TEXT: 7. Creatures
  Revolution D100 ver 1.0 – 15-Oct-2016. The following text is designated as Open Game Content.
  Creatures & Intelligence
  A creature with a randomly determined INT is considered sentient. It is a rational, capable of both logical thought and self-
  determination. A creature with an INT listed as a single number, rather than a die roll, is not sentient. The INT of a non-
  sentient creature is considered the equivalent of 10 for the purposes of calculating skill base values. The creature's instincts 
  allow it to use Skills like Perception and Stealth with the same effectiveness as an average human.
  Non-sentient creatures usually also lack CHA. To determine CHA for a creature that usually has no use for it, roll 2d6.
  Creature Innate Powers
  Unless noted otherwise, all innate powers have the Target: Self attribute, and are always on. Some Innate powers like a 
  dragon's fire breath, require activation. This requires a Concentration action, a skill roll, and a Life Point cost. The power 
  description will specify the required Skill and Trait, if any. 
  The following powers are only available as creature innate abilities. The powers listed as having a Might of * or +* are 
  always accompanied by a numeric score when assigned to a creature. For instance, if a creature Might is 2 points greater 
  than normal, it will have the Heavy Build +2 power.
  Strong Build
  Might +*
  The creature is significantly stronger than its apparent size suggests and gains one point of Might per point of Might of the 
  power. At the Narrator's option, the creature might also gain additional Resolution Points ranging from one to five in a STR-
  based conflict.
  Immunity to Pain
  The creature does not suffer any reduction in Strike Rank when wounded in Advanced Combat. 
  Incorporeal
  The creature is  a spirit or denizen of another plane of existence, which lacks a true physical form, and has only the INT, 
  WIL and CHA characteristics.
  Not all incorporeal creatures can interact with the physical world. Those who can form a translucent  body. The body is 
  usually of Size Class M, and has STR and CON equal to the creature's WIL, and DEX equal to its INT. Calculate all other 
  attributes normally once you have determined these three characteristics. Weapons, skills, and other details depend on the 
  creature type. Incorporeal creatures are immune to mundane weapons and can only be damaged by magic or elemental 
  attacks. They have only one location, even when localised damage is in use. In many cases, their attacks ignore armour and 
  Parries, and can only be Dodged or absorbed by magical protections. The few incorporeal creatures who form truly 
  believable bodies lack weapon immunity, and can be destroyed by any kind of damage. They have a fully formed human 
  body, and are subject to localised damage if that rule is in use.
  Killing an incorporeal creature just sends it back to its natural plane of existence, from where it may return if bound to the 
  mundane plane.
  
  Regeneration
  Might *
  A creature with this power regenerates damage to its Toughness at the rate of one point per Might per Round. Lethal 
  Wounds regenerate only in certain circumstances. A maimed or severed limb may still regenerate if the creature has not 
  suffered a Lethal wound in a vital location, or a non-localized Lethal Wound may regenerate if the creature has not been 
  killed instantly by a failed Endurance roll. In Advanced Combat regeneration costs one Life Point per round.
  There is a slower form of regeneration that works in Adventure Time, and does not cost Life Points.
  Skeletal
  A creature with this power has half the Toughness for its Size Class. However, it also gains Immunity to [Bleed, Slash, 
  Impale]. Many Skeletal creatures are also Undead.
  Toughness
  Might +*
  The creature is significantly stronger than its apparent size suggests and gains one point of Toughness per point of Might of 
  the power.
  Undead
  An Undead creature cannot suffer from Negative Life Points. If it has Life Points, it uses them only to activate powers. An 
  Undead creature is immune to poison and disease, and automatically succeeds in all Endurance rolls. Many Undead 
  creatures are Immune to Pain, but some of the most powerful, like vampires, are not. If present, Immune to Pain must be 
  listed as a separate power.
  Creature Descriptions
  When not using non-localised damage, the creature’s general Toughness is equal to the value provided for the torso. Non-
  localised armour values are provided under the armour entry, while the values for specific locations are besides the 
  toughness values.
  All scores provided for Skills include the listed Traits. The raw Skill score is 30 points lower.
  Natural Weapons
  Most animals use their claws, teeth, pincers and tails like people use weapons. Natural Weapons have the same statistics as 
  man-made weapons, although some creatures have Natural Weapons with modified attributes. The general values are those 
  given in the table below. 
  The statistics for Natural Weapons do not vary with the creature’s Size class or Strength. The Might of the creature, and the 
  Strike Rank Penalty that its size imposes on smaller opponents, represent the danger posed by the creature's mass.
  Natural weapon table
  Weapon
  Trait
  Reach
  SR to 
  att/def
  Damage
  Notes/Effects
  Fist
  Brawl
  -
  3/2
  1d2
  Kick
  Brawl
  3
  5/-
  1d2
  +1 Might
  Tail (reptile)
  Tail
  4
  8/4
  1d4
  Bash (effect)
  Teeth (humanoid)
  Bite
  -
  5/-
  1d3
  Teeth (ferine)
  Bite
  -
  5/-
  1d6
  Slash (effect)
  Beak
  Bite
  -
  5/-
  1d8
  Slash (auto)
  
  Claw (blunt)
  Claw
  2
  3/-
  1d4
  Slash (advantage)
  Claw (sharp)
  Claw
  2
  3/-
  1d4
  Slash (effect)
  Pincer
  Claw
  4
  4/-
  1d4
  Crush (auto)
  Tentacle 
  Tentacle
  6 to 12
  6/-
  1d6
  Crush (auto), Entangle (effect)
  Natural Armour
  The hide of an animal provides one point of Armour for each Size Class greater than Medium. The layer of armour has a 
  Coverage of 0+. Heavy fur or feathers may increase this armour by one or two points. Natural Armour is the equivalent of 
  leather armour under all other aspects.
  Reptilian scales are thicker, and the above values are usually doubled, with Medium sized reptiles having one single point of
  armour. You may apply the STR bonus for Might to the armour. The scales are thinner at the joints, thus raising their 
  Coverage to 1+.  On a coverage roll of 0, the armour value is halved, rounding down.
  Arthropods have carapaces made of chitin, worth 1 point per Size Class of the creature. The plate-like nature of this kind of 
  armour gives it a coverage of 1+. On a coverage roll of 0, the armour value is halved, rounding down.
  NATURAL CREATURES
  Bear
  Characteristic
  Attribute
  D6/D8
  Location
  AP/Cov
  AP/Cov Toughness
  STR
  10 3d6
  Size Class
  L
  1
  RH Leg 
  -/-
  2/0+
  7
  CON 10 3d6
  Might
  +2
  2
  LH Leg 
  -/-
  2/0+
  7
  DEX 10 3d6
  Strike Rank
  10
  3,7,8
  Torso 
  -/-
  2/0+
  8
  INT
  5
  Encumbrance
  -
  4
  RF Leg 
  -/-
  2/0+
  7
  WIL
  10 3d6
  Life Points
  20
  5
  LF Leg 
  -/-
  2/0+
  7
  CHA
  - 2d6
  Move
  6
  6
  Head
  -/-
  2/0+
  7
  Weapon
  SR Att/Def Damage
  Parry
  Special
  Claw
  12
  3/-
  1d4+2d2
  -
  slash (advantage)
  Bite
  10
  5/-
  1d6+2d2
  -
  slash (effect)
  Skills: Agility [Swim] 50%, Close Combat [Bite, Claw] 50%, Perception [Smell, Track] 50%, Stealth [Hide] 50%.
  Armour: Fur and hide 2/0+.
  Powers: -
  Notes: Medium sized opponents are -2 SR when fighting a bear, -4 for a polar bear.
  Crocodile
  Characteristic
  Attribute
  D8/D10
  Location
  AP/Cov
  AP/Cov Toughness
  STR
  17 5d6
  Size Class
  L
  1
  Tail 
  1/0+
  2/2+
  9
  CON 10 3d6
  Might
  +3
  2
  RH Leg 
  -/-
  2/0+
  8
  DEX 10 3d6
  Strike Rank
  14
  3
  LH Leg
  -/-
  2/0+
  8
  INT
  4
  Encumbrance
  -
  4,9,10
  Torso 
  1/0+
  2/2+
  11
  WIL
  10 3d6
  Life Points
  20
  5
  RF Leg 
  -/-
  2/0+
  8
  CHA
  - 2d6
  Move
  6
  6
  RF Leg
  -/-
  2/0+
  8
  7,8
  Head
  1/0+
  2/2+
  9
  
  Weapon
  SR At/Def Damage
  Parry
  Special
  Tail
  18
  8/4
  1d4+3d2
  -
  crush
  Bite
  14
  5/-
  1d6+3d2
  -
  slash (advantage)
  Skills: Agility [Brawn, Swim] 50%, Close Combat [Bite, Tail] 57%, Stealth [Hide, Sneak] 50%.
  Armour: Hide 1/0+, Scas 2/1+.
  Notes: Medium-sized opponents are -2 SR when in meleé with a large crocodile.
  Horse
  Characteristic
  Attribute
  D6/D8
  Location
  AP/Cov
  AP/Cov Toughness
  STR
  14 4d6
  Size Class
  XXL
  1
  RH Leg 
  -/-
  2/0+
  10
  CON 10 3d6
  Might
  +7
  2
  LH Leg 
  -/-
  2/0+
  10
  DEX 10 3d6
  Strike Rank
  12
  3,7,8
  Torso 
  -/-
  2/0+
  12
  INT
  4
  Encumbrance
  -
  4
  RF Leg 
  -/-
  2/0+
  10
  WIL
  10 3d6
  Life Points
  20
  5
  LF Leg 
  -/-
  2/0+
  10
  CHA
  - 2d6
  Move
  12
  6
  Head
  -/-
  2/0+
  11
  Weapon
  SR At/Def Damage
  Parry
  Special
  Kick
  12
  3/-
  1d4+7d2
  -
  Rear & Plunge
  12
  8/-
  2d4+7d2
  -
  Skills: Agility [Jump, Running] 50%, Close Combat [Kick, Plunge] 54%.
  Armour: Fur and hide 2/0+.
  Notes: Medium-sized opponents are -6 SR when in meleé with a horse. 
  Lion
  Characteristic
  Attribute
  D6/D8
  Location
  AP/Cov
  AP/Cov Toughness
  STR
  14 4d6
  Size Class
  L
  1
  RH Leg 
  -/-
  1/0+
  7
  CON 10 3d6
  Might
  +3
  2
  LH Leg 
  -/-
  1/0+
  7
  DEX 14 4d6
  Strike Rank
  12
  3,7,8
  Torso 
  -/-
  1/0+
  9
  INT
  5
  Encumbrance
  -
  4
  RF Leg 
  -/-
  1/0+
  7
  WIL
  10 3d6
  Life Points
  20
  5
  LF Leg 
  -/-
  1/0+
  7
  CHA
  - 2d6
  Move
  7
  6
  Head
  1/0+
  3/5+
  8
  Weapon
  SR At/Def Damage
  Parry
  Special
  Claw
  14
  3/-
  1d4+3d2
  -
  slash (effect)
  Bite
  12
  5/-
  1d6+3d2
  -
  slash (effect)
  Skills: Agility [Dodge, Jump] 50%, Close Combat [Bite, Claw] 58%, Perception [Acute Hearing, Smell, Track] 50%, Stealth 
  [Hide, Sneak] 54%, Survival [Savannah] 50%.
  Armour: Fur and hide 1/0+.
  Powers: Night Sight.
  Notes: Medium-sized opponents are -2 SR when in meleémeleé with a big feline of Large size class.
  Python
  Characteristic
  Attribute
  1d4
  Location
  AP/Cov
  AP/Cov Toughness
  STR
  17 5d6
  Size Class
  L
  1
  Tail 
  -/-
  1/0+
  8
  CON 10 3d6
  Might
  +3
  2,3
  Torso 
  -/-
  1/0+
  9
  DEX 10 3d6
  Strike Rank
  14
  4
  Head
  -/-
  1/0+
  8
  
  INT
  4
  Encumbrance
  -
  WIL
  10 3d6
  Life Points
  20
  CHA
  - 2d6
  Move
  4
  Weapon
  SR
  Cost
  Damage Parry
  Special
  Bite
  14
  3/-
  1d4+3d2
  -
  Coils
  14
  5/-
  3d2
  -
  Entangle (effect)
  Skills: Close Combat [Bite, Coils] 50%, Perception [Vision] 50%.
  Armour: Scales 1/0+.
  Notes: due to the creature’s body shape and Combat tactics, Medium-sized opponents suffer no SR Penalty when in meleé 
  with a large snake. The snake’s skin is less scaly than that of other reptiles.
  Wolf
  Characteristic
  Attribute
  D6/D8
  Location
  AP/Cov
  AP/Cov Toughness
  STR
  10 3d6
  Size Class
  S
  1
  R Leg 
  -/-
  -/-
  2
  CON 10 3d6
  Might
  -1
  2
  L Leg 
  -/-
  -/-
  2
  DEX 14 4d6
  Strike Rank
  12
  3,7,8
  Torso 
  -/-
  -/-
  4
  INT
  5
  Encumbrance
  -
  4
  RF Leg 
  -/-
  -/-
  2
  WIL
  7 2d6
  Life Points
  17
  5
  LF Leg 
  -/-
  -/-
  2
  CHA
  - 2d6
  Move
  6
  6
  Head
  -/-
  -/-
  3
  Weapon
  SR
  Cost
  Damage Parry
  Special
  Bite
  10
  3/-
  1d6-1d2
  -
  slash (effect)
  Skills: Agility [Dodge] 54%, Close Combat [Bite] 54%, Perception [Smell, Track] 47%, Survival [Steppe or other home 
  environment] 50%.
  Notes: wolves are -2 SR when in meleé with Medium-sized opponents (already counted in the sample weapon statistics). A 
  wolf bite is unlikely to cause significant wounds to the torso of a Medium or large creature, so the beast usually goes for the 
  throat or an arm when fighting a human.
  PREHISTORIC CREATURES
  Dinosaur hide is not as tough as the scales of modern saurians. Its AP are just one point higher than those of a mammal of 
  the same Size Class. The coverage for this hide is 0+.
  Allosaur
  Characteristic
  Attribute
  D8/D10
  Location
  AP/Cov
  AP/Cov Toughness
  STR
  14 4d6
  Size Class
  XXL
  1
  Tail 
  -/-
  4/0+
  11
  CON 10 3d6
  Might
  +7
  2
  RH Leg 
  -/-
  4/0+
  11
  DEX 14 4d6
  Strike Rank
  14
  3
  LH Leg
  -/-
  4/0+
  11
  INT
  4
  Encumbrance
  -
  4,9,10
  Torso 
  -/-
  4/0+
  13
  WIL
  10 3d6
  Life Points
  20
  5
  RF Leg 
  -/-
  4/0+
  7
  CHA
  - 2d6
  Move
  8
  6
  RF Leg
  -/-
  4/0+
  7
  7,8
  Head
  -/-
  4/0+
  11
  Weapon
  SR At/Def Damage Parry
  Special
  Bite
  14
  3/-
  1d6+7d2
  -
  slash (effect)
  Skills: Close Combat [Bite] 58%, Perception [Hearing] 50%.
  
  Armour: Hide 4/0+.
  Notes: Medium-sized opponents are -6 SR when in meleé with an allosaur; its huge size provides a Bonus to hit it.
  Dimetrodon
  Characteristic
  Attribute
  D8/D10
  Location
  AP/Cov
  AP/Cov Toughness
  STR
  10 3d6
  Size Class
  XXL
  1
  Tail 
  -/-
  3/0+
  10
  CON 10 3d6
  Might
  +6
  2
  RH Leg 
  -/-
  3/0+
  8
  DEX 10 3d6
  Strike Rank
  10
  3
  LH Leg
  -/-
  3/0+
  8
  INT
  4
  Encumbrance
  -
  4,9,10
  Torso 
  -/-
  3/0+
  12
  WIL
  10 3d6
  Life Points
  20
  5
  RF Leg 
  -/-
  3/0+
  8
  CHA
  - 2d6
  Move
  9
  6
  RF Leg
  -/-
  3/0+
  8
  7,8
  Head
  -/-
  3/0+
  10
  Weapon
  SR
  Cost
  Damage Parry
  Special
  Bite
  9
  2/-
  1d6+6d2
  -
  slash (effect)
  Skills: Close Combat [Bite] 50%, Perception [Vision] 50%.
  Armour: Scaly Hide 3/0+.
  Notes: Medium-sized opponents are -6 SR when in meleé with a dimetrodon. Its huge size provides a Bonus to hit it.
  Mammoth
  Characteristic
  Attribute
  D8/D10
  Location
  AP/Cov
  AP/Cov Toughness
  STR
  10 3d6
  Size Class
  XXXL
  1
  RH Leg 
  -/-
  4/0+
  10
  CON 10 3d6
  Might
  +8
  2
  LH Leg 
  -/-
  4/0+
  10
  DEX 10 3d6
  Strike Rank
  10
  3,8,9
  Torso 
  -/-
  4/0+
  14
  INT
  6
  Encumbrance
  -
  4
  RF Leg 
  -/-
  4/0+
  10
  WIL
  10 3d6
  Life Points
  20
  5
  LF Leg 
  -/-
  4/0+
  10
  CHA
  7 2d6
  Move
  9
  6,10
  Head
  -/-
  4/0+
  12
  7
  Trunk
  -/-
  2/0+
  8
  Weapon
  SR At/Def Damage Parry
  Special
  Tusk
  12
  2/-
  1d8+8d2
  -
  impale (effect)
  Trunk
  14
  8/-
  1d4+8d2
  entangle (effect)
  Trample
  10
  5/-
  8d2
  -
  unparriable, Stun (auto)
  Skills: Agility [Brawn] 50%, Close Combat [Trample, Trunk, Tusk] 50%, Perception [Hearing, Vision] 50%., Survival [Taiga or
  Steppe] 50%.
  Armour: Fur and hide 4/1+, Lesser Hide (on the trunk) 2/0+.
  Notes: Medium-sized opponents are -8 SR when in meleé with a mammoth. Its huge size provides a Bonus to hit it.
  Plesiosaur
  Characteristic
  Attribute
  D8/D10
  Location
  AP/Cov
  AP/Cov Toughness
  STR
  10 3d6
  Size Class
  XL
  1
  Tail 
  -/-
  2/0+
  8
  CON 10 3d6
  Might
  +4
  2
  RH Paddle
  -/-
  2/0+
  8
  DEX 14 4d6
  Strike Rank
  12
  3
  LH Paddle
  -/-
  2/0+
  8
  INT
  4
  Encumbrance
  -
  4,9,10
  Torso 
  -/-
  2/0+
  10
  WIL
  10 3d6
  Life Points
  20
  5
  RF Paddle
  -/-
  2/0+
  8
  CHA
  7 2d6
  Move
  9 swim
  6
  RF Paddle
  -/-
  2/0+
  8
  7,8
  Head
  -/-
  2/0+
  8
  
  Weapon
  SR At/Def Damage Parry
  Special
  Bite
  22
  5/-
  1d6+4d2
  -
  slash (effect)
  Skills: Agility [Dodge, Swim] 54%, Close Combat [Bite] 54%, Stealth [Sneak] 54%.
  Armour: Blubber 2/0+
  Notes: Medium-sized opponents are -4 SR when in meleé with a plesiosaur.
  Pteranodon
  Characteristic
  Attribute
  D10/D10
  Location
  AP/Cv
  AP/Cv
  Tough
  STR
  14 4d6
  Size Class
  XL
  1
  Tail
  -/-
  2/0+
  7
  CON 10 3d6
  Might
  +5
  2
  R Leg 
  -/-
  2/0+
  7
  DEX 14 4d6
  Strike Rank
  14
  3,4
  L Leg
  -/-
  2/0+
  7
  INT
  4
  Encumbrance
  -
  5
  Torso
  -/-
  2/0+
  11
  WIL
  10 3d6
  Life Points
  20
  6,7
  R Wing 
  -/-
  2/0+
  7
  CHA
  7 2d6
  Move
  6/9 flying
  8,9
  L Wing
  -/-
  2/0+
  7
  10
  Head 
  -/-
  2/0+
  9
  Weapon
  SR At/Def Damage Parry
  Special
  Bite
  18
  4/-
  1d6+5d2
  -
  slash (effect)
  Skills: Agility [Fly, Dodge] 54%, Close Combat [Bite] 58%, Perception [Acute Vision] 50%.
  Armour: Hide2/0+.
  Powers: Flight.
  Notes: Medium-sized opponents are -4 SR when in meleé with a pteranodon.
  Smilodon
  Characteristic
  Attribute
  D6/D8
  Location
  AP/Cov
  AP/Cov Toughness
  STR
  14 4d6
  Size Class
  L
  1
  RH Leg 
  -/-
  2/0+
  7
  CON 10 3d6
  Might
  +3
  2
  LH Leg 
  -/-
  2/0+
  7
  DEX 10 4d6
  Strike Rank
  12
  3,7,8
  Torso 
  -/-
  2/0+
  9
  INT
  5
  Encumbrance
  -
  4
  RF Leg 
  -/-
  2/0+
  7
  WIL
  10 3d6
  Life Points
  20
  5
  LF Leg 
  -/-
  2/0+
  7
  CHA
  7 2d6
  Move
  7
  6
  Head
  -/-
  2/0+
  8
  Weapon
  SR At/Def Damage Parry
  Special
  Claw
  14
  5/-
  1d4+3d2
  -
  slash (advantage)
  Bite
  12
  3/-
  1d6+3d2
  impale (effect)
  Skills: Agility [Dodge] 50%, Close Combat [Bite, Claw] 54%, Perception [Smell, Track] 50%, Stealth [Hide, Sneak] 50%,
  Survival [Savannah] 50%.
  Armour: Fur and hide 2/0+.
  Powers: Night Sight.
  Notes: Medium-sized opponents are -2 SR when in meleé with a smilodon. The peculiar shape of its canines allows its bite to
  impale, but not to slash.
  Terror Bird
  Characteristic
  Attribute
  D4/D6
  Location
  AP/Cov
  AP/Cov Toughness
  STR
  14 4d6
  Size Class
  L
  1
  RH Leg 
  -/-
  2/0+
  8
  
  CON 10 3d6
  Might
  +3
  2
  LH Leg 
  -/-
  2/0+
  8
  DEX 14 4d6
  Strike Rank
  14
  3,5,6
  Torso 
  -/-
  2/0+
  9
  INT
  4
  Encumbrance
  -
  4
  Head
  -/-
  2/0+
  8
  WIL
  10 3d6
  Life Points
  20
  CHA
  7 2d6
  Move
  7
  Skills: Agility [Dodge, Running] 54%, Close Combat [Bite] 58%, Perception [Acute Vision] 44%.
  Weapon
  SR At/Def Damage Parry
  Special
  Bite
  14
  5/-
  1d8+3d2
  -
  slash (auto)
  Armour: Feathers 2/0+.
  Notes: Medium-sized opponents are -2 SR when in meleé with a terror bird.
  Velociraptor
  Characteristic
  Attribute
  D6/D8
  Location
  AP/Cov
  AP/Cov Toughness
  STR
  10 3d6
  Size Class
  M
  1
  RH Leg 
  -/-
  1/0+
  5
  CON 10 3d6
  Might
  -
  2
  LH Leg 
  -/-
  1/0+
  5
  DEX 17 5d6
  Strike Rank
  14
  3,7,8
  Torso 
  -/-
  1/0+
  6
  INT
  4
  Encumbrance
  -
  4
  RF Leg 
  -/-
  1/0+
  4
  WIL
  10 3d6
  Life Points
  20
  5
  LF Leg 
  -/-
  1/0+
  4
  CHA
  7 2d6
  Move
  6
  6
  Head
  -/-
  1/0+
  5
  Skills: Agility [Dodge, Jump, Running] 57%, Close Combat [Bite, Claw] 57%, Perception [Acute Vision] 50%, Stealth [Sneak] 
  57%.
  Weapon
  SR At/Def Damage Parry
  Special
  Claw
  16
  3/-
  1d4
  -
  slash (auto), impale (effect)
  Bite
  14
  5/-
  1d6
  slash (effect)
  Armour: Hide 1/0+.
  FANTASY/HORROR CREATURES
  Centaur 
  Characteristic
  Attribute
  D10/D12
  Location
  AP/Cov
  AP/Cov Toughness
  STR
  14 3d6
  Size Class
  XL
  1
  RH Leg
  -/-
  2/0+
  9
  CON 10 3d6
  Might
  +1
  2
  LH Leg
  -/-
  2/0+
  9
  DEX 14 4d6
  Strike Rank
  14
  3, 10
  Body
  -/-
  2/0+
  11
  INT
  10 3d6
  Encumbrance
  -
  4
  RF Leg
  -/-
  2/0+
  9
  WIL
  10 3d6
  Life Points
  24
  5
  LF Leg
  -/-
  2/0+
  9
  CHA 10 3d6
  Move
  12
  6, 11, 12
  Torso
  -/-
  -/-
  11
  7
  R Arm 
  -/-
  -/-
  9
  8
  L Arm
  -/-
  -/-
  9
  9
  Head
  -/-
  -/-
  10
  Weapon
  SR At/Def Damage  Par/Rng
  Special
  Spear
  22
   8/4
  1d6+1d2
  3
  impale (effect)
  Shield
  16
   4/2
  1d2+1d2
  3
  block
  Kick
  17
  5/-
  1d4+1d2
  Bow
  34
   5*/-
  1d6+2d2  300 (M)
  impale (effect)
  
  Skills: Agility [Dodge, Jump, Running] 54%, Close Combat [Kick, Shield, Spear] 58%, Perception [Hearing, Vision] 50%, 
  Perform [Play Lyre] 50%, Survival [Endurance] 50%. 
  Armour: Fur and hide on equine body 2/5+, may wear other armour on human body.
  Powers: Weak Build -4 (only hand-wield weapons, when not charging); sometimes knows Divine Cantrips. 
  Notes: The creature's body structure decreases its Might when using weapons with its human arms, except when charging 
  with a spear, in which case its Might goes up by +4. Medium-sized opponents are -4 SR when in meleé with a centaur.
  Djinn 
  There are several types of Djinni, some malignant and some benevolent. The exact powers of Djinnis vary by type, but most
  can become Invisible at will. Djinni can be dominated by spells, and they can be bound to enchanted items, as in the tale of
  Al Laddin and the Magic Lamp. Djinni can normally interact with the physical world while retaining an immaterial nature.
  They fight physically with spectral daggers or scimitars. Djinni are vulnerable to magic and magic weapons when visible.
  Characteristic
  Attribute
  D8/D10
  Location
  AP/Cov
  AP/Cov Toughness
  STR
  (14)
  Size Class
  n/a
  CON
  (14)
  Might
  n/a
  DEX
  (10)
  Strike Rank
  12
  INT
  10 3d6
  Encumbrance
  -
  WIL
  14 4d6
  Life Points
  14
  CHA 10 3d6
  Move
  6
  Skills: Close Combat [Dodge, Scimitar] 54%, Concentration [Willpower, Spell-like powers] 54%, Perception [Sense Life] 54%.
  Weapon
  SR At/Def Damage Parry
  Special
  Scimitar
  17
  5/-
  1d6+1d2
  ignore parries and non-magic armour
  Powers: Incorporeal, Second Sight. Many have Invisibility as a Might 3 Cantrip, or other suitable Cantrips.
  Dragon
  The dragon is a creature of immense physical power, yet also skilled in the arcane arts. European Dragons are winged,
  often malignant, and eager to accumulate treasure at the expense of unlucky adventurers. Their oriental counterparts are
  wingless, but can still fly by walking on air, and are generally less hostile to humanity.
  Characteristic
  Attribute
  D10/D12
  Location
  AP/Cov
  AP/Cov Toughness
  STR
  14 4d6
  Size Class
  8
  1
  Tail
  8/0+
  16/2+
  17
  CON 21 6d6
  Might
  +11
  2
  RH Leg 
  -/-
  16/0+
  15
  DEX 14 4d6
  Strike Rank
  14
  3
  LH Leg
  -/-
  16/0+
  15
  INT
  21 6d6
  Encumbrance
  -
  4,11,12
  Torso 
  8/0+
  16/2+
  19
  WIL
  24 7d6
  Life Points
  45
  5
  R Wing
  -/-
  16/0+
  15
  CHA 17 5d6
  Move
  10/18 flying
  6
  R Wing
  -/-
  16/0+
  15
  7
  RF Leg 
  -/-
  16/0+
  15
  8
  LF Leg
  -/-
  16/0+
  15
  9,10
  Head
  8/0+
  16/2+
  17
  Weapon
  SR At/Def Damage Parry
  Special
  Bite
  14
  2/-
  1d6+11d2
  -
  slash (effect)
  Claw
  16
  3/-
  1d4+11d2
  -
  slash (advantage)
  Tail
  22
  16/8 1d4+11d2
  8
  Skills: Agility [Fly] 54%, Close Combat [Bite, Claw, Tail] 98%, Communication [1d6 human languages] 88%, Concentration 
  [Project Fire, various Cantrips] 75%,  Knowledge [various, particularly for Oriental Dragons] 92%, Perception [Hearing, 
  Insight, Smell, Vision] 75%.
  
  Armour: Skin 8/0+, Scales 16/1+.
  Powers: Flight, Breathe Flame (Project Fire, Might 4, Close Range equal to CON in metres, cost 4 Life Points), often knows
  Cantrips or Arcane Spells.
  Notes: Medium-sized opponents are -10 SR when in meleé with a dragon. Its huge size provides a Bonus to hit it.
  Dwarf
  Characteristic
  Attribute
  D6/D8
  Location
  AP/Cv
  AP/Cv
  Tough
  STR
  14 4d6
  Size Class
  S
  1
  R Leg 
  2/3+
  5/7+
  6
  CON 14 4d6
  Might
  +1
  2
  L Leg 
  2/3+
  5/7+
  6
  DEX 10 3d6
  Strike Rank
  12
  3,7,8
  Torso 
  -/-
  5/0+
  7
  INT
  10 3d6
  Encumbrance
  5
  4
  R Arm 
  2/1+
  5/6+
  5
  WIL
  10 3d6
  Life Points
  24
  5
  L Arm 
  2/1+
  5/6+
  5
  CHA 10 3d6
  Move
  4
  6
  Head
  5/1+
  8/4+
  6
  Weapon
  SR At/Def Damage Par/Rng
  Special
  Hammer
  15
  6/3
  1d3+3d2
  3
  impale (effect)
  Shield
  14
  4/2
  1d2+1d2
  4
  Axe
  16
  8/4
  1d6+3d2
  4
  slash (auto)
  Crossbow
  30
  3/- 
  1d10+3d2  300 (M)
  impale (effect)
  Skills: Close Combat [Hammer, Axe, Shield] 54%, Perception [Dark Vision] 50%, Ranged Combat [Crossbow] 50%, Survival 
  [Underground] 54%.
  Armour: Short gambeson (2/2+), mail shirt/coif (5/6+), helm (8/9+), encumbrance 5.
  Powers: Dark Vision, Strong Build +1, Toughness +2.
  Notes: A dwarf is at -2 SR when in meleé with a Medium-sized opponent. Usually has a hammer and one of the other three 
  weapons.
  Dwarfs as player characters
  Cultural Background for dwarven characters
  Background
  Traits (and applicable skills)
  Starting Money per Status
  Sample Motivations 
  Warrior Clan of 
  the Bombardiers
  Craft [any related to gunpowder]
  Knowledge [Hills of the Bombardiers]
  Communication [Language: Dwarven] 
  Perception [●Dark Vision]
  Close Combat [Hammer or Axe]
  Rich: 3D6x500
  Affluent: 3D6x200
  Average: 3D6x100
  Despise elves.
  For the Bombardiers!
  Underground 
  Clan of Yado
  Craft [any related to mining]
  Knowledge [Dwarven Halls of Yado]
  Communication [Language: Dwarven] 
  Perception [●Dark Vision]
  Close Combat [Hammer or Axe]
  Rich: 3D6x500
  Affluent: 3D6x200
  Average: 3D6x100
  Despise surface dwellers.
  Lust for treasure.
  [●] This Trait does not use up a Slot.
  Elf
  Characteristic
  Attribute
  D6/D8
  Location
  AP/Cv
  AP/Cv
  Tough
  STR
  10 3d6
  Size Class
  M
  1
  R Leg 
  -/-
  1/1+
  5
  CON 10 3d6
  Might
  -
  2
  L Leg 
  -/-
  1/1+
  5
  DEX 17 5d6
  Strike Rank
  14
  3,7,8
  Torso 
  -/-
  1/1+
  6
  INT
  14 2d6
  Encumbrance
  1
  4
  R Arm 
  -/-
  1/1+
  4
  WIL
  14 4d6
  Life Points
  24
  5
  L Arm 
  -/-
  1/1+
  4
  CHA 10 3d6
  Move
  5
  6
  Head
  -/-
  1/1+
  5
  
  Weapon
  SR At/Def Damage Par/Rng
  Special
  Short Spear
  22
  8/4
  1d6
  2
  impale (effect), keep distance (auto)
  Shield
  14
  3/2
  1d2
  3
  bash
  Bow
  37
  5/-
  1d6+1d2  300 (M)
  impale (effect)
  Skills: Agility [Dodge] 57%, Close Combat [Spear, Shield] 57%, Craft [First Aid] 61%, Perception [Night Vision, Track] 58%, 
  Ranged Combat [Bow] 64%, Stealth [Hide, Sneak] 61%, Survival [Forest] 54%.
  Armour: cloak (1/1+), encumbrance 1.
  Powers: Night Vision or Dark Vision.
  Notes: the skills provided are relative to a forest-dwelling elf. Other races of elves may exist that have different abilities. The 
  background table includes the background for a race of Dark Elves living underground.
  Elves as player characters
  Cultural Background for elven characters
  Background
  Traits (and applicable skills)
  Starting Money per Status
  Sample Motivations
  Forest Clan of 
  Riverglade
  Knowledge [Riverglade]
  Communication [Language: Elfish] 
  Perception [●Night Vision]
  Ranged Combat [Bow]
  Survival [Forest]
  Rich: 3D6x100
  Affluent: 3D6x50
  Average: 3D6x25
  Poor: 3D6x10
  Love Nature.
  Despise Dwarfs.
  Kingdom of 
  Akesh Isles
  Knowledge [Folklore or Religion or Arcane]
  Communication [Language: Elfish] 
  Perception [●Night Vision]
  Ranged Combat [Bow]
  Survival [Akesh Archipelago]
  Rich: 3D6x200
  Affluent: 3D6x100
  Average: 3D6x50
  Love Knowledge.
  Loyalty to the King.
  Underground 
  City of Aznabul
  Knowledge [Religion or Arcane]
  Communication [Language: Dark Elfish] 
  Perception [●Dark Vision]
  Close Combat [Dagger]
  Survival [Underground]
  Rich: 3D6x200
  Affluent: 3D6x100
  Average: 3D6x50
  Despise surface elves.
  Lust for knowledge.
  [●] This Trait does not use up a Slot.
  Ghost
  Those that have passed beyond the veil, but not found peace, remain to haunt the living as ghosts. They seek to do harm to 
  the living, and often will try to possess a victim, to experience the joys of living once again.
  Characteristic
  Attribute
  D8/D10
  Location
  AP/Cov
  AP/Cov Toughness
  STR
  (14)
  Size Class
  n/a
  CON
  (14)
  Might
  n/a
  DEX
  (10)
  Strike Rank
  n/a
  INT
  10 3d6
  Encumbrance
  -
  WIL
  14 4d6
  Life Points
  14
  CHA 10 3d6
  Move
  6
  Skills: Concentration [Willpower, Spell-like powers] 54%, Perception [Sense Life] 54%.
  Powers: Incorporeal; Second Sight; Undead.
  Suggested optional powers: Dominate; Illusion; Telekinesis; Telepathy.
  Notes: A ghost can only harm a target through magical means or domination. Not all ghosts have the same features. The 
  Narrator can choose from the optional power list. The majority of ghosts are bound to a place, and cannot use their powers 
  if they are far from it.
  
  Giant 
  Giants are  anthropophagus foes in many fantasy tales. Their taste for human flesh is proverbial. The specimen provided 
  here is three size classes bigger than a human, and two bigger than a troll or minotaur. You may use it as a template to 
  construct a giant of any Size Class by giving it +2 Might, +2 Toughness, and +1 armour points per additional Size Class. 
  Characteristic
  Attribute
  D6/D8
  Location
  AP/Cv
  AP/Cv
  Tough
  STR
  14 4d6
  Size Class
  XXL
  1
  R Leg 
  3/0+
  -/-
  11
  CON 10 3d6
  Might
  +7
  2
  L Leg 
  3/0+
  -/-
  11
  DEX 10 3d6
  Strike Rank
  12
  3,7,8
  Torso 
  3/0+
  -/-
  13
  INT
  7 2d6
  Encumbrance
  2
  4
  R Arm 
  3/0+
  -/-
  9
  WIL
  10 3d6
  Life Points
  20
  5
  L Arm 
  3/0+
  -/-
  9
  CHA
  7 2d6
  Move
  6
  6
  Head
  3/0+
  -/-
  11
  Weapon
  SR At/Def Damage Parry
  Special
  Club
  17
  14/7 2d6+10d2
  8
  Fist
  12
  3/-
  1d2+7d2
  -
  Skills: Agility [Brawn] 50%, Close Combat [Fist, Club] 54%, Perception [Smell] 47%.
  Armour: Tough skin 3/0+.
  Powers: Immunity to mind-affecting powers such as Confusion, Demoralize, Dominate, etc..
  Notes: All smaller opponents suffer the appropriate Penalties when in meleé with a giant. 
  Goblin
  Characteristic
  Attribute
  D6/D8
  Location
  AP/Cv
  AP/Cv
  Tough
  STR
  10 3d6
  Size Class
  S
  1
  R Leg 
  -/-
  5/7+
  6
  CON 10 3d6
  Might
  -1
  2
  L Leg 
  -/-
  5/7+
  6
  DEX 14 4d6
  Strike Rank
  12
  3,7,8
  Torso 
  -/-
  5/0+
  7
  INT
  7 2d6
  Encumbrance
  3
  4
  R Arm 
  -/-
  5/6+
  5
  WIL
  7 2d6
  Life Points
  17
  5
  L Arm 
  -/-
  5/6+
  5
  CHA
  7 2d6
  Move
  4
  6
  Head
  -/-
  8/4+
  6
  Weapon
  SR At/Def DamagePar/Rng
  Special
  Spear
  20
  8/4
  1d6
  2
  impale (effect)
  Dagger
  15
  3/2
  1d3-1d2
  1
  impale (effect)
  Bow
  34
  5/- 
  1d6
  150 (M)
  Skills: Agility [Dodge, Take Cover] 54%, Close Combat [Sword, Shield] 54%, Perception [Dark Vision] 44%, Ranged Combat 
  [Bow] 58%, Stealth [Hide, Sneak] 51%, Survival [Underground]47%.
  Armour: rusty mail shirt (5/6+), helm (8/9+), encumbrance 3.
  Powers: Dark Vision.
  Notes: A goblin is at -2 SR when in meleé with a Medium-sized opponent. Usually has a dagger and one of the other two 
  weapons.
  Griffin
  Characteristic
  Attribute
  D8/D10
  Location
  AP/Cov
  AP/Cov Toughness
  STR
  14 4d6
  Size Class
  XL
  1
  RH Leg 
  -/-
  1/0+
  7
  CON 10 3d6
  Might
  +5
  2
  LH Leg 
  -/-
  1/0+
  7
  DEX 17 5d6
  Strike Rank
  16
  3,9,10
  Torso 
  -/-
  1/0+
  9
  INT
  6
  Encumbrance
  -
  4
  R Wing 
  -/-
  3/0+
  7
  
  WIL
  14 4d6
  Life Points
  24
  5
  L Wing 
  -/-
  3/0+
  7
  CHA
  7 2d6
  Move
  8/15 flying
  6
  RF Leg
  -/-
  1/0+
  7
  7
  LF Leg 
  -/-
  1/0+
  7
  8
  Head
  -/-
  3/0+
  8
  Weapon
  SR
  Cost
  Damage Parry
  Special
  Claw
  18
  3/-
  1d4+5d2
  -
  slash (effect)
  Beak
  16
  5/-
  1d8+5d2
  -
  slash (auto)
  Skills: Agility [Dodge, Fly] 57%, Close Combat [Beak, Claw] 61%, Perception [Acute Vision] 50%.
  Armour: Fur and hide 1/0+, feathers 3/7+.
  Powers: Flight.
  Notes: Medium-sized opponents are -4 SR when in meleé with a griffin.
  Medusa
  These creatures have the upper body of female humans, and the lower body of a giant snake with metallic scales. To top off 
  their gruesome visage, which can turn other living creatures to stone, is a head that has living writhing serpents for hair. Evil
  and vicious to the extreme, it is fortunate that Medusas are solitary creatures, except in the occasional time that they gather 
  to lord it over other evil creatures.
  Characteristic
  Attribute
  D6/D8
  Location
  AP/Cv
  AP/Cv
  Tough
  STR
  10 3d6
  Size Class
  M
  -/-
  -/-
  CON 10 3d6
  Might
  -
  1,2
  L Body 
  1/1+
  -/-
  6
  DEX 10 3d6
  Strike Rank
  10
  3,7,8
  Torso 
  -/-
  -/-
  6
  INT
  10 3d6
  Encumbrance
  -
  4
  R Arm 
  -/-
  -/-
  4
  WIL
  14 4d6
  Life Points
  24
  5
  L Arm 
  -/-
  -/-
  4
  CHA 14 4d6
  Move
  3
  6
  Head
  -/-
  -/-
  5
  Weapon
  SR At/Def Damage
  Par/Rng Special
  Bite
  10
  5/-
  1d4
  -
  Poison, Might equal to CON, Effect: Death
  Gaze
  10
  5/-
  -
  20 (C)
  See notes
  Skills: Agility [Dodge] 50%, Close Combat [Bite] 50%, Communication [Deceit, Seduce] 58%, Concentration [Gaze, 
  sometimes Cantrips] 54%, Knowledge [Arcane] 50%, Perception [Dark Vision] 54%.
  Powers: Gaze (see notes); some medusas know Divine Cantrips like Damage Boosting, Protection, Shimmer or Neutralise 
  Magic.
  Armour: serpentine scales on lower body 1/8+.
  Notes: The gaze is the equivalent of an Innate power with the Overcome attribute. It initiates a Parallel Conflict of WIL vs. 
  WIL. On a quick exit the victim is paralysed, on a complete defeat it is turned to stone. The power has the equivalent of 5 
  points of Might for purposes of dispelling or blocking it.
  The Gaze can be used as a reaction against anyone attacking the creature while looking. If the attack roll does not overcome 
  the Medusa’s Concentration roll, then the character looked at the creature and not only does the attack miss, but also the 
  Gaze parallel Conflict is initiated.  An opponent can choose to attack the creatures with his or her eyes shut, but this bestows 
  a triple Penalty on the attack, and the creature can still Dodge. A victorious Dodge means the attacker has thrown itself on 
  the medusa’s biting head serpents, risking a venomous bite. Treat this result as a successful bite attack.
  Minotaur 
  A monster of Greek mythology, the Minotaur is a deadly creature, prone to incredible fits of rage. Some variants of this 
  monster may even be forced into a killer fury against their will. Whether or not a Minotaur is suitable as a player character 
  depends on the game setting.
  
  Characteristic
  Attribute
  D6/D8
  Location
  AP/Cv
  AP/Cv
  Tough
  STR
  14 4d6
  Size Class
  L
  1
  R Leg 
  1/0+
  -/-
  9
  CON 14 4d6
  Might
  +3
  2
  L Leg 
  1/0+
  -/-
  9
  DEX
  7 2d6
  Strike Rank
  11
  3,7,8
  Torso 
  1/0+
  -/-
  10
  INT
  10 3d6
  Encumbrance
  -
  4
  R Arm 
  1/0+
  -/-
  8
  WIL
  10 3d6
  Life Points
  24
  5
  L Arm 
  1/0+
  -/-
  8
  CHA 10 3d6
  Move
  6
  6
  Head
  2/0+
  -/-
  9
  Weapon
  SR At/Def Damage Parry
  Special
  Great Axe
  16
  10/5
  1d8+5d2
  6
  Slash (auto)
  Head Butt
  11
  3/-
  1d4+3d2
  -
  Skills: Agility [Brawn] 51%, Close Combat [2H Axe, Brawl] 51%, Concentration [Fanaticism] 50%, Perception [Hearing, 
  Smell, Vision] 50%, Survival [Endurance] 50%.
  Armour: Tough skin 1/0+, tougher on head (2/9+); can wear any armour of appropriate size, except on head.
  Powers: Most Minotaur warriors know the Fanaticism Cantrip.
  Notes: A Medium-sized opponent is at -2 SR when in meleé with a Minotaur. If the creature can strike first, it will try to 
  Overwhelm its foe’s parry and chop it down with the automatic Slash effect. If it is forced to close quarters, it will 
  counterattack with head butts in order to push the enemy back.
  Mummy 
  Characteristic
  Attribute
  D6/D8
  Location
  AP/Cv
  AP/Cv
  Tough
  STR
  17 5d6
  Size Class
  M
  1
  R Leg 
  2/0+
  -/-
  6
  CON 10 4d6
  Might
  +2
  2
  L Leg 
  2/0+
  -/-
  6
  DEX
  7 2d6
  Strike Rank
  12
  3,7,8
  Torso 
  2/0+
  -/-
  7
  INT
  10 3d6
  Encumbrance
  -
  4
  R Arm 
  2/0+
  -/-
  5
  WIL
  10 3d6
  Life Points
  20
  5
  L Arm 
  2/0+
  -/-
  5
  CHA
  7 2d6
  Move
  4
  6
  Head
  2/0+
  -/-
  6
  Skills: Agility [Brawn] 47%, Close Combat [Maul, Brawl, Grapple] 54%, Concentration [Willpower, various Cantrips or 
  Spells], Perception [Hearing, Vision] 50%.
  Weapon
  SR At/Def Damage Parry
  Special
  Maul
  17
  10/5
  1d6+5d2
  6
  Fist/Grapple
  12
  3/-
  1d2+2d2
  -
  Armour: Bandages and parched skin for 2/0+; can wear any armour of appropriate size.
  Powers: Immunity to Pain, Undead. Divine Cantrips or Arcane Spells. Gaining blessings is beyond their capabilities.
  Notes: Mummies are extremely tough to take down, as they are totally Immune to Pain and incapacitation. You must hack 
  them apart to stop them. In order to limit their lethality, you may want to make them Skeletal.
  Orc 
  Characteristic
  Attribute
  D6/D8
  Location
  AP/Cv
  AP/Cv
  Tough
  STR
  14 4d6
  Size Class
  M
  1
  R Leg 
  -/-
  5/7+
  6
  CON 10 3d6
  Might
  +1
  2
  L Leg 
  -/-
  5/7+
  6
  DEX 10 3d6
  Strike Rank
  12
  3,7,8
  Torso 
  -/-
  5/0+
  7
  INT
  10 3d6
  Encumbrance
  3
  4
  R Arm 
  -/-
  5/6+
  5
  WIL
  10 3d6
  Life Points
  20
  5
  L Arm 
  -/-
  5/6+
  5
  CHA
  7 2d6
  Move
  5
  6
  Head
  -/-
  8/4+
  6
  
  Weapon
  SR At/Def Damage Parry
  Special
  Scimitar
  15
  6/3
  1d6+1d2
  3
  slash (auto), impale (advantage)
  Shield
  14
  3/2
  1d2+1d2
  3
  Bow
  30
  5/-
  1d6+1d2
  -
  impale (effect)
  Skills: Agility [Brawn] 50%, Close Combat [Sword, Shield] 54%, Perception [Night Vision] 44%, Ranged Combat [Bow] 58%, 
  Stealth [Hide, Sneak] 51%, Survival [Mountains, Steppe or Underground] 47%.
  Armour: rusty mail shirt (5/6+), helm (8/9+).
  Powers: Night Vision.
  Orcs as player characters
  Cultural Background for orcish characters
  Background
  Traits (and applicable skills)
  Starting Money per Status
  Sample Motivations 
  Mountain Clan 
  of Moonpeak
  Knowledge [Moonpeak]
  Communication [Language: Orcish] 
  Perception [●Night Vision]
  Ranged Combat [Bow] or Close Combat [Scimitar]
  Survival [Mountains]
  Rich: 3D6x100
  Affluent: 3D6x50
  Average: 3D6x25
  Poor: 3D6x10
  Love carnage.
  Despise Elfs.
  Underground 
  Clan of Abyssus
  Knowledge [Abyssus]
  Communication [Language: Orcish] 
  Perception [●Night Vision]
  Close Combat [Scimitar]
  Survival [Underground]
  Rich: 3D6x200
  Affluent: 3D6x100
  Average: 3D6x50
  Poor: 3D6x20
  Despise surface creatures.
  Lust for treasure.
  [●] This Trait does not use up a Slot.
  Skeleton
  Skeletons have a score of 0 for CON, INT, POW and CHA, as they have no intelligence, will or personalities of their own.  
  Attempts to control a skeleton’s mind, or influence its personality will automatically fail. 
  Characteristic
  Attribute
  D6/D8
  Location
  AP/Cv
  AP/Cv
  Tough
  STR
  10 3d6
  Size Class
  M
  1
  R Leg 
  -/-
  5/6+
  2
  CON
  - -
  Might
  -
  2
  L Leg 
  -/-
  5/6+
  2
  DEX 10 3d6
  Strike Rank
  10
  3,7,8
  Torso 
  -/-
  5/1+
  3
  INT
  - -
  Encumbrance
  n/a
  4
  R Arm 
  -/-
  5/3+
  1
  WIL
  - -
  Life Points
  n/a
  5
  L Arm 
  -/-
  5/3+
  1
  CHA
  - -
  Move
  5
  6
  Head
  -/-
  8/6+
  2
  Weapon
  SR At/Def Damage Parry
  Special
  Axe
  13
  6/3
  1d6+1d2
  2
  slash
  Shield
  12
  3/2
  1d2
  3
  Skills: Close Combat [Axe, Shield] 50%.
  Armour: Mail hauberk (5/3+) and helm (8/9+).
  Powers: Immunity to Pain/Impale/Slash/Stun, Skeletal, Undead.
  Succubus
  An Incubus or Succubus is an evil demonic creature formed from the psychic remnants of a particularly heinous sexual
  crime, like incest or rape. The entity can change sex at will, and the term Incubus refers to the creature in male form, while
  the name Succubus refers to the feminine form. Although disembodied in its natural form, a Succubus must resort to
  physical damage to vanquish an opponent, and is vulnerable to magic weapons when it manifests. If the Incubus is
  destroyed in Combat, it cannot reform its body until it has drawn strength from a new sexual crime.
  
  An Incubus or Succubus can seduce a member of the opposite sex by winning a Conflict of CHA, backed by its Seduction
  trait, against its victim's WIL, backed by Willpower. If the Incubus wins, the victim will surrender to its lust and lose the
  memory of what happened, believing that the encounter was just a pleasant erotic dream. For every subsequent night in
  which this happens, a male victim loses 1 point of CON permanently. When CON reaches zero, the victim dies. A female
  will not lose CON, but she will eventually give birth to a child that is tainted with a demonic heritage.
  Characteristic
  Attribute
  D6/D8
  Location
  AP/Cv
  AP/Cv
  Tough
  STR
  -
  Size Class
  M
  1
  R Leg 
  -/-
  -/-
  7
  CON
  -
  Might
  +1
  2
  L Leg 
  -/-
  -/-
  7
  DEX
  -
  Strike Rank
  14
  3,7,8
  Torso 
  -/-
  -/-
  8
  INT
  14 4d6
  Encumbrance
  -
  4
  R Arm 
  -/-
  -/-
  6
  WIL
  14 4d6
  Life Points
  28
  5
  L Arm 
  -/-
  -/-
  6
  CHA 24 7d6
  Move
  5
  6
  Head
  -/-
  -/-
  7
  Weapon
  SR At/Def Damage
  Par/Rng Special
  Claw
  16
  3/-
  1d4+1d2
  -
  slash (effect)
  Bite
  14
  5/-
  1d4+1d2
  Skills: Agility [Dodge] 58%, Close Combat [Brawl, Claw] 58%, Communication [Deceit, Insight, Language: Local, Seduce] 
  98%, Concentration [Willpower, Arcane Spells and Traits] 68%, Knowledge [Arcane, Literacy: Local] 54%, Perception [Dark 
  Vision] 58%.
  Powers: Incorporeal. Often knows Arcane spells like Dominate Human, Enhance Charisma and Protection.
  Note: The creature can grow talon-like nails to fight in meleé, although this will nullify any seduction attempt against victims
  who witness the process.
  Troll
  Characteristic
  Attribute
  D6/D8
  Location
  AP/Cv
  AP/Cv
  Tough
  STR
  14 4d6
  Size Class
  L
  1
  R Leg 
  1/0+
  -/-
  8
  CON 10 3d6
  Might
  +3
  2
  L Leg 
  1/0+
  -/-
  8
  DEX 10 3d6
  Strike Rank
  12
  3,7,8
  Torso 
  1/0+
  4/3+
  9
  INT
  7 2d6
  Encumbrance
  2
  4
  R Arm 
  1/0+
  -/-
  7
  WIL
  10 3d6
  Life Points
  20
  5
  L Arm 
  1/0+
  -/-
  7
  CHA
  7 2d6
  Move
  6
  6
  Head
  1/0+
  -/-
  8
  Weapon
  SR At/Def Damage Parry
  Special
  Maul
  19
  12/6
  2d4+4d2
  6
  Claw
  12
  3/2
  1d4+3d2
  2
  slash (advantage)
  Skills: Agility [Brawn] 47%, Close Combat [Claw, Maul] 54%, Perception [Dark Vision] 47%, Stealth [Hide] 50%, Survival 
  [Underground] 47%.
  Armour: Tough skin 1/0+, furs 4/9+.
  Powers: Dark Vision.
  Notes: A Medium-sized opponent is at -2 SR when in meleé with a troll.
  Vampire
  Dark overlords of the Undead, Vampires feed off the blood and life-force of the living. They appear as normal humans, but 
  their pallid complexion and over large canines give them away. Vampires are either solitary hunters, or form societies where
  weaker members of the brood must bring victims to the more powerful leaders.
  
  Characteristic
  Attribute
  D6/D8
  Location
  AP/Cv
  AP/Cv
  Tough
  STR
  17 5d6
  Size Class
  M
  1
  R Leg 
  -/-
  -/-
  9
  CON 10 3d6
  Might
  +2
  2
  L Leg 
  -/-
  -/-
  9
  DEX 10 3d6
  Strike Rank
  16
  3,7,8
  Torso 
  -/-
  -/-
  10
  INT
  14 4d6
  Encumbrance
  -
  4
  R Arm 
  -/-
  -/-
  8
  WIL
  14 4d6
  Life Points
  35*
  5
  L Arm 
  -/-
  -/-
  8
  CHA 10 3d6
  Move
  5
  6
  Head
  -/-
  -/-
  9
  Weapon
  SR At/Def Damage
  Par/Rng Special
  Bite
  16
  5/-
  1d4+2d2
  Life Point damage, drains LP
  Other weapon
  16+ varies
  varies
  varies
  Anything the creature used in life
  Skills: Agility [Dodge, Fly] 50%, Close Combat [Bite, various weapons and Stunts] 61%, Communication [Deceit, Insight] 
  54%, Concentration [Willpower, Arcane spells and Traits] 58%, Knowledge [Arcane] 58%%, Perception [Acute Hearing, Dark 
  Vision] 58%, Stealth [Hide, Sneak] 54%.
  Powers: Strong Build +1, Toughness +2, Undead, Mesmerise (as Dominate Human, Might is 1, counts as evil magic), Slow 
  Regeneration (see notes), Shapeshift to Bat. Some vampires know Arcane magic.
  Armour: Anything the creature was buried with.
  Notes: Most vampires, having being not alive for centuries, have much higher skills. Add +10 to +50 to all skills if the 
  vampire has not just been raised.
  Bite damage that penetrates armour affects the victim’s Life Points, and gives the drained LP to the vampire. This is the only 
  way the creature can regain LP. However, as Undead, the Vampire does not lose LP for fatigue or wounds, only for using its 
  powers and spells. Presenting the holy symbol of a benevolent deity allows a Concentration action to match an appropriate 
  skill versus the Vampire Willpower. If successful, the vampire cannot attack that character for that round. On an advantage 
  roll, the vampire also loses 1d6 Life Points.
  A vampire does not regenerate LP, so its Life level must be determined according to the events that come before any 
  confrontation. If you are using Basic Combat, the vampire still has a huge advantage due to his or her high CON. However, it
  may suffer from a Bloodthirsty consequence due to having not fed for some days.
  In Adventure time, a vampire heals from Major or Lethal wounds at a rate of 1 point per location per turn. A vampire cannot 
  regenerate damage in sunlight, or damage taken when exposed to the rays of the sun. If an unconscious vampire is staked 
  while regenerating, it is destroyed. If the vampire takes wounds that could render him unconscious, he will shapeshift to a 
  bat with a single Concentration action and flee to regenerate. It is impossible to hit the vampire while he is in bat shape with 
  any physical attack; the creature is too small and nimble.
  Werewolf
  Characteristic
  Attribute
  D6/D8
  Location
  AP/Cv
  AP/Cv
  Tough
  STR
  17 5d6
  Size Class
  M
  1
  R Leg 
  -/-
  -/-
  6
  CON 10 3d6
  Might
  +1
  2
  L Leg 
  -/-
  -/-
  6
  DEX 14 4d6
  Strike Rank
  14
  3,7,8
  Torso 
  -/-
  -/-
  7
  INT
  10 3d6
  Encumbrance
  -
  4
  R Arm 
  -/-
  -/-
  5
  WIL
  10 3d6
  Life Points
  20
  5
  L Arm 
  -/-
  -/-
  5
  CHA 10 3d6
  Move
  6
  6
  Head
  -/-
  -/-
  6
  Weapon
  SR At/Def Damage Parry
  Special
  Bite
  10
  3/-
  1d6+1d2
  -
  slash (effect)
  Claw
  12
  3/2
  1d4+1d2
  2
  slash (advantage)
  Skills: Agility [Dodge] 54%, Close Combat [Bite, Claw] 54%, Perception [Smell, Track] 42.
  
  Powers: Immunity to [non-magical, non-silver weapons]; Shapechange to [Wolf, Werewolf].
  Notes: The characteristics provided are for the werewolf in wolf form. When in human form, the creature has normal
  statistics. Some specimens can turn into creatures indistinguishable from normal wolves apart from the invulnerability. Use
  the body shape and size of the normal wolf in this case (-1 Might, -2 Toughness, no claws).
  Wraith 
  A wraith is the Undead psychic remains of a mortal being who died violently, or suffered extreme anger in death. It seeks
  vengeance and hates all life. Although disembodied in its natural form, a Wraith must resort to physical damage to vanquish
  an opponent, and is vulnerable to magic weapons when it manifests. If the entity is destroyed in Combat, it will not return to
  the mundane plane for several days or week. Eventually its anger against life will bring it back to the place where it died.
  Characteristic
  Attribute
  D8/D10
  Location
  AP/Cov
  AP/Cov Toughness
  STR
  (14)
  Size Class
  M
  CON
  (14)
  Might
  +1
  DEX
  (14)
  Strike Rank
  12
  INT
  10 3d6
  Encumbrance
  -
  WIL
  14 4d6
  Life Points
  28
  CHA 10 3d6
  Move
  6
  Weapon
  SR At/Def Damage Parry
  Special
  Claw
  17
  3/-
  1d6+1d2
  Ignores Parries and non-magic armour
  Skills: Close Combat [Dodge, Claw] 54%, Concentration [Willpower, Arcane Spells and Traits] 54%, Perception [Sense Life] 
  54%.
  Powers: Dark Sight, Incorporeal, Second Sight. Many know evil Arcane magic.
  Wurm
  Characteristic
  Attribute
  D3/D4
  Location
  AP/Cv
  AP/Cv
  Tough
  STR
  14 4d6
  Size Class
  XXXL
  1
  Tail
  4/0+
  8/2+
  12
  CON 14 4d6
  Might
  +9
  2,4
  Torso
  4/0+
  8/2+
  16
  DEX 10 3d6
  Strike Rank
  12
  3
  Head
  4/0+
  8/2+
  14
  INT
  6
  Encumbrance
  -
  WIL
  10 3d6
  Life Points
  24
  CHA
  - 2d6
  Move
  7
  Weapon
  SR At/Def Damage Parry
  Special
  Bite
  12
  5/-
  1d6+9d2
  -
  slash (advantage), poison (if granted as power)
  Coils
  12
  8/-
  9d2
  entangle (effect), stun (auto)
  Skills: Close Combat [Bite, Coils] 54%, Perception [Vision] 46%, Ranged Combat [Projection] 50%, Survival [Swamp] 50%.
  Armour: Skin 4/0+, Scales 8/2+.
  Powers: choose one or more of the following: Poison (Might equal to CON, death), Project [Acid or Lightning] (Might 4, 
  Range equal to CON (C), cost 4 Life Points).
  Notes: due to its body shape, Medium opponents suffer only a -4 to their SR when facing a Wurm, but get a Bonus to hit it.
  Wyvern
  This slender green reptile is a sample of dragonkin, with no forelegs and animal intelligence. Small when compared to 
  actual dragons, of course, as it is as big as a horse.
  
  Characteristic
  Attribute
  D8/D10
  Location
  AP/Cv
  AP/Cv
  Tough
  STR
  14 4d6
  Size Class
  XXL
  1
  R Leg 
  -/-
  6/0+
  12
  CON 14 4d6
  Might
  +7
  2
  L Leg 
  -/-
  6/0+
  12
  DEX 14 4d6
  Strike Rank
  14
  3,4
  Torso 
  3/0+
  6/2+
  14
  INT
  7
  Encumbrance
  -
  5
  Tail 
  3/0+
  6/2+
  10
  WIL
  10 3d6
  Life Points
  24
  6,9
  R Wing 
  -/-
  6/0+
  10
  CHA
  7 2d6
  Move
  9
  7,10
  L Wing
  -/-
  6/0+
  10
  8
  Head 
  3/0+
  6/2+
  12
  Weapon
  SR At/Def Damage Parry
  Special
  Bite
  14
  5/-
  1d6+7d2
  -
  slash (effect)
  Sting
  22
  8/4
  1d8+7d2
  4
  impale (effect), poison
  Skills: Agility [Fly] 58%, Close Combat [Bite, Sting] 58%, Perception [Acute Vision] 47%.
  Armour: Scales 6/1+, Skin 3/0+.
  Powers: Poison (Might equal to CON, death).
  Notes: Medium opponents suffer a -6 to their SR when facing a Wyvern. Any Sting that does damage injects poison.
  Zombie
  Characteristic
  Attribute
  D6/D8
  Location
  AP/Cv
  AP/Cv
  Tough
  STR
  14 4d6
  Size Class
  M
  1
  R Leg 
  -/-
  -/-
  6
  CON
  - -
  Might
  +1
  2
  L Leg 
  -/-
  -/-
  6
  DEX
  3 1d6
  Strike Rank
  9
  3,7,8
  Torso 
  -/-
  -/-
  7
  INT
  3 1d6
  Encumbrance
  -
  4
  R Arm
  -/-
  -/-
  5
  WIL
  3 1d6
  Life Points
  -
  5
  L Arm
  -/-
  -/-
  5
  CHA
  3 1d6
  Move
  4
  6
  Head
  -/-
  -/-
  6
  Weapon
  SR At/Def Damage Parry
  Special
  Bite
  9
  3/2
  1d3+1d2
  2
  slash (advantage)
  Club
  12
  6/3
  1d4+3d2
  3
  Skills: Close Combat [Bite, Club] 47%, Perception [Sense Living Being] 36%.
  Powers: Immunity to Pain, Undead.
  Notes: Usually avoids Parrying. Zombies are tough to take down, as they are totally Immune to Pain and incapacitation. You 
  must hack them apart to stop them. In order to limit their lethality, you may want to make them Skeletal.
  PULP CREATURES
  Deep One 
  Characteristic
  Attribute
  D6/D8
  Location
  AP/Cv
  AP/Cv
  Tough
  STR
  14 4d6
  Size Class
  M
  1
  R Leg 
  -/-
  1/1+
  6
  CON 10 3d6
  Might
  +1
  2
  L Leg 
  -/-
  1/1+
  6
  DEX 10 3d6
  Strike Rank
  12
  3,7,8
  Torso 
  -/-
  1/1+
  7
  INT
  10 3d6
  Encumbrance
  3
  4
  R Arm 
  -/-
  1/1+
  5
  WIL
  10 3d6
  Life Points
  20
  5
  L Arm 
  -/-
  1/1+
  5
  CHA
  7 2d6
  Move
  5
  6
  Head
  -/-
  1/1+
  6
  Weapon
  SR At/Def Damage Parry
  Special
  Trident
  19
  7/4
  1d6+2d2
  4
  impale (effect)
  Claw
  12
  3/2
  1d2+1d2
  -
  slash (advantage)
  
  Skills: Agility [Swim] 50%, Close Combat [Claw, Trident] 54%, Perception [Night Vision] 50%.Armour: scaly skin 1/1+, 
  any artificial armour.
  Powers: Water breath. The creature can survive on the surface, too. Some specimens will know Cantrips from evil cults.
  Notes: Tridents are the most common weapons, but they can wield any.
  Ghoul
  Characteristic
  Attribute
  D6/D8
  Location
  AP/Cv
  AP/Cv
  Tough
  STR
  10 3d6
  Size Class
  M
  1
  R Leg 
  -/-
  -/-
  5
  CON 10 3d6
  Might
  -
  2
  L Leg 
  -/-
  -/-
  5
  DEX 10 3d6
  Strike Rank
  10
  3,7,8
  Torso 
  -/-
  -/-
  6
  INT
  10 3d6
  Encumbrance
  -
  4
  R Arm
  -/-
  -/-
  4
  WIL
  10 3d6
  Life Points
  20
  5
  L Arm
  -/-
  -/-
  4
  CHA
  3 1d6
  Move
  5
  6
  Head
  -/-
  -/-
  5
  Weapon
  SR At/Def Damage Parry
  Special
  Claw
  10
  3/-
  1d6
  -
  slash (advantage)
  Bite
  10
  5/-
  1d6
  -
  slash (effect), poison (optional)
  Skills: Close Combat [Bite, Claw] 50%, Perception [Dark Vision, Smell Corpse] 50%.
  Powers: Undead, (optional) Poison (Might equal to CON, Instant Paralysis).
  Notes: Usually avoids Parrying.  Does not suffer from Life Point loss because of fatigue or wounds. However, not being able
  to feed for several nights, ghouls gain Consequences that translate into a Life Point Penalty when they enter Advanced
  Combat. Feeding on a corpse restores the creature’s Life Points to their normal value. Those few ghouls who practice magic
  may find that this is a severe limitation.
  Great Race 
  The Great Race of Yith inhabited Earth millions of years before man. By swapping their consciousness with a human, they
  are able to move forward in time, for educational or safety purposes. This process resembles a demonic possession and
  bestows the creature’s superior INT and WIL into the human body and appearance.
  Characteristic
  Attribute
  D8/D10
  Location
  AP/Cov
  AP/Cov Toughness
  STR
  - -
  Size Class
  as host
  CON
  - -
  Might
  as host
  DEX
  - -
  Strike Rank
  as host
  INT
  17 5d6
  Encumbrance
  -
  WIL
  17 5d6
  Life Points
  34
  CHA
  7 2d6
  Move
  -
  Weapon
  SR At/Def Damage Parry
  Special
  As per host
  Skills: Concentration [Willpower, various Psionics] 64%, Knowledge [Weird Science] 64%, Operate [various devices] 64%.
  Powers: Incorporeal; while they need a physical body to inhabit, they can project their consciousness through time and 
  space, escaping destruction. A typical member will have psychihc powers from at least one family, usually Telepathy with 
  Dominate as a favoured additional power, and know how to craft scientific gadgets beyond human understanding.
  Notes: The Great Race can inhabit the body of any sentient or semi-sentient creature, preferring those with functional 
  manipulating appendages. Simply add their mental attributes and skills to the hosts’ physical ones.
  
  Green Martian 
  These fierce barbarian warriors wander on the plains of Mars, inhabiting cities built by greater civilizations in the past.
  Their additional limbs can be used for basic manipulation, but not for wielding weapons in Combat, as their “hands” lack
  the precision of their upper limbs. However, they can use their extra limbs as legs in order to improve their balance when
  pushed. Like all Martians, they have limited telepathic powers, but never develop them into anything usable for more than
  commanding their mounts.
  Characteristic
  Attribute
  D8/D10
  Location
  AP/Cv
  AP/Cv
  Tough
  STR
  10 3d6
  Size Class
  L
  1
  R Leg 
  -/-
  1/0+
  7
  CON 10 3d6
  Might
  +2
  2
  L Leg 
  -/-
  1/0+
  7
  DEX 10 3d6
  Strike Rank
  10
  3,9,10
  Torso 
  -/-
  1/0+
  8
  INT
  10 3d6
  Encumbrance
  -
  4
  R Limb 
  -/-
  1/0+
  6
  WIL
  10 3d6
  Life Points
  20
  5
  L Limb
  -/-
  1/0+
  6
  CHA
  7 2d6
  Move
  6
  6
  R Arm
  -/-
  1/0+
  6
  7
  L Arm 
  -/-
  1/0+
  6
  8
  Head
  -/-
  1/0+
  7
  Weapon
  SR At/Def Damage Par/Rng
  Special
  Saber
  17
  7/4
  1d8+2d2
  4
  slash (auto), impale (advantage)
  Fist
  10
  3/2
  1d2+2d2
  2
  Radium Pistol
  30
  5/-
  2d8
  -
  impale (effect), energy damage
  Skills: Agility [Dodge] 50%, Close Combat [Sword] 54%, Perception [Hearing, Vision] 44%, Ranged Combat [Radium Pistol] 
  50%, Ride [Thoat] 50%, Stealth [Hide, Sneak] 50%, Survival [Desert] 50%.
  Armour: Tough skin 1/0+, may wear any armour.
  Notes: Automatic Bonus against any attempt to knock them down. A Medium-sized opponent is -2 Strike Rank when 
  fighting a Green Martian.
  Mi-go 
  These entities from outer space have a secret base on the planet Pluto, from where they fly to Earth to exploit its resources
  and conduct experiments on humans. Although they worship entities that humanity would consider evil, they are amoral and
  gain no pleasure from torturing living beings. Which does not imply that they would not do so for scientific reasons.
  Characteristic
  Attribute
  D8/D10
  Location
  AP/Cov
  AP/Cov Toughness
  STR
  10 3d6
  Size Class
  M
  1
  R Leg 
  -/-
  -/-
  6
  CON 14 4d6
  Might
  -
  2
  L Leg 
  -/-
  -/-
  6
  DEX 10 3d6
  Strike Rank
  10
  3,4,9,10
  Torso 
  -/-
  -/-
  7
  INT
  17 5d6
  Encumbrance
  -
  5
  R Wing
  -/-
  -/-
  5
  WIL
  14 4d6
  Life Points
  28
  6
  L Wing 
  -/-
  -/-
  5
  CHA
  3 1d6
  Move
  4/8 flying
  7
  R Claw
  -/-
  -/-
  5
  8
  L Claw 
  -/-
  -/-
  5
  Weapon
  SR At/Def Damage  Par/Rng
  Special
  Claw
  10
  3/2
  1d8+2d2
  1
  slash (advantage)
  Beam weapon
  30
  5*/-
  varies
  50 (S)
  impale (effect), energy damage
  Skills: Agility [Fly, Take Cover] 54%, Close Combat [Claw] 50%, Concentration [Willpower, Telepathy, any Cantrip or 
  Psychic power] 61%, Knowledge [various sciences, Healing] 74%, Operate [various technology, Surgery] 57%, Perception 
  [Vision] 47%, Ranged Combat [Beam weapons] 50%, Survival [Space] 61%. 
  Armour: none. May wear different types of energy-absorbing devices. 
  Powers: Flight, Immunity to Slash/Impale. Uses any kind of advanced scientific gadgets, and can know Cantrips.
  
  Morlock 
  These creatures are the descendants of the “working class” of humanity in the far future. Generations of life as servants of
  their machinery have turned them into underground beings who fear light and lack the basic Vision Trait. They know how to
  operate and maintain their technologically advanced machinery, but not how to create new devices. Although never
  verified, the Time Traveller who discovered the Morlocks in the future suspected that they are cannibals.
  Characteristic
  Attribute
  D6/D8
  Location
  AP/Cv
  AP/Cv
  Tough
  STR
  10 3d6
  Size Class
  M
  1
  R Leg 
  -/-
  -/-
  5
  CON 10 3d6
  Might
  -
  2
  L Leg 
  -/-
  -/-
  5
  DEX 10 3d6
  Strike Rank
  10
  3,7,8
  Torso 
  -/-
  -/-
  6
  INT
  10 3d6
  Encumbrance
  -
  4
  R Arm
  -/-
  -/-
  4
  WIL
  10 3d6
  Life Points
  20
  5
  L Arm
  -/-
  -/-
  4
  CHA
  7 2d6
  Move
  5
  6
  Head
  -/-
  -/-
  5
  Weapon
  SR At/Def Damage Parry
  Special
  Fist/Grapple
  10
  3/-
  1d2
  -
  Club
  13
  6/3
  1d2+2d2
  2
  Skills: Close Combat [Fist, Club] 50%, Operate [any machinery] 50%, Perception [Acute Hearing] 50%, Survival 
  [Underground] 50%.
  Powers: If equipped with technological gadgets, they usually know how to use them.
  Notes: Usually unarmed, they tend to grapple rather than strike. They can see, but their eyes are so sensitive that they lack
  the basic Vision Trait. Use these stats as template for any race of underlings used as workforce by a technologically advanced
  culture.
  Nightgaunt
  Although demonic in aspect, the Night-gaunt is not the most malevolent among the Servitors of the Outer Gods. This entity
  is used as a messenger, or to run some errand that requires speed and strength. The creature will simply carry it out, without
  showing any cruelty. Or mercy, for what it is worth.
  Characteristic
  Attribute
  D10/D12
  Location
  AP/Cov
  AP/Cov Toughness
  STR
  14 4d6
  Size Class
  L
  1
  Tail
  1/0+
  -/-
  7
  CON 10 3d6
  Might
  +3
  2
  R Leg 
  1/0+
  -/-
  8
  DEX 14 4d6
  Strike Rank
  14
  3
  L Leg
  1/0+
  -/-
  8
  INT
  10 3d6
  Encumbrance
  -
  4,10
  Torso 
  1/0+
  -/-
  9
  WIL
  14 4d6
  Life Points
  24
  5,11
  R Wing
  1/0+
  -/-
  7
  CHA
  3 1d6
  Move
  6/12 flying
  6,12
  R Wing
  1/0+
  -/-
  7
  7
  R Arm 
  1/0+
  -/-
  7
  8
  L Arm
  1/0+
  -/-
  7
  9
  Head
  1/0+
  -/-
  8
  Weapon
  SR At/Def Damage Parry
  Special
  Claw
  14
  3/2
  1d6+3d2
  2
  slash (effect)
  Tail
  18
  4/-
  1d4+3d2
  -
  slash (advantage)
  Skills: Agility [Dodge, Fly] 54%, Close Combat [Claw, Tail] 58%, Concentration [Willpower] 54%, Perception [Night Vision] 
  54%.
  Armour: Tough skin 1/0+.
  Powers: Flight.
  Notes: Medium-sized opponents are -2 SR when in meleé with a night-gaunt. The creature is strong enough to snatch a 
  human-sized target and carry it away in flight. When flying, the night-gaunt can use the tail as its Opening Move, giving it a
  range and speed advantage.
  
  Plant Man 
  This weird creature looks like a vegetable, except for the fact that it feeds on animal body fluids. It is a particularly vicious
  opponent, knowing neither emotions nor mercy, but only an insatiable desire for mortal blood. It can leap onto a foe to
  unbalance it with its lower limbs, or even tear it apart with its mighty talons. Its upper, tentacle-like limbs are often mistaken
  for arms, but they contain the first parts of the creature digestive system, and so they are used to “bite” rather than claw.
  Characteristic
  Attribute
  D8
  Location
  AP/Cv
  AP/Cv
  Tough
  STR
  10 3d6
  Size Class
  L
  1
  R Leg 
  -/-
  2/0+
  8
  CON 14 4d6
  Might
  +2
  2
  L Leg 
  -/-
  2/0+
  8
  DEX
  7 2d6
  Strike Rank
  9
  3,8
  Torso 
  -/-
  2/0+
  9
  INT
  3
  Encumbrance
  -
  4
  Tail 
  -/-
  2/0+
  7
  WIL
  10 3d6
  Life Points
  24
  5
  R Arm 
  -/-
  2/0+
  7
  CHA
  Move
  9
  6
  L Arm
  -/-
  2/0+
  7
  7
  Head 
  -/-
  2/0+
  8
  Weapon
  SR At/Def Damage Parry
  Special
  Bite
  9
  3/-
  1d4+2d2
  -
  slash (advantage)
  Leaping kick
  9
  5/-
  1d6+2d2
  -
  slash (advantage), bash (auto)
  Skills: Agility [Leap] 51%, Close Combat [Bite, Kick] 47%, Perception [Smell Blood] 40%.
  Armour: Bark-like skin 2/0+.
  Powers: Immunity to all mind-affecting powers.
  Notes: Medium opponents suffer a -2 to their SR when facing a plant man.
  Reptilian 
  Reptilians inhabited Earth long before history began, and built a lost civilization based on principles unfathomable for the 
  human mind. While usually encountered in the form of ancient artefacts and archaeological findings, there are rumours of 
  some of these beings surviving through the aeons, and still dwelling in lost cities or underground complexes. No one can tell
  what sort of powers these ancient creatures can wield.
  Characteristic
  Attribute
  D8/D10
  Location
  AP/Cov
  AP/Cov Toughness
  STR
  10 3d6
  Size Class
  M
  1
  Tail 
  -/-
  1/2+
  5
  CON 10 3d6
  Might
  -
  2
  RH Leg 
  -/-
  1/0+
  5
  DEX 10 3d6
  Strike Rank
  10
  3
  LH Leg
  -/-
  1/0+
  5
  INT
  14 4d6
  Encumbrance
  -
  4,9,10
  Torso 
  -/-
  1/2+
  6
  WIL
  10 3d6
  Life Points
  20
  5
  RF Leg 
  -/-
  1/0+
  4
  CHA
  7 2d6
  Move
  5
  6
  RF Leg
  -/-
  1/0+
  4
  7,8
  Head
  -/-
  1/2+
  5
  Weapon
  SR At/Def Damage
  Parry
  Special
  Spear
  18
  8/4
  1d6
  -
  impale (effect)
  Bite
  10
  5/-
  1d6
  -
  slash (advantage)
  Skills: Agility [Dodge] 50%, Close Combat [Bite, Spear] 50%, Concentration [Willpower, any suitable magic] 54%, 
  Knowledge [Forbidden Lore, Lost Science] 58%, Operate [any device] 54%.
  Armour: Scales 1/1+. Can wear any armour or protective device.
  Powers: Reptilian science is so advanced that it looks like magic to men.  Use Weird Science, Arcane Magic or Divine 
  Cantrips to represent a reptilian’s supernatural capabilities, according to your campaign setting and tone.
  Notes: A reptilian can wield any kind of weapon, including technological beam guns, but they have retained a taste for Close
  Combat weapons from their glorious past. The specimen described here uses a ceremonial spear which is a typical weapon 
  for a reptilian guarding a place where humans are not welcome. Although it provides no extra free action, the creature’s Bite 
  is an effective attack, too.
  
  Tentacled Martian 
  These creatures inhabit Mars, where they have built an amoral yet technologically advanced civilisation that poses a threat
  to all neighbouring races. The statistics given here are for the creature as encountered in one of its dwellings, but when in
  the field it is almost always encased in an invincible tripod-shaped fighting machine.
  Characteristic
  Attribute
  D4
  Location
  AP/Cv
  AP/Cv
  Tough
  STR
  7 2d6
  Size Class
  L
  1
  R Tentacles
  -/-
  -/-
  7
  CON 14 4d6
  Might
  +1
  2
  L Tentacles
  -/-
  -/-
  7
  DEX
  7 2d6
  Strike Rank
  7
  3,4
  Head
  -/-
  -/-
  8
  INT
  21 6d6
  Encumbrance
  -
  WIL
  17 5d6
  Life Points
  31
  CHA
  7 2d6
  Move
  2
  Weapon
  SR At/Def Damage Range
  Special
  Heat Ray
  27
  3*/-
  3d10
  500 (L)
  impale (effect), energy/radiation damage
  Skills: Concentration [various psionics, Willpower] 68%, Knowledge [various Science branches] 72%, Operate [Tripod 
  Tentacles] 58%, Pilot [Tripod] 58%, Ranged Combat [Heat Ray] 44%.
  Powers: can have a wide array of Psi powers, and wield complex and powerful Science gadgets.
  Armour: none, but can wear elaborate gadgets that bestow armour-like powers.
  White Ape 
  This creature is midway between the Martian human and the Green Martian. The apes’ additional limbs are more functional
  than the green Martians’, providing them with an automatic Dual Wield Stunt even when unarmed. They usually wield
  crude clubs to kill their enemies.
  Characteristic
  Attribute
  D8/D10
  Location
  AP/Cv
  AP/Cv
  Tough
  STR
  14 4d6
  Size Class
  L
  1
  R Leg 
  -/-
  1/0+
  8
  CON 10 3d6
  Might
  +3
  2
  L Leg 
  -/-
  1/0+
  8
  DEX 10 3d6
  Strike Rank
  12
  3,9,10
  Torso 
  -/-
  1/0+
  9
  INT
  6
  Encumbrance
  -
  4
  R Limb 
  -/-
  1/0+
  7
  WIL
  10 3d6
  Life Points
  24
  5
  L Limb
  -/-
  1/0+
  7
  CHA
  Move
  6
  6
  R Arm
  -/-
  1/0+
  7
  7
  L Arm 
  -/-
  1/0+
  7
  8
  Head
  -/-
  1/0+
  8
  Weapon
  SR At/Def Damage Parry
  Special
  Club
  19
  10/5
  1d6+5d2
  4
  Fist
  14
  3/2
  1d2+3d2
  2
  Bite
  12
  5/-
  1d4+3d2
  -
  slash (effect)
  Skills: Agility [Dodge] 50%, Close Combat [Club, Brawl, Dual Wield] 54%, Perception [Hearing, Vision] 46%.
  Armour: Tough skin and fur 1/0+.
  Notes: The Stunt provides an additional attack or Parry with a fist per round if no limb is disabled. A Medium-sized 
  opponent is -2 Strike Rank when fighting a White Ape.
  
  SPACE OPERA CREATURES
  The imaginary galaxy of your Space Opera game will contain many more races, but it would be impossible to provide 
  examples of any possible race you might encounter in a science fiction saga. In order to create more aliens, you may take 
  the creatures in the pulp section as templates for the physical appearance of other alien races, but for their culture and 
  technology you will have to resort to your imagination.
  Ephestan 
  These creatures are members of a race older than humanity, who are not necessarily hostile to Earthlings but tend to look 
  down to all other life forms as inferior or in need or guidance. Depending on how you view their morality in your game, 
  they may either wish to help humanity,  or have no hesitation in performing gruesome experiments on human beings. The 
  statistics given here are for a physically weak race resembling grey aliens, but you can make Ephestans more humanoid, 
  physically capable and able to defend themselves in Close Combat with Martial Arts.
  Characteristic
  Attribute
  D6/D8
  Location
  AP/Cov
  AP/Cov Toughness
  STR
  7 2d6
  Size Class
  M
  1
  R Leg 
  -/-
  -/-
  3
  CON
  7 2d6
  Might
  -1
  2
  L Leg 
  -/-
  -/-
  3
  DEX 10 3d6
  Strike Rank
  9
  3,7,8
  Torso
  -/-
  -/-
  4
  INT
  14 4d6
  Encumbrance
  -
  4
  R Arm 
  -/-
  -/-
  2
  WIL
  14 4d6
  Life Points
  21
  5
  L Arm 
  -/-
  -/-
  2
  CHA 10 3d6
  Move
  5
  6
  Head
  -/-
  -/-
  3
  Weapon
  SR At/Def Damage
  Range
  Special
  Laser gun
  30
  5*/-
  2d8
  50 (S)
  impale (effect)
  Skills: Agility [Take Cover] 47%, Communication [Ephestan] 54%, Concentration [any suitable Psi power] 58%, Knowledge 
  [Ephestan. Literacy] 58%, Operate [any electronics] 54%, Ranged Combat [Beam weapon] 50%.
  Armour: Can wear any armour or protective device, usually preferring force fields.
  Powers: Psychic powers or paranormal senses.
  Notes: Will probably use robots or servant creatures in Combat.
  Invertebrate 
  This creature is a member of the race called The Hive in the Character Creation chapter. Use its statistics for any other 
  intelligent arthropod-like creature. These creatures have developed a form of communal intelligence that makes them 
  disregard the individual in favour of the group, and so they rarely bother to defend themselves or to wear any protective 
  device, counting on numbers to overcome the enemy and ignoring casualties. In your campaign, they might have other 
  strengths or weaknesses related to their need to remain in close proximity of other members of their race. Larger individuals
  devoted to leadership or reproduction may also exist,  with common members of the race willing to do anything to protect 
  them.
  Characteristic
  Attribute
  D8/D10
  Location
  AP/Cov
  AP/Cov Toughness
  STR
  18 4d6+4
  Size Class
  M
  1
  RH Leg 
  -/-
  3/1+
  4
  CON 10 3d6
  Might
  +2
  2
  LH Leg 
  -/-
  3/1+
  4
  DEX 10 3d6
  Strike Rank
  14
  3
  RF Leg
  -/-
  3/1+
  4
  INT
  10 3d6
  Encumbrance
  -
  4
  LF Leg
  -/-
  3/1+
  4
  WIL
  10 3d6
  Life Points
  20
  5,9,10
  Torso 
  -/-
  3/1+
  5
  CHA 10 3d6
  Move
  7
  6
  R Arm 
  -/-
  3/1+
  3
  7
  L Arm 
  -/-
  3/1+
  3
  8
  Head 
  -/-
  3/1+
  4
  
  Weapon
  SR At/Def Damage
  Range
  Special
  Bite
  14
  5/-
  1d6
  -
  Laser gun
  30
  5/-
  2d8
  50 (S)
  impale (effect)
  Skills: Agility [Climb] 50%, Communication [Telepathic Bond] 50%,  Close Combat [Bite] 58%, Concentration [any suitable 
  Psi power] 50%, Knowledge [Hive] 50%, Operate [any device] 50%. Perception [Sense Pheromones] 50%, Ranged Combat 
  [any beam weapon] 50%, Survival [Jungle or Desert] 50%.
  Armour: Chitin 3/1+
  Powers: Skeletal, racial Psi powers
  Notes:  Their structure makes them less sensitive than vertebrates to edged weapons, and to beams that can pierce their 
  exoskeleton.
  Overlord 
  These statistics represents a race of high technological beings capable of faster than light space travel and space 
  colonization, but still bound to the brutal heritage of their tribal ancestors. They are loyal to the race and to their appointed 
  rulers, but highly individualistic and prone to internecine struggles for power. They may be ruled either by a central 
  government in the form of a feudal empire, or by a loose alliance of houses governing individual star systems.
  Characteristic
  Attribute
  D6/D8
  Location
  AP/Cov
  AP/Cov Toughness
  STR
  14 4d6
  Size Class
  M
  1
  R Leg 
  -/-
  -/-
  7
  CON 14 4d6
  Might
  +1
  2
  L Leg 
  -/-
  -/-
  7
  DEX 10 3d6
  Strike Rank
  14
  3,7,8
  Torso
  -/-
  -/-
  8
  INT
  10 3d6
  Encumbrance
  -
  4
  R Arm 
  -/-
  -/-
  6
  WIL
  10 3d6
  Life Points
  20
  5
  L Arm 
  -/-
  -/-
  6
  CHA 10 3d6
  Move
  5
  6
  Head
  -/-
  -/-
  7
  Weapon
  SR At/Def Damage
  Par/Rng Special
  Ritual blade
  21
  8/4
  1d8+1d2
  3
  slash (auto)
  Fist
  14
  3/2
  1d2+1d2
  -
  Laser Rifle
  30
  3*/-
  3d8
  500 (L) impale (effect), burst fire
  Skills: Agility [Take Cover] 54%, Close Combat [traditional weapon, Brawl] 54%, Communication [Overlord] 50%, 
  Knowledge [Overlord, Literacy] 58%, Operate [any device] 50%, Ranged Combat [any beam weapon] 50%.
  Armour: Can wear any armour or protective device, but sometimes regards it as a sign of weakness.
  Powers: Usually none except scientific gadgets.
  Notes: An Overlord warrior is master of beam weapons, but honour makes him prefer hand to hand Combat.
  Yor Native 
  These creatures have developed no technology of their own, but their great physical advantages and adaptability to hostile 
  environments have permitted them to spread throughout the galaxy as crew or labour on board the ships of other races. 
  When it comes to unaided planetary survival, no one is superior to them, and if properly trained, they learn how to use 
  technology as quickly as the most advanced races.
  
  Characteristic
  Attribute
  D6/D8
  Location
  AP/Cov
  AP/Cov Toughness
  STR
  18 5d6
  Size Class
  M
  1
  R Leg 
  -/-
  2/0+
  7
  CON 14 4d6
  Might
  +2
  2
  L Leg 
  -/-
  2/0+
  7
  DEX 14 4d6
  Strike Rank
  16
  3,7,8
  Torso
  -/-
  2/0+
  8
  INT
  10 3d6
  Encumbrance
  -
  4
  R Arm 
  -/-
  2/0+
  6
  WIL
  10 3d6
  Life Points
  24
  5
  L Arm 
  -/-
  2/0+
  6
  CHA 10 3d6
  Move
  5
  6
  Head
  -/-
  2/0+
  7
  Skills: Agility [Dodge] 58%, Close Combat [Brawl] 62%, Communication [Yor] 50%, Knowledge [Yor Spiritism, Literacy] 
  50%, Ranged Attack [Bow] 58%, Survival [Forest or other environment] 54%.
  Weapon
  SR At/Def Damage
  Range
  Special
  Bow
  34
  5*/-
  1d6+3d2
  200 (M) impale (effect)
  Fist
  16
  3/2
  1d2+2d2
  -
  Armour: Natural fur 2/0+, can wear any armour or protective device.
  Powers: Night Vision or other keen, almost supernatural senses.
  
SOURCE: textdata/thevault/Revolution d100 SRD/RD100-SRD-07 - Creatures.pdf