TEXT: I
  vashu are Ilvir’s creatures, known as the Fatherless Multitude by
  the faithful, or the Accursed Beasts of the Barren Circle by non-
  believers. Ilvir creates the Ivashu at Araka-Kalai, making use of
  a limited number of souls which he is constrained to use over
  and over again. Some Ivashu are fairly common, because they
  have proved most adaptable to survival, or because they are the easiest to
  create. However, Ilvir also enjoys experimental lifeforms and can produce
  any conceivable beast in some quantity. Many varieties are unique, created
  to perform a specific task, or just to amuse the deity.
  The Ivashu are totally sexless and cannot breed; when they die, their
  souls return to Araka-Kalai, where Ilvir reincarnates them into a new body.
  After spending some time in the court of the deity, they are sent into the
  world again. Many are quickly slain by predators or other Ivashu, but some
  survive and may be found in any part of Lythia.
  Most Ivashu possess strange powers. Many species are intelligent and
  speak Ivashi, their own language; others are semi-intelligent and operate
  largely on instinct. Some of the more benign varieties have even learned
  local human dialects. A few species seem to live for centuries, while others
  have lifespans that can be measured in months.
  The existence of Ilvir and the Ivashu provides GMs with a rationale for
  introducing any type of creature into their campaign. As long as these
  creatures are Ivashu, they will not be able to reproduce, so there will not
  be a lot of them. Campaigns will remain balanced even if the new
  creatures turn out to be more deadly than the GM anticipated. They will be
  an isolated problem the local knight can probably deal with, otherwise aid
  will be enlisted from a liegelord, and eventually from the king if necessary.
  As long as the creature isn’t powerful enough to defeat an entire kingdom
  by itself, the beast will be successfully dealt with sooner or later.
  An NPC Ilviran cleric can be very helpful in convincing an Ivashu to
  leave player characters alive when it planned to have them for dinner. The
  cleric, of course, might ask the characters to perform a “willing service for
  the true church” before the hungry Ivashu leaves the scene.
  ILVIR’S BROOD
  IVASHU 1
  Copyright © N. Robin Crossby and Columbia Games, Inc. 2002
  HârnWorld
  ARAKA-KALAI
  A huge limestone sinkhole located in
  central Hârn near the northeast shore of
  Lake Benath. According to legend and the
  doctrine of the Ilviran church, Araka-Kalai
  is the dwelling of the god Ilvir. An ancient
  tower stands on a rocky island in the
  center of the Pit of Ilvir, surrounded by a
  liquefied, fermenting sludge with a stench
  that puts to shame all other malodorous
  humors. Beneath this crumbling tower, in
  dank, endless caverns, the Accursed Lord
  of the Barren Cycle is said to spawn his
  "fatherless multitude" (Ivashu).
  Obviously, Ilvirans deem Araka-Kalai to be
  highly sacred. Every year some 200-300
  hardy followers of this mystic religion
  make an arduous pilgrimage to the site,
  mostly via Leriel, but sometimes via Shiran
  across Lake Benath. Roughly one mile
  northwest of the Pit, there is an Ilviran
  religious community called Ochrynn, a
  temple and hostel complex run by the
  Order of the Ochre Womb. This isolated
  settlement of about 100 priests and
  common folk prospers by catering to
  pilgrims and, surprisingly, to traders
  seeking Ivashu for the Pamesani. A small
  renegade group called the Dark Order,
  vehemently opposed to this latter policy,
  broke away from the Ochre Womb some
  years ago and now inhabit the miles of
  natural caverns that inter-connect with
  Araka-Kalai. Since the Dark Order was
  formed, many of those involved in the
  lucrative Ivashu trade, have met with
  violent death, or have disappeared.
  CREDITS
  WRITERS
  N. Robin Crossby
  Edwin King
  Kevin Knight
  ARTISTS
  Ed Beard
  Eric Hotz
  Kevin Knight
  Richard Luschek
  CONTRIBUTORS
  Peter Leitch
  John Sgammato
  EDITORS
  Tom Dalgliesh
  Grant Dalgliesh
  The Pit of Ilvir
  
  IVASHU 2
  Copyright © N. Robin Crossby and Columbia Games, Inc. 2002
  HârnWorld
  A
  DWELNA
  The Beloved Torturer
  The Adwelna is a bloated, fifteen foot long worm with a large mouth
  surrounded by five spiked tentacles, each about six feet in length. It feeds
  by seizing prey with its tentacles, then drawing the victim into its mouth.
  The creature then slowly devours its meal alive, dissolving it with powerful
  acidic saliva. This process takes several hours; the more fortunate victims
  are devoured head first and die quickly.
  Habitat & Hunting
  Adwelna are found only in deep forests of the Felsha Mountains. They
  are mainly nocturnal. While the Adwelna moves very slowly, its tentacles
  are lighting fast. Concealed in dense undergrowth, the creature waits for
  prey to move within grasp of its tentacles, or it silently slithers up to
  resting victims.
  The Adwelna also has a highly developed psionic ability to confuse
  prey with the talent HEX. A successful use of the talent halves all victim
  skill rolls for 1d6 (MS) or 3d6 (CS) minutes.
  The Worm of Korego
  At Korego, a gargun cave complex in the Felsha Mountains, the Hyeka
  keep one Adwelna as a “pet” in a specially designed maze pit. The orcs
  entertain themselves by throwing captives to the Adwelna and watching
  their futile attempts to escape. Most captives can easily evade the Adwelna
  at first, but eventually collapse from exhaustion. The amusement continues
  when the hungry worm slithers up to claim its long-anticipated meal.
  Adwelna is a Hyeka name which roughly translates as “beloved
  torturer”.
  Habitat:
  Alpine Forest
  Length:
  14–16 feet
  Height:
  5–7 feet
  Weight:
  3,000–4,000 pounds
  Diet:
  Carnivore
  Lifespan:
  40–60 years
  Group:
  One (1).
  ATTRIBUTES
  15 STR
  09 EYE
  07 INT
  20 STA
  • HRG
  13 AUR
  17 DEX
  16 SML
  13 WIL
  02 AGL
  Combat Attributes
  Endurance 16, Move 01.
  SKILLS
  Awareness 65.
  Combat Skills
  Initiative 55, Dodge 10, Hex 80,
  Tentacle 70/6b.
  ARMOUR
  B11  E9  P8  F6     GAC 3
  STRIKE LOCATION
  01-25  Tentacle
  26-35  Head/Mouth
  36-00  Body
  HârnMaster
  Araka-Kalai
  
  IVASHU 3
  A
  KLASH
  The Choking Wind
  The Aklash is a semi–intelligent Ivashu best known for its awesomely
  foul breath. Ranging between six and nine feet in height, possessed of
  great strength, and weighing upwards of 300 pounds, the Aklash’s hairless
  body is covered by rolls of pale fat which heal over with alarming rapidity
  (one injury level per minute). The brain is located deep within its upper
  thorax; the only significant exposed organs are its monochromatic and
  insensitive eyes. They are generally found in groups of 1–4.
  Habitat & Hunting
  Aklash range mainly in alpine foothills between 2000 and 5000 feet,
  higher in summer, lower in winter, following the migration of mountain
  goats, deer, and other alpine mammals on which they feed. In northern
  climes they are found at lower elevations.
  With its huge, fanged mouth, the Aklash has a voracious, omnivorous
  appetite. They are fond of needleleaf cones and alpine berries. They rely
  on their overpowering foul breath to stun and overcome prey. Animals with
  keen noses are the most vulnerable.
  The Aklash’s breath (ML 90) may be directed up to ten feet, causing
  profound nausea (special penalty) equal to the victim’s 3xSML for 10–30
  seconds. Success also gains the creature a tactical advantage.
  Copyright © N. Robin Crossby and Columbia Games, Inc. 2002
  HârnWorld
  Araka-Kalai
  Habitat:
  Alpine Forests
  Height:
  6–9 feet
  Weight:
  300–500 pounds
  Diet:
  Omnivore
  Lifespan:
  30–40 years
  Group:
  1d4
  ATTRIBUTES
  24 STR
  04 EYE
  04 INT
  18 STA
  10 HRG
  01 AUR
  06 DEX
  06 SML
  14 WIL
  08 AGL
  Combat Attributes
  Endurance 19, Move 10.
  SKILLS
  Awareness 35, Tracking 35.
  Combat Skills
  Initiative 55, Dodge 40, Breath 90,
  Claw 50/7p, Bite 40/9p,
  Squeeze 30/9b.
  ARMOUR
  B10  E8  P7  F7    GAC 3
  STRIKE LOCATIONS
  01-12  Head
  13-18  Neck
  19-27  •Shoulder
  28-33  •Upper Arm
  34-35  •Elbow
  36-39  •Forearm
  40-43  •Hand
  44-63  Thorax
  64-74  Abdomen
  75-80  •Hip
  81-88  •Thigh
  89-90  •Knee
  91-96  Calf
  97-00  Foot
  • Odd = Left, Even = Right
  HârnMaster
  
  Copyright © N. Robin Crossby and Columbia Games, Inc. 2002
  HârnWorld
  E
  RGATH
  The Craven Fisher
  Ergath are humanoid amphibians. The have large flipper-like feet and
  hands, and a thick pelt of sleek, water-resistant fur. They are between six
  and seven feet tall and weigh about two hundred pounds. Ergath have large
  bulging eyes, and their other senses are also acute. They exude a strong
  fishy odor.
  Habitat & Hunting
  Ergath favor isolated lakes or subterranean streams and pools. They
  are omnivorous, feeding on fish, waterfowl, and lakeshore vegetation.
  Ergath are rarely hostile. They typically use their acute senses and strong
  swimming ability to evade intruders, but have been known to assist
  explorers in difficulty. Reasonably intelligent, some Ergath have learned a
  smattering of human languages. They have no interest in human artifacts
  or treasures, but will accept gifts of appropriate food.
  Habitat:
  Lakeshores
  Height:
  6 – 7 feet
  Weight:
  200 – 240 lbs
  Diet:
  Omnivore
  Lifespan:
  40-60 years
  Group:
  One (1).
  ATTRIBUTES
  21 STR
  16 EYE
  06 INT
  18 STA
  18 HRG
  07 AUR
  10 DEX
  17 SML
  12 WIL
  08 AGL
  07 VOI
  Combat Attributes
  Endurance 17, Swim 12, Move 8.
  SKILLS
  Awareness 80, Stealth 75,
  Tracking 70.
  Combat Skills
  Initiative 80, Dodge 50,
  Unarmed 70/3b, Claw 50/5p,
  Bite 50/6p, Club 60/5b.
  ARMOUR
  B7  E5  P4  F6    GAC 2
  STRIKE LOCATIONS
  01-12  Head
  13-18  Neck
  19-27  •Shoulder
  28-33  •Upper Arm
  34-35  •Elbow
  36-39  •Forearm
  40-43  •Hand
  44-63  Thorax
  64-74  Abdomen
  75-80  •Hip
  81-88  •Thigh
  89-90  •Knee
  91-96  Calf
  97-00  Flipper
  • Odd = Left, Even = Right
  IVASHU 4
  Araka-Kalai
  HârnMaster
  
  H
  RU
  The Rock Giant
  The Hru is a gentle rock giant that typically stands 12 feet tall and
  weighs three tons, although some attain fifteen feet in height and four tons
  in weight. They are nocturnal, and transform during the day into a large
  boulder, or pile of rocks. At night the Hru’s earth–shaking stride has
  frightened many a traveller.
  They are fairly sociable creatures and may be found in colonies of up
  to forty. The strange rumbling songs they use to converse send shivers
  down the spines of most who hear them. Their voices are at the lowest
  pitch of human hearing which adds to the discomfort of human listeners.
  Hru are slow thinkers, but most are quite wise; their main concerns are
  centered around preservation of their alpine environment. Miners,
  timberwrights, and others who despoil their homeland are never welcome.
  Habitat
  Hru may be found across stony highlands and alpine wastes
  throughout the island. At night, the Hru draws sustenance directly from the
  earth (similar to a tree).
  Copyright © N. Robin Crossby and Columbia Games, Inc. 2002
  HârnWorld
  IVASHU 5
  Habitat:
  Highlands
  Height:
  10–15 feet
  Weight:
  5000 to 8000 pounds
  Diet:
  See Text
  Lifespan:
  600–800 years
  Group:
  5–40
  ATTRIBUTES
  57 STR
  07 EYE
  11 INT
  40 STA
  07 HRG
  01 AUR
  08 DEX
  07 SML
  13 WIL
  04 AGL
  Combat Attributes
  Endurance 37, Move 7.
  SKILLS
  Awareness 35.
  Combat Skills
  Initiative 67, Dodge 20,
  Unarmed 60/15b.
  ARMOUR
  B12  E11  P10  F10    GAC 4
  STRIKE LOCATIONS
  01-10  Head
  11-15  Neck
  16-27  •Shoulder
  28-33  •Upper Arm
  34-35  •Elbow
  36-39  •Forearm
  40-43  •Hand
  44-60  Thorax
  61-74  Abdomen
  75-80  •Hip
  81-88  •Thigh
  89-90  •Knee
  91-96  •Calf
  97-00  •Foot
  • Odd = Left, Even = Right
  Araka-Kalai
  HârnMaster
  
  IVASHU 6
  Copyright © N. Robin Crossby and Columbia Games, Inc. 2002
  HârnWorld
  H
  YGITH
  The Barer of Bones
  The Hygith is among the smallest of Ilvir’s brood. It has a large
  casqued head, elongated body, two wing-like flippers, and a finned tail. Its
  entire body is covered in durable articulated plates giving the creature a
  segmented appearance. Two sets of gills are situated behind unsettling
  yellow eyes. The small mouth is filled with wedge-like interlocking teeth
  that bestow an efficient shearing action for slicing flesh from prey.
  Habitat & Hunting
  The preferred habitat of the Hygith is freshwater lakes or sluggish
  rivers with vegetation such as chokeweed, waterlillies, rushes, or cress,
  where their brown/green coloration makes them extremely difficult to
  detect. They are fairly common in the shallow bays of Lake Benath, Direna
  Lake, Crater Lake at Araka Kalai, and within the mouths of rivers
  connected to them. They are sometimes found in the Thard River, even as
  far downstream as Golotha.
  Diet usually consists of small amphibians, mammals, birds, and fish,
  but the Hygith is not above excising a tasty mouthful from larger victims
  that dare come near. Though preferring live food, they have an excellent
  sense of smell and will scavenge anything recently dead.
  The Crimson Frenzy
  The smell of blood particularly arouses the Hygith, revealing the true
  horror of a “Crimson Frenzy”. There have been reports of an unlucky
  human being reduced to a skeleton within three minutes.
  If encountered, there is a 50% chance of a multiple attack, higher if
  the victim has a submerged bleeding wound. Treat each five (5) Hygith as
  one attack against an IGNORE defense with total impact of 5e. Injuries are
  distributed among submerged body parts, except those protected by
  metallic or enchanted armour.
  Habitat:
  Freshwater Lakes
  Length:
  14–18”
  Weight:
  2–3 pounds
  Diet:
  Carnivore
  Lifespan:
  2 years
  Group:
  5–30
  ATTRIBUTES
  04 STR
  09 EYE
  02 INT
  12 STA
  10 HRG
  01 AUR
  •  DEX
  18 SML
  14 WIL
  15 AGL
  Combat Attributes
  Endurance 10, Swim 10.
  SKILLS
  Awareness 60.
  Combat Skills
  Initiative 75, Dodge 45,
  Bite 65/1e*
  *See: Crimson Frenzy
  ARMOUR
  B4  E3  P2  F6     GAC 1
  STRIKE LOCATION
  01-20  Head
  21-30  Neck
  31-50  •Flipper
  51-80  Body
  81-00  Tail
  • Odd = Left, Even = Right
  Araka-Kalai
  HârnMaster
  
  M
  IURUCA
  The Swamp Walker
  The Miuruca is a rare amphibian, commonly known as the Swamp
  Walker. The tough rubbery hide is coarse and pebbled, light to dark green
  in color. The Miuruca stands about five feet on its hind legs. The webbed
  feet and hands possess sharp non-retractable claws. The hands have three
  digits with crude opposable thumbs, and the palms are finely scaled for
  gripping. Though slightly awkward on land the Miuruca is agile in the
  water. Large eyes atop the head allow the creature to swim on the surface
  almost totally submerged. Out of water the Miuruca has a distinct pungent
  odor that can be detected well over a hundred feet. The creature can
  remain submerged for up to an hour. The mouth has two rows of sharp,
  backward pointing teeth. The Miuruca has poisonous saliva, introduced
  into the blood stream of prey by biting. This causes paralysis in smaller
  creatures, but only numbness to larger quarry.
  Habitat & Hunting
  The amphibious Miuruca prefers lakes, swamp, bog, and other suitable
  wetland environments. Their range includes the shores of Lake Benath, the
  banks of the Thard, Teb Marshes and Ramal Bog in Tharda, and Tesien
  and Peris Moors in Kanday. They excavate dens along lakeshores and
  riverbanks, lining them with rushes and grass. They are primarily solitary
  hunters, but several Miuruca often cohabit in the same den.
  Diet includes fish, small mammals, waterfowl, and aquatic plants.
  Miuruca will sometimes take larger pray, even humans. They often set
  simple traps, undercutting a riverbank so it collapses under heavy prey.
  Victims are then dragged underwater to drown and stored in submerged
  “larders” cut into riverbanks.
  Copyright © N. Robin Crossby and Columbia Games, Inc. 2002
  HârnWorld
  Habitat:
  Wetlands
  Length:
  5–7 feet
  Weight:
  160 to 200 pounds
  Diet:
  Omnivore
  Lifespan:
  70–90 years
  Group:
  1–3
  ATTRIBUTES
  14 STR
  13 EYE
  10 INT
  12 STA
  08 HRG
  15 AUR
  12 DEX
  12 SML
  11 WIL
  16 AGL
  Combat Attributes
  Endurance 12, Swim 14, Move 10.
  SKILLS
  Awareness 55, Stealth 50,
  Swimming 80, Tracking 40.
  Combat Skills
  Initiative 62, Dodge 48, Bite 50/6p†
  Claw 40/5e, Tail 30/6b.
  †H4 Poison if Serious Bite or worse.
  ARMOUR
  B6  E45  P4  F5    GAC 2
  STRIKE LOCATIONS
  01-10  Head
  11-15  Neck
  16-27  Shoulder
  28-39  Fore Limb
  40-43  Fore Paw
  44-58  Thorax
  59-65  Abdomen
  66-75  Tail
  76-89  Hind Quarter
  90-97  Hind Limb
  98-00  Hind Foot
  • Odd = Left, Even = Right
  Araka-Kalai
  IVASHU 7
  HârnMaster
  
  Copyright © N. Robin Crossby and Columbia Games, Inc. 2002
  HârnWorld
  N
  OLAH
  The Dank Stalker
  The Nolah, or Hârnic Troll, is a man-sized humanoid with moist,
  hairless skin that lies in folds and wrinkles all over its body. The tough,
  pebbly skin can contort and stretch to fit through small fissures in stone
  walls. Nolah are quite intelligent; they use tools and weapons captured
  from their victims, speak Ivashi, and some may understand a little of
  human speech.
  Habitat & Hunting
  Nolah have an affinity for damp stone and earth. They can be found all
  across Hârn, resting in stone fissures within crypts, caves, bridges, and
  walls. They are solitary by disposition, although a cavern complex may be
  home to more than one.
  The Nolah’s primary hunting method is to charm a single victim: roll
  3d6; if the roll exceeds the victim’s WILL, they will come to the Nolah’s lair
  and submit. The charm has a range of one league, provided the Nolah can
  see or hear the victim. Their prey is any animal up to the size of a horse,
  but they seem to enjoy human flesh.
  Habitat:
  Damp Places
  Height:
  6 to 7 feet
  Weight:
  200 to 300 pounds
  Diet:
  Carnivore
  Lifespan:
  180 years
  Group:
  One (1)
  ATTRIBUTES
  14 STR
  11 EYE
  12 INT
  19 STA
  15 HRG
  15 AUR
  12 DEX
  15 SML
  11 WIL
  17 AGL
  05 VOI
  Combat Attributes
  Endurance 15, Move 13.
  SKILLS
  Awareness 55, Stealth 50,
  Swimming 70, Tracking 40.
  Combat Skills
  Initiative 68, Dodge 85, Charm 50,
  Unarmed 60/3b, Rock 50/5b,
  Club 40/4b.
  ARMOUR
  B9  E7  P5  F6   GAC 2
  STRIKE LOCATIONS
  01-10  Head
  11-15  Neck
  16-27  •Shoulder
  28-33  •Upper Arm
  34-35  •Elbow
  36-39  •Forearm
  40-43  •Hand
  44-60  Thorax
  61-74  Abdomen
  75-80  •Hip
  81-88  •Thigh
  89-90  •Knee
  91-96  •Calf
  97-00  •Foot
  • Odd = Left, Even = Right
  Araka-Kalai
  HârnMaster
  IVASHU 8
  
  O
  GARNA
  The Golden Emissary
  A rare Ivashu, the Ogarna is unaggressive and will not attack unless
  hungry or threatened. Although mostly immobile, the Ogarna is capable of
  “walking” on its tentacles, an exhausting activity requiring several days of
  rest every few hundred yards.
  The Ogarna is telepathic and sensitive to the presence of other auras.
  Although highly intelligent, attempts to communicate with this unusual
  lifeform are likely to be confusing and painful. Because the Ogarna cannot
  easily evade or flee, attacking one tends to be a fight to the death.
  Habitat & Hunting
  Found mostly in marshy forests of southern Orbaal, the Ogarna is a
  large omnivorous creature that feeds mainly on plants, carrion, and smaller
  mammals, which it can easily stun with its powerful mental bolt. Its mouth
  is located at the center of seven tentacles and it eats by dissolving prey
  with strong digestive acids.
  Order of Tuarbal
  A small Ilviran order that worships a captive Ogarna. Located in
  wilderness south of Leriel in southern Orbaal, the order is composed of six
  clerics and 20-30 Anoa tribesmen, led by Berain of Melrony, a fanatic
  misanthrope. Berain found he could communicate with the Ogarna
  telepathically, although its alien nature gave him a distorted understanding
  of its thoughts. Berain understood the Ogarna to be an “Emissary of Ilvir”
  sent by the Golden Servant to “guide the pious to the paths of holiness”.
  The dull golden shade of the Ogarna’s hide reinforces this belief. Berain
  believes the “Mouth of Tuarbalt” must be fed with “profane flesh” (human
  sacrifice) to perform its duties.
  Copyright © N. Robin Crossby and Columbia Games, Inc. 2002
  HârnWorld
  Habitat:
  Forest/Marsh
  Length:
  15 feet
  Weight:
  1200-1800 pounds
  Diet:
  Omnivore
  Lifespan:
  60-80 years
  Group:
  One (1)
  ATTRIBUTES
  32 STR
  •  EYE
  18 INT
  25 STA
  01 HRG
  20 AUR
  10 DEX
  01 SML
  18 WIL
  02 AGL
  Combat Attributes
  Endurance 25, Move 2.
  SKILLS
  Telepathy & Sensitivity 110,
  Mental Bolt 120.
  Combat Skills
  Initiative 68, Dodge 10,
  Tentacle 40/11b.
  ARMOUR
  B12  E10  P9  F3    GAC 3
  STRIKE LOCATIONS
  01-10  Head/Mouth
  11-30  Neck/Body
  31-00  Tentacle
  Each tentacle can have its own 10%
  range if desired.
  Araka-Kalai
  IVASHU 9
  HârnMaster
  
  Copyright © N. Robin Crossby and Columbia Games, Inc. 2002
  HârnWorld
  P
  OLAN-TEKEK
  Ilvir’s Twins
  The Polan-Tekek is actually two symbiotic Ivashu, the Polan and the
  Tekek. The Polan is a large, semi-intelligent humanoid about six feet tall.
  The Tekek is a small, crab-like creature with protruding eyes and a well-
  protected brain case. When operating in symbiosis the Tekek rides on the
  Polan’s shoulder, clinging to the back of the neck with its claw-like hands.
  The Tekek inserts a pair of thin tentacles into orifices in the side of the
  Polan’s neck which connect to the humanoid’s central nervous system and
  bloodstream. This allows the Tekek to receive sustenance and to use its
  high intelligence to complement the Polan’s impressive physical skills.
  Although the Polan and Tekek are capable of functioning
  independently, they are seldom found disconnected because of the clear
  advantages of combination. The Polan’s eyes are weak and
  monochromatic, whereas those of the Tekek are excellent. Tekeks are
  almost immobile by themselves, and Polans lack the intelligence to use
  tools.
  Habitat & Hunting
  Polan-Tekek are found in lowland forests and
  woodlands, hunting and gathering fruit. Most
  sightings are in northwestern Hârn, in the
  wilds of Peran and Equeth, but they
  are also found in Nuthela and Athul.
  They use traps and snares to catch
  small animals, but larger
  creatures are also taken and are
  a welcome feast. The Polan
  prefers its meat cooked and the
  Tekek provides this by means
  of its pyrokinesis talent.
  Habitat:
  Forest & Woodland
  Height:
  6 feet
  Weight:
  250 lbs
  Diet:
  Omnivorous (Polan)
  Carnivore (Tekek)
  Lifespan:
  120 years
  Group:
  One (1)
  ATTRIBUTES
  17 STR
  15 EYE
  18 INT
  18 STA
  11 HRG
  16 AUR
  12 DEX
  11 SML
  12 WIL
  11 AGL
  Combat Attributes
  Endurance 16, Move 12.
  SKILLS
  Awareness 80, Stealth 40.
  Combat Skills
  Initiative 63, Dodge 55,
  Unarmed 65/4b, Club 70/5b,
  Sword 60/4ep, Pyrokinesis 85.
  ARMOUR
  B4  E3  P3  F4    GAC 1
  STRIKE LOCATIONS (Polan)
  01-10  Head (T)
  11-15  Neck (T)
  16-27  •Shoulder (T)
  28-33  •Upper Arm
  34-35  •Elbow
  36-39  •Forearm
  40-43  •Hand
  44-60  Thorax
  61-72  Abdomen
  73-80  •Hip
  81-88  •Thigh
  89-90  •Knee
  91-96  •Calf
  97-00  •Foot
  • Odd = Left, Even = Right
  (T) 50% chance of striking Tekek.
  Araka-Kalai
  HârnMaster
  IVASHU 10
  
  S
  CURGAH
  The Dragon Bird
  The Scurgah is one of the few Ivashu that can fly. After launching itself
  from a height the Scurgah glides by spreading the membranes attached to
  its fore and hind legs. Reducing or increasing the membrane area controls
  lift and direction. Each of the four padded paws have two long claws to
  climb trees and grasp pray. The head is hideous with inset eyes, hooked jaw,
  and an elongated snout festooned with sharp teeth. Large ribbed parabolic
  ears complete a bizarre appearance. Vocalizations are a complex series of
  hisses and grunts that many find unnerving. On the hunt it remains deathly
  silent.
  Habitat & Hunting
  Scurgah prefer to live in the high branches of old growth forests,
  especially cedar forests. Occasionally they inhabit cliffs or rock outcrops of
  sufficient height. They are agile climbers and can move about the forest
  floor with rapidity. Higher concentrations of Scurgah can be found in the
  dense cedar forests of Misyn, Kom, Orbaal, and Azadmere.
  This Scurgah prowls tree tops feeding off birds, bird nests, and small
  mammals like squirrels. Another technique is to hang from a branch and
  await prey to pass below. Its ears are incredibly sensitive and can pick up
  the lightest footfall 200 yards distant. Once prey is detected, it drops from its
  perch to glide and land on the unwary with
  a resounding impact to apply gripping
  claws and teeth. Surprise
  is key. Small prey like
  rabbits are engulfed
  in a
  membranous
  embrace and
  underbody glands
  excrete an paralyzing
  poison. Scurgah will
  attack larger
  creatures such
  as gargun and
  even humans
  by aiming for a
  head-hug.
  Scurgah often
  hunt in cooperative
  “drifts” that allow
  multiple attacks
  from varying
  directions. However,
  once prey is downed, squabbling is
  likely to ensue during the gory
  feeding frenzy.
  Copyright © N. Robin Crossby and Columbia Games, Inc. 2002
  HârnWorld
  Habitat:
  Mature Forest
  Length:
  60”
  Wingspan:
  50”
  Weight:
  20 pounds
  Diet:
  Carnivore
  Lifespan:
  18–24 years
  Group:
  1d6
  ATTRIBUTES
  09 STR
  14 EYE
  03 INT
  14 STA
  24 HRG
  03 AUR
  17 DEX
  16 SML
  13 WIL
  11 AGL
  Combat Attributes
  Endurance 12, Move 8, Glide 24.
  SKILLS
  Awareness 75, Gliding 70, Stealth 60.
  Combat Skills
  Initiative 70, Dodge 66, Bite 65/6p,
  Claw 60/5e, Membrane Hug 65*
  *Glandular Secretion: 1d6/Round
  Shock Roll to render unconscious. Hug
  for one minute gives an H4 inhalant
  poisoning.
  ARMOUR
  B2  E4  P3  F2    GAC 1
  STRIKE LOCATIONS
  01-15  Head
  16-25  Neck
  26-34  •Fore Limb
  35-40  •Fore Paw
  41-50  Thorax
  51-60  Abdomen
  61-80  Membrane
  81-94  •Hind Limb
  95-00  •Hind Paw
  • Odd = Left, Even = Right
  Araka-Kalai
  IVASHU 11
  HârnMaster
  
  T
  AVE
  The Accursed Serpent
  The Tave is a rare Ivashu capable of shapechanging between human and
  serpent, a creature long associated with Ilvir and often used as a symbol by his
  church. In serpentine form, the Tave is about thirty feet long and has a mottled
  white and brown hide.
  In human form the Tave appears to be little different from other men. The
  only characteristics of their serpentine self are a vague reptilian cast to the
  face and a noticeable dryness of the
  skin. The top joints of the fore and
  little fingers are missing, a natural
  defect in the Tave’s case as opposed to
  the surgical removal practiced by the
  other clerics. Tave are usually priests of
  Ilvir, or are seen as such wherever they
  wander.
  Copyright © N. Robin Crossby and Columbia Games, Inc. 2002
  HârnWorld
  HUMAN FORM
  Habitat:
  See Text
  Height:
  30 feet (serpent)
  Weight:
  200-230 pounds
  Diet:
  Omnivore
  Lifespan:
  150 years
  Group:
  One (1)
  ATTRIBUTES
  13 STR
  16 EYE
  15 INT
  15 STA
  14 HRG
  15 AUR
  09 DEX
  09 SML
  16 WIL
  11 AGL
  Combat Attributes
  Endurance 15, Move 10.
  SKILLS
  Awareness 70, Stealth 60,
  Ritual: Ilvir 120.
  Combat Skills
  Initiative 60, Dodge 55,
  Unarmed 60/3b.
  ARMOUR
  Cloth: B1  E1  P1  F1    GAC 0
  STRIKE LOCATIONS
  01-10  Head 
  11-15  Neck
  16-27  •Shoulder
  28-33  •Upper Arm
  34-35  •Elbow
  36-39  •Forearm
  40-43  •Hand
  44-60  Thorax
  61-72  Abdomen
  73-80  •Hip
  81-88  •Thigh
  89-90  •Knee
  91-96  •Calf
  97-00  •Foot
  • Odd = Left, Even = Right
  SERPENT FORM
  ATTRIBUTES
  19 STR
  20 EYE
  15 INT
  18 STA
  11 HRG
  15 AUR
  • DEX
  20 SML
  16 WIL
  15 AGL
  Combat Attributes
  Endurance 18, Move 15.
  SKILLS
  Awareness 70, Stealth 60.
  Combat Skills
  Initiative 60, Dodge 75,
  Squeeze 60/15b, Bite 70/6p†
  †H2 Poison if Minor Bite or worse.
  ARMOUR 
  B6  E8  P5  F5    GAC 2
  STRIKE LOCATIONS
  01-15
  Head
  16-25
  Neck
  26-55
  Forebody
  56-90
  Hind Body
  91-00
  Tail
  Araka-Kalai
  HârnMaster
  IVASHU 12
  
  U
  MBATHRI
  Bearer of the Mask
  The Umbathri, or Hârnic Gargoyle, is humanoid, squat, and almost
  unbearably ugly, hence the epithet Bearer of the Mask. They rarely exceed
  two feet in height. Of considerable intelligence, these Ivashu live only
  partly on the mortal plane. They could be thought of as demons who can
  blink in and out of existence at will.
  Umbathri display varying levels of insanity but are more mischievous
  than evil. They rarely attack, but seem to derive pleasure from terrorizing
  those they encounter. Worse, their insane babbling may attract the
  attention of a large predator or a party of foraging gargun, indirectly
  causing danger to those they torment.
  Ordinary weapons do not harm Umbathri, but they will scream or
  howl if struck and then vanish, at least for a few minutes. They are highly
  sensitive to magical weapons or spells.
  Hunting & Habitat
  Umbathri reside on the Ethereal Plane and may be encountered
  anywhere on Kethira. It is not known whether they eat or drink in any
  normal sense. They are typically encountered in insanely–babbling packs
  of 2–24.
  Copyright © N. Robin Crossby and Columbia Games, Inc. 2002
  HârnWorld
  Habitat:
  Ethereal
  Height:
  20–24”
  Weight:
  Trace
  Diet:
  Unknown
  Lifespan:
  Immortal
  Group:
  2-24
  ATTRIBUTES
  10 STR
  15 EYE
  13 INT
  14 STA
  15 HRG
  19 AUR
  12 DEX
  01 SML
  12 WIL
  17 AGL
  Combat Attributes
  Endurance 12, Move 15.
  SKILLS
  Awareness 50, Stealth 30.
  Combat Skills
  Initiative 60, Dodge 85.
  ARMOUR
  Immune to mundane damage.
  STRIKE LOCATIONS
  01-10  Head
  11-15  Neck
  16-27  •Shoulder
  28-39  •Fore Limb
  40-43  •Fore Paw
  44-58  Thorax
  59-65  Abdomen
  66-75  Tail
  76-89  •Hind Quarter
  90-97  •Hind Limb
  98-00  •Hind Foot
  • Odd = Left, Even = Right
  Araka-Kalai
  IVASHU 13
  HârnMaster
  
  Copyright © N. Robin Crossby and Columbia Games, Inc. 2002
  HârnWorld
  V
  LASTA
  Eater of Eyes
  Vlasta rarely exceed eighteen inches in height or twenty pounds in
  weight. Yet these voracious carnivores are among the most feared of
  predators. With their powerful tails and hind legs, Vlasta can leap up to
  twenty feet, and move with great speed over short distances.
  Habitat & Hunting
  Vlasta are encountered in caverns, and nearby surface terrain, in
  groups of 2–12. They feed mainly on small rodents, but will attack
  creatures as large as man.
  They attack large victims by leaping at the face (aim high) hoping to
  devour an eye or two which they consider a tasty delicacy. If a Vlasta
  inflicts a Bite wound against any Head location, there is an 70% chance the
  victim will lose one eye due to rapid pecks and gouges. The loss can be
  automatic with a CS strike.
  Fortunately, Vlasta are not sturdy creatures and their light bones break
  easily.
  Habitat:
  Caverns
  Length:
  16–20”
  Weight:
  16–24 pounds
  Diet:
  Carnivore
  Lifespan:
  4–6 years
  Group:
  2d6
  ATTRIBUTES
  05 STR
  17 EYE
  02 INT
  10 STA
  15 HRG
  01 AUR
  17 DEX
  19 SML
  10 WIL
  21 AGL•
  Combat Attributes
  Endurance 8, Move 25.
  •Vlasta can leap up to 20 feet.
  SKILLS
  Awareness 60, Stealth 80.
  Combat Skills
  Initiative 71, Dodge 95,
  Claw 95/2be, Bite 65/2p
  Eater of Eyes: If a Vlasta inflicts a Bite
  wound against any Head location, there
  is an 70% chance the victim will lose one
  eye due to rapid pecks and gouges. They
  invariably leap to strike at the head (aim
  high).
  ARMOUR
  B2  E1  P1  F2    GAC 0
  STRIKE LOCATIONS
  01-20  Head
  21-25  Neck
  26-30  •Fore Limb
  31-60  Torso
  61-90  Tail
  91-00  •Hind Limb
  • Odd = Left, Even = Right
  Araka-Kalai
  HârnMaster
  IVASHU 14
  
SOURCE: textdata/thevault/Harn/HarnWorld/HarnWorld - Ivashu {CG 4611}.pdf