracy Damage Evasion Defense HP MP
Bite 2 (9) 2d - 2 4 (11) 0 14 14
Weak Point: Wind-element Damage, +3 pts.
Unique Skills
[Truespeech Magic (Level 2) / Magic Power 4 (11)]
A Gremlin may cast Truespeech Magic as a second-level Sorcerer. For individual spell effects, refer to that spell's description.
[Flight]
A Gremlin receives a +1 bonus to Accuracy (only for melee attacks) and Evasion while flying.
Loot
2 - 7 None
8+ Strange Necklace (160G)

Gremlins appear to be small children with hair covering their entire body, with small fangs and bat-like wings. They are often very mischevious and dexterous creatures. However, the reason for this has not yet been discovered and people often simply say that gremlins like to ridicule.


Goblin

Int: Low Perc: 5 Senses (Darkvision) Lang: Barbaric, Goblin
Hab:
Forest, Mountains, Caves Disp: Hostile
Rep/Weak: 5 / 10 Init: 11 Move Spd: 11 Fort: 3 (10) Will: 3 (10)
Fighting Style Accuracy Damage Evasion Defense HP MP
Weapon 3 (10) 2d + 2 3 (10) 2 16 12
Weak Point: Magic Damage, +2 pts.
Unique Skills
None
Loot
2 - 3 Crude Weapon (10G)
4 - 9 Weapon (30G)
10+ High-quality Weapon (150G)

A goblin is shorter in height than a human and has much shorter arms and legs. Goblins usually have big eyes and long noses. If it sees you as superior, it fears for its life and without thought, it begins to obey commands immediately. They are rather unintelligent creatures and often steal and rob to survive. In addition, they completely lack the reflex to flee from danger.


Redcap

Int: Low Perc: 5 Senses (Darkvision) Lang: Barbaric, Goblin
Hab:
Mountains, Forest Disp: Hostile
Rep/Weak: 7 / 12 Init: 9 Move Spd: 13 Fort: 4 (11) Will: 4 (11)
Fighting Style Accuracy Damage Evasion Defense HP MP
Weapon 3 (10) 2d + 3 3 (10) 1 18 10
Weak Point: Accuracy +1
Unique Skills
None
Loot
Always Red Hair (10G)
2 - 4 None
5 - 8 Weapon (30G)
9+ High-quality Weapon (150G)

Redcaps grow deep-red hair on their head like a hat and are approximately the size and shape of a goblin. Redcaps have slender limbs and carry small knives. They are very patient and often attack humans in groups. In addition, small redcaps have white hair, but it is said to be dyed a deep-red with repeated murders.


Invisible Beast

Int: Low Perc: 5 Senses (Scent) Lang: Barbaric
Hab:
Indeterminate Disp: Hostile
Rep/Weak: 12 / 15 Init: 12 Move Spd: 16 Fort: 4 (11) Will: 5 (12)
Fighting Style Accuracy Damage Evasion Defense HP MP
Claw 4 (11) 2d + 3 4 (11) 2 19 10
Weak Point: Accuracy +1
Unique Skills
[Invisibility]
An Invisible Beast may turn its body invisible (natch). Outside of combat, it may remain invisible indefinitely. In combat, however, it may become invisible for a maximum of 20 seconds (2 rounds) at a time.
The initial attack against an Invisible Beast is made with a -4 Accuracy penalty; all subsequent attacks (or if it is bloodied) are made at -2 Accuracy.
Loot
2 - 7 None
8+ Clear Jewel

A rare beast with a transparent body, not much is known about its ecology. An invisible beast, when it chooses to appear (or is killed), appears to be a bizarre humanoid creature with transparent skin and horribly sharp claws. Sadly, little else is known.


Boggart

Int: Low Perc: 5 Senses (Darkvision) Lang: Barbaric, Goblin
Hab:
Forest, Mountains, Caves Disp: Hostile
Rep/Weak: 7 / 13 Init: 11 Move Spd: 14 Fort: 4 (11) Will: 4 (11)
Fighting Style Accuracy Damage Evasion Defense HP MP
Weapon 4 (11) 2d + 5 4 (11) 3 21 10
Weak Point: Physical Damage, +2 pts.
Unique Skills
[Continuous Attack]

If a Boggart succesfully hits a target in melee, they may make a second attack on that same target without rolling Accuracy.

Loot
2 - 6 Weapon (30G)
7+ High-quality weapon (150G)

Lithe and slender, a boggart uses its wiry form to cause incredible bloodshed. About the size of a human, boggarts have no productivity to speak of, and make a living killing and stealing from others. In addition, boggarts are often so caught up in their bloody revels that they will not surrender, instead fighting to the death.

Boggarts will capture humans, goblins, and redcaps with no impunity, and force their captives to obey their every whim. Boggarts are also able to domesticate wolves, as there are often wolf packs following a band of boggart hunters.


Medusa

Int: Layperson Perc: 5 Senses (Darkvision) Lang: Barbaric, Goblin
Hab:
Dungeons Disp: Hostile
Rep/Weak: 10 / 15 Init: 13 Move Spd: 14 Fort: 4 (11) Will: 6 (13)
Fighting Style Accuracy Damage Evasion Defense HP MP
Gorgon's Mane 6 (13) 2d + 2 4 (11) 2 28 22
Weak Point: Physical Damage, +2 pts.
Unique Skills
[Simultaneous Attack]
A Medusa's Gorgon's Mane attacks all characters in the brawl area, but a separate Accuracy Check is needed for each character.
[Snake Venom / 5 (12) / Fort / Negated]
Each time Gorgon's Mane successfully hits, the stricken character makes a Fortitude Check or receives an additional 3 poison-elemental magic damage.
[Eyes of Stone / 4 (11) / Will / Negated]
At the end of each round, if a character is facing a Medusa, they need to roll a Willpower Check or receive a cumulative -6 penalty to either Dexterity or Agility (randomly determined). If either ability score drops to 0, the character immediately turns to stone.
Loot
Always Viper of Medusa (50G)
2 - 9 None
10 - 12 Gemstones (1d x 150G)
13+ Eyes of Stone (1,200G)

Often mistaken for a human female, Medusae are really barbaros with multiple thin snakes for hair. Not only can a Medusa slowly petrify unlocky adventurers, but the hair-snakes are poisonous as well.

Rarely, a Medusa's eyes may retain their fearsome gaze after death. These magical eyes can be used to make magical armor to protect against petrification, and command a high price in the markets.


Lesser Ogre

Int: Layperson Perc: 5 Senses (Darkvision) Lang: Trade Common, Barbaric, Ogrish, Arcana
Hab:
Various Disp: Hostile
Rep/Weak: 9 / 14 Init: 13 Move Spd: 14 Fort: 5 (12) Will: 6 (13)
Fighting Style Accuracy Damage Evasion Defense HP MP
Weapon 5 (12) 2d + 4 5 (12) 2 36 20
Weak Point: Accuracy +1
Unique Skills
[Truespeech Magic (Level 3) / Magic Power 5 (12)]
A Lesser Ogre may cast Truespeech Magic as a third-level Sorcerer. For individual spell effects, refer to that spell's description.
[Personification]
As a free action, a Lesser Ogre may take on the appearance and mannerisms of a target. When transformed, the Lesser Ogre's maximum HP and MP are decreased by 5. Accuracy, Evasion, Fortitude and Willpower are also reduced by 1 point each. This form can be held up to a total of 18 hours per day.
Loot
2 - 3 None
4 - 8 Bag of Silver (1d x 30G)
9 - 10 Large Bag of Silver (1d x 100G)
11+ Gemstones (1d x 150G)

Standing about 2m tall, a lesser ogre is a fearsome flesh-eating behemoth of pure muscle. Even though a lesser ogre is slight in build (compared to other ogres), they make up for their shortcomings by being proficient with magic. Lesser ogres can also shapechange into a humanoid race, and can speak fluently enough to blend in. A lesser ogre can only shapechange into a humanoid whose heart he's eaten, and gains the knowledge of that person.

Transformed lesser ogres often attempt to infiltrate the higher ranks of society in an attempt to learn all they can. Once they feel this mission has been accomplished, the ogres return to the barbaros for debriefing.

It is rather difficult to detect a transformed lesser ogre, as the transformation is nearly perfect to normal observation. A handful of spells, including Sense Enemy and Banish, can pierce through the illusion. However, the spellcaster must be vigilant, as an ogre is still a dangerous enemy...


Gilman

Int: Layperson Perc: 5 Senses (Darkvision) Lang: Barbaric, Gilman
Hab:
Coast, River Delta Disp: Hostile
Rep/Weak: 13 / 16 Init: 13 Move Spd: 18 / 18 (Swimming) Fort: 7 (14) Will: 7 (14)
Fighting Style Accuracy Damage Evasion Defense HP MP
Weapon 7 (14) 2d + 7 7 (14) 3 32 23
Weak Point: Fire-elemental Damage, +3 pts.
Unique Skills
[Feint Attack]
A Gilman receives a +1 Accuracy bonus to the next attack. Characters wearing Metal Armor are unaffected.
Loot
2 - 3 None
4 - 8 Mysterious Shells (130G)
9+ Gemstones (1d x 150G)

Gilmen are humanoid in shape, with fish-like faces and covered in fine scales from head to toe. Able to breathe and move in water without penalty, gilmen tend to live close to, if not in, the water. Caves and estuaries near rivers are common gilman settlements, but there are also underwater civilizations as well.

Gilmen tend to share few to no values with humanoid races, and are fairly emotionless. In combat, a gilman will fight to win, and will stick around to protect allies even if it becomes disadvantageous to do so. They are also rather stoic and will not panic, even if abandoned by their allies.


Drake (Human Form)

Int: High Perc: 5 Senses (Darkvision) Lang: Barbaric, Trade Common, Drakish, Arcana
Hab:
Various Disp: Hostile
Rep/Weak: 10 / 17 Init: 16 Move Spd: 20 / 40 (Flying) Fort: 9 (16) Will: 10 (17)
Fighting Style Accuracy Damage Evasion Defense HP MP
Sword 9 (16) 2d + 8 7 (14) 4 38 36
Weak Point: Magic Damage, +2 pts.
Unique Skills
[Manipulation Magic (Level 5) / Magic Power 8 (15)]
A Drake may cast Manipulation Magic as a fifth-level Conjurer. For individual spell effects, refer to that spell's description.
[Magic Attack]
A Drake can deal an additional 8 damage on their next attack. However, any Evasion, Fortitude or Willpower Check made by the Drake this turn receives a -1 penalty.
[Dragonification]
As a standard action, the Drake transforms into a dragonic form, healing all HP and MP. Any lingering magical effects are removed as well. For more information, see the Drake (Dragon Form) data. A Drake cannot transform for an hour after using this ability.
[Flight]
A Drake receives a +1 bonus to Accuracy (only for melee attacks) and Evasion while flying.
Loot
Always Sword Shard (200G)

Drakes are similar in appearance to beautiful young men and women, though horns gracefully sweep from their head and membranous wings sprout from their backs. Drakes are able to transform into huge dragons that wield massive swords infused with magic.

Other barbaros look to drakes as natural leaders, and huge forces have been known to gather at a drake's beck and call. While there is often little cooperation between drakes, in rare cases a powerful "king" drake appears, accompanied by many other drakes. In these cases, there is no hope for the opposition.


Drake (Dragon Form)

Int: High Perc: 5 Senses (Darkvision) Lang: Barbaric, Trade Common, Drakish, Arcana
Hab:
Various Disp: Hostile
Rep/Weak: 12 / 18 Init: 18 Move Spd: 20 / 40 (Flying) Fort: 10 (17) Will: 11 (18)
Fighting Style Accuracy Damage Evasion Defense HP MP
Bite (Torso) 9 (16) 2d + 12 9 (16) 7 52 46
Wing (Wing) x2 11 (18) 2d + 9 7 (14) 4 28 16
Body: 3 (Torso / 2 Wings) Main Body: Torso Weak Point: Magic Damage, +2 pts.
Unique Skills
  • Torso

[Manipulation Magic (Level 5) / Magic Power 9 (16)]
A Drake may cast Manipulation Magic as a fifth-level Conjurer. For individual spell effects, refer to that spell's description.
[Energy Breath / 8 (15) / Fortitude / Half]
The Drake may vomit a mass of pure energy, directed towards a single target. The energy travels to a range of 50m, and deals 2d + 10 energy-elemental magic damage. This ability cannot be used in consecutive turns.
[Humanification]
As a free action, a Drake can change from a dragonic form to a human. However, any HP lost as a dragon is carried over as a human, which may cause death if enough HP is lost. For more information, see the Drake (Human Form) data.

  • Wings


[Flight]
A Drake receives a +1 bonus to Accuracy (only for melee attacks) and Evasion while flying. If one of the wings falls to 0 HP or lower, this ability cannot be used.

Loot
2 - 6 Sword Shard (200G)
7 - 10 Sword Shard x2 (400G)
11 Sword Shard x3 (600G)
12+ Decaying Magic Sword (4,000G)

The drake, while it is transformed, takes on a silvery-white sheen of razor-edged scales. Its physique becomes sleek and streamlined, and its wings become as sharp as a sword. Despite it's bulk, a transformed drake can strike as fast (if not faster) than it could in it's humanoid form.


Troll

Int: Layperson Perc: 5 Senses (Darkvision) Lang: Barbaric, Giantish
Hab:
Caves Disp: Hostile
Rep/Weak: 6 / 11 Init: 10 Move Spd: 12 Fort: 2 (9) Will: 3 (10)
Fighting Style Accuracy Damage Evasion Defense HP MP
Weapon 9 (16) 2d + 10 7 (14) 5 40 26
Weak Point: Magic Damage, +2 pts.
Unique Skills
[Divine Magic (Level 5) / Magic Power 7 (14)]
A Troll may cast Divine Magic as a fifth-level Priest. It is up to the GM to determine any Special Divine Spells. For individual spell effects, refer to that spell's description.
[All-Out Attack]
A Troll can deal an additional 4 damage on their next attack. However, any Evasion Check made by the Troll this turn receives a -2 penalty.
[Weakening]
As long as a Troll is under sunlight, it receives a -2 penalty to all Accuracy and Evasion Checks.
Loot
Always Troll Blood (100G)
2 - 8 Large Weapon (300G)
9+ Gemstones (1d x 150G)

A troll's stature is like that of a boulder; standing taller than 3m, its skin is tougher than that of a rock. For a barbaros, trolls have incredible discipline and take great pride in maintaining their physique. Although this bulk prevents trolls from being fast, they have made up for it in advancing their technology level to be able to forge quality weapons. It is not uncommon to see trolls with fine swords or maces in hand. Trolls also tend to be rather spiritual, praying to the Malevolent Gods more often than most other barbaros.

Troll blood is said to be a symbol of power as well, and it is often used as a sort of paint. When applied by a troll, it will strengthen weapons, armor, even a troll's skin can be toughened by their own blood.

Trolls are often nocturnal creatures as well, and dislike bright lights. Sunlight, in particular, will significantly weaken a troll, and they abhor going out during the daytime.


Lamia

Int: High Perc: Magic Lang: Barbaric, Trade Common, Drakish, Arcana
Hab:
Civilized Lands Disp: Neutral
Rep/Weak: 12 / 16 Init: 12 Move Spd: 12 Fort: 7 (14) Will: 9 (16)
Fighting Style Accuracy Damage Evasion Defense HP MP
Tail 8 (15) 2d + 8 7 (14) 3 28 42
Weak Point: Earth-elemental Damage, +3 pts.
Unique Skills
[Truespeech Magic, Manipulation Magic (Level 5) / Magic Power 9 (16)]
A Lamia may cast both Truespeech and Manipulation Magic as a fifth-level Sorcerer and Conjurer. For individual spell effects, refer to that spell's description.
[Drain Blood]
If the Lamia successfully hits with a Tail attack, it may wrap around the target and deliver a Bite attack for 2d+2 physical damage. If this attack is successful as well, the Lamia heals the same amount of damage dealt by the Bite attack.
[Transformation]
As a free action, the Lamia may take on a human shape. While transformed, the Lamia receives a -1 penalty to Accuracy, Evasion, Fortitude and Willpower. In addition, both maximum HP and maximum MP are reduced by 5 points. While transformed, the Lamia cannot use a Tail attack. A Lamia may be transformed for up to 18 hours a day.
Loot
2 - 4 None
5 - 8 Strange Necklace (160G)
9+ Armband of the Spirit (500G)

Lamia are barbaros with the upper body of an attractive human female, but the lower body of a huge serpent. They tend to live not far from humanoid settlements, as they require blood to live. Despite this sanguine reliance, not every lamia wishes to kill, and some even despair at the thought of having to suck blood to live. However, many humanoids feel that having a lamia live with them is a horrible idea, and so those lamia who live in relative peace with humanoids are rare.

Animal

Wolf

Int: Animal Perc: 5 Senses Lang: None
Hab: Forest, Grasslands Disp: Hungry
Rep/Weak: 5 / 10 Init: 11 Move Spd: 15 Fort: 3 (10) Will: 1 (8)

Fighting Style Accuracy Damage Evasion Defense HP MP
Bite 2 (9) 2d 2 (9) 1 12 8
Weak Point: Physical Damage, +2 pts.
Unique Skills
None
Loot
2 - 3 None
4 - 8 Wolf Hide (20G)
9 - 10 High-quality Wolf Hide (50G)
11+ Flawless Wolf Hide (100G)

A simple wolf, often appearing in packs of 3 to 5.


Giant Ant

Int: Animal Perc: 5 Senses (Tactual) Lang: None
Hab: Mountains, Caves Disp: Neutral
Rep/Weak: 6 / 10 Init: 9 Move Spd: 12 Fort: 4 (11) Will: 2 (9)

Fighting Style Accuracy Damage Evasion Defense HP MP
Mandibles 2 (9) 2d - 1 2 (9) 3 9 8
Weak Point: Physical Damage, +2 pts.
Unique Skills
[Formic Acid / 3 (10) / Fort / Negated]
A Giant Ant may spit acid on one person in the same brawl area, dealing 2d - 2 magic damage on a failed Fortitude Check.
Loot
2 - 7 None
8 - 10 Ant Chitin (30G)
11+ Violet Jewel (120G)

A giant ant, measuring approximately 1m long. While built the same as a normal ant, its size allows it to be a danger to humanoids. Nests can be particularly nasty, as there can be an incredible number of ants working inside.


Giant Lizard

Int: Animal Perc: 5 Senses Lang: None
Hab: Various Disp: Hungry
Rep/Weak: 7 / 11 Init: 10 Move Spd: 12 Fort: 5 (12) Will: 3 (10)

Fighting Style Accuracy Damage Evasion Defense HP MP
Bite 3 (10) 2d + 2 2 (9) 2 20 8
Weak Point: Physical Damage, +2 pts.
Unique Skills
None
Loot
2 - 7 None
8+ High-quality Scales (140G)

A carnivorous giant lizard, it's body is about 2m long. Adventurers should be wary of lone lizards, as their companions tend to wait in ambush for unwary stragglers.

In rare cases, there are those specimens with finer scales than usual. If enough of these scales can be harvested and brought to a skilled armorsmith, high-quality scale mail can be made.


Gray Lynx

Int: Animal Perc: 5 Senses (Darkvision) Lang: None
Hab: Forest, Mountains Disp: Hostile
Rep/Weak: 12 / 15 Init: 12 Move Spd: 16 Fort: 5 (12) Will: 3 (10)

Fighting Style Accuracy Damage Evasion Defense HP MP
Bite 4 (11) 2d + 3 5 (12) 2 19 10
Weak Point: Magic Damage, +2 pts.
Unique Skills

[Continuous Attack]
If a Gray Lynx succesfully hits a target in melee, they may make a second attack on that same target without rolling Accuracy.

Loot
Always Grey Lynx Fur (80G)
2 - 9 None
10+ Mysterious Seeds (100G)

This large wildcat has grown to a size of 2m. The grey lynx is keen at hiding itself and tends to avoid human-sized prey, which leads children to think of these cats as myths.

While the fur is not quite a luxury, there is still a steady enough demand for it. There may also be seeds from unknown plants stuck in the fur, some of which may yet still sprout.


Giant Bat

Int: Animal Perc: 5 Senses (Hearing) Lang: None
Hab: Forest, Caves Disp: Hostile
Rep/Weak: 8 / 12 Init: 12 Move Spd: 20 (Flying) Fort: 4 (11) Will: 4 (11)

Fighting Style Accuracy Damage Evasion Defense HP MP
Bite 4 (11) 2d + 2 4 (11) 0 20 10
Weak Point: Accuracy +1
Unique Skills
[Blood Suck]
When a Giant Bat successfully hits with a Bite, it heals HP equal to the damage dealt.
[Flight]
A Giant Bat receives a +1 bonus to Accuracy (only for melee attacks) and Evasion while flying.
Loot
Always Bat Wing (30G)
2 - 6 None
7+ Violet Jewel (120G)

Giant bats are flying mammals that suck blood from animals. Using ultrasonic waves inaudible to humans, the bat can find its prey by hearing how the waves echo back to it. Apparently, it can accurately detect the size and shape of its target through echolocation.


Kiplocus

Int: Animal Perc: 5 Senses (Darkvision) Lang: None
Hab: Forest Disp: Hostile
Rep/Weak: 9 / 13 Init: 11 Move Spd: 12 Fort: 7 (14) Will: 5 (12)

Fighting Style Accuracy Damage Evasion Defense HP MP
Bite (Head) 6 (13) 2d + 5 3 (10) 2 29 18
None (Body) - - 5 (12) 3 33 13
Tail (Tail) 5 (12) 2d + 4 5 (12) 2 21 11
Body: 3 (Head / Body / Tail) Main Body: Head Weak Point: Fire-elemental Damage, +3 pts.
Unique Skills
  • Head

[Flame Breath / 5 (12) / Fort / Half]
A Kiplocus may vomit a fireball directed towards a single target. The fireball travels to a range of 20m, and deals 2d + 4 fire-element magic damage.

  • Body


[Large Body]
As long as the Body's HP is 1 or more, the Head cannot be attacked in melee. Any ranged attack on the Head receives a -4 penalty to the Accuracy Check. When the Body falls to 0 HP or lower, this effect disappears, the neck sags and brings the Head into melee range.

  • Tail


[Cleave]
A Tail attack hits up to 5 targets within a 3m radius that are also within the brawl area.

Loot
Always Large Fang (80G)
2 - 7 None
8 - 12 Kiplocus Scale (350G)
13+ Fire Crystal (1,600G)

With a long neck and huge body, a kiplocus is a classic monster, appearing to be about 10m in length. Though it seems to be a variation of a dragon, it is really a massive reptile. Some kiplocus even have scale patterns similar to those of a dragon's, and all scales are equally as sturdy. In fact, kiplocus scales are often used in armor when dragon scales are in short supply.


Killer Octopus

Int: Low Perc: 5 Senses (Darkvision) Lang: None
Hab: Sea, Coast Disp: Neutral
Rep/Weak: 8 / 14 Init: 14 Move Spd: 16 (Swimming) Fort: 10 (17) Will: 7 (14)

Fighting Style Accuracy Damage Evasion Defense HP MP
None (Body) - - 6 (13) 2 44 20
Tentacle (Tentacle) x4 7 (14) 2d + 7 7 (14) 1 20 8
Body: 5 (Body / Tentacle x4) Main Body: Body Weak Point: Magic Damage, +2 pts.
Unique Skills
  • Body

[Entangling Tentacles]
A successful hit from a Tentacle entangles the target. Each round, the entangled target is hit automatically by the Tentacle, and makes all Accuracy and Evasion Checks with a -2 penalty. This penalty is not cumulative.
Removing the entangling tentacles requires an (Adventurer Level + Strength bonus) Check opposed by the Killer Octopus's Accuracy check. This check may be made by another person as well. If successful, the target is not entangled anymore.
[Multiple Tentacles]
The Body of the Killer Octopus cannot be engaged in melee combat until two or more Tentacles are destroyed. Ranged and Magic attacks do not have this restriction.

  • Body/Tentacles



[Soft Body]
Blunt weapons treat the Killer Octopus' Defense as 3 points higher. In addition, Thrown weapons deal no damage.


'[Underwater]
Doesn't receive penalty in water. However, can't perform any action without water.

Loot
2 - 5 Silver Gamels (1d x 30G)
6 - 9 Violet Jewel (120G)
10 Devil's Ring (600G)
11+ Silver Gamels (1d x 400G)

A giant octopus is a savage beast, referred to as a demon in older legends and folklore. Lurking in submerged ruins and sunken ships, they often attack large fish and marine mammals.

Occasionally, an octopus may have silver Gamels and relics found in its body. These come from people that the octopus had swallowed whole, and typically have not been digested as of yet.


Sandworm

Int: Animal Perc: 5 Senses (Tactual) Lang: None
Hab: Desert Disp: Hostile
Rep/Weak: 10 / 15 Init: 11 Move Spd: 20 / 20 (Burrowing) Fort: 9 (16) Will: 6 (13)

Fighting Style Accuracy Damage Evasion Defense HP MP
Mouth 8 (15) 2d + 10 7 (14) 3 36 11
Weak Point: Water-element Damage, +3 pts.
Unique Skills
None
Loot
2 - 5 None
6 - 9 Sandworm Gem (150G)
10+ Green Sandworm Gem (1d x 200G)

A giant snake-like creature that lives in the sand, up to one-fifth of it's body can be covered in a hard exoskeleton. Older sandworms often have gems in its hide, formed from the sand and pressure. The green gems carry a high price at the markets, while the clear gems have value when crushed into an abrasive polishing powder.

Plant

Killer Creeper

Int: None Perc: Magic Lang: None
Hab: Forest Disp: Hostile
Rep/Weak: 8 / 11 Init: 6 Move Spd: 0 Fort: 7 (14) Will: 5 (12)
Fighting Style Accuracy Damage Evasion Defense HP MP
Vine 3 (10) 2d + 2 1 (8) 0 30 10
Weak Point: Fire-element Damage, +3 pts.
Unique Skills
[Entangling Vines]
A successful hit from a Vine entangles the target. Each round, the entangled target is hit automatically by the Vine, and makes all Accuracy and Evasion Checks with a -2 penalty.
Removing the entangling vines requires an (Adventurer Level + Strength bonus) Check opposed by the Killer Creeper's Accuracy check. This check may be made by another person as well. If successful, the target is not entangled anymore.
[Mindless]
A Killer Creeper is unaffected by anything that would affect the mind, such as hallucinations.
Loot
Always Leaf Mold (50G)
2 - 5 None
6 - 10 Vines (1d x 5G)
11+ Magical Vine (1d x 30G)

A plant transformed with mana, a killer creeper will shoot a multitude of vines and engulf the area it's in. Being plants, they are very patient when it comes to waiting for prey to wander into its range. As it tends to grow quite fast, it is often rather difficult to escape once trapped in its vines.


Bloody Petal

Int: None Perc: Magic Lang: None
Hab: Forest Disp: Hostile
Rep/Weak: 11 / 14 Init: 10 Move Spd: 5 Fort: 11 (18) Will: 9 (16)
Fighting Style Accuracy Damage Evasion Defense HP MP
None (Trunk) - - 5 (12) 2 58 20
Flower (Petal) 7 (14) 2d + 8 6 (13) 1 23 8
Body Sections: 4-6 (Trunk / Petal x 3-5) Main Body Section: None Weak Point: Fire-element Damage, +3 pts.
Unique Skills
  • Trunk

[Recovery]
At the end of each round, the trunk and all remaining petals recover 5 HP. If a petal dies, it has no effect on this ability. If the trunk dies, this effect disappears.

  • Petal


[Poison / 7 (14) / Fort / Negated]
A target hit by a Flower attack makes a Fortitude Check. If that target fails, they are poisoned, and receive a -1 penalty to Accuracy and Evasion.

Loot
Always Crimson Petals (120G)
2 - 8 None
9+ Red Berries (300G)

Plants with large petals as red as blood, these root-less plants will chase prey down, albeit slowly. Also referred to as "flesh-eating flowers", these plants will capture both animal and humanoid alike, slowly dissolving its prey for nutrition.

If the flower is in full bloom and fed a healthy amount of blood, the petals of the plant can be distilled into quality medicine. Rarely, a few fruits of the bloody petal can be found as well.

This monster has only one Trunk, but has 3 to 5 Petals. The GM can use 2 + (half of 1d) to randomly determine the amount of Petals, if need be.


Undead

Revenant

Int: Low Perc: Magic Lang: None
Hab: Various Disp: Hostile
Rep/Weak: 8 / 14 Init: ※-2 Move Spd:Fort:Will:
Fighting Style Accuracy Damage Evasion Defense HP MP
Weapon, etc. ※ +2 ※ +2 ※ -2 ※ +10 -
Weak Point: HP Recovery (deals damage instead), +3 pts.
Unique Skills
[Regeneration]
At the end of each round, a Revenant recovers 3 HP.
[Mindless]
A Revenant is unaffected by anything that would affect the mind, such as hallucinations.
Loot
2 - 5 None
6 - 10 Tainted Bones (50G)
11+ Tainted Skull (300G)

A Revenant is an undead being created by the death of an impure soul. Constant resurrections stain one's soul with Impurity, and certain spirits can rise on their own with enough taint. Revenants greatly dislike the sun, and tend to stick to dark nights, as well as ruins.
Humanoids, Barbaros, Animals and Mythical Beasts can all become Revenants. ※ denotes the statistics of the base creature while it was alive. If it had any Skills, they are one level lower than they were while it was alive. Any Combat Techniques and/or Unique Skills are retained, though magic cannot be cast.
A Revenant has an intense hatred of the living, and will kill without discrimination. It retains little to no memory of its previous life, and its mind is too distorted to be affected by any outside influences. If a Revenant is reduced to 0 HP or lower, it is utterly destroyed and cannot be revived.


Skeleton

Int: Low Perc: Magic Lang: None
Hab: Ancient Ruins Disp: Hostile
Rep/Weak: 6 / 11 Init: 10 Move Spd: 8 Fort: 2 (9) Will: 4 (11)
Fighting Style Accuracy Damage Evasion Defense HP MP
Weapon 2 (9) 2d 2 (9) 3 15 -
Weak Point: HP Recovery (deals damage instead), +3 pts.
Unique Skills
[Bone Body]
A Skeleton is immune to critical hits from edged weapons.
[Mindless]
A Skeleton is unaffected by anything that would affect the mind, such as hallucinations.
Loot
2 - 5 None
6 - 10 Sturdy Bones (30G)
11+ Magic-tinged Bone (250G)

Born from the bones of other undead corpses, Skeletons arm themselves with weapons and armor from their fallen comrades.

Skeletons have very little thought, tending to only care about its self-preservation. They will almost actively avoid stronger opponents due to this.


Zombie

Int: Low Perc: Magic Lang: None
Hab: Ancient Ruins Disp: Hostile
Rep/Weak: 7 / 12 Init: 7 Move Spd: 10 Fort: 4 (11) Will: 4 (11)
Fighting Style Accuracy Damage Evasion Defense HP MP
Claw 3 (10) 2d + 3 3 (10) 1 25 -
Weak Point: HP Recovery (deals damage instead), +3 pts.
Unique Skills

[All-Out Attack]
A Zombie can deal an additional 4 damage on their next attack. However, any Evasion Check made by the Zombie this turn receives a -2 penalty.
[Mindless]
A Zombie is unaffected by anything that would affect the mind, such as hallucinations.

Loot
2 None
3 - 4 Zombie Eye (30G)
5+ Zombie Eye x2 (60G)

When mana remains in a body after death, it will eventually cause the corpse to move on its own. Similar results can be obtained through the spell Create Undead, though such magic tends to be unsavory from an ethical point of view. Zombie eyes can be dried and ground into a medicine, but anyone taking such medicine would do good not to imbibe too much.

While some individual zombies may be missing some body parts, such as a leg or arm, there is no impact on the zombie's abilities as a result.


Ghoul

Int: Low Perc: Magic Lang: None
Hab: Ancient Ruins Disp: Hostile
Rep/Weak: 8 / 13 Init: 12 Move Spd: 11 Fort: 5 (12) Will: 5 (12)
Fighting Style Accuracy Damage Evasion Defense HP MP
Claw 4 (11) 2d + 2 4 (11) 0 30 -
Weak Point: HP Recovery (deals damage instead), +3 pts.
Unique Skills
[Double Attack]
A Ghoul can attack the same target twice in one action with its Claw. Each attack requires its own Accuracy Check.
[Mindless]
A Ghoul is unaffected by anything that would affect the mind, such as hallucinations.
[Paralyzing Toxin / 5 (12) / Fort / Negated]
If a Ghoul successfully hits with a Claw attack, the target has to make a Fortitude Check or be paralyzed for 30 seconds (3 rounds). While paralyzed, the character's Evasion Checks receive a -2 penalty.
Loot
Always Ghoul Toxin Extract (20G)
2 - 9 None
10+ Ghoul Coin (300G)

A ghoul is an undead that eats rotting corpses. Their "prey" is left to decay for a while after the kill, so that the ghoul can feed off of the rot and corruption. Compared to zombies, a ghoul decays at a much slower rate due to the toxin in their system. When the toxin is extracted from the body, it can be used on wood to preserve it. Additionally, the amber sediment inside a ghoul's eye can be extracted and solidified into a a small disc, which has taken the colloquial name "ghoul coin" among collectors of such objects.


Ghoul Mage

Int: Layperson Perc: Magic Lang: Regional Dialect, Arcana
Hab: Ancient Ruins Disp: Hostile
Rep/Weak: 10 / 15 Init: 13 Move Spd: 14 Fort: 7 (14) Will: 8 (15)
Fighting Style Accuracy Damage Evasion Defense HP MP
Claw 6 (13) 2d + 4 6 (13) 3 33 24
Weak Point: Accuracy +1
Unique Skills
[Truespeech Magic (Level 4) / Magic Power 7 (14)]

A Ghoul Mage may cast Truespeech Magic as a third-level Sorcerer. For individual spell effects, refer to that spell's description.
[Double Attack]
A Ghoul Mage can attack the same target twice in one action with its Claw. Each attack requires its own Accuracy Check.
[Paralyzing Toxin / 5 (12) / Fort / Negated]
If a Ghoul Mage successfully hits with a Claw attack, the target has to make a Fortitude Check or be paralyzed for 30 seconds (3 rounds). While paralyzed, the character's Evasion Checks receive a -2 penalty.

Loot
Always Ghoul Toxin Extract (20G)
2 - 6 None
7 - 11 Ghoul Coin (300G)
12+ Rei-Ghoul Coin (1d x 350G)

Seemingly identical to the ghoul, a ghoul mage has the intellect to understand human speech. Often, such ghouls will use their superior intellect to trap intelligent beings for food. Ghoul mages are also fairly competent leaders, and there are stories of remote towns overtaken by an army of ghouls led by a mage.

Rarely, one will find a ghoul mage with enough mana that it even crystallizes in the "ghoul coin". These high-quality coins glitter with an unearthly pattern, and will undoubtedly fetch quite the price to the right collector.


Dullahan

Int: Layperson Perc: Magic Lang: Arcana
Hab: Indeterminate Disp: Hostile
Rep/Weak: 11 / 18 Init: 16 Move Spd: 25 Fort: 10 (17) Will: 10 (17)
Fighting Style Accuracy Damage Evasion Defense HP MP
Sword (Rider) 10 (17) 2d + 12 9 (16) 5 38 44
Charge (Chariot) 8 (15) 2d + 14 7 (14) 7 52 -
Hoof (Horse) x2 9 (16) 2d + 8 8 (15) 3 32 22
Body: 4 (Rider, Chariot, Horse x2) Main Body: Rider Weak Point: HP Recovery (deals damage instead), +3 pts.
Unique Skills
  • Rider

[Truespeech Magic, Divine Magic (Level 5) / Magic Power 8 (15)] A Dullahan may cast both Truespeech and Divine Magic as a fifth-level Sorcerer and Conjurer. It is up to the GM to determine any Special Divine Spells. For individual spell effects, refer to that spell's description.
[Mundane Weapon Immunity]
A weapon needs to be magically enchanted to deal damage to a Dullahan.

  • Chariot



[Large]
Any damage dealt to the Chariot is not carried over to the Rider.
[Iron Body]
The Chariot is immune to critical hits from edged weapons.
[Mindless]
The Chariot is unaffected by anything that would affect the mind, such as hallucinations.

  • Horses



[All-Out Attack]
Each Horse can deal an additional 4 damage on their next attack. However, any Evasion Check made by that Horse this turn receives a -2 penalty.
[Mobility]
If both Horses' HP is reduced to 0, a Dullahan cannot move.

Loot
2 - 4 None
5 - 7 Magical Wood (200G)
8 - 12 Premium Magical Wood (500G)
13+ Mithril (2,600G)

An immense figure, a dullahan is composed of a large, headless knight in black armor, driving a hellish chariot pulled by skeletal horses. Carrying its head in its left arm, a dullahan will sentence a man to death in one year. It is said that this death sentence cannot be avoided, and the dullahan will come for the doomed no matter where they are.


Magical Creatures

Characteristics of Familiars

  • A Familiar has no HP. Instead, the Familiar's Master takes all damage dealt.
  • A Familiar takes no damage from falling (no matter the height).
  • A Familiar uses the Fortitude and Willpower scores of its Master.
  • A Familiar shares the same means of perception as the Master (including Darkvision). Anything one sees, the other does as well.
  • If the Master is unconscious, the Familiar may not perform any action that would move it away from its Master.
  • If the Master dies, the Familiar disappears.
  • A Familiar may only have 1 Master. If the Familiar is treated cruelly, it may leave its Master.
  • A Familiar has no free will of its own.


Familiar: Cat

Int: None Perc: Shared w/Master Lang: None
Hab: Various Disp: Instructed
Rep/Weak: 8 / - Init: 12 Move Spd: 12 Fort: - (-) Will: - (-)
Fighting Style Accuracy Damage Evasion Defense HP MP
Claw 3 (10) 2d 1 (8) 1 - 7
Weak Point: None
Unique Skills
[Familiar]
Please refer to the 'Characteristics of Familiars' for more information.
[Feline Finesse]
Can pass through narrow gaps, etc. Physical ability is the same as an ordinary housecat.
Loot
None

This creature is primarily an instrument meant lend assistance to Sorcerers. While they tend to avoid conflict, a familiar may need to engage in melee, which is where the above statistics come into play. In addition, the appearance of the familiar may change with permission from the Game Master.
The Familiar's Master is allowed to use the Familiar's MP as though it were his own. The Familiar needs to be in physical contact with the Master, and recovers MP at the same rate as the Master.
In addition, if the PC has any levels in the Sorcerer skill, they will automatically pass Monster Knowledge Checks so long as they have a Familiar.


Familiar: Bird

Int: None Perc: Shared w/Master Lang: None
Hab: Various Disp: Instructed
Rep/Weak: 8 / - Init: 13 Move Spd: 30 (Flying) Fort: - (-) Will: - (-)
Fighting Style Accuracy Damage Evasion Defense HP MP
Beak 2 (9) 2d - 1 2 (9) 0 - 5
Weak Point: None
Unique Skills
[Familiar]
Please refer to the 'Characteristics of Familiars' for more information.
[Avian Agility]
Capable of flight. Physical ability is that of a normal bird.
[Flight]
A Bird Familiar receives a +1 bonus to Accuracy (only for melee attacks) and Evasion while flying.
Loot
None

A magical creature that is often seen in the company of spellcasters, it uses the same statistics as the cat familiar. Because of it's flight capability, it can be used as a very effective scout. The exact type of bird varies from spellcaster to spellcaster, but typically the familiar is of a smaller species of bird, such as crows and pigeons. If knocked out while flying, a bird familiar will lose altitude, but does not receive falling damage.

In addition, if the PC has any levels in the Sorcerer skill, they will automatically pass Monster Knowledge Checks so long as they have a Familiar.


Familiar: Frog

Int: None Perc: Shared w/Master Lang: None
Hab: Various Disp: Instructed
Rep/Weak: 8 / - Init: 12 Move Spd: 12 Fort: - (-) Will: - (-)
Fighting Style Accuracy Damage Evasion Defense HP MP
Tongue 1 (8) 2d - 2 2 (9) 0 - 10
Weak Point: None
Unique Skills
[Familiar]
Please refer to the 'Characteristics of Familiars' for more information.
[Amphibious Avoidance]
Can be tucked into a pocket to avoid a wide range of effects. Physical capability is equal to that of a normal frog.
Loot
None

A magical creature that is often seen in the company of spellcasters, it uses the same statistics as the cat familiar.

A frog familiar is the only familiar able to explore underwater, and is small enough to hide inside of a pocket at a moment's notice. By hiding, it cannot be targeted by either magic or melee, ensuring it stays around for quite a while.

In addition, if the PC has any levels in the Sorcerer skill, they will automatically pass Monster Knowledge Checks so long as they have a Familiar.


Ghast

Int: Servant Perc: Magic Lang: None
Hab: Ruins, Forest, Ancient Ruins Disp: Instructed
Rep/Weak: 5 / 10 Init: 9 Move Spd: 15 Fort: 2 (9) Will: 2 (9)
Fighting Style Accuracy Damage Evasion Defense HP MP
Arm 3 (10) 2d + 2 2 (9) 0 14 -
Weak Point: Physical Damage, +2 pts.
Unique Skills
None
Loot
2 - 9 None
10+ Magic-tinged Stone (250G)

A lost soul bound to a shadow, ghasts live a sorry existence. Originally thought to have been created during the Durandal period, ghasts continue to spawn and thrive today in the shadows of civilization. The reason for their creation has been forgotten to time, though their extremely gaunt frame and pitch-black body is difficult to forget. Ghasts are not known to be solitary, so if one is seen others are sure to follow.

Occasionally, ghasts will be summoned by barbaros carrying magical stones. These stones are given to the rank and file by a drake, who keeps close the secret of manufacturing.


Oak Golem

Int: Servant Perc: Magic Lang: None
Hab: Various Disp: Instructed
Rep/Weak: 8 / 12 Init: 9 Move Spd: 9 Fort: 5 (12) Will: 6 (13)
Fighting Style Accuracy Damage Evasion Defense HP MP
Arm 4 (11) 2d 2 (9) 2 23 -
Weak Point: Fire-element Damage, +3 pts.
Unique Skills
None
Loot
2 - 8 None
9+ Magic-tinged Wood (200G)

Oak Golems are made from oak wood. They are humanoid, with a short and stocky form. Having one constructed takes a long time, between acquiring the materials and performing rituals to infuse those materials with mana.
In addition, a Conjurer PC automatically knows the lore, weakness and value of the oak golem. It can be given simple instructions, like "move to that spot", "attack that target", or "attack anything that approaches".


Gargoyle

Int: Servant Perc: Magic Lang: None
Hab: Ancient Ruins Disp: Instructed
Rep/Weak: 9 / 14 Init: 12 Move Spd: 15 / 30 (Flight) Fort: 4 (11) Will: 4 (11)
Fighting Style Accuracy Damage Evasion Defense HP MP
Claw 5 (12) 2d + 4 5 (12) 3 26 -
Weak Point: Bludgeoning Damage, +3 pts.
Unique Skills
[Camouflage]
A Gargoyle can choose to appear as though it was stone. Its true form cannot be detected by the normal eye, but Sense Magic will reveal the truth.
[Flight]
A Gargoyle receives a +1 bonus to Accuracy (only for melee attacks) and Evasion while flying.
Loot
2 - 7 Sharp Stone (20G)
8+ Magic-tinged Stone (250G)

A variety of golem with both claw and wing, a gargoyle is a beast of stone animated by a long-lost magic. Gargoyles were famous guardians of the Durandal period, and most seen today are still following instructions given to them from that time.

While gargoyles seem to act as though they are living beings, they can choose to camouflage themselves as stone. Any Monster Knowledge Checks will automatically fail against a camouflaged gargoyle, and carelessly approaching one will allow them to attack from surprise unless a character passes a Danger Sense Check, target number 12.


Chest Mimic

Int: Servant Perc: Magic Lang: None
Hab: Ancient Ruins Disp: Instructed
Rep/Weak: 10 / 14 Init: 10 Move Spd: 8 Fort: 5 (12) Will: 5 (12)
Fighting Style Accuracy Damage Evasion Defense HP MP
Arms 4 (11) 2d + 4 3 (10) 4 25 -
Weak Point: Accuracy +1
Unique Skills
[Double Attack]
A Chest Mimic can attack the same target twice in one action with its Arms. Each attack requires its own Accuracy Check.
[Capture]
If a Chest Mimic successfully hits via Double Attack, the target is captured and automatically hit each successive round.
Removing the capturing arms requires an (Adventurer Level + Strength bonus) Check. This check may be made by another person as well. If successful, the target is not captured anymore.
[Mimicry]
A Chest Mimic can choose to appear as though it was an ordinary treasure chest. Its true form cannot be detected by the normal eye, but Sense Magic will reveal the truth.
Loot
2 - 6 None
7 - 11 Magical Wood (200G)
12+ High-quality Magical Wood (500G)

A chest mimic has the appearance of an old, weather-beaten chest, often found in ruins as a guard for real treasure. Able to extend and retract both arms and legs, there are some who think it is a form of golem.

If a chest mimic remains still, it is often mistaken for a plain treasure chest. Any Monster Knowledge Checks will automatically fail against a camouflaged gargoyle, and carelessly approaching one will allow them to attack from surprise unless a character passes a Danger Sense Check, target number 12.


Loam Puppet

Int: Servant Perc: Magic Lang: None
Hab: Ancient Ruins Disp: Instructed
Rep/Weak: 12 / 15 Init: 10 Move Spd: 10 Fort: 5 (12) Will: 5 (12)
Fighting Style Accuracy Damage Evasion Defense HP MP
Arm 4 (11) 2d + 4 4 (11) 2 34 -
Weak Point: Accuracy +1
Unique Skills
[Mud Body]
When calculating damage for Blunt weapons, treat the Loam Puppet's Defense as 5 points higher. In addition, a Loam Puppet is immune to critical hits from edged weapons, Earth-attribute damage, and Magic damage.
Loot
2 - 7 None
8+ Magic-tinged Earth (250G)

A golem made from clay, it is the hopes and desires of its creator given form. Typically standing around 1m, a loam puppet is often humanoid in shape, though it really can be any shape the creator wishes. However it looks, there are no additional benefits from changing its appearance.

Having one constructed takes a long time, between acquiring the materials and performing rituals to infuse those materials with mana.

In addition, a Conjurer PC automatically knows the lore of the loam puppet, though knowledge of any weakness needs to be rolled as normal. It can be given simple instructions, like "move to that spot", "attack that target", or "attack anything that approaches".


GAR-UI

Int: Servant Perc: Magic Lang: None
Hab: Ancient Ruins Disp: Instructed
Rep/Weak: 10 / 14 Init: 12 Move Spd: 20 Fort: 7 (14) Will: 7 (14)
Fighting Style Accuracy Damage Evasion Defense HP MP
Gun 6 (13) 2d + 3 5 (12) 4 35 -
Weak Point: Lightning-element Damage, +3 pts.
Unique Skills
[Double Attack]
The GAR-UI can attack the same target twice in one action with its Gun. Each attack requires its own Accuracy Check.
[Gun Specs]
The GAR-UI's Gun holds three bullets, and has a range of 15m. Once the magazine is empty, the GAR-UI must take a Standard Action to replicate ammunition and reload its gun before firing again.
[Mechanical Body]
The GAR-UI is immune to critical hits from edged weapons.
Loot
Always Iron (20G)
2 - 5 Bullet x10 (25G)
6 - 8 Crude Magitech Components (100G)
9+ Magitech Components (300G)

Bipedal magitech robots, a GAR-UI unit stands about 2m tall. Seemingly built for security, they are often found among ruins of the Al Menas civilization. When entering combat, a GAR-UI transforms each hand into a gun to fire upon intruders. These guns, however, cannot be scavenged and used after the GAR-UI is defeated.


Flabby Golem

Int: Servant Perc: Magic Lang: None
Hab: Ancient Ruins Disp: Instructed
Rep/Weak: 10 / 14 Init: 13 Move Spd: 8 Fort: 7 (14) Will: 8 (15)
Fighting Style Accuracy Damage Evasion Defense HP MP
Arm 7 (14) 2d + 5 5 (12) 2 45 -
Weak Point: Physical Damage, +2 pts.
Unique Skills
None
Loot
2 - 8 None
9+ Gamels (1d x 200G)

Crafted from flesh, a flabby golem appears to be a simplified modeling of a human. Standing about 2-3m tall, it is a hideous sight to behold.

Magicians rarely use flabby golems as recepticles to hold treasure, and as such will roll on the table for loot as normal. If a flabby golem is constructed in sight of the adventurers, such background circumstances cannot be considered and any loot rolls will be automatically treated as "None".

In addition, a Conjurer PC automatically knows the lore of the loam puppet, though knowledge of any weakness needs to be rolled as normal. It can be given simple instructions, like "move to that spot", "attack that target", or "attack anything that approaches", or complex instructions to the extent that such could be understood by young children.


Blob

Int: None Perc: Magic Lang: None
Hab: Dungeons Disp: Hostile
Rep/Weak: 10 / 14 Init: 10 Move Spd: 3 Fort: 11 (18) Will: 9 (16)
Fighting Style Accuracy Damage Evasion Defense HP MP
Ram 5 (12) 2d + 3 4 (11) 0 50 -
Weak Point: Fire-element Damage, +3 pts.
Unique Skills
[Engulf / 7 (13) / Fort / Negated]
Each target hit by a Blob needs to roll a Firtitude Check or be engulfed by the Blob. They may not move or perform an action, and each round they receive an additional 2d + 1 magic damage. Each round, an engulfed character is entitled to another Fortitude Check to free themselves.
[Soft Body]
Blunt weapons treat the Blob's Defense as 5 points higher. In addition, Thrown weapons deal no damage.
[Acidic Body]
When you attack or receive an attack from a Blob, that weapon or armor will melt into nothing after 24 hours. This can be avoided by washing the affected weapon or armor with alcohol or wine within 24 hours.
Loot
Always Jelly-like Material (100G)
2 - 11 None
12+ Mini-Blob (1,500G)

A blob is a translucent, light-green jelly that is highly acidic (able to dissolve metal). Originally the result of a magical experiment gone wrong, it now divides itself to increase its population.

Occasionally, there are those who treat the site of division of a blob in order to neutralize its acidity. In doing so, one can take a blob-ling as a pet.


Stone Serpent

Int: Servant Perc: Magic Lang: None
Hab: Dungeons Disp: Instructed
Rep/Weak: 11 / 15 Init: 13 Move Spd: 18 Fort: 13 (20) Will: 11 (18)
Fighting Style Accuracy Damage Evasion Defense HP MP
Arm 8 (15) 2d + 6 6 (13) 7 38 -
Weak Point: Accuracy +1
Unique Skills
[Double Attack]
A Stone Serpent can attack the same target twice in one action with its Arms. Each attack requires its own Accuracy Check.
[Stone Body]
A Stone Serpent is immune to critical hits from edged weapons and all magic damage, with the exception of pure Energy-element damage.
Loot
2 - 5 None
6 - 12 Magic-tinged Stone (250G)
13+ Mithril (2,600G)

A golem made from stone, it is a fearsome creature to encounter. Typically standing around 2m, a stone serpent appears as a great stone snake, given human arms and legs. Some Durandal stone serpents may rarely have mythril worked into their forms, and were capable of receiving rather complex instructions from their creators. However, there is currently no one known to have the skill to create such works, and the few animate stone serpents from that time continue to follow their ancient constructor's instructions, disregarding anything and anyone else.

Having one constructed takes a long time, between acquiring the materials and performing rituals to infuse those materials with mana. Such construction is incredibly difficult, and is rarely seen in modern times.

In addition, a Conjurer PC automatically knows the lore, weakness and value of the stone serpent. It can be given simple instructions, like "move to that spot", "attack that target", or "attack anything that approaches".


DOOM

Int: Servant Perc: Magic Lang: None
Hab: Ancient Ruins Disp: Instructed
Rep/Weak: 11 /15 Init: 12 Move Spd: 20 Fort: 8 (15) Will: 8 (15)
Fighting Style Accuracy Damage Evasion Defense HP MP
Machine Gun (Chassis) 9 (16) 2d + 5 7 (14) 6 40 -
Cannon (Turret) 7 (14) 2d + 10 8 (15) 3 30 -
Body: 2 (Chassis / Turret) Main Body: None Weak Point: Lightning-element Damage, +3 pts.
Unique Skills
  • Chassis

[Large]
Unless the Chassis of the DOOM is reduced to 0 HP or less, the Turret may not be engaged in melee combat.
[Anti-Personnel Missile / 6 (13) / Fort / Negated]
The DOOM may fire this attack and hit up to 20 targets within a 6m radius that are also within the brawl area. A failed Fortitude Check results in 15 points of Physical damage. This ability can only be used twice.

  • Chassis/Turret


[Ammunition]
The DOOM's Machine Gun holds six bullets, and has a range of 10m, while the Cannon has a 30m range and 1 shot. Once the magazine is empty, the DOOM must take a Standard Action to replicate ammunition and reload its guns before firing again.
[Hawkeye & Sharpshooting]
Attacks fired into a brawl area cannot miss. The DOOM can attack characters in front of it that are outside the brawl area or under cover.
[Mechanical Body]
The DOOM is immune to critical hits from edged weapons.

Loot
Always Iron (20G)
2 - 7 None
8 - 10 Magitech Components (300G)
11+ Rare Magitech Components (900G)

The DOOM series of magitech robots were used during the Al Menas era as large-scale combat machines. Built with four legs and a rotating turret, they can move rather quickly and fire at moving targets without trouble. If one manages to disable a DOOM unit, they would likely find highly technical magitech components that cannot be replicated. These components could fetch a good amount of money to the right buyer...


Queen DOOM

Int: Servant Perc: Mechanical Lang: None
Hab: Ancient Ruins Disp: Instructed
Rep/Weak: 13 / 17 Init: 13 Move Spd: 18 Fort: 13 (20) Will: 10 (17)
Fighting Style Accuracy Damage Evasion Defense HP MP
Machine Gun (Chassis) x2 11 (18) 2d + 8 8 (15) 6 50 -
Main Battery (Turret) x2 8 (15) 2d + 12 10 (17) 3 30 -
Body: 4 (Chassis x2 / Turret x2) Main Body: None Weak Point: Lightning-element Damage, +3 pts.
Unique Skills
  • Chassis

[Large]
Unless one Chassis of the Queen DOOM is reduced to 0 HP or less, neither Turret may not be engaged in melee combat. If both Chassis are destroyed, reduce each Turret's HP by 4.

  • Chassis/Turret


[Ammunition]
The Queen DOOM's Machine Gun holds six bullets, and has a range of 10m, while the Main Battery has a 30m range and 1 shot. Once the magazine is empty, the Queen DOOM must take a Standard Action to replicate ammunition and reload its guns before firing again.
[Hawkeye & Sharpshooting]
Attacks fired into a brawl area cannot miss. The Queen DOOM can attack characters in front of it that are outside the brawl area or under cover.
[Mechanical Body]
The Queen DOOM is immune to critical hits from edged weapons.
[Protective Film Deployment]
When the Queen DOOM takes Physical or Magical FIRE, WATER, WIND, EARTH, or LIGHTNING damage, a protective film forms around it, nullifying any subsequent attacks of the same element. The Queen DOOM may form a new film as a free action, but loses the effect of any previous films in doing so.

Loot
Always Iron (20G)
2 - 9 Magitech Components (300G)
10 - 12 Rare Magitech Components (900G)
13+ Mysterious Magitech Components (2,400G)

A huge weapon made solely for combat, the Queen DOOM is a marvelous relic from the Al Menas civilization. Armed with a machine gun on each arm and two shoulder-mounted cannons, a Queen DOOM races across the battlefield on its eight legs to destroy anything in its way. Each weapon is independantly operated, and so the Queen DOOM has four attacks each round, firing off an incredible amount of artillery at their target.

As with the DOOM series, the Queen DOOM units are made with fabulously rare magitech materials. If one can defeat a Queen DOOM without destroying these materials, they can command stunningly high prices.


Mythical Beasts

Dirae

Int: Layperson Perc: 5 Senses (Darkvision) Lang: Arcana, Elven
Hab: Forest, Mountains Disp: Neutral
Rep/Weak: 8 / 14 Init: 11 Move Spd: 13 / 26 (Flight) Fort: 5 (12) Will: 5 (12)
Fighting Style Accuracy Damage Evasion Defense HP MP
Claw 4 (11) 2d 5 (12) 2 24 21
Weak Point: Physical Damage, +2 pts.
Unique Skills
[Enchanting Song / 3 (10) / Will / Negated]
One target within 20m is required to make a Willpower Check. If that check is failed, the target obeys the Dirae's commands, contained in the lyrics of the song. The commands must be simple, and the target will not obey any commands to harm themselves. If the target loses any HP or MP, the effects of the song are broken.
Loot
2 - 9 None
10+ Arcana-Language Books (1d x 170G)

A mythical beast, combining the appearance of a bird with that of a beautiful woman. Quietly interacting with humans since the Durandal period, dealers now live deep in mountains and forests. If one happens to know either the Arcana or Elven languages, it is quite possible to converse with dealers.

Often mild-mannered, a dirae tends to avoid fights with humanoids unless there is a compelling reason to do so. In addition, there are those who prefer reading to talking, and there are those who carry manuscripts of books that date back to the Durandal period.


Hellhound

Int: Animal Perc: 5 Senses (Darkvision) Lang: None
Hab: Ancient Ruins Disp: Hostile
Rep/Weak: 9 / 15 Init: 16 Move Spd: 18 Fort: 6 (13) Will: 7 (14)
Fighting Style Accuracy Damage Evasion Defense HP MP
Bite 7 (14) 2d + 4 6 (13) 2 38 20
Weak Point: Water-element Damage, +3 pts.
Unique Skills
[Flame Gout / 5 (12) / Fort / Half]
A Hellhound breathes fire in a cone, damaging up to three targets in front of it. Each character that fails their Fortitude Check receives 2d + 4 fire-element magic damage. Flame Gout cannot be used in consecutive rounds.
[Fire Immunity]
A Hellhound is immune to all attacks that deal fire-element damage.
Loot
2 - 3 None
4 - 11 Hellhound Hide (140G)
12+ Flame Crystal (1,600G)

Hellhounds are large dogs with jet-black fur, often seen spitting gouts of flame. Many traditions refer to them as guardians of hell, though this is not necessarily the truth of the matter.

Occasionally, there may be a red crystal in the body of a hellhound. As this crystal constantly radiates heat, even after the death of the hellhound, scholars believe these crystals are the source of the hellhound's flame breath and fire immunity.


Thunderbird

Int: Animal Perc: 5 Senses Lang: None
Hab: Mountains Disp: Hungry
Rep/Weak: 10 / 16 Init: 16 Move Spd: 50 (Flight) Fort: 8 (15) Will: 10 (17)
Fighting Style Accuracy Damage Evasion Defense HP MP
Beak (Body) 8 (15) 2d + 8 8 (15) 5 37 22
Wing (Wing) x2 9 (16) 2d + 6 7 (14) 3 28 -
Body: 3 (Body / Wing x2) Main Body: Body Weak Point: Magic Damage, +2 pts.
Unique Skills
  • Body

[Thunderclap / 7 (14) / Willpower / Half]
A Thunderbird unleashes a powerful peal of thunder, hitting up to 20 targets in a 6m radius centered on itself. Each target that fails a Willpower Check receives 2d + 6 lightning-element magic damage.

  • Body/Wings



[Flight]
A Thunderbird receives a +1 bonus to Accuracy (only for melee attacks) and Evasion while flying. If one of the wings falls to 0 HP or lower, this ability cannot be used.
[Lightning Immunity]
A Thunderbird is immune to all attacks that deal lightning-element damage.

Loot
2 - 7 None
8 - 10 Thunderbird Beak (350G)
11+ Lightning Crystal (1,600G)

A huge bird cloaked in lightning, a thunderbird's body shines brightly in the sky. Even in the midst of combat, the electricity arcing off of one of these great birds is rather intense.

Thunderbirds often do not stay in one territory for long, and are difficult to track down for any purpose. Only rarely does a thunderbird settle down and create a nest, and more often than not it is due to spawning.


Gryphon

Int: Low Perc: 5 Senses Lang: None
Hab: Mountains Disp: Neutral
Rep/Weak: 12 / 18 Init: 18 Move Spd: 20 / 40 (Flight) Fort: 12 (19) Will: 9 (16)
Fighting Style Accuracy Damage Evasion Defense HP MP
Beak (Body) 9 (16) 2d + 11 11 (18) 5 38 26
Wing (Wing) x2 10 (17) 2d + 8 9 (16) 4 26 -
Body: 3 (Body / Wing x2) Main Body: Body Weak Point: Wind-element Damage, +3 pts.
Unique Skills
  • Body/Wings

[Flight]
A Gryphon receives a +1 bonus to Accuracy (only for melee attacks) and Evasion while flying. If one of the wings falls to 0 HP or lower, this ability cannot be used.
[Continuous Attack]
If a Gryphon succesfully hits a target in melee, they may make a second attack on that same target without rolling Accuracy.

Loot
2 - 5 None
6 - 12 Jewels (1d x 150G)
13+ Mythril (2,600G)

A mythical beast with the head and wings of an eagle, and the body of a lion. Gryphons are surprisingly agile in the air for their bulk, and often nest in holes dug into cliffsides.

A gryphon is attracted to and tends to collect shining objects, such as precious metals and gemstones. If they find an intruder trying to steal their shinies, a gryphon will attack violently.

Rarely, there are gryphons who understand the common trade language. These gryphons tend to be slightly less aggressive than their less intelligent counterparts, and will indulge in conversation, to a point.

Devils

Dusky Grace

Int: Layperson Perc: 5 Senses (Darkvision) Lang: Demonic
Hab: Ancient Dungeons Disp: Hostile
Rep/Weak: 12 / 17 Init: 14 Move Spd: 16 Fort: 6 (13) Will: 7 (14)
Fighting Style Accuracy Damage Evasion Defense HP MP
Weapon 7 (14) 2d + 7 8 (15) 3 42 29
Weak Point: Physical Damage, +2 pts.
Unique Skills
[Manipulation Magic (Level 3) / Magic Power 6 (13)]
A Dusky Grace may cast Manipulation Magic as a third-level Conjurer. For individual spell effects, refer to that spell's description.
[Entangling Tail]
A Dusky Grace my use its tail in an attempt to entangle the target. Each round, the entangled target is hit automatically by the Dusky Grace, and makes all Accuracy and Evasion Checks with a -2 penalty. This penalty is not cumulative.
Removing the entangling tail requires an (Adventurer Level + Strength bonus) Check made against a target number of 13. This check may be made by another person as well. If successful, the target is not entangled anymore.
Loot
Always Devil Blood (100G)
2 - 8 None
9 - 10 Devil Earrings (260G)
11 Devil Ring (600G)

A dusky grace is, compared to other devils, rather small. Standing slightly taller than a human, these demons have light gray skin and an elongated, prehensile tail.

There is much unknown about the dusky grace, whether their motivation, their cause, or any of their actions. In fact, what little is known is that they have no relation to the Swords of Creation whatsoever. However, there is some special magic in the devil's blood, and painters will pay good money to find some.


Zalbad

Int: Layperson Perc: 5 Senses (Darkvision) Lang: Demonic
Hab: Ancient Dungeons Disp: Hostile
Rep/Weak: 13 / 18 Init: 14 Move Spd: 14 / 20 (Flight) Fort: 10 (17) Will: 9 (16)
Fighting Style Accuracy Damage Evasion Defense HP MP
Talon 8 (15) 2d + 12 8 (15) 4 54 34
Weak Point: Accuracy +1
Unique Skills
[Divine Magic (Level 4) / Magic Power 7 (14)]
A Zalbad may cast Divine Magic as a fourth-level Priest, and cannot learn any Special Divine Spells. For individual spell effects, refer to that spell's description.
[Flame Gout / 10 (17) / Fort / Half]
A Zalbad spits a superhot fireball at a single target up to 10m away. If that target fails a Fortitude Check, they receive 2d + 8 fire-element magic damage.
[Flight]
A Zalbad receives a +1 bonus to Accuracy (only for melee attacks) and Evasion while flying.
Loot
Always Devil Blood (100G)
2 - 6 None
7 - 8 Devil Earrings (260G)
9+ Devil Ring (600G)

With large, filmy wings and bright red skin, a zalbad towers over most humanoids at a height of 3m. With their burning eyes and magic from the Malevolent Gods, they attack from the sky in a burning rage.

Often, ruins from the Durandal period have gargoyles styled similarly to the zalbad devils. This similarity is enough for scholars to believe that zalbad devils were already in Raxia at that time, and have not left since.


Humanoids

Possessed Magician

Int: Layperson Perc: 5 Senses Lang: Trade Common, Arcana, Regional Dialect
Hab: Various Disp: Neutral
Rep/Weak: 8 / - Init: 14 Move Spd: 15 Fort: 6 (13) Will: 7 (14)
Fighting Style Accuracy Damage Evasion Defense HP MP
Staff 4 (11) 2d + 1 5 (12) 2 26 32
Weak Point: None
Unique Skills
[Magic (1 Skill) (Level 4) / Magic Power 7 (14)]
A Possessed Magician can choose one of the following and cast as a fourth-level caster: Truespeech Magic, Manipulation Magic, Divine Magic, or Faerie Magic. For individual spell effects, refer to that spell's description.
[Sword's Salvation / Change Fate]
Once per day, a Possessed Magician may choose to change the result of an Action Check or Damage roll, by switching the faces of the rolled 2d to the opposite sides. See also Human Racial Abilities.
Loot
2 - 3 None
4 - 8 Bag of Silver (1d x 30G)
9 - 10 Large Bag of Silver (1d x 100G)
11+ Jewels (1d x 150G)

This magician is one possessed in a variety of ways. Whether their own ego has overtaken them, their hubris has made them a prime target for a devil, or their own deity has seen fit to use this vassal as a divine tool; all and more are magicians possessed.

As humans, these possessed magicians have access to the human Racial Ability "Sword's Salvation/Change Fate".


Skilled Mercenaries

Int: Layperson Perc: 5 Senses Lang: Trade Common
Hab: Various Disp: Neutral
Rep/Weak: 8 / - Init: 14 Move Spd: 20 Fort: 8 (15) Will: 7 (14)
Fighting Style Accuracy Damage Evasion Defense HP MP
Sword 8 (15) 2d + 10 8 (15) 5 52 12
Weak Point: None
Unique Skills
[Feint Attack]
A Skilled Mercenary receives a +1 Accuracy bonus to the next attack. Characters wearing Metal Armor are unaffected.
[All-Out Attack]
A Skilled Mercenary can deal an additional 4 damage on their next attack. However, any Evasion Check made by the Mercenary this turn receives a -2 penalty.
[Sword's Salvation / Change Fate]
Once per day, a Possessed Magician may choose to change the result of an Action Check or Damage roll, by switching the faces of the rolled 2d to the opposite sides. See also Human Racial Abilities.
Loot
2 - 3 None
4 - 7 Bag of Silver (1d x 30G)
8 - 9 Ancient Knife (380G)
10+ Jewels (1d x 150G)

With sword and shield at the ready, this mercenary relies on his sword arm and leather armor to protect him from the dangers of the road.

As humans, these skilled mercenaries have access to the human Racial Ability "Sword's Salvation/Change Fate".

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