TEXT: The Petersen Bestiary 
  Volume 2
  by David Petersen
  burningwheel.com | torchbearerRPG.com
  Illustrations copyright © David Petersen
  Torchbearer RPG Free Supplement January 2014
  
  2
  Frogmen
  Scholars and bards often wonder aloud at the origins of the 
  frogmen. Were they once a great people now fallen? Or were 
  they beasts raised up into a mockery of intelligent peoples?
  Regardless of their origins, frogmen inhabit lost, forlorn 
  swamps, bogs and marshes. Their abiding drive seems to be 
  to spawn and fill the world with their progeny. Thus they are 
  always in search of safe, remote places to lay their eggs. One 
  finds them inhabiting sunken ruins, ferociously guarding their 
  spawning pools. 
  They piece together their gear, adorning charms, and weap-
  ons from fallen travelers and scavenged goods. Nothing they 
  own or wear is ever clean or honed; it is twisted and broken 
  and covered in moss, rust, and decay. 
  The Frogmen travel in groups of 5-12, but it is not unusual 
  to see one alone scouting for lost pits in which to lay eggs. 
  Frogmen like their meals cold, raw, and slightly rotten, so 
  any adventurer who dies at their hands is given a shallow wet 
  grave to keep until ready.
  Might: 2
  Nature: 3
  Descriptors: Leaping, Spawning, Guarding
  Conflict Dispositions
  Conflict Weapons
  Drive Off: 6
  Drive Off Weapons
  Attack: +1s, Leaping Attack 
  Defend: +1D, Make-shift weapons
  Feint: +1D, Chameleon Skin
  Capture: 8
  Capture Weapons
  Attack: +1s, Leaping Attack 
  Defend: +1D, Make-shift weapons
  Feint: +1D, Chameleon Skin
  Convince: 3
  Convince Weapons
  Defend: +2D, Easily Confused
  Armor: Patchwork scavenged armor—as leather armor but 
  only works on a 6.
  Instinct: Always protect the eggs and tadpoles
  Special: Frogmen must keep their skin damp and moist, thus 
  they can never stray too far from their boggy homes. If dried 
  out, they are -1s to all actions. Frogmen speak their own 
  degenerate tongue.  
  
  3
  Strix
  A single strix alone sounds like a colony of bats 
  beating towards you. One can only imagine what a 
  swarm of Strix must sound like, since that is likely 
  the last sound you hear before all the blood and hu-
  mors are drained from your body. Two sets of leath-
  ery wings lift a body that’s little more than a leathery 
  sack, meant to swell with the life fluids of its victims. 
  A long rigid proboscis protrudes from the maw. It 
  is capable of piercing flesh, bone, and organ alike. 
  Their claws serve them to cling to their victims while 
  they drink their life’s blood. 
  Strix dwell in subterranean caverns, clinging among 
  the stalactites, like nightmarish bats. They drop down 
  on unsuspecting prey to feed in swarms if four to ten; 
  the only warning is their hideous chitter.
  So feared are strix swarms, that other underworld 
  dwellers like kobolds or orcs will circumnavigate 
  infested caverns and give them a wide berth.
  Might: 2
  Nature: 2
  Descriptors: Blood-sucking, Flying, Swarming
  Conflict Dispositions
  Conflict Weapons
  Kill: 4
  Kill Weapons
  Attack: +1D, Needle-Sharp Probiscus 
  Feint: +1s, Leathery Wings
  Flee: 5
  Flee Weapons
  Feint: +1s, Leathery Wings 
  Maneuver: +1D, Tiny stature
  Drive Off: 3
  Drive Off Weapons
  Feint: +1s, Leathery Wings 
  Maneuver: +1D, Tiny stature
  Armor: none
  Instinct: Always drop silently from above.
  Special: Strix cannot be convinced or otherwise persuaded.
  Drain blood: A successful Attack or Feint indicates a strix has 
  inserted its probiscus into the acting character’s flesh. Once 
  so attached, the character loses one point of disposition 
  every action until the strix is removed or all of the character’s 
  hit points are lost. Even characters with the Stubborn ability 
  can be knocked out in this manner. 
  
  4
  Cinder Imp
  Cinder imps manifest in hearths of homes, inns and 
  fortresses in which the fire has burned for too long, 
  or in which anger feeds the flames. They are, how-
  ever, more mischevious than murderous. They cause 
  hearths to flare up even when the flue is closed. 
  They fling sparks onto the carpet even with the 
  fire is properly banked. And they’ll clog a chimney, 
  chuckling as smoke billows out into the chambers.
  Cinder imps are not related to the similar mischief-
  causing fey, but they are often mistaken for them. 
  When they are set upon by brave homeowners or 
  innkeepers thinking to rid themselves of a cluricaun 
  or brownie, cinder imps become nasty and show 
  their demonic nature. They spew sparks and ash 
  and choke dwellings with clouds of acrid smoke. 
  There are tales of cinder imps as useful companions 
  and helpers if treated well, but those making the 
  reports may have been urged to say so as hostages 
  in their own homes.
  Might: 4
  Nature (Demonic): 3
  Descriptors: Hiding, Tricking, Burning
  Conflict Dispositions
  Conflict Weapons
  Drive Off: 7
  Drive Off Weapons
  Special: +1s, Nasty Attitude (as sword)
  Attack: +2D, Burning Ash
  Maneuver: +1D/-1s, Acrid Smoke
  Trick or Riddle: 6
  Trick or Riddle Weapons
  Attack: +1s, Nasty Attitude
  Feint: +2D, Mischevious  
  Capture: 4
  Capture Weapons
  Special: +1s, Nasty Attitude (as sword)
  Attack: +2D, Burning Ash
  Maneuver: +1D/-1s, Acrid Smoke
  Armor: None
  Instinct: If slighted, repay the insult ten-fold
  Special: Cinder imps are fond of flattery. If flattered by their 
  interlocutor in a trick or convince conflict, they suffer -1D to 
  their action. 
  Glowing: At will, the cinder imp can glow as an ember give off 
  light like a candle. 
  Hearth Imp: A happy cinder imp can heat a home and give 
  all residents +1D to recover from being exhausted, injured 
  or sick.
  
  5
  Elder Nixie
  Might: 6
  Nature: 8
  Descriptors: Shape-shifting, Sea-Dwelling, Scourging
  Conflict Dispositions
  Conflict Weapons
  Kill: 13
  Kill Weapons
  Attack: +2s/-1D, Storm Fury 
  Feint: +1D, Protean Form
  Flee: 9
  Flee Weapons
  Attack: +1D, Unearthly Fluke  
  Feint: +1D, Protean Form
  Drive Off: 17
  Drive Off Weapons
  Special: +1D, Submerged 
  (as sword)
  Feint: +1D, Protean Form
  Armor: Ancient scales (as leather but also works against 
  magic)
  Instinct: Always punish defilers.
  Special: Elder Nixies may command any nearby aquatic 
  life to help them, including nixies. Help grants +1D 
  outside of a conflict, and +1D in a conflict if assigned a 
  hit point.
  Shape-shifting: Elder Nixies can transform themselves 
  into a variety of creatures including black horses and 
  fair maidens.
  Reflection: Giving a clear mirror to an Elder Nixie will 
  confuse it either delaying it momentarily (outside of a 
  conflict) or if used as a weapon, granting +1D to Feint 
  or Maneuver.
  Elder Nixies are ancient nixies who have slowly over the aeons lost much 
  of their human-like appearance. Elder Nixies are dangerous and power-
  ful, and among their people they are the god kings and god queens of the 
  seas, lakes, and oceans. They exist in both salt and fresh waters and view 
  the world above water mostly as inconsequential—just the civilized people 
  would see ant-hills. Elder Nixies lay dormant in the silent deeps, sleeping 
  and dreaming of strange worlds. If disturbed by wrecks or debris sinking 
  from above, by foolhardy souls delving too deep, or fouling the water with 
  their arrogance, an Elder Nixie will rise from the depths to scourge the 
  surface dwellers and exact punishment on the transgressors. 
  With the creatures of the deep at their disposal, they can bring down 
  mighty ships, flood valleys, and kill hundreds of land-dwellers. That is not to 
  say an Elder Nixie is not above fighting their own fight. So as not to disturb 
  the other beasts below, an Elder Nixie will reach above surface with long 
  spindly arms and drag land-dwellers below.
  
  6
  Giant Cyclops
  These lumbering giants are rumored to be the off-spring of 
  the Lord of Forges. Once, they helped him at his labors, 
   hammering against chthonic anvils to create mighty works. 
  But it is said they were cast out for an offense now long-
  forgotten and cursed to wander, hungry only for the meat 
  and bones of men. 
  They hunch their shoulders in remote mountain 
  valleys, tending to flocks and herds of sheep and 
  mountain goat. But every year or three, their 
  anger at their condition bubbles to the surface 
  and their hunger overwhelms them. They 
  rampage among the civilized lands, scoop-
  ing up houses and dumping the wriggling 
  contents into their  cavernous maws. 
  Might: 7
  Nature: 9
  Descriptors: Cooking, Smashing, Herding or Crafting
  Conflict Dispositions
  Conflict Weapons
  Drive Off: 16
  Drive Off Weapons
  Attack: +1D, Massive Cudgel 
  Maneuver: +1s, Tremendous Stride
  Kill: 12
  Kill Weapons
  Attack: +1D, Massive Cudgel 
  Maneuver: +1s, Tremendous Stride
  Flee: 8
  Flee Weapons
  Attack: +1s, Unceasing Tread 
  Feint: +1s, Baleful Eye 
  Trick: 4
  Trick Weapons
  Defend: +1D, Dull
  Armor: Thick Hides (as leather but works on a 3+)
  Instinct: Always curse those who trick me.
  Special: The cyclops wields a massive cudgel that ignores all 
  armor. Plate and chain are automatically crushed by it. Shields 
  provide no bonus and if used are automatically splintered.  
  Mighty Grip: It takes four successes (rather than three) to 
  disarm a giant cyclops.
  One-Eyed: If blinded, reduce its disposition to 1.
  
SOURCE: textdata/thevault/Torchbearer/Torchbearer - Petersen Bestiary 2.pdf