TEXT: Includes 54 full-page
  color illustrations, system 
  independent stats, and 
  thorough creature
  descriptions
  
  Creature Concepts, Writing, Graphic Design, 
  Cover Art, and Interior Illustration: Nicholas Cloister 
  RPG Creatures - Bestiary I is © Nicholas Cloister 
  ISBN 978-91-979811-2-5
  First Extended PDF Edition - 2012 
  Special Thanks To: Pär Norén, Herman Carlsson, Daniel Emgaard, Johan Axbrink, 
  Stefan Brorsson, Hernrik Kvist, Anders Allgulin, Mattias Snygg, Tawron Dehwaro, 
  my dear Ina and Anna, other family, and all the followers and visitors of the RPG 
  Creatures online bestiary.
   
  Also Thanks To: Adobe, Wacom, the C.O.W. participants and administrators at 
  ConceptArt.org, the Deviant Art community, Google Blogger, Google translate, 
  Thesaurus.com, 101  Production, Dômen Art School, Robert Rovinsky, Nils Gulliks-
  son, Jeff Easley, Larry Elmore, Keith Parkinson, Clyde Caldwell, Miles Teves, Mi-
  chael Whelan, Adrian Smith, Derek Riggs, Gary Gygax, JRR Tolkien, Robert Jordan, 
  Margaret Weis, Tracy Hickman, David Eddings, Ridley Scott, Peter Jackson, John 
  Milius, Basil Poledouris, Gustave Moreau, Gustav Klimt, Arnold Böcklin, George 
  Frederic Watts, Odilon Redon, John William Waterhouse, Herbert Draper, John 
  Bauer, Simone Martini, Iron Maiden, Primordial, In the Woods, 3rd and the Mor-
  tal, Arcturus, My Dying Bride, Paradise Lost, Anathema, Blind Guardian, Candle-
  mass, Cradle of Filth, Dimmu Borgir, Lake of Tears, Dark Tranquillity, Borknagar, 
  Bathory, FTL Games, Bethesda Softworks, New World Computing, Epic Mega-
  Games, Digital Extremes, the Universe, Zazen, the Mystery of Life in general, and 
  everyone who like the ones above functioned as seeds to the inspiration, energy, 
  culture, and foundation which brought this bestiary about.                    
  RPG
  CREATURES
  Bestiary I
  
  Dharkhanian .  .  .  .  .  .  .  .  .  .  .9
  Mon’thoris  .  .  .  .  .  .  .  .  .  .  .10
  Nordjarimm  .  .  .  .  .  .  .  .  .  .13
  Marajack  .  .  .  .  .  .  .  .  .  .  .  .15
  Ra’Khuni  .  .  .  .  .  .  .  .  .  .  .  .19
  Lammathen  .  .  .  .  .  .  .  .  .  .20
  Jarma-Loh  .  .  .  .  .  .  .  .  .  .  .23
  Mellion Trollfrog  .  .  .  .  .  .25
  Rhonx Aibia  .  .  .  .  .  .  .  .  .  .29
  Elor Than  .  .  .  .  .  .  .  .  .  .  .  .31
  Ferrenai . . . . . . . . . . . . . .33
  Gohrgin  .  .  .  .  .  .  .  .  .  .  .  .  .37
  Nemunn  .  .  .  .  .  .  .  .  .  .  .  .  .39
  Calmorock  .  .  .  .  .  .  .  .  .  .  .41
  Dhondoros  .  .  .  .  .  .  .  .  .  .  .45
  Nen’Guan  .  .  .  .  .  .  .  .  .  .  .  .46
  Ghondaar  .  .  .  .  .  .  .  .  .  .  .  .49
  Nomancuan  .  .  .  .  .  .  .  .  .  .53
  Vornorion  .  .  .  .  .  .  .  .  .  .  .  .54
  Negga - Fire Wyrm  .  .  .  .  .  .57
  Thelossian  .  .  .  .  .  .  .  .  .  .  .59
  PanPanarih  .  .  .  .  .  .  .  .  .  .  .63
  Holath-Uhr .  .  .  .  .  .  .  .  .  .  .64
  Bhorda  .  .  .  .  .  .  .  .  .  .  .  .  .  .67
  Ni-Oth  .  .  .  .  .  .  .  .  .  .  .  .  .  .69
  Mehrog .  .  .  .  .  .  .  .  .  .  .  .  .  .73
  Click the names to jump to descriptions. Click the thumbs to jump to illustrations.
  Table of Creatures
  
  3
  Chaerim Witch  .  .  .  .  .  .  .  .74
  Aegarim  .  .  .  .  .  .  .  .  .  .  .  .  .77
  Elijinn .  .  .  .  .  .  .  .  .  .  .  .  .  .  .79
  Hon’Gaddha  .  .  .  .  .  .  .  .  .  .81
  Cilluhin  .  .  .  .  .  .  .  .  .  .  .  .  .85
  Mingossi .  .  .  .  .  .  .  .  .  .  .  .  .86
  Crombhala  .  .  .  .  .  .  .  .  .  .  .89
  Jhorlar  .  .  .  .  .  .  .  .  .  .  .  .  .  .91
  Nothnock  .  .  .  .  .  .  .  .  .  .  .  .95
  Myraclion   .  .  .  .  .  .  .  .  .  .  .96
  Con’Laih .  .  .  .  .  .  .  .  .  .  .  .  .99
  Gendrohka  .  .  .  .  .  .  .  .  .  .101
  Enjirach  .  .  .  .  .  .  .  .  .  .  .  .105
  Ardhamma  .  .  .  .  .  .  .  .  .  .106 
  Emphaerian Goat  .  .  .  .  .109
  Ghord  .  .  .  .  .  .  .  .  .  .  .  .  .  . 111
  Sarranath  .  .  .  .  .  .  .  .  .  .  .115
  Darratha  .  .  .  .  .  .  .  .  .  .  .  . 116
  Tharágim  .  .  .  .  .  .  .  .  .  .  . 119
  Ohrdjonn  .  .  .  .  .  .  .  .  .  .  .121
  Nor’Vuil  .  .  .  .  .  .  .  .  .  .  .  .125
  Twai-Noh  .  .  .  .  .  .  .  .  .  .  .126
  Poppra  .  .  .  .  .  .  .  .  .  .  .  .  .129
  Darwandir  .  .  .  .  .  .  .  .  .  .131
  Han’Marak .  .  .  .  .  .  .  .  .  .135
  Norghim  .  .  .  .  .  .  .  .  .  .  .  .136
  Volthyrion Mistlord  .  .  .139
  Ashkharan  .  .  .  .  .  .  .  .  .  . 141
  Click ‘TOC’ on any page to return to the Table of Creatures
  
  4
  As I returned to fantasy illustration after a decade of 
  abstract expressionism, I picked up the digital tools of 
  modern day illustrators, and set off from scratch. While 
  the fundamentals of painting were still there, I had to 
  discover figurative art anew. Like in the old days I took 
  an immediate liking to what had set me on the track 
  of drawing in the first place – making and illustrating 
  imaginary creatures.
  The feedback I received from my artwork was good, but 
  quite a few people also commented about the descrip-
  tions I added to my creatures. I have always enjoyed 
  writing, and since I was painting a lot of monsters 
  anyway, I thought; why not make a bestiary? My best 
  chance of finding jobs that paid enough was to focus on 
  creature-design anyway,  and adding stats and descrip-
  tions came quite naturally, to a once ambitious Game 
  Master. That’s is the story of how RPG Creatures got 
  started – the short version, anyway. 
  Having initiated carving myself a book of beasts, I 
  decided to keep it free from the many aspects I person-
  ally disliked about bestiaries. There were to be no black 
  oozes, bears, crocodiles, dinosaurs, or living floors in 
  this collection of creatures. I decided to do my best with 
  keeping the standard high, and make every life-form 
  interesting in its own right.  If I succeeded or not is up 
  to the reader of my work so far, but I have made sure not 
  to haste through any of these creatures. 
   
  The life-forms of this bestiary are not intended for any 
  specific game-world. They are not meant to represent a 
  single world fauna, and have no ambition of belonging 
  to the same game reality, at all. These creatures were all 
  created as single entities, available for Game Masters to 
  pick from as they please, and to incorporate into the set-
  tings of their choice. Though they initially took form as 
  Fantasy creatures, I can see many of them working in a 
  Horror or Sci-Fi context as well. 
  Though the generic stats used, are more reminiscent 
  of some games than others, I had no titles in mind 
  when I wrote them. They look as they do because they 
  made most sense to me that way, based on my own 
  experience of role-playing games. I wanted stats that 
  were easily understood, yet rather more interesting 
  Introduction
  
  5
  than a 1-100% scale throughout. I encourage Game 
  Masters to look at the stats as an extension of the 
  descriptions. They are there to help visualize the crea-
  tures. When the time comes to bring them into your 
  own game, and writing those system-specific stats, I 
  think you will do  better without consulting the figures 
  here included. In case you are new to role-playing 
  games, or have a special interest in creature data, there 
  is a thorough guide to the stats on page 6.  
  RPG Creatures was started as on online bestiary blog 
  in December 2009. The blog is still there, and though 
  this book contains more creatures than its online coun-
  terpart at the time of writing, that might currently not 
  be the case. Hopefully additional creatures have been 
  posted, and even if the blog is not as carefully designed, 
  and the illustrations not as large, it may be worth a visit. 
  Only when another 50-60 creatures have been born will 
  a second book be published.
  When it comes to the art, I have aimed for clear and 
  well-defined renderings of the creatures. Details, 
  anatomy, and texture have been prioritized over pos-
  tures, angles, and action. The backgrounds are mostly 
  simple, mainly to save time, but also to put focus on 
  the beasts. Still, these are creature illustrations and not 
  blue-prints for 3D modelling, and I’ve done my best to 
  add some mood to the images. I wanted the kind of rare 
  compendium in which all the interior illustrations were 
  given as much energy as the cover itself.
  What I hope I have achieved is a collection of crea-
  tures that will inspire creativity, and make their way 
  into many exciting campaigns. I can see them happen-
  ing in dark and cozy rooms I’ll never have a chance 
  to visit – the sort of places where the air grows stale 
  without anyone noticing, due to the excitement of being 
  immersed in realms of endless adventure. Perhaps this 
  book can kindle a spark of imagination, and ignite or 
  contribute to the birth of such journeys. In any case I 
  hope it will come to some use, and that a second besti-
  ary will show up eventually. 
  Of the many creatures herein, I’d say the Jhorlar is my 
  favorite. Something about that creature awakes me, and 
  guides me back into the wonders of fantasy. I will let it 
  symbolize what I attempt to attain when I paint these 
  kind of motifs, and try to connect to that mesmerizing 
  magic, which is so very hard to access. A few fantasy 
  works reach that sense of genuinity, while the main 
  majority merely imitate. I don’t claim to grasp it very 
  often, but with the Jhorlar something clicked for me. 
  These may be fully individual emotions, but at least they 
  keep me active, curious, and provide a goal which I will  
  never risk fulfilling. To me, there is something deeply 
  mysterious and strongly attractive to fantasy art and fic-
  tion. It contains a timeless dimension that contempo-
  rary stories rarely touches. While the element of escape 
  is clearly there, it is also a tuning in, into a depth that 
  is stimulating and developing to embrace. A successful 
  bestiary can offer some of that. If this one can or not, 
  only you can say, but I’ll keep hunting for that stone of 
  the philosophers, in this work, and in the next one, and 
  in all other things I do.
  So, here is my spell and best contribution to the now 
  enormous and breathtaking library of fantasy lore.  
  If you like it, make sure you visit RPG Creatures online. 
  This is Bestiary I ...Enjoy!
   
    - Nicholas Cloister 
  
  6
  The creature data in this book has been shaped for 
  easy access. Everyone with some experience of role-
  playing-games should be able to understand it quickly, 
  and have little trouble translating it into their system 
  of choice. Additional help has been added (in paren-
  thesis) to directly guide readers unfamiliar with role-
  playing games. For those still confused, the following 
  explanatory information may be of assistance.
  GENERAL 
  CATEGORY: places the creatures in one of several cat-
  egories, such as ‘Reptile’, ‘Plant’. ‘Undead’, ‘Demon’ etc, 
  and may give the reader some idea of where a creature 
  belongs in the greater scheme of things. Unlike a scien-
  tific book of zoology, these categories are not to be taken 
  too literally. We are dealing with imaginary beasts here, 
  and some of them simply break the boundaries of real 
  life biology.
  TERRAIN: states in general terms, the types of climate, 
  environment, or plane of existence that the creature 
  is likely to be encountered in. Normally this coin-
  cides with its natural habitat, but there are exceptions. 
   
  FOOD: describes what kind of a creature we are looking 
  at, when it comes to eating. Terms like ‘Carnivore’, 
  ‘Herbivore’ and ‘Scavenger’ are used, while the creature 
  ‘Description’ typically gives a more detailed picture of 
  feeding habits and diet. 
  AGGRESSION: gives some idea about the creature’s 
  temperament and level of aggression, ranging from 
  ‘Low’ to ‘Extreme’. ‘Controlled’ means a healthy level of 
  aggression, let loose only when necessary, or in excep-
  tionally stressful or emotional situations. 
   
  SIZE: is put in height or length, whichever is most 
  informative. If nothing else is stated a height value 
  doesn’t include antlers, tentacles, or other thin protru-
  sions. The height of creatures naturally crouching repre-
  sents the crouched state of the beast, while the length of 
  a curled up snake for example informs of the full length 
  of the creature. 
  NUMBERS: informs of the amount of creatures typically 
  encountered, under normal circumstances. An addi-
  tional parenthesized number states amounts possibly 
  encountered in extraordinary or uncommon circum-
  stances. Consult the creature’s ‘Powers’ and ‘Descrip-
  tion’ sections for further information.
  CHARACTERISTICS 
  All attributes in this bestiary are based on human stats 
  ranging from 3-18 (3d6) in all characteristics. The 
  strength of a Giant would be placed at 40-60 in this bes-
  tiary. While a Great Dragon would score 100 in Strength, 
  powerful Gods or exceptionally huge creatures could be 
  placed beyond 100. The scale used here isn’t fully linear, 
  and makes a curve which turns steeper as the values 
  increase, especially beyond 50. 
   
  STRENGTH: represents the physical strength of a crea-
  ture. This is the power of lifting and pressing. It doesn’t 
  include the mass of the beast, which could be put behind 
  a charge for example, but states only the pure muscular 
  power. 
  AGILITY: informs about the creature’s ability to maneu-
  ver its body. How flexibly and swiftly does it move? How 
  gracefully and simply can it dodge swords, spin around, 
  or balance on a rope? The illustration and descriptive 
  text of the creature will hopefully give some idea of what 
  kind of agility the creature possesses. Some creatures 
  may have fast and nimble digits to deal with tiny objects, 
  while still moving rather sluggishly about. 
  ENDURANCE: can represent many things, but all have 
  to do with the physical toughness of the creature. A high 
  endurance may mean the creature can run for a long 
  while before becoming exhausted, or that it can stand 
  long hours of torture before yielding. The Endurance 
  figure may inform about a creature’s resistance toward 
  poison or drugs, or how quickly its wounds heal. These 
  traits may exist all together, but reading the ‘Desciption’ 
  section will likely give some idea about the Endurance 
  types of the specific creature. 
  INTELLIGENCE: states the creature’s level of brain-
  power. How well can it solve riddles, how quickly does it 
  process information, and how strategically can it act on 
  a battle-field? Intelligence may represent how apt a crea-
  ture is for dealing with advanced and powerful magic, 
  how many languages it can learn, or how easily it picks 
  up the etiquette and social codes of a newly encountered 
  culture. A high level of intelligence doesn’t necessarily 
  suggest that a creature can do all of these things, but it 
  will be better suited for those brain-demanding actions 
  that are natural for its species, and more likely to learn 
  new ones. Animals below human intelligence have been 
  given the figure 1 or 2. The number 2 can be interpreted 
  as the intelligence of a dog, while 1 represents more 
  About the Stats
  
  7
  instinctive behavior, like that of a beetle. 3 or 4 means a 
  considerable jump in intelligence and a radical change 
  in behavior, since the most witless of human beings are 
  placed at 3. Intelligence comes in many forms, but a 
  creature with an Intelligence higher than 2 considers its 
  actions and weigh options on a conscious level, unless 
  stupefied by hatred or similar emotions. 
  MENTAL RESILIENCE: indicates the stability of a crea-
  ture’s psyche. A resilient mind is not as easily charmed 
  or hypnotized, and it can better withstand mentally 
  straining situations, like the presence of demons, or 
  keep up the spirit while outnumbered. A high number 
  here means the creature is not as easily manipulated or 
  controlled, and will generally endure a greater level of 
  mental discomfort. 
  CHARM: is a mixture of looks and charisma. The 
  number reflects to what degree the mere presence of 
  the creature will generate positive attitudes toward it, 
  and opinions about it. A very high charm value means 
  a creature can get away with things less charming beasts 
  couldn’t, and that it can more easily persuade others 
  to agree with its suggestions. If an ugly creature has a 
  charm value that doesn’t reflect its physical appearance, 
  the creature is tricky by nature, and has powerful means 
  of persuasion, or an unnaturally strong attractive pres-
  ence, like vampires for example.
  SPEED: is stated with a multiple, which gives a relation 
  between the speed of the creature and a human being. 
  ‘Run x 2’ means the fastest of the creatures within the 
  species can reach speeds that are twice of those achiev-
  able by the fastest human beings. Flying speeds are com-
  pared with an eagle, since humans don’t fly much.
  MAGIC POWER: is primarily a figure which represents 
  how much magic a creature can use before it becomes 
  magically exhausted. A high value means the creature 
  can throw many simple spells or a few high-power spells 
  before it runs out of Magic Power, for the time being. 
  The figure is also (normally) an indication of how pow-
  erful a magic-user the creature is. A human low-level 
  wizard with an intelligence of 16 would have a Magic 
  Power of 16 in this bestiary, but could gain a lot more 
  with experience. An ancient Dragon would have 100 in 
  Magic Power, while Greater Demons and Deities could 
  go beyond that. The systems of magic used in games 
  differ a lot, and these numbers are only general guide-
  lines to the magical abilities of the creatures in this book.
  HIT POINTS: indicates how much physical damage a 
  creature can suffer before it dies. Some creatures are 
  less sensitive to pain and stay on their legs longer than 
  others, but when the hit points reach zero, the creatures 
  die nevertheless.
  PROTECTION
  AVERAGE: is a general figure that summarizes the 
  overall natural protection of the creature, which could 
  be made up of thick hide, shells, horns, scales etc. Some 
  game systems don’t use specific hit zones, and this figure 
  is mainly intended for those.
  ARMS, LEGS etc: informs of the protection value for 
  the specific body part. A high number indicates strong 
  natural armor. Human skin is 0, and a bull’s hide is 2.
  ATTACKS/DAMAGE
  In this section the natural weapons of the creature 
  can be found, as well as their ability to cause injury 
  to other life-forms. The scale and form of the weapon 
  has been taken into account, with only minor values 
  added for creature weight, speed, and strength. In some 
  cases specific information is available for charging, or 
  swooping (for example), but if a more realistic account 
  of the physical force behind an attack is desired, these 
  figures should probably be modified for some creatures. 
  Though the number and types of natural weapons are 
  stated here, the actual number of attacks possible in any 
  given round or situation is not. 
  POWERS/EFFECT 
  Here is described the special powers available to all 
  creatures within the species. These are typically innate 
  abilities, but they may also be spells or skills learned or 
  acquired at an early age. Further information regard-
  ing these powers is often given in the ‘Descripion’ of the 
  creature. 
  DESCRIPTION  
  This is the main descriptive section, but can be confus-
  ing if read by itself. In some cases the creature’s back-
  ground may crash with the background of the specific 
  game-world or setting. In such cases, and all other cases 
  for that matter, the Game Master should feel free to re-
  invent a more suiting creature story for the campaign at 
  hand. Like all other parts of this book the descriptions 
  should be read as a source of inspiration and possibili-
  ties. If you miss any desired piece of information, you 
  know what to do. The fate of these creatures is now in 
  your hands. Have fun with them!
  
  Dharkhanian
  
  9
  GENERAL
  CATEGORY: Two-legged mammal (Demonic origins?) 
  TERRAIN: Any dark woodland, preferably damp
  FOOD: Carnivore
  AGGRESSION: Normal/Extreme (see ‘Description’) 
  SIZE: 6’ 5” (195 cm)
  NUMBERS: One or several groups of 1-10 male 
  CHARACTERISTICS
  STRENGTH: 11-24
  AGILITY: 12-15
  ENDURANCE: 15-20
  INTELLIGENCE: 3-11
  MENTAL RESILIENCE: 3-18
  CHARM: 1-2
  (If stats of humans range from 3 to 18)
   
  SPEED: Run x 1,5, Climb x 3
  (Multiple is times human speed)
  MAGIC POWER: 0 
  (Ranges from 0-100)
  HIT POINTS: 12-16
  (If a human commoner has about 11 hit points)
  PROTECTION
  AVERAGE: 3
  HEAD: 4
  CHEST: 3
  BACK: 4
  UPPER ARMS: 2
  LOWER ARMS: 4
  UPPER LEGS: 2
  LOWER LEGS: 4
  WING MEMBRANE: 1
  (If Full Plate Armor is 10)
  ATTACKS/DAMAGE
  2 CLAWED HANDS: 2-5 (see ‘Powers’)
  1 WEB PROJECTILE: 4-8 
  (If a Long Sword causes 1-8 points of damage)
  The Dharkanian should hit rather easily with its arms, 
  and has a lesser chance of hitting with the deadly 
  web projectile, unless the player is held (see below). 
  Dharkhanians have two claws at the end of their 
  powerful legs, but they never use these for fighting. 
  POWERS/EFFECT
  BARBED HANDS: When it manages to hit and wound 
  there is a 50% chance that the Dharkhanian’s hand 
  sticks to the player. If so it will inflict another 2-4 points 
  of damage every round it remains stuck. (If the game 
  has rules for grabbing/wrestling etc these could be used 
  here.) The Dharkhanian will try to get both its barbed 
  hands attached to the victim to make sure its web 
  projectile hits in the chest or face point-blank. If the 
  Dharkhanian manages to get both hands attached to 
  the player the projectile will hit automatically with full 
  damage. Victims should make a roll based on strength 
  to break loose, or attack to hit the Dharkhanian’s arm. A 
  successful hit will make the creature let go, temporarily 
  that is. 
  SWOOPING ATTACK: The Dharkhanian has the 
  ability to glide through the forest, if starting from a 
  height, such as a tree or a cliff. In combat this can be 
  used to get close to prey, and as an element of surprise. 
  Add 1-4 points of damage to the claw attacks if they are 
  combined with a swooping attack. 
  DESCRIPTION
  Dharkhanians are dark creatures that live in damp and 
  murky forests, preferably up in and near large trees. Like 
  spiders they have the ability to produce vast amounts 
  of web at great speed. The web is shot out through a 
  hole in their chest, quick enough if needs be, to be used 
  as a projectile in combat. Normally the Dharkhanian 
  generates great tangles of these webs to make for a 
  chaotic and sticky mesh between the trees of the forest. 
  The web itself is not a dead substance but alive. It can’t 
  move about, but is able to quiver and curl up to some 
  extent. It can also project sharp needles and does so 
  when touched. When able it injects a potent chemical 
  substance into the prey, which quickly changes its cell 
  structure. The needles only do 1-2 points of damage, but 
  any life-form infected by them will have its body odor 
  changed for up to seven years. So even if able to break 
  loose, the unfortunate one could be in some trouble. The 
  special scent attracts the attention of the Dharkhanian 
  who will hunt down whatsoever has made contact with 
  their webs. From that moment it is considered food, 
  and will be killed on sight. The Dharkhanian is only a 
  moderately hostile creature, but becomes extremely 
  aggressive toward all creatures that have been infected 
  by its webs. It can sense this scent from fifteen miles 
  away, and will track it whenever it is detected. The 
  special nasal tube on the Dharkhanian's head is sensitive 
   D h a r k h a n i a n 
  
  10
  enough to determine distance as well as direction. The 
  creature hunts in groups of 3-10 males, and is known 
  to spread out and to co-operate for tactical advantage. 
  Once killed or captured a Dharkhanian does what 
  spiders do and weaves a great jumble of webs around its 
  prey, unless hungry, to save it for later. It doesn’t prepare 
  its food in any way, but eats all kinds of meat untreated, 
  alive as well as dead. 
  The Dharkhanian female is somewhat smaller in size, 
  slightly less muscular, and doesn’t partake in any 
  killing, unless attacked, or defending the offspring. 
  They reproduce at human speed but have twins and 
  triplets more frequently. How the young are tended is 
  unknown, but they likely stay well protected in the big, 
  but disorderly web structures which the Dharkhanian 
  builds for shelter high up in the trees. Dharkhanian 
  have occasionally been found hanging upside down 
  from the lower parts of these nests, but only does so 
  when anticipating possible prey. Sleeping is done inside 
  during daytime, while hunting and other activities take 
  place at night, unless the webs are disturbed at other 
  hours. The Dharkanian care nothing for treasures or 
  material possessions, but usually dispose of skeletal 
  remains (which may include outfits and gear) in a large 
  hole, made especially for the purpose, and usually 
  located in the vicinity of the nest. 
  This creature has a fearsome look and spreads a foul 
  stench. It is suggested that it might originate from 
  some darker plane of existence, but the biology is 
  basically mammal, with some bird-like features. It has 
  good eye-sight and perfect nocturnal vision. The many 
  ear-holes located right behind its eyes provide good 
  hearing. Usually it stays close to its home, but in times 
  when food is scarce, it has been known to roam and 
  explore. The Dharkhanian has no known language but 
  communicates through series of nasal grunts or moans, 
  as well as through flapping with the split upper lip. If 
  left alone it lives to be about 50 years old, and it keeps 
  up a good physique right up until the end. Dharkhanian 
  nests can contain anything from a few families to 
  hundreds of creatures. They have no culture to speak of, 
  though simple items of use have been found. The webs 
  have several uses, but are primarily utilized for hunting 
  and marking the territory. They can spread out for miles 
  from the main nest. The groups are typically controlled 
  by a large and dominant male. 
  GENERAL 
  CATEGORY: Mammal
  TERRAIN: Any salty or brackish water
  FOOD: Omnivore
  AGGRESSION: Normal
  SIZE: 26 feet (about 8 meters) long
  NUMBERS: 1 
  CHARACTERISTICS 
  STRENGTH: 35-45
  AGILITY: 15-24
  ENDURANCE: 15-24
  INTELLIGENCE: 7-8
  MENTAL RESILIENCE: 18-24
  CHARM: 2-5
  (If stats of humans range from 3 to 18)
  SPEED: Swim x 10, Crawl x 1
  (Multiple is times human speed)
  MAGIC POWER: 0
  (Ranges from 0-100)
  HIT POINTS: 42-52
  (If a human commoner has about 11 hit points)
  PROTECTION 
  AVERAGE: 6
  HEAD: 7
  BELLY: 5
  BACK: 6
  FIN LIMBS: 3
  CLAWS: 6
  TAIL FIN: 4
  (If Full Plate Armor is 10)
  ATTACKS/DAMAGE 
  1 TAIL: 2-12 
  1 BITE: 2-6 
  2 FINS: 1-6 
  4 CLAWS: 1-6 
  (If a Long Sword causes 1-8 points of damage)
   
   M o n’ t h o r i s 
  
  Mon’thoris
  
  12
  The Mon’thoris will try to keep enemies off by using 
  its powerful tail. Only when necessary will it fight with 
  its fins, claws and teeth. The claws are normally used 
  for cutting seaweed, opening great clams etc, and the 
  mouth for eating, rather than fighting.
  POWERS/EFFECT 
  TELEPATHIC  RAY: The Mon’thoris has the ability to 
  invoke fear into an enemy, by using its telepathic abilities. 
  If there is a spell called fear in your game, it could be 
  used to determine this power. Otherwise it should lessen 
  the player’s chance of succeeding with any attack or 
  action against the Mon’thoris by 10%-30%, depending 
  on the outcome of the saving throw vs Mental resilience. 
  The effect lasts for as long as the creature is within the 
  range of any sense perception. The telepathic power of 
  the Mon’thoris can also be used to bring a great joy or 
  delight to any intelligent being. This will increase by 20% 
  the chance of succeeding in all throws that are dependent 
  on confidence or morale. 
  DESCRIPTION 
  The Mon’thoris is a rare creature that spends most 
  of its life underwater, in the great seas of the world. 
  It is intelligent and can communicate by telepathic 
  suggestions and images, thus getting across simple 
  messages like ‘come with me’, ‘stay where you are’, and 
  ‘leave this place’. Normally it lives a very solitary life and 
  mates only at a full solar eclipse. It can live for several 
  centuries, and feeds mainly on fish and various types of 
  seaweed. 
  Being a mammal the Mon’thoris breathes air and must 
  surface regularly. It can hold its breath for up to an hour 
  if need be, but will drown if trapped under water. It can 
  crawl slowly across land, but will not leave the water 
  unless in great peril. Male and female look essentially 
  the same, and act alike when encountered. Usually the 
  Mon’thoris will avoid contact with human beings, but at 
  times they could become curious of those who venture 
  into the depths. On rare occasions these creatures 
  have been known to join forces with other intelligent 
  powers of the sea. They would do a great job as guardian 
  creatures, but are far too clever to be trained like dogs. 
  Rather, they should be treated kindly, or a fierce foe is to 
  be reckoned with. 
  The brain of the Mon’thoris is protected by hard bone, 
  but is highly valuable to those who know how to treat 
  it. Great potions of various effects can be produced 
  from extracting the interiors of the Mon’thoris’s skull. 
  The creature has the power of reading the mind of any 
  intelligent being (no saving throw allowed), but it can 
  only see long-term plans, dreams etc. It therefore has no 
  use for this ability when fighting. Also, this water beast 
  is sensitive to vibrations, warmth, and electrical fields 
  in the surrounding water, so there is really no way of 
  surprising it. 
  When inactive the Mon’thoris might rest near the 
  surface hidden by seaweed, but the perfect place for 
  this mammal to make its “home” is in a cave filled to 
  the half with water – a great cave accessible only by the 
  sea. When dying the Mon’thoris takes a deep breath and 
  heads willingly toward the dark depths. They use no 
  sounds for communication, but at this rare event they 
  are said to sing, much like the whales of the old world.
   
  
  13
  GENERAL
  CATEGORY: Magical creature
  TERRAIN: Any
  FOOD: Carnivore
  AGGRESSION: Normal/Controlled
  SIZE: 6’ 3” (190 cm) at the head
  NUMBERS: 1 
  CHARACTERISTICS
  STRENGTH: 15-22
  AGILITY: 12-15
  ENDURANCE: 13-18
  INTELLIGENCE: 17-24
  MENTAL RESILIENCE: 15-24
  CHARM: 13-18
  (If stats of humans range from 3 to 18)
  SPEED: Fly (eagle x 2), Run x 1,5
  (Multiple is times human speed)
  MAGIC POWER: 50-100
  (Ranges from 0-100)
  HIT POINTS: 24-28
  (If a human commoner has about 11 hit points)
  PROTECTION
  AVERAGE: 3
  HEAD: 3
  BODY: 3
  WINGS: 2
  LEGS: 3
  TAIL: 2
  (If Full Plate Armor is 10)
  ATTACKS/DAMAGE 
  2 TALONS: 2-5 (+ 1-6 of frost damage) 
  2 TAILS: 1-6 
  1 BEAK: 1-4 
  (If a Long Sword causes 1-8 points of damage)
   
  When fighting, the Nordjarimm primarily use magic, 
  but when forced to physical combat they will try to stay 
  airborne (out of range) and lash about with the long 
  double tail. When on the ground or when facing other 
  flying opponents they will also use their talons and 
  beaks, if currently unable to cast spells. See ‘Powers’ for 
  more info. (Swooping can increase damage by 1-4.)
  POWERS/EFFECT 
  FROST: The Nordjarimm can create frost magic instantly 
  with its talons at any time, without using Magic Power. 
  This is an innate ability that does 1-6 points of extra 
  damage whenever it strikes with the talons. 
  MAGICAL COLD: Instead of physically attacking, the 
  Nordjarimm can cause a magical cold to spread through 
  any firm surface (ground, stone, wood etc) over a circu-
  lar area up to 50 feet (15 meters) from where it stands. 
  This restults in 1-4 points of damage every round to 
  all in contact with the area of effect (unless immune to 
  cold) for 1-10 rounds, which is the duration of the spell. 
  This magic is also natural, can be repeated any number 
  of times (no double effect), without reduction of Magic 
  Points for the Nordjarimm. 
  FROST MISSILE: If not attacking any other way, the 
  Nordjarimm can produce and throw two frost missiles 
  with its tails. The missiles can travel up to 100 yards (90 
  meters) and do 2-4 points of damage each. A hit roll is 
  required. Like the others above, this power is unlimited 
  in use. (The chance of hitting is not stated here, because 
  of the great variety in rpg systems.) 
  DESCRIPTION 
  The Nordjarimm is a magical creature. The origins of 
  the species is clouded, but according to the Nordja-
  rimm themselves; they were created by a powerful 
  Mage a long time ago, in the mythic past of the world. 
  How many of them still remain is uncertain, but only 
  one hundred were originally created (if these creatures 
  are to be believed). The Nordjarimm cannot die, unless 
  slain. They need not feed, but do so anyway to stay alert, 
  and to avoid the drowsiness that otherwise beset them. 
  The creatures have no genitalia and lack the power of 
  procreation. There are no young. All were created as 
  adults, and all are untouched by aging. Very little differ 
  in appearance between one Nordjarimm and another. 
  These creatures are highly intelligent and natural magi-
  cians. Every individual has a will and a personality of 
  its own, but there is one goal that unites them – the 
  quest for further magical power. Why the Nordjarimm 
  searches ever for higher levels of magic is unclear, but 
  some suggest they look for a means to reproduce. What-
  ever the reason, the Nordjarimm act individually and 
  will fight others of their species if necessary. The hunt 
  for the arcane knowledge of magic is what drives them, 
  and they will use many different methods to reach it.
  N o r d j a r i m m
         
  
  Nordjarimm
  
  15
  GENERAL 
  CATEGORY: Reptile
  TERRAIN: Any dark and damp
  FOOD: Carnivore/Omnivore
  AGGRESSION: Normal/High
  SIZE: 1-2 feet (30-60 cm) tall
  NUMBERS: Up to thousands 
  CHARACTERISTICS 
  STRENGTH: 4-5
  AGILITY: 11-15
  ENDURANCE: 15-24
  INTELLIGENCE: 1-3
  MENTAL RESILIENCE: 1-3
  CHARM: 0
  (If stats of humans range from 3 to 18)
  SPEED: Run x 1,2, Swim x 1
  (Multiple is times human speed)
  MAGIC POWER: 0
  (Ranges from 0-100)
  HIT POINTS: 4-7
  (If a human commoner has about 11 hit points)
  PROTECTION 
  AVERAGE: 6
  BODY: 6
  BELLY: 1
  (If Full Plate Armor is 10)
  ATTACKS/DAMAGE 
  1 BITE: 1-4
  4 CLAWS: 1-4
  (If a Long Sword causes 1-8 points of damage)
  When standing, the Marajack will attack only with its 
  front claws and mouth. In water, or when clinging to a 
  victim, the creature will attack with all limbs if possible. 
  POWERS/EFFECT 
  OILY JET: The Marajack has the ability to spurt out an 
  oily substance through its hollow tongue. The consist-
  ency of the black substance can be controlled by the 
  creature, and is used for many purposes. It can be shot 
  out to temporarily blind a creature, or gushed out to 
  make the ground slippery when the Marajack is chased. 
  It is also used to spray down birds to hinder them from 
  flying, and to make the Marajack slimy to reduce its
  It is not uncommon to find the Nordjarimm in the 
  company of wizards, and other powerful beings of the 
  world. Whatever gives them access, or hope of access, 
  to new magic is part of their agenda. They are not in 
  a hurry, and are masters of long-term scheming. This 
  doesn’t necessarily make them false, or untrustworthy. 
  Like master politicians they do not need to lie to get 
  what they desire. Most Nordjarimm avoid killing and 
  hurting the innocent. They do not however hesitate to 
  remove wicked beings or other evil forces that come in 
  their way. 
  All remaining Nordjarimm have lived for a very long 
  time, and possess great knowledge of magic. The power 
  to create frost and cold is theirs from the beginning, 
  but they may know any number of spells, including the 
  most powerful kinds. Exactly what spells any specific 
  Nordjarimm has mastered is up to the Game Master, but 
  their long life-span and their magical nature should be 
  taken into account. 
  The Nordjarimm can dwell and live anywhere, but prefer 
  a base in the mountain peaks, above snow level, where 
  they might have a cultivated cave, a small castle, or even 
  a stronghold. The creatures care nothing for political 
  power or dominion (as such) but are interested in pro-
  tecting gathered scrolls, and magical items. Nor are they 
  really interested in gold or treasure, but can hoard any 
  kind of valuables to be used as bribes, or to purchase 
  information/access. The Nordjarimm may gather fol-
  lowers and guards, and at times they might serve others 
  for personal gain. They speak any number of languages 
  and are well versed in the various cultures and societies 
  of the world.
  M a r a j a c k
         
  
  Marajack
  
  17
  chance of being caught. The double jet can reach up to 20 
  feet (6 meters) from the creature’s mouth, and a single 
  creature can create quick puddles covering up to 10 x 10 
  feet (9 sq meters). It can use this ability two times a day, 
  or four times a day when applied sparingly. If a victim is 
  hit (in the face) by a jet, he or she will be blinded for 1-4 
  rounds. If moving quickly through an area covered with 
  the oily substance, a successful saving throw vs Dexter-
  ity should be made to avoid falling. 
  DESCRIPTION 
  The Marajack is a quick reptile that moves about with 
  little support from its front legs. Descendants of a crea-
  ture living only in the watery darkness of deep grottos, 
  this reptile has transformed to survive basically any-
  where. Like its ancestors though, it is drawn to water and 
  prefers the dampness of the underground. Completely 
  blind, the Marajack has developed an incredible sense 
  of smell. The forked tongue, which moves constantly in 
  and out of its mouth, can even sense vibrations in the 
  surrounding air. This ability is so finely tuned that the 
  Marajack navigates in complete darkness just as well 
  as any seeing creature would in the day. Typically these 
  reptiles live in riverbank hollows and dark humid caves. 
  Their favorite food is fish, a trait that has drawn them 
  also into human settlements. In the long winters, when 
  the inland waterways freeze, some move down along the 
  rivers to discover the wealth of the human city. Espe-
  cially coastal towns are prone to these creatures, and 
  when they arrive it is no less than a curse. As long as the 
  sewers and catacombs are full of rats, and gulls are still 
  there to compete for the fish, they will barely be noticed. 
  But when the fishermen start guarding their haul more 
  closely, and when the rats and sea-birds are gone, the 
  Marajacks take to the streets for food. At night they will 
  move up in great numbers and some bolder individuals 
  even in the day. At such a point pets and young children 
  should be carefully looked after. A Marajack female 
  produces between 10 to 100 eggs in a year, depending 
  on the abundance of space and food in the area. When 
  times are good the young will be many and reach adult-
  hood in a couple of months. A plentiful year followed 
  by a bad one is bound to bring a lot of Marajacks to the 
  surface. 
  A starving Marajack will eat almost anything and is 
  highly aggressive. With tough bodies covered in hard 
  slippery scales, these creatures are notoriously hard to 
  catch and kill. Their main weakness is that they lack the 
  soft and silent movement of the rat, and will produce 
  an audible clatter when moving on cobbled streets, for 
  example. Though small, they can jump really well and 
  will usually find a way to upper floors and roofs if need 
  be. Should a Marajack loose its tongue it will become 
  totally disoriented and a very easy target, but otherwise 
  it takes a lot of skill or cunning to defeat them. They do 
  have some fear of fire and intense heat, but it will not 
  stop these reptiles for more than a couple of minutes. 
  Then the hissing noise of the creatures will recommence 
  with even more fervor and the fire jumped through if 
  need be.
  
  Ra’Khuni
  
  19
  GENERAL 
  CATEGORY: Mammal
  TERRAIN: Sandy deserts
  FOOD: Omnivore
  AGGRESSION: Normal/Extreme
  SIZE: 6’ 5” (195 cm) upright
  NUMBERS: 3-20 
  CHARACTERISTICS 
  STRENGTH: 17-24
  AGILITY: 12-18
  ENDURANCE: 14-20
  INTELLIGENCE: 1-3
  MENTAL RESILIENCE: 2-6
  CHARM: 1-4
  (If stats of humans range from 3 to 18)
  SPEED: Run x 1, Swim x 0,5, Climb x 2
  (Multiple is times human speed)
  MAGIC POWER: 5 (to 20)
  (Ranges from 0-100)
  HIT POINTS: 16-23
  (If a human commoner has about 11 hit points)
  PROTECTION 
  AVERAGE: 3
  HEAD: 4
  CHEST: 2
  BACK: 4
  UPPER ARMS: 2
  LOWER ARMS: 4
  LEGS: 2
  TAIL: 3
  (If Full Plate Armor is 10)
  ATTACKS/DAMAGE 
  2 FISTS: 2-6
  1 TAIL: 2-8
  1 BITE: 1-3
  (If a Long Sword causes 1-8 points of damage)
  The powerful arms and fists of the Ra’khuni are its 
  weapons of choice. When truly threatened it will also 
  swing about with its long tail and bite at its opponents. 
  The tail does more damage than a single fist, but is more 
  easily dodged. The Ra’khuni avoids risking injury to it. 
  POWERS/EFFECT 
  SUMMON SAND VORTEX: The Ra’khuni has 
  discovered the secret of the sands, and possess the ability 
  to magically awaken it. Through rhythmically beating 
  its fists and tail into the sand, it can cause it to rise and 
  form a violent vortex. The vortex is about 10 feet high 
  and 4 feet wide (3 x 1, 2 m), travels at twice the speed 
  of a man, and lasts for 1-10 rounds. It is controlled by 
  the will of its creator. The sands blind those in it, and do 
  1-2 points of damage per round to any unprotected skin. 
  The victim should also make a Dexterity roll each round 
  to keep standing. Bows become virtually useless, and all 
  other attacks are made at -2. At times several Ra’khuni 
  join together to create a single and greater vortex. These 
  whirling storms blind all things within them, can (Game 
  Master’s choice) cause permanent eye-damage, peel 
  off skin and clog up the ears to reduce hearing. The 
  size of the storm increases by an additional 10 x 4 feet 
  for every extra creature partaking in the summoning. 
  Damage increases by 1 point per every five Ra’khuni and 
  the Dexterity check should become harder with vortex 
  growth. This elemental earth magic can be used once a 
  day. 
  DESCRIPTION 
  The Ra’khuni is an ape creature dwelling in the sandy 
  deserts of the world. Here they travel around like nomads 
  to find what food and water there is, but can settle for 
  some months in the same location. They live in groups of 
  five to twenty adults, with about a third as many young. 
  To protect themselves from the cold of the night and 
  from the burning sunlight of the midday, they dig out 
  holes and tunnels in the dunes. These are very simple but 
  usually have separate rooms for sleeping, storing food, 
  and defecating. 
  On the back, tail, lower arms, and head of the Ra’khuni 
  there are tough, pointy, leathery outgrowths that can 
  store fat and water. The colors of these lumps vary from 
  ochre to deep red. Saturated colors mean a higher place 
  in the group hierarchy, and are also an indication of the 
  level of venom in the outer skin. The pointy shape and 
  poison of the outgrowths prevent the Ra’khuni from 
  being eaten by larger desert predators, and can also be 
  used as a trap. These apes have been discovered semi-
  buried in the sand with only the very tip of their backs 
  protruding from the surface. This technique can be used 
  to protect the entrance of their temporary lairs, or when 
  hunting in narrow passes. The venom is deadly, but the 
  Ra’khuni themselves are immune. 
  R a’ K h u n i
  
  20
  The creatures can walk for weeks without food and water 
  if properly prepared. They seek nothing in life, but can be 
  temporarily enchanted by shiny objects, and might drag 
  on a necklace or carry random treasure. In extremely 
  hot summers they have been seen in the outskirts of 
  human civilization, looking for food, but the main cause 
  of conflict with these creatures is when trespassing 
  through Ra’khuni territory. The territorial instincts 
  of the Ra’khuni are strong, and the level of aggression 
  displayed toward intruders knows no boundaries – a 
  potentially dangerous trait, since the territory changes as 
  the desert apes move along, and thus change the borders 
  of their claimed domain. 
  It is said that in the past the shamans of nomad people 
  learned from the Ra’khuni the secrets of the sand. Some 
  of these secrets supposedly went beyond summoning the 
  sand vortex. Legend has it that a few of these apes could 
  turn into sand at will, and move about unobstructed 
  through the desert dunes. A sandglass made from a 
  Ra’khuni trapped in that form is said to hold the strangest 
  and most remarkable powers. No one knows very much 
  about these creatures, but it is true that they lived and 
  walked the sandy realms ages before the dawn of man. 
  The Ra’khuni can live to be 50 years old. They use gorilla-
  like grunts and their long tails for communication, 
  enabling them to communicate silently and when partly 
  hidden. They prefer meat but eat everything edible, 
  including cadaver. The females are slightly smaller, 
  not as bright in colors, and not quite as poisonous. As 
  young they can be held as pets, but a mature Ra’khuni 
  will inevitable feel the call of the desert wild, and rebel 
  fiercely against any master. 
  GENERAL 
  CATEGORY: Undead / Magical
  TERRAIN: Deep woods 
  FOOD: None
  AGGRESSION: Varies
  SIZE: 8’ 8” (264 cm) at the head
  NUMBERS: 1 
  CHARACTERISTICS 
  STRENGTH: 20-25
  AGILITY: 5-10
  ENDURANCE: 20-25 
  INTELLIGENCE: 15-18
  MENTAL RESILIENCE: 3-25 (varies)
  CHARM: 1-3
  (If stats of humans range from 3 to 18)
  SPEED: Run x 1,5
  (Multiple is times human speed)
  MAGIC POWER: 50-60
  (Ranges from 0-100)
  HIT POINTS: 40-50
  (If a human commoner has about 11 hit points)
  PROTECTION 
  AVERAGE: 3
  HEAD: 6
  CHEST: 4
  BACK: 6
  FRONT LEGS: 6
  BACK LEGS: 6
  (If Full Plate Armor is 10)
  The Lammathen can only be wounded by silver or 
  magical weapons. With silver its legs can be broken, and 
  the head can be crushed or severed, but only the spirit 
  core of its chest is prone to actual wounding, and termi-
  nation. 
  ATTACKS/DAMAGE 
  2 CLAWS: 1-4
  2 HOOVES: 2-7
  1 BITE: 2-6
  (If a Long Sword causes 1-8 points of damage)
  The Lammathen tends to avoid physical combat, and 
  uses primarily spells and special abilities to fight its 
  opponents. 
  L a m m a t h e n
  
  Lammathen
  
  22
  POWERS/EFFECT 
  CONTROL WOODLAND CREATURES: Though 
  undead the Lammathen retain their ability to control 
  the nearby woods at will. This power includes summon-
  ing and mastering all non-intelligent creatures in the 
  vicinity, including everything from flesh-eating plants, 
  to insects and greater beasts like bears and reptiles. The 
  Lammathen do this instantly and without effort. Every 
  living thing with the ability to move, within four square 
  miles (10,5 square kilometers), is affected and follows 
  the will of the Lammathen with no consideration for 
  self preservation. This doesn’t include the pets of player 
  characters, or creatures temporarily visiting the area. 
  Druids, rangers and other classes related to religion and 
  nature can be given a chance of turning hostile crea-
  tures. 
  CREATE DARKNESS: This spell-like ability is also 
  managed at will and generates a dense, black, and eerie 
  mist that also covers four square miles. All rules applica-
  ble to blindness should be used here. The mist goes from 
  light to fully blinding in one minute and stays as long as 
  the Lammathen desires or lives. Spells creating winds 
  and similar effects may be used to lessen the impact of 
  the darkness. 
  DESCRIPTION 
  Initially blessed and wondrous creatures of the deep 
  woods, much like the Unicorns, the Lammathen are 
  now a twisted version of their former selves. It is said 
  that once, a long time ago, a great power managed to 
  win their trust and lured them out of the woods to aid 
  in what seemed a noble cause. Betrayed and vulnerable 
  outside their natural habitat all the Lammathen were 
  horribly slain. 
  Being magical in nature the creatures never really died. 
  One year after their doomsday all the Lammathen arose 
  from the dead, and made their way back into the core 
  of the woods in great confusion. To this day the minds 
  of the Lammathen are trapped in their dark fate. They 
  live on but with no real purpose. Befuddled and sad-
  dened they keep mostly to themselves. Schizophrenic 
  and frightened they are fickle and erratic. Some days 
  they remember their nature, and do what they can to 
  keep the forest alive, and free from dark powers. While 
  other days they charge all that come in their way and 
  unleash mighty spells of darkness, learned from their 
  time among the dead. Vengeful without an enemy to 
  absorb their aggression, the Lammathen are thrown at 
  times into a state of agony, pain and great fury. 
  Exactly what kind of spells the Lammathen knows, and 
  remembers, on any certain day is up to the Game Master. 
  It is suggested that they are a combination of druid-like 
  healing and elemental spells, and death-related spells of 
  destruction and summoning. Whatever the choice they 
  should preferably reflect the two-sided temperament 
  and tale of the Lammathen. 
  The Lammathen are drawn to, and intimately connected 
  to the very center of the forest where it lives. A forest with 
  a Lammathen at its spiritual heart is basically reflecting 
  the creature’s mood. As centuries pass, the woods turn 
  ever more into the likeness of its Lammathen guest, and 
  such forests turn hazardous and chaotic, especially near 
  the Lammathen lair. This is usually close to a dark pond 
  where the creature can mirror itself to be reminded of 
  the truth of its story. 
  The creatures don’t eat. They seek nothing but peace 
  of mind, and true death. They find no likeness in other 
  undead, and avoid mingling in the affairs of others. They 
  might interfere with interests entering their woods, but 
  what cause of action they’d take is very uncertain. The 
  only way to destroy a Lammathen is to stick a powerful 
  weapon of silver or magic into its glowing chest. As long 
  as that spark of unnatural life still remains, the Lamma-
  then will find no rest. Even if destroyed, it is uncertain 
  if the Lammathen stays among the dead for very long. 
  
  23
  GENERAL 
  CATEGORY: Two-legged mammal
  TERRAIN: Any 
  FOOD: Omnivore
  AGGRESSION: Controlled
  SIZE: 4-5 feet (120-150 cm) tall 
  NUMBERS: 1-20 
  CHARACTERISTICS 
  STRENGTH: 3-13
  AGILITY: 6-24
  ENDURANCE: 3-20 
  INTELLIGENCE: 6-18
  MENTAL RESILIENCE: 6-18 
  CHARM: 3-18
  (If stats of humans range from 3 to 18)
  SPEED: Run x 1, Swim x 0,5
  (Multiple is times human speed)
  MAGIC POWER: 5-10
  (Ranges from 0-100)
  HIT POINTS: 3-13 
  (If a human commoner has about 11 hit points)
  PROTECTION 
  AVERAGE: 2
  HEAD: 3
  BODY: 2
  (If Full Plate Armor is 10)
  The Jarma-Loh have a thick fur and hard skin for natural 
  protection. In addition to which they can wear armor of 
  any kind, but usually stay away from the heavier sorts. 
  They typically prefer swiftness and agility to a cumber-
  some defense. 
  ATTACKS/DAMAGE 
  1 ANTLER GORE: 1-4
  2 FISTS: 1-3
  2 KICKS: 1-4
  1 BITE: 1-4
  (If a Long Sword causes 1-8 points of damage)
  The Jarma-Loh have several natural weapons but will 
  use these only when no actual weapons are available, or 
  when an armed attack is uncalled for, like in a common 
  street brawl. In non-lethal situations they avoid goring 
  and biting their opponents. The Jarma-Loh are civilized 
  creatures that normally try to blend in with the civiliza-
  tion at hand. 
  POWERS/EFFECT 
  SCENT OUT MINERALS: The ability to actually smell 
  out minerals from a distance is unique to the Jarma-
  Loh. It can determine the location, type, quality, and 
  amount from about 200 yards. The creatures are often 
  hired by mining-companies and many Jarma-Lohs start 
  mining operations themselves. 
  UNDERSTAND LANGUAGES: Though normal learn-
  ers when it comes to language, the Jarma-Loh have an 
  eerie power of understanding what’s being said, even 
  though they do not speak the language in question. If 
  a test roll of intelligence is successful 10-50% of what’s 
  being said will be understood by the creature. If the roll 
  is really good, the full meaning of what’s said will be 
  comprehended. This ability may only be used once a 
  day per conversation or speaker. 
  LEARN MINOR MAGIC: Jarma-Loh can learn simple 
  magic, no matter what their choice of profession. This is 
  an innate understanding of “survival magic”, like start-
  ing fires, opening locks, ventriloquism, eavesdropping, 
  and producing minor illusions. Exactly what kind of 
  spells should be regarded as minor is up to the Game 
  Master, but shooting fireballs, and summoning elemen-
  tals are definitely out of the intended range. 
  DESCRIPTION 
  The Jarma-Loh have no culture or civilazation of their 
  own. If there was once such a thing as Jarma-Loh socie-
  ties they are now gone, and the race is scattered. Most 
  live by themselves, while others group together in fami-
  lies or small clans. 
  The creatures have a human level intelligence and a cor-
  responding emotional life. What differentiates them 
  from human beings is primarily that they are quite 
  happy by themselves, and don’t mind being scattered as 
  a race. Nor do they react nearly as strongly to mockery, 
  harassment or even persecution, which they are quite 
  used to. The Jarma-Loh are hardy survivors that never 
  misses an opportunity, and most of them do well in 
  life. Secondarily they differ from humans in their strong 
  desire for treasure and riches. Few Jarma-Loh prioritize 
  J a r m a - L o h
  
  Jarma-Loh
  
  25
  GENERAL 
  CATEGORY: Amphibian (+Plant)
  TERRAIN: Deciduous forests, jungles, marshes, and 
  stale waters 
  FOOD: Carnivore
  AGGRESSION: Normal to high
  SIZE: 4 feet (120 cm) tall, without the weed 
  NUMBERS: 1-40 
  CHARACTERISTICS 
  STRENGTH: 2-9 
  AGILITY: 12-24 
  ENDURANCE: 4-24 
  INTELLIGENCE: 2 
  MENTAL RESILIENCE: 1-3 
  CHARM: 0 
  (If stats of humans range from 3 to 18) 
  SPEED: Run x 1, Swim x 3 
  (Multiple is times human speed)
  MAGIC POWER: 0
  (Ranges from 0-100)
  HIT POINTS: 3-10 
  (If a human commoner has about 11 hit points)
  PROTECTION 
  AVERAGE: 2
  HEAD: 3
  CHEST: 2
  BACK: 3
  FRONT LEGS: 2
  BACK LEGS: 2
  (If Full Plate Armor is 10)
  The Trollfrog has a slippery, elastic skin that gives it 
  some protection. The areas covered (usually back and 
  head) by the weed are tougher. The weed parasite can’t 
  be killed in itself, since it is part of the genetic code of 
  the host creature. If carved off it will grow back again. 
  any other goal in life than wealth. Gems especially draw 
  their attention, and with their ability to sniff out every 
  kind of mineral, they usually find them. This obsession 
  with treasure draws many Jarma-Loh into thievery, 
  and excellent thieves they do make. Their short stature 
  and agile bodies are perfect when sneaking through 
  the darkness of night. Most Jarma-Loh also have a 
  natural nose for business and are quick at picking up 
  social codes and etiquette. There have been more than a 
  couple Jarma-Loh serving as royal advisors and agents.
  Perhaps it is the lack of a culture of their own that make 
  the Jarma-Loh so keen on achievement and wealth. 
  Whatever the cause, few beings are so well equipped 
  for personal gain as the Jarma-Loh. The strange look of 
  these creatures is and have been a burden for them – 
  another cause for the way of the rouge – but unless they 
  are banished as a race from a country, they tend to stay, 
  survive, and accomplish what they aim for.
  The Jarma-Loh live to be about 50 years old. They don’t 
  respond very well to liquor (tend to turn aggressive), 
  and heavier drugs are not common among them. The 
  females carry their young for three months only, but few 
  Jarma-Loh prioritize large families. Their understand-
  ing of music is weak, and eating the meat raw instead 
  of cooked is no big difference to them. This doesn’t stop 
  them from distinguishing a good musical performance 
  from a bad one, and they are not ignorant when pre-
  sented with a fine meal. It is just that the Jarma-Loh 
  prefer fine clothing, jewellery, luxurious tapestries, 
  and over-adorned furniture. They would rather eat raw 
  potatoes with silver cutlery than having a fine steak on 
  a pewter plate. They love and would gladly join in on 
  any kind of adventure, just as long as there is a promise 
  of wealth at the end of it. They simply cannot get rich 
  enough. 
  These creatures are mostly found in cities and larger 
  townships, where opportunities are many, and wealth 
  more common. If successful the Jarma-Loh might with-
  draw to a countryside castle when older, since their 
  social life is mainly a means to their personal wealth. 
  However, just like human beings, all Jarma-Loh are 
  different, and some differ more than others from the 
  norm. If a player chooses to play a Jarma-Loh character, 
  it may of course stray from typical race behavior, if that 
  is desirable. A normal Jarma-Loh will be rather fearless 
  of most situations, except when its valuables are at risk.
  M e l l i o n  T r o l l f r o g
      
  
  Mellion Trollfrog
  
  27
  ATTACKS/DAMAGE 
  1 BITE: 1-6
  2 SLAPS: 1-3
  (If a Long Sword causes 1-8 points of damage)
  The only potent natural weapon of the Trollfrog is its 
  jaws. The Trollfrog tends to rely heavily on electrical 
  powers when attacked by larger and armed creatures. 
  POWERS/EFFECT 
  ELECTRIC CHARGE: The Trollfrog can send out elec-
  trical charges at will. These do 4-12 points of damage 
  to all within three feet (90 cm) of the creature. When 
  injured a Trollfrog lets go of such a charge automatically 
  as a means of defense. A fully charged frog can manage 
  9 such charges before it needs refilling in the form of 
  lightning, or other strong electrical sources. 
  LIGHTNING BOLT: When desirable the Trollfrog can 
  discharge electricity in the form of a bolt. The bolt 
  travels up to 20 yards (18 meters) and does 8-24 points 
  of damage. One bolt drains the same amount of power 
  as three normal charges. 
  DESCRIPTION 
  In some of the still and murky waters of the world, a 
  weed grows that is like no other. Dark and leathery it 
  can live for eons, lying in wait for a suitable life-form on 
  which to sponge upon. When that happens it ensnares 
  it, and smothers it. In a very short time it probes and 
  finds an entryway into the body. Once inside it starts to 
  change the host in a remarkable fashion. Through bio-
  chemical substances it takes control, and the host crea-
  ture is resurrected. Every cell goes through transforma-
  tion, and within a few hours a new life-form is born. 
  This genetic combination works much like the ensnared 
  creature, but is now governed and kept alive by the sea-
  weed. Strengthened by a host the weeds attract the light-
  ning of thunder. They can store electrical power, deliver 
  electrical charges, and shoot minor bolts of lightning. 
  Through electricity the host is kept animated and 
  strong, even when the brain and organs are weakened 
  by the parasite. The weed doesn’t kill its host, but makes 
  sure it eats for two, so that the weed can grow and that 
  the creature can mate.
  This parasitic transformation affects DNA, and the off-
  spring of the victim is born with a weed parasite inside of 
  it. The weed attacks a number of different creatures, but has 
  been most successful with what was once the Mellion Frog, 
  now called Trollfrog. The original species is extinct and only 
  the Trollfrog remain. Once a year the Trollfrogs shed parts 
  of the parasites in a suitable watery area, so that the para-
  site can spread. The weed favors sponging upon land-living 
  creatures, which enables it to multiply over wider areas. It 
  does attack humans, but unless dazed, drowning, or oth-
  erwise weakened, fully grown humans have little prob-
  lems disentangling themselves before the weed manages to 
  smother them. Luckily, human beings rarely swim in the 
  murky waters preferred by the seaweed. 
  The Mellion Trollfrog can be found mainly in leafy forested 
  areas and big marshlands, but may roam over greater areas 
  to find new waters for their leathery masters. They become 
  ecstatic and join in great numbers in storms of lightning and 
  thunder. Their intelligence is like that of a smart dog, and 
  they move about semi-erect on land, leaping now and then 
  to avoid obstacles, and when attacking prey. They eat mainly 
  smaller creatures, like hares, squirrels, badgers, snakes, etc. 
  But when in greater numbers the can attack elks, bears and 
  other larger creatures. In some cases Trollfrogs have been 
  known to catch victims alive, only to sink them down into 
  the waters where the dark seaweed grows. They give off a 
  deep bellowing sound when agitated, and they have a con-
  stantly crazed look upon their faces, as if in great pain or in 
  a violent madness. 
  In the winter the Mellion Trollfrogs rest upon the bottom 
  of lakes and deep marshes. They enter a hibernating state, 
  and remain in it until springtime. They lay eggs in the 
  early summer, but unlike normal sized frogs, the eggs of 
  a Trollfrog are only five-fifteen in number. The tadpoles, 
  which are about four inches (10 cm) at birth, can already 
  unleash discouraging electrical charges, and are thereby safe 
  from most predators. Unluckily, some dark guilds of man 
  have discovered that eating only small pieces of the flesh of 
  such a tadpole (before they reach full frog state) makes the 
  consumer vulnerable to the weed infection. Thus infected 
  the consumer normally dies, but in some cases the cells are 
  transformed correctly, and the weed starts to grow out of 
  the victim’s flesh. A being transformed in such a manner 
  looses all will and is “zombified” by the weed parasite. In 
  this case the full transformation takes about three weeks. If 
  there are cures or not is up to the Game Master.
  The slimy skin and electrical properties of the Trollfrogs 
  make them extremely hard to catch, and attacking them 
  with weapons of steel can send strong electrical charges up 
  the arm of the attacker. A Trollfrog can live for 200 years. 
  They reach adulthood in 10 years, and male and female 
  differ little from each other. The colors of their skin tend to 
  darken in the autumn, and reach their most vivid at mid-
  summer. Trollfrogs are constantly hungry, and very active 
  as long as the temperature stays above freezing. The crea-
  tures can hold their breath for up to twenty minutes.
  
  Rhonx Aibia
  
  29
  GENERAL 
  CATEGORY: Demon (Ice) 
  TERRAIN: Frozen Abyss 
  FOOD: Carnivore
  AGGRESSION: Extreme
  SIZE: 12 feet (365 cm) tall, when hulking 
  NUMBERS: 1 (to numerous) 
  CHARACTERISTICS 
  STRENGTH: 50-60 
  AGILITY: 20-30 
  ENDURANCE: 20-30 
  INTELLIGENCE: 6-10 
  MENTAL RESILIENCE: 6-10 
  CHARM: 0 
  (If stats of humans range from 3 to 18) 
  SPEED: Run x 4, Swim x 3 
  (Multiple is times human speed)
  MAGIC POWER: 0
  (Ranges from 0-100)
  HIT POINTS: 40-60 
  (If a human commoner has about 11 hit points)
  PROTECTION 
  AVERAGE: 8
  HEAD: 10
  CHEST: 8
  BACK: 12
  CLAWS: 9
  FRONT ARMS: 9
  BACK “VENTING” ARMS: 4
  UPPER LEGS: 9
  LOWER LEGS: 4
  (If Full Plate Armor is 10)
  The unnatural and fierce inner cold of the Aibia demon 
  spreads out through its hard body. Any non-magical 
  weapon touching this immense cold face a 50% chance of 
  instantly shattering. All others (including most magical 
  weapons) will inflict 3-6 points of cold damage to the 
  wielder. Gauntlets (not metal ones) and thick gloves can 
  reduce the damage. The material of the weapon handle 
  can also influence this. Note that wounding the Rhonx 
  Aibia with cutting or piercing weapons may result in a 
  burst of liquid ice (its blood). Such a burst may hit home 
  and is to be treated like a vent shower (see ‘Attacks’). 
  Magical fires cause half of the usual damage to the 
  demon. 
  ATTACKS/DAMAGE 
  1 BITE: 2-6 (+ 10-20 of ice damage) 
  2 CLAWS: 2-12 (+ 5-10 of ice damage)
  2 POURING VENT SHOWERS: 20-30 of ice damage 
  2 CLAWED KICKS: 4-14 
  (If a Long Sword causes 1-8 points of damage)
  The Rhonx Aibia is a killing machine. The liquid cold of 
  its interior is death to ordinary life-forms. Before attack-
  ing it “dips” its scissor-like claws in liquid ice from the 
  vents, and wielding these it destroys most in its way. 
  When necessary it emits liquid ice in arc-like showers 
  from the vents, effectively freezing, and killing most that 
  it makes contact with. It can bite with some liquid burst-
  ing through its mouth, and the hind legs of this demon 
  make a horse’s kick look frail. The showers spread out 
  10-30 feet (3-9 m) in a 180 degree arc before the demon. 
  A tough Agility-roll must be passed in order to avoid it. 
  POWERS/EFFECT 
  MARK OF ICE: When threatened the Aibia makes use 
  of a trap to protect itself and its territory. By letting go 
  of a part of its inner cold (its life energy) it can leave a 
  mark of never melting liquid ice. This matter (usually 
  applied as a round pool) will make the air and the sur-
  rounding ground cold and freezing. Stepping in such a 
  mark will shatter the leg of the unlucky one, as well as 
  causing 20-30 points of damage. Passing swiftly above 
  it (up to three meters above) will cause 1-10 points of 
  damage. Magical protections against cold can decrease 
  the damage. The demon does its best to hide the mark, 
  and place it where its enemies must pass. The place of a 
  mark will remain in effect forever. Only the most pow-
  erful of magical fires can undo them. The surrounding 
  area up to 1 mile (1,6 kilometers) away will turn notice-
  ably colder for as long as the mark remains. The demon 
  can produce 5 marks in a day. When making a mark it 
  will loose its power to vent liquid cold as showers for an 
  hour. 
  KISS OF THE FROZEN ABYSS: When desirable, ene-
  mies not instantly dying when trapped in the claws of 
  the Aibia, may be temporarily spared and turned into 
  allies. One of the vents is then applied to cover the vic-
  tim’s face and inject a great amount of liquid ice into 
  brain and body. This quick “freeze-down” will make 
  R h o n x  A i b i a
  
  30
  the chosen body subject to the warped ice and turned 
  instantly into a thrall of its frozen rule. The demon and 
  the victim are made into one, and the fury of the Abyss 
  will reign in them both alike. This transformation will 
  last only for ten to twenty minutes. The victim then 
  dies. For this to succeed the subject must be held for 
  two rounds. Use your game’s rules for holding/grap-
  pling etc. 
  AURA OF COLD: The Rhonx Aibia carries a constant 
  aura of cold around it. All within 20 yards (18 meters) 
  suffers 2 points of cold damage every round, unless pro-
  tected properly by magic. Heat will not help against the 
  aura. This is not a normal cold but something beyond 
  it, rebellious and untied from the natural counterbal-
  ance of fire and ice. The only way of extinguishing this 
  cold is to kill the demon. Preferably through crushing 
  its bones, or through magical damage – bleeding it is far 
  too dangerous. 
  DESCRIPTION 
  It is said that the lesser deities looked with horror upon 
  the Abyss when it was first created. To end the horror 
  some of them ventured there, into the pits where chaos 
  was lord supreme. There the minor gods gathered their 
  powers and laid a binding cold upon the deeper levels. 
  Frozen into a state of petrification, the life-forms of the 
  Abyss went into slumber, but chaos soon stirred again. 
  The underworld of ice was shattered and the bondage 
  destroyed. Still these parts of the Abyss remain in a cold 
  warped by evil. The cold did not lessen, but was turned 
  colder still, into an unnatural state where the ice liq-
  uefied, not into water, but into actual floating ice. This 
  perverted and evil cold – a creation of malevolence 
  untold – was a triumph of chaos. When the demons 
  awoke they had a new kind of energy. 
  No longer did spending energy cause heat, but cold in 
  the form of liquid ice. When eating, cold was gener-
  ated inside the demons. Not a regular cold that would 
  have their hearts stop, but a new and distorted cold that 
  brought vigor to demonic flesh. Everything was turned 
  upside down. The abysmal cold was now part of the 
  demons, and in time it became their very essence. There 
  is now little difference between the living cold and the 
  demons themselves. The life-forms in these parts of the 
  Abyss were changed forever, and their realms made 
  colder than any other part of the universe. 
  When a demon from this underworld is summoned 
  or escapes, it brings the warped Abyss inside of it. No 
  longer the mere absence of warmth and energy, but a 
  power in its own right, it cannot be destroyed by natural 
  heat or fire. Inside of it is a sun of liquid cold, strength-
  ened further by consumption of any life or edible matter. 
  The surplus cold thus generated, isn’t let out into the air, 
  but concentrated and vented through special outlets in 
  the body. The entire creature is colder than any other 
  thing alive, but it moves with the power and agility of 
  a predator unleashed, leaving the mark of utter cold in 
  its path.
  The Rhonx Aibia is such a demon, and one of the lesser 
  powers from the Abyssian Ice. Still a formidable power 
  it will slay most other creatures without effort. The 
  authority of its cold is so vast it will move unhindered 
  through armies, unless they’re strengthened by magical 
  power. It doesn’t think much, except for short-term 
  scheming on how to gain more energy. It moves and 
  eats, that is about it. Like other beasts it will brand its 
  territory with marks of ice, and usually sees no reason 
  to limit it. It will roam, slaughter and consume all living 
  things until blocked or killed by greater powers. When 
  venting liquid ice in the natural world, the demonic 
  fluid soon freezes, to be melted slowly away if the tem-
  perature is high. But inside the Aibia it remains con-
  stantly liquid and glows with cold energy. The dark 
  creature can choose to let go of parts of it icy soul, and 
  does so when its territory is threatened. (See ‘Powers’ – 
  Mark of Ice). 
  The Rhonx Aibia are immortal unless slain. They obey 
  no command if not severely wounded and helpless, 
  or if bound by strong magic. In their home world of 
  the icy Abyss they are numerous and pushed around 
  by Greater Demons, but in the world of men they are 
  a fierce and terrible power. They move over land and 
  through water and fire unhindered. They cannot fly, but 
  leap over two story buildings with ease. 
  
  31
  GENERAL 
  CATEGORY: Possibly unearthly 
  TERRAIN: Misty plains and waterways 
  FOOD: Carnivore
  AGGRESSION: Controlled 
  SIZE: 15 feet (460 cm) tall
  NUMBERS: 2 (or 30-100) 
  CHARACTERISTICS 
  STRENGTH: 28-30
  AGILITY: 8-10
  ENDURANCE: 20-25 
  INTELLIGENCE: 7-9 
  MENTAL RESILIENCE: 20-25 
  CHARM: 5-7 
  (If stats of humans range from 3 to 18) 
  SPEED: Run x 3 
  (Multiple is times human speed)
  MAGIC POWER: 0
  (Ranges from 0-100)
  HIT POINTS: 30-35 
  (If a human commoner has about 11 hit points)
  PROTECTION 
  AVERAGE: 3
  HEAD: 4
  MEMBRANES: 1
  CHEST: 2
  BACK: 6
  LEGS: 4
  TENTACLES: 2
  (If Full Plate Armor is 10)
  The Elor Than are only well protected on the back and 
  sides of the main body. Even a frail strike toward the 
  membranes are said to anger them, and may turn them 
  hostile. 
  ATTACKS/DAMAGE 
  4 KICKS: 6-12 
  4 TENTACLE BURNS: 4-10 (+ acidic damage)
  (If a Long Sword causes 1-8 points of damage)
  The jellyfish-like ends, or “flowers” of the Elor Than ten-
  tacles are dexterous and lethal constructions. Once an 
  animal is caught by the many smaller arms, the center 
  fungus emits an acidic substance that breaks down and 
  softens the flesh of the prey. Small creatures are digested 
  directly by the red fungi, while others are delivered to 
  and sucked up through the creature’s elongated tongue. 
  Any remaining hard parts are swallowed whole. A sting 
  by these flowers results in great pain, and continues to 
  do 1-4 points of acidic damage for an additional 4-8 
  rounds. If necessary the Elor Than can use all four tenta-
  cles to bring down larger beasts and patiently work their 
  flesh into a digestible ooze. 
  POWERS/EFFECT 
  (See description) 
  DESCRIPTION 
  Rare and strange, the Elor Than can be seen walking 
  slowly across fields covered by morning mist. Their legs 
  move soundlessly while their tentacles scour through 
  the soggy grass. In such a way they gather the frogs, the 
  fat worms, the slugs, and all other life-forms drawn out 
  by the damp. Sometimes seen striding through a course 
  of water, they trap the fish with their deadly flowers, and 
  then stop to unhurriedly consume them. Many have 
  tried to pursue and track these creatures, but all return 
  with the same story; They were there before us, and 
  then they were suddenly gone. The Elor Than are said to 
  travel – to journey through planes unknown. It is said 
  that they leave for places where no man has ever been. 
  Who knows? What is certain is that they usually appear 
  in pairs. But there are some reports of “forests” of great 
  legs suddenly moving through the fog. 
  Standing more than twice the height of a man these 
  giants are gentle, and avoid contact with most intelligent 
  beings. They have been worshipped as deities by druidic 
  orders, perhaps due to their breathtaking presence. 
  When attacked the Elor Than usually run off and soon 
  vanishes from all sense perception. However, should 
  they stay and fight, they make a deadly opponent. 
  These creatures are normally found far away from set-
  tlements and civilization. They are smart and commune 
  with eerie series of sounds – reminiscent of the hooting 
  song of pigeons. Some scholars have spent their entire 
  lives hunting and studying them, most in the hope of 
  revealing and understanding their rumored plane-
  traveling abilities. The big membranes on the head, back 
  and joints of the Elor Than are extremely sensitive to 
  E l o r  T h a n
  
  Elor Than
  
  33
  sound, and pick up frequencies beyond the capacity of 
  any normal ear. In fact they hear through several worlds 
  at once, and can sometimes pick up the noises of the 
  future, as well as the lingering waveforms of the past. 
  No human has of yet managed to communicate with the 
  strange Elor Than. That is a quest still to be completed. 
  No young or small Elor Than have ever been spotted. 
  But ancient tomes speak of “the giants among giants” – 
  huge creatures towering far above the others, and “great 
  hungry flowers” descending from the sky. 
  GENERAL 
  CATEGORY: Two-legged amphibian mammal 
  TERRAIN: Jungles, damp forests, and swamps 
  FOOD: Omnivore 
  AGGRESSION: Controlled (short-tempered) 
  SIZE: About 5’ 6” (167 cm) tall
  NUMBERS: 1-100 
  CHARACTERISTICS 
  STRENGTH: 5-15 
  AGILITY: 5-20 
  ENDURANCE: 3-18 
  INTELLIGENCE: 3-15 
  MENTAL RESILIENCE: 3-18 
  CHARM: 2-8 
  (If stats of humans range from 3 to 18) 
  SPEED: Run x 0,8, Swim x 1,3, Climb x 1 
  (Multiple is times human speed)
  MAGIC POWER: 3-16
  (Ranges from 0-100)
  HIT POINTS: 3-16 
  (If a human commoner has about 11 hit points)
  PROTECTION 
  AVERAGE: 2
  HEAD: 2
  TORSO: 1
  ARMS: 2 
  LEGS: 2 
  (If Full Plate Armor is 10) 
  The skin of the Ferrenai is hardier and more resilient 
  than human skin. It is not as easily charred by fire, 
  affected by cold, or other physical phenomena. Fer-
  renai are immune to skin diseases and other skin dis-
  orders. The creatures prefer natural armor like leather 
  and scales, but outside-clan individuals have been seen 
  wearing metal 
  ATTACKS/DAMAGE 
  2 FISTS: 1-3 
  2 CLAWED KICKS: 1-6 
  (If a Long Sword causes 1-8 points of damage)
  POWERS/EFFECT 
  READ MEMORY OF WATER CREATURES: The Fer-
  renai can telepathically tune in, and to some extent, 
  listen to the memories of fish and other creatures living 
  in water. They have a 50 percent chance of gathering the 
  memory reflections of any water-living creature. The 
  ability is very unreliable and the information is rarely 
  coherent. It is suggested that a dice roll is used to see 
  how usable and extensive the memory information may 
  be. The same water creature can only be targeted once a 
  day for this sort of inquiry. 
  DESCRIPTION 
  In the dampest places, where no other beings will settle, 
  the Ferrenai tribes live and thrive. They have specialized 
  in aquaculture, the farming of water plants and fish, and 
  are also expert hunters.
  The Ferrenai are intelligent beings, but emotionally and 
  socially quite different from the typical human. They 
  never greet each other through words or gestures, but 
  seem to take other tribe members for granted. This 
  wordless acceptance of their fellow beings prevents 
  many conflicts in the Ferrenai tribal life. To them it is 
  natural that opinions differ and they never really bother 
  with changing the minds of others, until matters of life 
  an death emerge. The hierarchy of the Ferrenai tribal 
  system solves most disagreements very swiftly, and if 
  F e r r e n a i       
  
  Ferrenai
  
  35
  not, a ritualized fight to the death is undertaken. This 
  trait makes the Ferrenai rather vulnerable when thrown 
  into a human society. When regularly questioned (dis-
  honored) or blatantly disrespected, it is in Ferrenai 
  nature (culture) to resort to lethal force. Though great 
  hunters, and skilled warriors, the Ferrenai are not a 
  violence-loving people, and therefore avoid other civi-
  lizations and beings, unless driven by some uncom-
  mon motif. Some individuals have made an effort, and 
  learned the hard way, to interact smoothly with non-
  Ferrenai societies, but the number of creatures outside 
  the tribes are very small.
  The Ferrenai culture is normally based around a sha-
  manistic pantheism, and the ritualistic celebration of 
  water, fish, and amphibians in many forms. The position 
  of Tribe Leader and Head Shaman is always held by the 
  same individual, and it is the level of mastery in sha-
  manism that primarily is considered when new leaders 
  are chosen. Ferrenai do not read and write, and resort 
  purely to oral traditions for knowledge. This works well 
  in simple tribal communities, but has obvious weak-
  nesses when a wider scale of knowledge is desired. Many 
  of the Ferrenai outside of the tribes are in fact seekers of 
  wisdom and clearly curious about the ways of others. 
  The Ferrenai language is hard to learn and the clicking 
  and gurgling sounds are strenuous and tough to imitate 
  for most other beings. It is said however, that there is 
  much to learn about the water, and of shaman secrets, 
  for those willing to integrate and manage to be accepted 
  by Ferrenai societies.
  Unused to the many nuances of human interaction, the 
  Ferrenai have a hard time understanding what’s com-
  municated beyond the words. This is compensated by an 
  intuitive judgement about the character of people and 
  beings they encounter. It is commonly considered that it 
  is the antennae, or the bulges at the back of the Ferrenai 
  head, that somehow make them able to know the heart 
  of people. Even if they can’t follow a complex dialog 
  very well, they have an instant, and far better notion 
  than others, about who to put their trust in, and what to 
  be expected from any person. This gift can be used quite 
  well to tackle most beings, without having to resort to 
  the subtleties of social masquerade. Ferrenai normally 
  always say what they mean, and tend to stand up to their 
  opinions. If not corrected by a higher member of their 
  tribal order, they will defend their stand with their lives 
  if necessary. Ferrenai are able to lie if they need to, but 
  only do so in extreme and rare situations.
  The Ferrenai are mammals with many amphibian attri-
  butes. They give birth to fully developed children, but 
  these stay encased in a tight and soft, water-filled, and 
  semi-translucent “egg” for the first two days. In that 
  period they shed most of the fish-like scales acquired 
  in the womb, and then eat their way out of it. Ferre-
  nai breath through lungs but can stay under water for 
  twenty minutes without much effort. Their skin is not 
  affected or softened by it, and their vision is kept sharp 
  while submerged, due to a thick lens that automatically 
  covers the eyes. They live for 60-70 years.
  
  Gohrgin
  
  37
  GENERAL 
  CATEGORY: Reptile 
  TERRAIN: Dungeons and caves 
  FOOD: Carnivore 
  AGGRESSION: High
  SIZE: 9 feet (270 cm) long 
  NUMBERS: 1-7 
  CHARACTERISTICS 
  STRENGTH: 25-32
  AGILITY: 14-18 
  ENDURANCE: 20-30 
  INTELLIGENCE: 2-6 
  MENTAL RESILIENCE: 17-18 
  CHARM: 0 
  (If stats of humans range from 3 to 18) 
  SPEED: Run x 2, Swim x 1,5 
  (Multiple is times human speed)
  MAGIC POWER: 0 
  (Ranges from 0-100)
  HIT POINTS: 26-30 
  (If a human commoner has about 11 hit points)
  PROTECTION 
  AVERAGE: 6 
  HEAD: 7 
  BACK: 7 
  LEGS: 4
  CHEST: 3 
  TAIL: 5 
  (If Full Plate Armor is 10) 
  The Gohrgin has a very thick and hardy hide that is 
  enforced in places by bony plates and ridges. The top 
  of its head is especially hard, and the creature has been 
  seen ramming victims, and pinning them to the walls 
  before biting or shredding them to pieces. 
  ATTACKS/DAMAGE 
  1 BITE: 2-6 
  2 DOUBLE CLAWS: 2-6 
  1 TAIL: 2-8 
  1 SKULL RAM: 1-6 (+ optional speed damage) 
  (4-8 TENTACLES): 1-4, see ‘Powers’ 
  (If a Long Sword causes 1-8 points of damage)
  The Gohrgin is a very fast creature, and makes use of 
  its great speed to attack prey. It normally overcomes 
  victims from behind and tears them down much like a 
  great lion would. When facing unusual foes the Gohrgin 
  may approach more carefully at first, and try to observe 
  enemy behavior. Attacks coming at it from behind are 
  met by its great club of a tail. Though not long enough to 
  reach in front of it, the Gohrgin often displays and raises 
  its powerful tail in a threatening manner. 
  POWERS/EFFECT 
  SEVER OWN HEAD: The hard shell-like shape on 
  top of the Gohrgin’s head is tough for a reason. Inside 
  this armor is not only the creature’s brain, but also its 
  heart. This strange location has its explanation in the 
  creature’s ability to loosen its own head from the body. 
  When the main body is severly wounded, and loss of 
  blood threatens to kill the creature, the Gohrgin can 
  willfully detach its head from the body. The hard, and 
  normally limp tentacles hanging from the sides of the 
  head is then brought to animation, and functions as 
  legs for the now much smaller life-form. The vessels of 
  blood in the neck are automatically sealed tight and the 
  remaining blood begins to support the brain and other 
  head functions. The creature then normally steals off 
  and tries to make its way into smaller tunnels, where 
  enemies cannot follow. There it continues to exist, and 
  more tentacles eventually grow out of the skull to make 
  for a new and spidery revelation. Rarely however, the 
  Gohrgin may continue attacking in this new form with 
  bites and sharp tentacles. In any way it continues the 
  remainder of its days as something of a large insect, 
  rather than the powerful predator it once was. 
  SHRIEK OF THE UNDEAD: The Gohrgin has an eerie 
  connection to the undead and to ghosts especially. When 
  threatened it may invoke a shrill call to summon nearby 
  spirits and undead to its aid. It cannot raise or wake the 
  dead, but only command those that happen to be within 
  1 mile (1,6 kilometers) of it. Any undead hearing the 
  shriek of a Gohrgin must answer. Any loyalty or binding 
  to other powers are immediatly abandoned, and undead 
  so summoned will do their utmost to defend the calling 
  Gohrgin for as long as the threat remains. Vampires and 
  other powerful undead are also subject to the shriek, but 
  usually slay the Gohrgin once the effect is over, so as 
  to avoid future disturbances. The origins of this power 
  are not clear, but could possibly be explained by the 
  rumored background of the creature (See ‘Description’). 
  G o h r g i n
  
  38
  DESCRIPTION 
  In the tunnels of the earth live the Gohrgins. There they 
  hunt and feed upon all living things, brave or ignorant 
  enough to enter their labyrinthine world. They speed 
  through the subterranean pathways in search for food, 
  and few things escape their hunger. Often in small packs, 
  but also on their own, the Gohrgins rarely stop hunting. 
  Their appearance and cruel strength is the stuff of goblin 
  nightmares. With perfect night vision and relentless 
  perseverance they are a terror of the underworld. 
  The dark stare and strange powers of these beasts have 
  given rise to numerous stories, but one of the most vivid 
  speaks of an orc warlock creating these creatures. The 
  warlock is told to have been a two-headed freak, with 
  horrible and morbid powers. Through hideous rituals 
  he is said to have successfully mixed his blood with a 
  great reptile that lived in the mountains – rituals that 
  included the surgical removal of one of his own heads, 
  to be magically attached to the body of the reptile. The 
  warlock’s arcane knowledge of necromancy is by this 
  story the cause of the Gohrgin’s unearthly shriek (see 
  ‘Powers’) 
   
  Those fortunate enough to have survived an encounter 
  with the Gohrgin, say the stare of the monster never 
  leaves them. Though beastial in all behavior, the creature 
  radiates an aura of dark intelligence, and the eyes have a 
  magnetic power that some find hard to tear themselves 
  from (optional saving throw vs Mental Resilience). 
  The Gohrgin live all of its life under ground. It draws 
  away from daylight, if exposed to it, and its otherwise 
  perfect vision is temporarily disabled. However, crea-
  tures in need of new hunting grounds move over land at 
  night, and searches about for fresh dungeons in which to 
  settle. The female – a creature twice the size of the more 
  abundant males, never leaves a “conquered” cavern. She 
  will remain and multiply until there is no traces of food 
  left, and then die in her lair. Young Gohrgins grow up 
  rapidly, but only one out of twenty is a female.
  This creature is rarely found near human settlements, 
  but are drawn at times to catacombs and other subter-
  ranean burial grounds. It seems to have an attraction 
  to the dead and the spirit world. Though the Gohrgin 
  normally consumes all of its prey, it tends to leave found 
  carcasses untouched, even when plenty of flesh remain 
  on them.
  The Gohrgin live to be about 50 years old, and except 
  for the mysterious link with the undead it has no other 
  interest than food and reproduction. 
  
  39
  GENERAL 
  CATEGORY: Unknown 
  TERRAIN: Forests and hollows 
  FOOD: Omnivore
  AGGRESSION: None 
  SIZE: 6-7 feet (180-210 cm) tall 
  NUMBERS: 1-2 
  CHARACTERISTICS 
  STRENGTH: 15-18 
  AGILITY: 4-7 
  ENDURANCE: 5-13 
  INTELLIGENCE: 14-17 
  MENTAL RESILIENCE: 14-17 
  CHARM: 0 
  (If stats of humans range from 3 to 18) 
  SPEED: Run (Crawl) x 0,5
  (Multiple is times human speed)
  MAGIC POWER: 15-20 
  (Ranges from 0-100)
  HIT POINTS: 15-25 
  (If a human commoner has about 11 hit points)
  PROTECTION 
  AVERAGE: 3 
  HEAD: 2 
  UPRIGHT BODY: 3
  SLUG BODY: 2 
  ARMS: 3 
  (If Full Plate Armor is 10) 
  The slug-like part of a Nemunn’s body is like thick 
  rubber with fur on top, but the inner tissue of it is 
  soft and sensitive. The upright portion of the creature 
  can be compared to truly hard leather, and in places 
  to tough, solid wood. All inner organs (except for the 
  brain) are located in the slug-like part of the body, so 
  the front portion is more or less like a living tree, with 
  only a single central vessel of blood running through it. 
  This part can be chopped and damaged, disabling the 
  Nemunn, but apart from hits to the brain, and to the 
  very core, injuries here do not cause loss of hit points or 
  pain to the creature. 
  ATTACKS/DAMAGE 
  2 CLAWS/FISTS: 2-6 
  (If a Long Sword causes 1-8 points of damage)
  The Nemunn is a gentle creature, which rarely engages 
  in any kind of fighting. The predators of the forests leave 
  them alone due to the poisonous smell of their mollusca 
  flesh, and otherwise inedible body. When hostile forces 
  move into their areas the Nemunn usually moves away 
  or makes use of skillful camouflage. 
  POWERS/EFFECT 
  REGENERATE AND EXTEND ARMS: In part the 
  Nemunn is a plant, and the creature have inherited the 
  plant’s power to grow. When it wishes to it can extend 
  the length of its arms up to 10 yards (9 meters) in a 
  matter of minutes. This quick growth can’t be retracted 
  or undone, so the creature lives with the extended limbs 
  for the rest of its life. Therefore the Nemunn only makes 
  use of this ability in truly important situations. Some of 
  them willfully have very long arms cut off, since new 
  hands will grow back on the stumps. This however takes 
  about a year, and is also preferably avoided. Growth can 
  only be applied to the arms of the creature. Due to this 
  power the length of the arms of Nemmuns might vary 
  significantly. 
  CAMOUFLAGE: The Nemunn can shift the colors of 
  its hair (which is actually moss) and snail-like body 
  very swiftly, but the power is limited to the natural and 
  common colors of the woods. The face and arms cannot 
  be re-colored, but the creature can remain absolutely 
  still in most positions for up to a week, without flinch-
  ing. 
  DESCRIPTION 
  Tales say that the Nemunns are born from the trees. 
  It may in fact look like it, but the egg of the creature 
  (produced without mating) is placed within a hole of a 
  tree. From there it goes into a larva state and eats away 
  the interior of the tree host. Green hair-like moss then 
  sprouts out of the larva to penetrate the shell of the tree. 
  For some time then the larva is nourished directly by the 
  leaves and the roots of its tree nanny. This dependence 
  lasts for up to twenty years and during that time the cells 
  of the Nemunn larva inherit tree-like qualities, before 
  transforming the larva into a fully grown Nemunn. The 
  mature creature then breaks out its tree shell and starts 
  its life in the forest. 
  N e m u n n
  
  Nemunn
  
  41
  GENERAL 
  CATEGORY: Crustacean 
  TERRAIN: Salt water coasts 
  FOOD: Carnivore 
  AGGRESSION: Normal to high
  SIZE: 7-8 feet, (210-240 cm) tall 
  NUMBERS: 1-10 
  CHARACTERISTICS 
  STRENGTH: 24-32 
  AGILITY: 6-10 
  ENDURANCE: 17-20 
  INTELLIGENCE: 2-5 
  MENTAL RESILIENCE: 2-8 
  CHARM: 0 
  (If stats of humans range from 3 to 18) 
  SPEED: Run x 1, Swim x 1, Climb x 1
  (Multiple is times human speed)
  MAGIC POWER: 0 
  (Ranges from 0-100)
  HIT POINTS: 22-32 
  (If a human commoner has about 11 hit points)
  PROTECTION 
  AVERAGE: 9 
  HEAD: 6 
  CHEST: 10
  BACK: 12 
  ARMS: 7 
  LEGS: 7 
  “TAIL”: 11 
  (If Full Plate Armor is 10) 
  The main body of the Calmorock is held together by 
  a hard exoskeleton that makes it very hard to kill. The 
  many limbs are bony and very tough, but lack the outer 
  protection of the torso and back. The weakest point is 
  the head, which the creature holds high to keep it away 
  from danger. 
   
  The Nemunns prefer the outdoors, but take shelter 
  and sleep in hollows and tunnels just beneath the root 
  ceiling of the forest. There they usually have a collec-
  tion of various herbs, plants, roots, and flowers, and a 
  space of some kind where they grind, mix, and create 
  wondrous ointments of healing and power. The crea-
  tures are master botanists and have deep and unparal-
  leled knowledge of plants. It uses its various mixtures 
  for rituals of spiritual communion with the forest, but 
  also for healing and helping creatures and other inhabit-
  ants of their leafy homelands. They may also know some 
  wordless druidic spells. 
  The Nemunn doesn’t speak but understand the lan-
  guages it has overheard or encountered during its long 
  life. It can also communicate with unconscious creatures 
  and beings by sticking strands of its moss hair into the 
  creature’s flesh. This way it may get some idea of how to 
  awaken the unconscious one from slumber, but it can 
  not receive actual words or advanced messages.
  Preferably on their own, or occasionally in pairs, these 
  genderless creatures live their lives peacefully and avoid 
  the worries of the greater world. At times however their 
  compassionate nature may lure them away from their 
  homes and security. Especially if trees, or creatures of 
  the forest are in danger, the Nemunns may take action 
  outside their zone of comfort.
  The Nemunns make use of simple tools, but never 
  blades or weapons. To gather the herbs and ingredi-
  ents they desire from the woods, they use their flexible 
  claws. These can be turned around 180 degrees and the 
  Nemunns control them with great dexterity. Otherwise 
  the creatures are slow and though they can haul them-
  selves and crawl over challenging terrain, they prefer 
  to remain where the ground is fairly flat and where the 
  forest isn’t too dense. 
  These creatures live to be about 300 years old. They feed 
  on worms, frogs, insects, and the eggs of birds. They 
  also receive some energy from the sun through the moss 
  on their backs and heads. When no energy is available 
  they can become absolutely still and survive for up ten 
  months without eating or drinking. 
  C a l m o r o c k
  
  Calmorock
  
  43
  ATTACKS/DAMAGE 
  2 CLAWS: 2-6 
  2 SUCTION CUP SLAPS: 2-4 (+ sucking damage) 
  1 BITE: 1-4 (Normally not used in fighting) 
  (If a Long Sword causes 1-8 points of damage)
  The Calmorock uses its front and hind legs to skillfully 
  seek out food hidden in sand and crevices. In combat 
  it may position itself on the hind legs and use the front 
  ones for powerful slaps. When a suction cup hits unpro-
  tected skin it will inflict an extra 2-4 points of damage, 
  while ripping the skin and flesh off the bone. The cups 
  will attach to plate armor like ticks to hide, and drag 
  opponents off their feet (Agility saving throw). Unless 
  the creature willfully lets go there is no other way of 
  seperating the cups from a smooth surface than cutting 
  them off. When badly injured the Calmorock will seek 
  the sanctuary of the ocean. 
  DESCRIPTION 
  The Calmorock is a wandering creature. It has no lair 
  or area of choice, but follows the coastline ever onward 
  in search for food. It prefers the rich and easy spoils of 
  the sea, like wounded seals or stranded whales, but will 
  eat anything it can get hold of. All kinds of flesh, alive 
  or dead, fresh or rotten, is consumed with great fervor.
  Though not very quick or agile the Calmorock can move 
  over basically any terrain. Its strong fingers and suction 
  cupped front legs enable it to haul itself up most sur-
  faces. With great patience it slowly empties all nooks 
  and hollows from life, seemingly unmoved by changes 
  in climate or weather. Houses situated near the sea is 
  treated no differently than any coastline cave, and the 
  life-forms within will be caught and devoured if pos-
  sible.
  When in water the creature walks on the bottom, but can 
  swim, if a bit awkwardly. They use the water mainly as a 
  means of shelter and as a place for reproduction. If the 
  short coastline of smaller islands turn out to hold little 
  food the creature moves on by clever means to more 
  promising shores. By attaching itself to larger beasts of 
  the sea, or to the underside of great ships, it picks up a 
  swift ride to new and richer “pastures”.
  While the Calmorock tend to move about in families of 
  3-10 creatures, they have no trouble surviving on their 
  own. In frozen and lifeless regions they turn on each 
  other to survive, and typically the young are killed first. 
  The creatures are often detected from a distance by their 
  smell, which can be recognized from miles away, and is 
  reminiscent of fish and seaweed left to decompose in the 
  sun, but with a sour strength that no Calmorock-free 
  shore can offer. They live for about twenty years, have a 
  dark bluish blood, and those who know how to get rid 
  of the smell can use parts of their exoskeleton as rather 
  light-weight and efficient armor.
  
  Dhondoros
  
  45
  GENERAL 
  CATEGORY: Ethereal Power 
  TERRAIN: Any (The Ethereal Plane of Existence) 
  FOOD: Ethereal (spirits and souls)
  AGGRESSION: Controlled 
  SIZE: 8-9 feet (240-270 cm) tall 
  NUMBERS: 1-5 
  CHARACTERISTICS 
  STRENGTH: 23-25 
  AGILITY: 14-18 
  ENDURANCE: 18-25 
  INTELLIGENCE: 18-25 
  MENTAL RESILIENCE: 18-25 
  CHARM: 11-12 
  (If stats of humans range from 3 to 18) 
  SPEED: Run x 2,5, Fly (eagle x 5)
  (Multiple is times human speed)
  MAGIC POWER: 30-100 
  (Ranges from 0-100)
  HIT POINTS: 40-60 
  (If a human commoner has about 11 hit points)
  PROTECTION 
  AVERAGE: 4 
  HEAD: 4 
  BODY: 4 
  LEGS: 3 
  ETHEREAL TONGUE: 0 
  (If Full Plate Armor is 10) 
  The material body of the Dhondoros is covered with 
  thick hide and feathers, giving it sufficient protection 
  when in physical form. 
   
  ATTACKS/DAMAGE 
  2 CLAWS: 2-8 
  1 BEAK: 2-6 
  (If a Long Sword causes 1-8 points of damage)
  The Dhondoros never attacks with its bodily weapons, 
  but may occasionally defend itself with these physical 
  means. 
  POWERS/EFFECT 
  ETHEREAL COMMAND: The Dhondoros has the 
  power to speak words of command through the ethe-
  real dimension. On the material plane this voice is 
  loud, deep, and bellowing. Here it contains no words, 
  but on the ethereal level it reaches into the souls/spirits 
  of all within the range of sound. It commands obedi-
  ence. Unless a tough Mental resilience roll is passed, 
  all beings and beast must follow. These commands are 
  never complex, but stay in the line of ‘listen’, ‘halt’, ‘turn 
  back’, ‘go home’, ‘yield’ etc. This power may be used three 
  times a day. 
  ETHEREAL WALL: Once a day the Dhondoros can 
  conjure forth an ethereal wall, stopping all ethereal 
  bodies (and thus the corresponding material one) The 
  wall is a slight shimmer of bluish white that might be 
  missed on a bright day, but to all spirits and souls it is 
  impenetrable. It lasts for 15-20 hours and cannot be 
  undone. The wall can be 30 feet (10 meters) high, 18 
  miles (30 kilometers) wide, and a single foot in breadth. 
  It reaches through all matter and cannot be scaled on 
  the physical plane. 
  ETHEREAL HUNGER: To remain materialized the 
  Dhondoros must eat. It feeds on nothing but the souls 
  and spirits of beings and creatures. Once every ten 
  minutes a new human-sized soul, or an equal volume, 
  must be consumed. This is done by throwing out a swift 
  ethereal tube into the body of the prey. The ethereal 
  “tongue” can be seen on the material plane, but can only 
  be damaged by magical weapons. It is extremely fast and 
  hard to see (especially in daylight). The whole process 
  of eating takes a single round. Agility and speed can be 
  used as defense, but armors are of no use. (Some spells 
  and magical armors may offer protection.) The tube, 
  which issues from the beak of the Dhondoros, may 
  extend up to 165 feet (50 meters). 
  DESCRIPTION 
  Every now and then in the history of every world, minor 
  gods interfere with the business of mortal beings and 
  beasts. Still subjects to desire, some higher powers 
  cannot help themselves from disturbing the ordinary 
  fate of things. 
  The Dhondoros are said to be messengers of such 
  powers. They have been witnessed to appear suddenly 
  in the midst of great battles, and in the center of throne 
  rooms and courts. There they have wreaked their ter-
  D h o n d o r o s
  
  46
  rible powers, shortly and efficiently, only to disappear 
  again once it is done. Occasionally they have material-
  ized before single individuals, to turn their minds about, 
  or to deliver powerful information. These occasions are 
  rare and very little is known about the creatures. 
  The Dhondoros normally inhabit The Ethereal Plane of 
  Existence. What they do in this, their natural abode, is 
  unknown to the scholars here. If they are captured and 
  brought into service, or willfully in aid of higher powers, 
  is unclear. But always they seem to speak for someone 
  else. At will they can create a material body, but move 
  on ethereal wings even in earthly form. They are tall, 
  majestic, and their presence is foreboding. 
  Apart from their ethereal powers the Dhondoros may 
  know and use any amount of spells and languages. Rare 
  stories speak of them as helpful and guiding, but most 
  portray them as a dark and mysterious powers, feeding 
  on random spirits to please their hunger and purpose. 
  At times they descend upon the world from above, 
  and at other occasions they simply appear; always with 
  unearthly might and command. 
  Except for the transparant and bluish aspect, the ethereal 
  bodies of the Dhondoros are similar to, but more grace-
  ful than, their material ones. They are rare also in the 
  ethereal realms, but may be spotted in greater numbers 
  once encountered. Sacred texts say they were once steeds 
  to the Powers of Old, who rode them in the times before 
  the making of Earth and Water. Now, though set free, 
  they still obey their former masters – those who made 
  them, and those who treated them well and honorably. 
  The Dhondoros are immortal unless slain. 
  GENERAL
  CATEGORY: Reptile 
  TERRAIN: Any water, and land close to water 
  FOOD: Carnivore 
  AGGRESSION: Normal to high
  SIZE: 30 feet (10 m) long  Manlike part: 7 feet  
  (210 cm) tall 
  NUMBERS: 1-4 
  CHARACTERISTICS
  STRENGTH: 17-23 
  AGILITY: 13-16 
  ENDURANCE: 14-18 
  INTELLIGENCE: 2-5 
  MENTAL RESILIENCE: 5-8 
  CHARM: 1-(?) 
  (If stats of humans range from 3 to 18) 
  SPEED: Swim x 4, Crawl x 1,5, Run x 0,5 
  (Multiple is times human speed)
  MAGIC POWER: 0 
  (Ranges from 0-100)
  HIT POINTS: 25-35 
  (If a human commoner has about 11 hit points)
  PROTECTION
  AVERAGE: 3 
  HEAD: 4 
  BODY: 3
  UPPER ARMS: 3 
  LOWER ARMS: 4 
  LEGS: 3 
  TAIL(S): 3 
  (If Full Plate Armor is 10) 
  The skin of the Nen’guan is smooth and slippery, but 
  still rather thick. The arms and face are harder and scaly. 
  ATTACKS/DAMAGE
  1 TUSK BITE: 2-4 
  2 CLAWS: 1-6 
  2 SABER CLAWS: 1-8 
  2 TAIL LASHES: 1-8 
  2 STINGING ANTENNAE: 1 (+nerve poison, see 
  ‘Powers’) 
  (If a Long Sword causes 1-8 points of damage)
  The Nen’guan has a large variety of natural weapons, 
  but uses mainly its double pair of arms when fighting 
  human-sized foes, and similar prey. If it can safely get 
  close with its head it also attacks with the mouth and 
   N e n’ G u a n 
  
  Nen’Guan
  
  48
  its poisonous stinging antennae (See ‘Powers’). The split 
  tail of the creature is mainly used for swimming, hyp-
  notizing, and to ward off pursuers in the case of retreat. 
  POWERS/EFFECT
  HYPNOSIS: The Nen’guan can combine its intense 
  stare with wave-like movements of its many body parts 
  to hypnotize a victim. This takes one round. If a saving 
  throw vs Mental Resilience fails the being thus hyp-
  notized suffers a 50% penalty to all throws while the 
  Nen’guan stays close. 
  POISONOUS STING: Upon the Nen’guan head are 
  two antennae with purple, leaf-like ends. These inflict a 
  paralyzing sting that can be lethal. If a saving throw vs 
  poison (or Endurance) fails the victim is instantly and 
  fully paralyzed for 5-50 minutes. If the saving throw 
  failure is complete (5% risk) the victim is paralyzed at 
  once, and death follows within two minutes. 
  DESCRIPTION
  The Nen’guan is a long and powerful reptilian creature, 
  whose front-most part has humanoid protrusions. It can 
  drag its long body while stumbling upon the man-like 
  legs, but usually moves like a legless sea serpent, lifting 
  the humanoid part up into the air when necessary. In 
  water it swims swiftly, with little use of its limbs.
  While most of its day is spent idle upon the bottom, 
  stunning and eating small prey close at hand, it sub-
  merges at dusk to hunt for larger meals. The Nen’guan 
  is fiercely aggressive while on land, and seeks to kill 
  and consume any kind of large beasts or beings. Stories 
  say that the creature was once an ordinary snake of the 
  water, that one day ate the egg of a demon queen. Thus, 
  according to folk-lore, the serpent eats the fish of the 
  lake, while the demonic progeny takes over by nightfall, 
  to slay and to still its unnatural hunger. 
  The Nen’guans live alone or in small families. The female 
  and the young are not as powerful, but look similar to 
  the male. While the young have greenish skin the adults 
  turn brown or black, except for the brighter and more 
  vivid head and upper limbs. The scales on Nen’guan 
  arms can shimmer like gold. Treasure hunters have been 
  known to vanish while walking along the shores of great 
  lakes, attracted to the glimmering of discarded scales. 
  These can be used for jewelry and usually fetch a good 
  price. Some warn that the creatures tear off these scales 
  willingly, to leave them dazzling on the shoreline as bait. 
  In the winter of cold regions the Nen’guans turns pale. 
  They take on a life-less look and their eyes become dark 
  like the deep of night. Though they remain submerged 
  most of the snowy season, they occasionally push 
  through the ice to feed. At such seasons the hypnotizing 
  power is gone, but the dreadful zombie-like look of the 
  beast can be equally unsettling. Single Nen’guans have 
  been spotted far away from any lake, moving ghoul-
  ishly through the woods, or even in the streets of snowy 
  towns. These occasions, of seemingly lost and aimless 
  behavior, are a mystery even to the foremost of sages.
  Some claim to have heard the Nen’guan speak, or 
  whisper, but there are no recollections of actual words. 
  The post-traumatic nightmares of surviving hypno-
  tized beings seem to be very disturbing. Many of them 
  describe the creature in terms suiting a much more 
  intelligent and charming beast. Though the majority of 
  witnesses tell of a monstrous creature, these insist on 
  mysterious qualities. Poetic terms like ‘sensual’, ‘divine 
  dancing’ and ‘starlight fury’ have been recorded more 
  than once. 
  The Nen’guan lives to be about 60 years old, and have 
  no known aims but feeding and reproduction. It breaths 
  through gills in water, and on land through lunges situ-
  ated between the lower set of arms. It smells like the 
  sediments of muddy lakes, and is fairly silent but for low 
  hissing sounds when excited.
  
  49
  GENERAL
  CATEGORY: Demonic reptile 
  TERRAIN: Mountains (Any) 
  FOOD: Carnivore 
  AGGRESSION: High
  SIZE: 7 feet (210 cm) long, without snakes 
  NUMBERS: 1 
  CHARACTERISTICS
  STRENGTH: 18-22 
  AGILITY: 15-17 
  ENDURANCE: 15-22 
  INTELLIGENCE: 1-3 
  MENTAL RESILIENCE: 0-2 (snakes: 18) 
  CHARM: 0 
  (If stats of humans range from 3 to 18) 
  SPEED: Run x 2, Swim x 1 
  (Multiple is times human speed)
  MAGIC POWER: 0 
  (Ranges from 0-100)
  HIT POINTS: 18-25 
  (If a human commoner has about 11 hit points)
  PROTECTION
  AVERAGE: 5 
  HEAD: 5
  BACK: 7 
  BELLY: 3 
  LIMBS: 4 
  SNAKES: 3 
  (If Full Plate Armor is 10) 
  Ghondaar skin is like that of a big reptile - durable, with 
  leathery surfaces enforced in places by hard bone. 
  ATTACKS/DAMAGE
  1 BITE: 2-4 
  2 CLAWS: 1-6 
  2 HIND CLAWS: 1-8 
  2-6 SNAKE BITES: 1-2 (+ demonic pain, see ‘Powers’) 
  (If a Long Sword causes 1-8 points of damage)
  The Ghondaar typically attacks with all force, but never 
  with its hind and front claws simultaneously. 
  POWERS/EFFECT
  DEMONIC PAIN: When the Ghondaar snakes bite 
  down into flesh they infect it with demonic pain. The 
  memories of abysmal torment and suffering is infused 
  as physical reality into the victim’s nervous system. 
  There it spreads through the body and causes 1-4 points 
  of damage for 1-4 rounds after the attack. A successful 
  roll vs Mental Resilience is necessary. If failed the pain 
  will cause a 30% pentalty to all rolls for the duration of 
  the effect. 
  VENOMOUS TRAIL: The breath of the snakes is ven-
  omous and leaves a shimmering green trail of smoke 
  behind the Ghondaar. In tight places, like tunnels 
  or very dense woods, the smoke lingers for up to 20 
  minutes. Breathing in such areas is highly dangerous. A 
  saving throw vs poison (or Endurance) must be cleared, 
  to avoid dizziness, running eyes, and 1-2 points of phys-
  ical damage per round. 
  INNER DARKNESS: The demonic snakes can cause an 
  inner darkness to torment intelligent beings by simply 
  gazing at them. If a Mental Resilience roll fails the 
  victim will suffer from an overbearing mental darkness, 
  that brings a 20-80% penalty to all rolls. Horrid visions 
  might occur, and morale is generally weakened. 
  SPINAL POSSESSION: If any of the snakes manage to 
  bite down into the neck, or on any other place along the 
  spine, they have a fair chance of possessing the entire 
  vertebral column. The victim will feel as if a dark serpent 
  has come alive in the place of the backbone, and will act 
  accordingly. This may result in a crazed dance, rolling 
  around screaming on the ground, or plain out madness. 
  To avoid such humiliating actions a hard Mental Resil-
  ience roll must be passed. The possession lasts for 2-10 
  rounds. If the Ghondaar snakes survive, the victim may 
  suffer reoccurring episodes of possession randomly for 
  several years. An exorcism might be in order. If no spir-
  itual treatment is undertaken within a year, there is a 
  chance of 1-4 actual snakes growing out from the loca-
  tion of the bite. 
  DESCRIPTION
  The Ghondaar is a pitiful and terrible creature. Pos-
  sessed from birth by a number of snake demons, that 
  grows out from the back end of its spine, the Ghondaar 
  is eternally tormented. Forced to kill for, and to feed 
  the demons, the creature roams through the world in 
  a constant search for fresh meat. The snakes bite and 
   G h o n d a a r 
  
  Ghondaar
  
  51
  plague the Ghondaar into obedience – lashing it on in 
  its hellish hunt. 
  The fully grown Ghondaar has completely surren-
  dered, and thus become one with its masters. As the 
  snakes fight each other for a piece of the next meal, the 
  Ghondaar opens its mouth to let the strongest one in. 
  There, inside its tainted belly, a process of serpentine 
  magic transforms the swallowed meat into dark energy, 
  which keeps the demons alive and powerful. 
  Over the ages the Ghondaar has developed a thorny 
  shield, and a double nasal spike to protect itself from the 
  hungry serpents. This however, offers little protection in 
  the long run, but serves mainly to keep the Ghondaar 
  alive. The fangs of the snakes are short but their power 
  unholy, and the pain they cause is pure and persistent.
  “I want a pet”, said the son of the Devil High Lord, and 
  the Dark Power bestowed upon him the Ghondaar of the 
  mountains – a fierce and appropriate gift to please his 
  son. As the creature escaped and fled heedlessly through 
  the corridors of Hell, the son of the High Lord sent out 
  his other pets to retrieve it. As the Snake found it, it bit 
  deep into its short tail and cursed it with eternal posses-
  sion. Wild and furious, the Ghondaar escaped again, and 
  found its way out of the lower realms. Alas, a creature 
  transformed, it would carry Hell with it – for all times, 
  and for every generation to come.
  The Ghondaar still prefers mountainous areas, but will 
  go anywhere to please the hunger of its masters. Sleeping 
  hidden, in caverns or in dark places, the beast will regain 
  its strength, but the demons never rest. All Ghondaars 
  travel alone. The snakes do not stand the demons of 
  another Ghondaar. Mating takes place quickly, and 
  sometimes results in the death of one of the Ghondaars.
  When a youthful Ghondaar is freed of its demonic 
  masters (through decapitation of the snakes, for 
  example) it immediately stops fighting and runs off 
  in a random direction. At times such Ghondaars have 
  returned to their “saviors” after some time, to stay with 
  them, and to gratefully serve them for the remainder 
  of their days. The mature Ghondaar will simply go into 
  hiding and die slowly from lack of will and starvation. 
  Unless killed by its demonic tails, the Ghondaar can 
  become 300 years old. With age the snakes grow longer, 
  and may end up three times as long as their host. They 
  keep aloft through dark magic, and move around in air 
  as if it was water. They also kill and hunt what they reach, 
  and can live on for weeks even if the main Ghondaar is 
  killed. However, to keep strong and retain their wicked 
  powers, they rely on the meat; processed and altered in 
  the perverted Ghondaar belly. 
  From birth, two to six snakes infest the spine of the 
  creature
  
  Nomancuan
  
  53
  GENERAL
  CATEGORY: Unknown 
  TERRAIN: Mountains and highlands 
  FOOD: Herbivore 
  AGGRESSION: Low 
  SIZE: 5 feet (150 cm) tall, without the fungi. 
  NUMBERS: 1 
  CHARACTERISTICS
  STRENGTH: 7-11
  AGILITY: 3-6 
  ENDURANCE: 4-8 
  INTELLIGENCE: 1-3 
  MENTAL RESILIENCE: 11-13 
  CHARM: 1-2 
  (If stats of humans range from 3 to 18) 
  SPEED: Run x 0,2 
  (Multiple is times human speed)
  MAGIC POWER: 0 
  (Ranges from 0-100)
  HIT POINTS: 6-13 
  (If a human commoner has about 11 hit points)
  PROTECTION
  AVERAGE: 3 
  HEAD: 2 
  BACK: 6 
  BELLY: 2 
  LEGS: 3 
  FUNGI: 0 
  EGG: 0 
  (If Full Plate Armor is 10) 
  The Nomancuan’s only natural armor is a bony shield 
  covering its back. Being physically vulnerable, it relies 
  on other means of protection (See ‘Powers’). 
  ATTACKS/DAMAGE
  1 BITE: 1-2 
  2 CLAWS: 1-4 
  (If a Long Sword causes 1-8 points of damage)
  The Nomancuan is a slow and peaceful creature. Since 
  it usually can’t outrun an enemy it will defend itself if 
  attacked. Though equipped with formidable claws the 
  creature is not quick enough to produce any serious 
  damage. Its attacks are rather easily avoided. 
  POWERS/EFFECT
  SPORE SHOWER: The fungi-like tentacles, normally 
  clasped tight around the great egg, quickly rise up into 
  the air when the creature is threatened. Once positioned 
  they release a shower of almost invisible spores over 
  and around the Nomancuan. This ghastly spray has a 
  vile odor that in itself is enough to scare off most preda-
  tors. If intent on a close encounter, the curiosity of any 
  breathing beast or being will soon end, as the spores 
  enter their lungs and blood-systems. Once inside the 
  body they take chemical control of the brain and render 
  the victim silent, still, and devoid of will and memory 
  (no saving throw allowed). Holding one’s breath will 
  help, but if any naked body part makes contact with the 
  spores, they will enter the blood through the skin. The 
  effect of the Nomancuan spore lasts for fourteen days, 
  and unless a Mental Resilience saving throw is com-
  pleted, the victim will a suffer partial, but substantial 
  and permanent loss of memory. 
  DESCRIPTION
  The life of the Nomancuan can be described simply as; 
  finding grass, grabbing grass (with its dexterous min-
  iature nasal trunks), cutting grass (with its front claw 
  cutters), moving grass to its mouth, chewing grass, and 
  swallowing grass. There is however a wider and more 
  mysterious context to consider. During the 100 year 
  lifespan of the Nomencuan it produces a single, living, 
  magical power in the form of a great egg. This egg does 
  not reproduce the species but is something in its own 
  right. It detaches from the creature only at the Nomen-
  cuan’s death. If removed earlier it never matures into 
  power, and disintegrates within a matter of weeks. 
  To touch the Great Egg of the Nomancuan is a blessing 
  for life. Luck will follow such persons for all their days, 
  and diseases will no longer catch hold. The entire area in 
  which such an egg is laid will be fortunate and prosper-
  ous for as long as the egg remains. Poor soil will turn 
  green, deserts will flower, and animals will be drawn to 
  such places. One hundred miles (160 kilometers) in all 
  directions will be affected by the positive powers of the 
  egg. 
  Nomancuans are extremely rare. For as long as the 
  powers of the egg has been known, people have tried to 
   N o m a n c u a n 
  
  54
  tame it, or to capture it alive. All attempts have failed. 
  The Noamcuan refuses to eat in captivity, and if it 
  encounters a fence it cannot round or cut through, it 
  will stop dead in its tracks and wait until starvation kills 
  it, or the fence is removed. It needs the grass and wind 
  of a variety of areas to keep the egg growing. 
  Naturally, Nomancuans are often followed and guarded 
  from a distance. Rulers and other powers tend to have a 
  great interest in the destiny of the eggs. Wars have been 
  fought around these creatures, and a lot of blood have 
  been spilled to pay for the luck brought by possessing 
  the laid egg. Such a treasure must be well guarded, and 
  few things are as desirable. An egg will last for 300 years, 
  and the glow of its blessing remains as long as it stays 
  unharmed. 
  How the Nomancuans reproduce, or come into being, is 
  unknown. Some claim they are gifts from the gods, but 
  this is refuted by pointing to the greed and conflict they 
  tend to bring about. For some reason they seek higher 
  altitudes, to graze at the very edge of the grass line. They 
  move slowly, like sloths, preserving most of their energy 
  for growing the egg. When walking from one range of 
  mountains to another, they keep out of sight to the best 
  of their abilities. Despite their powerful spore protec-
  tion, some vanish in the mouths of fast and large preda-
  tors, but most beasts stay well clear of them. 
  On clear nights, the fungi caps let go of the great egg 
  and exposes it fully to the starlight. Its red glow can then 
  be spotted from afar. Touching the translucent shell of 
  the egg while it still remains with the Nomancuan, has 
  no effect. Surgical removal will kill the creature as well 
  as the egg. Nothing is known about the biology of the 
  egg itself. 
  GENERAL
  CATEGORY: Two-legged mammal 
  TERRAIN: Deserts and jungles 
  FOOD: Carnivore 
  AGGRESSION: Normal (short-tempered) 
  SIZE: 7 feet (210 cm) tall, without horns
  NUMBERS: Up to hundreds 
  CHARACTERISTICS
  STRENGTH: 4-18 
  AGILITY: 3-16 
  ENDURANCE: 3-22 
  INTELLIGENCE: 3-16 
  MENTAL RESILIENCE: 3-14 
  CHARM: 3-11 
  (If stats of humans range from 3 to 18) 
  SPEED: Run x 1,2 
  (Multiple is times human speed)
  MAGIC POWER: 0-25 
  (Ranges from 0-100)
  HIT POINTS: 5-20 
  (If a human commoner has about 11 hit points)
  PROTECTION
  AVERAGE: 2 
  HEAD: 2 
  BODY: 3 
  ARMS: 2
  LEGS: 2 
  (If Full Plate Armor is 10) 
  The skin of the Vornorion is thick and leathery, and 
  covered partly in fur. 
  ATTACKS/DAMAGE
  2 FISTS/CLAWS: 1-4 
  2 KICKS: 1-6 
  (If a Long Sword causes 1-8 points of damage)
  If unarmed the Vornorion will kick, claw and throw fists 
  in combat. 
  POWERS/EFFECT
  SILENT COMMUNICATION: The Vornornion com-
  municates through series of extremely rapid movements 
  with their trunks. These move so fast that no human is 
  able to follow the blur of swift Vornorion conversation. 
  Vo r n o r i o n
  
  Vornorion
  
  56
  Furthermore, the trunks are perforated in places by 
  numerous tiny holes, which make some moves produce 
  sound. The sounds are reminiscent of the howls of 
  wind, and add depth to the Vornorion language. These 
  also help the creatures communicate when they don’t 
  see each other, and are used when calling and taming 
  insects (see ‘Description’). 
  DESCRIPTION
  The Vornorion race makes its living in the warmest of 
  places. They like the desert as well as the jungle and can 
  go without water for ten days without problem. Some 
  move around, but most Vornorion settle down in clans, 
  ranging from a few families to a thousand strong.
  The favorite food of these creatures are insects, and 
  insects play a great role in Vornorion culture. Through 
  strange sounds (and perhaps magical knowledge) 
  the race has managed to command certain species of 
  insects. Among those are the giant scarab beetles, which 
  are used as steeds as well as in the building of Vorno-
  rion Mounds. These huge constructions of dung and 
  sand serve as houses, and when strengthened by rock, as 
  strongholds. A Mound can be up to 150 feet (45 meter) 
  high and keep several large families. 
  As a rite of initiation the young Vornorion are sent out 
  into the world to slay and bring home the delicacy of 
  a giant centipede. Giant insects in general are sought 
  after, and small bands of warriors are regularly dis-
  patched, to venture into foreign lands in the search of 
  such life-forms. By studying these species, some say, the 
  Vornorion can alter common insects and breed larger 
  ones in the pits of their great Mounds
  The Vornorion trade jewellery, food, clothing, and 
  various utilities, all manufactured by insect parts. They 
  bring back gold, perfumes, potions, slave children of 
  other races, and weapons of steel. 
  They make use of no written language, but symbols 
  are used to convey ritual meaning. They can however 
  learn how to read, and some individuals do to study the 
  knowledge of other races. The creatures can use magic 
  and many of their Elders are competent magicians. Little 
  is known about their beliefs and faiths, but the symbolic 
  representations of the Sun are common.
  Vornorion reproduce just like human beings and have 
  about as many children. They are organized and develop 
  rich cultures. The jungle clans tend to remove the trees 
  from large areas to make room for markets, games 
  and other social activities in the open. Instead of giant 
  scarabs, other, more colorful insects are used as steeds. 
  In some cases, flying ones. The jungle mounds include 
  leaves and clay. The creatures are not especially violent, 
  but are known for their short temper, and angry hag-
  gling. 
  
  57
  GENERAL
  CATEGORY: Reptile 
  TERRAIN: Volcanic mountains 
  FOOD: Carnivore 
  AGGRESSION: High 
  SIZE: 40-60 feet (12-18 meters) long 
  NUMBERS: 1 (to 100) 
  CHARACTERISTICS
  STRENGTH: 24-48 
  AGILITY: 8-12 
  ENDURANCE: 13-18 
  INTELLIGENCE: 2-7 
  MENTAL RESILIENCE: 2-8 
  CHARM: 0
  (If stats of humans range from 3 to 18) 
  SPEED: Run(Crawl) x 1, Swim x 2 
  (Multiple is times human speed)
  MAGIC POWER: 25-30 
  (Ranges from 0-100)
  HIT POINTS: 30-60 
  (If a human commoner has about 11 hit points)
  PROTECTION
  AVERAGE: 11 
  HEAD: 11 
  BODY: 12 
  UNDERSIDE: 8 
  ARMS: 11 
  (If Full Plate Armor is 10) 
  The natural black armor of the Negga is among the 
  strongest and most resilient in the world. It looks like 
  partially polished lava rock, and is tougher than steel but 
  not as rigid. It is unaffected by all natural and (weaker) 
  magical fires, and as light as the exoskeleton of a crus-
  tacean. Producing armor of this material is an art long 
  lost, but with the right kind of knowledge and skill, it 
  can be done. 
  ATTACKS/DAMAGE
  2 CLAWS: 2-6 
  1 BITE: 2-8 
  1 FIRE-WHIP: 3-18 
  (If a Long Sword causes 1-8 points of damage)
  The Negga Wyrm can produce and maneuvre a whip 
  of fire as an extension of its tongue, with the same ease 
  as a human throws a fist. This natural weapon can be 
  wielded for as long as the Negga lives. The whip can be 
  up to half the length of the creature’s body, and it may of 
  course set flammable objects on fire.
  POWERS/EFFECT
  FIREBORN: The Negga Wyrm is basically one with the 
  element of fire. Though flesh on the inside it manages by 
  some unknown supernatural means to stay submerged 
  in lava and fire for any amount of time. It can produce 
  and cast a wide variety of fire-related spells (Game Mas-
  ter’s choice), and is unaffected by all but the most potent 
  of magical fires. 
  MELT ROCK: By touch the Negga can heat up 950 
  cubic feet (27 cubic meters) of rock per round. The 
  rock swiftly turns to floating lava, and remains so until 
  it naturally returns to cold and hard stone. The feat 
  takes three rounds. At round two the heat is enough to 
  cause heat damage and melt boots. This is not the most 
  common way of fighting for the Wyrm, which uses this 
  ability only when it sees a need for it. The act of melting 
  rock drains energy from the creature, and can be done 
  no more than ten times per day. (This power can cause 
  great harm to large stone structures if applied to the 
  foundation of the construction.) 
  DESCRIPTION
  In those times and places where volcanoes and chasms 
  throw out fire and smoke unto the lands, one can some-
  times find great rocky ellipsoids scattered upon the 
  slopes and fields. In the wake of eruptions, as the earth 
  quiets, these eggs of lava rock remain standing, as if 
  spewed out with the fire from the deep bowels of the 
  earth.
  No one knows the depths where these eggs are pro-
  duced, but they have been witnessed as they hatch, and 
  when the great black Wyrms crawl out from inside of 
  them. Usually these return to the caves and hollows of 
  the mountainside, seeking the solace of the fiery pits, 
  but occasionally they start wreaking havoc right away.
  As the Negga move back into the earth they seek out 
  lava streams or pools and submerge themselves in them. 
  There they lie for centuries only to come out once in a 
  while for a meal of flesh. It is believed that they somehow 
  N e g g a  - Fi re Wy r m
  
  Negga - Fire Wyrm
  
  59
  GENERAL
  CATEGORY: Mammal 
  TERRAIN: Woods 
  FOOD: Carnivore 
  AGGRESSION: Normal 
  SIZE: 5 feet (150 cm) tall, at the head 
  NUMBERS: 1 to 5 
  CHARACTERISTICS
  STRENGTH: 12-16 
  AGILITY: 15-24 
  ENDURANCE: 15-22 
  INTELLIGENCE: 5-8 
  MENTAL RESILIENCE: 15-24 
  CHARM: 2-8
  (If stats of humans range from 3 to 18) 
  SPEED: Run x 2, Swim x 1, Climb x 2 
  (Multiple is times human speed)
  MAGIC POWER: 0 
  (Ranges from 0-100)
  HIT POINTS: 11-18 
  (If a human commoner has about 11 hit points)
  PROTECTION
  AVERAGE: 3 
  HEAD: 2 
  BODY: 3 
  LEGS: 2 
  TAIL: 3 
  (If Full Plate Armor is 10) 
  The skin of the Thelossian is thick and mostly covered 
  by very thick fur, which makes for a good natural armor, 
  in case wits and camouflage fails to protect it. 
  ATTACKS/DAMAGE
  2 CLAWS: 1-2 (1-3 as fists) 
  1 BITE: 1-4 
  (If a Long Sword causes 1-8 points of damage)
  The small claws on the hand-like paws of the Thelos-
  sian do little damage. Instead it tends to draw its fingers 
  together in a fist-like manner in physical situations. 
  POWERS/EFFECT
  CAMOUFLAGE: The Thelossian is a natural when it 
  comes to hiding and camouflage. Due to its powerful 
  maintain life by drawing energy from the heat of the 
  lava, and that they only rarely need to complement this 
  diet with the proteins of meat.
  It is further believed that the Wyrm is only a larva state 
  of some more advanced life-form, that might never have 
  been spotted. The theory is based upon the undeveloped 
  wings and the long worm-like body of this dragon-like 
  creature.
  In their rare hunt for flesh the Negga are intent and 
  relentless. They will crawl out from the deepest of places 
  and venture any distance over land until their hunger is 
  satiated. This happens once every decade or so.
  It is unusual to encounter more than a single Wyrm at 
  once, but if one is there as the volcanic eggs hatch, up 
  to one hundred beasts might be present at once. At the 
  sight of meat many of these newborn discover hunger 
  and postpone their search for heat and hiding.
  The magic of the Negga is natural, and they have no need 
  for words, scrolls, or other means to make use of their 
  power. They do not seem to care about their brethren, 
  and have no interest in the affairs of others save as food. 
  Their intelligence is greater than appearance reveal, 
  which can be noticed in behavior, but they display little 
  or no signs of communication.
  Water will not hinder these creatures, but will of course 
  make futile the use of fire-related spells and the whip of 
  the tongue
  Nothing indicates that the Negga are bound to the lava 
  for survival, if there is plenty of substitute energy (prey) 
  around. They have never been spotted mating, and 
  gender is impossible to make out. The teeth and fingers 
  of these creatures make excellent arrow- and spear-
  heads, but will not come loose easily. The beasts can live 
  forever it seems, and millennia are probably needed for 
  any eventual metamorphosis to set in.
  T h e l o s s i a n
  
  Thelossian
  
  61
  sense of sight it knows how to conceal itself from most 
  gazes. It can change the colors of its fur at will, and with 
  great speed. It can also enter into a state of cryptobio-
  sis, within a couple of rounds. In this case that means 
  instantly stopping its own heart and lowering the tem-
  perature of its blood to that of its surroundings. The 
  creature will be as dead, but with the capacity to revive 
  itself to life when it wants to. This also takes but a few 
  rounds. In the state of cryptobiosis the creature retains 
  a weak trace of awareness, just enough to sense and to 
  judge if the potential danger has passed. 
  MASTER OF SIGHT: The five pairs of eyes of the 
  Thelossian all have a unique way of registering the 
  world. Besides seeing normally (like humans) it picks 
  up heat radiation, electrical vibrations, spiritual auras, 
  and magical fields. Heat vision allows it to move about 
  in total darkness and make out all lifeforms from afar. 
  Electrical vision enables it discover creatures hidden 
  under leaves, buried in earth, or moving behind thin 
  walls. Spiritual vision displays the spiritual aura of all 
  living things to the Thelossian, which gives it a good 
  idea about the nature and disposition of any creature. 
  Finally, magical vision makes it capable of noticing and 
  reading all magical fields emanating from spells and 
  magic items. Thus it may know the kind and power of 
  magic it faces. 
  DESCRIPTION
  Usually Thelossians run about in the world rather fear-
  lessly. Only when they are starving, or willfully makes 
  a move toward danger, do they run the risk of being 
  killed. Their unusual gift of sight allows them to avoid 
  most enemies long before they are spotted, but like all 
  creatures, their level of attention may of course vary. 
  The Thelossians live alone or in small families, hunting 
  and eating creatures, like beetles, frogs, worms, birds 
  etc. They are very intelligent and can hunt in groups as 
  well as communicate with signs, sounds, and patterns of 
  color. They have no spoken language but may figure out 
  ways of making themselves understood when encoun-
  tering friendly creatures or beings. 
  Elves, and other benign woodland folks, have been 
  known to befriend the Thelossians for the sake of 
  mutual interest. They make perfect guards of course, 
  but will not enter into such service without good reason. 
  They are also eminent trackers and have been seen in 
  the company of elven scouts, druids, and experienced 
  woodland rangers. 
  As creatures of many eyes the Thelossians have devel-
  oped great wisdom and are attracted to natural harmony. 
  They care about the surrounding forests and the diver-
  sity of life within them. The creatures may attack small 
  bands of orcs and other disregardful forms of life, if they 
  display ignorant or destructive behavior toward their 
  home environment. 
  The Thelossians are very agile creatures. They swim 
  well, and even if they tend to make their living at ground 
  level, they enjoy climbing trees, and often do so when 
  hunting. They also like to relax and enjoy life while 
  lazily playing about with their more energetic young. 
  Normally they sound as deep-voiced monkeys, but are 
  not loud, and do not growl like big cats. Being intelligent 
  they can imitate many animal sounds and do so when it 
  suits their purposes. 
  Most Thelossians die before the age of 50. They keep to 
  the same partner throughout their lives and reproduce 
  only once. Their young tend to stay with the adults until 
  fully mature. When meat is scarce the creatures can eat 
  and survive for months on nutritious roots, nuts, berries, 
  and fruit. If there is no food at all Thelossians may go 
  into cryptobiosis and remain in such a state until food 
  comes along. At the brink of starvation the creatures 
  will attack and eat larger life-forms if necessary. 
  
  PanPanarih
  
  63
  GENERAL
  CATEGORY: Plant 
  TERRAIN: Damp places 
  FOOD: Carnivore 
  AGGRESSION: - 
  SIZE: 8 feet (240 cm) tall, without limbs 
  NUMBERS: 1 to 20 
  CHARACTERISTICS
  STRENGTH: 15-20 
  AGILITY: 3-8 
  ENDURANCE: 20-28 
  INTELLIGENCE: (1) 
  MENTAL RESILIENCE: - 
  CHARM: -
  (If stats of humans range from 3 to 18) 
  SPEED: Run x 0,01 
  (Multiple is times human speed)
  MAGIC POWER: 0 
  (Ranges from 0-100)
  HIT POINTS: 40-55 
  (If a human commoner has about 11 hit points)
  PROTECTION
  AVERAGE: 1 
  FRUIT: 0 
  TRUNK/BRANCHES: 1 
  TONGUES: 0
  ROOTS: 1 
  (If Full Plate Armor is 10) 
  Chopping at a PanPanarih is like chopping away at any 
  tree in the forest. It is commonly clad with a layer of 
  moss that gives no or little protection, but since it feels 
  no pain it will move about until it is cut to pieces, or 
  burned down. 
  ATTACKS/DAMAGE
  5-8 POINTY BRANCH STABS: 1-5 (+ burning tongue 
  damage, see ‘Powers’) 
  (If a Long Sword causes 1-8 points of damage)
  The PanPanarih thrusts with the spear-like ends of its 
  branches to kill prey. Smaller creatures are then drawn 
  into the core, through the hollow limbs, by the tongue 
  emerging from their centers. Insects and very small crea-
  tures are trapped directly by one of the tongues, which 
  are fast and very sticky. Larger life-forms are stabbed 
  repeatedly until they are still. The PanPanarih continues 
  to attack until the flesh is loose enough for the tongue 
  to tear it off. The burning saliva also helps disintegrating 
  muscles and other tissue. Losing consciousness near a 
  PanPanarih is to be avoided. 
  POWERS/EFFECT
  ENCHANTING FRAGRANCE: The PanPanarih is usu-
  ally without scent, but may release a strong fragrance 
  to attract nearby prey. The scent can only be produced 
  when the plant bears fruit, and that is usually when extra 
  food is needed. The aroma of these plants is like a heav-
  enly perfume and very hard to resist. Unless a saving 
  throw vs Mental Resilience is successful the victim is 
  enchanted and will seek out the source of the scent and 
  hug the PanPanarih to fill his mind with the wonder of 
  its fragrance. At touch the plant will attack. On a wind-
  less day the fragrance can spread up to 500 yards (457 
  meters) from the fruit. 
  TELEPATHIC VISION: The seeds of the PanPanarih 
  are a kind of eyes. Around every seed is a mother-of-
  pearl like lid that can open to reveal the organ of vision. 
  They are fully self-sufficient, like clams, but cannot eat, 
  and live only for six months. Whenever they open they 
  send visual information back to the PanPanarih, which 
  may act upon this knowledge, but the ability is also for 
  finding a good spot to sprout upon. Birds, and other 
  creatures, attracted to the glimmering surface, takes 
  off with the seeds and so the plants spread. If dropped 
  nearby water the seed will settle, but otherwise it stays 
  closed most of the time, and awaits better opportunities. 
  A dead seed can still become a new plant, but it loses its 
  ability to open up and see.
  BURNING SALIVA: The sticky tongues of the Pan-
  Panarihs produce a burning saliva which inflicts 1-2 
  points of injury for 1-4 rounds when it makes contact 
  with naked skin. It is not acidic but consists of a nerve 
  poison that causes pain and cellular damage. 
  DESCRIPTION
  The PanPanaris pose as common trees when they don’t 
  engage in hunting or feeding. They stretch their limbs 
  and branches upward and hide their surveying eyes 
  well. They may live in any place where water is available 
   P a n P a n a r i h 
  
  64
  but prefer a damp climate. Even dungeons will do if a 
  subterranean stream can be reached and an occasional 
  beam of sunlight manages to squeeze in. Their roots 
  grow fast and can stretch out hundreds of yards from 
  the main root, which is always located in, or very close 
  to water. Within this area the PanPanarihs are mobile, 
  and move around slowly, on shorter tentacle roots, to 
  their position of choice. 
  No brain is to be found in these plants, but the instinctive 
  innate behavior of the PanPanarihs is creepily complex. 
  For example, they tend to hunt in groups, letting some 
  creatures pass by while posing for harmless, only to 
  block the opening of the cave where the creatures spent 
  the night sleeping. They sometimes let go of some of 
  their seed eyes to monitor a trail nearby, and they let 
  groups of birds hack away at their big red fruits, until 
  enough of them gather to feed all of their hollow limbs 
  at once. Though the PanPanarih transports itself slowly, 
  its upper structure is very flexible and its limbs can flail 
  about at some speed. The tongues are extremely fast, and 
  the plant gets half of its nutrition from the numerous 
  insects landing unknowingly on the fruit, or upon the 
  cluster of small white flowers that blooms in the center 
  before the fruit appears. 
  The fruit of the PanPanarih is large and delicious. Once 
  served at many courts as the treat of summer festivals, 
  the plants are now eradicated from populated areas. 
  Attempts have been made to grow them, but they are 
  far from energy efficient, and the danger of managing 
  them discourages most such enterprises. Once a seed 
  has reached water, it takes at least two years for the plant 
  to reach a full-grown state. 
  The human-like shape of the creature has given rise to 
  many scary stories about the PanPanarih, whose sil-
  houette against a moonlit sky has been used more than 
  once in illustrated myths to symbolize dark times ahead. 
  Folklore claims that when the plant consumes human 
  beings, it absorbs their essence, and slowly begins the 
  transformation into a complete replica of a humanoid.
  GENERAL
  CATEGORY: Demon (Orc) 
  TERRAIN: The Abyss 
  FOOD: Carnivore 
  AGGRESSION: Extreme 
  SIZE: 6-7 feet (180-210 cm) tall, when upright 
  NUMBERS: Up to hundreds 
  CHARACTERISTICS
  STRENGTH: 16-24 
  AGILITY: 3-13 
  ENDURANCE: 14-20 
  INTELLIGENCE: 3-10 
  MENTAL RESILIENCE: 4-16 
  CHARM: 1-5 
  (If stats of humans range from 3 to 18) 
  SPEED: Run x 1, Fly (eagle x 0,5) 
  (Multiple is times human speed)
  MAGIC POWER: 0 
  (Ranges from 0-100)
  HIT POINTS: 16-26 
  (If a human commoner has about 11 hit points)
   
  PROTECTION
  AVERAGE: 3 
  HEAD: 2 
  BODY: 3 
  LOWER ARMS: 5 
  UPPER ARMS: 2 
  WINGS: 3
  LEGS: 2 
  (If Full Plate Armor is 10) 
  The Holath-Uhr is partly scaled and horned, but othe-
  wise covered in sinewy and tough skin. These creatures’ 
  reaction to pain and injury is not one of screaming. 
  H o l a t h - U h r
  
  Holath-Uhr
  
  66
  They seem to accept it as an inevitable part of their every 
  day reality – a minor nuisance, and a slight distraction 
  at most. 
  ATTACKS/DAMAGE
  1 BITE: 1-4 
  2 CLAWED FISTS: 1-5 
  2 KICKS: 2-6 
  (If a Long Sword causes 1-8 points of damage)
  The Holaths primarily make use of sharp and heinous 
  blades forged in the chasms and pits they inhabit, but 
  shy no means of killing. 
  POWERS/EFFECT
  UNHOLY WORDS: In combat the Holaths utter unholy 
  phrases and ancient words of power to dismantle the 
  morale of the enemy. These words seem to flow out 
  naturally from their throats in warfare and give power 
  and strength to their attacks. All within range of hearing 
  suffer a -2 penalty to all rolls unless a Mental Resilience 
  test is passed. This effect lasts for the remainder of the 
  encounter. The Holaths, and all evil forces aligned to 
  them, gain a +2 benefit on all attacks. Clerics may neu-
  tralize these dark chantings with loud prayer and bless-
  ings. 
  ANCIENT LUSTER: Something in the dark second 
  birth of the Holaths (see ‘Description’) brought about a 
  mysterious glow and a mesmerizing luster to their pres-
  ence. The evil and violent nature of these creatures is 
  uncompromising and direct. Together these attributes 
  convey an otherworldly presence. Like fallen angels, still 
  empowered by the charisma of Heaven, the Holath-Uhr 
  are formidable to all but the strongest of wills. Standing 
  in their way is a testimony to the character and morale 
  of any man or woman. In the presence of Holaths all 
  beings must make a test of their morale or Mental Resil-
  ience to stay opposed to them. A failure may result in 
  passivity or conflict of mind, while a disastrous roll will 
  make the witness draw back in submission, or even fall 
  face down in worship. 
  DESCRIPTION
  In very old orc records one can find entries about the 
  Holaths. They are described in a double-edged manner, 
  portrayed mainly as strong, heroic and idealized as 
  chief among all orcs. On the other hand they are “those 
  without being”, “the passionless ones”, and “the pathless 
  spears”. In one chronicle the following passage takes us 
  to the point: “The Holaths had no sense of fear, law, or 
  limit. In winter they pierced far and deep into the realms 
  beneath the mountains. There they blended with the 
  reptiles of myth and joined with them in unlawful and 
  boundless manners. As they returned and faced again the 
  starlit lands, they were strangers to the orcs that beheld 
  them. Winged and furious they would hear no command 
  and hold to no oath. They had become the Uhr, and the 
  orcs abandoned them. We faced their hatred. We con-
  quered them. We cursed them, and bound them to the 
  spaceless depths of their unwholesome rebirth.”
  Scholars now categorize the Holaths as Demons, and 
  place them with the other unearthly life-forms of the 
  Underworld. Their minds have gone beyond logic and 
  they act with the pure malevolence and senseless hunger 
  of the Abyss. 
  At times desperate orc clans summon them to their 
  service, but the power of the Holath-Uhr is almost 
  impossible to control. A break-through into the material 
  plane of existence, is bound to result in chaos unleashed, 
  and the mountains teeming with the unfettered powers 
  of the deep. 
  Winged, the Holaths can fly, but in a crude and clumsy 
  manner. They cannot stay aloft for more than a minute 
  or two, but long enough to crash down upon their 
  enemies from above. They make no use of clothes, 
  armor or decoration, but may carry items of power in 
  the form of bracelets, girdles, rings etc. They normally 
  wield dark weapons but lacking arms will not stop them 
  from attacking. 
  In all, they are set on killing, eating, and to further 
  their power, and will use whatever means they can to 
  achieve it. Patience, and negotiations are not included. 
  In the world of the Holath-Uhr, there is no such thing as 
  the long way around. They serve no one, unless physi-
  cally restrained and forced about. There is no fear, and 
  nothing beneath the moon is holy or forbidden. 
  The Holaths naturally team up and wreak havoc in joined 
  forces. No leader seems to be needed, but a shared inter-
  est in destruction, and the dominion of their demonic 
  species, take them ever onward. Outside of the Abyss, 
  they can live for 100 years.
  
  67
  GENERAL
  CATEGORY: Mammal 
  TERRAIN: Cold water (salt and brackish) 
  FOOD: Carnivore 
  AGGRESSION: Normal 
  SIZE: 23 - 30 feet (7-9 meters) long 
  NUMBERS: 1 
  CHARACTERISTICS
  STRENGTH: 30-45 
  AGILITY: 10-12 
  ENDURANCE: 18-22 
  INTELLIGENCE: 1-2 
  MENTAL RESILIENCE: 3-5 
  CHARM: 1 
  (If stats of humans range from 3 to 18) 
  SPEED: Run (Crawl) x 0,5, Swim x 8 
  (Multiple is times human speed)
  MAGIC POWER: 0 
  (Ranges from 0-100)
  HIT POINTS: 40-50 
  (If a human commoner has about 11 hit points)
  PROTECTION
  AVERAGE: 5 
  HEAD: 2 
  BODY: 5 
  FLIPPER ARMS: 5 
  (If Full Plate Armor is 10) 
  Underneath the hardy skin of the Bhorda is a thick 
  layer of blubber, keeping it warm and protecting its vital 
  parts. The creature is insensitive to cuts and damages 
  to this outer layer of fat. Daggers and short axes will do 
  little or no harm to it, unless directed specifically at the 
  head and eyes. 
  ATTACKS/DAMAGE
  1 BITE: 2-8 
  2 FLIPPER MAULS: 2-12 
  (If a Long Sword causes 1-8 points of damaage)
  The Bhorda’s favorite way of hunting is to swim with full 
  speed from below to crash through the ice with its bony 
  flipper ends first. The prey, surprised and often stunned 
  by the attack, is then mauled unconscious and usually 
  swallowed whole. 
  POWERS/EFFECT
  ICE BREAKING SONG: In areas where the ice is too 
  thick for the Bhorda to penetrate, the creature can apply 
  a deep and extended bellowing roar to create cracks in 
  the ice and break it open. The vibrations of this sound 
  are powerful but must work on the ice for some time 
  before it comes apart. Surface instability can be felt from 
  above, and a deep eerie song is audible even through 
  thick layers of ice. 
  JET OF WATER: As the Bhorda surfaces it can apply a 
  single jet of water to throw down prey fleeing from the 
  scene. Out of the water the creature is slow, and the jet 
  is often its only chance to bring down prey still stand-
  ing after its initial strike. The creature can not keep the 
  water inside while breathing, or eating. It must be shot 
  out as a jet or simply let out, before any serious maneu-
  vres are undertaken on land. The jet can reach up to 45 
  feet (15 meters) from the Bhorda. If the water is icy cold 
  the shock itself might bring the target to the ground. In 
  either case a successful Agility roll is needed to stay on 
  foot. The jet is shot out through the inner, very pliable 
  mouth of the creature. 
  DESCRIPTION
  Though the head and flippers of this creature are very 
  unlike those of rest of the family, the Bhorda is a great 
  seal. Huge and monstrous it can crush and consume a 
  walrus without much problem, and hunts basically all 
  life-forms on and underneath the ice. It spends most of 
  its time in the cold polar waters but may venture any-
  where in search for food. It will survive no more than a 
  week outside of water, and must breath air at least once 
  an hour.
  Bhordas have occasionally treated ships as if they were 
  ice, and swam straight into them, breaking great holes 
  in the hull. The inner worm-like mouth can be extended 
  10 feet (3 meters) from the creatures, and have ripped 
  out members of the crew before anyone really knew 
  what happened. As the Bhorda leaves, cold water starts 
  flooding the vessel, which normally results in a lot more 
  food for the seal.
  In all cases, the element of surprise is the Bhorda’s main 
  tactics. The back flippers of this creature have merged 
   B h o r d a 
  
  Bhorda
  
  69
  completely into a large fin and it can generate impres-
  sive speed under water. Once on land it is comparatively 
  clumsy and will only leave the ocean to pursue wounded 
  or, confused animals, out of reach from the shore or 
  hole.
  The clawed tentacles on top of the creature’s head can 
  be moved to some extent, and are used mainly to ward 
  off birds from the head when the Bhorda basks a few 
  hours in the seasonal sunlight. Its skin ranges from red 
  to black and is often speckled. Its scent is similar to that 
  of other mammals of the sea, and the grunts and roars 
  let out when on land have a complainant tone. 
  The Bhorda live for over 500 years and mate only once a 
  century. The long life span has granted it a special repu-
  tation in folk medicine, which claims the rich fat holds 
  life-extending powers and preserves the youthful quali-
  ties in skin. It may seem absurd in the ugly face of this 
  beast, but some queens have ordered great hunts on the 
  Bhordas and had royal alchemists produce anti-wrinkle 
  ointments of beauty from their blubber. 
  Apart from the rare events of reproduction the Bhordas 
  move about alone, and stay well away from other 
  members of their species. They are nevertheless feared 
  greatly by the seamen of the North and tend to keep ice 
  skaters away from frivolous escapades on the open sea.
  GENERAL
  CATEGORY: Faerie 
  TERRAIN: Forest 
  FOOD: Sunlight and water 
  AGGRESSION: Controlled 
  SIZE: 10 inches (25 cm) tall
  NUMBERS: 1 
  CHARACTERISTICS
  STRENGTH: 1 
  AGILITY: 12-15  
  ENDURANCE: 11-13 
  INTELLIGENCE: 5-15 
  MENTAL RESILIENCE: 18-22 
  CHARM: 13-20 
  (If stats of humans range from 3 to 18) 
  SPEED: Fly (Eagle x 0,2) 
  (Multiple is times human speed)
  MAGIC POWER: 5-30 
  (Ranges from 0-100)
  HIT POINTS: 1-2 
  (If a human commoner has about 11 hit points)
  PROTECTION
  AVERAGE: 0 
  BODY: 0 
  (If Full Plate Armor is 10) 
  The delicate physiology of the Ni-Oths is without any 
  natural armor to speak of. They rely on magical illusions 
  for their protection. 
  ATTACKS/DAMAGE
  1 TENTACLE BURN: 1-6 of acidic damage 
  (If a Long Sword causes 1-8 points of damaage)
  The Ni-Oths are equipped with several burning tenta-
  cles and pointy ends to protect them from being cap-
  tured. These are used for defense only, and they nor-
  mally reach only one enemy at a time. 
  POWERS/EFFECT
  VENTRILOQUISM: The Ni-Oths are master ventrilo-
  quists. They can mimic any sounds they have ever heard, 
  and make them appear as if coming from any spot 
  within 100 yards from their location. This is a natural 
  magical ability of the creatures, who may produce such 
  tricks at will, but they cannot distort the natural volume 
  of mimicked sounds into painful levels. 
  ILLUSORY PROJECTION: The Ni-Oths can project an 
  illusory version of themselves, that may be up to 20 feet 
  (6 m) tall. This illusion lasts for up to five minutes, and 
  may be projected up to 30 feet (10 m) away from the real 
  Ni-Oth. The projected image moves and acts just like 
  the Ni-Oth itself, but has no real body or weight. This 
  power can be used once a day. 
  N i - O t h
  
  Ni-Oth
  
  71
  DESCRIPTION
  Every once in a while, when conditions are right, and 
  a considerable age has been reached, it comes to pass 
  that specific parts of a forest awaken to consciousness. 
  This can happen to a grove, a glade, a pond, or any other 
  special location, that makes itself distinct from the rest 
  of the wood-land. As this occurs the place emanates a 
  sacredness that can be sensed by sensitive minds, and a 
  Ni-Oth is born from the soil among the undergrowth. 
  Initially it grows, attached to the ground, like any other 
  plant. But as it matures, it lets go and takes it first flight 
  under the stars of night. 
  The Ni-Oth is the voice of the sacred location. It speaks 
  and acts on behalf of the conscious place that raised 
  it. It has no will on its own but is merely an animated 
  tool, or extension, of its parent. Whatever power the 
  Ni-Oth wields is actually the power of the grove, glade, 
  pond, or place itself. If the location is burnt or otherwise 
  destroyed, so is the Ni-Oth. 
  These creatures can move about at day-time, but nor-
  mally fly during the night. They hover above the sacred 
  ground and tend to it in secret and mysterious ways. 
  Once in a while they leave their homes to fly slowly 
  through the woods, and communicate silently with 
  other faerie powers. They thus brings back tidings, and 
  are kept alert to the events of the larger forest. 
  The look and color of any Ni-Oth may vary substan-
  tially, but they all have wing-like leaves and tentacles. 
  An eerie glow surrounds them when they act, and they 
  never fly above the tree-tops. All Ni-Oth can cast spells 
  of illusion, but apart from their natural power of ventril-
  oquism and projection, these vary. The might of these 
  spells depend on the power and size of their home loca-
  tion. 
  Once it is parted from the ground, the Ni-Oth drinks 
  water through its mouth. It requires sunlight to live, and 
  can last no more than a week without it. The creature has 
  no need of food, and live for as long as the sacred loca-
  tion remains. Desecration, in the form of black magic 
  or blasphemous rites, may kill the Ni-Oth’s source of 
  power. If only the Ni-Oth itself is slain, the conscious-
  ness of the forest location produces a new Voice. This 
  takes about six months.
  Scholars speculate that these creatures might the first 
  signs of a greater forest consciousness. If so, some ask, 
  would there be more powerful Ni-Oths, or other forms 
  of life, produced to speak for the forest as a whole? Some 
  Ni-Oths know only elven, or similar faerie languages. 
  Others seem able to convey their message in the lan-
  guage known best to the target of communication. Some 
  kind of mind-reading ability is therefore suggested.
  
  Mehrog
  
  73
  GENERAL
  CATEGORY: Mammal 
  TERRAIN: Plains and grasslands 
  FOOD: Carnivore
  AGGRESSION: High 
  SIZE: 7-20 feet (2-6 m) long 
  NUMBERS: 1-20 
  CHARACTERISTICS
  STRENGTH: 20-40 
  AGILITY: 6-9
  ENDURANCE: 8-13 
  INTELLIGENCE: 1-2 
  MENTAL RESILIENCE: 1-2 
  CHARM: 13-20 
  (If stats of a humans range from 3 to 18) 
  SPEED: Run x 2,5 
  (Multiple is times human speed)
  MAGIC POWER: 0 
  (Ranges from 0-100)
  HIT POINTS: 20-50 
  (If a human commoner has about 11 hit points)
  PROTECTION
  AVERAGE: 9 (+2 for mud) 
  HEAD: 10
  BACK: 12 
  BELLY: 5
  FRONT LEGS: 8 
  LEGS: 6 
  TAIL: 7 
  (If Full Plate Armor is 10) 
  The Mehrog is well protected by unusually tough hide. 
  On top of that is a shield of pointy hard bone. This is 
  sometimes strengthened further by thick layers of clay 
  and mud, which build up and stick between the plates 
  when the creature rolls around in the soil. 
  ATTACKS/DAMAGE
  2 KICKS: 1-6 (+2 when stomping)
  1 BITE: 2-6 
  1 CHARGE: 2-8 
  (If a Long Sword causes 1-8 points of damaage)
  The Mehrog depends a lot on its sheer size and strength 
  when hunting. It can move fast over short distances, 
  and like to take down its prey by running straight into 
  it. Once the prey is stunned or lying, the creature starts 
  stomping. It never kicks with its hind legs, rarely uses 
  its mouth for anything but eating, and the tail is only 
  applied to fend off rear attackers. 
  POWERS/EFFECT
  BREATH OF FOG: Inside the huge lungs of the Mehrog 
  an unusual process takes place. Some of the moist in 
  the air is extracted and and collected in special cham-
  bers. Once a week this water can be mixed into the out-
  breath of the creature to create a fog. When there is no 
  wind a cover slowly builds up, large and dense enough 
  to greatly improve the creature’s chances of a surprise 
  attack. When there are many Mehrogs involved, large 
  areas can be covered with fog. 
  DESCRIPTION
  Heavily armored, the Mehrog can still pick up some 
  speed. It is not clumsy, but far from agile, and it gets 
  tired quickly. It prefers to lie silent, in the long grass, or 
  hidden in the mist. From there it charges and smashes 
  hard into its target. Once the prey is down, the creature 
  rears up on its hind legs and stomps the victim into a 
  mash, before it eats. The teeth of the Mehrog are long 
  and sharp, but its jaws are not very strong. 
  The creature has a unique structure to its lower legs. A 
  series of jointed bones, that can be locked in and out of 
  position, make its hooves very flexible, and extremely 
  sensitive to vibrations in the ground. Completely blind 
  and deaf, the Mehrog rely exclusively on this sensitiv-
  ity, and smell, to coordinate group attacks and to make 
  out the direction of possible prey. It can lie down, belly 
  flat on the plain, and still keep its hooves firmly on the 
  ground. This ability gives the Mehrog a quick start, and 
  makes it alert to the surrounding events, even when 
  completely hidden. Toppled over, it is prone to danger, 
  and loses its sense of aim. 
  The Mehrogs vary a lot in size. They are born at the 
  height of a large dog, and continue to grow during their 
  entire lives. At the age of 40 they can as big as an ele-
  phant, and become a true terror to the life forms of the 
  plains. Some animals have come to shun fog like death 
  itself, and run away at the mere sight of it. Others have 
  not gained that wisdom. When large animals are hard to 
   M e h r o g 
  
  74
  find, the Mehrogs kick down into the earth to pick out 
  the rodents and frogs, easily made out by their sensitive 
  hooves. 
  Moving around in families of up to 20 creatures, the 
  Mehrogs keep to large but limited hunting areas. They 
  tend to stay close to lakes and water holes, but never 
  venture into the water themselves. They like rolling in 
  the mud, but only do so when they are certain of safety. 
  Being deaf they use no vocal sounds, but an occasional 
  burp and hiss can sometimes expose them. The crea-
  tures make lousy steeds, but have occasionally been 
  used as guard beasts.
  GENERAL
  CATEGORY: Dark Faerie 
  TERRAIN: Marshes and swamps 
  FOOD: Omnivore
  AGGRESSION: High 
  SIZE: 6 feet (180 cm) tall
  NUMBERS: 1 
  CHARACTERISTICS
  STRENGTH: 16-18 
  AGILITY: 12-14 
  ENDURANCE: 11-13 
  INTELLIGENCE: 16-18 
  MENTAL RESILIENCE: 13-18 
  CHARM: 2-8 
  (If stats of humans range from 3 to 18) 
  SPEED: Run x 1, Swim/Crawl x 3, Climb x 3 
  (Multiple is times human speed)
  MAGIC POWER: 15 - 35 
  (Ranges from 0-100)
  HIT POINTS: 18 - 24 
  (If a human commoner has about 11 hit points)
  PROTECTION
  AVERAGE: 2 
  BODY: 2 
  TENTACLES: 2 
  (If Full Plate Armor is 10) 
  The Chaerim Witch is naked and not very well pro-
  tected. She relies on her many tentacles and foul magic 
  to keep her body free from harm. The Witch can lose all 
  of her tentacles without injuring her vital organs, and 
  can only be slain through attacks directed toward her 
  main body. 
  ATTACKS/DAMAGE
  10 - 20 TENTACLE LASHES: 2 - 8 
  (If a Long Sword causes 1-8 points of damaage)
  The many tentacles of the Chaerim can also be used for 
  grappling and squeezing. If caught (normal successful 
  Chaerim attack roll) a victim will suffer 2-8 points of 
  constriction damage every following round (unyield-
  ing armor like metal offer protection), which can break 
  ribs and damage internal organs. The victim may free 
  himself through a normal attack to the tentacle (unless 
  weapon arms are trapped), or a saving throw based 
  on Strength. If several tentacles are holding the same 
  victim the Witch may chose to tear her enemy apart, 
  and produce 3-12 points of damage per round that way. 
  If hit by 4 or more points of damage in a single round, 
  a tentacle will let go. (If desired, they can be handled as 
  separate entities, all with 6-8 hit points each.) 
  POWERS/EFFECT
  REPULSIVE STENCH: The Chaerim smell awfully, but 
  they also have the power to willfully strengthen this 
  stench, and bring it into abominable levels. The perfume 
  of all once crawling, now rotting forms of life, of the 
  mires and bogs of the world, are summoned forth like a 
  sickening musk, through the Witch’s filthy glands. The 
  stench spreads quickly and fills an area of 40 x 40 yards 
  (36 x 36 m) within two rounds. This contamination last 
  for twenty rounds and may be summoned once per day. 
  All within the zone of repulsive stench must succeed 
  with continuous saving throws vs Mental Resilience or 
  C h a e r i m  Wi t c h
  
  Chaerim Witch
  
  76
  instantly run away. If hindered from escaping into fresh 
  air the victim will faint. Three successful rolls in a row 
  will make the victim immune, for a while. Holding one’s 
  breath will help. 
  FORCE LYCANTHROPE: The Chaerim Witch likes to 
  keep lycanthropes as company. At the encounter of a 
  lycanthrope, which the Witch recognizes by smell, she 
  will try to force it into service. Through a number of 
  spells and specially designed items of silver, she com-
  monly manages to win them over. If not, she will try any 
  devious means available to her. At any time the Chaerim 
  can force a lycanthrope transformation. The ‘were’ state 
  lasts until the following morning and can be induced 
  by the Witch any number of days in a row, fully inde-
  pendent of the lunar cycle. The lycanthrope need not be 
  aligned to the Witch for this to happen. Within sight of 
  the Chaerim all lycanthropes transform, whenever she 
  so desires. But they only serve her, if she has won them 
  over. 
  DESCRIPTION
  In the deep and stale swamps, where no sun-loving 
  creature would go freely, the Chaerim witches build 
  their lairs. From rotten weed, murky branches, webs 
  of great spiders, and moldy moss, they fashion their 
  dark abodes. In seclusion, they work on cryptic secrets, 
  mixing brews of power, seeking new spells, and schem-
  ing new devilry. Only rarely, when they feel ready to 
  fulfill some heinous desire, or try out some new mis-
  chief, do they come forth into the world to set their dark 
  plans in motion. 
  Robed in massive tangles of tentacles, the witches them-
  selves are barely visible. Long strong arms reach out to 
  maneuvre things in need of nimble fingers, but always, 
  the long snake-like limbs move out before them. Power-
  ful, sinister magic follow the Chaerim about, and they 
  are masters with curses, elixirs and poisons. Toads and 
  frogs live in their mouths and bellies, and they move 
  unhindered through muddy waters, slithering with 
  amphibian grace. Where giant mangrove trees grow, the 
  witches climb effortlessly from root to high branch, with 
  the aid of their many tentacles. Roaming the marshlands 
  with decisive aim, they feed often on their way, swal-
  lowing with no great fuss, what most creatures would 
  discard.
  There are no male Chaerim. The witches mate with the 
  great black eels of the marshes. Their young look a lot 
  like brown octopus before arms and legs grow out prop-
  erly. They reach maturity and full witch-hood in their 
  early teens. The Chaerim can become truly old, and they 
  gather new spells and new levels of witch-craft with age. 
  Some are said to be over 500 years old. The witches can’t 
  stand each other, and no more than one ever lives in 
  the same swamp. They fight until death to defend their 
  territory. 
  The connection to lycanthropes is a mystery, but some 
  say that the first witch was an elven maid, transformed 
  and violated by a powerful eel. This dark fate is said to 
  have changed her, and that during the darkest phase of 
  the moon, she would go out naked into the night and 
  perform pagan rituals of shape-shifting. The Chaerim 
  send their lycanthrope servants out into the world to 
  fetch them rare ingredients and to bring back informa-
  tion. Blood, and flesh of many different life-forms are 
  common in the unholy recipes of these dark Wiccans. 
  All Chaerim are powerful magic-users, and specialize 
  in spells connected with decay, pestilence, nightmares, 
  and death.
  
  77
  GENERAL
  CATEGORY: Mammal 
  TERRAIN: Caves and mines 
  FOOD: Omnivore
  AGGRESSION: Normal 
  SIZE: 5-6 feet (150 - 180 cm) tall
  NUMBERS: 1- 20 
  CHARACTERISTICS
  STRENGTH: 14-18 
  AGILITY: 1-14 
  ENDURANCE: 11-16 
  INTELLIGENCE: 7-10 
  MENTAL RESILIENCE: 6-12 
  CHARM: 2-4 
  (If stats of humans range from 3 to 18) 
  SPEED: Run x 1 
  (Multiple is times human speed)
  MAGIC POWER: 0 
  (Ranges from 0-100)
  HIT POINTS: 13 - 20 
  (If a human commoner has about 11 hit points)
  PROTECTION
  AVERAGE: 2 (+ 1-8 of gold cover)
  HEAD: 2 (+ 1-8)
  BODY: 2 (+ 1-8)
  LEGS: 2 (+ 1-8)
  TAIL: 1 (+ 1-8)
  (If Full Plate Armor is 10) 
  The Aegarim has a dark skin that slightly shifts in color 
  to blend with the rocks and minerals in the caves they 
  inhabit. It gives little protection in itself, but is often 
  strengthened by layers of gold (see ‘Description’) 
  ATTACKS/DAMAGE
  2 CLAWS: 1-6 
  1 BITE: 1-4 (+1-2 of corrosion damage for 1-8 rounds)  
  (If a Long Sword causes 1-8 points of damaage)
  The front claws of the Aegarim are strong and hard 
  enough to scrape out the gold from veins and ores in 
  the mountains. The bite is not very powerful in itself 
  but the saliva of the creatures is corrosive to dissolve 
  gold, and can cause serious damage to living tissue, as 
  well as armor. 
  POWERS/EFFECT
  MELT GOLD: The Aegarim have the psionic ability to 
  heat up, and even melt, gold from afar. They can use this 
  power once per day. When undisturbed for two rounds 
  they can psionically produce a field of molecular insta-
  bility, with a diameter of 60 feet (20 m), in which the 
  temperature of all gold increases dramatically. Rings, 
  bracelets and other gold in direct contact with the body 
  will cause 1-4 points of burn injury per round, and melt 
  completely in another 2-4 rounds, if the Aegarim is left 
  undisturbed and allowed to focus. (The power of magic 
  items deformed by this ability may be lost or lessened.) 
  The field begins 10 inches (25 cm) away from the crea-
  ture, and doesn’t affect its own layers of gold. 
  DESCRIPTION
  The Aegarim are highly intelligent creatures, but make 
  no use of spoken languages or tools. They normally 
  move about alone or in small groups, but occasionally 
  gather in larger numbers. Their main activity, apart 
  from feeding, is to seek out and swallow gold. They are 
  drawn to mines, ores, underground rivers, and great 
  treasures. Once consumed the gold enters the creatures 
  and is transported to their skin where it is deposited in 
  thin layers that grows into plates of natural armor. 
  Initially these deposits protect the creatures from outer 
  harm, but as they thicken they burden the Aegarim 
  and hinder their movability substantially. It is there-
  fore believed that this process is a cultural expression 
  rather than a purely biological one. The Aegarim, some 
  say, believe that by leaving a permanent golden shell of 
  themselves they attain immortality. Thus they continue 
  to eat gold until they become fully immobile and perish 
  from starvation. In later states, when all but the joints 
  are covered in gold, the creatures look a lot like statues, 
  and are known to pose as such, to avoid notice, or draw 
  near to themselves wealthy merchants and successful 
  adventurers. 
  Strange carvings and hieroglyphs have been found in 
  caves where the Aegarim dwell. They are believed to 
  have deep magical or symbolical meanings, rather than 
  conveying a message. Attempts of translation speak of 
  ‘The thousand years of sleep’, and ‘The great resurrec-
  tion’, but the sages involved in this work stress the inad-
   A e g a r i m 
  
  Aegarim
  
  79
  equacy of human concepts, and the high level of guess-
  work involved in the translations. 
  The Aegarim’s urge for gold is great, and they have been 
  known to gather in greater numbers to take on dragons 
  and other formidable hoarders. When subterranean 
  findings are scarce they may venture out of the caves 
  and seek out gold in other places. Their eyes are sen-
  sitive to daylight and when possible they keep hidden 
  during the day. It may take anything from 20 to 80 years 
  for an Aegarim to cover itself close to fully in gold. If 
  they fail in making themselves into a sculpture, they die 
  naturally at about 100-120 years of age. Nothing but the 
  double row of nipples distinguishes the females from 
  the males.
  GENERAL
  CATEGORY: Mammal 
  TERRAIN: Salt water 
  FOOD: Carnivore
  AGGRESSION: Normal 
  SIZE: 13-15 feet (4-4,5 m) long
  NUMBERS: 1- 4 
  CHARACTERISTICS
  STRENGTH: 26-32 
  AGILITY: 22-25 
  ENDURANCE: 22-25 
  INTELLIGENCE: 8-10 
  MENTAL RESILIENCE: 12-15 
  CHARM: 5-8 
  (If stats of humans range from 3 to 18) 
  SPEED: Swim x 8 
  (Multiple is times human speed)
  MAGIC POWER: 0 
  (Ranges from 0-100)
  HIT POINTS: 28-36 
  (If a human commoner has about 11 hit points)
  PROTECTION
  AVERAGE: 2 
  HEAD: 4
  BODY: 2 
  FRONT FINS: 3 
  FINS/MEMBRANES: 0
  (If Full Plate Armor is 10) 
  The body of the Elijinn is covered by smooth thick skin, 
  that is adapted to existence in the water. The translu-
  cent membrane-like fins are easily damaged, but held 
  together and run through with coppery threads or 
  veins, which are thought to generate the density altering 
  ability of the creature (see 'Powers'). 
  ATTACKS/DAMAGE
  1 SPEAR TOOTH: 1-12 
  1 BITE: 2-6 
  (If a Long Sword causes 1-8 points of damage)
  The Elijinn hunts by piercing large prey with its spear-
  like protrusion, which is a tooth. Smaller fish are bitten 
  and swallowed whole. 
  POWERS/EFFECT
  ALTER DENSITY: Six times per day, and swiftly by 
  will, the Elijinn can alter the density of any dead matter 
  within 100 yards (90 m) in all directions. They can affect 
  small and specific parts of this area or the entire radius 
  at once. The power can make air dense enough to swim 
  in, and turn rock soft as clay. It can transform the ocean 
  into holes of air, and make swords drip away while still 
  cold. There are some limitations. Solids cannot be made 
  as thin as air, nor liquids transmuted into solids. The 
  power lasts for up to two hours, and when it ends all 
  matter return to its normal density, sometimes more or 
  less deformed, of course. 
  DESCRIPTION
  The Elijinn are very powerful creatures with dolphin-
  like mentalities and mysterious aims. Most of their lives 
  they swim around in the sea hunting shark, which is 
  their favorite source of energy. But now and then they 
  E l i j i n n
  
  Elijinn
  
  81
  enter periods, in which their behavior greatly alters. At 
  those times they act individually and pursue interests 
  that look highly personal, random, or even political. 
  It is believed that the lunar cycle is somehow involved 
  in these rather sudden mental transformations, and that 
  periodically dormant parts of their brains turn active. 
  When it happens some of the Elijinn start interacting 
  with intelligent subsurface beings, and they become 
  generally curious about the affairs of fishermen, other 
  species, and the strange cultures that can be found in the 
  deep seas, and even those above occasionally. One story 
  tells of an Elijinn which rose up out of the water, swam 
  through an entire city, turned the walls of a castle into 
  jelly, and passed right through them. Apparently it soon 
  came out with a mermaid that was held captive there, 
  and returned with her to the sea. Most of these stories 
  imply a care for ocean life-forms, and many relate of 
  strange interventions in events to which the Elijinn had 
  no clear connection. 
  The most spoken of phenomena, and the one that the 
  Elijinn are mainly known for, is the fantastic dance of 
  mating. The pair involved ascend high into the air, typi-
  cally in the light of a striking sunset or the vivid back-
  drop of aurora borealis. There they move in a dreamlike, 
  slow, and harmonious dance that lasts for well over an 
  hour – a performance portrayed in many poems and 
  works of art through the ages. 
  The incredible power these creatures hold over density, 
  and use basically at will, leave them few natural enemies. 
  Surprise is the only weapon against the Ellijin, and even 
  then they are not easily overcome. Their lives last for 
  about two centuries, and they pose little harm, unless 
  unfriendly action is taken toward them, or some of their 
  hidden agendas. The females are slightly smaller than 
  the males, and the young are thought to be brought up 
  in the true depths, away from the eyes of others.
  The sounds of the Elijinn are complex combinations 
  of high tones, that range from lively to soft and gentle. 
  They don't jump like dolphins, and do not leave the 
  water unless they have specific reasons. 
  GENERAL
  CATEGORY: Undead 
  TERRAIN: Deep Seas of Hell 
  FOOD: None (Carnivore)
  AGGRESSION: Extreme 
  SIZE: Corresponding humanoid size. 
  NUMBERS: 1 
  CHARACTERISTICS
  STRENGTH: 5-20 
  AGILITY: 1-16 
  ENDURANCE: 6-36 
  INTELLIGENCE: 3-18 
  MENTAL RESILIENCE: 3-18 
  CHARM: 1-6 
  (If stats of humans range from 3 to 18) 
  SPEED: Fly (eagle x 0,5) 
  (Multiple is times human speed)
  MAGIC POWER: 0-100 
  (equal to power possessed in life) 
  (Ranges from 0-100)
  HIT POINTS: 12-36 
  (If a human commoner has about 11 hit points)
  PROTECTION
  AVERAGE: 1 
  BODY: 1 
  (If Full Plate Armor is 10) 
  The slimy, cold skin of the Hon’Gaddha gives little pro-
  tection, and is equally thick over its twisted body.) 
  ATTACKS/DAMAGE
  4 CLAWS: 1-6
  2 BITES: 1-4 
  1 TENTACLE: 2-8 points of electrical damage 
  (If a Long Sword causes 1-8 points of damage)
  H o n’ G a d d h a
  
  Hon’Gaddha
  
  83
  The tentacle of the Hon’Gaddha is slow, but long enough 
  to encircle assailants and strike from behind. 
  POWERS/EFFECT
  TOUCH OF HATRED: Strong hate permeates every 
  inch of the Hon’Gaddha, and as it claws and touches its 
  victims this deep and cold emotional energy is trans-
  mitted to them. A successful saving throw vs Mental 
  Resilience is required stay unaffected. 1-4 hate-points 
  are acquired when the throw fails. At 10 points a general 
  hatred toward all living things has grown bold, and the 
  victim will attack any and all forms of life indiscrimi-
  nately as long as the hatred lasts. As the Hon’Gaddha 
  dies or leaves, the blind hatred dissipates in 1-4 rounds 
  and the victim is returned to its normal mood. If a 
  victim is left in the hatred of a Hon’Gaddha, and not 
  consumed or killed, he or she is permanently affected in 
  24 hours, and made slave to the Hon’Gaddha’s twisted 
  will in another 24 hours. When hunted, the ghost may 
  spare the lives of some victims to defend itself in this 
  way, through their power. 
  DANCE OF SILENCE: The Hon’Gaddha may spin 
  around, in a tornado-like dance, to summon an eerie 
  and physical field of silence around it. The field reaches 
  50 yards (45 m) in all directions and takes two rounds 
  of undisturbed dancing to complete. It brings a very 
  uncomfortable cold, and adds the sensation of moving 
  in water. All events in the field continue at a normal 
  speed, but the sensation is convincing and may contrib-
  ute to a change of action. Silence is total and spells based 
  on sound are useless as long as this power lasts, which 
  is 5-20 rounds. 
  DESCRIPTION
  Some couples, bound to each other by ceremonies 
  and oaths, fail to fulfill the covenant of love they have 
  sworn upon. Instead they nag and annoy each other. 
  They become spiteful and drain the energies from 
  one another. They mentally and physically abuse one 
  another, and in this downward spiral they provoke into 
  manifestation the very worst and most malicious quali-
  ties of each other. Finally murder pulls them physically 
  apart. 
  When both beings of such a couple are dead, they are 
  rejoined post mortem in a marriage of the flesh. In the 
  cold and utter silence of the deep seas of the Hell, they are 
  forever bound together, in a carousel of hatred. With the 
  last glimpse of reconciliation driven out of them, there 
  is no return. Eternally they claw and lash at one another, 
  furiously and violently, in the company of nothing but 
  the other horrible creatures of the watery pits. 
  Now and then, in the temporary thoughtless conflicts of 
  living couples, the negative energy peaks and summons 
  a Hon’Gaddha ghost into the material plane of exist-
  ence. Attracted to the living likeness and memory of its 
  former life, the ghost is thus drawn back to an undead 
  existence in the world. Here it will reach out hungrily 
  toward the love left in the living, and try desperately to 
  consume it. By attacking the souls and flesh of beings 
  still alive, it hopes to extract the liberating love that 
  would free it from its dreadful destiny. It can do no such 
  thing, but eternal hatred keeps repeating these futile 
  acts of ignorance, and learns no lessons.
  The Hon’Gaddha ghost materializes only during the 
  dark hours of night. In the day it remains present to 
  behold the actions of the living, but cannot interact with 
  them. It is invisible and without power. As night falls 
  the body takes form and the ghost roams to find loving 
  creatures to destroy. At times it haunts and terrorizes its 
  victims, to make them call out desperately to loved ones, 
  or precious deities, before attacking. It is believed the 
  ghost puts itself in the role of the savior to somehow try 
  savoring the love of the victims.
  In the material undead form the Hon´Gaddha couple is 
  distracted enough from one another to achieve a tempo-
  rary form of cooperation, but it regularly returns to its 
  furious tornado of hatred, where every ounce of energy 
  is spent on achieving the impossible death of the other. 
  At these moments it wails, screams, and roars. The sym-
  phony of these outbursts of aversion is nightmarish and 
  bone-shivering. It can be heard for miles and have a ten-
  dency to contaminate long time listeners with its bitter-
  ness and spiteful nature. 
  To willfully summon, and take control of a Hon’Gaddha 
  ghost, one requires the mixed blood of a newly wed 
  couple, together with other more clandestine ingredi-
  ents. It is a dangerous and very delicate undertaking. 
  The Ghost is covered in a slippery layer of the waters of 
  Hell. A 30 feet (10 m) long tentacle of electrical energy 
  swims behind it, in constant rebellion with the laws of 
  gravity. Like most ghosts it is immune to all weapons 
  but those of blessed silver, or powerful enchantments. 
  Spells and other powers known to the cursed couple in 
  life, may be invoked by the undead Hon’Gaddha, which 
  will cast only the dark and dreadful spells that reflect its 
  new character and identity. 
  
  Cilluhin
  
  85
  GENERAL
  CATEGORY: Reptile 
  TERRAIN: Civilization 
  FOOD: Carnivore
  AGGRESSION: Normal 
  SIZE: 3 feet (90 cm) tall 
  NUMBERS: 1-5 
  CHARACTERISTICS
  STRENGTH: 3-7 
  AGILITY: 12-14 
  ENDURANCE: 10-13 
  INTELLIGENCE: 2 
  MENTAL RESILIENCE: 2 
  CHARM: 2-5 
  (If stats of humans range from 3 to 18) 
  SPEED: Run x 1, Swim x 1,3 
  (Multiple is times human speed)
  MAGIC POWER: 0 
  (Ranges from 0-100)
  HIT POINTS: 5-8 
  (If a human commoner has about 11 hit points)
  PROTECTION
  AVERAGE: 2 
  HEAD: 3
  BODY: 2 
  LEGS: 2 
  TAIL: 1 
  (If Full Plate Armor is 10) 
  The Cilluhin is a feathery, leathery, hairy sort of reptile, 
  with harder decorative scales on the head. The tail is 
  relatively unprotected, but consists mostly of feathers 
  and fur. 
  ATTACKS/DAMAGE
  2 CLAWS: 1-3
  1 BITE: 1-4 
  2 HORNS: 1-2 (+ alkaloid effect, see ‘Powers’) 
  (If a Long Sword causes 1-8 points of damaage)
     
  The Cilluhin is not a hostile creature but will use all 
  means available to defend itself and its master. 
  POWERS/EFFECT
  ALKALOID SCALES: The pointy ochre-orange scales 
  around the Cilluhin’s head and front feet produce a 
  natural alkaloid, with potent and hallucinogenic powers. 
  A sting from any of these points will result in an opium-
  like high, with a short and intense rush of joy, followed 
  by three to four hours of deep and pleasant relaxation. 
  Normally very small amounts of this alkaloid is produced 
  and it takes ten to twenty minutes of “cuddling” with the 
  creature, to inject a normal and comfortable dose into 
  the blood. When the creature is upset, as when fighting, 
  the size of the doses produced increases manifold. At 
  such times a single sting may be lethal. Unless a saving 
  throw vs ‘Endurance’ is completed random muscles will 
  temporarily (1-4 rounds) go limp. Critical failure (a bad 
  throw) results in failing lungs, and the the victim will 
  simply stop breathing. Some quick and extraordinary 
  means of healing is then necessary to return the bodily 
  functions to normal. Several large injections normally 
  result in physiological breakdown and a quick death.  
  One out of five people report vivid hallucinations from 
  this drug, and some claim episodes of clear clairvoy-
  ance. The alkaloid produced in the Cillluhin scales is 
  very addictive, and very damaging to health in the long 
  run. 
  DESCRIPTION
  Cilluhins can no longer be found in the wild. For cen-
  turies they have exclusively been in the possession of 
  nobles, sometimes secretly kept in cellars and towers, at 
  other times paraded openly in the streets. They are very 
  rare, seldom for sale, and extremely expensive. 
  Bred not for their looks, or strength, but for the power 
  of their biological drug, they have weakened physically 
  with time. The Cilluhin is very much a pet, and behaves 
  like one. Most are trained to defend their owners, but 
  unless actual violence takes place, the Cilluhin will not 
  know what happened. They walk with a dream-like gaze, 
  seemingly uninterested in their surroundings. None of 
  the curiosity and lively mood of dogs can be found in 
  these creatures. Only when threatened, do some of their 
  former predatory ferocity return to them. 
  Cilluhins live for 7-10 years, and their end usually 
  results in more than the normal grief connected with 
  the demise of beloved pets. Desperation is likely to 
  follow, and dark times may commence as an addicted 
  influential Noble run out of “Cilla”. Webs of intrigue and 
  dark politics are commonly woven around these crea-
  C i l l u h i n
  
  86
  tures, and many have perished from the side-effects of 
  their presence. 
  Of great interest have been the powers of premonition 
  and clairvoyance, claimed to come with the alkaloid 
  injection. Some report to have seen with great distinc-
  tion and clarity into future events of importance, and 
  also to have witnessed ongoing affairs from afar. Not all 
  beings are so affected, but those who are, are said to be 
  so regularly, which may be considered a great threat, or 
  an opportunity, to those in power. 
  To keep a Cilluhin healthy and in top condition it must 
  be regularly exercised, have a hot place in the sun or 
  by a fire, food, preferably in the form of living ducks 
  or similar water birds, and company. They survive for 
  a month without food, but produce bad or no alkaloid 
  if starving. The creatures can give birth to one to two 
  young per year, which reach the maturity of production 
  at the age of two. As the creatures age the quality of the 
  “Cilla” improves. 
  The alkaloid cannot be extracted without negative 
  effects. It degenerates swiftly and the quality is strongly 
  reduced in a matter of hours, outside of the Cilluhin 
  body.
  GENERAL
  CATEGORY: Fungi 
  TERRAIN: Any moist region
  FOOD: Carnivore
  AGGRESSION: Low (until disturbed) 
  SIZE: 5-7 feet (150-210 cm) tall 
  NUMBERS: 1-10 
  CHARACTERISTICS
  STRENGTH: 15-25 
  AGILITY: 15-20 
  ENDURANCE: 3-6 
  INTELLIGENCE: 2 
  MENTAL RESILIENCE: 25 
  CHARM: 0 
  (If stats of humans range from 3 to 18) 
  SPEED: Run x 2, Swim x 1 
  (Multiple is times human speed)
  MAGIC POWER: 0 
  (Ranges from 0-100)
  HIT POINTS: 12-25 
  (If a human commoner has about 11 hit points)
  PROTECTION
  AVERAGE: 0 
  HEAD: 0
  TRUNK: 0
  BACK: 5-15 (fully or partially protected by rock) 
  BELLY 0
  LEGS: 0 
  TAIL: 0 
  (If Full Plate Armor is 10) 
  The “fake” body of the Mingossi (see ‘Description’) is 
  solid, but spongy. It is easily cut through, but the crea-
  ture’s reaction to pain is low. Due to its special construc-
  tion it can cope with more dire wounds than ordinary 
  creatures. It doesn’t bleed as easily. 
  ATTACKS/DAMAGE
  2 CLAWS: 1-3
  1 TENTACLE TRUNK: 1-4 
  6 INJECTION PROJECTILES: 1-3 (+ spore infection, 
  see ‘Powers’) 
  (If a Long Sword causes 1-8 points of damage)
  The Mingossi trunk is a highly sophisticated appara-
  tus that is primarily designed to capture and swallow 
  small animals. When angered, the creature wields it 
  high toward any enemy, and grabs after heads, arms, or 
  legs. The inside of the trunk is littered with barbs and 
  sucking devices. Once the trunk gets hold, it is virtually 
  impossible to free oneself from the grasp. The creature 
  may chose to let go of its grip, but if it doesn’t, the many 
  barbs will continue to work on the armor and flesh of 
  the victim, and draw the captured part further inward 
  M i n g o s s i
  
  Mingossi
  
  88
  (A successful saving throw vs Strength/Endurance may 
  keep the tie even, but will not break the hold). Only 
  severe damage to the creature will make it release the 
  grip involuntarily. The trunk, and the belly of the Min-
  gossi, are both very expandable. Larger specimens have 
  little problem widening these enough to swallow a fully 
  grown man. 
  POWERS/EFFECT
  SPORE INJECTION: On both sides of the great trunk are 
  three thin extendible tentacles, used for injecting spores 
  into cracks and crevices of rock. Each tentacle can be 
  extended up to 5 feet (150 cm) from the body, and shoot 
  out up to 10 needle-shaped capsules of spore. These are 
  released at great speed to enter deep into the rock and 
  to attach firmly inside of it. As a last resort the Mingossi 
  will use most, but not all, of these to defend itself. The 
  spore will not germinate inside a body, but are toxic to 
  most kinds of living tissue, and may cause serious health 
  problems. In the initial rounds after injection they will 
  cause 1-2 points damage, for 1-5 rounds. A failed saving 
  throw vs Endurance may result in high fever, pain, and 
  vomiting, lasting for 1-5 days. The needles can be shot 
  up to 45 feet (15 m) with great precision, and tend to hit 
  their target.
  DESCRIPTION
  The Mingossi is a truly remarkable creature. The cycle of 
  its life begins as a spore, wedged firmly into the cracks 
  of a natural rock, or an architectural stone construc-
  tion. In all cases it is placed with great consideration, 
  in a spot with regular access to water and meat. Typical 
  locations would be in the roof of a cave entrance into a 
  sloping mountain side, or in an archway of a moss-clad 
  ruin situated in a rainy area. Here the spore germinates, 
  and soon every crack and tiny hole in the rock is run 
  through with fungal threads – the mycelium.
  As the fungi flourishes from nutritions brought in 
  by the water, it begins to bear fruit. In other words a 
  mushroom grows out of it. In this case the mushroom 
  is nothing like the delicious or toxic little things found 
  in the forest, but a living, hungry entity, very similar 
  to a cephalopod mollusc – an octopus. This is only the 
  primal state of the fruit, which soon takes more uncom-
  mon measures to generate a wide-spread fungi colony. 
  The mushroom, stuck to the location of its birth, feeding 
  on insects, little birds, bats, and other life-forms passing 
  by, soon grows too large for its initial nest. At that point 
  a true metamorphosis begins. Just like the larva holds 
  the genetic blueprint of a butterfly, the Mingossi initi-
  ates an equally natural process of transformation. By 
  gathering the cells of blood, flesh, brains, and skeletal 
  tissues of all its prey, it constructs a full body, somewhat 
  similar to that of a large predatory cat. It doesn’t really 
  grow, but slowly manufactures a new impressive vehicle 
  for its continued cycle of life. 
  Initially more of a big lump, than a clearly defined body, 
  the creature often becomes heavy enough to tear off 
  large chunks of the structure it hangs to. Its vital root 
  is still embedded in the rock, and that part has to come 
  along on the ride. If the rock doesn’t fall apart due to 
  gravity, the fungi will eventually work at it, to loosen 
  enough of the structure to set itself free. 
  The final, and mobile state of the Mingossi fungi is 
  propelled forward by an artificial heart and brain. The 
  actual intelligence is located in the mycelium network, 
  but the new brain, placed in the head of the mammal-
  like mushroom, is responsible for motor skills, and 
  sense perception.
  The Mingossi normally moves in a slow zombie-like 
  daze, methodically harvesting the bugs and little crea-
  tures close to the ground. It can however muster short 
  boosts of energy, where the full grace and power of a 
  predatory cat is mimicked well. When the creature is 
  threatened, harmed, or hindered, this mechanism of 
  defense may set in, lasting for about a minute. 
  The creatures prefer a damp, rainy climate, and take 
  shelter in moist caves and cellars on dry and sunny days. 
  They constantly run the risk dehydration, and will bury 
  themselves in the soil if no shelter is found. The mature 
  Mingossi survive for three to five years, and use their 
  time to seek out a number of suiting regions and nooks. 
  These they inject with spores which are their only way 
  of procreation. To truly slay a Mingossi one must crush 
  and burn the rock in which the fungal threads live. If 
  only the body is slain, a new fruit will grow, nurtured 
  from the decaying left-over of the first one. 
  The Mingossi have weak sight and hearing, and rely a lot 
  on their sensitive trunks to maneuvre in the world. They 
  tend to hunt in the early and late hours of the day. 
  
  89
  GENERAL
  CATEGORY: Crustacean 
  TERRAIN: Salt water 
  FOOD: Carnivore
  AGGRESSION: High 
  SIZE: 7 feet (210 cm) tall 
  NUMBERS: 1-12 
  CHARACTERISTICS
  STRENGTH: 17-23 
  AGILITY: 5-11 
  ENDURANCE: 15-21 
  INTELLIGENCE: 2-3 
  MENTAL RESILIENCE: 5-7 
  CHARM: 0 
  (If stats of humans range from 3 to 18) 
  SPEED: Run x 0,5 (In water x 2) 
  (Multiple is times human speed)
  MAGIC POWER: 0 
  (Ranges from 0-100)
  HIT POINTS: 25-30 
  (If a human commoner has about 11 hit points)
  PROTECTION
  AVERAGE: 7 
  HEAD: 7
  BACK 8 
  BELLY: 3 
  LEGS: 7 
  (If Full Plate Armor is 10) 
  The exoskeleton of the Crombhala is tough, and gives 
  good protection. The belly is softer and vulnerable to 
  spears and long swords. 
  ATTACKS/DAMAGE
  1 BITE: 1-6
  2 HOOKS: 1-8 
  (If a Long Sword causes 1-8 points of damage)
  Though equipped with four powerful legs, the Cromb-
  hala is too massive to use these for kicking, even under-
  water.
  DESCRIPTION
  The Crombhalas are hunter-scavenger creatures that 
  have specialized in attacking surface-swimming prey. 
  Their antennae are sensitive and pick up all surface dis-
  turbances, even in the unsettled waters of storm. They 
  generally keep to the shallows, where from the bottom 
  they can strike upward to penetrate the creatures and 
  small vessels above. The spikes on their heads are only 
  used for the initial surprise and puncturing. The hooks 
  and their hideous mouths are their primary tools of 
  killing.
  Rarely do they venture on to the shore, but can breath 
  air without problem. The heavy bodies of the creatures 
  slow them down on land, so they only briefly come out 
  of the water. Stranded whales and other feasts, may 
  tempt them to linger. 
  The beasts are ferocious and hungry by nature. They 
  rarely miss a chance to feed, and do so with great fervor. 
  When there is no large prey or carcass about, they move 
  around very slowly to save energy, and lazily pick a 
  snack or two in the form of clams and starfish from the 
  bottom. As winter comes, and sheets of ice claim the 
  coastline seas, the Crombhalas seek out warmer areas, 
  or move temporarily into the unknown depths of the 
  ocean.
  In stories and myths Crombhalas are mainly known 
  for their eyes. These are unique constructions whose 
  outer layer is hard as glass, and whose interior liquid is a 
  mystery. Sorcerers have found that by gazing into these 
  orbs, one may witness long and clear episodes from 
  the life of the Crombhala to which they belonged. The 
  creatures are thought to preserve memories inside their 
  organs of vision. Staring into the eye of a dead Cromb-
  hala is not an activity suited for the weak-minded and 
  sensitive. The memories emerging are mainly the high-
  lights of killing and feeding, and some say the mood 
  and blood-lust of the Crombhala is somehow commu-
  nicated through these biological “crystal balls”. 
  According to some scriptures, there are complicated 
  rituals, in the case that one manages to steal away with a 
  single eye of a living Crombhala, that enables the gazer 
  to gain access to the live sight and mind of the giant 
  crustacean, and thus control the beast through telepa-
  thy. 
  The creatures grow to be several centuries old. In some 
  cases their eyes have revealed the locations of wrecked 
  C r o m b h a l a
  
  Crombhala
  
  91
  ships, taken down long ago by groups of hungry Cromb-
  halas. Though events like these are rare, and the crusta-
  ceans typically hunt alone, they are not unheard of. Once 
  dozens of small holes are made in the hull, the creatures 
  clamber up the ship and gunwale to come down upon 
  the crew. As they attack they cough out water and let 
  out series of course and loud hissing sounds. In the sea, 
  they kill silently.
  GENERAL
  CATEGORY: Two-legged mammal 
  TERRAIN: Forests 
  FOOD: Omnivore 
  AGGRESSION: Normal 
  SIZE: 5 feet (150 cm) tall without crest 
  NUMBERS: 1-3
  CHARACTERISTICS
  STRENGTH: 7-13 
  AGILITY: 5-14 
  ENDURANCE: 7-18 
  INTELLIGENCE: 5-14 
  MENTAL RESILIENCE: 7-14 
  CHARM: 3-9 
  (If stats of humans range from 3 to 18) 
  SPEED: Run x 0,3 
  (Multiple is times human speed)
  MAGIC POWER: 5-20 
  (Ranges from 0-100)
  HIT POINTS: 5-18 
  (If a human commoner has about 11 hit points)
  PROTECTION
  AVERAGE: 2
  HEAD: 3
  BODY: 2 
  TAILS: 2 
  (If Full Plate Armor is 10) 
  The skin of the Jhorlars, which ranges from muddy 
  green to clay red, is thick and provides some protection 
  from the sticky branches, insects, and the general hard-
  ships of forest life. (The Jhorlar face and the very end 
  of its tails are sensitive and may be counted as 1 and 0 
  respectively, if desired.)
  ATTACKS/DAMAGE
  2 FISTS: 1-2
  (If a Long Sword causes 1-8 points of damage)
  Though able to throw an awkward punch, the Jhorlars 
  trust mainly to magic for protection. They are tough and 
  resilient creatures but have virtually no means of physi-
  cal fighting.
  POWERS/EFFECT
  MACRAMÉ MAGIC: Though this skill is passed down 
  from parent to child, it is so central to the life of the 
  Jhorlars, that all adults master it. Through complex and 
  intricate series of knots, made of straw, leaves, and vines, 
  the Jhorlars access the force of magic, and control it with 
  their craftsmanship. By releasing single knots, making 
  new ones, or breaking the straws of these structures, 
  they are able to wield strange powers. Typically these 
  are spells of concealment and distraction, used for the 
  protection of their lives and homes, but these macramé 
  works of the forest undergrowth, may be used to invoke 
  or conjure magic of true power. Some of the elder Jhor-
  lars know the ways of this mystery well. Long structures, 
  or webs of macramé work, may be hanged from the trees 
  or bushes, to make spells affect larger areas. Smaller 
  series of knots may be shaped into figures for voodoo-
  like powers, or tied into strange symbols and used as 
  amulets. Bizarre masks or robes may be produced, to 
  affect the abilities or psyche of wearer. Though all Jhor-
  lars are proficient with the knot-work, the strength and 
  width of their magic skills vary. (The exact spells and 
  kinds of magic available to any Jhorlar is up to the Game 
  Master.) 
  ATTRACT INSECTS: In the tunnels beneath the huts 
  of the Jhorlars, are chambers, where the creatures store 
  up grass and leaves of various kinds. Here they slowly 
  decompose before they are mixed together with yeasts 
  and consumed. Inside the Jhorlar body these mixtures 
  produce a luminous and radiant gas that gather in the 
  nose and tail ends of the creature. As the Jhorlar moves 
  J h o r l a r
  
  Jhorlar
  
  93
  its tail along the ground, or rubs the underside of its 
  nose against the bark of trees, insects are lured to the 
  surface. These constitute the primary source of food 
  for the Jhorlars. Normally, with a careful caressing of 
  the ground, the tails glow weakly, and cause myriads 
  of insects to surface. When agitated, or in real danger, 
  the Jhorlars can enhance the power of the glow, by more 
  violent movements. The radiation then goes deeper, and 
  the larger and more dangerous bugs of the earth may 
  be summoned to the surface. The Jhorlars can’t control 
  these, but will not be harmed by the insects, which take 
  an instant liking to their glow. Any threats to the radiant 
  creature, is likely to be treated as hostile. 
  DESCRIPTION
  Like strange lizard-like gnomes, the Johrlars move 
  through the woods with their hands in constant contact 
  with the ground. Their fingers work nimbly through 
  the moss, grass, and leaves of the forest floor, to feel 
  out the kind and energy of the undergrowth. They seek 
  out plants for the production of luminous gas, and the 
  materials from which to create their mysterious knot-
  work (see ‘Powers’).
  The size of their crests reveal their age, and if their tails 
  or noses glow red, one can see that they are hunting. 
  They live alone or in small families. Couples never keep 
  more than a single child at once, but the Johrlars live 
  for 200 years, so as one child leaves home, birth can be 
  given to another. They live in huts of grass or moss, and 
  beneath these are extensive cellars. Most Jhorlars are 
  peaceful and quiet creatures, but can be over-protective, 
  and resort to needless force, when frightened. Few have 
  been known to turn greedy, but in rare cases ambition 
  have made individuals leave their homes to pursue 
  interests of power in the wider world. 
  Though the creatures move slowly, their fingers are fast 
  and dexterous. They smell like dry old earth, and speak 
  with series of grunts parted by fairly long pauses. The 
  creatures use no written language, and no other race 
  has ever learned their macramé magic. Their language 
  is still a mystery to the sages, and the creatures are truly 
  hard to find. They tend to live in places where the woods 
  are dark and secret, but longer excursions are frequently 
  made to gather plants in the larger forest. 
  There seems to be very little communication between 
  Jhorlar families, and no tribes have ever been spotted. 
  Ancient stories mention large woods completely covered 
  by labyrinthine weaves, even towers, of macramé struc-
  tures, but no such phenomena have been witnessed for 
  ages.
  The large crests of the Jhorlars have no other known 
  function but to attract a partner. The creatures cannot 
  swim. They lose this ability at the age of three, when their 
  legs and arms grow longer, and their two tails fatten. 
  The initial lizard-like appearance of their young, then 
  becomes a more up-right figure, whose dark eyes start 
  glimmering with the intellect of larger brain mammals. 
   
  
  Nothnock
  
  95
  GENERAL
  CATEGORY: Mammal 
  TERRAIN: Mountains and highlands 
  FOOD: Omnivore 
  AGGRESSION: High 
  SIZE: 5’ 4” (160 cm) tall
  NUMBERS: 1-10
  CHARACTERISTICS
  STRENGTH: 25-30 
  AGILITY: 10-15 
  ENDURANCE: 18-22 
  INTELLIGENCE: 2 
  MENTAL RESILIENCE: 2-6 
  CHARM: 1-2 
  (If stats of humans range from 3 to 18) 
  SPEED: Run x 2, Climb x 5 
  (Multiple is times human speed)
  MAGIC POWER: 0 
  (Ranges from 0-100)
  HIT POINTS: 25-30 
  (If a human commoner has about 11 hit points)
  PROTECTION
  AVERAGE: 3 
  HEAD: 2
  BODY: 3 
  (If Full Plate Armor is 10) 
  The hide of the Nothnock is unusually thick and hardy, 
  and the creature is extremely insensitive to pain. 
  ATTACKS/DAMAGE
  2 CLAWS: 1-5
  1 BITE or TUSK ATTACK: 2-6
  (If a Long Sword causes 1-8 points of damage)
  The Nothnocks prefer to come charging down the moun-
  tainsides, or to jump down upon their prey from higher 
  grounds. Though very strong from a firm position, they 
  try to benefit from their great mass when charging. They 
  are good climbers but take advantage of their rock-like 
  bodies for camouflage, when hunting quick and agile 
  animals like mountain goats and monkeys. 
  POWERS/EFFECT
  MUSCULAR GROWTH VIRUS: All Nothnocks are 
  born with a potent virus which disrupts the hormonal 
  balance and causes severe growth of muscle. This virus 
  halves their natural life span, but has been part of their 
  biology for countless generations. Their bodies are hard 
  and resistant, which suits their violent life-style and 
  the tough terrain of the mountains. The Nothnock’s 
  teeth, tusks, and claws may cause infection and result 
  in uncontrolled muscle growth. The victim’s strength 
  is increased by 2-5 points, which are added gradually 
  during a couple of weeks. With this change of physique 
  follows a greater tendency for violence and weakened 
  Mental Resilience (-2). All effects are permanent, and 
  to all knowledge incurable. The virus seems to have no 
  contagious power in other life forms. 
  Some barbarian mountain tribes have been known to 
  seek out and fight Nothnock beasts in rites of initiation. 
  The men of these tribes usually die young or return 
  physically stronger. 
  DESCRIPTION
  In Nothnock groups and families fights are regular 
  events. Both males and females resolve even the smallest 
  of conflicts through bloody battles. Often entire groups 
  engage in King of the Hill-like brawls. These are fierce 
  and may end in the death of several group members. 
  Though powerful creatures of the mountains, Nothnock 
  groups rarely grow beyond ten members. 
  The creatures are omnivores but prefer freshly killed 
  meat to cadavers, mushrooms, roots, and berries. They 
  hunt in teams when possible and can plan and synchro-
  nize attacks well, despite their short-tempered violent 
  nature. During the sun of day they tend to rest in great 
  caves, and like to move about and seek out food from 
  dusk to the early hours of morning. Nothnocks are ter-
  ritorial creatures and rarely move further than 12 miles 
  (19 km) from their main lair. 
  Young Nothnocks grow up quickly, and reach full matu-
  rity in less than two years. Attempts have been made 
  to tame them, but few have succeeded. The foul smell 
  and loud growls of these creatures make their company 
  undesirable, even when they’re not attacking. 
  The Nothnocks recover quickly from injuries. This 
  might have something to do with the virus, but no 
  increase in the rate of healing have been spotted among 
  other infected life forms. Some Nothnock specimens 
  N o t h n o c k
  
  96
  are said to have regenerated lost limbs – a rumor which 
  has made the species interesting to physicians and other 
  healers. Many of these creatures are more or less dressed 
  in scars, and must have some powerful resistance to 
  infections. With all the battles among themselves, more 
  Nothnocks should be seen limping or disabled, but such 
  creatures are only rarely reported. 
  The cold air of northern highlands suit the Nothnocks 
  perfectly. They stay out of forests and they can’t swim. 
  Like bears, they can still be found catching fat salmon 
  from the rivers, and looting eggs from the nests of birds. 
  They chase the agile foxes down the slopes, and they ter-
  rorize the goblins, when they emerge from their tunnels 
  in the mountainsides. 
  Nothocks live to be 25 years old. They are gray to brown 
  in color, and partly furred. Their hands and feet are 
  dexterous tools, and their bodies are pure strength. 
  They move about in a gorilla-like fashion, but are more 
  closely related to boars. 
  GENERAL
  CATEGORY: Undead 
  TERRAIN: Catacombs and crypts 
  FOOD: Spirits and souls 
  AGGRESSION: High 
  SIZE: 13 feet (390 cm) long, with tail 
  NUMBERS: 1
  CHARACTERISTICS
  STRENGTH: 12-18 
  AGILITY: 12-18 
  ENDURANCE: - (see ‘Powers’) 
  INTELLIGENCE: 3-6 
  MENTAL RESILIENCE: 3-18 
  CHARM: 2-4 
  (If stats of humans range from 3 to 18) 
  SPEED: Fly (eagle x 0,1) 
  (Multiple is times human speed)
  MAGIC POWER: 3-18 
  (Ranges from 0-100)
  HIT POINTS: 18-24 
  (If a human commoner has about 11 hit points)
  PROTECTION
  AVERAGE: 2
  HEAD: 2
  CHEST: 2 
  BACK: 0 
  TENTACLES: 2
  TAIL: 1 
  (If Full Plate Armor is 10) 
  When in material form, the Myraclion is covered in an 
  amphibian-like skin, which is highly flexible and gives 
  only minor protection. Its back is softer still and very 
  vulnerable to injury. Enchanted weapons or arms forged 
  from silver are required to cause harm to the Myraclion. 
  The creature can turn from ethereal to material form in 
  a single round, but once a physical revelation it needs at 
  least ten rounds to return to a fully spectral state. 
  ATTACKS/DAMAGE
  1 FLAMING TAIL: 1-6 (+ unholy flame, see ‘Powers’) 
  8-12 TENTACLES: 1-3 (+ unholy flame, see ‘Powers’)
  (If a Long Sword causes 1-8 points of damage)
  The Myraclion favors its tail when attacking, and 
  uses the many short tentacles only when it deals with 
  unarmed prey, or defending itself against several oppo-
  nents at once. 
  POWERS/EFFECT
  UNHOLY FLAME: The searing fire of the Myraclion, 
  which burns red at the end of every tentacle, can cause 
  great physical harm, but also bites into the soul energy 
  of those touched by its evil. The unholy fire is twice 
  as hot as any normal flame, and causes 2-12 points of 
  fire damage at touch. In addition to this it drains the 
  victim of energy. The drainage causes a temporary 1-4 
   M y r a c l i o n 
  
  Myraclion
  
  98
  point reduction in Strength, Endurance, and Mental 
  Resilience, which lasts for 6-12 rounds. Half of these 
  points are immediately added to the Myraclion’s hit 
  points (but not beyond its maximum). The rest goes to 
  energize its fire. The victim must complete a success-
  ful saving throw for each of these characteristics, or the 
  loss will last another 1-2 weeks. Each following touch 
  causes additional harm and requires new saving throws. 
  A severe failure (5% chance) with these throws causes 
  a permanent 1 point reduction in the respective char-
  acteristic. Good clerics, rangers, druids, and similar 
  character classes are less prone to the Unholy Flame 
  and should be offered a bonus to these throws depend-
  ing on level/experience. Holy robes, magical armors, 
  and spells may offer various degrees of protection, but 
  typical charms vs fire are insufficient. When fully satu-
  rated, the Myraclion can stay in physical form for about 
  forty-two hours, before the flame fades. As long as the 
  flame burns, it doesn’t get tired. 
  POSSESSION: If any characteristic is drained completely 
  by the burning touch of the Myraclion, the victim col-
  lapses. When that happens the unholy force of the ghost 
  gains access to the soul of the victim and possesses it. 
  As the afflicted person regains consciousness nothing 
  special can be sensed or noticed, but henceforth when-
  ever on the brink of death, such a possessed being will 
  start glowing with a ghostly fire, and by touching other 
  life-forms he or she may use the power of drainage to 
  regain lost energy and hit points. By fueling the flame 
  the possessed being may be fully restored. The flame 
  will burn until the person calms down, and it will not 
  return until the possessed one is once more acutely 
  weakened and faces the risk of dying. Every time this 
  flame is revived the carrier risks losing control to it. 
  A simple saving throw vs Mental Resilience should be 
  performed each time the flame flares into power, with 
  a penalty of 1-2 points added for every time the fire is 
  awakened. At first failure the victim is completely lost to 
  the flame, and is no longer in control of the body. He or 
  she is now fully a slave to the unholy fire and – unless a 
  serious high-level exorcism is performed – a permanent 
  tool and extension of the Myraclion ego. 
  DESCRIPTION
  The Myraclion is a Ghost – the soul of a dead being 
  trapped in the material plane. In a warped body, reflect-
  ing its sorry state, it feeds on the life force of the living to 
  energize short periods of materialization. The Myraclion 
  transforms the soul energy of its victims into an unholy 
  flame which upholds its physical body and grants it the 
  power of drainage. The flame of the Myraclion is the 
  source of its existence. When the flame is extinguished, 
  the Myraclion is destroyed. 
  The back of the creature is flat, like the slimy belly of 
  a slug. It attaches itself to the roofs or misty floors of 
  crypts and catacombs. There it can remain in spectral 
  form for decades of stillness, to preserve energy. The 
  flame is kept a tiny spark as the Myraclion hopes for 
  new careless victims to move within range. With every 
  fresh kill, new unholy vigor is added to the flame and 
  power of the ghost.
  The only way to release a Myraclion from its spiritual 
  entrapment is to starve or kill it. Only silver or magic 
  will cause it harm. Weapons of steel enter the undead 
  flesh of the creature, but cannot touch the reddish fire 
  – its blood. Severed tentacles swiftly grow out anew and 
  the physical body will re-materialize as long as the flame 
  remains. 
  A Myraclion keeps underground, but when food is 
  scarce the ghost may embark on night-time hunts, to 
  find fresh souls to deplete of energy. On such raids it 
  seeks civilization and easy victims, but may be tempted 
  to attack big, when restored to power. Inns, brothels, 
  and other places of late hour activity have been known 
  to attract undesired attention. Though able to fly, Myr-
  aclions always keep a low altitude, fearful of soaring 
  into the immaterial heights. The unholy fire cannot be 
  quenched by rain or water, but the ghosts still avoid it.
  No one really knows why some souls end up in the odd 
  and twisted form of the Myraclion. Other ghosts seem 
  to shy away from them. Theories say that extremely 
  self-centered individuals, who thrive on a leach-like 
  exploitation of others, are doomed to this form. When 
  left to themselves at death, they are unable to handle the 
  situation, and throw out spiritual tentacles to connect 
  to some sort of source which can keep them together, 
  prolonging their self-celebration and manifestation. 
  The Myraclion have lost most of its intelligence and is 
  a highly automated form of hunger and dark rage. It 
  may still moan out its despair and glow with fierce self-
  proclamation, but the skill to interact intelligibly with 
  the surrounding world is altogether forgotten. Aban-
  doned in the morbid state of undead existence it cares 
  for naught but its own continuation. 
  
  99
  GENERAL
  CATEGORY: Mammal 
  TERRAIN: Glaciers, polar ices, and deep snow regions 
  FOOD: Carnivore 
  AGGRESSION: Normal 
  SIZE: 5 feet (150 cm) tall 
  NUMBERS: 5-100
  CHARACTERISTICS
  STRENGTH: 9-12 
  AGILITY: 13-16 
  ENDURANCE: 15-18 
  INTELLIGENCE: 3-7 
  MENTAL RESILIENCE: 3-8 
  CHARM: 2-4 
  (If stats of humans range from 3 to 18) 
  SPEED: Run (Leap) x 1,2 
  (Multiple is times human speed)
  MAGIC POWER: 0 
  (Ranges from 0-100)
  HIT POINTS: 10-15 
  (If a human commoner has about 11 hit points)
  PROTECTION
  AVERAGE: 3 
  HEAD: 2
  BACK: 5 
  BELLY: 3
  ARMS: 2 
  LEGS: 2 
  (If Full Plate Armor is 10) 
  Beneath the thick fur the back of the Con’laih is covered 
  in a segmented bony shell which gives good protection 
  of the inner organs and spine. The delicate tentacles 
  are fully unprotected but when severed these grow out 
  again in about six months. 
  ATTACKS/DAMAGE
  2 JAGGED CLAWS: 2-7 
  1 KICK: 1-8 
  (If a Long Sword causes 1-8 points of damage)
  The formidable front claws of the Con’laihs are their 
  main weapon, but as a means of defense they may also 
  use powerful kicks to keep enemies at bay. 
  POWERS/EFFECT
  ICE CONTROL: Through their thin tentacles the 
  Con’laihs wield a strange energy. Though the creatures 
  can cut through the ice with their saw-like claws it is 
  mainly this energy they use to control and shape their 
  beautiful abodes. The energy manipulates the quality 
  and properties of the ice and makes possible the fantas-
  tic architectural constructions inside the glaciers. As the 
  creatures wiggle, their tentacle ends start glowing and a 
  sound like a thousand tiny bells is produced. The energy 
  enters the ice which transforms according to the will of 
  the Con’laihs, who may quickly melt and reform great 
  section of their lairs. If working in unison, the creatures 
  can easily confuse or trap any unwanted intruders. The 
  energy is also used to prevent undesired cellular damage 
  to any still breathing catching as it is frozen and stored 
  in the ice (see ‘Description’). 
  DESCRIPTION
  In deep burrows, inside the great glaciers and polar ice 
  sheets, live the Con’laihs. The natural cracks and shafts 
  produced by water are intersected by extensive mazes 
  of Con’laih crafted tunnels and caves. They hunt in the 
  areas surrounding these ices, and occasionally send out 
  groups to scout and find food in regions further away. 
  These smaller parties cave out temporary lairs in deep 
  snow or frozen lakes. Birds, seals, foxes and bears are 
  common on their menu, but the Con’laihs take down 
  anything within their power. They are not especially 
  aggressive, but due to a strong instinct of gathering, they 
  tend to attack even when not hungry. 
  What the Con’laihs don’t eat at once they store deep 
  frozen in the ice. In great chambers, far beneath the 
  ice surface, they create museums of meat, which some 
  speculate are not only for eating. When possible, prey 
  is frozen alive and restored to life before eaten. Only 
  the mysterious Con’laih energy can revive a life-form 
  so frozen. All things stored are marked by complex pat-
  terns of burns, and many captures are saved for millenia 
  in the freezer. Truly ancient creatures and beings have 
  been found preserved in the Con’laih reserves. These 
  facts have led to the theory that the creatures freeze prey 
  not only for preservation, but also to communicate in 
  some manner with future generations. 
  Con’laihs are not great climbers, and tend to keep the 
  C o n’ L a i h
  
  Con’Laih
  
  101
  floors of their lairs even. They are however natural 
  jumpers and effortlessly leap straight across the crevices 
  and cold rivers of the subterranean ice worlds. Jumping 
  down upon their prey is also their favorite way of strik-
  ing. 
  Ranging from golden yellow, to brown and dark gray, 
  the fur color of the Con’laihs vary greatly between 
  specimens. The eyes are always dark green and glimmer 
  with an otherworldly kind of intelligence. They com-
  municate through rasping sounds which are sometimes 
  contrasted by high-pitched squeals.
  The last stage of the Con’laih fetus development takes 
  place outside the womb, in translucent cocoons, which 
  are normally attached to the roof of ice tunnels. These 
  glow gently with the mysterious energy of to the adult 
  tentacles, and are spread out across the vast burrows 
  to function as lamps in important sections. The young 
  reach full maturity in three years and begin to weaken 
  from old age about 60 years later. 
  GENERAL
  CATEGORY: Magical 
  TERRAIN: Deserts and dry areas 
  FOOD: Carnivore (barely eats) 
  AGGRESSION: Normal to high 
  SIZE: 5-6 feet (150-180 cm) tall 
  NUMBERS: 1-6
  CHARACTERISTICS
  STRENGTH: 6-9 
  AGILITY: 3-7 
  ENDURANCE: 5-11 
  INTELLIGENCE: 6-9 
  MENTAL RESILIENCE: 9-15 
  CHARM: 1-2 
  (If stats of humans range from 3 to 18) 
  SPEED: Run x 0,5 
  (Multiple is times human speed)
  MAGIC POWER: 30-40 
  (Ranges from 0-100)
  HIT POINTS: 17-25 
  (If a human commoner has about 11 hit points)
  PROTECTION
  AVERAGE: 5 
  HEAD: 2 
  BACK: 12 
  BELLY: 3 
  ARMS: 2
  LEGS: 3 
  (If Full Plate Armor is 10) 
  The main body of the Gendrohka is covered by a thick 
  iron-like shell, and the rest is reminiscent of a fish left 
  to dry in the sun – a ridgy sort of skin, glimmering in 
  some places, and pale dead in others. Its lower legs are 
  strengthened by further segmented shell growth. 
  ATTACKS/DAMAGE
  2 SHARP DIGITS: 1-3 
  1 BITE: 1-6 
  1 KICK: 1-4 
  (If a Long Sword causes 1-8 points of damage)
  The Gendrohka can kick, bite and claw, but usually avoid 
  physical combat. In close encounters they try scratch-
  ing and stabbing their enemies with their umbrella-like 
  “hands”, but may also use their teeth. 
  POWERS/EFFECT
  HALO MAGIC: Though weak of intelligence, the Gend-
  rohka possess the innate power of halo magic, and 
  can produce a wide variety of spells which affects the 
  “wearer” of the weakly luminous sphere(s). The halos 
  are created in a field of energy between the pointy digits 
  of the Gendrohka and released immediately into the air. 
  Flying by themselves they seek to immerse the head of 
  the intended target. They move swiftly but cannot keep 
  up with a running human being. However, once created, 
  G e n d r o h k a
  
  Gendrohka
  
  103
  a halo will not dissipate unless dispelled, and it will con-
  tinue to chase its target for as long as it remains. A halo 
  is unable to pass through walls, but thinner obstacles 
  like armor and shields will not hinder it. It can sense 
  the location of the designated being or creature wher-
  ever it is, and will move ceaselessly to attach itself to 
  its head. Once the head is embraced, the halo stays in 
  place until it has run out of energy, or is dispelled. The 
  Gendrohka can produce halos that seek out the nearest 
  possible life-form, and they often create halos for their 
  own personal use. The number of spells/halos possible 
  per day varies with the power of the individual creature. 
  Common spells are mind-warping, draining, protective, 
  and strengthening halos, but all spells that affect a single 
  being (the wearer) may be infused into a halo sphere 
  of magical energy. Powerful halos tend to have nega-
  tive effects upon the wearer’s vision. Up to three halos 
  may be operative at once. Further spheres will circle the 
  target until any worn halo is drained. 
  GLOVES OF UNMAGIC: The strange anatomical con-
  structions of elongated bones and membrane that are 
  the Gendohka’s hands are flexible and used to parry and 
  disarm all forms of visible magic aimed at the creature. 
  Like antennas these giant “gloves” attract and capture all 
  bolts, balls, missiles, beams, breaths, and darts of magic 
  aimed at the Gendrohka. All such low level spells are 
  immediately dispelled. The effect of all mid-level spells 
  are reduced by 50%, and high level spells are weakened 
  by 30%. This applies to effect as well as range and dura-
  tion. The creatures must be able to see the spell in order 
  to parry it, but need to do little more than to raise a 
  glove in order to capture and weaken all spells directed 
  toward them. With appropriate spells the energy may be 
  collected and reshaped into a halo sphere and thrown 
  back toward the caster. 
  DESCRIPTION
  As the mystics and wizards of the old desert cultures 
  invoked the powers of rain and water, something vile 
  and hideous stumbled out of the sea in answer to their 
  rituals. A strange species, made by the deities of the 
  ocean, sat foot upon the dry lands, and brought a new 
  kind of magic with them. 
  The Endrokk, later known as the Gendrohka (Sea War-
  locks), produced for the people of the desert powerful 
  spheres of magic. Like halos these surrounded the heads 
  of the natives and made them immune to thirst and 
  hunger. Immersed in the translucent orbs, their minds 
  were eventually thrown off balance, and the Endrokk 
  seized control over the lands. These new rulers from the 
  sea were later overthrown, but some remain in hidden 
  communities, in the remote and dry areas of the world.
  The Gendrohka are immortal. Spawned from dark 
  divine magic they cannot die by age. They may be weak-
  ened by lack of food, but need no water, and will go on 
  living until physically destroyed. The small groups that 
  remain cave out upside-down spiral towers in the sand 
  or dry earth to protect themselves from undesired atten-
  tion. What they want or seek is unknown, but once in a 
  while they leave their lairs to attack caravans or remote 
  villages. It is believed that they search for opportuni-
  ties to enslave and lay beneath them greater areas of 
  culture, but in the meantime they surface now and then 
  to investigate the state of the world, and to unleash some 
  of their dark magic. Others claim that they are just the 
  sorry left-overs from an ancient plot, unable to retire or 
  perish, and with no remaining purpose or aim to guide 
  them. 
  The vertical horn on top of the creatures’ shells is a 
  spike of power which can pierce and destroy undesired 
  halos directed toward the Gendrohka themselves, and 
  other halos which they no longer desire. On two feet the 
  creatures walk bent over like old men, often support-
  ing themselves on their long digits. They have a vacant 
  sort of look but are well aware of their surroundings. 
  Always silent, and without speech, they produce halos 
  of telepathy to communicate with other beings. Pitch 
  black blood fills their veins, but hardly run at all, so the 
  creatures barely bleed when wounded. A mysterious 
  sort of air surrounds these creatures, which radiate a 
  sense of antique magic and living death. 
  
  Enjirach
  
  105
  GENERAL
  CATEGORY: Undead 
  TERRAIN: Ruins and caves 
  FOOD: (Carnivore) 
  AGGRESSION: Very high 
  SIZE: 8 feet (240 cm) tall 
  NUMBERS: 1
  CHARACTERISTICS
  STRENGTH: 21-27 
  AGILITY: 10-15 
  ENDURANCE: 22-25 
  INTELLIGENCE: 3-4 
  MENTAL RESILIENCE: 7-11 
  CHARM: 0 
  (If stats of humans range from 3 to 18) 
  SPEED: Run x 1,5 
  (Multiple is times human speed)
  MAGIC POWER: 0 
  (Ranges from 0-100)
  HIT POINTS: 27-33 
  (If a human commoner has about 11 hit points)
  PROTECTION
  AVERAGE: 0 (1) 
  BODY: 0 (1-2) 
  (If Full Plate Armor is 10) 
  The Enjirachs have no skin or natural armor left to speak 
  of. The rare specimens with richer patches of feathers 
  left, may keep 1-2 points of protection on certain parts 
  of their bodies. The bones of the creatures are unusu-
  ally hard, and can stand quite a substantial amount of 
  damage before breaking apart. 
  ATTACKS/DAMAGE
  1 BITE: 1-10 
  2 HOOK CLAWS: 1-12 
  2 CLAWED KICKS: 1-8 
  (If a Long Sword causes 1-8 points of damage)
  Though dead, the force of the Enjirachs’ natural weapons 
  have kept their former strength, and are used with great 
  skill and ferocity. The magical life-force of the creatures 
  moves their skeletons as if invisible muscles were still 
  surrounding their ancient bones. 
  POWERS/EFFECT
  FEATHERS OF LIFE: The main life-force of the Enjirach 
  was not located in the heart or the brain, but rather in 
  its legendary feathers. Touching a single feather of the 
  Enjirach reptile will restore several hit points and heal 
  minor wounds, with no scarring. A night in a full bed 
  of them can restore a two day dead person to life, with 
  no observable traces of death. If the corpse is older still, 
  minor brain damage, or more severe zombie-like side 
  effects are probable. Torn off the Enjirach, the feathers 
  fade after 10-20 healing touches, or 2-3 times of full res-
  urrection. They then lose color as well as their power to 
  heal. If untouched by injured beings the magical feath-
  ers will last forever, and are easily preservable. Naturally, 
  they are extremely rare. 
  The undead reptiles can heal themselves (or others if 
  so inclined) by simply caressing themselves with their 
  remaining feathers. The skeletal structures of bones will 
  become whole again as long as they are held together 
  and not completely crushed. 2-6 hit points are restored 
  automatically each round as long as some feathers are 
  still attached to the Enjirach. When the hit points of 
  the creatures reach zero they are considered damaged 
  enough to go still. However, if not properly destroyed, 
  or stripped of feathers, the beasts may rise again the 
  next day. 
  DESCRIPTION
  Once great feathered reptiles walked the lands. Purple 
  and proud, their plumes played in the wind –  a spec-
  tacular impression of beauty on the green prairies where 
  they hunted. It is said that the grazers were drawn to 
  these displays of color, like moths to light, and that the 
  Enjirachs could feed with little exertion, as they took 
  down the enchanted prey with hooks and jaws of dread-
  ful power. 
  Men would have killed these creatures for the beauty 
  of their feathers alone, but when they learned of their 
  life-giving power, the fate of the Enjirachs was sealed. In 
  less than a century the last living Enjirach was slain and 
  stripped of its purple treasure. Despite the value of the 
  Enjirach feathers, some creatures were sloppily plucked. 
  When the sacks were full, the hunters cared little for the 
  last remaining feathers. Why spend the strength it took 
  to rip these out of the bone, when they had all the gold 
  E n j i r a c h
  
  106
  they would ever need anyway? Also, some creatures 
  managed to escape. When considered dead, the bird-
  like reptiles simply rose half stripped in the night and 
  ate their sleepy captors.
  The remaining Enjirachs cannot naturally die. What few 
  feathers they retain keep them alive, but are not enough 
  to restore them to a life of breathing. A long time ago 
  their flesh fled their bones, and cold blood dripped out 
  of dissolving veins. Flies and worms took care of the 
  sinews and left-overs while their hardy skeletons stayed 
  erect and mobile, enforced and animated by the magical 
  power of the feathers. 
  Thus they hide, ashamed to display themselves in the 
  open air. Lurking in places where a glimpse of sunlight 
  is still available, they welcome all chances to take down 
  the two-legged creatures that caused their living death. 
  Patiently they harness their wrath, intelligent enough to 
  know with certainty, that in time, people will enter their 
  hide-outs, for shelter or curiosity, often in small groups, 
  easily slain and devoured. Yes, eaten, not for the sake 
  of nutrition, but for a taste of the old days, and for the 
  humiliation of those still watching. 
  A few terrible stories however, speak of Enjirachs still 
  surprisingly rich in plumes, which by stroking their 
  kills with their remaining feathers, restores them to life 
  only to slay them again. In such a way they keep them 
  imprisoned in a limbo of pain, re-enacting their retribu-
  tion until there is nothing left of the body to revive. 
  GENERAL
  CATEGORY: Mammal (bred) 
  TERRAIN: Any (temperate to tropical) 
  FOOD: Carnivore 
  AGGRESSION: Very high 
  SIZE: 11 feet (330 cm) long, without tail 
  NUMBERS: 1-3
  CHARACTERISTICS
  STRENGTH: 26-30 
  AGILITY: 25-28 
  ENDURANCE: 22-25 
  INTELLIGENCE: 2 
  MENTAL RESILIENCE: 4-7 
  CHARM: 1 
  (If stats of humans range from 3 to 18) 
  SPEED: Run x 3, Swim x 2 
  (Multiple is times human speed)
  MAGIC POWER: 0 
  (Ranges from 0-100)
  HIT POINTS: 27-30 
  (If a human commoner has about 11 hit points)
  PROTECTION
  AVERAGE: 3 
  HEAD: 4 
  BACK: 4 
  BELLY: 2 
  FRONT LEGS: 3 
  BACK LEGS: 3 
  TAIL: 4 
  (If Full Plate Armor is 10) 
  The bony, teeth-like spikes, and partially thick leathery 
  armor of the Ardhamma body, protects it from scratches 
  and minor attacks. The great horn upon its head is used 
  to steer off spears and stabbing weapons, while the hard-
  ened bony areas of its lower front legs keeps its claws 
  cutting and ripping even in the midst of daggers and 
  swords. 
  ATTACKS/DAMAGE
  1 HORN: 1-8 
  1 BITE: 1-8 
  2 CLAWS: 2-6 
  1 SCYTHE TAIL: 4-16 
  (If a Long Sword causes 1-8 points of damage)
  A r d h a m m a
  
  Ardhamma
  
  108
  The Ardhamma knows how to use all of its weapons 
  with efficiency and deadly dexterity. Unlike many other 
  creatures, and despite its aggressive character, it takes 
  the time to avoid and skillfully parry attacks thrown at 
  it. It can rise up on its hind legs supported by its heavy 
  tail, but usually keeps a low profile, close to the ground, 
  minimizing its vulnerable areas, and moving swiftly on 
  all fours. With great grace its jumps, rolls, spins, dodges 
  and charges, all the while with its scythe of a tail whis-
  tling high and low through the air. 
  DESCRIPTION
  When a culture falls, so does the walls of its prisons. 
  A civilization might crumble, but its legacy remains. 
  In the lower levels, in the pit fighting arenas of the old 
  world, the darker side of entertainment industry flour-
  ished and gave birth. Tired of lions, starved canines, and 
  bears, the audience demanded new horrors unleashed 
  upon the combatants and slaves fuelling their thrills. 
  So races were crossed, new experiments of breeding 
  commenced, and with the amount of gold pumped in, 
  results came quickly.
  Shaped and bred entirely for killing, the Ardhamma was 
  the perfect combination of agility, speed, and strength. 
  Its powerful tail, lashing about in a blur of blood and 
  separated limbs, was the finest, but not its only means of 
  slaying – a commercial success, both feared and readily 
  celebrated. In the chaos of the great wars that followed, 
  brave and ruthless men tamed these beasts, and made 
  them guard their strongholds, but some were left to 
  roam the wild. As these multiplied and chopped them-
  selves a place among the more natural inhabitants of 
  nature, peace came, but now with a new cause to night-
  mare established. Where most wild beasts shy away 
  from human settlements and beings, the Ardhamma 
  were created to kill at the mere sight of them. 
  Fortunately the Ardhamma have no tendency for coop-
  eration. They move with individual intent, and prefer 
  a solitary existence. Tamed specimens may suffer the 
  company of one or two more Ardhamma creatures, but 
  in larger groups rivalry will result in carnage. 
  There are no female Ardhamma, but the artificial nature 
  of the beasts ensures unaltered offspring to emerge from 
  the wombs of impregnated lions and great wolves. The 
  creatures make their lairs in caves and dungeons, or in 
  any other place similar to the dark cellars of their origins. 
  They move comfortably through all terrains, at any hour 
  of day, but avoid cold and snow. They live for 30 years, 
  fear basically nothing, are great swimmers, and eat all 
  things that move. They may sneak upon their victims 
  with great skill, or jump down upon them from higher 
  ground. They are cunning in all situations of fighting, 
  but show no other signs of intelligence. They may roar 
  loudly, though not as deeply as a lion, but remain utterly 
  silent when the situation calls for it. In other words; 
  sometimes a frightened victim is an easier kill, while at 
  other times, stealth is the more lethal approach. 
  
  109
  GENERAL
  CATEGORY: Higher power 
  TERRAIN: Higher planes of existence 
  FOOD: Herbivore 
  AGGRESSION: None 
  SIZE: 5’ 5” (160 cm) tall 
  NUMBERS: 1 (Unique)
  CHARACTERISTICS
  STRENGTH: 8 
  AGILITY: 15 
  ENDURANCE: 40 
  INTELLIGENCE: 18 
  MENTAL RESILIENCE: 40 
  CHARM: 19 
  (If stats of humans range from 3 to 18) 
  SPEED: Run x 2 
  (Multiple is times human speed)
  MAGIC POWER: 0 
  (Ranges from 0-100)
  HIT POINTS: 30 
  (If a human commoner has about 11 hit points)
  PROTECTION
  AVERAGE: 0 (1) 
  HEAD: 2 (1-2) 
  BODY: 1 (1-2) 
  (If Full Plate Armor is 10) 
  The fur of this legendary goat is of normal thickness and 
  kind. It gives no special protection. The head is slightly 
  better shielded due to the horns. 
  ATTACKS/DAMAGE
  1 BITE: 1-10 
  1 BUTT: 1-4 (+ Emphaerian might, see ‘Powers’) 
  2 REAR KICKS: 2-7 
  (If a Long Sword causes 1-8 points of damage)
  The Emphaerian goat is not a fighting creature, but will 
  act to defend those in its company. 
  POWERS/EFFECT
  MENTAL HEALING: At sight the Goat of Emphaeron 
  heals all undesired mental afflictions. This includes lin-
  gering spells, curses, and the effects drugs and diseases. 
  Physical wounds are not affected, but restrictions caused 
  from pain may be partly removed. 
  BLESS: All who behold this creature are temporarily 
  blessed, and gain a +2 bonus on all rolls during 24 hours. 
  GRANT DREAMWALKING: See ‘Description’.
  EMPHAERIAN MIGHT: In the emerald matter of the 
  creature’s horns is infused the strength of their creator. 
  The actual force of butting isn’t increased, but the horns 
  radiate waves of physical tremor that cause 2-12 points 
  of injury to those smitten by their power. 
  DESCRIPTION
  So infatuated with the elven shepherdess was the Titan 
  Emphaeron, that to please her he laid his hand on her 
  favorite goat and bestowed immortality upon it. He 
  crafted for it new horns from his emerald heart, and 
  made two fine instruments of the old ones. One such 
  horn of calling he gave to the shepherdess, and the other 
  he kept for himself. Whenever the horns were blown the 
  immortal goat would appear and calm the spirit of all 
  who beheld it, and by the power of the Titan’s heart, 
  it would let them see. Thus Emphaeron revealed his 
  unspoken love for the elf-maid. 
  INSTRUCTION 
  At dusk, blow the horn, and the goat will come. In the 
  early hours it will come. While still sleeping you will find 
  yourself in its warm presence. There, make a journey of 
  your desire. The Goat will lead you dreaming through the 
  real world. No man, creature, or woman will behold you, 
  but you will witness them, and all other things, as they 
  are at that moment. While dream-walking thus you are 
  safe in your place of sleeping. Still, you must take care. In 
  this in-between existence those of ethereal nature, those 
  magically born, and those with a piercing unnatural gaze 
  may perceive thee. Seeing, they may attack. Fight them 
  then, or run. The goat will aid you. If the Goat is slain, 
  your journey is over, and if you die there you will never 
  wake up again. 
  Wander with the cloven hooves of Emphaeron. For some 
  hours you may walk with it. Gaze into the strongholds 
  of your enemies, and look into the nature of their hearts. 
  All is visible and strange in the realm of the Goat. All is 
  eerie and true. As you awake and return to your place 
  E m p h a e r i a n  G o a t
  
  Emphaerian Goat
  
  111
  of rest, do not sound the horn again for seven days. The 
  Goat is weary and will not heed your call. 
  If the quest is dire, the immortal beast may summon 
  to itself not only the wielder of the horn, but also his 
  companions. It has happened, though rarely, that even 
  uncalled the Goat has appeared. Take care at such occa-
  sions. It could be that your path has crossed the high-
  ways of the Gods. You will not know then for certain, 
  who the Goat has come to serve. The Titan still keeps the 
  second horn, and he is the true shepherd of this power.
  The Emphaerian Goat, one of its kind, grazes the rich 
  and heavenly grasslands, where demigods and giants 
  move and flourish. When summoned it projects itself 
  into a twin existence where it holds some physical 
  power. The real Goat however is beyond reach and 
  remain undisturbed in the wonder of Elysian pastures. 
  Should it ever be encountered in this, its actual form, 
  the Game Master is recommended to add powers to its 
  immortal presence. 
  While much is to be seen and learned by summoning 
  the Goat, the truth can be very demanding. A few travels 
  with this creature tend to be enough for the psyche of 
  mortals. Countless times the instrument of summoning 
  has changed hands. Many times it has been bitterly dis-
  carded. Through it, many have discovered the value of 
  surprises, and learned the hard way to delicately balance 
  between chaos and control. 
  GENERAL
  CATEGORY: Invertebrate 
  TERRAIN: Tropical and subtropical oceans 
  FOOD: Carnivore 
  AGGRESSION: Normal 
  SIZE: 10 feet (3 m) long / Shell is 7 feet (210 cm) tall 
  NUMBERS: 1 
  CHARACTERISTICS
  STRENGTH: 15-18 
  AGILITY: 9-12 
  ENDURANCE: 13-16 
  INTELLIGENCE: 2-4 
  MENTAL RESILIENCE: 5-7 
  CHARM: 1-2 
  (If stats of humans range from 3 to 18) 
  SPEED: Walk (on the bottom) x 1, Swim x 1 
  (Multiple is times human speed)
  MAGIC POWER: 0 
  (Ranges from 0-100)
  HIT POINTS: 19-24 
  (If a human commoner has about 11 hit points)
  PROTECTION
  AVERAGE: 5 
  HEAD: 1
  BODY: 10 (0 without shell) 
  LIMBS: 0 
  (If Full Plate Armor is 10) 
  The body of the Ghord is soft and unprotected. The 
  head and mouths have developed hardenend areas, 
  which pose as horns and teeth. These are softer than 
  regular skeletal structures, and have to be renewed 
  regularly, as they break comparatively easily. The shells 
  of the giant clams used by the Ghords are strong and 
  thick, though not as hard as metal.  
  ATTACKS/DAMAGE
  1 BITE: 2-5 
  6 TENTACLE MOUTH BITES: 1-6 (+ possible stinging 
  cells, see ‘Powers’) 
  (If a Long Sword causes 1-8 points of damage)
  The protective shell, stinging cells, and size of the 
  Ghord, make most predators leave it alone, The Ghord 
  is not used to fighting, nor fleeing. It will do what it can 
  to ward off potential enemies, but will not pursue to kill. 
  G h o r d
  
  Ghord
  
  113
  POWERS/EFFECT
  STINGING CELLS: The red stinging cells growing on the 
  Ghord’s limbs and body are poisonous and will paralyse 
  all beings (and most creatures) they come in contact 
  with. These serve as a means of defense for the Ghord, 
  which, though fairly intelligent, doesn’t use them delib-
  erately when attacking. However, any successful attack 
  by a limb mouth may result in an involuntary (20% 
  chance) and painful contact with the stinging cells. 
  Areas protected by armor or clothes are not prone to the 
  cells. The sting inflicts great pain and paralyzation, but 
  causes no cellular damage. A normal sized being stay 
  immobilized for 10-40 rounds. A succesful saving throw 
  vs Endurance may half that period. Holding the breath 
  during paralyzation is impossible. Breathing is slow and 
  frail. 
  REFLECTIVE CLOUD: The Ghord can eject a cloud of 
  reflective ink. The substance looks a lot like water, but 
  with a much greater reflective quality. Bursting out in a 
  random shape, slightly larger than the Ghord itself, the 
  cloud is confusing to behold, and will hide the Ghord’s 
  action for some time. Depending on the currents of the 
  water, a cloud will last 2-5 rounds, but even drawn apart 
  the drops and curtains of ink may confuse and blind 
  the beholder. Unlike the octopus, Ghords rarely use the 
  clouds to escape predators, but rather to attack them. 
  Mouthed tentacles will come shooting through the ink, 
  targeted by the creatures’ sensitive antennae, which 
  grant them the ability to sense movement even when 
  visually blinded. The Ghords may produce up to three 
  clouds in a day.
  DESCRIPTION
  The Ghords are large invertebrates, typically “walking” 
  around slowly on the ocean floor. There they filter large 
  amounts of water for plankton and other minute forms 
  of life, sucking it all in through six great inlets. These 
  mouths, at the edge of wide retractable tentacles, may 
  also trap a careless fish or two, and will happily consume 
  any other moving thing in the water. Though impres-
  sive creatures, Ghords protect themselves by seeking 
  out the shells of giant clams. These are pierced for extra 
  holes and made into custom fit armors. All limbs may 
  be drawn back into the shell at great speed, and can re-
  appear with equal velocity. When moving around the 
  Ghords are not as swift. They can swim, even inside the 
  shell, but do so in a rocking fashion, paddling them-
  selves forward with two shovel-like limbs, while pushing 
  for altitude with their big sluggish “foot”.
  It may be the innate mode of survival, to look out for 
  suiting shells of protection, that is behind the Ghords’ 
  habit of hoarding. The creatures are unusually interested 
  in all things uncommon to the natural forms of the 
  sea. Hollow items, like canoes, coffins, and amphorae 
  strongly attract their attention, and especially the gilded 
  and decorated ones, reminiscent of the surface of clams 
  and mother of pearl. Coins and trinkets may be found 
  discarded on the floors of the caves in which the Ghords 
  keep their collections, which suggests a specific interest 
  in the vessels themselves. 
  As the hoard grows the Ghord becomes increasingly 
  reluctant to leave its cave of treasures, and will try to 
  find what food it needs in the immediate surroundings 
  of the entrance. In rich waters, the creatures may well 
  be posted, like a sentry, just outside the cave, refusing to 
  leave its valuable collection. Most Ghords will fiercely 
  protect every piece of their findings, but some speci-
  mens are reported to have engaged in trade. It seems a 
  few of these creatures are intelligent enough to evalu-
  ate the threat level, the offers, and the desires of visi-
  tors, to the extent that they present one item in return 
  for another. Persistence, repeated sign-language, and a 
  great sense of balance are said to have done the trick in 
  these reported cases. 
  Ghords are solitary creatures, which live for 60-70 years. 
  They mate early, while only 5-10 years of age. They then 
  redraw from reproduction, and spend their time stand-
  ing, or walking slowly, in search for food and other 
  items of interest. They change shells 3-5 times during 
  the span of their lives.
  
  Sarranath
  
  115
  GENERAL
  CATEGORY: Mammal (magical) 
  TERRAIN: In or nearby great thickets and brushwood 
  FOOD: Carnivore 
  AGGRESSION: High 
  SIZE: 7 feet (210 cm) tall, without facial horns 
  NUMBERS: 1-2 
  CHARACTERISTICS
  STRENGTH: 24-30  (Shrinked: 2-3) 
  AGILITY: 7-11  (Sh: 8-12)
  ENDURANCE: 15-20  (Sh: 5-7)
  INTELLIGENCE: 4-9 
  MENTAL RESILIENCE: 7-11 
  CHARM: 0 
  (If stats of humans range from 3 to 18) 
  SPEED: Run x 1  (Sh: Run x 0,4)
  (Multiple is times human speed)
  MAGIC POWER: 5-10 
  (Ranges from 0-100)
  HIT POINTS: 25-29  (Sh: 2-5)
  (If a human commoner has about 11 hit points)
  PROTECTION
  AVERAGE: 3  (Sh: 0)
  HEAD: 4  (Sh: 0) 
  BODY: 3  (Sh: 0) 
  (If Full Plate Armor is 10) 
  The hide of the Sarranath is tough to withstand the 
  many thorns and nettles of the great thickets in which 
  they hunt. The facial skin is especially hardened by years 
  of rooting around in the undergrowth, and through 
  thorny magical kingdoms. 
  ATTACKS/DAMAGE
  1 TUSKS ATTACK: 2-24  (Sh: 1-3) 
  1 BITE: 1-4  (Sh: 1)
  2 CLAWS: 1-8  (Sh: 1-2)
  2 CLAWED HANDS: 1-6  (Sh: 1)
  (If a Long Sword causes 1-8 points of damage)
  The giant tusks, or facial blades of the Sarranath are for-
  midable weapons. They move up or down with the jaws 
  of the creature, but cannot be wielded separately. The 
  Sarranath uses these to swiftly penetrate thick shrub-
  bery, and similar faerie hide-outs. The claws are used 
  for more methodical cleansing, and the powerful hands 
  to dig into hidden burrows, or to crush and squeeze 
  the secrets and life out of the Sarranath’s prey. With an 
  arsenal of natural weapons the creatures see no real use 
  for crafted arms and tools. 
  POWERS/EFFECT
  DETECT INVISIBILITY: The Sarranath eyes have 
  turned sharp and can perceive invisible things and crea-
  tures with the same clarity as the rest of the world. 
  SHRINK: Once a day the Sarranath can cast a powerful 
  spell of shrinking, and turn swiftly into a rabbit-sized 
  version of itself. The spell lasts for two hours and may be 
  used without restrictions. The increased vulnerability of 
  this state, means the Sarranath uses this power rarely, 
  and only when it can think of no other way of discov-
  ering new faerie-rich hunting grounds. (See parenthe-
  sized characteristics for small size values.) 
  DESCRIPTION
  In the greater thickets, where pixies, brownies, and 
  faeries make their kingdoms, there hunt the Sarranath. 
  Once a group of sly trolls discovered that by eating the 
  wee folk, they could extract their magic and reshape 
  it for their own warped purposes. From that day they 
  would feed solely on the faerie kind, and utilized their 
  new enchantments to this very aim. With faerie magic 
  pulsing through their dark blood, the trolls transformed 
  into the Sarranath, and tore through the thorns and 
  brushwood with previously unparalleled efficiency. No 
  longer mere muscular brutes, the Sarranath trolls devel-
  oped powers of faerie-like mischief and trickery, and 
  new strategies in their hunt for fae flesh. 
  The magic power of the Sarranath is limited, but they 
  can cast minor spells of concealment and illusion, and 
  produce a variety of magical traps. Still, they delight in 
  charging through the bushes and ripping the fabric of 
  the faerie worlds to pieces. The acquisition of subtler 
  and more sophisticated ways of hunting, have not 
  reduced their trollish nature. Rather, they have turned 
  even greedier and more bestial in their hunger for 
  further faecraft.
  The Sarranath live and hunt solitary or in pairs. Com-
  petition tears any group apart. They move about on all 
  S a r r a n a t h
  
  116
  fours. Being forward heavy, they must use at least one 
  hand for support. The strange petal collars work as 
  partial camouflage, and some Sarranath are all but fully 
  covered in this bodily foliage, which change colors peri-
  odically to emulate seasonal flowers and plants.
  The creatures sleep in great dugouts close to their 
  hunting grounds. Sleeping inside the thickets would 
  make them too exposed to the faerie powers. They can 
  live for 200 years, and occupy themselves with little but 
  hunting. Faeries are hard to catch and doing so requires 
  the single minded attention and the day long devotion 
  of the Sarranath trolls – who unlike their distant rela-
  tives can roam freely in full sunlight. 
  GENERAL
  CATEGORY: Reptile (demonic) 
  TERRAIN: Mountains and caves (Any) 
  FOOD: Carnivore 
  AGGRESSION: High 
  SIZE: 3’ 5” - 3’ 7” (100-120 cm) tall 
  NUMBERS: 1-4 
  CHARACTERISTICS
  STRENGTH: 13-16 
  AGILITY: 8-10 
  ENDURANCE: 18-20 
  INTELLIGENCE: 2-4 
  MENTAL RESILIENCE: 7-8 
  CHARM: 0 
  (If stats of humans range from 3 to 18) 
  SPEED: Run (Hop) x 1, Swim x 2
  (Multiple is times human speed)
  MAGIC POWER: 0 
  (Ranges from 0-100)
  HIT POINTS: 14-17 
  (If a human commoner has about 11 hit points)
  PROTECTION
  AVERAGE: 5 
  HEAD: 6
  BACK: 11
  BELLY: 3 
  FRONT LEGS: 5 
  BACK LEGS: 3 
  (If Full Plate Armor is 10) 
  The overlapping leathery shells, strengthened by bony 
  spikes, that cover the back of the Darratha, give a natural 
  protection like few others in the animal world. Under-
  neath these shields is a soft and feathery structure to 
  protect the Darratha from its own razor sharp physique. 
  ATTACKS/DAMAGE
  1 BITE: 2-5 
  2 FRONT CLAWS: 2-4 
  (If a Long Sword causes 1-8 points of damage)
  The sharp teeth of the Darratha are short but with its 
  bite comes an infection that few withstand (hard saving 
  throw vs Endurance). The blood of the victim is injected 
  by a demonic bacterium that reproduces and permeates 
  the blood system in two day’s time (see ‘Powers’). The 
  dagger-like claws of the front legs are used as pointy 
  hooks toward soft throats, or cutting devices, ripping up 
  into the guts from below. 
  POWERS/EFFECT
  CALLING THE BLOOD: The Darratha usually waits a 
  while before attacking, to scan the state of creatures or 
  beings. The blood of an infected one may be called from 
  afar. The Darratha can produce a third magical eye hov-
  ering between the horns of its back. Within sixty yards 
  (54 m) this eye can gaze into the body of the infected 
  and control the blood in the victim’s vessels. To uphold 
  this abysmal magic the Darratha must remain focused. 
  Attacks causing more than 2 points of damage thwart 
  the call for the round to come, and keep the creature 
  busy defending itself. When successful, the magic gen-
  erates a great increase in the blood temperature, and 
  cause an instant fever in the infected targets, affecting 
  all within range with a -4 penalty on all rolls. The Dar-
  ratha may use a second undisturbed round to further 
  this power, and cause arteries to blow from within (2-8 
  points of damage). A third round will suffer the hearts 
  of all victims to explode and blood to burst out through 
  D a r r a t h a
  
  Darratha
  
  118
  all orifices. A successful roll vs Endurance may stall this 
  graphical finale for another round, and reduce the effect 
  to another 3-9 points of internal damage. If the Darra-
  tha is disturbed the call fails and the blood is immedi-
  ately returned to initial temperatures. It may also delib-
  erately keep the effect low to force or control its targets. 
  The Darratha can use this power at will, but unless the 
  bacteria have had two days to reproduce the call will 
  cause nothing but a warm and uneasy sensation. The 
  infection only spreads further if the blood of a victim 
  is intermingled with another’s. An exchange of saliva, 
  or other intimate ways of relation are not enough, as the 
  bacteria never reaches these bodily fluids, as it does in 
  the Darratha.
  DESCRIPTION
  When the Darratha are young they are limbless. Born 
  in the waters of cold subterranean lakes, they swim 
  around like armored ray-fish for some years before 
  they crawl ashore. There they develop legs and haste 
  through the tunnels and mountains like curious dogs, 
  but by hopping, like rabbits do. Restlessly they hunt and 
  eat, killing indiscriminately, and eventually, leave to 
  examine the greater world. 
  Ages ago some Darratha young are said to have entered 
  into this world from the dark waters of the Abyss, finding 
  a passageway of sorts, leading eternally upwards, until it 
  connected with water-filled caves far beneath the weight 
  of ancient mountains. Now, folklore proclaim, they are 
  trapped like misfits in a landscape foreign to them – lost 
  in regions too bright and lush for their nature. 
  With senses always alert to the smell of evil, seeking 
  eagerly for a trace of their cradle, some Darratha myste-
  riously manage to find a master to guide them. Several 
  adept mages of demonology and necromancy have 
  found a Darratha waiting on their doorstep, anxious to 
  be led, submitting to the role of familiar, for guidance, 
  for company, or a hope perhaps of one day being chan-
  neled back into the depths where they once dwelt.
  These creatures have been closely connected with death 
  in several cultures, and the way they often stand still 
  at a distance watching, with a blood-red gaze piercing 
  the darkness, has a fearful impact on most beings. They 
  have served many dark powers through time, and have 
  a deservedly bad reputation. Seeing a Darratha in the 
  streets typically means trouble. Wicked men have used 
  their saliva to contaminate drinks, and water-supplies, 
  and one infamous cleric went as far as breeding a small 
  army of them in great tubs of copper beneath his temple, 
  in an attempt to control his unwilling disciples. 
  The layered shields of the Darratha are highly flexible 
  and shift as soon as the creature moves its head or bends 
  its double spine. The front legs grow a softer but similar 
  structure as the creature matures, while the back legs 
  remain comparatively bare. Along the back of the crea-
  ture are needle tubes full with the red venom that is also 
  abundant in the saliva of the creature, when it attacks. 
  Darrathas hiss and produce unsettling rattling sounds 
  with their back-shields, but have no advanced means of 
  communication. They live for 30-40 years and return 
  into the mountains to breed and lay 4-6 eggs in lakes 
  hidden to most. No one has ever seen them asleep. 
  
  119
  GENERAL 
  CATEGORY: Celestial
  TERRAIN: The Lofty Aeries  
  FOOD: -
  AGGRESSION: Controlled
  SIZE: 8 feet tall
  NUMBERS: 1-7
   
  CHARACTERISTICS 
  STRENGTH: 60-80
  AGILITY: 18-25
  ENDURANCE: 100
  INTELLIGENCE: 35-40
  MENTAL RESILIENCE: 25-30 
  CHARM: 25-45
  (If stats of humans range from 3 to 18)
   
  SPEED: Run x 5, Fly (eagle x 4), Swim x 5
  (Multiple is times human speed)
   
  MAGIC POWER: 70-90
  (Ranges from 0-100)
   
  HIT POINTS: 70-90
  (If a human commoner has about 11 hit points)
   
  PROTECTION 
  AVERAGE: 8
  HEAD: 9
  TORSO: 7
  UPPER LEGS: 7
  LOWER LEGS: 9
  (If Full Plate Armor is 10)
   
  In layers of the finest and hardiest feathers under the 
  sun, the Tharágim are very well protected. Many swords 
  and axes simply slide off their reslilient feathering.
   
  ATTACKS/DAMAGE
  2 CLAWS: 4-24
  2 HOOVES: 6-36
  1 ANTLETS: 6-36
  (If a Long Sword causes 1-8 points of damage)
  The Tharágim possess a divine, supernatural strength. A 
  power which makes their claws and antlers formidable 
  forces upon the battlefield, should they chose to attack 
  physically. 
  POWERS/EFFECT 
  CELESTIAL PRESENCE: The presence of a Tharágim is 
  such that it penetrates to the depth of ones being. Many 
  fail to remain active and fall to their knees in fear or awe 
  (failed saving thow vs Mental Resilience), while others 
  are so dazzled that their limbs weaken (barely successful 
  saving throw, -4 on all physical actions). Those strong 
  of heart tend to be strengthened by their presence, 
  (clearly successful saving throw, +3 on all actions) but 
  only if the Tharágim is kindly disposed towards them. 
  The creature can chose to lessen this power at will.  
  COMMAND: Through the expression of single words 
  the Tharágim can command lesser beings and creatures. 
  A hard saving throw (50% penalty) vs Mental Resilience 
  is needed to disregard the command. If such a throw is 
  successful new commands can be equally disregarded 
  for 10 rounds, then a new saving throw is required 
  to stay unaffected. Any single word may be used as 
  command, for example, ‘Kneel’, ‘Flee’, ‘Rest’, ‘Disarm’, 
  ‘Come’, ‘Kill’ etc. Commands are extremely powerful but 
  can’t cause biological effects like ‘Faint’ or ‘Die’. Com-
  manding words may send someone off into a battle of 
  hopeless odds, but cannot cause self-inflicted suicide. 
  All Tharágim can Command at will, and they also know 
  the majority of all spells ever discovered. 
  DESCRIPTION 
  When the Oceans gave way to Land, and the Mountains 
  rose from the Waters in majesty, the Tharágim lit down 
  on the summits to behold the creation and evolution 
  of the lands. So stunned were they by the beauty of the 
  World, that they lingered to watch as Life emerged from 
  the Seas. The Creator saw this, and forbade the Tharagim 
  to remain among the creatures of the soil – but as they 
  swore not to intervene, and keep to their lofty aeries, 
  they were permitted to stay. As the first major wars 
  came to happen, the Tharágim broke their oath, and 
  descended upon the lands, but the Highest One blocked 
  their path and bound them to the great heights. There 
  they would abide, and only if invited by the creatures 
  of the World, were they ever again to interfere with the 
  ways of mortals. 
  From the top of all things the Tharágim watches, await-
  ing a brave climber to come and call them. For a right-
  eous cause they would answer. They would fly with the 
  climber, back down the precipices and the vast walls of 
  the mountains. They would dive through hours of chilly 
  air and through moist clouds to finally emerge in the 
  T h a r á g i m
  
  Tharágim
  
  121
  wondrous events of mortal life. 
  With the long ages some of the Tharágim have grown 
  impatient, and bitter. They so long to interact with the 
  events of the world below them, that they would answer 
  any climber’s call to freedom. Set free, they would serve 
  whatever aim they were called to support, and use their 
  immense powers for that purpose. With intelligent 
  beings watching the skies, the Great One would not so 
  openly thwart them again. No, they would be free to act, 
  at least for a while, before any higher plans could be set 
  in motion. It would be worth it. Such are the thoughts of 
  some of the Tharágim.
  Once true celestial creatures, the Tharágim were 
  reduced when first bound. Still powerful, and blessed 
  with heavenly air, they are a mighty presence to behold. 
  Some still radiate compassion, while the aura of others 
  have darkened. Though  free from aging, the Tharagim 
  can now be slain. 
  There are 70 Tharágim upon the roofs of the world. 
  They are spread out, so only some would hear the call 
  of a visitor. The aeries they inhabit are strange for the 
  eyes of men – otherworldly places, so far from the level 
  of the sea, that they are governed by other laws. Men 
  cannot stay there for long. They were never meant to 
  walk through such places. The Tharágim do not need 
  to eat, they can breath the thinnest air, and remain eter-
  nally under water. 
  They know all languages ever made, and can communi-
  cate mentally with willing creatures. They do not speak 
  unless spoken to, except to Command with words of 
  power. Once freed they will stay only until their pres-
  ence is needed no longer. Then they will ascend again 
  and return to their muted watchtowers, far above in the 
  mysterious and inaccessible places of the world. 
  GENERAL 
  CATEGORY: Invertebrate
  TERRAIN: Caves and tunnels
  FOOD: Carnivore
  AGGRESSION: None
  SIZE: 8-9 feet (240-270 cm) long
  NUMBERS:  1-5
   
  CHARACTERISTICS 
  STRENGTH:  8-14
  AGILITY:   5-7
  ENDURANCE:  7-12
  INTELLIGENCE:  3
  MENTAL RESILIENCE: 7-9
  CHARM:  1
  (If stats of humans range from 3 to 18)
   
  SPEED: Run (Crawl) x 0,5, Swim x 3
  (Multiple is times human speed)
  MAGIC POWER: 0
  (Ranges from 0-100)
   
  HIT POINTS: 9-13
  (If a human commoner has about 11 hit points)
  PROTECTION 
  AVERAGE: 0
  BODY: 0
  (If Full Plate Armor is 10)
   
  The Ohrdjonn has a thin and delicate skin which offer 
  no protection from physical harm. 
   
  ATTACKS/DAMAGE
  4 TENTACLES: 1-2
  6-8 FLAT TENTACLES: 1-2
  1 HOOKED TENTACLE: 1-7
  1 BITE: 2-6
  (If a Long Sword causes 1-8 points of damage)
  The many tentacles of the Ohrdjonn are not primar-
  ily used as weapons, but as devices for restraining still 
  moving parts of its victims. They are also effective with 
  keeping bats and other parasites away from the creature. 
  The hook and the toothed mouth are applied for direct 
  attacks when necessary. 
   
  POWERS/EFFECT 
  ANESTHETIC GUSH: The Ohrdjonn produces a highly 
  O h r d j o n n
  
  Ohrdjonn
  
  123
  anesthetic fluid which it can release in substantial quan-
  tities through its tubular mouth. The fluid gushes out, 
  and may be dispersed over a greater area, or focused, by 
  maneuvering the tube. The anesthetic is powerful and 
  penetrates drenched skin in a single round. In another 
  round anesthesia sets in and all body-parts exposed are 
  affected. If completely soaked any human-sized limb 
  turns fully paralyzed. If moderately showered the victim 
  suffers a 50% penalty on all rolls in which the body-part 
  is involved. Lesser exposure may cause effects of -3 to 
  -1 on specific skills and actions. A fully drenched head 
  will temporarily go lame. Vision and taste disappear 
  and the neck may slack and fail to keep the head up. A 
  fully anesthetized torso is unable to hold the spine erect 
  and breathing may falter. If the fluid is swallowed, the 
  heart and the lungs will quickly collapse. Clothing do 
  nothing to shield from these gushes . Leather and thick 
  robes offer a certain degree of protection. Plates and 
  scale armor will keep some areas dry, but few outfits are 
  completely water-proof. The anesthetic effect lasts for 
  1-3 hours.
   
  BLOOD CONTROL: 
  An Ohrdjonn in wait is amost transparent. When inac-
  tive it withdraws 95 percent of all blood from its body, 
  and keeps it in a central bladder. Rolled up around itself, 
  in a fully still and color-less figure, strategically placed, it 
  is incredibly hard to spot. When prey is close the blood 
  of the creature fills all veins, and quickly mobilizes the 
  Ohrdjonn’s muscles for attack. When the creature is dis-
  covered it is usually through the droplets and haze of 
  anesthetic fluid. 
  DESCRIPTION
  Attached to the roof of dungeons and other under-
  ground tunnels, the Ohrdjonn is a still and energy pre-
  serving creature. Without  a single bone in its body it is 
  soft and vulnerable. By surprising and stunning passer-
  by creatures, the Ohrdjonn can drop down upon them, 
  expand its worm-like mouth-tube and swallow them 
  whole. The creature can last a year on a single kill. As the 
  prey is slowly digested inside the Ohrdjonn, its metabo-
  lism transforms the body fluids of the victim into new 
  liquid anesthetics. During this process the creature goes 
  into hiding.
   
  The Ohrdjonns are self-fertilizing hermaphrodites. The 
  tiny young are secretly inserted into the throats of fully 
  sedated victims. There they attach and exude small 
  doses of anesthetics to avoid discovery. When grown 
  large enough to block food from reaching the stomach 
  of the host, the Ohrdjonn young crawls into the trachea 
  (wind-pipe) and rolls up into a ball. This causes the 
  victim to suffocate. When breathing stops the small but 
  now fully developed Ohrdjonn crawls out of the mouth. 
  From there is seeks out rocks, crevices, and tunnels. In 
  cities it may end up in large cellars or sewers, feeding 
  on rats, small prey, and the the occasional larger visitor.
  It may take decades for the Orhdjonn to become full-
  grown. When the location allows it they draw together 
  and hang in groups of 2-5 creatures. Thus they can 
  direct their fluid over larger areas, to anesthetize groups 
  of prey, or concentrate their gushes to take down ogre-
  sized victims. If they are too large to swallow whole, 
  the creatures bite off limbs or rip them apart with their 
  hooks. When the Ohrdjonns are grouped together and 
  confident, smaller pieces of meat are sometimes baited 
  on the hooks to attract carnivores to their location. 
   
  The creatures are mute and deaf. They rely on vibrations 
  in the tunnel roof and vision, to make out approaching 
  life-forms. They have no emotions or other mental con-
  cerns than staying alive, and procreation. Completely 
  fearless, they use instinct and simple logic to make deci-
  sions. The anesthetic fluid is highly flammable, so fire 
  and heat is avoided at all times. A spark penetrating the 
  creatures’ fragile skin would cause a virtual explosion.
   
  The Ohrdjonns can live for 200 years. They are void of 
  smell, and do not move unless they have to. When a 
  dungeon runs out of prey, the creatures prefer to change 
  location by swimming through underground rivers. If 
  forced outdoors, they stay hidden during daytime.
  
  Nor’Vuil
  
  125
  GENERAL
  CATEGORY: Two-legged mammal, shape shifter (bird)
  TERRAIN: Mountains and dark woods
  FOOD: Carnivore
  AGGRESSION: High
  SIZE: 3 feet (90 cm) tall, when crouching
  NUMBERS:  1 (to hundreds)
   
  CHARACTERISTICS
  STRENGTH: 3-3
  AGILITY: 3-11
  ENDURANCE: 5-15
  INTELLIGENCE: 3-14
  MENTAL RESILIENCE: 5-15
  CHARM: 1
  (If stats of humans range from 3 to 18)
   
  SPEED: Run x 1, Swim x 0,7, Climb x 1 
  (Crow: Run x 0,4, Fly (eagle x 1,5))
  (Multiple is times human speed)
   
  MAGIC POWER: 7-25
  (Ranges from 0-100)
   
  HIT POINTS: 3-13
  (If a human commoner has about 11 hit points)
   
  PROTECTION
  AVERAGE: 1  (Crow: 2)
  HEAD: 1  (Cr: 2)
  BODY: 2
  ARMS: 1  (Cr: 2)
  LEGS: 1  (Cr: 2)
  (WINGS: 1)
  (If Full Plate Armour is 10)
   
  Partly goblin skin and partly dark feathers, the Nor’vuil 
  body is rather tough. Rows and layers of metal ring 
  piercings are common, which add to the creature’s 
  natural protection. In its crow shape the creature is all 
  feathers (see parenthesized values).
   
  ATTACKS/DAMAGE
  2 “CLAWS”: 1-4
  1 BITE: 1-3
  (2 CROW CLAWS: 1-6)
  (1 BEAK: 2-5)
  (If a Long Sword causes 1-8 points of damage)
  The ends of the Nor’Vuil front limbs are not really 
  claws, but a disarray of sharp feather shafts and pointy 
  bone structure. The creature has limited control over 
  these “digits” which lack the dexterity of fingers, but can 
  “claw” into enemies yet the same.  In its crow form the 
  creature’s hind leg claws turn into longer and sharper 
  bird’s claws, while the front limbs transform into wings. 
  Generally, the Nor’Vuil prefers magic to raw force in 
  combat.
   
  POWERS/EFFECT
  BLACK FEATHERED WIND: When twenty or more 
  Nor’Vuil gather, they can move together into tight clus-
  ters and summon the Black Wind. The strength and 
  magic of this spell lifts the Nor’Vuil into the air, trans-
  forms them into giant hideous crows, and sets off as a 
  black feathered wind across the landscape. There is a 
  density and power to this wind, which makes it hard 
  to separate one Nor’Vuil from another. The revelation 
  is more like a single dark storm of beaks, feathers, and 
  lightning, speeding with great destruction over the 
  land. The Game Master can treat this power as a single 
  entity, or as separate Nor’Vuil crows. In the latter case 
  the creatures maintain the stats of their goblin form, 
  but a +2 bonus should be added to all attack rolls and 
  spell effects. The storm causes darkness and inflicts fear. 
  Saving throws vs Mental Resilience should be completed 
  to stay unaffected by the furious impact, and penalties 
  are to be applied to actions dependant on vision. The 
  size and power of the storm as a single entity varies with 
  the number of Nor’Vuil involved.
   
  BLACK SHADOW: Apart from the shapeshifting that 
  the Nor’Vuil are capable of in groups, the creatures also 
  possess the power of spiritual travel. As a black ethe-
  real crow, all Nor’Vuil shamans can fly across the mate-
  rial world to spy upon the lands. A black shadow, or 
  hazy presence may be spotted in the sky, but this crow 
  is out of range for material weapons. Spells and strong 
  magical arms might injure it, but it moves with great 
  speed and is extremely hard to follow. In this shape the 
  Nor’Vuil can fly through any matter and flesh unless its 
  is guarded by magic or strong blessings. Flying through 
  living beings and creatures, it induces a chilly and eerie 
  feeling which may cause great doubt, loss of morale, 
  and depression. A roll vs Mental Resilience is in order 
  to decide the outcome of such a shadowy visit. The flight 
  of the spirit may last for up to twelve hour. Should the 
  ethereal Nor’Vuil die, the physical one dies as well. 
  N o r’V u i l
  
  126
  DESCRIPTION
  As the goblin shaman beheld his totem beast, he knew at 
  once that something was wrong. This was no ordinary 
  crow that had come to him, but something born out of 
  pure darkness. The shaman trembled once, then the bird 
  stepped right into him. As the goblin screamed a storm 
  rose, and in its eye he could see his destiny. A new race 
  was given birth that night. He was to father the Nor’Vuil.
  Among the shamans of all goblin clans, the Nor’Vuil 
  are the most feared and powerful. They are marked 
  from birth as dark enchanters, and unless accepted by a 
  goblin tribe they pick the hermit way of life, and explore 
  the spiritual black dimensions for their own individ-
  ual purposes. These are not the wise and benevolent 
  shamans of other tribal societies, but minds cruder and 
  more deceitful than the others. Though not officially the 
  leaders of the clans they join, the Nor’Vuil often manip-
  ulate and govern the goblin tribes in secret. Patiently 
  they push them even further towards the darkness and 
  into the bestial spirituality of the Nor’Vuil nature.
  The Nor’Vuil may know any number of shamanistic 
  prayers, spells, and rituals, but they are masters of all 
  elemental spells associated with wind and lightning. In 
  these areas they should have access to magic above their 
  level, and cast it with comparative ease and great power. 
  They naturally befriend common crows, jackdaws, and 
  ravens, and may use these as messenger birds, or have 
  them posted in high trees to scout for approaching 
  dangers.
  Since they have no real hands, the Nor’Vuil shy away 
  from tools and clothing. They use assistants or slaves 
  to aid them with the preparation of rituals, materials, 
  brews, carvings, and similar matters. Their backs are not 
  shaped for the up-right position of other goblins, but 
  their skeletons are long, and in disputes they can tempo-
  rarily force themselves into an upright position to tower 
  above the others for a while.
  GENERAL
  CATEGORY: Mammal
  TERRAIN: Any
  FOOD: Omnivore
  AGGRESSION: High
  SIZE: 5 feet (150 cm) tall
  NUMBERS: 1-20
   
  CHARACTERISTICS 
  STRENGTH: 14-22
  AGILITY: 14-22
  ENDURANCE: 13-22
  INTELLIGENCE: 3-5
  MENTAL RESILIENCE: 3-11
  CHARM: 2-8
  (If stats of humans range from 3 to 18)
   
  SPEED: Run x 1, Swim x 0,5, Climb x 4
  (Multiple is times human speed)
   
  MAGIC POWER: 0
  (Ranges from 0-100)
   
  HIT POINTS: 5-18
  (If a human commoner has about 11 hit points)
  PROTECTION
  AVERAGE: 2
  HEAD: 1
  TORSO: 3
  AMRS: 2
  LEGS: 2
  TAIL: 2
  (If Full Plate Armour is 10)
   
  The main body of the Twai-Noh is covered with a thick 
  feathery kind of fur, which offers some protection, The 
  head, tail, arms, and legs are only partially and not as 
  richly dressed in it. Underneath the fur is a hardy skin, 
  which ranges from brown to orange in color. The major-
  ity of Twai-Noh males wear metal armor on top of their 
  natural protection.
   
  ATTACKS/ DAMAGE
  2 FISTS: 2-4
  1 BITE: 1-4
  (If a Long Sword causes 1-8 points of damage)
  The strong arms of the Twai-Noh can be used to throw 
  some heavy punches, and its fangs bite painfully into 
  vulnerable flesh. The savage Twai-Noh wield weapons 
  T w a i - N o h
  
  Twai-Noh
  
  128
  of steel, but equally enjoy biting and bashing at their 
  enemies with teeth and fists to get a taste for the adrena-
  line of blood and muscle.
   
  POWERS/EFFECT
  METAL GAZE: The secret to the Twai-Noh’s progress 
  in the crafts of metal is their ability to gaze straight into 
  it. The sometimes luminous eyes of the creatures can 
  behold any kind and piece of metal and know its deeper 
  structure. They can instantly make out weak areas in 
  metal armor, and the feeblest point of any sword. They 
  can visually access the character, strength, and texture 
  of all metal items, from the surface to the core. When 
  a Twai-Noh strikes at an enemy with metal armor, its 
  value of protection is reduced by 20%, and it will know 
  to attack the part of the body least protected from its 
  weapon of choice. 
   
  DESCRIPTION
  It is said that the Twai-Noh were once simple and peace-
  ful creatures, and that they lived in the wild, behav-
  ing much like other apes and monkeys. However, the 
  warlords of the south saw great potential in the Twai-
  Noh, and had the court-gnomes tutor them in forging 
  and metalwork. This new knowledge utterly changed 
  the creatures, who embraced  the craft, as well as the 
  weapons and armor produced from it. They excelled as 
  blacksmiths, and armed the Twai-Noh accompanied 
  their new masters onto the battlefield. From that day no 
  wild Twai-Noh can be found in the jungles and forests of 
  the south. They are known for their violent nature, their 
  skill with the hammer, and their unforgiving efficiency 
  in battle. Some have grouped together in outlawed, war-
  mongering bands, while most serve as mercenaries or 
  blacksmiths. 
  While in the past, conflicts and rank were settled by 
  flaunting displays of vivid fur, cheek-flaps, tufts, and 
  crests, the Twai-Noh now resolve all disputes through 
  armed battle, The creatures consider helmets and armor 
  to be part of their physical selves, and typically keep 
  them on as a sign of their stature. Hammers, maces, 
  flails, and other bludgeoning weapons are preferred over 
  axes and swords, but some wield long armor-piercing 
  daggers. The creatures can live for forty years, though 
  most male Twai-Noh die as adolescents in combat. 
  Females and the very young stay away from the violence 
  and take care of hunting, gathering fruit, and prepar-
  ing meals, as well as tending to the huts, tents, or rooms 
  supplied by their current master. The Twai-Noh are 
  fairly intelligent and able to use rudimentary tools and 
  utilities. They can learn language to the point of under-
  standing basic instructions, and they manage simple 
  interaction with humanoid beings. Though generally 
  looked upon as lesser creatures, or spectacular pets, 
  the Twai-Noh are impressive and dangerous enough 
  be treated carefully and honorably by those who know 
  them.
  Normally the Twai-Noh communicate between them-
  selves by repeated short vowels and muted grunts, but 
  turn into loud shrieking and growling apes when fight-
  ing begins. The gifted and most prominent among them 
  may end up as personal bodyguards to royal lords, or 
  as companions to generals of war. A few stay with their 
  beloved metals in the smithy. Though great climbers the 
  Twai-Noh prefer a life on the ground, and build huts of 
  wood, mud, and straw, when no other accommodation 
  is given them.
  
  129
  GENERAL
  CATEGORY: Mammal 
  TERRAIN: Grasslands and sparse forests
  FOOD: Carnivore
  AGGRESSION: Normal
  SIZE: 2-3 feet (60-90 cm) tall
  NUMBERS:  1-20
   
  CHARACTERISTICS
  STRENGTH: 4-7
  AGILITY: 13-17
  ENDURANCE: 11-13
  INTELLIGENCE: 3
  MENTAL RESILIENCE: 5-9
  CHARM: 1
  (If stats of humans range from 3 to 18)
   
  SPEED: Run x 2 
  (Multiple is times human speed)
   
  MAGIC POWER: 0
  (Ranges from 0-100)
   
  HIT POINTS: 5-8
  (If a human commoner has about 11 hit points)
   
  PROTECTION
  AVERAGE: 2
  BODY: 2
  (If Full Plate Armour is 10)
   
  The hide and feathers of the Poppra give it some protec-
  tion from scratching claws and minor bites. 
   
  ATTACKS/DAMAGE
  2 CLAWS: 1-4
  1 BITE: 2-4
  2 CLAWED KICKS: 1-4 
  (If a Long Sword causes 1-8 points of damage)
  The Poppras like to attack at great speed and throw their 
  claws into the eyes and neck of their prey. The feet are 
  rarely used for killing, but when the creatures jump up to 
  attach themselves onto the back of larger animals, these 
  are sometimes kicked into the underside of the beasts.  
  Though lacking fangs, their broad side-way jaws are 
  strong and can get a vise-like hold of noses and necks, 
  and free claws for more lethal, punctuating strikes.  
  POWERS/EFFECT
  IMITATION: The Poppras are master imitators. Any 
  sound or odor ever registered by these creatures can be 
  perfectly imitated. Mimicked sounds issue from their 
  throats, and odors are released from the fruit-like out-
  growths on top of their heads. Both techniques are used 
  frequently when the Poppras hunt or are hunted, to 
  attract and confuse prey, or to discourage larger preda-
  tors. The tufts, the red wing-like flaps, and tails of the 
  creatures are applied to direct and spread the scents. 
  If one of the outgrowths are chopped off or opened, a 
  nauseating bomb of mixed odors emerge, and invis-
  ible spore-like particles enter the airways and lungs of 
  all nearby creatures and beings. Such exposure causes a 
  drug-like effect on the brain and strong hallucinations 
  are likely to follow (check severity by a saving throw 
  vs Mental Resilience). Balance is greatly affected and 
  all actions dependent on physical maneuvering suffers 
  (-50% on all rolls) for 1-2 hours. The Poppras can’t 
  deliberately produce such overwhelming effects, but the 
  scents created may be stark and highly unpleasant. 
   
  DESCRIPTION
  There are many birdlike features to the Poppras, includ-
  ing their nervous, agitated, and curious sort of behavior. 
  There are however no Poppra eggs on the grasslands and 
  light forests they inhabit, and the young are born well-
  developed, albeit a bit clumsy during the initial hours 
  of life.
  The creatures are fast runners, that keep hidden until 
  it’s time to strike. They are not as powerful as wolves, 
  or great cats, but they are a lot smarter, and their special 
  abilities keep them alive. When cooperating they do 
  so extremely well, and often circle the plains for a long 
  while, to methodically and invisibly direct prey into an 
  advantageous ambush situation. The bright reds of their 
  outgrowths and flaps shift to black when the creatures 
  prowl, and return to alarming red when their pulse 
  increases and the chase begins. 
  The genuine smells and sounds of the Poppras are 
  unknown. Even when they’re only socializing and 
  moving about, they produce a variety of complex expres-
  sions to distinguish their individual character from the 
  others in the flock. Sounds and smells seem to be of 
  great interest to them, even beyond the contexts of sur-
  vival. Smaller groups are regularly dispatched into the 
  greater world, to find and collect new sense impressions 
  to enjoy and utilize. Though the creatures can imitate 
  P o p p r a
  
  Poppra
  
  131
  the pure tones of musical instruments, no full songs 
  or long melodies have ever been heard from a Poppra. 
  When not mimicking for the sake of food or protection, 
  they tend to mix different kinds of sounds into an often 
  noisy and inharmonious sort of chattering. 
  The Poppras are not aggressive unless hungry, and may 
  approach other creatures with only inquisitive inten-
  tions. Easily scared off, they quickly return to look 
  again, seemingly trying to learn something. Though 
  uncommon, it happens that the Poppras take an over-
  investigative approach, and decide to open the object of 
  investigation with their sharp thumbs, to examine the 
  scents within. 
  Poppras live for 20-30 years. They sleep under trees, or 
  hidden in long grass. Unable to swim, the creatures are 
  careful around water, but in all other situations their 
  curiosity wins, and often gets the better of them. Clashes 
  with human civilization are not uncommon. The 
  Poppras are naturally attracted to the fascinating and 
  easily felled livestock of farmland pastures. Some peas-
  ants have learned to be careful. Bleating in the streets 
  doesn’t always mean sheep on the loose.
  GENERAL
  CATEGORY: Mammal 
  TERRAIN: Forests and mountains (any)
  FOOD: Omnivore
  AGGRESSION: Normal (to high)
  SIZE: 6’ 5”- 8’ 1” (195-245 cm) tall
  NUMBERS: Up to hundreds
  CHARACTERISTICS
  STRENGTH: 7-21
  AGILITY: 5-19
  ENDURANCE: 5-18
  INTELLIGENCE: 3-16
  MENTAL RESILIENCE: 3-14
  CHARM: 3-15
  (If stats of humans range from 3 to 18)
   
  SPEED: Run x 1,3, Swim x 1,2, Climb x 2
  (Multiple is times human speed)
   
  MAGIC POWER: 0-50
  (Ranges from 0-100)
   
  HIT POINTS: 5-20
  (If a human commoner has about 11 hit points)
   
  PROTECTION
  AVERAGE: 1 (hard: 3)
  BODY: 1 (hard: 3)
  (If Full Plate Armour is 10)
   
  The skin of the Darwandir is more resilient than human 
  skin, and will turn harder still when the creatures throw 
  themselves into action (see ‘Powers’).
  ATTACKS/DAMAGE
  2 FISTS: 1-4
  2 KICKS: 1-6
  (If a Long Sword causes 1-8 points of damage)
  The legs and arms of the Darwandir are long and power-
  ful. They can deal out bone-breaking punches and kicks, 
  and will fight unarmed if required, even when facing 
  armored enemies. 
  POWERS/EFFECT
  HARDEN SKIN: When the Darwandir go into battle 
  their skin hardens to protect them from harm. With 
  adrenaline rushing their joints and muscles stay flexible, 
  while the outer layers turn tough and wood-like. This 
  cellular change is quick and swiftly subsides as the crea-
  tures calm down again. The color of their skin shifts a 
  bit when it hardens, towards gray, brown, or green, and 
  may turn dappled, and textured, like the surface of bark. 
  FINAL RAGE: In a situation where the Darwandir find 
  themselves outnumbered, betrayed, or otherwise near 
  death, they can decide to summon the full power of 
  the inner rage. At such times their entire biology and 
  character transform into a vessel of elemental fury. They 
  quickly darken into the blackest wood, and their horn-
  like outgrowth lengthen. In their eyes flash the chaos 
  D a r w a n d i r
  
  Darwandir
  
  133
  and power of an untamed world, where lightning and 
  violent storms raise the seas and whip mountains into 
  sand and earth. The crude power of the past soars up 
  from their soul and into the living flesh of their current 
  being. This causes a +10 bonus to Strength (and +3 to 
  all damage rolls), + 5 to all attack rolls, and adds 15 to 
  their Magic Power. If the Darwandir still live when the 
  danger is over, they are unable to return to their pre-
  vious selves. They lose all bonuses, but their nature 
  is morphed into a dark sort of beast, with little or no 
  memories of its previous existence. Tired and confused 
  they usually escape far into the deep woods. There they 
  merge with the trees, or join up with orcs or other crea-
  tures more similar to their new nature. Needless to say, 
  the Darwandir do not use this power unless they expect 
  to perish.
  DESCRIPTION
  Savages with a taste for elegance. That’s what many see 
  when they look at the Darwandir. Tall and graceful, yet 
  with a core of  primordial wilderness – a raw essence, 
  that despite the ornaments of culture, howls in unison 
  with the beasts at night. 
  The Darwandir adore the feast and the dance, but have 
  no desire for the comforts of the city. They are drawn to 
  the arts and the wisdom of the sages, but care little for 
  novelties, and require no empires. Like ancient gypsies, 
  rooted in the soil of the past, they intermingle with 
  modern cultures. Though socially apt, they are restless 
  when far from home. Among the highest of trees they 
  build their huts, but some carve halls in the deep moun-
  tains. 
  They are children of the earth, sprung from the roots of 
  the first trees. Inside of them, the elemental forces have 
  not yet settled. Their skins and muscles must always 
  move, or their bodies will stiffen and turn back into 
  wood. An hour of stillness is all they can endure, before 
  the earth calls them back, and draws them  into a state of 
  eternal petrification. Void of sleep and dreams they walk 
  beneath the stars, singing songs of moons and magic. 
  The Darwandir live in matriarchal tribes. The females 
  are a full foot (30 cm) taller than the males. The men 
  are wilder, but receive no training in the arts and sci-
  ences. Most are hunters or warriors, while the women 
  govern the social and political affairs. All Darwandir 
  tribe leaders, druids, sages, and magicians are female, 
  and most prominent fighters too. These constitute 
  an elite in the Darwandir societies and are called the 
  Darwa’an. The largest tribes are about 500 strong, but 
  many Darwa’an meet up with the elite of other tribes to 
  learn from one another. 
  A Darwandir must learn at a young age to tame the wil-
  derness within. Even adults regularly fight to harness the 
  ancient rage, forever present in the depth of them. There 
  is no inherent evil to this inner power, but an uncul-
  tured directness, that will not succumb to reflection. It 
  screams for absolute freedom and to tear  through every 
  obstacle without thought, and without conscience. There 
  are within all Darwandir tribes those who would have it 
  otherwise, and who wishes to celebrate and unleash the 
  dark rage in all of them. The Darwa’an do their best to 
  keep such forces subdued and pacified. The elders teach 
  that the Wild One within serves them well with energy 
  and strength, but unfettered it would destroy them, and 
  turn them into something degraded and demonic. 
  Managing this yearning is a great part of Darwandir 
  upbringing and education. When a Darwandir loses 
  temper it can be seen not only in the eyes but in their 
  entire appearance. They seem possessed and may mom-
  entarily turn bestial in their choice of words and actions. 
  In Darwanidir societies this is part of daily life, and 
  dealt with, but in other cultures, these sudden displays 
  of primoridal rage are not always well handled. Most 
  Darwandir quickly return to their normal selves, and 
  make sure to resolve the situation, as well as they can. 
  Music and food are great sources of pleasure for the 
  Darwandir. Most play some instrument or sing. They 
  keep no pets, and use no steeds or beasts of burden. The 
  Darwandir loath bows, crossbows, and javelins,  and 
  will not even throw their daggers. When the time comes 
  to fight they do so face to face with their enemies in a 
  dance of dirt, sweat, and blood. They never wear shoes 
  or boots, and dress light even in the winter. Some wear 
  armor of leather, scales, or horn, but shields, helmets, 
  and suits of steel are extremely rare. 
  The Darwandir worship the heavenly bodies and various 
  spirits of the earth. Their magic is based around songs 
  weaved in the forlorn past, and they have great knowl-
  edge about all things that grow. They all have black hair, 
  live for 200-300 years, and don’t care much for swim-
  ming. 
  
  Han’Marak
  
  135
  GENERAL
  CATEGORY: Reptile 
  TERRAIN: Forests and jungles
  FOOD: Carnivore
  AGGRESSION: Normal to high
  SIZE: 4-5 feet (120-150 cm) tall
  NUMBERS: 1-4
   
  CHARACTERISTICS
  STRENGTH: 8-14
  AGILITY: 13-18
  ENDURANCE: 14-20
  INTELLIGENCE: 3
  MENTAL RESILIENCE: 5-9
  CHARM: 1
  (If stats of humans range from 3 to 18)
   
  SPEED: Run x 1,5 
  (Multiple is times human speed)
   
  MAGIC POWER: 0
  (Ranges from 0-100)
   
  HIT POINTS: 8-13
  (If a human commoner has about 11 hit points)
   
  PROTECTION 
  AVERAGE: 5 
  HEAD: 7 
  BACK: 9
  BODY: 2
  (If Full Plate Armour is 10)
   
  A flexible ridge of double bone plates shields the crea-
  ture. Moving in a crouched manner, this extended skel-
  eton protects the Han’Marak very well. 
   
  ATTACKS/DAMAGE
  2 CLAWS: 1-4
  1 BITE: 1-6
  2 CLAWED KICKS: 2-5 
  (If a Long Sword causes 1-8 points of damage)
  Apart from the tusks on the sides of the creature’s head, 
  which are mainly used to establish superiority between 
  individuals of the species, the Han’Marak frequently use 
  all of its natural weapons. 
  POWERS/EFFECT
  PARALYZING POISON: The needles on the neck and 
  arms of the Han’Marak are poisonous and may cause 
  termporary paralyzation (2-4 rounds) if a saving throw 
  vs Endurance is failed. The creatures rarely use these as 
  a means of attack, but they are meant to stall grabbing or 
  biting predators, and allow some time to escape.
   
  DESCRIPTION
  The Han’Maraks are fast reptiles which have developed 
  fur and an impressive extension of their skeletal struc-
  ture. Though powerful predators they use great cunning 
  to bring down prey, and are, in a deadly kind of fashion, 
  rather playful. 
  Moving about by themselves, or in small groups, they 
  cover great areas of forest, to find new and suitable 
  locations for an ambush. Though these may be fast and 
  direct, the Han’Maraks often rely on patience when 
  attracting food. Covering themselves with fallen leaves, 
  moss, or hiding beneath other vegetation, they emulate 
  and emit a strong smell of carcass. By displaying only 
  their backs, they manage to draw near to themselves, 
  the great scavengers of the forest and the sky. Through 
  the element of surprise the beasts can take down prey 
  many times larger than themselves, and they are not 
  very picky. In such a way, they can wait for days if need 
  be, and may sleep while doing so. The sensitive, hairlike 
  protrusions upon the heads of the creatures, keep them 
  alert to nearby movement. 
  To escape danger, and occasionally to speed swiftly 
  down a slope, the Han’Maraks can curl into a ball and 
  roll away, pushing with their tails. They prefer to move 
  about normally, but may land with a somersault when 
  missing a leap attack, for example. Being heavy, they 
  consume a lot of energy, and are constantly on the look-
  out for food, but on very hot days they enjoy basking in 
  the sun, to gather warmth, and preserve their strength. 
  The marks and colors on the wrists and hands of the 
  creatures are only found on the jungle variation of the 
  species. These mimic the patterns of the double headed 
  Cheemaik parrot, which is a fat and delicious scavenger, 
  often found by discarded kills.
  The Han’Maraks live for about 20 years. The females 
  wait for the eggs to hatch, and then stay with their young 
  until they are grown, while the slightly larger males typ-
  ically roams about alone. 
  H a n ’ M a r a k
  
  136
  GENERAL
  CATEGORY: “Insect”
  TERRAIN: Grasslands
  FOOD: Herbivore
  AGGRESSION: Normal
  SIZE: 2 inches (5 cm) to 16 feet (5 m) tall
  NUMBERS: Up to thousands
   
  CHARACTERISTICS 
  STRENGTH: 0-40
  AGILITY: 8-12
  ENDURANCE: 5-30
  INTELLIGENCE: 1-3
  MENTAL RESILIENCE: 1-10
  CHARM: 1-5
  (If stats of humans range from 3 to 18)
   
  SPEED: Up to Run x 3
  (Multiple is times human speed)
   
  MAGIC POWER: 0
  (Ranges from 0-100)
   
  HIT POINTS: 0-50
  (If a human commoner has about 11 hit points)
  PROTECTION
  AVERAGE: 0-5
  HEAD: 0-6
  BACK: 0-6
  BELLY: 0-3
  LOWER LEGS: 0-6
  UPPER LEGS: 0-3
  (If Full Plate Armour is 10)
   
  Most of the Norghim is covered by a metallic exoskel-
  eton, but the upper legs and the underside of body are 
  softer. 
   
  ATTACKS/ DAMAGE
  4-16  KICKS: 0 to 2-10
  (If a Long Sword causes 1-8 points of damage)
  The kicks of large Norghims are very powerful. Due to its 
  unusual anatomy, the creature can keep supporting on 
  a leg, while kicking with one “toe” of it. It may however 
  stay balanced with only three toes in the ground, and 
  can thereby free several for fencing off hostiles. Though 
  they have strong jaws the Norghim don’t bite in battle, 
  but use those only for cutting and conuming grass. 
   
  DESCRIPTION
  Nobody knows what causes the first Norghim to hatch 
  and crawl up into the sunlight, but it is clear that the 
  reddish glands on its front lakes discharges drops of 
  some substance, which makes the rest of them stir in 
  the ground. As they escape their eggs and follow the 
  growing horde, even more Norghim start hatching in 
  their wake. When the creatures are born they stand 
  about two inches, but feeding they grow at impressive 
  speed, and may reach a full 16 feet in two years. 
  The hoards move as one, including all size specimens, 
  ranging from tiny to huge. On their way they feed solely 
  on grass, natural as well as planted crops. All is con-
  sumed. Some say they will even eat your straw hat if you 
  wear one. The Norghim are meticulous and feed cease-
  lessly.  During the night one can hear their clasping jaws 
  from afar, and witness a galaxy of fluorescent eyes, as 
  they lay bare the prairies and the farmlands. There is 
  little stopping them. 
  Some villages and towns have long since banned roofs 
  of straw, and learned to keep their horses and cattle 
  well away from the main settlements. Norghim hoards 
  are rare, but devastating enough not to be forgotten. 
  When finally there is no more grass to find, the oldest 
  Norghim use their remaining energy to spread out. 
  Finding a suitable location, they inject an oily substance 
  into the earth, which will secure their continuation. The 
  black and sticky goo, consisting of tiny eggs, will slowly 
  absorb the nutrients of the soil, and come to grow into 
  a new potential hoard. It can wait for centuries for the 
  enigmatic call, which will make it sprout up like living 
  weed from the earth. 
  The Norghim aren not especially aggressive, but will 
  attack who hinder them from feeding. The small are just 
  as eager as the tall ones. 
  All characteristics of the Norghim increase with with size 
  except for Charm which is reduced. It is not uncommon 
  for small Norghim to ride the larger ones for the sake of 
  speed, and for some reason the hoards seem to have a 
  limited amount of fully grown creatures. Norghims do 
  not die as long as there is grass to sustain them. 
  N o r g h i m
  
  Norghim
  
  Volthyrian Mistlord
  
  139
  GENERAL
  CATEGORY: Ethereal Power 
  TERRAIN: Misty, moist areas, and water
  FOOD: None/Omnivore
  AGGRESSION: Normal to high
  SIZE: 6-8 feet tall
  NUMBERS: 1
   
  CHARACTERISTICS
  STRENGTH: 17-23
  AGILITY: 13-18
  ENDURANCE: 20-25
  INTELLIGENCE: 17-22
  MENTAL RESILIENCE: 17-22
  CHARM: 4-12
  (If stats of humans range from 3 to 18)
   
  SPEED: Crawl x 1,5, Swim x 2, Fly (the mist) x 0,5 
  (Multiple is times human speed)
   
  MAGIC POWER: 20
  (Ranges from 0-100)
   
  HIT POINTS: 20-24
  (If a human commoner has about 11 hit points)
   
  PROTECTION 
  AVERAGE: 2 
  BODY: 2
  STAFF: 2
  (If Full Plate Armour is 10)
   
  In physical form these beings have a smooth, black skin, 
  resembling that of sharks or dolphins. In ethereal form 
  it can only be wounded by magic weapons and spells.
   
  ATTACKS/DAMAGE
  2 FISTS: 1-4
  6 TENTACLE LASHES: 2-5 
  1 TAIL LASH: 2-5
  1 STAFF: 1-7 (+ 1-3 points of punishment, see ‘Powers’)
  (If a Long Sword causes 1-8 points of damage)
  The Volthyrian Mistlords have to run out of other 
  options and be seriously angered to make use of natural 
  weapons in combat, apart from their staff. The weapon 
  is actually part of, and ethereally connected, to their 
  physique. 
  POWERS/EFFECT
  PHYSICAL FORM: The Lords can take physical form 
  at will but require two rounds to complete the transfor-
  mation either way. They can continue all other actions 
  while doing so. 
  CONTROL MIST: Wherever there are tiny droplets of 
  water the Volthyrians can control them. They can move, 
  spread, and draw them together, to hide, blind, soak 
  and dry targets of interest. They can even force a large 
  amount of body water through the pores in the skin 
  of creatures and beings, leaving the victims weak and 
  dehydrated, even dead if they are allowed to continue. 
  This power requires concentration, and the only way to 
  avoid it is by disturbing the Mistlord. They control, by 
  will, an area up to 500 yards in all directions from their 
  location, and can turn a normal fog into jets and whirl-
  winds of water, to knock enemies off balance or throw 
  them to the ground. However, they can’t make the drop-
  lets merge fully into larger bodies of water, and they 
  can’t control any mass of water larger than a droplet, nor 
  create or extract mist from lakes or rivers. Where there 
  is mist, the Volthyrians can also ride it, even in physical 
  appearance. Somehow they manage to bind together the 
  mist with their ethereal nature and powers. 
  STAFF OF ETHEREAL LIGHT: 
  All Volthyrians are born with a body part, which is visu-
  ally disconnected from the rest of their bodies. Ethere-
  ally, there is no distance as such, and the “staffs” of the 
  Mistlords pulsate with the same life, and are upheld by 
  the same ethereal energy. This weapon of power cannot 
  be sustained for more than a few hours on the physi-
  cal plane. The Volthyrian needs to regularly go back and 
  “breath” in order to keep its staff-like limb alive. Though 
  able to survive without it, it will not willingly sacrifice 
  its most effective body part. These are the powers of the 
  staff: 
  Ethereal Light of Vision: By the light of the staff the 
  Vyltherion can see through physical matter like walls 
  and rock. The light reaches 300 yards and has no restric-
  tions, other than the will of the Mistlord wielding the 
  staff.  
  Ethereal Light of Knowledge: At contact with another 
  intelligent being the staff absorbs all knowledge and 
  memories about its target. The knowledge doesn’t 
  include skills or abilities that require practice, and may 
  be done without the victim’s awareness
  Ethereal Light of Punishment: When it hits the staff 
  infuses into the target ethereal light, which disrupts 
  the balance of body energies and causes pain (1-3 hit 
  Vol t hyr ian  Mis tlord
  
  140
  points) as well as jolts of great mental suffering. A failed 
  saving throw vs Mental Resilience causes a 50% penalty 
  on all rolls for 10-20 rounds. 
  When a staff is stolen it quickly dies, and its powers 
  require ethereal communication. It will function like a 
  regular staff or club for a few weeks, before it decays. 
  DESCRIPTION
  These creatures, also known as Lords of the Mist, are 
  exiles from the Volthyrian Realms, which are located 
  in the Ethereal Plane of Existence. Judged as a threat 
  to the native communities, they are banished forever, 
  and forced to seek out other worlds to accommodate 
  their undesirable character. The traits of a Mistlord vary 
  greatly between individuals, and just as human prison-
  ers can have a change of heart while still locked away, 
  some Mistlords improve with time. Typically though, 
  they are the most powerful and dangerous of Volthyr-
  ian outlaws, and breakers of The Sanctified Oaths of 
  Wisdom.   
  Their powers allow them to gather information very 
  efficiently, and apart from their natural abilities, they 
  typically know a great number of spells. While they 
  strive for different things, many have a tendency to seek 
  power, and to find the means to avenge their former 
  communities. If they dare not act out such desires, they 
  will try to make up for it by building power, or bring 
  great misery upon some other civilization.
  Like phantoms they move in with the mist at night to 
  spy on those who might be of service, or an obstacle 
  to their agenda. Some steal and kill without second 
  thought, while others prefer a more civilized conduct, 
  and enjoy seeing the demise of their enemies by sophis-
  ticated and delicate plotting. Due to their appearance 
  they cannot act unnoticed in the open, and tend to spin 
  their invisible strings of power from the shadows. As 
  ethereal ghosts they see and pass through walls unhin-
  dered, and can appear suddenly in the sleeping quarters 
  of those who oppose or entertain them. 
  Aware of their unearthly attributes they sometimes 
  descend from the mist to set terror into their chosen 
  victims. In such ways they bind the frightened ones to 
  their service, and when the time comes to strike, it is not 
  uncommon that legions of terrified followers obey their 
  command.
  Fortunately, the Mistlord is a rare phenomenon, which 
  few beings has ever seen or encountered knowingly. 
  Even when observed they may hide their faces behind 
  tentacles, to appear like a dark and swirling cephalop-
  oda dream, visible for just a little while in the ephemeral 
  bowels of the mist.
  The Volthyrians live for about three centuries, and are 
  unable to mate outside their native realms. They need 
  only eat in physical form, and they need very little. They 
  stand all climates, and can live under water as easily as 
  on land. No oxygen is required to uphold their physical 
  form, which is replenished by their bond to the Ethereal 
  Plane. They also heal at twice the human rate, and are 
  immune to disease, poison, and infections. 
  All Mistlords avoid contact with other Volthyrian exiles, 
  who like a mirror remind them of their banishment. 
  
  141
  GENERAL
  CATEGORY: Demonic mutant 
  TERRAIN: Dark forests and dungeons
  FOOD: Carnivore
  AGGRESSION: Very high
  SIZE: 5 feet (150 cm) tall
  NUMBERS: 1
   
  CHARACTERISTICS
  STRENGTH: 12-16
  AGILITY: 6-10
  ENDURANCE: 14-20
  INTELLIGENCE: 2
  MENTAL RESILIENCE: 3-8
  CHARM: 0
  (If stats of humans range from 3 to 18)
   
  SPEED: Run x 1 
  (Multiple is times human speed)
   
  MAGIC POWER: 0
  (Ranges from 0-100)
   
  HIT POINTS: 12-18
  (If a human commoner has about 11 hit points)
   
  PROTECTION 
  AVERAGE: 3 
  HEAD: 3 
  BODY: 3 
  FRONT LEGS: 2 
  FRONT LEGS (thin): 0
  BACK LEGS: 4
  TAIL: 3
  (If Full Plate Armour is 10)
   
  The front part of the Ashkharan body is covered by a 
  mane of thick hair, and hardened in some places by a 
  bony panzer.  Their leathery skin is thickest by the tail, 
  and stengthened along the upper back legs with layers of 
  strange crystal needles.
   
  ATTACKS/DAMAGE
  2 CLAWS: 2-4
  2 CLAWS (thin): 1-3
  1 BITE: 1-3
  2 KICKS: 2-5
  1 TAIL SLASH: 2-4
  The Ashkharan will normally try to immobilize its 
  victims before it bites down into their flesh and starts 
  feeding. The thin limbs, ending in a single claw, help 
  making holes of entry for the tongue, where no natural 
  orifice will serve. 
  POWERS/EFFECT
  DISTRUPTIVE FIELD: The Ashkharan radiates a per-
  manent disruptive field, which destabilizes the natural 
  laws and causes erratic lights, colors, sounds, and irreg-
  ularities in gravity and magnetism. Unforeseeable and 
  beyond its control, this field can relocate and alter the 
  effects of spells and natural phenomena, like fire, voices, 
  wind, and friction. The strength and effects of the field 
  varies randomly (and follows the the whims of Game 
  Masters and dice), but covers a distance of approxo-
  mately 20 yards (18  m) from the creature in all direc-
  tions.
   
  DESCRIPTION
  The Ashkharan spilled out from the depths of the 
  Abyss ages ago, when a fracture in the order of things 
  tore through reality, and darkened it. They have since 
  mutated to somewhat appear like the natural beasts 
  of the world, but in a disorderly, unbalanced fashion, 
  which bear witness of their unholy origins.
  The chaotic blend of traits is unnerving to behold, and 
  watching its twisted movements, which variably resem-
  bles those of a fly and a frog, is a sallow experience. 
  Combined with the creature’s unnatural impact upon 
  the laws of physics and magic, the Ashkharan is an 
  unfortunate and nightmarish encounter.  
  Like mosquitoes, and many other insects, they do not 
  consume their prey, but suck their juices straight out 
  of them. While holding on with claws and specialized 
  teeth, their tongues help clean out the inside. 
  Though leaping is part of the creatures repertoire, it 
  doesn’t do so very well. It often lands clumsily, but with 
  enough balance to apply their razor sharp tail-claws on 
  any biological tissue. 
  The Ashkharan do not sleep regularly, but fall uncon-
  scious to the ground wherever they run out of energy. 
  When they awake again they quickly reassume a con-
  stant search for food and the occasional mating partner.
  The creatures seem to prefer dark areas, where they can 
  As h k h a r a n
  
  Ashkharan
  
  143
  move about undisturbed by other lights and sound, as 
  if the constant fluctuations of their own making were 
  enough to deal with. 
  Always aggressive, the Ashkharan may still pause reluc-
  tantly at bad odds. Though far from intelligent, they 
  have come to rely on their involuntary powers to scare 
  off most enemies, and since they are long since used 
  to the chaos, they often manage to play it out to their 
  advantage. 
  The roars of the Ashkharan are like those of a great lion, 
  but filtered through the disruptive field, they come out 
  like an abyssmal cacophony, sounding like anything 
  from the screams of possessed children, to fighting cats, 
  and muted thunder. 
  Living for a maximum of twenty years these creatures 
  have for obvious reasons never been tamed. Their 
  damaged minds are unsusceptible to charms, rewards, 
  and even threats. Their presence is simply too danger-
  ous to tamper with, and their company exceedingly 
  unwholesome.
  Ashkharan offspring are on their own from day one, and 
  the female will attack them, and any other Ashkharan 
  on sight, as soon as the initial bond is broken, which is 
  about a day after birth.
  
  144
  The beasts which never made it
  
  145
  Emphaerian Goat  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .109
  Enjirach  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .105
  Ferrenai  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .33
  Gendrohka  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .101
  Ghondaar  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .49
  Ghord  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .111
  Gohrgin  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .37 
  Han’Marak .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .135
  Holath-Uhr .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .64
  Hon´Ghadda .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .81
  Jarma-Loh  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .23
  Jhorlar  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .91
  Lammathen  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .20
  Marajack  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .15
  Mehrog .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .73
  Mellion Trollfrog  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .26
  Mingossi   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .86
  Mon’thoris  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .10
  Myraclion .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .96
  Negga - Fire Wyrm  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .57
  Nemunn  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .39
  Nen´guan  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .46
  Ni-Oth  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .69
  Nomancuan  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .53
  Nordjarimm  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .13 
  Norghim  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .136
  Nor´Vuil .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .125
  Nothnock  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .95
  Ohrdjonn  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .121
  PanPanarih  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .63
  Poppra  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .129
  Ra’Khuni  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .19
  Rhonx Aibia  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .29
  Sarranath  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .115
  Thelossian  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .59
  Tharágim  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .119
  Twai-Noh  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .126
  Volthyrion Mistlord  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .139
  Vornorion  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .54
  Aegarim  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .77
  Ardhamma  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .106
  Ashkharan  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .141
  Bhorda  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .67
  Calmorock  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .41
  Chaerim Witch  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .74
  Cilluhin  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .85
  Con’Laih  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .99
  Crombhala  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .89
  Darratha  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .116
  Darwandir  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .131
  Dharkanian .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .9
  Dhondoros  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .45
  Elijinn .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .79 
  Elor Than  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .31
  Index
  
   
  
  This book contains 54 original creatures, made primarily for fantasy role-playing 
  games. Unlike many other manuals of monsters, the artwork of this book has 
  been given a major role. Every creature is professionally illustrated and occupies 
  a full color page for visual presence. The statistics are system-independent, easily 
  understood, and the descriptions are imaginative and thorough.
  ‘RPG Creatures  - Bestiary I’ is an improved publication of the first 45 creatures 
  initially in the blog ‘RPG Creatures’. It features nine additional beasts, exclusive to 
  the book, and a balanced, easier to read lay-out.
  This resource was created to enrich the games, campaigns, and settings of those 
  who seek new and inspiring creatures, but non-gaming fans of fantasy monsters, 
  and imaginary life-forms, are also likely to find this book rewarding.
  /Nicholas Cloister - author, designer and illustrator 
  
SOURCE: textdata/thevault/Any (Any System Generic)/RPG Creatures - Bestiary 1 (Extended Edition).pdf