TEXT: This chapter explains the cosmology of Tianguo and details many of its most popular gods. Of
  course, you can’t have the good without the bad, so the villains also get their due. You’ll ﬁnd
  NPC kits for some of the more common bad guys, as well as stats for the emperor himself and a
  number of his key lieutenants. And no fantasy game would be complete without a stable of nasty
  monsters, so the chapter is rounded out with a ﬁne selection of inhuman opponents for the PCs. 
  The Creation of the Universe
  According to the shamans, the universe came into being when the two cosmic forces of yin
  and yang came together out of chaos. From these two opposing forces rose the Five Elements,
  and these agents created the Ten Thousand Things. The realm of yang became known as
  Heaven, and realm of yin, Earth. Beneath the Earth there was Hell, which for this reason is
  also known as the Earth-prison. 
  Heaven and Earth
  The ruler of Heaven is the Jade Emperor, who is also known as the Lord-on-High and the Lord
  of Heaven. The Jade Emperor presides over a Heavenly Court, which is mirrored by the earthly
  court of Tianguo. He rules over an assemblage of gods and spirits, and is served by ministers
  and generals. His most important servants are the Dukes of the Five Elements, each of whom
  controls a ministry based on his element (so, for example, the Duke of Wood controls the
  Ministry of Wood). Other ministries are within the purview of the different elements. War, for
  instance, is under the Ministry of Metal, while Flood Control is under the Ministry of Water.
  Each ministry is served by a number of lesser gods and countless spirits.
  Some of the Jade Emperor’s vassal gods live on Earth. The most important of these is the
  Stove God (also known as the Kitchen God). The Stove God watches over mortal households
  throughout the year and ascends to Heaven on the New Year to give a report to the Jade
  Emperor on the people’s activities. Also important are the City Gods. These are usually deiﬁed
  mortals who are in charge of protecting particular cities. They are served in turn by the Earth
  Gods, who protect the local citizens from wandering ghosts and other dangers. 
  In addition to gods and mortals, Earth is also home to many spirits. Many of these are
  Nature spirits, and represent such things as mountains, springs, and rivers. Others are ances-
  tors, or other spirits of the dead. 
  Lastly, there are the dragons, who are found in Heaven and Earth. For the most part,
  dragons are just and benevolent, widely hailed as bringers of luck and good fortune. The
  Heavenly Dragons pull the chariots of the gods and help defend the Jade Emperor; the Spirit
  Dragons live in the sky and cause the rain to fall; and the Dragon Kings rule the seas and
  other bodies of water. The only truly malevolent members of the species are the hoard drag-
  ons, who greedily guard their treasure and usually live alone in forsaken places. 
  Hell
  Hell is under the Earth, and it is the place where po souls go for judgement and punishment
  after death. Since the birth of the universe, Hell had been ruled by Zhongwen. The King of
  Hell is served by ten demonic magistrates, whose job is to judge the dead and who rule the
  courts of Hell. The rest of Hell is given over to the torment of the condemned. 
  The corruption of the fourth emperor had an enormous effect on Hell. Musheng, the
  demon lord who gave Jianmin the tainted lotus, was able to steal the power of the hun souls,
  using it to overthrow Zhongwen and proclaim himself the King of Hell. Most of the demons
  followed his lead, but some remained loyal to Zhongwen. The two factions have been at war
  for decades now, but the Jade Emperor has not stepped in. 
  102 Chapter 6
  GODS & MONSTERS
  
  The Fate of the Soul
  Human beings in Tianguo are born with two souls. The upper soul, or hun, comes from
  Heaven itself. It is the divine spark that provides the animating force. The lower soul, or po,
  comes from Earth and represents human nature. It is the personality and consciousness, and
  also the animal and the instinct. 
  When a human dies, the souls part ways. The hun ascends back to Heaven, where the
  Jade Emperor absorbs it. The po descends to Hell, the Earth-prison. Since the po is the person-
  ality, it is this soul that is judged by its deeds during life. When the soul arrives in Hell, it is
  brought before a demonic magistrate who passes judgement. The po can meet any of several
  fates, including but not limited to the following.
  •
  The soul is sentenced to serve time in Hell for shortcomings during life. After the sen-
  tence is carried out, it either is reborn on Earth or becomes a demon. 
  •
  The soul is rewarded for its good deeds during life by becoming a spirit. Some become
  the guardians of particular places, others are sent to serve the City Gods, and yet others
  return to guide their descendents.
  •
  A very few souls are deiﬁed upon death. They either ascend to Heaven to serve the Jade
  Emperor or are sent to Earth to fulﬁll their new duties. Spirits who perform exceptional
  deeds can also be deiﬁed. Many of the City Gods are former mortals who were
  rewarded for their virtue. 
  The above options assume that the departed received a proper burial. Those who
  were not buried at all return to Earth as ghosts and haunt the mortal world. Those who were
  buried improperly return to their dead bodies and animate them, becoming hopping vampires. 
  It is proper to make sacriﬁces to deceased relatives. Most families have a shrine where
  they offer food and wine to their dead. Spirits of the dead expect such veneration and may
  become angry if it is not forthcoming. Many of the “hungry dead” are ancestor spirits who
  have been ignored by their descendents. 
  The Vassals of Heaven
  The heavenly pantheon is far from static. While the Jade Emperor and Gods of the Elements
  have been in Heaven since time immemorial, they are frequently joined by humans whose
  earthly deeds warrant deiﬁcation. Usually a member of the Jade Emperor’s court will notice a
  worthy candidate and act as an advocate for the po soul of the deceased. If the advocate is
  persuasive enough, the Lord of Heaven grants the worthy one immortality and godhood by
  reuniting the po soul with its hun counterpart. Some of these new gods stay in Heaven to serve
  the Jade Emperor’s court, while others return to Earth to become City Gods or the like. With
  few exceptions, most of the gods of Tianguo were once human. Some of more popular gods are
  described here.
  The Three Legendary Emperors
  These three culture heroes, who deﬁned so much of Tianguo’s society, were deiﬁed immedi-
  ately upon death. They are primarily worshiped in their aspects of the Builder, the Sower, and
  the Flood Controller. Zu is usually depicted with a scroll of laws, and his symbol is the wood-
  cutter’s ax. Shao is depicted holding a stalk of wheat, and his symbol is the farmer’s hoe. Xian,
  last of the Legendary Emperors, is usually surrounded by nine dragons (for the Nine Provinces
  of the empire), and his symbol is the arrow that tragically took his life. 
  Diao Zu’en
  This famous soldier, who helped defeat the strange barbarians from over the sea and then con-
  vinced the Dragon Kings to protect Tianguo with the bao feng, is worshipped as the God of
  Loyalty. He never wavered in the face of adversity, and sacriﬁced all for Tianguo. He is a popu-
  103
  Chapter 6
  
  lar god among the imperial soldiery. His symbol is a shield made of tortoise shell. 
  Ying Weihan
  Ying was a general of Zhuo during the Seven Kingdoms period. He is celebrated for the Ten
  Battles, in which he saved Zhuo from destruction by defeating ten different armies in four
  years. He is worshiped as the God of War, and his tactics in the Ten Battles are studied to this
  day. He is usually depicted riding a chariot pulled by dragons, and his symbol is the halberd.
  Chu Zhongtai
  This man was a low-ranking ofﬁcial in the court of Emperor Shangwei. When some plotters
  tried to bribe their way into the palace, Chu Zhongtai [CHOO ZHUNG-DIE] repeatedly
  refused their advances. Shortly after reporting the matter, he was murdered by the plotters. He
  is worshipped as the Honest Ofﬁcial and has a place of honor in the Jade Emperor’s court. His
  symbol is a pair of open hands, colored white.
  Fan Xianli
  Born into a impoverished noble family, Fan Xianli [FAN SHYEN-LEE] stayed at home as all
  her brothers went to war against the Yi and were killed. When ﬁnally her father was called up
  to serve, she cut her hair and went in his place. Her great heroism helped defeat the Yi, and
  she covered her family’s name with glory. She is now worshiped as the Filial Daughter. Many
  female martial artists also honor her as a Goddess of War. Her symbol is a simple soldier’s
  sword. 
  Niu Dahan
  A merchant during the Seven Kingdoms era, Niu Dahan [NYOH DAH-TSEUN] made a for-
  tune running caravans throughout Tianguo during that dangerous time. He was always ready
  with a scheme or a scam and managed to avoid both bandits and treasure-hungry generals.
  According to one story, he escaped capture by riding away on the back of a tiger, and is often
  depicted riding one in statues. He is worshipped as the God of Wealth, and his symbol is a set
  of scales.
  Li Baibin
  The second son of Emperor Chaoshi was cursed by a powerful demon. Li Baibin, a famous
  wizard, was called in to remove the curse. Unable to do so, she crafted a spell to take her to
  Hell, where she defeated the demon with exploding pearls and forced him to remove the curse.
  Li Baibin is worshipped as the Goddess of Magic and is often invoked for aid against demons.
  Her symbol is a pearl ringed with ﬁre.
  Qishi
  In the early days of the Jade Brotherhood, the monks had yet to develop their formidable mar-
  tial arts. A gang of bandits attacked Qishi’s monastery, looking for treasure. Many of the
  monks were slain by the well-armed bandits, but Qishi [CHEE-TSEU] picked up a spade and
  killed all the enemies with his mighty blows. He is worshipped as the Protector of Temples,
  and his symbol is the monk’s spade.
  Nonplayer Characters 
  NPC Kits
  Nonplayer characters (NPCs) are everyone else in the game world of Tianguo, with whom the
  PCs interact—and, frequently, ﬁght. Just like PCs, these characters can also have kits that rep-
  resent specialized roles. While most average foes don’t require much beyond a character class,
  104 Chapter 6
  
  kits help detail recurring or especially powerful enemies. This section details two kits, the
  eunuch sorcerer and the Imperial Guard soldier. As the PCs ﬁght against the emperor’s corrup-
  tion, they’re likely to encounter these two types of villains repeatedly. As the DM, you may
  want to design other NPCs speciﬁcally for your campaign. These kits, as well as those for the
  PCs, are good guidelines.
  Eunuch Sorcerer
  Description: While there have been eunuchs in imperial service for many centuries, they
  have risen to prominence only in the last twenty years. Previously emasculation was a punish-
  ment, and eunuchs were relegated to menial duty in the palace. Emperor Jianmin, however,
  saw an opportunity to create a power bloc in the capital loyal only to him. He began to use the
  eunuchs to spy for him and put them in charge of running the palace. He later convinced
  some of the Dragon’s Breath to teach a small number of eunuchs the secrets of magic. It was
  thus that the eunuch sorcerers were born.
  When the emperor ate the tainted lotus and turned to evil, the eunuchs continued to sup-
  port him against all detractors. In return Jianmin gave them more and more power. Ten years
  ago he appointed the four most powerful eunuch sorcerers as his lieutenants. Now they rule as
  the Lords of the North Wing, South Wing, East Wing, and West Wing. They and their minions
  are the pillars of Jianmin’s reign.
  Organization: The Lords of the Four Wings control the eunuchs and, in effect, the
  empire. Each is responsible for administrating a quarter of the empire, and provincial gover-
  nors report directly to them. They in turn answer to the emperor himself. 
  Within the eunuchs, sorcerers are the elite. The leadership all come from their ranks;
  lesser eunuchs act as spies, couriers, and informants.
  Requirements: Apart from the obvious, a eunuch sorcerer must have an Intelligence of
  at least 12.
  Beneﬁts: Eunuch sorcerers are both feared and respected. They have nearly unlimited
  power in the capital, where they can requisition anything they need. Their power isn’t so great
  outside Zuyang, but provincial ofﬁcers are careful to treat them with respect. Most members of
  the imperial bureaucracy obey the commands of a eunuch sorcerer without question.
  Although they learned magic from the Dragon’s Breath, the sorcerers have not pursued
  the path of harmony. Instead, they have chosen to codify magic into a rigid structure. This
  allows them to cast certain spells with increased effect, but denies the bonus spells available
  to Dragon’s Breath members. 
  At each level, a eunuch sorcerer can chose one preferred spell that has been practiced to
  perfection. This mastery means that when casting a preferred spell, the sorcerer gets +1 to
  each damage die (if applicable) and –1 to the target’s saving throw. 
  Due to their rigorous training, eunuch sorcerers are immune to all forms of charm
  and beguilement. 
  Hindrances: Eunuch sorcerers must of course be eunuchs. While this is often inﬂicted
  as a punishment, many have begun volunteering for the procedure because of the power the
  eunuchs hold. 
  Eunuch sorcerers must answer to the emperor. It is their loyalty that keeps them in power
  and safe from the emperor’s whims. Those who act out of line are dealt with quickly and never
  heard from again. 
  Equipment: Eunuch sorcerers wear the ﬁnest of robes and generally have as much
  money as they need. Other than the spellbook, equipment varies highly from one individual to
  the next.
  105
  Chapter 6
  
  Imperial Guard
  Description: The Imperial Guard of Tianguo has a long and glorious
  history. They were founded during the reign of Xian, last of the Three
  Legendary Emperors. While the previous emperors had used personal
  troops, these usually were members of the emperor’s clan and acted
  more as bodyguards than anything else. It was Xian who founded the
  Imperial Guard as the emperor’s own army. He opened the Guard to
  any who could prove their courage and skill at arms, and he com-
  manded it personally. The Imperial Guard struck terror into the Yi and
  was instrumental in freeing the empire of the troublesome horse bar-
  barians. Their only shame was in Emperor Xian’s untimely death and
  their inability to prevent the empire from breaking apart as the gener-
  als squabbled.
  The Imperial Guard broke apart, along with the rest of the empire,
  during the era of Seven Kingdoms. Like Xian, each of the kings had a
  personal army, but none matched the glory of the original. When
  Shanwei reunited Tianguo, one of his ﬁrst acts was to reconstitute the
  Imperial Guard. Harkening to the past in this as in most things, Shangwei once again made the
  Imperial Guard a force to be reckoned with. This proud tradition carries on to the current day.
  Sadly, the glory of the Imperial Guard seems to be coming to an end. As a unit the Guard
  has always prided itself on loyalty, and its members have remained loyal to Emperor Jianmin.
  If the eunuchs are the emperor’s eyes, then the Imperial Guard are his ﬁsts. He has used them
  in strikes against the Jade Brotherhood, the Ghost Eaters, and countless others. And each time
  the Guard takes part in an unjust attack or slaughter of the innocent, they lose a little more of
  their honor. It is no surprise that desertions are on the rise and the ranks are increasingly ﬁlled
  out with power-hungry rufﬁans. Soon, all the Imperial Guard will have left is loyalty to the
  emperor and the memories of glory past.
  Organization: The Imperial Guard form the emperor’s personal army, and he commands
  them directly. Under him are seven generals who each control a division (four of infantry, two
  of cavalry, and one of chariots). Each division has four captains, assisted by lieutenants. The
  lower ranks are ﬁlled out by troopers and sergeants. The chain of command is of utmost
  importance, and those who ﬂout it are quickly demoted or executed.
  Requirements: Members must have a minimum Strength of 11. This kit is open only
  to ﬁghters.
  Beneﬁts: Imperial Guard soldiers more or less have the run of the empire. As the
  emperor’s personal force, they can get away with nearly anything. The emperor lets them have
  their fun, as long as they follow his orders and obey the chain of command. While higher-
  ranking members of the regular army can technically order lower-ranking Guard soldiers
  about, this rarely happens in practice. No one wants to offend the emperor’s pet troops.
  Even with the desertions of veterans and the inﬂux of new blood, the Imperial Guard are
  still a military force to be reckoned with. Members are trained vigorously and are especially
  adept at ﬁghting in units. Imperial Guard soldiers ﬁghting in formation get a +1 bonus to hit
  and damage to represent this training and discipline. 
  Additionally, the Guard are trained to be effective in single combat. At 1st level, each sol-
  dier must specialize in either the double-edged sword or the halberd. Those who reach 5th
  level can specialize in a second weapon of their choice. They also learn a special form of mar-
  tial arts taught only in the Guard. At 1st level, to increase movement in times of need, they
  learn Speed of the Leopard. At 2nd level they add Iron Palm, to help in unarmed combat, and
  Claw of the Crab, to help in making arrests. At 3rd level they learn the Wuxia ability, as well as
  Pounce of the Tiger. They can use their special maneuvers even while wearing armor.
  Hindrances: Imperial Guard soldiers are part of a military organization: They must follow
  orders and do as the emperor instructs. This is often distasteful, but oaths of loyalty must be
  adhered to.
  106 Chapter 6
  
  Members of the Guard practice a slightly different kind of martial arts than do the secret
  societies. On the upside, they can use martial arts maneuvers while wearing armor. However,
  they can never learn any of the Stance maneuvers, which require far too much space for a unit
  in formation. They must rely on armor for protection, but increasingly, this is not sufﬁcient.
  Equipment: Each Imperial Guard soldier receives a standard kit of equipment: full iron lamel-
  lar armor with shield (AC 16), double-edged sword, and halberd. (Cavalry use lances instead
  of halberds.) A quarter of the units are equipped with bows, as is one member of each chariot
  crew (these normally have a crew of three).
  The Villains
  Once your players have played Dragon Fist for awhile, they’ll probably want to get at the root
  of the evil that plagues Tianguo: Emperor Jianmin. Below you’ll ﬁnd statistics for the emperor,
  as well as one of his eunuch lieutenants. These villains are both quite powerful, so only PCs
  approaching Master status should go up against them. 
  Emperor Jianmin
  The Son of Heaven
  AC: 25
  To Hit: +4
  Hit Points: 100
  Martial Arts Maneuvers: Breath Stealing, Claw of the Crab, Five Elements Fist, Grace of the
  Crane, Mantis Strike, Might of the Tiger, Nerve Strike, One Hundred Eyes, Plum Blossom Fist,
  Rain of Heaven, Ride the Wind, Scorpion’s Sting, Speed of the Leopard, Spring of the Tiger,
  Step of the Crane, Torrent of Chi, Way of the Crab (missile), Wind in the Reeds, Whirlwind
  Strike, Wuxia.
  No. of Attacks: 3
  Martial Arts Damage: 1d20/1d20/1d20
  Stunts: Might 1d10, Acrobatics 1d8, Fortitude 1d10, Savvy 1d8, Insight 1d3, Charm 1d8
  Special Items:
  •
  Tainted lotus: This cursed item keeps the emperor young—as long as he consumes
  souls. Due to its magic, Jianmin regenerates 5 hit points at the start of every round, has
  a saving throw of 5 in all categories, and has 25% magic resistance. It has also
  enhanced his martial arts ability to superhuman levels (reﬂected in his high AC and
  martial arts damage). 
  •
  Robes of the Dragon: These are the hereditary robes of the emperors of Tianguo.
  According to legend, they were made for the ﬁrst emperor by the Lord of Heaven him-
  self. They allow the wearer to use the 5th-level wizard spell ﬁre breath three times a day
  as if cast by a 10th-level wizard.
  Jianmin was not always an evil man. After the excesses of his father’s reign, the ﬁrst seventy
  years of Jianmin’s rule seemed, if anything, enlightened. The empire was rebuilt, trade ﬂour-
  ished, and two generations knew what it was to live in a time of peace and prosperity.
  Jianmin’s only fault was in fearing death, but none could foresee the consequences of his
  quest for immortality. That tale has been told already in this book, but exactly why the
  emperor turned evil remains a mystery to most.
  The “peasant” who offered the lotus to Jianmin was in fact the demon lord Musheng. The
  lotus was both a source of incredible power and a terrible curse. Certainly it restored the
  emperor’s youth, but Jianmin soon discovered that to retain his youth he had to kill his sub-
  jects and absorb their souls. At ﬁrst one victim was enough to satisfy him, but as time went by
  his hunger increased. Now he must kill dozens daily to retain his dark gift. 
  What the emperor doesn’t understand, however, is the effect of the lotus in Hell.
  Normally the hun soul ascends to Heaven, and the po soul descends to Hell. But the potent
  107
  Chapter 6
  
  magic of the lotus, centuries in the making, causes the emperor to absorb the po souls of his
  victims, while the hun souls descend to Musheng. It was the heavenly power of the stolen hun
  souls that allowed Musheng to usurp the throne of Hell, and it is the accumulated evil of thou-
  sands of po souls that has made the emperor into a malevolent tyrant. 
  Musheng knows that it is Jianmin who keeps him in power, so the emperor is protected by
  scores of demons. With an evil ruler on the throne and a usurper ruling Hell, it is only a matter of
  time before the Jade Emperor restores the natural order—or so Jianmin fears. The way of Heaven is
  not so easily understood, however, and Jianmin may ﬁnd defeat where he least expects it.
  Combat Notes: The emperor is an incredibly tough opponent. Only a group of martial
  arts masters, backed up with magic and the blessings of the Jade Emperor, could hope to
  defeat him. The PCs should ﬁght Jianmin himself only at the very climax of the campaign, and
  even then it is likely that some will die in the battle. When this showdown does occur, pull out
  all the stops and use the emperor’s considerable abilities to the utmost. If there’s one combat
  your players remember above all the others in the campaign, this should be the one. 
  Kuang Taojun
  Lord of the East Wing
  10th level eunuch sorcerer
  AC: 21
  To Hit: +0
  HP: 50
  Martial Arts Maneuvers: Cobra Stance, Ride the Wind, Crane Stance, Dance of the Golden
  Lotus, Flying Dragon Fist, Iron Palm, Mantis Stance, Poison the Spirit, Spring of the Tiger, Step of
  the Crane, Ultimate Stance, Way of the Crab (slashing), Way of the Dragon (missile), Wuxia.
  No. of Attacks: 1
  Martial Arts Damage: 1d8
  Stunts: Might 1d3, Acrobatics 1d6, Fortitude 1d4, Savvy 1d10, Insight 1d3, Charm 1d6
  Spells per Day: 4/4/3/2/2
  Spellbook: Kuang Taojun has access to nearly any spell he might need. Before using him as
  an opponent, determine his purpose (such as spying or ﬁghting) and give him whatever spells
  seem appropriate (bearing in mind the limits imposed by his level).
  Kuang Taojun [KWONG DOW-JEUN] is perhaps the emperor’s most feared lieutenant. One of
  the ﬁrst of the eunuch sorcerers, Kuang has used his power to rise high in the emperor’s
  graces. He is Lord of the East Wing of the imperial palace and ruler of a quarter of the empire
  itself. He controls a network of sorcerers, spies, and assassins and makes sure that the ene-
  mies of Jianmin conveniently disappear. 
  There is no one left alive who knows how Kuang Taojun came to be a eunuch. Kuang
  himself made sure of this, of course. A consummate schemer, he has a stranglehold on the
  imperial court, and his spies make sure he knows everything worth knowing. Rumors have it
  that he and the Lord of the North Wing are at odds, but if there is conﬂict between them it is
  so subtle as to be almost unnoticeable. And these days, a few more deaths in the capital are
  hardly likely to be noticed. 
  Kuang Taojun has made it his personal mission to destroy the Dragon’s Breath. Since he was
  trained by those wizards, he knows their power all too well. He covets their stores of magical
  knowledge and is using all his resources to locate the new headquarters of the secret society. So far
  he has been unsuccessful, but his eunuchs are a dagger at the throat of the Dragon’s Breath. 
  Combat Notes: Kuang Taojun prefers to kill his opponents with spells. Unlike some wiz-
  ards in Tianguo, he doesn’t like using martial arts. He’d rather lurk behind his minions and
  destroy his enemies with earthbolts. He is usually accompanied by a bodyguard of six 2nd-
  level ﬁghters (who are also eunuchs). 
  Kuang is a typical example of the Lords of the Wings. If you want to introduce any of the
  others into your campaign, you can base them on him. 
  108 Chapter 6
  
  Monsters
  Despite the emperor, the army, and countless wizards and shamans, the land of Tianguo has
  never been able to rid itself of monsters. Although civilization has risen to great heights, there’s
  always a hopping vampire around the corner or a weretiger in the jungle. The following section
  details are many of the most common monsters of Tianguo. These are ready-made foes for
  your characters that can be dropped into nearly any adventure. 
  Monster Statistics
  Like player characters, monsters also have abilities, although they are presented in a slightly
  different form. Many of these entries are identical to those for PCs, such as alignment, Armor
  Class, and Move. The remaining entries are explained here.
  •
  Climate/Terrain: The area or type of landscape the monster is most likely to be
  encountered in.
  •
  Organization: The basic structure of the creature’s society, whether it be solitary, pack,
  tribal, or an entire civilization.
  •
  Intelligence: This is the same as the player character ability score. The ratings run
  from 0 (nonintelligent) through 21+ (godlike intelligence). 
  •
  No. Appearing: The average number of these creatures encountered at one time. This
  is meant as a guideline; should be careful not to overwhelm your players with a horde
  of monsters. When designing an encounter, try to include enough monsters to make it
  challenging, but not so many that the PCs have no chance.
  •
  Hit Dice: This controls the number of hit points of damage a creature can take before
  being killed. Unless otherwise stated, monster Hit Dice are 1d8 (1–8 hit points). Roll
  the creature’s Hit Dice and total the results to determine its hit point total. Some crea-
  tures have a “+” and a numeral following the number of Hit Dice; this indicates that the
  listed number is to be added to the total rolled on the dice. For example, a weretiger has
  6+2 Hit Dice, so its hit points are determined by rolling 6d8 and adding 2 to the result.
  •
  To Hit: This represents the creature’s natural ability to ﬁght. Most creatures will have a
  base score to hit between 0 and +5, which is added to the result of a twenty-sided die
  roll. Unarmed attacks have a speed of Av (4) unless otherwise noted. Attacks with
  weapons use the speed of that weapon.
  •
  No. of Attacks: How often the creature gets to strike in a given round, excluding spe-
  cial attacks. 
  •
  Damage/Attack: The amount of damage a given successful attack causes. 
  •
  Special Attacks/Defenses: Unusual or magical attack or defense forms.
  •
  Magic Resistance: Some creatures have the ability to shrug off the effects of magic.
  Whenever a creature with magic resistance is the direct target of a spell (even beneﬁcial
  spells such as cures), the DM rolls percentile dice. If the roll is equal to or less than the
  creature’s magic resistance, the spell has no effect. Note that a creature receives any
  applicable saving throws in addition to its magic resistance. 
  •
  Size: The relative size of a creature. This information is most useful in determining
  weapon damage. Tiny (T), Small (S), and Medium (M) creatures take the damage from
  the S–M category, while Large (L), Huge (H), and Gargantuan (G) creatures take the
  damage from the L category. For example, a spear would do 1d6 points of damage to a
  Yi barbarian (a Medium-sized being), but 1d8 to a hoard dragon, a Gargantuan beast. 
  •
  Stunts: Monsters also have stunts, though they usually are only good at a few types.
  These are abbreviated with the ﬁrst letter of the stunt type, followed by the die type. For
  example, “M 1d6” means a Might stunt, rolling a six-sided die, while “I 1d4” is an
  Insight stunt rolled on a four-sider. 
  109
  Chapter 6
  
  Ghost
  Climate/Terrain:
  Any
  Organization:
  Solitary
  Intelligence:
  Average (8–10)
  Alignment:
  Lawful evil
  No. Appearing:
  1
  Armor Class:
  18
  Move:
  140, ﬂy 140
  Hit Dice:
  8
  To Hit:
  +4
  No. of Attacks:
  2
  Damage/Attack:
  1–10/1–10
  Special Attacks:
  See below
  Special Defenses:
  See below
  Magic Resistance:
  15%
  Size:
  M (5–6 feet tall)
  Stunts:
  M 1d3, A 1d3, S 1d3, I
  1d4, C 1d8
  Most commonly, ghosts are the po souls of
  those buried improperly who return to Earth.
  Some want vengeance on those who botched
  their burial, while others simply want to be
  set free. Unfortunately, without the balancing
  effect of the hun soul, many ghosts degener-
  ate into evil monsters who exist only to cause
  pain and suffering. 
  Ghosts usually appear only at night.
  However, they are not insubstantial. They
  look like a normal person and can be
  touched, fought with, or even kissed. Their
  ghostly nature gives them great strength,
  though, and their blows are fearsome. They
  are also resistant to many magical effects.
  They can ﬂy at their normal rate at will and
  have the Wuxia martial arts ability (based on
  hit dice instead of level). 
  Once per turn a ghost can use the delu-
  sion spell. Once a day it can use the charm
  person spell. Even without spells, ghosts are
  excellent manipulators and use their high
  Charm stunt to good effect. The ghosts of
  young and beautiful women can are espe-
  cially good at charming mortals. 
  Those ghosts who have embraced the
  darkness of their po soul can separate their
  heads from their bodies. The bodies ﬁght on
  as normal, while the heads ﬂy around inciting
  terror (a Charm feat) or biting opponents  for
  1d6 points of damage. 
  Hoard Dragon
  Climate/Terrain:
  Any mountains
  Organization:
  Solitary
  Intelligence: 
  Exceptional (15–16)
  Alignment: 
  Chaotic neutral
  No. Appearing:
  1
  Armor Class:
  25
  Move: 
  180
  Hit Dice:
  15
  To Hit:
  +5
  No. of Attacks: 
  4
  Damage/Attack:
  1–8/1–8/1–10/3–18
  Special Attacks:
  See below
  Special Defenses:
  See below
  Magic Resistance:
  25%
  Size:
  G (50+ ft. long)
  Stunts:
  M 1d10, A 1d6, F 1d8,
  S 1d8, I 1d4, C 1d6
  Most dragons are benevolent and serve the
  Jade Emperor in some capacity. Hoard drag-
  ons are the exception. These greedy creatures
  used to guard the Jade Emperor’s treasure in
  Heaven. Over time, however, they came to
  believe the treasure was rightly theirs and
  failed to give face to the Lord of Heaven. This
  was a grave mistake indeed: The Jade
  Emperor banished the dragons to Earth.
  Since they loved treasure so, hoard dragons
  were consigned to live in the mountains and
  protect the treasures of humanity until they
  were needed. Each and every hoard dragon is
  fated to die defending its treasure—it is only
  a question of when. This is the Lord of
  Heaven’s curse.
  Hoard dragons are long and serpentine
  and come in a variety of colors. They have
  many legs and can move very quickly. In
  combat they attack with their two front claws
  (1d8 points of damage apiece), a tail lash
  (1d10 damage), and a fearsome bite (3d6
  damage). They also have a full range of
  stunts and use them with ruthless efﬁciency.
  Hoard dragons can take human form at
  will, but they rarely do so. While other drag-
  ons often travel amid humanity, hoard drag-
  ons stay close to home. They must, after all,
  guard their treasure. 
  110 Chapter 6
  Possession
  All spirits (including ghosts) and
  demons have the power to pos-
  sess mortals. Those of good align-
  ment usually only possess willing
  victims, while those of evil align-
  ment do whatever suits them.
  Often possession is the only way
  for a demon to get to Earth. 
  Possession is an Insight feat,
  with a TN equal to the Wisdom
  score 
  of 
  the 
  victim 
  or 
  15,
  whichever is higher. Once in con-
  trol of a mortal body, the possess-
  ing entity can use it as desired.
  However, it has no access to the
  memories of the host (so it could
  not cast spells known the victim,
  for instance). Possession lasts a
  number days equal to the result of
  the stunt die; the possessing
  entity can attempt another Insight
  feat to retain control. While they
  are free to leave the body at any
  time, 
  possessing 
  spirits 
  and
  demons usually must be cast out
  by shamans. 
  
  Hopping Vampire
  Climate/Terrain:
  Any land
  Organization: 
  Solitary
  Intelligence: 
  Low (5–7)
  Alignment: 
  Chaotic evil
  No. Appearing: 
  1–4
  Armor Class: 
  16
  Move: 
  90
  Hit Dice: 
  6–9
  To Hit:
  +2
  No. of Attacks: 
  2
  Damage/Attack:
  1–8/1–8
  Special Attacks: 
  See below
  Special Defenses:
  See below
  Magic Resistance:
  10%
  Size: 
  M (5–6 ft. tall)
  Stunts: 
  M 1d8, F 1d6, C 1d6
  Hopping vampires are the most fearsome
  undead in Tianguo. When a body is buried
  improperly or in an inauspicious location, the
  po soul returns to the body and animates it;
  however, the hun soul has already moved on
  to Heaven. The po soul, already suffering
  after death, reverts to animalistic behavior
  and hungers to kill mortals. Without the
  heavenly spark of the hun soul, the body is
  not truly alive, so it retains the rigidity of
  death. The result is a hopping vampire. This
  spectacle of these creatures hopping around
  looking for victims is vaguely ridiculous; they
  are deadly opponents, however, and not to be
  underestimated.
  The return from death gives the hopping
  vampires a greenish tint to their skin, fangs in
  their mouths, and razor-sharp ﬁngernails that
  are virtual claws. They are usually dressed in
  the decaying remnants of funerary wear. In
  combat they use both claws and bite, each
  inﬂicting 1d8 of damage. 
  Hopping vampires are very difﬁcult to
  kill. They take only half damage from
  weapons and martial arts, unless the attacks
  count as magical (such as blows from a magic
  weapon or martial arts attacks dealt by a
  high-level Righteous Fist). Fire-based attacks
  also inﬂict normal damage.
  Experienced vampire hunters know that
  hopping vampires can locate humans only by
  “seeing” their breath. By holding their breath
  and covering their nostrils, the hunters are
  virtually invisible. This trick is easy to get
  wrong, however, and many adventurers have
  been killed when they thought they were safe.
  A character who wants to hide from the vam-
  pire must make a Fortitude feat with a TN of
  10. If successful, the character can hold his
  or her breath for a number of rounds equal to
  the result of the stunt die (minimum 1
  round). Once the feat is performed, the char-
  acter can take actions as normal on subse-
  quent rounds.
  Anyone who suffers more than 15 points
  of damage from a hopping vampire runs the
  risk of becoming a vampire in turn. Exactly
  how this occurs is a mystery, but most
  shamans agree it is a form of curse. After
  combat is over, the injured character must
  roll percentile dice. The chance of turning
  into a vampire is equal to the amount of
  damage he or she sustained (so if the
  vampire inﬂicted 20 points of dam-
  age, the chance would be 20%).
  Those who succumb to the
  curse slowly turn into vampires
  themselves, growing fangs and
  long ﬁngernails and becoming
  more bestial as their po soul
  takes over. This process takes 1
  day, plus an additional number
  of days equal to a Fortitude
  stunt roll. To stop the transfor-
  mation, a shaman must cast the
  remove curse spell on the vic-
  tim before the process is com-
  plete. Once become a vampire,
  the victim  cannot be changed
  back without the intercession of
  a major spirit or god. 
  Astute readers will notice
  that hopping vampires have a
  respectable stunt die in Charm.
  This does not mean a vampire is
  eloquent or seductive. Rather,
  this score represents the vam-
  pire’s ability to terrorize hapless
  humans with displays of super-
  natural power. Hopping vam-
  pires can make Charm feats,
  but only to induce fear and ter-
  ror. You’ll never see one using a
  Charm feat to induce pathos in
  the PCs for its pitiful existence. In
  Dragon Fist, vampires are mon-
  sters, pure and simple. 
  111
  Chapter 6
  
  Local Spirit
  Climate/Terrain:
  Any
  Organization: 
  Solitary
  Intelligence: 
  Exceptional (15–16)
  Alignment: 
  Neutral
  No. Appearing: 
  1
  Armor Class: 
  16
  Move:
  150, ﬂy 300
  Hit Dice:
  5
  To Hit: 
  +2
  No. of Attacks: 
  2
  Damage/Attack: 
  1–10
  Special Attacks: 
  See below
  Special Defenses:
  See below
  Magic Resistance: 
  10%
  Size: 
  M (4–7 ft. tall)
  Stunts:
  M 1d3, A 1d6, S 1d4, I
  1d6, C 1d8
  Local spirits are usually expressions of Nature
  that are tied to one locale. Ponds, trees, and
  hills all have spirits associated with them.
  These spirits have an excellent knowledge of
  their own territory but an extremely limited
  awareness of the rest of the world. They can,
  however, be very helpful when speciﬁc infor-
  mation is needed. They are also bound to do
  the Jade Emperor’s will and sometimes perform
  errands for the gods. For some, this relation-
  ship is formalized, especially those who serve
  the City Gods. Most spirits take the form of
  beautiful humans when dealing with mortals. 
  Spirits are magical creatures and so can
  be hit only by +1 or better magic weapons.
  Also, as long as they are in their home envi-
  ronment, they can regenerate 5 hit points
  reach round. They can also ﬂy as fast they
  can run. As well, spirits can cast spells.
  Generally speaking, they are able to use any
  shaman spell of level 1 to 3 at will. 
  Local spirits can be very generous to those
  mortals who earn their favor—and equally
  vengeful to those who incur their wrath. In gen-
  eral, spirits are not foes of the PCs but rather a
  respected part of the natural order. PCs should
  be far more interested in getting information or
  aid from a spirit than ﬁghting it. 
  Major spirits are similar but far more
  powerful, associated with mighty rivers and
  mountains. Stats for them are not provided
  here, since they should never be used as foes.
  If you need to determine what they can and
  cannot do, let the story guide your decision. 
  Neeg Barbarian
  Climate/Terrain:
  Tropical jungle and
  mountains
  Organization: 
  Tribal
  Intelligence:
  Very (11–12)
  Alignment:
  Varies
  No. Appearing: 
  2–12
  Armor Class: 
  12
  Move: 
  120
  Hit Dice: 
  1
  To Hit: 
  +2
  No. of Attacks: 
  1
  Damage/Attack: 
  By weapon type
  Special Attacks: 
  Ambush
  Special Defenses: 
  Hide in natural
  surroundings
  Magic Resistance: 
  None
  Size: 
  M (5–6 ft. tall)
  Stunts: 
  M 1d3–1, A 1d4
  The Neeg barbarians live north of Tianguo, in
  the 
  tropical 
  lands 
  around 
  the 
  Tibneeg
  Mountains. They inhabit both the mountains
  and the jungles, and have a tribal society.
  Noted for their battle paint and crude weapons,
  they are largely despised by the civilized people
  of Tianguo. Despite several attempts to conquer
  and assimilate the Neeg, though, they remain a
  ﬁercely independent people. 
  In battle the Neeg tend to use spears
  and axes. The better weapons come from
  Tianguo, either through trade or as spoils
  from battle. Neeg war parties often launch
  raids into the province of Jing. They are most
  adept at ﬁghting on their home terrain, how-
  ever. When in their homeland, each Neeg
  can hide in the surroundings; treat this as a
  Hide in Shadows roll at 85% (halved in for-
  eign territory). They are especially adept at
  ﬁghting from ambush and gain an additional
  +2 to hit when attacking a surprised foe. 
  Neeg Chieftains and Shamans: The
  leaders of Neeg society are the tribal chiefs
  and the shamans. These characters tend to be
  between 3rd and 7th level, and can be gener-
  ated using the normal character creation rules.
  The shamans—and the Neeg in general—
  focus their worship on spirits of Nature, espe-
  cially those of the Tibneeg Mountains, whom
  they consider to be ancestors. 
  112 Chapter 6
  
  One-eyed Demon
  Climate/Terrain:
  Any
  Organization: 
  Brood
  Intelligence: 
  Average (8–10)
  Alignment: 
  Neutral evil
  No. Appearing: 
  2–12
  Armor Class: 
  15
  Move: 
  120
  Hit Dice: 
  3
  To Hit: 
  +3
  No. of Attacks: 
  1
  Damage/Attack: 
  1–6
  Special Attacks: 
  Gore
  Special Defenses: 
  None
  Magic Resistance: 
  None
  Size: 
  M (4–7 ft. tall)
  Stunts: 
  M 1d4, F 1d4, I 1d3 
  The one-eyed demon is an example of a low
  ranking minion of Hell. This type of demon is
  often summoned or sent to Earth to plague
  humanity. It is unclear whether these demons
  are native to Hell or the transformed souls of
  those sent there. They appear as normal
  humans, but their heads are giant and mis-
  shapen, bearing one eye and one horn. 
  In combat one-eyed demons use their
  long ﬁngernails. They can also charge and
  use their horn for a gore attack. This attack
  automatically goes last in the round but does
  2d6 damage if successful. 
  Ox-headed Demon
  Climate/Terrain:
  Any
  Organization:
  Solitary
  Intelligence:
  Exceptional (15–16)
  Alignment:
  Lawful evil
  No. Appearing:
  1
  Armor Class:
  20
  Move:
  180
  Hit Dice:
  8
  To Hit:
  +4
  No. of Attacks:
  2
  Damage/Attack:
  1–12/1–12
  Special Attacks:
  Charge
  Special Defenses:
  See below
  Magic Resistance: 
  15%
  Size: 
  L (10 ft. tall)
  Stunts:
  M 1d8, A 1d3, F 1d8,
  S 1d3, I 1d4, C 1d4
  The ox-headed demon is a major servant of
  the masters of Hell. It is sent to Earth on spe-
  cial missions and usually has a brood of lesser
  demons to serve it. Shamans disagree as to
  whether the ox-headed demon is an individual
  or simply a type of more powerful demon.
  None, however, doubt its prowess.
  The ox-headed demon is a huge mass
  of muscle covered with ﬁlthy hair. As its
  name indicates, he has an enormous bovine
  head, complete with a big brass ring
  through its nose (said to remind it that it too
  has a master). The pelt of the ox-headed
  demon is full of small parasites, which can
  be shaken free and commanded to ﬁnd
  any item or person. They unerringly locate
  the quarry, if it is within 2 miles of the
  demon’s location, and return within the hour.
  The ox-headed demon’s weapon of
  choice is an enormous trident that inﬂicts
  1d12 damage against any opponent. It can
  also choose to charge with horns lowered.
  This attack can target two adjacent oppo-
  nents, one with each horn, and inﬂicts 3d6
  damage on each target. 
  In addition to its listed magic resistance,
  the ox-headed demon takes only half damage
  from ﬁre-based spells. 
  Skeleton
  Climate/Terrain:
  Any
  Organization:
  Band
  Intelligence: 
  Non- (0)
  Alignment:
  Neutral
  No. Appearing:
  3–30
  Armor Class:
  13
  Move: 
  120
  Hit Dice:
  1
  To Hit: 
  +1
  No. of Attacks: 
  1
  Damage/Attack: 
  1–6 (weapon)
  Special Attacks:
  None
  Special Defenses: 
  See below
  Magic Resistance:
  None
  Size: 
  M (5–6 ft. tall)
  Stunts: 
  None
  Skeletons are magically animated undead
  monsters, usually the work of evil shamans
  with no respect for the dead. Their bones
  magically hang together, and they follow the
  commands of their creator. 
  113
  Chapter 6
  
  Skeletons usually ﬁght with weapons,
  often those they were buried with. Since
  they are basically mindless, they do not ﬁght
  very well and inﬂict only 1d6 points of dam-
  age per hit, regardless of what weapon they
  are ﬁghting with. 
  Due to their undead state, skeletons are
  immune to all spells that affect the mind
  (including charm person and delusion). They
  are also immune to poison and cold-based
  attacks, and take only half damage from
  edged or piercing weapons (like swords,
  arrows, and spears). Blunt weapons inﬂict
  damage as normal, as does ﬁre.
  Spider Demon
  Climate/Terrain: 
  Any
  Organization: 
  Solitary
  Intelligence: 
  High (13–14)
  Alignment: 
  Chaotic evil
  No. Appearing: 
  1–3
  Armor Class: 
  18
  Move: 
  150
  Hit Dice: 
  6
  To Hit:
  +2
  No. of Attacks:
  2
  Damage/Attack:
  1–8/1–8
  Special Attacks:
  Poison, web
  Special Defenses: 
  None
  Magic Resistance:
  10%
  Size:
  H (14 ft. diameter)
  Stunts: 
  M 1d6, A 1d3, F 1d6,
  S 1d4, I 1d6, C 1d4
  Spider demons are said to be the po souls of
  adulterers. They are sometimes summoned to
  Earth, where they wreak havoc in mortal
  affairs. They can change into human form at
  will, and often take on the appearance of
  young and beautiful women. However, their
  true form is a monstrous hybrid of woman
  and spider: The torso of a woman melds with
  the body of a spider into a horriﬁc whole.
  Although the face of a spider demon retains
  some beauty, the prominent fangs are hide to
  disguise. Spider demons delight on causing
  trouble and often take human form to do so. 
  In combat, the demons use their gigantic
  spider legs. Opponents who get too close also
  get a taste of their fangs, which do 1d6 points
  of damage and inject a virulent poison. Those
  bitten must make a saving throw vs. poison
  or take 3d10 additional points of damage.
  Additionally, spider demons can shoot webs
  from their mouths. This is handled as a mis-
  sile attack with a range of 40 feet. Anyone hit
  is entangled and can break free only with a
  Might feat (TN 18). Entangled characters can
  do nothing except try to break free while the
  demon yanks the helpless victim into its wait-
  ing embrace. 
  Wang Liang
  Climate/Terrain:
  Temperate forests
  Organization:
  Solitary or tribe
  Intelligence:
  Exceptional (15–16)
  Alignment:
  Neutral evil
  No. Appearing:
  1–10
  Armor Class: 
  16
  Move: 
  120
  Hit Dice: 
  5
  To Hit: 
  +3
  No. of Attacks: 
  2
  Damage/Attack:
  1–10/1–10
  Special Attacks: 
  None
  Special Defenses:
  See below
  Magic Resistance:
  None
  Size: 
  L (10 ft. tall)
  Stunts: 
  M 1d8, A 1d3–1, F
  1d6, S 1d4
  Wang Liang [WONG LYUNG] are forest-
  dwelling ogres who strike terror into peasants
  and soldiers. They are usually over 10 feet tall
  and covered with brown fur. Both hands and
  feet are clawed and can be used to make mar-
  tial arts attacks (damage 1d10). They some-
  times use oversized weapons in combat
  instead, and these do the damage listed for
  that weapon type, +3 for their large size.
  Wang Liang are found in such places as
  the Forest of Clouds and the deeper reaches
  of the An Ying Forest. Luckily for their human
  neighbors, the ogres seem to ﬁght among
  themselves frequently. This keeps their num-
  bers relatively small. When they get hungry,
  however, they organize raiding parties and
  attack human settlements. 
  Some Wang Liang know the secret of
  invisibility. Perhaps one in a hundred has a
  magical hat that confers invisibility on its
  wearer. This lasts until the wearer makes an
  attack or the hat is taken off. Mysteriously,
  these hats don’t seem to work for humans.
  114
  Chapter 6
  
  Weretiger
  Climate/Terrain: 
  Any wilderness
  Organization: 
  Solitary
  Intelligence:
  Average (8–10)
  Alignment:
  Neutral evil
  No. Appearing:
  1–6
  Armor Class:
  17
  Move:
  120
  Hit Dice:
  6+2
  To Hit:
  +3
  No. of Attacks:
  3
  Damage/Attack:
  1–6/1–6/1–12
  Special Attacks:
  None
  Special Defenses:
  +1 or better weapon
  to hit
  Magic Resistance: 
  None
  Size: 
  M or L (6–9 ft. tall)
  Stunts: 
  M 1d6/1d8, A 1d4, F
  1d4
  Weretigers are said to be those cursed by
  Nature spirits for their destructive behavior.
  According to an old saying, “Those who act
  as animals will become animals.” Weretigers
  can be found in any wilderness setting, but
  they most favor the jungles and mountains of
  the north. Many in Tianguo associate them
  with the Neeg barbarians and believe that all
  Neeg are weretigers. 
  Weretigers have three forms. In their
  human form, they look entirely normal. They
  can speak and use weapons and pass for
  average humans, but cannot retain this form
  for longer than a day at a time. Their second
  form is a hybrid of human and tiger, the
  weretiger proper. The ﬁnal form is that of the
  tiger itself, with no trace of humanity. 
  In human form, weretigers use weapons
  as normal. In hybrid and full tiger form, a
  weretiger gets two claw attacks and one bite
  as detailed above. In full tiger form, the
  weretiger’s Might stunt die increases to 1d8 to
  simulate its increased size.
  Weretigers are vicious predators. They
  will hunt and eat nearly anything but prefer
  humans above all others. Those killed and
  eaten by a weretiger return to Earth as
  ghosts who must haunt the area of their
  death until they lure a new victim into the
  weretiger’s jaws. Only then will their souls go
  to Hell for judgment. 
  The curse of the weretiger cannot be
  reversed under normal circumstances. Only
  with the aid of a major spirit or god could a
  shaman hope to restore the weretiger to
  humanity. 
  Yi Barbarian
  Climate/Terrain:
  Southern steppes
  Organization: 
  Clan
  Intelligence: 
  Very (11–12)
  Alignment: 
  Varies
  No. Appearing: 
  3–30
  Armor Class: 
  4 
  Move: 
  240 mounted/
  120 afoot
  Hit Dice:
  1
  To Hit: 
  +2
  No. of Attacks: 
  1
  Damage/Attack: 
  By weapon type
  Special Attacks: 
  Mounted combat
  Special Defenses: 
  None
  Magic Resistance:
  None
  Size: 
  M (5–6 ft. tall)
  Stunts: 
  M 1d3, A 1d3
  The Yi barbarians live on the great southern
  steppes beyond the Horse’s Tail River. They
  are the bogeymen of southern Tianguo, and
  many tales are told of their cruelty and bar-
  barism. In fact, though, the Yi are no more or
  less likely to act evilly than anyone else. They
  do have an antagonistic history with the
  empire, and raids across the Horse’s Tail are
  common. However, they simply have a differ-
  ent culture, one that is not as outwardly “civi-
  lized” as that of their neighbors. For this
  reason conﬂict between Tianguo and the Yi
  remains likely.
  Unlike the people of Tianguo, the Yi bar-
  barians have a nomadic lifestyle. Their clans
  115
  Chapter 6
  
  travel throughout the steppes, ﬁnding good
  grazing land and changing location with the
  seasons. They are excellent riders and raid
  one another as frequently as they do
  Tianguo. When they have invaded Tianguo in
  the past, it has been under a strong war
  leader. These alliances have inevitably fallen
  apart once the charismatic leader died.
  In combat the Yi tend to wear full hide
  armor. They make great use of the horse bow,
  as well as the spear and the single-edged
  sword. Such is their skill at mounted warfare
  that they receive a +1 bonus to hit and to
  damage while ﬁghting on horseback.
  Khans: Yi clan leaders are known as
  khans. They are usually ﬁghters of level 5 to 7
  and have skills and attributes comparable to
  PC ﬁghters. They usually specialize in either
  the horse bow or the single-edged sword.
  Lesser Yi war leaders tend to be ﬁghters of
  2nd to 4th level.
  Shamans:
  The Yi have their own
  shamans, although their religion is slightly dif-
  ferent from that of Tianguo. They worship the
  sky as a deity and look more to spirits for guid-
  ance and aid. Yi shamans can be any level
  and use the normal character-creation rules. 
  Zombie
  Climate/Terrain: 
  Any
  Organization:
  Band
  Intelligence: 
  Non-(0)
  Alignment:
  Neutral
  No. Appearing:
  3–24
  Armor Class: 
  12
  Move: 
  60
  Hit Dice: 
  2
  To Hit:
  +1
  No. of Attacks:
  1
  Damage/Attack: 
  1–8
  Special Attacks: 
  None
  Special Defenses: 
  Spell immunity,
  immune to poison
  Magic Resistance:
  None
  Size: 
  M (5–6 ft. tall)
  Stunts: 
  M 1d3
  Zombies are mindless, animated corpses
  serving the evil shamans that create them.
  They are similar to skeletons but retain ﬂesh
  on their bones. The condition of the corpse is
  not changed by the animating spell. If the
  body was missing a limb, the zombie created
  from it is missing the same limb. Since it is
  difﬁcult to get fresh bodies (mourning rituals
  often stretching into weeks even after burial),
  most zombies are in sorry shape, with
  decomposing ﬂesh literally falling off their
  bones. This makes their movement slow and
  jerky. Their rotting stench is detectable up to
  100 feet away, depending on the condition of
  the body. Zombies cannot talk, being mind-
  less, but do often moan horribly. They are
  usually dressed in the clothes they were
  buried in—what remains of them.
  Zombies move very slowly and always
  strike last in combat. They keep ﬁghting until
  called off or destroyed, and nothing short of a
  White Lotus shaman can turn them back.
  They are immune to poison, all magic that
  affects the mind, and cold-based spells. 
  116
  Chapter 6
  
  117
  Chapter 6
  
SOURCE: textdata/thevault/Dragon Fist/DragonFist06.pdf