TEXT: ®
  ®
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  1
  
  2
  Creators of the 
  Iron Kingdoms
  Brian Snoddy
  Matthew D. Wilson
  Project Director
  Bryan Cutler
  Creative Director
  Ed Bourelle
  RPG Producer
  Matt Goetz
  Game Design
  Jason Soles
  Matthew D. Wilson
  Lead Developer
  Jason Soles
  Additional 
  Development
  David Carl
  Matt Goetz
  Aeryn Rudel
  Writing & Continuity 
  Manager
  Douglas Seacat
  Additional 
  Continuity
  Jason Soles
  Writing Lead
  Matt Goetz
  Writers
  Douglas Seacat
  Jason Soles
  Additional Writing
  Simon Berman
  David Carl
  Aeryn Rudel
  William Shick
  Editorial Manager
  Darla Kennerud
  Editor
  Chet Zeshonski
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  Director
  Josh Manderville
  Graphic Design 
  & Layout
  Richard Anderson
  Bryan Cutler 
  Josh Manderville
  Art Director
  Michael Vaillancourt
  Cover Art
  Néstor Ossandón
  Illustrators
  David Aravena
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  Alberto Dal Lago
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  Oren Ashkenazi
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  First digital edition: September 2014. 
  Iron Kingdoms Full Metal Fantasy Monsternomicon (digital version) . . . . . ISBN: 978-1-939480-74-3 . . . . . .PIP 410e
  
  3
  TABLE OF CONTENTS
  PROFESSOR PENDRAKE AND 
  THE MONSTERNOMICON
  MONSTER ENTRIES
  Argus, Common  . . . . . . . . . . . . . . . . . . .6
  Burrow-Mawg . . . . . . . . . . . . . . . . . . . . .8
  Cataphract Beetle . . . . . . . . . . . . . . . . .10
  Cephalyx  . . . . . . . . . . . . . . . . . . . . . . .12
  Cephalyx Drudge . . . . . . . . . . . . . . . . .16
  Cephalyx Monstrosity . . . . . . . . . . . . . .18
  Croak . . . . . . . . . . . . . . . . . . . . . . . . . .20
  Crypt Spider . . . . . . . . . . . . . . . . . . . . .22
  Deathless  . . . . . . . . . . . . . . . . . . . . . . .24
  Devil Rat . . . . . . . . . . . . . . . . . . . . . . . .26
  Dracodile  . . . . . . . . . . . . . . . . . . . . . . .28
  Dragonspawn . . . . . . . . . . . . . . . . . . . .30
  Dread . . . . . . . . . . . . . . . . . . . . . . . . . .34
  Dregg . . . . . . . . . . . . . . . . . . . . . . . . . .36
  Duskwolf . . . . . . . . . . . . . . . . . . . . . . . .38
  Eldritch . . . . . . . . . . . . . . . . . . . . . . . . .40
  Excruciator . . . . . . . . . . . . . . . . . . . . . .42
  Gorax . . . . . . . . . . . . . . . . . . . . . . . . . .44
  Grymkin, Gremlin . . . . . . . . . . . . . . . . .46
  Hollowed . . . . . . . . . . . . . . . . . . . . . . .48
  Hornbeak Trask . . . . . . . . . . . . . . . . . . .50
  Iron Maiden . . . . . . . . . . . . . . . . . . . . .52
  Lethean . . . . . . . . . . . . . . . . . . . . . . . . .54
  Pistol Wraith . . . . . . . . . . . . . . . . . . . . .56
  Raevhan Buffalo . . . . . . . . . . . . . . . . . .58
  Razorbat . . . . . . . . . . . . . . . . . . . . . . . .60
  Riven  . . . . . . . . . . . . . . . . . . . . . . . . . .62
  Scylla Flock . . . . . . . . . . . . . . . . . . . . . .64
  Sepulchral Lurker . . . . . . . . . . . . . . . . . .66
  Shade . . . . . . . . . . . . . . . . . . . . . . . . . .68
  Shaft Wight . . . . . . . . . . . . . . . . . . . . . .70
  Skigg  . . . . . . . . . . . . . . . . . . . . . . . . . .72
  Soul Stalker (Infernal)  . . . . . . . . . . . . . .74
  Specter . . . . . . . . . . . . . . . . . . . . . . . . .76
  Tatzylwurm, Black . . . . . . . . . . . . . . . . .80
  Totem Hunter . . . . . . . . . . . . . . . . . . . .82
  Troll Whelp . . . . . . . . . . . . . . . . . . . . . .84
  Troll, Common  . . . . . . . . . . . . . . . . . . .86
  Troll, Dire  . . . . . . . . . . . . . . . . . . . . . . .88
  Vektiss  . . . . . . . . . . . . . . . . . . . . . . . . .90
  APPENDIX: CREATURE TEMPLATES . . . 92
  Among those in the Iron Kingdoms who make it their life’s work 
  to study the creatures of the wilds, Professor Viktor Pendrake 
  of Corvis University in Cygnar has earned a special place. As 
  High Chancellor of the Department of Extraordinary Zoology, 
  Professor Pendrake has spent decades alternating between 
  exploring the wild fringes of Immoren and lecturing at the 
  university, as well as writing a number of definitive tomes on 
  the creatures he has observed in the field. The Monsternomicon, a 
  work of several volumes, has served as perhaps his most famous 
  and widely admired project. The professor has done more than 
  simply study beasts from a distance—he has risked his own life 
  and those of his assistants to pursue difficult answers.
  Professor Pendrake has even earned some degree of friendship 
  and acceptance among certain wilderness communities. He 
  has become a blood brother among certain trollkin kriels and 
  is welcomed among them as if he were a member of the kriel. 
  His friends and allies among the Circle Orboros have revealed 
  some of their secrets to him, and he has even met with Tharn 
  through the intervention of the blackclads. He is intimately 
  familiar with the strange tongues and stranger cultures of both 
  the farrow and the gatormen and has negotiated with both 
  groups. Perhaps his most extraordinary accomplishment came 
  after he was captured by the skorne and brought into eastern 
  Immoren, one of the very few humans ever to observe that 
  society from within. For these reasons and others, Professor 
  Pendrake has a breadth of knowledge and experience in the 
  wilderness unequaled even among those who live there. That 
  said, his work has forced him to focus on a broad spectrum 
  of study rather than specialize in examining a single species. 
  Because of this, his lore is not necessarily perfect, and he is the 
  first to admit there is much that he does not know and more 
  work that he must do to fill in the gaps.
  
  4
  FULL METAL FANTASY MONSTERNOMICON
  Countless ways of meeting death exist across the landscape 
  of western Immoren, but some of the most terrifying involve 
  the creatures found beyond the protection of civilization. These 
  denizens of the wilds come in all shapes and sizes and possess 
  a diversity of natural talents and abilities. From the relatively 
  innocuous to the bizarre and terrifying, these creatures present 
  exciting challenges to characters trekking through the forests, 
  mountains, and swamps of western Immoren.
  The original Monsternomicon (published in two volumes) was the 
  essential source of antagonists for players in the first iteration 
  of the Iron Kingdoms RPG, and now the Monsternomicon 
  returns for the Iron Kingdoms Full Metal Fantasy Roleplaying 
  Game. Crawling with dangerous beasts, savage humanoids, and 
  chilling undead, these pages provide all the information Game 
  Masters need to use these deadly creatures in their games of 
  Iron Kingdoms Full Metal Fantasy and Iron Kingdoms Unleashed.
  Anatomy of a Creature
  Creatures are pregenerated non-player character (NPC) threats 
  for player characters. They include wild beasts such as the 
  vicious burrow-mawg and the mighty dracodile as well as 
  sentient creatures such as the terrifying cephalyx and the 
  wretched dregg. Each creature’s entry includes a detailed 
  description of its race or species.
  Although creature entries resemble the stat profiles of player 
  characters, there are some key differences. The various parts of 
  a creature entry are detailed below.
  Creature Name: This is the name of the creature.
  Description: This section provides a brief description of the 
  creature.
  Combat: This section describes how the creature generally 
  approaches combat. In the case of intelligent creatures, it also 
  provides a list of the common weapons and armor the creature 
  uses in battle.
  Lore: A character can make an INT + Lore skill roll to determine 
  what he knows about the creature; the higher he rolls, the more 
  he learns. A creature’s lore section also lists any resources a 
  character can gain from the creature, in the form of items it 
  carries or harvestable resources it possesses.
  �tat �rofile� �ach creature entry has a stat profile made up of 
  the following primary and secondary stats:
  Physique (PHY): This stat represents the creature’s toughness, 
  health, and physical durability. A creature’s PHY functions the 
  same as that of a player character.
  • Speed (SPD): This stat represents how quickly the creature 
  can move. A creature’s SPD functions the same as that of a 
  player character.
  • Strength (STR): This measures the creature’s physical 
  strength. A creature’s STR functions the same as that of a 
  player character.
  Agility (AGL): This measures the creature�s refle�es and 
  nimbleness and is used to determine its Defense stat. (See 
  “Derived Stats” below.) A creature’s AGL functions the same as 
  that of a player character.
  • Poise (POI): Poise is a measure of the creature’s nimbleness 
  and ability to focus physically. It is used to calculate the 
  creature’s RAT. A creature’s POI functions the same as that 
  of a player character.
  • Prowess (PRW): Prowess is a measure of the creature’s 
  grace, balance, and control over its body. It is used to 
  calculate the creature’s MAT and Initiative. A creature’s 
  PRW functions the same as that of a player character.
  Intellect (INT): This stat reflects the creature�s wits, deductive 
  ability, and speed of thought. It also helps determine the 
  creature’s Willpower stat. A sentient creature’s INT functions 
  the same as that of a player character, and a wild creature’s INT 
  represents its animal intelligence. A wild creature with a high 
  INT is intelligent compared to other animals; its intellect is not 
  comparable to that of the intelligent races.
  • Arcane (ARC): This stat reflects the creature�s arcane 
  power. A creature’s ARC functions the same as that of a 
  player character.
  • Perception (PER): This illustrates how astute and aware 
  the creature is. A creature’s PER functions the same as that 
  of a player character.
  DERIVED STATS
  Derived stats are values computed using an antagonist’s primary 
  and secondary stats along with other factors. Derived stats are 
  calculated the same for creatures as they are for player characters 
  and function the same as they do for player characters.
  Defense (DEF): This stat determines how difficult it is to hit the 
  creature in combat, taking into account any modifiers imposed 
  by its natural armor. A creature’s base Defense is the sum of its 
  �peed, Agility, and Perception. Defense can further be modified 
  by a creature’s size and abilities.
  Initiative (INIT): This stat is used in the creature’s initiative 
  rolls and helps determine when it can act in combat. A creature’s 
  basic Initiative is the sum of its Speed, Prowess, and Perception. 
  Initiative can be modified by a creature�s abilities.
  Armor (ARM): Some beasts have naturally thick hides that give 
  them an armor bonus. This bonus is reflected in the creature�s 
  ARM stat and appears on a separate line. For instance, an argus 
  has an ARM stat of 10, which is equal to the sum of its Physique 
  stat of 7 plus 3 from its natural armor.
  
  5
  Willpower (WIL): The creature’s ability to resist the effects of 
  fear and mind-controlling magic. A creature’s Willpower is the 
  sum of its Physique and Intellect.
  OTHER IMPORTANT INFORMATION
  Vitality: Most creatures simply have an amount of damage 
  points they can suffer before they are disabled. More powerful 
  or important creatures have full life spirals. A creature’s 
  primary stats do not directly influence its life spiral the same 
  way a player character’s primary stats affect his. A creature’s 
  size and natural durability can cause it to have more vitality 
  points than expected.
  WEAPON LOCATIONS
  Some weapon entries indicate where the weapon is 
  located: left arm (L), right arm (R), or head (H). These 
  locations are used when resolving headlocks and weapon 
  locks (Core Rules, p. 312). Only weapons with these 
  indicators are viable targets for headlock and weapon 
  lock power attacks.
  HUGE-BASED CREATURES
  All huge-based creatures share the following rules:
  • Unless it has an ability stating otherwise, a huge-based 
  creature never gains a DEF bonus from cover, concealment, 
  or elevation.
  • Cloud effects and forests do not block line of sight to a huge-
  based creature.
  • A ranged or magic attack targeting a huge-based creature 
  does not suffer the target in melee penalty. If a ranged or 
  magic attack misses a huge-based creature in melee, that 
  miss is not rerolled against another character; instead, it 
  misses completely.
  • A huge-based creature’s front arc is divided into two 90° 
  ﬁelds of ﬁre. These ﬁelds of ﬁre determine which characters 
  a huge-based creature can target with its weapons, 
  depending on their location. Weapons located on the huge-
  based creature’s left side (L) can target only characters in its 
  left ﬁeld of ﬁre; weapons on its right side (R) can target only 
  characters in its right ﬁeld of ﬁre. Weapons with a location 
  of “H” or “—” can target characters in either ﬁeld of ﬁre. If 
  any part of a character’s base is on the line separating the 
  left and right ﬁelds of ﬁre, the character is considered to be 
  in both ﬁelds of ﬁre.
  • Massive – A huge-based creature cannot be slammed, 
  pushed, thrown, knocked down, or made stationary.
  • Pathﬁnder – Although the ability does not appear in their 
  proﬁles, all huge-based creatures have the Pathﬁnder 
  ability (Core Rules, p. 165).
  • Great Beast – A huge-based creature can never become 
  incorporeal or beneﬁt from stealth.
  • A huge-based creature can make ranged attacks while in 
  melee. A huge-based creature never suffers the ﬁring-
  while-engaged penalty when targeting a character it is in 
  melee with. A huge-based creature cannot gain the aiming 
  bonus while engaged.
  • A huge-based creature’s melee weapons and melee attacks 
  have a 2″ melee range unless otherwise noted. This includes 
  all power attacks made by a huge-based creature.
  • Slam Power Attacks – Smaller-based characters hit by 
  a slam power attack made by a huge-based creature are 
  moved an additional 2″.
  Creature Templates: This section lists suggested templates 
  appropriate for the creature. When a template is applied to a 
  creature, the creature gains any equipment, skills, abilities, 
  and modifiers granted by the template. �or more on templates, 
  see p. 92.
  Command Range: This is the creature’s command range in 
  inches.
  Base Size: This is the base size the creature should have when 
  using models to resolve encounters. Small bases are 30 mm in 
  diameter, medium bases are 40 mm, large bases are 50 mm, and 
  huge bases are 120 mm.
  Encounter Points: This section gives the creature’s Encounter 
  Point value. See “Combat Encounter Building” (Core Rules, 
  p. 333) to determine how many Encounter Points you should 
  spend on a particular combat encounter.
  Weapons: This section lists the creature’s weapons, if any. A 
  creature can attack with either all its ranged weapons or all 
  its melee weapons on each of its turns. Some weapons have a 
  particular location. Each weapon entry lists the MAT or RAT 
  of attacks made with that weapon, representing the creature’s 
  innate martial ability with the weapon. If a weapon has any 
  special abilities, those are listed beneath the weapon entry.
  Abilities: This section lists the special abilities the creatures 
  can use in play.
  Skills: This section reflects the knowledge, talents, and 
  proficiencies a creature develops over time.
  
  6
  DESCRIPTION
  An enormous two-headed 
  dog built of thick bone 
  and dense muscle, the 
  argus is a predatory pack 
  animal that exists in a 
  variety of breeds found 
  throughout 
  the 
  wilds 
  of western Immoren. A 
  short, thick pelt of fur 
  regulates 
  the 
  beast’s 
  temperature, 
  allowing 
  it to live comfortably in 
  a wide territorial range 
  as well as to blend into 
  its surroundings better. 
  Argus possess remarkable 
  stamina and can stalk or 
  harry prey across long 
  stretches before attacking. 
  They 
  are 
  opportunistic 
  feeders 
  that 
  assault 
  anything 
  they 
  do 
  not 
  consider a threat. The bite 
  of an argus is powerful 
  enough to shatter a bone as 
  thick as an ox’s thighbone; 
  the bones of men provide 
  little resistance.
  A powerful neck supports 
  each head, and pulling 
  them in opposition allows 
  an argus to strip the flesh 
  off creatures as resilient as 
  trolls. The twin heads of 
  an argus can also combine 
  their individual barks to 
  produce 
  an 
  unsettling 
  blast 
  that 
  addles 
  the 
  mind and stills the flesh. 
  Victims 
  are 
  slowed—
  even paralyzed—by this 
  terrible sound, providing 
  a pack of argus with the 
  opportunity 
  to 
  pounce 
  and tear a victim to shreds.
  The eyes of an argus 
  are always in motion, 
  scanning its surroundings 
  for sources of danger or potential quarry. This behavior, 
  coupled with the ability literally to look in two directions at 
  once, makes them virtually impossible to approach unnoticed. 
  Smaller breeds are tamed in northern Khador to serve as guard 
  dogs and war hounds. Trained from the time they are pups, 
  these tame argus are fiercely loyal to their masters.
  Encountered in the wild, argus usually live in packs of four 
  to six animals led by a dominant breeding pair. Dominance is 
  determined between males in savage bouts of combat, with the 
  loser driven out of a pack’s territory. These lone dogs frequently 
  become desperate wanderers shadowing the fringes of the 
  pack’s territory, and they will be driven away by their former 
  pack mates if encountered.
  Short vocalizations allow the animals to coordinate during 
  a hunt, letting the pack overwhelm a target from many sides 
  with precise timing. When a pack attacks larger prey, a lead dog 
  typically grabs hold of the target’s limbs, thereby granting the 
  rest of the pack access to its unprotected underbelly.
  Argus are most commonly found in dense forests like the 
  Gnarls, the Thornwood Forest, and the Blackroot Wood, all 
  of which contain ample game for a pack to hunt. Some tough 
  mountain breeds are found in places like the Dragonspine Peaks 
  and the Wyrmwall Mountains, where they hunt game such as 
  large mountain goats. Packs range across territories between 
  one hundred and three hundred s�uare miles, and they fiercely 
  protect this area against incursion. The territory doubles in size 
  shortly after mating season, so the hunting pack can bring in 
  extra food for weaned pups still too young to hunt. As young 
  dogs grow, they are brought along on the pack’s hunts. Injured 
  prey are left for �uvenile argus to finish off, which teaches the 
  young animals how to kill.
  Most argus packs select or create a den in the early months of 
  spring, before the first pups are born. These dens range from 
  natural caverns in more mountainous regions to burrows dug 
  into the side of a hill. The den is fiercely defended by mother 
  argus until the pups are able to fend for themselves, making it 
  a dangerous hotspot in the wilderness.
  COMBAT
  One of the lead dogs of an argus pack initiates combat by 
  unleashing its doppler bark to paralyze prey before its pack 
  mates attack. Groups of argus attack the target, trying to 
  overwhelm it with numbers and constantly circling in the 
  hopes of attacking a target’s unprotected back. Against a larger 
  target, an argus attacks with both heads at once to do greater 
  damage. Argus frequently attempt to use terrain to sneak up 
  on a target, hoping to catch it by surprise. If a pack is traveling 
  with one or more juvenile argus, the adults attempt to cripple 
  During a Gnarls expedition, an argus pack fell upon our camp. Some men climbed into trees, thinking the dogs couldn’t follow. The alpha paralyzed 
  them with a bark, dropping their nerveless bodies to the ground so the pack could feed. Poor Sanbeg hit almost every branch on the way down.
  —PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON
  ARGUS, COMMON
  PHYSIQUE 
  PHY 
  7
  SPEED 
  SPD 
  7
  STRENGTH 
  STR 
  7
  AGILITY 
  AGL 
  5
  PROWESS 
  PRW 
  3
  POISE 
  POI 
  2
  INTELLECT 
  INT 
  3
  ARCANE 
  ARC 
  —
  PERCEPTION 
  PER 
  4
  INITIATIVE 
  INIT 
  14
  DEFENSE 
  DEF 
  16
  ARMOR 
  ARM 
  10
   
  (NATURAL ARMOR +3)
  WILLPOWER 
  WIL 
  10
  COMMAND RANGE: 3
  BASE SIZE: MEDIUM
  ENCOUNTER POINTS: 6
  H
  BITE
   MAT 
  POW 
  P+S
   5 
  4 
  11
  H
  BITE
   MAT 
  POW 
  P+S
   5 
  4 
  11
  Combo Strike – Instead of making an 
  attack with each weapon separately, this 
  creature can attack with both its weapons 
  simultaneously. Make one attack roll for both 
  weapons. If the attack hits, the POW of the 
  damage roll is equal to this creature’s STR 
  plus twice the POW of this weapon.
  H
  Paralysis – A living character hit by this 
  weapon has a base DEF of 7 and cannot 
  run, charge, or make slam or trample power 
  attacks. Paralysis lasts for one round.
  DOPPLER BARK
   RAT RNG AOE POW
   4 
  SP 6 
  — 
  —
  I
  N
  T
  E
  L
  L
  E
  C
  T
  A
  G
  I
  L
  I
  T
  Y
  P
  H
  Y
  S
  I
  Q
  U
  E
  1
  2
  3
  4
  6
  5
  
  7
  ABILITIES: 
  Circular Vision – This creature’s front arc extends to 360º.
  Native Beast – This creature is considered to be a beast native to the wilds of 
  Immoren.
  Natural Tracker – This creature gains an additional die on Detection and Tracking 
  skill rolls.
  CREATURE TEMPLATES: 
  Adapted [Forest], Alpha, Juvenile, Large Specimen, Pack Hunter, Trained
  SKILLS:
  NAME 
  STAT 
  RANK 
  STAT+RANK
  Detection 
  PER 
  2 
  6
  Sneak 
  AGL 
  2 
  7
  Tracking 
  PER 
  2 
  6
  creatures they encounter and leave the wounded for the young 
  to finish off. If young argus are participating in a hunt, one or 
  more adults likely act as protectors, defending the young from 
  attack and teaching them how to kill a target.
  LORE
  A character can make an INT + Lore (extraordinary zoology) 
  skill roll to determine what he knows about this creature. He 
  learns all the information up to the result of the roll. The higher 
  the roll, the more he learns.
  8: The argus is a two-headed dog found in packs throughout 
  the wilderness. The bite of an argus is extremely powerful, and 
  the dog can use its two heads in tandem to rip a creature apart.
  If a solitary male is encountered, the dog was likely driven 
  away from his pack by the pack alpha. These solitary males 
  are extremely dangerous and likely to attack anything they 
  encounter. Unable to rely on a pack to help acquire food, these 
  lone dogs are usually on the brink of starvation.
  10: At close range, the bark of an argus can paralyze targets 
  long enough for a pack to attack. While hunting, the dominant 
  breeding pair will use this ability to paralyze prey for the 
  remaining pack members to attack.
  12: Argus are talented trackers. An argus can track prey in 
  even the harshest conditions by following its scent. A pack 
  of argus that catches a creature’s scent can stalk it for miles 
  before attacking.
  14: Sneaking up on or surprising an argus is all but impossible. 
  Its two heads constantly scan its surroundings for potential 
  threats, and its hyper-attuned sense of smell allows it to detect 
  other creatures easily.
  15: The blackclads are believed to keep large and particularly 
  vicious packs of argus for use as warbeasts.
  
  8
  DESCRIPTION
  Burrow-mawgs 
  are 
  vicious, 
  badger-sized 
  creatures with a ravenous 
  hunger for flesh. They 
  have very acute hearing 
  and a powerful sense of 
  smell, and their blood-red 
  eyes are very sensitive to 
  light, allowing them to see 
  well in dim conditions. 
  This sensitivity to light 
  causes burrow-mawgs to 
  favor dimly lit caverns 
  or the extensive tunnel 
  networks 
  they 
  dig, 
  though 
  they 
  venture 
  out at twilight in search 
  of food. If forced into 
  direct daylight, a burrow-
  mawg must rely on its 
  other 
  senses. 
  Though 
  this somewhat reduces 
  the creature’s ability to 
  detect threats and prey, a 
  burrow-mawg is still dangerous in even the brightest light.
  Burrow-mawgs are covered by a thick pelt of reddish-brown 
  fur that keeps them warm in even harsh northern climates. 
  Though found in great numbers within the Blackroot Wood 
  of southwest Khador, burrow-mawgs are both adaptable and 
  invasive. Driven to seek out new territory when local food 
  resources run scarce, packs of the creatures have spread 
  south to the plains of the Midlunds and east into the forests 
  of Ios.
  The four long claws at the end of each limb are used primarily 
  to dig nests and tunnels, and they are sharp enough to claw up 
  even densely packed soil. A common burrow-mawg warren can 
  have upward of twenty animals dwelling in numerous sleeping 
  chambers, their tunnels extending for hundreds of feet in every 
  direction. The pack’s young spend most of their time within 
  this tunnel network, but they are sometimes encountered in 
  combat among larger packs of burrow-mawgs that are initiating 
  their young into the hunt. In lieu of digging their own dens, 
  burrow�mawgs will occasionally move into sufficiently dark 
  chambers, such as subterranean ruins or the basements of old 
  buildings. Such burrow-mawg infestations become extremely 
  problematic in larger cities, where the creatures are presented 
  with innumerable opportunities to feed.
  Skilled pack hunters, burrow-mawgs can smell potential 
  prey from half a league away and will attack at the first sign 
  of food. When a member of a pack scents a potential meal, it 
  communicates to its fellows with constant chittering and a 
  piercing squeal. A few burrow-mawgs can easily dispatch a 
  sheep or wild dog, but a large enough (or hungry enough) pack 
  can slaughter deer, bulls, or even armed men. A burrow-mawg’s 
  mouth is filled with multiple rows of curved teeth ideally suited 
  to ripping through meat and bone, and it can quickly gnaw 
  through a grown man’s limbs.
  Each pack typically has a single alpha, but multiple packs 
  come together to hunt during particularly lean seasons. With 
  multiple alphas leading the charge, a pack becomes truly 
  fearsome and forces nearby towns to deal with its savagery. 
  Left unchecked, these massive packs will readily slaughter a 
  village’s entire supply of livestock, stripping the carcasses bare 
  in a matter of hours. Worse yet, once they have depopulated a 
  village of its animals, these massive packs will turn against its 
  inhabitants, tunneling under houses and gnawing up through 
  the floorboards to get at the people within.
  The adrenal glands of burrow-mawgs have long been a prized 
  resource. Some primitive tribes chew glands harvested from 
  large specimens in preparation for significant battles, but 
  since the advent of alchemy the glands have been a critical 
  component in items such as fortemorphic elixir. For this 
  reason, there will always be hunters looking for clever ways 
  to capture burrow-mawgs and harvest their precious glands 
  to sell in the markets of the Iron Kingdoms. The capture and 
  storage of live burrow-mawgs, intended as a means of farming 
  their adrenal glands for alchemical production, has led to an 
  infestation of burrow-mawgs in the sewer networks of several 
  major cities.
  COMBAT
  When a pack of burrow-mawgs catches scent of prey, it 
  immediately attacks if it has sufficient numbers to bring down 
  the target. Burrow-mawgs swarm their targets in groups and 
  try to bite at unprotected flanks. A burrow�mawg will move 
  fearlessly toward a source of food and can be trapped easily.
  BURROW–MAWG
  I always tread lightly when moving through territory inhabited by burrow-mawgs and test the ground frequently with a walking stick. The little 
  beasts can undermine an entire region with a crisscrossing network of tunnels just inches beneath the surface. Any unfortunate creature whose 
  foot or hoof breaks through into the burrow-mawgs’ warrens must act quickly before the ferocious and ravenous creatures strip the flesh completely 
  away. In my experience, this can take anywhere between fifteen and sixty seconds.
  —PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON
  PHYSIQUE 
  PHY 
  6
  SPEED 
  SPD 
  6
  STRENGTH 
  STR 
  4
  AGILITY 
  AGL 
  3
  PROWESS 
  PRW 
  2
  POISE 
  POI 
  1
  INTELLECT 
  INT 
  2
  ARCANE 
  ARC 
  —
  PERCEPTION 
  PER 
  4
  INITIATIVE 
  INIT 
  12
  DEFENSE 
  DEF 
  13
  ARMOR 
  ARM 
  10
   
  (NATURAL ARMOR +4)
  WILLPOWER 
  WIL 
  8
  VITALITY: 4
  COMMAND RANGE: 2
  BASE SIZE: SMALL
  ENCOUNTER POINTS: 2
  BITE
   MAT 
  POW 
  P+S
   4 
  4 
  8
  
  9
  LORE
  A character can make an INT + Lore (extraordinary zoology) 
  skill roll to determine what he knows about this creature. He 
  learns all the information up to the result of the roll. The higher 
  the roll, the more he learns.
  8: Burrow-mawgs are ferocious predatory pack hunters with 
  extremely sensitive senses of hearing and smell. When a 
  burrow-mawg scents potential prey, it uses a series of chitters 
  and shrill squeals to signal to the other members of its pack.
  10: Burrow-mawgs devour prey indiscriminately, and small 
  coins and jewelry occasionally become lodged in their digestive 
  tracts. A sufficiently large pack of burrow�mawgs will attack a 
  large creature, swarming over it and taking vicious chunks out 
  of its flesh.
  13: Burrow-mawg adrenal glands are used in the creation of 
  some alchemical compounds.
  ABILITIES: 
  Gang – When making a melee attack that targets an enemy in melee range of another 
  friendly  character, this creature gains +1 to melee attack and melee damage rolls. 
  When making a melee attack that targets an enemy in melee range of another friendly 
  creature or character who also has this ability, these bonuses increase to +2.
  Native Beast – This creature is considered to be a beast native to the wilds of Immoren.
  Night Vision – This creature treats darkness as dim light and dim light as bright light.
  CREATURE TEMPLATES: 
  Alpha, Juvenile, Large Specimen, Man-eater, Starving
  SKILLS:
  NAME 
  STAT 
  RANK 
  STAT+RANK
  Detection 
  PER 
  1 
  5
  Sneak 
  AGL 
  1 
  4
  Tracking 
  PER 
  1 
  5
  
  10
  DESCRIPTION
  Cataphract 
  beetles 
  are 
  large, carnivorous insects 
  that dwell in dry, sandy 
  environments, 
  although 
  they have been known 
  to range into temperate 
  areas, 
  especially 
  where 
  the soil is loose enough 
  to 
  accommodate 
  their 
  burrows and pit traps. 
  In areas where they are 
  common, 
  cataphract 
  beetles 
  are 
  considered 
  a dangerous threat. A 
  hive of cataphract beetles 
  can stretch for miles in 
  all directions, and the 
  lands near the edge of the 
  Bloodstone Marches are 
  pockmarked with fields of 
  cataphract pits.
  The two most common 
  castes 
  of 
  cataphract 
  beetles, 
  drones 
  and 
  soldiers, are similar in 
  appearance—squat, 
  six-
  legged insects about three 
  feet long and standing 
  two to three feet from the 
  ground. Both are armored with a thick, spiky carapace stout 
  enough to repel small�arms fire. �oldiers are slightly larger than 
  drones and have more pronounced mandibles, but this is the 
  only obvious difference between the two. Communal insects, 
  cataphract beetles dig extensive underground burrows that 
  can hold as many as two hundred individuals. The majority of 
  cataphract beetles in a burrow are drones tasked with gathering 
  food and caring for their large, immobile queen. The rest are 
  soldiers, which protect the burrow from intruders and dig the 
  deadly pit traps for which the beetles are infamous.
  Cataphract beetles are predatory, and foraging drones will 
  attack any creature they encounter, dismember it, and drag 
  it piecemeal back to their burrow. Closer to their burrows, 
  cataphract beetles employ a very different method of capturing 
  prey. The soldiers burrow ever-widening circles in loose earth 
  or sand, creating an unstable pit that collapses inward when 
  anything but a cataphract beetle enters the area. The shifting 
  earth in these pits makes them e�ceedingly difficult to climb 
  out of, drawing prey toward the center, where the cataphract 
  beetle soldiers await.
  COMBAT
  Cataphract beetles use their powerful mandibles to tear their 
  victims to pieces. The beetles are typically encountered around 
  their burrows, where two to three soldiers hide in pit traps 
  with only their heads exposed as up to half a dozen drones mill 
  about. When prey approaches or stumbles into a pit, the beetles 
  swarm to attack it.
  LORE
  A character can make an INT + Lore (extraordinary zoology) 
  skill roll to determine what he knows about this creature. He 
  learns all the information up to the result of the roll. The higher 
  the roll, the more he learns.
  8: Cataphract beetles are large, predatory, burrowing insects 
  that inhabit dry, sandy areas.
  10: Cataphract beetles are armored in a thick, spiky carapace 
  and have pronounced mandibles powerful enough to rend steel.
  12: Cataphract beetles dig treacherous pit traps to capture prey. 
  These steep�walled pits are difficult to climb out of and leave 
  victims at the beetles’ mercy.
  15: There are three castes of cataphract beetles: drone, soldier, 
  and queen. Both drones and soldiers are armed with powerful 
  mandibles, and the creatures can spray streams of caustic 
  digestive fluid at foes. The �ueen is a defenseless, immobile 
  egg-layer found at the heart of a cataphract beetle burrow.
  CATAPHRACT BEETLE
  The hunting behavior of the cataphract beetle is a fascinating adaptation. Hailing predominantly from the Bloodstone, the beetle developed a 
  method of passive hunting, allowing it to secure prey while at rest. Thanks to the ingenious design of the traps it digs, clumsy beasts are drawn 
  directly into its waiting mandibles.
  —PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON
  PHYSIQUE 
  PHY 
  7
  SPEED 
  SPD 
  5
  STRENGTH 
  STR 
  5
  AGILITY 
  AGL 
  3
  PROWESS 
  PRW 
  2
  POISE 
  POI 
  2
  INTELLECT 
  INT 
  1
  PERCEPTION 
  PER 
  2
  ARCANE 
  ARC 
  —
  INITIATIVE 
  INIT 
  9
  DEFENSE 
  DEF 
  10
  ARMOR 
  ARM 
  13
   
  (NATURAL ARMOR +6)
  WILLPOWER 
  WIL 
  8
  VITALITY: 5
  COMMAND RANGE: 1
  BASE SIZE: SMALL
  ENCOUNTER POINTS: 2
  Abilities: This weapon causes corrosion 
  damage.
  BITE
   MAT 
  POW 
  P+S
   4 
  3 
  8
  ACID SPIT
   RAT RNG AOE POW
   4 
  SP 6 
  — 
  10
  
  11
  ABILITIES:
  Burrow – This creature can use a quick action to burrow beneath loose earth or 
  sand, leaving only its head exposed. Until it moves, is placed, or is engaged, it gains 
  concealment and does not block LOS.
  Native Beast – This creature is considered to be a beast native to the wilds of 
  Immoren.
  Pit Beast – This creature gains +1 to attack and damage rolls against a character 
  within a cataphract beetle sand trap.
  CREATURE TEMPLATES:
  Large Specimen, Protector
  SKILLS:
  NAME 
  STAT 
  RANK 
  STAT+RANK
  Climbing 
  AGL 
  1 
  4
  Detection 
  PER 
  1 
  3
  Sneak 
  AGL 
  2 
  5
  CATAPHRACT  
  BEETLE SAND TRAP
  Size: 3˝-, 4˝-, or 5˝-diameter pit
  Encounter Points: 2 (3˝ or 4˝) or 3 (5˝)
  Cataphract beetle sand traps are hazards that can be 
  added to any encounter featuring cataphract beetles. 
  Each eighteen-foot-diameter (3˝) or twenty-four-foot-
  diameter (4˝) trap is worth 2 encounter points, and 
  each thirty-foot-diameter (5˝) trap is worth 3 encounter 
  points. Cataphract beetles construct sand traps near 
  their burrows to disable prey. A sand trap is a large pit 
  of loose earth or sand that is treated as rough terrain. 
  A character entering or ending his movement within 
  a sand trap must make an AGL roll against a target 
  number of 10. If the roll succeeds, the character remains 
  standing and is not moved by the sand trap. If the roll 
  fails, the character is knocked down and is pushed to the 
  center of the pit. A knocked down character can stand up 
  normally by forfeiting his movement or action but must 
  make another AGL roll against a target number of 10. If 
  the roll succeeds, the character can move out of the pit. 
  If the roll fails, the character is knocked down again. 
  Cataphract beetles are not affected by these sand traps.
  
  12
  DESCRIPTION
  Dwelling 
  far 
  beneath 
  the surface of Caen, the 
  enigmatic cephalyx are 
  known to few but feared by 
  all who have encountered 
  them. For centuries this 
  race 
  had 
  little 
  contact 
  with 
  mankind, 
  whose 
  awareness of them came 
  relatively recently. 
  Some 
  of 
  the 
  earliest 
  Rhulic records describe 
  encounters with cephalyx 
  thousands of years ago, 
  well before a thriving 
  human 
  civilization 
  existed 
  in 
  western 
  Immoren. These accounts 
  are 
  horrifying 
  tales 
  of a fearless and alien 
  opponent that crawled 
  up from the darkness to 
  overwhelm all opposition 
  and 
  haul 
  still-living 
  captives back into the 
  darkness. The encounters 
  most 
  frequently 
  transpired in the deepest 
  mines in the mountains 
  near Ulgar, Ghord, and 
  Drotuhn, 
  proving 
  the 
  cephalyx 
  preferred 
  to 
  lair far below the surface. 
  Rhulic attempts to follow 
  the creatures and recover 
  those taken were rarely successful, leading the miners to 
  bolster their defensive measures and seek as much as possible 
  to prevent the attacks in the first place. 
  The cephalyx’s primary contact with outsiders is by these 
  nocturnal raids conducted to capture prisoners, whom 
  they drag back to their subterranean lairs for medical 
  experimentation and transformation into drudges—mindless, 
  surgically augmented slaves. These mysterious slavers 
  have transformed countless numbers of men and women 
  over the centuries in order to maintain small armies of 
  grotesque servants and soldiers that dwell with them in their 
  underground homes.
  For generations, most human contact reported to have occurred 
  with the cephalyx has been in isolated mountain communities, 
  particularly mining camps and other locations where men delve 
  beneath the surface of Caen. The disappearance of entire town 
  populations high in the Wyrmwall and Nyschatha Mountains has 
  been attributed to these creatures; if that assumption is accurate, 
  the cephalyx have been responsible for the abduction of whole 
  villages throughout Cygnar, Khador, and Rhul in particular. 
  In recent years, the incidence of reported cephalyx sightings 
  beyond these mountainous regions has undergone a dramatic 
  increase. The creatures have been witnessed in the depths of 
  the Thornwood Forest, for example, attended by a cohort of 
  their drudge servants working alongside Cryxian forces. This 
  has prompted reported disappearances from eastern Ord to 
  southern �lael the attribution of these horrific entities. �hat 
  their purposes might be are still unknown, but wherever they 
  appear, innocents go missing and experience a nightmarish 
  transformation into enslaved minions of the cephalyx. 
  It is unclear whether all cephalyx are part of the same society or 
  if they maintain distinct regional communities. Some scholars 
  have hypothesized the creatures might be divided into myriad 
  hives, like the insects they superficially resemble, but this is 
  pure conjecture.
  What is known is that all cephalyx demonstrate potent 
  psychokinetic powers that seem entirely distinct from the 
  magic employed by other races. Their emaciated and atrophied 
  bodies float above the ground, with the clacking of their 
  metal prosthetics the only sounds that mark their passage. 
  The creatures move with an effortless and alien grace that 
  is unsettling to witness. Their bodies maintain an elegant 
  stillness contrasted by the constant probing motion of their 
  array of metallic limbs. They can move other objects with their 
  minds as well, delicately floating a desired ob�ect toward their 
  grasp or violently hurling an opponent back with ease. Their 
  ability to manipulate the world around them through this 
  psychokinetic power manifests in myriad forms, from slowing 
  attacks directed at them to acting as a powerful weapon itself.
  Cephalyx do not speak aloud among themselves, instead 
  seeming to communicate telepathically with each other and 
  their near-mindless slaves. On rare occasions when cephalyx 
  speak with outsiders, they communicate with mechanically 
  augmented vocal organs that produce inhuman, harshly 
  artificial speech. Although this speech is difficult to understand, 
  it is clear that the cephalyx have a thorough command of 
  numerous languages, human and otherwise. They can also 
  speak telepathically with other races, but this is a jarring and 
  painful experience that has been known to cause madness in 
  beings of lesser intellect. 
  CEPHALYX
  As a cephalyx comes near, it produces a painful sensation in the mind—an all-consuming mental scream that drives a man to his knees, unable to 
  do anything but beg for relief. It does not abate, but only increases, thereby rendering men helpless and ripe for collection by these inhuman slavers.
  —PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON
  PHYSIQUE 
  PHY 
  6
  SPEED 
  SPD 
  6
  STRENGTH 
  STR 
  5
  AGILITY 
  AGL 
  4
  PROWESS 
  PRW 
  4
  POISE 
  POI 
  3
  INTELLECT 
  INT 
  7
  ARCANE 
  ARC 
  4
  PERCEPTION 
  PER 
  4
  COMMAND RANGE: 7
  BASE SIZE: SMALL
  ENCOUNTER POINTS: 6
  INITIATIVE 
  INIT 
  14
  DEFENSE 
  DEF 
  14
  ARMOR 
  ARM 
  13
   
  (CUSTOM ARMOR +7)
  WILLPOWER 
  WIL 
  13
  I
  N
  T
  E
  L
  L
  E
  C
  T
  A
  G
  I
  L
  I
  T
  Y
  P
  H
  Y
  S
  I
  Q
  U
  E
  1
  2
  3
  4
  6
  5
  PROSTHETIC BLADES
   MAT 
  POW 
  P+S
   6 
  5 
  10
  
  13
  ABILITIES:
  Anatomical Precision – When this character hits a living target with a melee 
  attack but the damage roll fails to exceed the target’s ARM, the target suffers d3 
  damage points.
  Anatomist – This character gains an additional die on Medicine skill rolls.
  Fearless – This character never suffers the effects of fear.
  Feat Points – This character starts each encounter with 1 feat point. It is allocated 
  1 feat point at the start of each of its turns. It can have up to 1 feat point at a time.
  Floating – This character can advance through rough terrain without penalty, can 
  charge across obstacles, and cannot be knocked down.
  Iron Will – This character can reroll failed Willpower rolls. Each roll can be rerolled 
  once as a result of Iron Will.
  Leader – Drudges gain +1 on attack and damage rolls while within 5˝ of one or more 
  cephalyx.
  Read Surface Thoughts – This character can read the surface thoughts of any 
  character in its presence. As a result, this character gains an additional die on Social 
  and Tracking skill rolls.
  Sacriﬁcial Pawn – When this character is directly hit by an enemy ranged attack, it 
  can select one friendly, non-incorporeal drudge within eighteen feet (3˝) of it to be 
  directly hit instead. The selected drudge is automatically hit and suffers all damage 
  and effects.
  Telepathy – This character can effectively speak the language of any character in its 
  presence. In addition to its ability to speak aloud, this character can speak into the 
  minds of any character it can perceive in its presence. This process is much more 
  difﬁcult for this character if the target’s mind is shielded in metal. If a target other than 
  a drudge is wearing an enclosed helmet or has some other means of shielding its mind, 
  this character must spend a full action to speak into the target’s mind.
  Will Weaver – This character is a will weaver. The Game Master should choose two 
  to four spells from the following spell list for this character. At the Game Master’s 
  discretion, this character may have an ARC stat of 5 or more.
  CREATURE TEMPLATES:
  Cephalyx Exulon
  SKILLS:
  NAME 
  STAT 
  RANK 
  STAT+RANK
  Alchemy  
  INT 
  2 
  9
  Detection 
  PER 
  3 
  7
  Interrogation 
  INT 
  3 
  10
  Medicine 
  INT 
  3 
  10
  Sneak 
  AGL 
  3 
  7
  Tracking 
  PER 
  1 
  5
  Generally the only mental communication a cephalyx engages 
  in with other races is to utterly dominate them and deliver 
  powerful imperatives that are nearly impossible to ignore. 
  When a cephalyx forces its will on ordinary people, the act 
  drives away all thought beyond mental anguish and a desire 
  to obey. Those individuals who endure such a mental link 
  with the cephalyx describe this thought-speech as twisted 
  and difficult to untangle, sometimes using alien synta� as well 
  as unfamiliar terms. If the victim of this mental intrusion is 
  unable or unwilling to follow the implanted directives, the 
  cephalyx can simply overpower the lesser mind in order to use 
  that individual as a puppet to achieve what it desires.
  The pervasiveness of surgical knowledge and expertise among 
  the cephaly� suggests that the practice of altering flesh is deeply 
  intrinsic to their culture. This combination of art, science, and 
  surgical technology is known to them as cephalomek, a practice 
  e�alted to almost religious significance among them. Central to 
  this part of their culture is the grafting of a suite of surgical 
  tools onto their flesh. These instruments rise over their backs on 
  long, multi-jointed appendages made of iron and brass. 
  Each limb is tipped with a device designed to aid a cephalyx 
  in its work. These devices run the gamut from precision 
  scalpels, grasping appendages, many-toothed bone saws, 
  and flensing knives to injector arrays filled with medical 
  concoctions known only to the cephalyx. There is a great deal 
  of variety among the cephalyx in the configuration of these 
  
  14
  SPELLS
  SPELL NAME 
  COST 
  RNG AOE POW 
  UP OFF
  Battering Ram 
  2 
  6 
  — 
  12 
  No 
  Yes
  A target hit by Battering Ram can be pushed 3″ directly away from the spell’s point of 
  origin.
  Cloak of Fear 
  2 
  SELF 
  — 
  — 
  No 
  Yes
  The spellcaster gains Terror [Willpower +2].
  Deceleration 
  3 
  SELF CTRL 
  — 
  No 
  No
  While within the spellcaster’s control area, friendly characters gain +2 DEF and ARM 
  against ranged attacks. Deceleration lasts for one round.
  Hex Blast 
  3 
  10 
  3 
  13 
  No 
  Yes
  Upkeep spells and animi on a character directly hit by Hex Blast immediately expire.
  Hyper Awareness 
  2 
  SELF CTRL 
  — 
  Yes 
  No
  While within this character’s command range, friendly creatures and characters gain 
  Circular Vision. (The front arc of a character with Circular Vision extends to 360°.)
  Inﬂuence 
  1 
  10 
  — 
  — 
  No 
  Yes
  The spellcaster makes a contested Willpower roll against a living enemy target hit by 
  this spell. If the spellcaster loses, nothing happens. If the spellcaster wins, it takes 
  control of the target. The target makes one normal melee attack, then Inﬂuence expires.
  Instigate 
  2 
  SELF 
  — 
  — 
  No 
  No
  While within 5˝ of the spellcaster, friendly drudges and monstrosities gain +2 on attack 
  and damage rolls. Instigate lasts for one round.
  Inviolable Resolve 
  2 
  6 
  — 
  — 
  Yes 
  No
  Target friendly character gains +2 ARM and automatically passes Willpower rolls to 
  resist Terror.
  Mindblow 
  2 
  8 
  — 
  11 
  No 
  Yes
  This spell can target only living characters. On a critical hit, the target must make a 
  Willpower roll against a target number equal to the spellcaster’s ARC + 12. If the roll 
  succeeds, the target remains conscious. If the roll fails, the target is knocked out. A 
  character damaged by this spell must forfeit one quick action during his next turn.
  Mindlock 
  4 
  8 
  — 
  — 
  Yes 
  Yes
  Each time a character affected by this spell attempts to cast a spell, he must make a 
  contested Willpower roll against the spellcaster. If the affected character wins, he can 
  cast his spell normally. If the spellcaster wins, the affected character cannot cast the 
  spell and loses the quick action he would have used to cast the spell.
  Occultation 
  2 
  6 
  — 
  — 
  Yes 
  No
  Target character gains stealth and +3 on Sneak skill rolls.
  SPELL NAME 
  COST 
  RNG AOE POW 
  UP OFF
  Overmind 
  4 
  SELF CTRL 
  — 
  No 
  No
  The spellcaster immediately makes a contested Willpower roll against all living enemy 
  characters within his control area. Roll once for the spellcaster. If that roll is higher than 
  an enemy’s Willpower roll, the spellcaster can cause that enemy to advance up to 3˝ and 
  perform one non-spell, non-feat quick action. If the enemy’s roll is equal to or higher than 
  the spellcaster’s roll, the enemy is not affected. This spell can be cast only once per round.
  Psi Blast 
  2 
  SP 8 
  — 
  12 
  No 
  Yes
  The attack ignores LOS.
  Psychophage 
  3 
  8 
  — 
  — 
  Yes 
  Yes
  A living character hit by this spell suffers Paralysis. (A character suffering Paralysis has 
  his DEF reduced to 7 and cannot run, charge, or make slam or trample power attacks.)
  Shock Wave 
  4 
  SELF 
  * 
  13 
  No 
  No
  Characters within 5˝ of the spellcaster suffer a POW 13 damage roll. Each enemy 
  damaged by Shock Wave is pushed d6˝ directly away from the spellcaster in the order 
  he chooses.
  Telekinesis 
  2 
  8 
  — 
  — 
  No 
  *
  Place target character completely within 2˝ of its current location. When this spell 
  targets an enemy, it is an offensive spell and requires a magic attack roll. A character 
  can be affected by Telekinesis only once per round.
  Total Domination 
  4 
  8 
  — 
  — 
  Yes 
  Yes
  The spellcaster can use a quick action to make a contested Willpower roll against a 
  living enemy hit by this spell. If the spellcaster loses, this spell expires. If the spellcaster 
  wins, he can cause the target to advance up to 3˝, perform a quick action, or make a 
  normal attack. An affected character who advances as a result of this spell cannot be 
  targeted by free strikes during this movement.
  Triage 
  2 
  B2B 
  — 
  — 
  No 
  No
  To cast this spell, the spellcaster must be B2B with an incapacitated character who 
  needs to be stabilized. When this spell is cast, the incapacitated character is immediately 
  stabilized.
  True Sight 
  2 
  SELF 
  — 
  — 
  Yes 
  No
  This character ignores concealment, Camouﬂage, and stealth and can see in complete 
  darkness.
  Will Breaker 
  3 
  SELF Ctrl 
  — 
  Yes 
  No
  While within the spellcaster’s control area, living enemy characters suffer –2 Willpower.
  tools, though certain combinations suggest differing roles 
  the cephalyx fill requiring particular sets of limbs.
  A cephalyx can control these prosthetic limbs with even greater 
  ease than its living limbs and can orchestrate complex movements 
  of multiple limbs concurrently. The ease with which they apply 
  this freakish dexterity in the execution of complex surgeries while 
  concurrently paying attention to other matters serves as just one 
  of many examples of their tremendous, if alien, intellect. 
  Other than their lean, humanoid bodies and sometimes 
  grotesquely oversized craniums, very little is known about the 
  natural aspects of cephalyx anatomy. When encountered, their 
  bodies are invariably obscured by long, leathery garments, 
  which are functionally similar to laboratory coats or butchers’ 
  aprons. Blood and viscera run off these garments cleanly, and 
  they do not appear to fray or show wear. Further, cephalyx 
  always wear thick leather surgical gloves, obscuring the long-
  fingered and de�terous hands within. �mooth shells of brass 
  or leather studded with luminescent glass lenses hide their 
  bulbous and distended heads. 
  The size of an individual cephalyx’s head and the atrophy of 
  its body seem to relate to its caste within the greater cephalyx 
  society, as does an individual’s raw psychokinetic power. It 
  seems logical to deduce that the higher-caste cephalyx may 
  have modified their own brains, e�panding them by some 
  unknown methodology. Above all else the cephalyx are 
  creatures that pri�e intellect, and to them flesh is simply a clay 
  in which to work their craft. Their own bodies are considered 
  of little importance to them, maintained only as much as 
  necessary to stay alive and to support their ever-expanding 
  and powerful minds.
  In rare instances, withered cephalyx with oversized heads 
  are encountered and have been seen wordlessly orchestrating 
  the activity of their brethren and devastating foes with their 
  indomitable mental powers. All claims about other details of 
  these creatures’ anatomy remain unsubstantiated, for whenever 
  the body of a cephalyx is captured by outsiders, it does not long 
  endure after death. The rapidity with which a cephalyx corpse 
  decomposes is likely no accident but instead is an intentionally 
  
  15
  engineered aspect of their existence. For this reason, no human 
  has ever managed to effectively inspect and document the 
  anatomy of a cephalyx. Given the organized speed with which 
  they respond to perceived threats, it is no surprise that no 
  records of such investigations exist.
  COMBAT
  Cephalyx prefer to avoid direct confrontation, relying 
  on their armies of drudges to deal with any threats. If a 
  cephalyx is forced to fight, it first wields its psychokinetic 
  powers against a target, either subverting the enemy’s will 
  and having it attack its allies or overloading its mind with a 
  powerful psi blast. If neither technique works, the cephalyx 
  retreats and attempts to return to the safety of its lair. Only 
  when all else has failed will a cephalyx use its prosthetic 
  blades to fight, lashing out at exposed skin with scalpels, 
  bone saws, and flensing knives.
  LORE
  A character can make an INT + Lore (extraordinary zoology) 
  skill roll to determine what he knows about this creature. He 
  learns all the information up to the result of the roll. The higher 
  the roll, the more he learns.
  11: Cephalyx are creatures that dwell in deep caverns and 
  underground realms.
  13: Cephalyx employ mental abilities that can cripple or bend 
  one’s will. Powerful cephalyx are able to take complete control 
  of an intelligent creature, forcing it to act according to the 
  cephalyx’s whims.
  15: Prisoners captured by cephalyx are subjected to surgical 
  alteration and turned into mindless slaves called drudges. A 
  cephalyx is often accompanied by numerous drudge bodyguards.
  17: The acolytes of Cyriss have a standing enmity with the 
  cephalyx. The cause and history of this animosity is a mystery.
  
  16
  DESCRIPTION
  Those 
  unfortunate 
  enough 
  to 
  be 
  taken 
  captive by the cephalyx 
  can hope for little, as they 
  will either be used for the 
  purposes of unspeakable 
  experimentation 
  or 
  be 
  converted into mindless 
  drudge 
  slaves. 
  The 
  cephalyx surgically alter 
  their slaves, extensively 
  modifying their bodies 
  to give them tremendous 
  strength, endurance, and 
  heightened senses at the 
  cost of free will. Cephalyx 
  utilize 
  any 
  intelligent 
  species that fall under 
  their 
  influence 
  in 
  the 
  manufacture of drudges, 
  though the final product 
  little resembles its natural 
  form. Drudges will fight 
  to the death for their 
  masters, following any 
  mental order a cephalyx 
  issues. Drudges have no 
  sense of self-preservation 
  or any desire but to 
  fulfill these commands. 
  The agonizing surgeries 
  performed 
  upon 
  their 
  minds preclude any hope 
  of reversal for the process, leaving death as their only means 
  of escape.
  When the cephalyx transform a prisoner into a drudge, the 
  first stage is extensive surgical alteration. A drudge’s brain is 
  carefully laid bare and altered to the whims of the cephalyx. 
  Some portions are removed, reducing some of the drudge’s 
  mental function while amplifying desired characteristics, 
  such as subservience. The drudge’s old sensory organs are 
  carved away and replaced with devices grafted directly into 
  the drudge’s nervous system. Once this work is complete, 
  the cephalyx bolt an enclosed metal helmet permanently 
  to the drudge’s body. Made of brass and thick glass, this 
  protective shell encloses the work of the cephalyx, shielding 
  the exposed tissue and filtering the air the drudge breathes. 
  Muscle tissues are grafted into the drudge’s body, portions 
  of its limbs are replaced with mechanical prosthetics, and 
  adrenal glands are subtly manipulated to vastly increase 
  their testosterone production. Finally, the cephalyx inject the 
  drudge with a cocktail of alchemical reagents that prevent 
  it from feeling pain, obviate the need for sleep, increase 
  muscle and skeletal density, and keep it from rejecting the 
  devices they install in the flesh. Each drudge is a surgical 
  abomination lashed together with stitches, scar tissue, rivets, 
  and bolts.
  Within the underground facilities of the cephalyx, drudges 
  perform menial labor for their masters, serving as little 
  better than drones. Packs of drudges wander each facility’s 
  lightless tunnels and caverns, dragging prisoners to the 
  surgical chambers and hauling supplies for the construction 
  of other drudges and larger monstrosities. Anything foreign 
  encountered in the tunnels causes dozens of drudges to 
  converge on the threat and eliminate it.
  COMBAT
  Drudges act according to the telepathic whims of their 
  cephalyx master, attacking targets he designates and throwing 
  themselves at anything attacking him. Drudges are incapable 
  of fear, lack any sense of self-preservation, and will march 
  dauntlessly toward any enemy. Killing one or more of their 
  number does nothing to slow down those that remain. If their 
  master is destroyed, drudges will act in accordance with their 
  most recent orders until they receive new orders from another 
  nearby cephalyx.
  LORE
  A character can make an INT + Lore (extraordinary zoology) 
  skill roll to determine what he knows about this creature. He 
  learns all the information up to the result of the roll. The higher 
  the roll, the more he learns.
  10: Drudges are the surgically augmented slaves of the cephalyx.
  12: Drudges are mindless drones that act only according to the 
  wishes of a nearby cephalyx master.
  14: Drudges are still alive and require food and water to survive. 
  They ordinarily subsist on a vile, organic sludge of cephalyx 
  manufacture containing all the nutrients they require.
  CEPHALYX DRUDGE
  I feel it is my moral obligation to destroy drudges whenever and wherever I encounter them. One must never forget that the servants of the 
  cephalyx were once men, subjected to horrendous medical modification and imprisoned within their contorted and reformed bodies. Killing them is 
  a kindness, for it releases the men they once were from the chains of bondage and allows their souls to pass to, I can only assume, a much better fate.
  —PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON
  PHYSIQUE 
  PHY 
  8
  SPEED 
  SPD 
  5
  STRENGTH 
  STR 
  8
  AGILITY 
  AGL 
  3
  PROWESS 
  PRW 
  4
  POISE 
  POI 
  1
  INTELLECT 
  INT 
  1
  ARCANE 
  ARC 
  —
  PERCEPTION 
  PER 
  3
  INITIATIVE 
  INIT 
  12
  DEFENSE 
  DEF 
  11
  ARMOR 
  ARM 
  14
   
  (AUGMENTATION +6)
  WILLPOWER 
  WIL 
  9
  COMMAND RANGE: 1
  BASE SIZE: SMALL
  ENCOUNTER POINTS: 4
  WEAPON AUGMENTATION
   MAT 
  POW 
  P+S
   6 
  5 
  13
  Variable Weapons – Each turn, this creature 
  may select one of the following abilities:
  • Circular Saw – On a critical hit with this 
  weapon, after the attack is resolved this 
  creature can make an additional attack 
  against the target hit.
  • Extended Blade – This weapon has 
  Reach.
  • Wrecking Ball – This weapon gains an 
  additional damage die against constructs 
  and objects.
  
  17
  CREATURE TEMPLATES:
  Large Specimen
  SKILLS:
  NAME 
  STAT 
  RANK 
  STAT+RANK
  Detection 
  PER 
  1 
  3
  ABILITIES:
  Eyeless Sight – This creature ignores cloud effects and forests when determining LOS. 
  This creature ignores concealment and stealth when making attacks.
  Fearless – This creature never suffers the effects of fear.
  Respirator – This creature is immune to gas effects.
  Tough – When this creature is disabled, roll a d6. On a 5 or 6, it heals 1 vitality point, is 
  no longer disabled, and is knocked down.
  
  18
  DESCRIPTION
  These 
  humongous 
  and 
  little-known creations of 
  the cephalyx are poorly 
  understood by the people 
  of western Immoren, who 
  have taken to calling them 
  simply 
  “monstrosities.” 
  Culled 
  from 
  the 
  most 
  physically 
  powerful 
  victims enslaved by the 
  cephalyx, 
  monstrosities 
  are a heavily augmented 
  variety of drudge. Those 
  selected 
  undergo 
  cruel 
  alchemical 
  treatments 
  that 
  force 
  them 
  to 
  rapidly grow to alarming 
  size. 
  Once 
  suitably 
  enhanced, 
  the 
  slaves 
  undergo 
  the 
  extensive 
  surgical and mechanical 
  alterations 
  that 
  turn 
  them into monstrosities. 
  To 
  the 
  cephalyx, 
  each 
  monstrosity 
  is 
  an 
  incredible investment of 
  both time and resources.
  Once a subject has been 
  properly 
  prepared, 
  cephalyx surgeons cobble 
  flesh 
  and 
  machinery 
  together to create a form 
  pleasing to them. As the 
  monstrosity takes shape, its body is reinforced by a hulking 
  lattice of brass and iron and then flooded with numerous 
  alchemical fluids that further increase its muscle mass and 
  stimulate the healing process. When the work is complete, the 
  monstrosity�s flesh strains at the seams running throughout its 
  body, puckered and scarred around metallic devices protruding 
  from its flesh. �ike an ordinary drudge, a monstrosity acts 
  only according to the mental commands of a cephalyx master. 
  The surgery performed on a monstrosity’s mind causes it to 
  become incredibly aggressive even when outside direct control, 
  tortured by relentless and powerful surges of adrenaline and 
  endorphins. Only truly powerful cephalyx, called exulons, are 
  able to push through this cloud of rage and violence and impose 
  their will upon a monstrosity, forcing it to act in accordance 
  with their whims.
  COMBAT
  A monstrosity will virtually always be controlled by a 
  cephalyx exulon that dictates how it acts. In the rare event an 
  unaccompanied monstrosity is encountered, the incredible 
  rage caused by its tortured mind will drive it to relentlessly 
  attack. A monstrosity has no sense of self-preservation and is 
  incapable of forming complex strategies; it will simply charge 
  the closest opponent and try to pound it into paste. Only 
  under the control of an exulon will a monstrosity act in any 
  other way, compelled by its controller to act as a heavy weapon 
  in the cephalyx arsenal.
  LORE
  A character can make an INT + Lore (extraordinary zoology) 
  skill roll to determine what he knows about this creature. He 
  learns all the information up to the result of the roll. The higher 
  the roll, the more he learns.
  11: Monstrosities are the largest and strongest of the cephalyx 
  drudges.
  13: A monstrosity can be controlled only by extremely powerful 
  cephalyx called exulons, which can overwhelm the noise of the 
  creature’s tortured intellect. 
  15: Monstrosities are the result of prolonged exposure to 
  growth-inducing alchemical compounds and extensive surgical 
  modifications.
  CEPHALYX MONSTROSITY
  The misshapen creations of the cephalyx we call monstrosities are no doubt the most terrifying product of their makers’ surgical augmentations, 
  victims of alchemically induced gigantism cobbled together from meat and metal. Standing as tall as warjacks, they are physically astounding, their 
  muscles literally straining at the seams of their metal implants. Such unnatural bulk does not come without its price, however. The underlying 
  bones and organs of creatures used in the manufacture of monstrosities cannot sustain such a form for long. Skin ruptures under the shearing 
  stress of the disproportionate musculature moving beneath it, and the cephalyx must permanently affix braces to the monstrosity—like an engineer 
  shoring up a poorly made bridge—to keep its form from buckling beneath the strain of keeping its mass upright. Still, such knowledge is cold 
  comfort when a monstrosity barrels toward you, flailing with prosthetic weapons capable of crushing stone or steel.
  —PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON
  PHYSIQUE 
  PHY 
  11
  SPEED 
  SPD 
  5
  STRENGTH 
  STR 
  10
  AGILITY 
  AGL 
  4
  PROWESS 
  PRW 
  3
  POISE 
  POI 
  2
  INTELLECT 
  INT 
  2
  ARCANE 
  ARC 
  —
  PERCEPTION 
  PER 
  3
  INITIATIVE 
  INIT 
  11
  DEFENSE 
  DEF 
  10
   
  (AUGMENTATION –2)
  ARMOR 
  ARM 
  17
   
  (AUGMENTATION +6)
  WILLPOWER 
  WIL 
  13
  COMMAND RANGE: 2
  BASE SIZE: LARGE
  ENCOUNTER POINTS: 11
   1 
  2 
  3 
  4 
  5 
  6
   L L M B R R
   L M M B B R
  
  19
  ABILITIES:
  Engine of War – Cephalyx exulons (p. 93) can control this creature in a manner similar to how a warcaster controls his warjacks. 
  A cephalyx exulon can allocate focus points to this creature if it is in his battlegroup. This creature can be allocated up to 3 focus 
  points. This creature can spend focus points to boost attack or damage rolls, buy additional attacks, or make power attacks. This 
  creature cannot be allocated focus while its brain system (the B on its damage grid) is crippled. Despite having some similarities 
  with warjacks, this creature is a living character and cannot form bonds. 
  If the exulon controlling a monstrosity is incapacitated or destroyed, the monstrosities under his command become autonomous. 
  An autonomous monstrosity activates on its exulon’s initiative but cannot be allocated focus. An exulon can take control of an 
  autonomous friendly monstrosity. To do this, he must end his movement in base-to-base contact with the autonomous monstrosity 
  and forfeit his action, though he can still cast spells and use quick actions. The monstrosity must forfeit its activation and cannot 
  channel spells on the turn it becomes controlled. Beginning with the next turn, the monstrosity is under the new exulon’s control, 
  activates on its new controller’s initiative, and can be allocated focus normally.
  Eyeless Sight – This creature ignores cloud effects and forests when determining LOS. This creature ignores concealment and 
  stealth when making attacks.
  Fearless – This creature never suffers the effects of fear.
  Respirator – This creature is immune to gas effects.
  CREATURE TEMPLATES:
  Cephalyx Monstrosity Subduer, Cephalyx Monstrosity Warden, Cephalyx Monstrosity Wrecker
  SKILLS:
  NAME 
  STAT 
  RANK 
  STAT+RANK
  Detection 
  PER 
  1 
  4
  Abilities: Open Fist
  Abilities: This weapon has Reach.
  Attacks with this weapon ignore ARM 
  bonuses from bucklers and shields.
  Abilities: Open Fist
  Abilities: This weapon has Reach.
  Attacks with this weapon ignore ARM 
  bonuses from bucklers and shields.
  Abilities: This creature adds this weapon’s 
  POW to its head-butt and slam power attack 
  damage rolls.
  This creature gains +2 ARM against attacks 
  originating in its front arc.
  Abilities: If this weapon directly hits an 
  enemy target with an equal or smaller base, 
  immediately after the attack is resolved the 
  target directly hit can be pushed any distance 
  directly toward this creature. After the target 
  directly hit is moved, this creature can make 
  one normal melee attack against it. After 
  resolving this melee attack, this creature 
  can make additional melee attacks during its 
  combat action.
  On a direct hit against an enemy target, all 
  models hit are knocked down.
  This weapon can be ﬁred only once per 
  round.
  R
  IMPALING BLADE
   MAT 
  POW 
  P+S
   5 
  6 
  16
  L
  MECHA FIST
   MAT 
  POW 
  P+S
   5 
  4 
  14
  L
  BALL AND CHAIN
   MAT 
  POW 
  P+S
   5 
  7 
  17
  R
  MECHA FIST
   MAT 
  POW 
  P+S
   5 
  4 
  14
  R
  BALL AND CHAIN
   MAT 
  POW 
  P+S
   5 
  7 
  17
  H
  HARD HEAD
   MAT 
  POW 
  P+S
   5 
  4 
  14
  L
  NET LAUNCHER
   RAT RNG AOE POW
   4 
  6 
  3 
  —
  Or
  Or
  Weapon Augmentation – The creature 
  must select one of the following sets of 
  weapons:
  
  20
  DESCRIPTION
  Native to the hot and 
  humid 
  jungles 
  of 
  the 
  Shattered Spine Islands, 
  anura—or 
  croaks, 
  as 
  they are more commonly 
  known—are 
  a 
  race 
  of 
  primitive 
  amphibians. 
  On their home islands, 
  croaks 
  live 
  in 
  loose 
  tribes organized around 
  the most powerful and 
  successful hunters. Each 
  tribe has between fifteen 
  and fifty members living 
  communally. 
  Croaks 
  build their huts of woven 
  branches and reeds into 
  the low forks of the giant 
  trees that grow out of the 
  warm and murky water in 
  this region. Adult males 
  are capable of producing 
  an incredibly loud call 
  that can be heard over 
  an astonishing distance, 
  and the croaks use these 
  signals to communicate 
  between 
  tribes 
  and 
  indicate tribal boundaries. 
  Croaks are a tool-using 
  race, though their crafts 
  are 
  simple, 
  utilitarian 
  objects 
  drawn 
  from 
  natural materials found 
  in 
  their 
  surroundings. 
  Croaks 
  are 
  exothermic 
  creatures who prefer to act during the hottest part of the day. In 
  a cold environment, croaks become sluggish and irritable.
  An average croak stands a full foot shorter than a man and has 
  a thick, heavy build. A croak’s skin tone ranges from a deep, 
  muddy, greenish brown to a vibrant yellow-green. Younger 
  croaks and females tend to have a slightly paler complexion, 
  but males and females alike have dark spots along their hide 
  that increase in number as the croak ages. The skin of all 
  croaks secretes a potent toxin that they use to coat the blades 
  of their weapons. This natural oil is effective only if ingested or 
  introduced directly into the bloodstream.
  Naturally talented climbers, croaks possess broad pads at 
  the end of each finger that help them grip any surface. The 
  outermost digits of a croak’s hand are both opposable, further 
  strengthening their grip. Between the opposable digits and 
  the finger pads, a croak can maintain its grip in even the most 
  testing conditions. Despite their broad and clumsy-looking 
  fingers, croaks handle their spears and other tools with a great 
  deal of dexterity.
  Some croaks manifest magical talents, though these cases are 
  both extreme and unusual. Most croaks who possess sorcerous 
  ability are the product of conjoined births. One of the twins 
  is invariably stunted and misshapen and lives as a malformed 
  parasite on the body of its stronger sibling, its malformed 
  forelimbs and head protruding from the larger twin’s torso. In 
  croak communities, these twins are venerated as counselors 
  and sages by other croaks, but they are never chosen to serve as 
  the chieftains of a tribe.
  Many croaks were enslaved by the skorne as they moved west 
  into the Bloodstone Marches. Those croaks who survived the 
  journey were used as auxiliary skirmishers and hunters in 
  the unfamiliar swampy environments at the northwestern 
  edge of the Marches. Some croaks escaped their masters and 
  established colonies in the marshes and bogs to the north. 
  When these small communities are not competing with the bog 
  trogs and gatormen who claim the same territories, they can be 
  found alongside them in battle.
  COMBAT
  When croaks attack, they use the environment as much as 
  possible to gain a favorable position before striking. Being both 
  amphibious and skilled climbers, croaks can claim at least a 
  minor positional advantage in all but a few wilderness regions. 
  Most croaks prefer to keep their enemies at a distance, where 
  they can pick them apart with long spears and thrown javelins.
  Croaks are most comfortable attacking living creatures who 
  are vulnerable to their poisonous secretions, and they are often 
  caught off guard when confronted with steamjacks. A croak 
  conjoined twin will try to avoid direct encounters whenever 
  possible, preferring to let its allies handle such combat. It will 
  swim or climb to a position where its spells will be the most 
  effective. Once in position, it will target the greatest threat.
  Croaks tend to fashion armor from their surroundings that is 
  roughly equivalent to custom battle armor.
  CROAK
  Despite not being native to western Immoren, croaks—or anura, as I prefer to call them—have carved a place for themselves on our half of the 
  continent in a startlingly brief period of time. The anura’s ranine physiology leads some to believe they are a slow-witted race, but observation 
  does not bear this theory out. A race of consummate hunters, anura have managed to find a place for themselves among nearly all wilderness 
  civilizations, trading their talents with the spear for allies and shelter in the land they now find themselves in.
  —PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON
  PHYSIQUE 
  PHY 
  6
  SPEED 
  SPD 
  6
  STRENGTH 
  STR 
  5
  AGILITY 
  AGL 
  4
  PROWESS 
  PRW 
  4
  POISE 
  POI 
  3
  INTELLECT 
  INT 
  3
  ARCANE 
  ARC 
  —
  PERCEPTION 
  PER 
  3
  INITIATIVE 
  INIT 
  13
  DEFENSE 
  DEF 
  12
   
  (CUSTOM BATTLE ARMOR –1)
  ARMOR 
  ARM 
  12
   (CUSTOM BATTLE ARMOR +6)
  WILLPOWER 
  WIL 
  9
  VITALITY: 7
  COMMAND RANGE: 3
  BASE SIZE: SMALL
  ENCOUNTER POINTS: 3
  Abilities: This weapon has Reach.
  A character gains +2 to charge attack rolls 
  with this weapon when wielding it with two 
  hands.
  Poison – See below.
  CROAK SPEAR
   MAT 
  POW 
  P+S
   5 
  5 
  10
  Thrown – Add this creature’s STR to the 
  POW of this weapon.
  Poison – See below.
  THROWN SPEAR
   RAT RNG AOE POW
   4 
  8 
  — 
  4
  
  21
  LORE
  A character can make an INT + Lore (extraordinary zoology) 
  skill roll to determine what he knows about this character. He 
  learns all the information up to the result of the roll. The higher 
  the roll, the more he learns.
  10: Croaks are a race of intelligent amphibians occasionally 
  found in small numbers along the westernmost edge of the 
  Bloodstone Marches, amid the swamps of the Thornwood, and 
  throughout the islands of the Bloodsmeath Marsh.
  12: Croak skin secretes a mild poison they use on their 
  weapons. The glands that produce this poison can be harvested 
  from dead specimens, but they quickly deteriorate after the 
  creature’s death. The poison causes immediate, localized tissue 
  damage upon introduction into the bloodstream. Alchemists 
  can use this organic toxin as an ingredient in many formulae.
  14: Croaks, also known as anura, are not native to western 
  Immoren. The race came to western Immoren as slaves of the 
  skorne, but many escaped their captors and moved into suitably 
  swampy environments. Their culture and weaponry are 
  relatively primitive, but they are not particularly aggressive.
  16: Some croaks are sorcerers, born as twisted, conjoined twins 
  with an additional head and an extra set of arms. Though 
  venerated, these gifted croaks are never given positions of 
  authority. Each of the conjoined croaks maintains its own 
  sentience and personality, but they seem to be linked spiritually.
  ABILITIES: 
  Amphibious – This character treats water as open terrain and gains concealment 
  while within water.
  Poison – This character can spend a quick action to coat one of his weapons with 
  poison, which affects the weapon’s next attack. A character damaged by a poisoned 
  weapon must immediately make a PHY roll against a target number of 12. If the roll 
  succeeds, nothing happens. If the roll fails, the target suffers an additional d3 damage. 
  This character is immune to the effects of croak poison.
  Scrabble – This character gains an additional die on Climbing skill rolls.
  CREATURE TEMPLATES: 
  Chieftain, Croak Conjoined Twin, Hunter, Juvenile, Large Specimen, Runt
  SKILLS:
  NAME 
  STAT 
  RANK 
  STAT+RANK
  Climbing 
  AGL 
  1 
  5
  Detection 
  PER 
  1 
  4
  Great Weapon 
  PRW 
  1 
  5
  Sneak 
  AGL 
  1 
  5
  Thrown Weapon 
  POI 
  1 
  4
  
  22
  DESCRIPTION
  The bane of scholars and 
  grave robbers alike, crypt 
  spiders 
  are 
  a 
  bizarre 
  variety of giant arachnids 
  that dwell within dusty 
  tombs, 
  crumbling 
  ruins, and well-stocked 
  mausoleums—wherever 
  desiccated 
  corpses 
  are 
  plentiful. Their choice of 
  lair is entirely dependent 
  on their peculiar dietary 
  needs. 
  Crypt 
  spiders 
  eat 
  the 
  dead; 
  more 
  specifically, 
  they 
  gain 
  their only sustenance from 
  the bone marrow of long-
  dead corpses.
  One 
  of 
  the 
  largest 
  arachnids 
  in 
  western 
  Immoren, 
  adult 
  crypt 
  spiders are roughly as 
  long as a man is tall and 
  stand nearly half that 
  distance from the ground. 
  They 
  have 
  a 
  bloated, 
  corpulent 
  appearance, 
  and in bright light their 
  partially 
  translucent 
  flesh e�poses the pulsing 
  innards beneath. Crypt spiders have eight legs, each tipped 
  with a serrated barb that allows the beasts to easily cling to 
  stone walls. They have six bulbous eyes and can see in near-
  complete darkness. Crypt spiders have oversized mandibles, 
  which they use to get at the marrow within the cracked bones 
  of the dead.
  Crypt spiders do spin webs, but rather than using them to 
  capture prey they tend to coat the walls and ceilings of their 
  lairs with webbing to make them easier to climb. Additionally, 
  crypt spiders build elaborate nests that serve as shelter for them 
  and their young.
  A tomb infested with crypt spiders usually holds a colony 
  of two or three adults and possibly hundreds of spiderlings. 
  Larger crypts may serve as the lair of a dozen or more adults. 
  Crypt spiders are occasionally found within graveyards, 
  devouring the corpses of the more recent dead.
  More pest than dangerous beast, a crypt spider can still pose a 
  threat to adventuring scholars, tomb robbers, and any who seek 
  forgotten lore and treasure in the many ruins that dot western 
  Immoren. Crypt spiders are not typically aggressive, but they 
  will defend their young and their lairs if disturbed. 
  The most disturbing aspect of the crypt spider is that it seems 
  to retain the memories of the corpses it consumes. Though 
  these memories have no effect on a crypt spider’s behavior, 
  alchemists have had some success distilling potions from the 
  brains of these creatures. The resulting elixirs allow the imbiber 
  to briefly e�perience the memories of the last intelligent creature 
  the spider consumed.
  COMBAT
  Crypt spiders are not overly aggressive and generally prefer to 
  flee instead of fight, but they will defend their young and their 
  lairs if disturbed. Although they can deliver a powerful bite 
  with their mandibles, crypt spiders prefer to attack intruders 
  with a spurt of highly caustic digestive fluid. The spiders secrete 
  this fluid in small amounts to dissolve bone, and it readily eats 
  flesh and even metal in large �uantities. If an intruder survives 
  this initial caustic spray, the crypt spider closes to bite the 
  weakened target to death.
  LORE
  A character can make an INT + Lore (extraordinary zoology) 
  skill roll to determine what he knows about this creature. He 
  learns all the information up to the result of the roll. The higher 
  the roll, the more he learns.
  8: Crypt spiders are giant arachnids that live in tombs and eat 
  the dead.
  10: Crypt spiders are not normally aggressive, but they will 
  attack if they or their food source is threatened. Crypt spiders 
  attack by s�uirting a powerful, caustic fluid at enemies. They 
  can also deliver a powerful bite.
  12: Crypt spiders are said to retain the memories of those they 
  consume.
  15: A crypt spider’s brain can be distilled into a potion that 
  briefly conveys the memories of the last creature the spider 
  consumed.
  CRYPT SPIDER
  Arachnid studies have always fascinated me. Measuring the spurs of a Bloodstone whiptail or the intricate webs of the orb weavers in the 
  Thornwood is an almost transformational experience. No matter where they are found or what their ecological niche, arachnids are perfectly built 
  to execute a specific task. Take, for instance, the crypt spider. Able to secrete an acid that can dissolve casket and bone while preserving the corpse 
  marrow it desires, a crypt spider hunts that which can neither flee from it nor, barring notable exception, fight back: that which is already dead.
  —PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON
  PHYSIQUE 
  PHY 
  5
  SPEED 
  SPD 
  7
  STRENGTH 
  STR 
  4
  AGILITY 
  AGL 
  5
  PROWESS 
  PRW 
  3
  POISE 
  POI 
  2
  INTELLECT 
  INT 
  2
  ARCANE 
  ARC 
  —
  PERCEPTION 
  PER 
  3
  INITIATIVE 
  INIT 
  13
  DEFENSE 
  DEF 
  15
  ARMOR 
  ARM 
  9
   
  (NATURAL ARMOR +4)
  WILLPOWER 
  WIL 
  7
  VITALITY: 5
  COMMAND RANGE: 2
  BASE SIZE: MEDIUM
  ENCOUNTER POINTS: 2
  Abilities: This weapon causes corrosion 
  damage, and a character hit by it suffers the 
  Corrosion continuous effect. This weapon 
  can be used only once per hour.
  ACID SPIT
   RAT RNG AOE POW
   4 
  4 
  — 
  10
  BITE
   MAT 
  POW 
  P+S
   5 
  4 
  8
  
  23
  ABILITIES: 
  This creature gains boosted Climbing rolls.
  Native Beast – This creature is considered to be a beast native to the wilds of 
  Immoren.
  Night Vision – This creature treats darkness as dim light and dim light as bright light.
  Recluse – This creature gains +2 on Sneak skill rolls.
  Webs – This creature can travel across its own webs as fast as it can move across ﬂat 
  ground. It also can descend from above on strands of web.
  CREATURE TEMPLATES: 
  Juvenile, Large Specimen, Protector, Skittish
  SKILLS:
  NAME 
  STAT 
  RANK 
  STAT+RANK
  Climbing 
  AGL 
  2 
  7
  Detection 
  PER 
  1 
  4
  Sneak 
  AGL 
  2 
  7
  CRYPTOSPECTOR
  Cost: Due to the nature of this substance, it is 
  not available for sale.
  Description: This grey, oily ﬂuid is made from 
  the distilled brain of a crypt spider. Anyone 
  who imbibes the ﬂuid brieﬂy gains the 
  memories and insights of the last intelligent 
  corpse consumed by the spider.
  Special Rules: A character who imbibes 
  this alchemical compound gains the 
  memories, languages, and occupational 
  skills of the last intelligent creature consumed 
  by the crypt spider the potion was made from 
  as long as the potion remains in effect. The 
  memories are implanted in the drinker’s mind. 
  Though they clearly belong to another, they are not 
  overwhelming and pose little threat of loss of self. 
  Instead, the drinker can sift through them as if he 
  were thinking back through his own natural memories. 
  The potion lasts for 2d3 hours.
  Brewing Requirements: Alchemy
  Ingredients: This alchemical compound requires one 
  crypt spider’s brain, one unit of alchemist’s stone, one 
  unit of organic acid, and two units of organic oil.
  Total Material Cost: One crypt spider’s brain + 6 gc
  Alchemical 
  Formula: 
  Brewing 
  this 
  alchemical 
  compound requires an apothecary’s kit and two hours 
  of labor spent combining, cooking, and stabilizing 
  the ingredients. At the end of this time, the character 
  must make an INT + Alchemy skill roll against a target 
  number of 14. If the roll succeeds, the character creates 
  one dose of cryptospector. If the roll fails, the character 
  creates one unit of liquid alchemical waste.
  
  24
  DESCRIPTION
  When the Orgoth arrived 
  on the shores of western 
  Immoren, 
  they 
  needed 
  less than two hundred 
  years 
  to 
  bring 
  nearly 
  the entire continent to 
  its knees. Theirs was a 
  mighty 
  empire 
  hewn 
  from 
  flesh 
  and 
  blood. 
  Only after eight hundred 
  years of oppression were 
  the people of western 
  Immoren finally able to 
  cast off the shackles of the 
  Orgoth and drive them 
  back into the sea from 
  whence they mysteriously 
  arrived. 
  Though 
  the 
  Orgoth 
  razed 
  many 
  of the works they had 
  wrought to the ground 
  during their retreat, signs 
  of 
  their 
  centuries-long 
  dominion still dot the 
  modern landscape: once-
  fertile lands where crops 
  refuse 
  to 
  grow, 
  silent 
  woods where animals fear 
  to tread, and dark places 
  where the ruins of the 
  Occupation 
  still 
  stand, 
  daring 
  the 
  foolhardy 
  to discover secrets best 
  forgotten.
  The deathless are perhaps 
  the most terrifying of 
  these remnants: ancient 
  Orgoth lords whose dark 
  powers 
  have 
  sustained 
  them into undeath within 
  their macabre halls, which 
  serve as both tomb and 
  seat of power. Though 
  their bodies have long 
  since 
  turned 
  to 
  dust, 
  leaving little but armor 
  and bone, time has stood 
  still to the deathless. For these would-be masters of Caen, 
  not even death has stifled their mad ambition. Despite being 
  completely confined within their tombs, they believe their 
  reach is as vast as their innate power, and in their minds they 
  yet remain the masters of a continent-spanning empire and the 
  governors of countless mortal lives.
  It is almost impossible for those unlucky enough to confront 
  a deathless to understand the depths of madness and self-
  delusion these beings possess. To the eyes of the outsider, the 
  deathless is surrounded by undeniable signs of decay and 
  death, including its own withered, desiccated body. To the 
  eyes of the deathless, however, its tomb shines as a throne 
  room resplendent in its glory. Faded frescoes of the time of the 
  �ccupation gleam bright, chipped flagstones remain polished 
  to a dull luster, and the decayed treasures that surround its 
  throne glitter with untold wealth.
  By the same token, to the mind of the deathless its body remains 
  at the peak of its physical power. It feels the warmth of blood 
  pumping through its veins, the thump of its enduring heart 
  beating within its chest, and the power of thickly corded muscles 
  honed by decades of war. It is at its most virile—at the height of 
  its power and station in life. The passage of decades and even 
  centuries are neither marked nor noticed by a deathless, whose 
  memories are frozen in amber. Such is the power of its delusion 
  that nothing can lift the veil from its eyes, and any who attempt 
  to do so quickly realize their folly. A deathless will go to any 
  lengths to maintain its delusion, and its preferred method of 
  dealing with those who question its beliefs is a quick, yet still 
  excruciatingly painful, death.
  The living who encounter a deathless are perceived and treated 
  as its slaves. The deathless imperiously issues commands in one 
  of the ancient tongues of western Immoren and does not hesitate 
  to slaughter those incapable of following its edicts. Inability to 
  understand the deathless is treated as insubordination. Those 
  capable of understanding the deathless are no better off than 
  those who die quickly on its blade. They are forced to serve the 
  whims of the deathless, though such servitude is usually cut 
  short when the servant fails to understand the nuances of the 
  deathless’ self-delusion.
  The threat posed by the deathless is not limited to their own 
  substantial powers but extends to the servants they still 
  command in death. Deathless surround themselves with the 
  remains of the minions and slaves they commanded in their 
  former lives. Though most deathless lie silent, their chambers 
  are often filled with shades and revenants yet more terrifying, 
  such as dread and excruciators willing to execute their master’s 
  will without question or thought. 
  DEATHLESS
  Even as the scars of the Occupation fade from the lands of western Immoren, it is vital that we, as a people, never forget the horrors visited upon us 
  by the Orgoth. Though those dark centuries seem increasingly distant with each passing year, there remain those twisted relics that are not content 
  to sit in silence with the moldering of years—things that, even in death, dream of conquest and mastery of broken lands.
  —PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON
  PHYSIQUE 
  PHY 
  13
  SPEED 
  SPD 
  6
  STRENGTH 
  STR 
  8
  AGILITY 
  AGL 
  5
  PROWESS 
  PRW 
  6
  POISE 
  POI 
  4
  INTELLECT 
  INT 
  3
  ARCANE 
  ARC 
  —
  PERCEPTION 
  PER 
  4
  INITIATIVE 
  INIT 
  16
  DEFENSE 
  DEF 
  13
   
  (FULL PLATE –2)
  ARMOR 
  ARM 
  21
   
  (FULL PLATE +8)
  WILLPOWER 
  WIL 
  16
  I
  N
  T
  E
  L
  L
  E
  C
  T
  A
  G
  I
  L
  I
  T
  Y
  P
  H
  Y
  S
  I
  Q
  U
  E
  1 2
  4
  3
  6
  5
  Abilities: This weapon has Reach and is a 
  magical weapon. A character must have at least 
  STR 8 to wield this weapon with one hand.
  A non-deathless character in possession of 
  this weapon automatically has his Willpower 
  reduced by 1 each day he retains possession 
  of this weapon. If his Willpower is reduced 
  to 0, he becomes possessed by the spirit of 
  the deathless and becomes an NPC under 
  the Game Master’s control. If the character 
  is separated from this weapon, he regains 1 
  Willpower point for every full twenty-four 
  hours he is separated from this weapon.
  ORGOTH GREAT SWORD
   MAT 
  POW 
  P+S
   9 
  7 
  15
  COMMAND RANGE: 6
  BASE SIZE: SMALL
  ENCOUNTER POINTS: 20
  
  25
  COMBAT
  The deathless view any living beings within their tombs as 
  visitors seeking an audience and will not immediately attack 
  them. They can speak the “slave tongue”—ancient Caspian—
  as well as Orgoth and other extinct languages from the time 
  of the Occupation. A deathless demands obedience and 
  deference from any visitors and grows violently angry at 
  any slight to its rule. This rage only intensifies if the visitors 
  insist things are not as the deathless believes. Its existence 
  is tied to its own complete belief in its self-delusion, and 
  any questioning of its beliefs is seen as a direct threat to the 
  deathless itself. A deathless is extremely intelligent, and 
  despite its delusions it will make use of its abilities in the 
  most effective way possible, seeking to swiftly eliminate 
  those it deems a threat.
  ABILITIES: 
  Each deathless character has one Mighty archetype beneﬁt selected by the Game 
  Master.
  Arcane Assassin – When making attacks, this character ignores focus points 
  overboosting the target’s Power Field and spell effects adding to its ARM or DEF.
  Cleave – When this character incapacitates one or more enemies with a melee attack 
  made with a great weapon during his turn, he can make one additional melee attack 
  immediately after the attack is resolved. This character can gain only one additional 
  attack from Cleave each turn.
  Deathly Endowments – Choose up to three deathly endowments (see p. 78) for this 
  character. Not all deathly endowments are appropriate for this character, so the Game 
  Master’s discretion is encouraged.
  Feat Points – This character starts each encounter with 1 feat point. He is allocated 
  1 feat point at the start of each of his turns. He can have up to 1 feat point at a time.
  Language – This character speaks Orgoth and one of the following ancient languages: 
  Caspian, Khardic, Rynn, Thurian, or Tordoran.
  Load Bearing – This character is well practiced at ﬁghting while wearing heavy armor. 
  Reduce the SPD and DEF penalties from the armor the character wears by 1 each.
  Spell Ward – This character cannot be targeted by spells.
  Terror – This character has Terror [Willpower +4].
  Undead – This character is not a living character and never ﬂees.
  CREATURE TEMPLATES: 
  None.
  SKILLS:
  NAME 
  STAT 
  RANK 
  STAT+RANK
  Command 
  * 
  3 
  *
  Detection 
  PER 
  3 
  7
  Great Weapon 
  PRW 
  3 
  9
  Intimidation 
  * 
  3 
  *
  Jumping 
  PHY 
  3 
  16
  Lore (Orgoth) 
  INT 
  3 
  6
  Sneak 
  AGL 
  2 
  7
  LORE
  A character can make an INT + Lore (extraordinary zoology) 
  skill roll to determine what he knows about this character. He 
  learns all the information up to the result of the roll. The higher 
  the roll, the more he learns.
  12: There are powerful undead beings known as deathless 
  dwelling in some of the forgotten tombs and ruins of the Orgoth 
  scattered throughout western Immoren.
  14: Deathless often wield powerful Orgoth artifacts and 
  command a retinue of dread and excruciators. Deathless lead 
  their undead companions in battle, directing them as a general 
  directs his forces. Many deathless were accomplished tacticians 
  in life and command their undead servants in coordinated and 
  brutally effective strikes.
  16: The deathless are undead Orgoth, the remains of powerful 
  generals and governors who refuse to die. So great are their 
  ego and hubris, the deathless believe that things are still as 
  they were during the Occupation and treat all Immorese they 
  encounter as their servants and slaves. Denying a deathless’ 
  beliefs causes it to fly into a murderous rage.
  
  26
  DESCRIPTION
  Distinguished 
  from 
  normal rats by its size 
  and the long, bony spurs 
  along its spine, the devil 
  rat is a frequent sight in 
  the sewers and abandoned 
  urban centers of the Iron 
  Kingdoms. 
  Far 
  more 
  intelligent than common 
  vermin, 
  a 
  devil 
  rat 
  possesses a clever mind, 
  a 
  malevolent 
  nature, 
  and a seemingly endless 
  appetite. Enormous devil 
  rat swarms are found 
  anywhere 
  there 
  is 
  an 
  overflow of refuse and 
  a damp, dark place for 
  them to nest. Nests are 
  especially common along 
  waterways and in the 
  refuse piles of large cities 
  like Corvis, Five Fingers, 
  and Port Vladovar where 
  the rats have an ample supply of food and extensive sewer 
  networks to call home.
  Devil rats are known to carry a debilitating disease called devil 
  fever. The fever is spread by the rat’s bite and causes even those 
  of hardy constitution to wither and die over the course of long 
  and torturous hours. The disease is most often transmitted 
  via rat bites, but it can also be a by-product of the ill-advised 
  consumption of the rat�s flesh. �nly the truly desperate or 
  ignorant ever resort to such practice.
  By stowing away on merchant vessels and traveling down 
  the many rivers of the Iron Kingdoms, devil rats have spread 
  to most major cities. Corvis in particular suffers from an 
  infestation, and the rats make good use of the derelict tunnels 
  and catacombs beneath the city. Devil rats are prolific breeders, 
  resulting in massive swarms that can number in the thousands. 
  These ravenous packs plague the sewers and the refuse pits 
  of the cities they infest, feeding on rotting garbage, other 
  subterranean animals, and even each other. A devil rat swarm 
  drives out any competitors in its territory, and those experienced 
  with their activity can identify an increase in a city’s devil rat 
  population by the sudden mass migration of wharf rats.
  DEVIL RAT
  The Undercity of Corvis is home to many massive swarms of devil rats that make their dens in its larger caverns. I advocate caution when moving 
  through the Undercity at all times, but when one encounters even a single devil rat, seek the nearest exit to the surface: you are likely in the swarm’s 
  territory and, by its reckoning, fair game for the next meal. A handful of gamy meat thrown into the swarm might buy you a few moments as the 
  swarm fights over it. Hope that a few moments are all you need to escape.
  —PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON
  PHYSIQUE 
  PHY 
  4
  SPEED 
  SPD 
  6
  STRENGTH 
  STR 
  3
  AGILITY 
  AGL 
  3
  PROWESS 
  PRW 
  3
  POISE 
  POI 
  0
  INTELLECT 
  INT 
  2
  ARCANE 
  ARC 
  —
  PERCEPTION 
  PER 
  4
  INITIATIVE 
  INIT 
  13
  DEFENSE 
  DEF 
  13
  ARMOR 
  ARM 
  10
   
  (NATURAL ARMOR +6)
  WILLPOWER 
  WIL 
  6
  VITALITY: 3
  COMMAND RANGE: 2
  BASE SIZE: SMALL
  ENCOUNTER POINTS: 1
  BITE
   MAT 
  POW 
  P+S
   5 
  1 
  4
  �warms are fiercely competitive, and devil rats will 
  enthusiastically consume their own kind if no other food 
  source is available. This is particularly true of newly formed 
  splinter swarms, which often battle the established host swarm 
  for control of territory. Devil rats tend to make their nests in 
  dark, wet areas, most commonly tunnels, basements, sewer 
  systems, and urban trash piles. A typical nest is littered with 
  the rats� filth and their victims� inedible remains. These nests 
  are virulent sources of disease.
  At the heart of each devil rat swarm is a devil rat matron. Late in a 
  female devil rat’s life, she undergoes a series of transformations, 
  shedding her matted fur and gorging on food until she is a 
  corpulent mass of pallid flesh. After nearly tripling in si�e, the 
  matron breaks off from her swarm, settles a new territory, and 
  fosters a brood of her own. A devil rat matron is the hub of her 
  brood, with dozens of mates and subordinate females tending 
  to her every need so she can devote herself entirely to breeding. 
  A devil rat matron’s legions of spawn furiously attack any who 
  threaten her.
  COMBAT
  Though they possess a wicked sort of cunning, devil rats 
  are driven in combat by their unnatural hunger. While 
  on the hunt, devil rats organize into massive 
  swarms. Swarms attempt to overwhelm 
  the closest target and are drawn away 
  only by repeated attacks from another 
  nearby foe. In the presence of a devil 
  rat matron, a devil rat swarm’s only 
  concern is her protection. The swarm 
  will place itself between the matron 
  and attackers while the matron tries 
  to move away from danger.
  
  27
  LORE
  A character can make an INT + Lore (extraordinary zoology) 
  skill roll to determine what he knows about this creature. He 
  learns all the information up to the result of the roll. The higher 
  the roll, the more he learns.
  8: Devil rats are dangerous pests that infest many large cities, 
  and they hunt for food in large swarms.
  10: Devil rats carry a disease known as devil fever that can be 
  contracted through a bite. Devil fever can be treated with a tea 
  made from ratwort, a tuber common in many forested areas.
  12: Devil rats live in a hive-like structure built around a matron. 
  They are fiercely protective of the matron.
  14: Devil rats drive other vermin out of their territory as the 
  swarm increases in size. A sudden movement of wharf rats 
  from a region is a clear sign of increased devil rat infestation.
  ABILITIES: 
  Devil Fever – A character damaged by a melee attack made by this creature has 
  a chance of being infected with devil fever. Immediately after the attack has been 
  resolved, the damaged character must make a PHY roll against a target number of 12. 
  If the roll succeeds, the character resists the disease. If the roll fails, the character 
  contracts devil fever. The ﬁrst symptoms manifest after d3 days, at which time the 
  character suffers a high fever. Every six hours thereafter, the character must make an 
  additional PHY roll against a target number of 15. (Reduce this number to 12 if the 
  character remained in bed for the previous six hours.) If the character passes three 
  of these rolls, he ﬁghts off the disease. If the character fails three of these rolls, the 
  disease moves on to the advanced stage.
  During the fever’s advanced stage, the character cannot regain vitality by any means. 
  Every three hours thereafter, the character must make a PHY roll against a target 
  number of 15. (Reduce this number to 12 if the character remained in bed for the 
  previous six hours.) For each roll that fails, the character suffers d3 damage points. If 
  the character becomes incapacitated as a result, he dies. If the character passes three 
  of these rolls, he ﬁghts off the disease.
  Native Beast – This creature is considered to be a beast native to the wilds of 
  Immoren.
  Night Vision – This creature treats darkness as dim light and dim light as bright light.
  CREATURE TEMPLATES: 
  Blighted, Devil Rat Matron, Swarm
  SKILLS:
  NAME 
  STAT 
  RANK 
  STAT+RANK
  Detection 
  PER 
  1 
  5
  Sneak 
  AGL 
  3 
  6
  Swimming 
  STR 
  2 
  5
  
  28
  DESCRIPTION
  The 
  dracodile 
  is 
  an 
  unfathomably 
  large 
  amphibious 
  predator 
  of 
  western 
  Immoren’s 
  swamps 
  and 
  major 
  waterways, 
  particularly 
  in the Lothpool River, on 
  the Black River near the 
  Bloodsmeath Marsh, and 
  where the Dragon’s Tongue 
  feeds 
  the 
  Thornmere. 
  Fully grown, a dracodile 
  extends over thirty feet in 
  length. In its territory, a 
  dracodile sits unshakably 
  at the top of the food 
  chain. 
  Fortunately 
  for 
  travelers, dracodiles are 
  among the rarest species 
  in the wilds of Immoren 
  and do not normally stray 
  from their natural habitat. 
  Unfortunately, 
  however, 
  dracodiles 
  are 
  easily 
  angered, and the territory 
  of even a single dracodile 
  can 
  extend 
  throughout 
  many miles of swampy 
  terrain 
  and 
  along 
  the 
  course of major rivers, the 
  very arteries of trade in the 
  Iron Kingdoms. Dracodiles 
  often ignore incursions by 
  beasts smaller than men, 
  considering 
  them 
  too 
  small to be either a meal 
  or a threat, but they will 
  hunt down and consume 
  any 
  larger 
  trespassers. 
  A dracodile’s broad diet 
  often includes other large 
  swamp predators.
  Dracodiles 
  are 
  solitary 
  animals 
  and 
  quite 
  protective of their hunting 
  ground. The size of a 
  dracodile’s territory allows 
  it to hunt without depleting its source of potential game. Strong 
  dracodiles will drive weaker specimens out of their territory. 
  When a clutch of dracodile young hatches, the mother dracodile 
  must go beyond the borders of her territory for sufficient food 
  and will drag kills back to the nest until her hatchlings are 
  old enough to hunt for themselves. The young are eventually 
  driven out of their mother’s territory to establish their own 
  hunting grounds, but until that time the mother dracodile will 
  ferociously protect them from harm.
  Dracodiles are particularly aggressive to river traffic and view 
  the steamships of the Iron Kingdoms as invasive threats to 
  their territory. Dracodiles use rivers as a means of regulating 
  their body temperature. They bask in slow watercourses for 
  several hours a day and do not stand for intrusions into their 
  domain. Dracodile attacks have increased dramatically as the 
  industrialization of the Iron Kingdoms has similarly increased. 
  The rumbling of a large steam engine from a boat, winch, or 
  steamjack will draw a dracodile’s attention. Such unnatural 
  noise is reminiscent of a dracodile’s growl and perceived as 
  a threat to its territory. Boats with their engines left on are 
  magnets for males seeking to drive away competitors, and such 
  confrontations usually end in an enraged dracodile exploding 
  from the water and capsizing the ship in the attack.
  The ever�present danger of the dracodile to river traffic has led 
  shipping companies to hire armed escorts to kill or drive off the 
  beasts when they attack. The swampies of Cygnar sometimes 
  hire themselves out as expert guides to companies that must 
  navigate the swampy rivers of the north. The swamp dwellers 
  know how to spot the telltale signs of a dracodile’s territory: long 
  drag marks on the shoreline, flattened mangrove trees, and the 
  crushed bones of massive beasts washed up at the river’s edge. 
  When cornered, dracodiles not only rely on tooth and claw but 
  also spew a deadly, acidic miasma. These vile fumes corrode 
  armor and flesh, cause severe acid burns to e�posed skin, and 
  sear the lungs if inhaled.
  �o matter the initial cause of conflict with a disturbed dracodile, 
  it almost invariably ends with the dracodile’s enjoying a fresh 
  meal. �ifle fire has virtually no effect against the monster, for its 
  countless scales are akin to the sharpened steel of great shields. 
  Even weapons powerful enough to penetrate a dracodile’s 
  daunting hide sink harmlessly into layers of fat and muscle 
  rather than vital organs.
  COMBAT
  A dracodile will attack if it perceives a threat to its territory 
  or its young or if it is on the hunt. Larger animals will be 
  attacked and eaten first, but a dracodile rarely turns down 
  DRACODILE
  A dracodile is certain to be the greatest predator of whatever swamp, marsh, or bog it calls home. An enormous amphibious reptile, it is as agile in 
  water as it is ponderous on land. Even on land, however, they should not be underestimated. They are fast for their size, and their jaws can splinter 
  a boat or wagon into kindling. The best defense I can offer is to stay as far away from it as humanly possible—failing that, may Morrow help you.
  —PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON
  PHYSIQUE 
  PHY 
  15
  SPEED 
  SPD 
  4
  STRENGTH 
  STR 
  14
  AGILITY 
  AGL 
  3
  PROWESS 
  PRW 
  5
  POISE 
  POI 
  4
  INTELLECT 
  INT 
  2
  ARCANE 
  ARC 
  —
  PERCEPTION 
  PER 
  3
  COMMAND RANGE: 2
  BASE SIZE: HUGE
  ENCOUNTER POINTS: 47
  INITIATIVE 
  INIT 
  12
  DEFENSE 
  DEF 
  8
   
  (–2 FROM IMMENSE SIZE)
  ARMOR 
  ARM 
  20
   
  (NATURAL ARMOR +5)
  WILLPOWER 
  WIL 
  17
  H
  Abilities: This weapon causes corrosion 
  damage, and a character hit by it suffers the 
  Corrosion continuous effect.
  BILIOUS SPRAY
   RAT RNG AOE POW
   6 SP 10 — 
  15
  L
  CLAW
   MAT 
  POW 
  P+S
   7 
  3 
  17
  R
  CLAW
   MAT 
  POW 
  P+S
   7 
  3 
  17
  H
  BITE
   MAT 
  POW 
  P+S
   7 
  5 
  19
  I
  N
  T
  E
  L
  L
  E
  C
  T
  A
  G
  I
  L
  I
  T
  Y
  P
  H
  Y
  S
  I
  Q
  U
  E
  1
  2
  4
  3
  6
  5
  
  29
  the opportunity for a meal. Dracodiles are quick to anger 
  and slow to calm, and attacks against them often result in the 
  relentless pursuit of the dracodile’s attacker, even beyond the 
  boundaries of its territory. A dracodile uses its breath attack 
  when it feels threatened or is injured, often spraying the 
  largest targets first.
  LORE
  A character can make an INT + Lore (extraordinary zoology) 
  skill roll to determine what he knows about this creature. He 
  learns all the information up to the result of the roll. The higher 
  the roll, the more he learns.
  8: Dracodiles are the largest and deadliest predators of the 
  swamp regions they inhabit. One should avoid or outrun a 
  dracodile rather than face it head-on.
  10: Flattened mangrove trees, the washed-up bones of large 
  animals on riverbanks, and the long drag marks of a dracodile’s 
  broad tail can help identify the creature’s territory.
  12: A dracodile can spew forth a highly corrosive acid capable 
  of eating through tempered steel.
  14: Dracodiles perceive riverboats as invaders threatening their 
  territory and will not hesitate to attack them.
  ABILITIES:
  Amphibious – This creature treats water as open terrain. While within water, this 
  creature gains concealment.
  Fearless – This creature never suffers the effects of fear.
  Native Beast – This creature is considered to be a beast native to the wilds of Immoren.
  Terror – This creature has Terror [15].
  Waterborne – This creature gains +2 SPD and DEF while within deep water.
  CREATURE TEMPLATES:
  Juvenile, Man-eater, Protector, Resilient
  SKILLS:
  NAME 
  STAT 
  RANK 
  STAT+RANK
  Detect 
  PER 
  2 
  5
  Tracking 
  PER 
  1 
  4
  
  30
  DESCRIPTION
  These malefic, eyeless creatures are created by dragons at will�
  never spontaneously—from the dragon’s own blood. A dragon 
  seemingly has limited control over the form its spawn takes, 
  with some aspects of their physiology arising spontaneously. 
  The resultant creatures are twisted and misshapen. No two are 
  alike, but they are universally vicious and dangerous.
  Though they sometimes seem to act like other predators, 
  each dragonspawn is an unswerving servant of the dragon 
  that created it. A dragonspawn’s behavior is predominantly 
  dictated by the goals 
  of its creator. They 
  are bizarre creatures 
  with 
  little 
  will 
  of 
  their own, far more 
  powerful than most 
  beasts but slaves to a 
  higher power. When 
  commanded, 
  they 
  act as an extension 
  of the dragon’s own 
  form and will. Each 
  sacrifices itself without 
  hesitation to fulfill the 
  will of its master.
  The number of spawn 
  a dragon can create is 
  limited by the power 
  of its athanc, much as 
  the scope of its blight 
  is limited. The greatest 
  dragons 
  seem 
  able 
  to 
  create 
  numerous 
  dragonspawn. Because 
  the 
  presence 
  of 
  dragonspawn betrays 
  a dragon’s presence, 
  a dragon may choose 
  not to create spawn 
  or keep a few in 
  tight control to avoid 
  discovery.
  To create spawn, a 
  dragon releases some 
  of its blood, which 
  m e t a m o r p h o s e s 
  into 
  a 
  creature. 
  Developing divergent 
  tissues 
  rapidly, 
  it 
  then becomes stringy, hungry spawn compelled by a need to 
  feast. �ew spawn consume a great �uantity of flesh to grow, 
  impelling them to strike out from the dragon’s territory. These 
  ravenous creatures consume everything crossing their path and 
  can imperil entire communities. When not under direct control, 
  dragonspawn act according to primitive and violent instincts, 
  hunting, slaughtering, and feeding on other creatures.
  The dragons seem to generate spawn with only the broadest 
  purposes, such as to serve as guardians or terrifying weapons. 
  DRAGONSPAWN
  Found everywhere the blight of dragons stains the land, “dragonspawn” are created by dragons from their own blood. These misshapen beasts 
  defend the dragon and hunt its enemies to extinction. Would that I had adequate counsel on how best to destroy them, but each of these twisted 
  monsters is a unique, horrifying abomination. If you are brave enough to confront one, all I can offer you is luck.
  —PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON
  PHYSIQUE 
  PHY 
  7
  SPEED 
  SPD 
  6
  STRENGTH 
  STR 
  7
  AGILITY 
  AGL 
  4
  PROWESS 
  PRW 
  5
  POISE 
  POI 
  4
  INTELLECT 
  INT 
  1
  ARCANE 
  ARC 
  —
  PERCEPTION 
  PER 
  3
  COMMAND RANGE: 1
  BASE SIZE: SMALL
  ENCOUNTER POINTS: 5
  INITIATIVE 
  INIT 
  14
  DEFENSE 
  DEF 
  13
  ARMOR 
  ARM 
  12
   
  (NATURAL ARMOR +5)
  WILLPOWER 
  WIL 
  8
  BITE
   MAT 
  POW 
  P + S
   7 
  3 
  10
  I
  N
  T
  E
  L
  L
  E
  C
  T
  A
  G
  I
  L
  I
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  Y
  P
  H
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  S
  I
  Q
  U
  E
  1 2
  4
  3
  6
  5
  PHYSIQUE 
  PHY 
  11
  SPEED 
  SPD 
  5
  STRENGTH 
  STR 
  9
  AGILITY 
  AGL 
  4
  PROWESS 
  PRW 
  5
  POISE 
  POI 
  4
  INTELLECT 
  INT 
  1
  ARCANE 
  ARC 
  —
  PERCEPTION 
  PER 
  3
  COMMAND RANGE: 1
  BASE SIZE: MEDIUM
  ENCOUNTER POINTS: 9
  INITIATIVE 
  INIT 
  13
  DEFENSE 
  DEF 
  12
  ARMOR 
  ARM 
  16
   
  (NATURAL ARMOR +5)
  WILLPOWER 
  WIL 
  12
  I
  N
  T
  E
  L
  L
  E
  C
  T
  A
  G
  I
  L
  I
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  Y
  P
  H
  Y
  S
  I
  Q
  U
  E
  1 2
  4
  3
  6
  5
  BITE
   MAT 
  POW 
  P + S
   7 
  3 
  12
  PHYSIQUE 
  PHY 
  13
  SPEED 
  SPD 
  5
  STRENGTH 
  STR 
  12
  AGILITY 
  AGL 
  3
  PROWESS 
  PRW 
  5
  POISE 
  POI 
  4
  INTELLECT 
  INT 
  1
  ARCANE 
  ARC 
  —
  PERCEPTION 
  PER 
  3
  COMMAND RANGE: 1
  BASE SIZE: LARGE
  ENCOUNTER POINTS: 16
  INITIATIVE 
  INIT 
  13
  DEFENSE 
  DEF 
  10
   
  (–1 FROM SIZE)
  ARMOR 
  ARM 
  18
   
  (NATURAL ARMOR +5)
  WILLPOWER 
  WIL 
  14
  I
  N
  T
  E
  L
  L
  E
  C
  T
  A
  G
  I
  L
  I
  T
  Y
  P
  H
  Y
  S
  I
  Q
  U
  E
  1 2
  4
  3
  6
  5
  BITE
   MAT 
  POW 
  P + S
   7 
  3 
  15
  SMALL
  MEDIUM
  LARGE
  
  31
  Dragonspawn are not instruments of precision. 
  Those birthed for speed may grow with broad 
  sets of leathery wings, or they may assume the 
  form of lithe serpents. Those created to guard a 
  dragon’s lair may manifest multiple limbs with 
  ripping talons or the ability to vomit forth a 
  stream of scorching flame. The only consistent 
  elements across all spawn are a complete lack 
  of eyes, thick bony scales, and an assortment of 
  cruel natural weapons. Lacking eyes does not 
  hinder it in any way: spawn are able to detect 
  their environment via blight-sensitive means, 
  giving them an awareness of their environment 
  far surpassing ordinary sight. 
  Dragonspawn manifest traits of their progenitor. 
  Due to the otherwise erratic nature of their 
  anatomy, this is often the most certain means of 
  determining which dragon created a particular 
  spawn. These manifestations vary between 
  dragonspawn but mark each one as a servant of 
  the dragon that gave it life.
  COMBAT
  Dragonspawn are often encountered when 
  someone wanders into a territory one of the 
  creatures has claimed or when the spawn has 
  wandered afield looking for food. They are 
  driven by a desire to slaughter and feast, and 
  they throw themselves at a target to rip it to 
  shreds. How a dragonspawn acts is largely 
  dictated by its physical traits. Small, swift 
  dragonspawn strike and then break away, 
  while larger dragonspawn crash forward to 
  overpower anything they encounter. Spawn 
  may attempt to flee from attack, signal the 
  presence of an intruder, capture victims, or any of a number of 
  other behaviors, depending on the whims of the dragon that 
  spawned them.
  LORE
  A character can make an INT + Lore (extraordinary zoology 
  or dragon) skill roll to determine what he knows about this 
  creature. He learns all the information up to the result of the 
  roll. The higher the roll, the more he learns.
  11: These malformed, eyeless creatures show up at the fringes 
  of a dragon’s territory. Despoliation of the land, twisted plants 
  and animals, and the fouling of food are signs one is near.
  13: These abominations are dragonspawn, created from a dragon’s 
  blood and sharing traits with the dragon that spawned them.
  15: Dragonspawn are unwavering servants of their dragon 
  master. More powerful dragons can create greater numbers of 
  spawn.
  17: The dragonspawn of Everblight are unlike any others. 
  Whereas those of other dragons have seemingly arbitrary 
  physiologies, Everblight’s spawn have consistent and useful 
  forms and exhibit several dominant varieties.
  ABILITIES:
  Blighted Taint – This creature exudes blight that taints the world around it. This taint 
  can take many forms, including the spoiling of food, the wasting of ﬂora and fauna, 
  the strange and twisted growth of plant life, and the unnatural corruption of water. This 
  blight is a clear indication this creature is, or has recently been, in an area.
  Eyeless Sight – This creature ignores cloud effects and forests when determining LOS. 
  This creature ignores concealment and stealth when making attacks.
  Fearless – This creature never suffers the effects of fear.
  Flawless Tracker – This creature gains an additional die on Tracking skill rolls while 
  pursuing a living target.
  Progenitor – Choose one progenitor trait from the list on p. 33 for this creature.
  Soulless – This creature does not generate a soul token when destroyed.
  Spawn Gifts – This creature begins with up to ﬁve spawn gifts chosen from the list on 
  p. 32. A small creature begins with up to three spawn gifts, a medium creature begins 
  with up to four, and a large creature begins with up to ﬁve. Unless otherwise stated, a 
  spawn gift can be taken only once.
  CREATURE TEMPLATES:
  None.
  SKILLS:
  NAME 
  STAT 
  RANK 
  STAT+RANK
  Detect 
  PER 
  2 
  5
  Tracking 
  PER 
  2 
  5
  
  32
  Tail – This creature gains a tail natural weapon. Select one of 
  the following:
  Barbed Tail – This weapon is POW 4 and has Reach.
  Club Tail – This weapon is POW 5. On a critical hit with this 
  weapon, the target is knocked down.
  Talons – This creature gains two POW 3 claw natural weapons. 
  This gift can be taken up to two times.
  Tusks – This creature gains +2 to charge attack damage rolls 
  with its bite attack.
  Venomous – On a critical hit with a melee attack against a living 
  target, this creature gains an additional die on the damage roll.
  SPAWN GIFTS
  Dragonspawn show extreme variation, represented by their 
  various spawn gifts.
  Agile – This creature gains +1 DEF. This gift may be taken up 
  to three times.
  Blight Aura – While within this creature’s melee range, living, 
  non-blighted characters cannot regain vitality by any means.
  Blood Thirst – This creature gains +2˝ movement when it 
  charges a living character.
  �amou�a�e �oloration � This creature gains +2 DEF while in 
  cover or concealment.
  Carapace – This creature gains +1 ARM. This gift may be taken 
  up to three times.
  Climber – This creature has Climbing 2.
  Corrosive Blood – If a character deals damage to this creature 
  with a melee attack, the attacker immediately suffers d3 
  damage points.
  Fleet – This creature gains +1 SPD. This gift can be taken twice.
  Impervious Flesh – When this creature is hit by a ranged 
  attack, the attacker rolls one less damage die.
  Long Neck – This creature’s bite gains Reach.
  Lurker – This creature gains the Prowl ability.
  Muscular – This creature gains +1 STR. This gift can be taken 
  up to three times.
  Nimble – This creature is immune to free strikes.
  �athfinder � This creature can move over rough terrain without 
  penalty.
  Preternatural Awareness – This creature gains boosted Initiative 
  rolls, and enemies never gain back strike bonuses against it.
  Ravenous – Once per turn, if this creature destroys a living 
  character with a melee attack, it may move up to twelve feet (2˝).
  Regeneration – This creature regains d3 vitality points per 
  hour in addition to normal healing.
  Ripping Jaws – This creature gains +2 to bite attack damage rolls.
  Robust – This creature gains +3 vitality points in each life spiral 
  aspect. This gift can be taken up to three times. Each time this 
  gift is taken, this creature suffers –1 DEF. Only medium and 
  large creatures can take this spawn gift.
  Serpentine – This creature has no limbs. It cannot be knocked 
  down and cannot take the Talons spawn gift.
  Snacking – This creature can spend a quick action to devour 
  any destroyed living character within its melee range to 
  immediately regain d3 vitality points.
  Spines – If a character hits this creature with an unarmed melee 
  attack, a natural weapon attack, or a power attack, the attacker 
  immediately suffers a POW 8 damage roll.
  PENDRAKE’S NOTES
  Ashnephos – One of a pair of dragons from eastern 
  Immoren’s Suneater Mountains. This creature’s scales 
  shimmer like oiled steel. Its ﬁre is hypnotic, and it can 
  summon earthquakes to obliterate entire towns. Its 
  spawn are often hulking and seem to favor destroying 
  houses and other buildings.
  Blighterghast, a.k.a. “the Seether,” “Old Ravager,” 
  “the Boiler of Seas,” “the Watcher,” etc. – This umber 
  dragon lairs in the Wyrmwall Mountains. It has an 
  overwhelmingly deadly blighted aura and exudes an 
  acidic miasma. Its spawn are long, serpentine, ﬂeet, and 
  possessed of an accelerated metabolism.
  Everblight – This dragon has seldom been observed, but 
  its spawn, which I call dragonspawn incognitus, have 
  been seen with frightening frequency since 605 AR. I plan 
  to feature them in a separate dedicated study, as they 
  seem to function differently than other dragonspawn.
  Charsaug – The other Suneater dragon. It is black as night 
  and rumored to lair in active volcanoes and to enter battle 
  dripping molten lava. Little is known of its spawn, but they 
  are rumored to be capable stalkers and ambushers.
  Halfaug, a.k.a. “Wyrmlich,” “Frostﬁre,” “Glyssingfor,” “Old 
  Whorefrost,” “the Frost Mother,” and “the Preserver” –  
  A dragon with black and silver scales referred to as 
  female, though dragons are genderless. This creature 
  prefers frozen lairs. Its spawn often have wings and 
  enjoy starting ﬁres and lingering among them.
  Scaefang, a.k.a. “Soul Eater,” “the Ravager of Rhul,” 
  “the Lord of the Black,” and “Scylfangen,” – A dragon 
  of black scales with wings tipped by pronounced barbs. 
  Darkened blight surrounds this beast—an “unlight” that 
  kills by turning the living into pillars of ash. Its spawn are 
  nocturnal and prefer to surprise their prey by springing 
  from the darkness.
  
  33
  PROGENITOR TRAITS
  Dragonspawn are created from the blood of the dragons who make them, and each shares some qualities of its creator.
  ASHNEPHOS
  Dragonspawn of Ashnephos have the Immunity: Fire ability 
  plus one of the following:
  Ruinbringer – This creature can spend a full action to stir 
  up a cloud of blighted ash around its body and ignite the 
  particles with explosive, blighted energy. This creature can 
  spend a full action to use this ability. Center a 5˝ AOE on this 
  creature’s model. Enemy models in the AOE suffer a POW 10 
  blast damage roll. The AOE is a cloud effect that remains in 
  play for d3+2 rounds. Living, non-blighted characters inside 
  the AOE suffer –2 to attack rolls.
  Roiling Death – This creature gains the following natural 
  ranged weapon:
  BLIGHTERGHAST
  Dragonspawn of Blighterghast have the Immunity: Corrosion 
  ability plus one of the following:
  Hellshroud – This creature exudes an acidic miasma that 
  burns the ﬂesh of all who draw near. Non-blighted characters 
  within 2˝ of this creature suffer –2 ARM. A character who 
  ends his turn within 2˝ of this creature suffers the Corrosion 
  continuous effect.
  Seether – This creature gains the following natural ranged 
  weapon:
  CHARSAUG
  Dragonspawn of Charsaug have the Immunity: Fire and 
  Immunity: Corrosion abilities plus one of the following:
  Blackscale – This creature has the Prowl ability and gains 
  boosted Sneak skill rolls.
  Abilities: This weapon deals ﬁre 
  damage. If this weapon destroys 
  a living character, center a 3˝ 
  AOE on the target’s model 
  before removing it from play. The AOE is a cloud effect that remains in play for 
  one round. Living, non-blighted characters in the AOE suffer –2 to attack rolls.
  Abilities: This weapon causes 
  corrosion damage. A character 
  hit by this weapon suffers the 
  Corrosion continuous effect.
  SEETHER
   RAT  RNG AOE POW
   6 
  SP 8 
  — 
  12
  HALFAUG
  Dragonspawn of Halfaug have the Immunity: Fire and 
  Immunity: Cold abilities plus one of the following:
  Searing Aura – This creature can forfeit its attack to create 
  an aura of searing ﬁre. Center a 3˝ AOE on this creature’s 
  model. Models in the AOE suffer a POW 14 ﬁre damage roll.
  Wyrmﬁre – This creature gains the following natural ranged 
  weapon:
  SCAEFANG
  Scaefang’s dragonspawn secrete a fog of ash known as 
  “unlight.” Dragonspawn of Scaefang have concealment plus 
  one of the following:
  Deathdust – This creature exudes a noxious cloud of ash 
  and burning embers. A living character who ends his turn 
  within 2˝ of this creature suffers a POW 14 damage roll. 
  Deathdust is a gas effect.
  Ash and Embers – This creature gains the following natural 
  ranged weapon:
  Wings – This creature has one or more sets of wings, giving it 
  the Flight ability. (A creature with Flight can advance through 
  terrain and obstacles without penalty and can advance through 
  obstructions and other creatures and characters if it has enough 
  movement to move completely past them. It ignores intervening 
  creatures and characters when declaring a charge target.)
  Note: Some of the gifts are deadlier than others. When selecting 
  gifts, be mindful of the capabilities of the PCs and how lethal 
  you want the dragonspawn to be.
  This list includes only a partial range of traits dragonspawn can 
  manifest. With a little work, a Game Master could turn virtually 
  any concept into a spawn gift.
  Burning Acid – This creature gains the following natural 
  ranged weapon:
  ROILING DEATH
   RAT RNG AOE POW
   6 
  SP 8 
  — 
  12
  Abilities: This weapon deals 
  corrosion damage and ﬁre 
  damage. On a critical hit, 
  the target hit suffers the Fire 
  continuous effect. When the Fire continuous effect expires, the target hit 
  suffers the Corrosion continuous effect.
  BURNING ACID
   RAT RNG AOE POW
   6 
  10 
  3 
  12
  Abilities: This weapon causes 
  ﬁre damage. A character hit 
  by this weapon suffers the Fire 
  continuous effect.
  WYRMFIRE
   RAT RNG AOE POW
   6 SP 10 — 
  12
  Abilities: This weapon causes 
  ﬁre damage. On a critical hit, 
  the target hit suffers the Fire 
  continuous effect. The AOE is 
  a cloud effect that remains in play for one round.
  ASH AND EMBERS
   RAT RNG AOE POW
   6 
  8 
  3 
  12
  
  34
  DESCRIPTION
  Within 
  the 
  abandoned 
  tombs of the Orgoth the 
  dread still lurk, tasked 
  by 
  their 
  long-vanished 
  masters to protect the 
  remains of their former 
  empire. The dread are 
  undead servitors created 
  from 
  the 
  corpses 
  of 
  physically powerful slaves. 
  In a horrific prolonged 
  ritual, Orgoth torturers 
  transformed 
  these 
  unfortunates into unliving 
  weapons enslaved to their 
  masters’ will. As part of 
  the process of creating a 
  dread, the slave’s torso 
  would be flayed open 
  and boiling metal would 
  be poured over his still-
  beating heart, binding his 
  soul permanently to his 
  scarred and broken flesh. 
  The dread’s body would 
  then 
  be 
  studded 
  with 
  armored plates crudely 
  grafted to its leathery skin, 
  and its forearms would 
  then be sawed away and 
  replaced with implements 
  of shining steel.
  The 
  dread 
  were 
  intentionally disfigured to 
  make them as horrifying 
  as possible in order to 
  instill terror in those who 
  beheld them. Twisted and 
  mutilated 
  mockeries 
  of 
  their former selves, their blistered bodies are supernaturally 
  resilient to damage, and like certain other relics of the Orgoth 
  they are impervious to magic. Even the ravages of time have 
  done little to harm the dread. Centuries after their masters were 
  driven from western Immoren, the dread remain as powerful as 
  they were at the moment of their fabrication.
  During the Occupation, the dread were used as bodyguards 
  and weapons of terror, accompanying Orgoth warlords to 
  pacify resistant populations and guard important sites. The 
  dread were later used in groups to patrol rebellious Immorese 
  cities by night. Commanded to slaughter any who broke the 
  curfews imposed by the Orgoth, the dread made ideal sentries, 
  able to terrify the weak and slaughter the strong. During the 
  rebellion countless died on the brutal weapons of the dread.
  Many of these horrors still linger in the blasted and secret 
  places abandoned in the wake of the Scourge. Countless 
  numbers were buried alongside their Orgoth masters to guard 
  their tombs and protect them in their final rest. �thers were 
  left to wander ancient mines, watching over slave populations 
  long turned to dust. Those that remain still follow the orders 
  of their dead masters, protecting derelict sites across western 
  Immoren. Those unlucky enough to enter a tomb guarded by 
  the dread are cut off from the surface and driven into dead 
  ends, where the merciless creatures hack at them with their 
  prosthetic blades.
  �orrifically, the dread are most often found in the company of 
  a deathless. These dread yet serve their master as bodyguards 
  and soldiers, carrying out the revenant’s every command 
  without thought or hesitation.
  COMBAT
  Most dread encountered will typically be in the service of a 
  deathless (p. 24) or left to protect sites important to the Orgoth. 
  These dread treat any trespass as a hostile intrusion and attack 
  relentlessly. A dread attacks directly but is sufficiently clever to 
  use its environment to its advantage. It moves to block potential 
  escape routes and drive intruders into areas of the site that 
  give it an advantage, funneling them into dead ends or hazards 
  within its chambers whenever possible.
  Dread accompanying a deathless fight according to their 
  master�s whims. The dread fight as an unyielding wall under 
  the deathless’ commands, placing themselves in the way of 
  attacks that would harm their lord. Dread sacrifice themselves 
  without question. They are utterly incapable of disobeying the 
  commands of any Orgoth, be they living or dead.
  DREAD
  I suppose I’m a very lucky man. In all my years delving into subterranean tombs and forgotten ruins, I’ve only ever once encountered the undead 
  servants of the Orgoth known as the dread. I was exploring a site in Ord when I came across one. It was protecting the burial chamber of an Orgoth 
  lord of some importance and took issue with my trespass. Having opened fire to no avail, fled, and been cornered by the wretch, I found myself 
  toe-to-toe with it, matching my blade against its cold steel. I take it as a point of pride that I skewered the abominable thing with a weapon of its 
  masters’ own creation.
  —PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON
  PHYSIQUE 
  PHY 
  9
  SPEED 
  SPD 
  6
  STRENGTH 
  STR 
  8
  AGILITY 
  AGL 
  4
  PROWESS 
  PRW 
  5
  POISE 
  POI 
  0
  INTELLECT 
  INT 
  3
  ARCANE 
  ARC 
  —
  PERCEPTION 
  PER 
  3
  COMMAND RANGE: 3
  BASE SIZE: SMALL
  ENCOUNTER POINTS: 11
  INITIATIVE 
  INIT 
  14
  DEFENSE 
  DEF 
  13
  ARMOR 
  ARM 
  17
   
  (NATURAL ARMOR +8)
  WILLPOWER 
  WIL 
  12
  Abilities: This weapon is a magical weapon.
  Attacks from this weapon ignore spell 
  effects that add to a target’s DEF or ARM.
  HANDBLADE
   MAT 
  POW 
  P+S
   8 
  5 
  13
  I
  N
  T
  E
  L
  L
  E
  C
  T
  A
  G
  I
  L
  I
  T
  Y
  P
  H
  Y
  S
  I
  Q
  U
  E
  1 2
  4
  3
  6
  5
  
  35
  Undead – This creature is not a living character and never ﬂees.
  CREATURE TEMPLATES: 
  None.
  SKILLS:
  NAME 
  STAT 
  RANK 
  STAT+RANK
  Detection 
  PER 
  2 
  5
  Sneak 
  AGL 
  2 
  6
  ABILITIES: 
  This creature gains an additional die on Willpower rolls.
  Cleave – When this creature incapacitates an enemy with a melee attack during its turn, 
  it can make one additional melee attack immediately after the attack is resolved. This 
  creature can gain only one extra attack from Cleave each turn.
  Impervious Flesh – When this creature is hit by a ranged attack, the attacker rolls one 
  less damage die.
  Spell Ward – This creature cannot be targeted by spells.
  Terror – This creature has Terror [16].
  Tough – When this creature is disabled, roll a d6. On a 5 or 6, it heals 1 vitality point, is 
  no longer disabled, and is knocked down.
  LORE
  A character can make an INT + Lore 
  (Orgoth or undead) skill roll to 
  determine what he knows about this 
  creature. He learns all the information 
  up to the result of the roll. The higher 
  the roll, the more he learns.
  11: The Orgoth created undead 
  minions to serve as soldiers and 
  guards. They selected the strongest 
  slaves and transformed them into 
  dread.
  13: The dread are incredibly durable 
  and impervious to enemy magic. A 
  dread’s hands have been replaced 
  with deadly weapons capable 
  of 
  piercing 
  supernatural 
  protection.
  15: The dread are typically 
  found protecting the burial 
  chambers 
  and 
  vaults 
  of 
  important Orgoth lords. They 
  treat any living thing entering 
  these protected sites as hostile 
  intruders. The dread systematically 
  cut off any avenue of escape, encircle 
  the intruders, and slaughter them.
  
  36
  DESCRIPTION
  Dregg are a wretched, 
  hateful race of humanoids 
  that dwell in lightless 
  caverns, 
  abandoned 
  mines, and other dark, 
  subterranean 
  places, 
  where 
  they 
  sometimes 
  encounter 
  night 
  trolls 
  and shaft wights. They 
  have a strong aversion to 
  sunlight and emerge from 
  their lairs only at night 
  to raid, pillage, and slay 
  and devour any living 
  thing 
  they 
  encounter. 
  Dregg occasionally drag 
  individuals back to their 
  underground 
  lairs 
  to 
  slaughter in bloody ritual 
  sacrifice. Although bestial, 
  dregg are quite clever and 
  can make use of scavenged 
  or 
  stolen 
  weapons 
  of 
  nearly any design. They 
  especially pri�e firearms, 
  and successful dregg raiders are armed with rifles or pistols 
  in addition to melee weapons. They are found throughout the 
  Iron Kingdoms but are particularly prevalent below the Kovosk 
  Hills of southeastern Khador, dwelling in natural caverns and 
  amid buried ruins.
  Although outwardly humanoid, dregg are quite monstrous in 
  appearance. A dregg stands roughly as tall as an adult human, 
  but its bent posture makes it appear somewhat smaller. Dregg 
  are extremely gaunt, and their dull, gray skin is stretched 
  tightly over their bony frames. In fact, the skin is pulled so taut 
  over a dregg�s body that bones actually protrude from its flesh 
  in places, creating a ghoulish, flayed appearance. The head 
  of a dregg is truly nightmarish. They have long, bony snouts 
  filled with ivory fangs and milky�white eyes that can move 
  independently of one another. Though they have no visible 
  ears, their hearing is still quite acute.
  Dregg gather in fairly large groups known as hives, and their 
  society has a loose hierarchy based on martial prowess and 
  the number of successful raids an individual has participated 
  in. Dregg that survive numerous surface raids and return 
  each time with food and valuables are afforded much respect 
  by other dregg and often act as leaders within a given hive. 
  Dregg revel in pain and take great pleasure in torturing their 
  victims. They also seem to derive pleasure—even strength—
  from their own suffering, and many tales describe how these 
  creatures become more ferocious when injured. Some dregg 
  take ritual self-mutilation to extremes. These dregg, known as 
  pain mongers, are the closest things the dregg have to religious 
  leaders. They teach young dregg how to cut and pierce their 
  own flesh, and they take the lead in dregg sacrifices.
  A dregg raiding party is typically composed of at least one 
  raid master armed with the best weapon in the hive, two or 
  three pain mongers armed with cutting blades, and a variable 
  number of lowly scavengers armed with whatever weapons 
  they can find. �hen raiding, dregg generally seek out targets 
  who possess items the dregg desire—primarily weapons—and 
  then ambush them. Victims are usually slain and eaten on the 
  spot, but dregg have been known to take captives back to their 
  lairs to devour in a more leisurely fashion.
  Dregg are held in check largely by their extreme sensitivity 
  to sunlight—direct exposure causes them to rapidly sicken 
  and die. This keeps them from posing a greater threat to the 
  civilized nations of the Iron Kingdoms—that, and the fact that 
  dregg are ruthlessly exterminated wherever they are found.
  COMBAT
  Dregg are exceptionally dangerous in close combat. They 
  may initially attack victims at range, only closing once their 
  victims are wounded. Dregg frequently fashion weapons 
  from scavenged bayonets and daggers that are strapped to 
  their forearms. Some dregg arrange the blades to cause minor 
  injuries to themselves each time they are used, feeding their 
  love for pain. Dregg raiding parties often approach isolated 
  DREGG
  My firsthand experience with the dregg came when they captured my companions and me in the north of Khador. I was lucky enough to escape 
  their lair into the full light of day, which did significant damage to the dregg when they moved to follow—one of the many reasons I carry several 
  very bright alchemical flares in my pack to this day. The monstrosities have captured me once. Let them try a second time.
  —PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON
  PHYSIQUE 
  PHY 
  6
  SPEED 
  SPD 
  6
  STRENGTH 
  STR 
  6
  AGILITY 
  AGL 
  3
  PROWESS 
  PRW 
  3
  POISE 
  POI 
  2
  INTELLECT 
  INT 
  2
  ARCANE 
  ARC 
  —
  PERCEPTION 
  PER 
  3
  INITIATIVE 
  INIT 
  12
  DEFENSE 
  DEF 
  11
   
   (LIGHT ARMOR –1)
  ARMOR 
  ARM 
  12
   
  (LIGHT ARMOR +6)
  WILLPOWER 
  WIL 
  8
  VITALITY: 6
  COMMAND RANGE: 2
  BASE SIZE: SMALL
  ENCOUNTER POINTS: 2
  ARM BLADE
   MAT 
  POW 
  P+S
   4 
  3 
  9
  
  37
  human communities at night and attack from all angles in 
  groups of three to five raiders. The initial moments of the raid 
  are focused on killing any powerful opponents, which allows 
  the dregg to drag scavenged goods and captives back to their 
  subterranean lairs.
  LORE
  A character can make an INT + Lore (extraordinary zoology) 
  skill roll to determine what he knows about this creature. He 
  learns all the information up to the result of the roll. The higher 
  the roll, the more he learns.
  8: Dregg are a race of vile, bony humanoids that live 
  underground in many regions throughout the Iron Kingdoms.
  10: Dregg have an intense aversion to sunlight, which causes 
  them physical pain.
  12: Dregg revel in pain, and their wounds actually strengthen 
  them, making them fight with increased ferocity.
  15: Sustained exposure to sunlight can actually kill a dregg.
  ABILITIES: 
  Light Sensitive – If this creature ends its turn in bright light, it suffers 1 damage point.
  Night Vision – This creature treats darkness as dim light and dim light as bright light.
  Pain Fueled – While this creature has one or more marked vitality points, it gains +2 
  on its melee attack rolls and melee damage rolls.
  Scavenged Weapons – When designing an encounter with this creature, roll a d6. 
  On a roll of 1–2, this creature does not own a scavenged weapon. On a roll of 3–5, this 
  creature is also armed with a melee weapon of the Game Master’s choice. On a roll of 
  6, this creature is also armed with a pistol or riﬂe of the Game Master’s choice with 
  sufﬁcient ammunition for ten shots.
  Tough – When this creature is disabled, roll a d6. On a 5 or 6, it heals 1 vitality point, 
  is no longer disabled, and is knocked down.
  CREATURE TEMPLATES: 
  Chieftain, Dregg Pain Monger, Dregg Raid Master, Hunter, Predator 
  SKILLS:
  NAME 
  STAT 
  RANK 
  STAT+RANK
  Climbing 
  AGL 
  1 
  4
  Detection 
  PER 
  1 
  4
  Hand Weapon 
  PRW 
  2 
  5
  Sneak 
  AGL 
  1 
  4
  
  38
  DESCRIPTION
  Enormous 
  wolves 
  with 
  intelligence and ferocity 
  far outstripping that of 
  mere beasts, duskwolves 
  are dangerous predators 
  that dwell within dark, 
  primeval 
  forests. 
  They 
  are infamous for chilling 
  howls that can freeze a 
  man’s blood in his veins, 
  as well as the ability to 
  become all but invisible 
  when hunting. They have 
  been known to stalk and 
  kill humans found alone 
  in the wilderness, and 
  creatures as large and 
  powerful as trolls have 
  fallen to packs of hungry 
  duskwolves. 
  They 
  are 
  clever hunters, and one 
  or more pack mates will 
  draw the attention of prey 
  while the remaining wolves prowl at its flanks. The signal 
  upon which a pack attacks is an unnerving howl—a strange, 
  chilling sound that can freeze the weak-willed in their tracks. 
  If their selected prey attempts to flee, duskwolves will pursue 
  it relentlessly. Small prey will be brought down immediately, 
  but duskwolves will harry large animals over great distances to 
  wear them down prior to striking. A fatigued beast is no match 
  for the ferocity of the duskwolves when they attack. Already 
  weary from the long pursuit, the duskwolves’ prey quickly 
  succumbs to the ripping jaws of the pack.
  Found in the temperate forests of Cygnar and Ord, duskwolves 
  keep no permanent dens. Packs will temporarily lair in large 
  caverns and beneath felled trees during cold and rainy months 
  but rest wherever they see fit during warm and dry seasons. 
  Duskwolf packs on the move tend to keep near sources of 
  freshwater. Streams and rivers not only provide the pack 
  with ample drinking water but also attract the prey animals 
  duskwolves feed on. As the seasons become colder, duskwolf 
  territory becomes far more dangerous. Packs of duskwolves 
  become much more aggressive during this time, killing enough 
  prey to create a surplus of meat for the oncoming winter.
  A male duskwolf stands six to seven feet at the shoulder, is ten 
  feet long from nose to tail, and weighs up to eight hundred 
  pounds. A duskwolf’s coat is a dusky gray, and the mane that 
  runs the length of its spine is a dark umber. Female duskwolves 
  are slightly smaller than males, lack manes, and have much 
  darker fur, although they can change the color of their pelts 
  at will to better blend into the shadows. Duskwolf pups of 
  both genders are lighter in color and lack manes until they are 
  about three months old, at which point they begin to exhibit 
  adult traits. Both males and females are powerfully built and 
  incredibly nimble, and their jaws are strong enough to sunder 
  both armor and the flesh and bone beneath.
  Male duskwolves are somewhat rare. A typical pack of 
  duskwolves consists of a single male, six to eight females, and 
  a handful of young. Though particularly large and trackless 
  forests may support larger packs, competition is fierce between 
  males for mates and territory, so packs with more than one male 
  are uncommon. Solitary males are sometimes encountered, 
  having been driven off by larger competitors. Lacking the aid 
  of a pack to help secure food, these lone males are particularly 
  aggressive and will take every opportunity to attack. They 
  are often at the brink of starvation and are especially 
  vicious as a result.
  The lithe wolf riders of the Tharn frequently use 
  duskwolves as swift, deadly mounts. Tharn pick the 
  best specimens from a pack for use as steeds, and 
  their wolves are often larger and more powerful 
  than those seen in the wild. Additionally, powerful 
  druids and shamans may use packs of duskwolves 
  to hunt down those who intrude on their sacred sites 
  and rituals. These trained duskwolves are allowed to 
  roam freely in the surrounding territory and fend 
  for themselves, serving as a fearsome natural 
  barrier to intruders.
  Certain tribal cultures prize the skulls of 
  duskwolves as adornments. Among the Tharn 
  and savage human tribes, skilled hunters and 
  warriors sometimes wear a duskwolf skull as 
  a testament to their own skill.
  COMBAT
  When hunting, a male duskwolf distracts and 
  demoralizes prey by unleashing a terrifying 
  howl. It then charges in, seizes the target in its 
  jaws, and attempts to drag the prey to the ground. 
  This distraction allows the female duskwolves to creep 
  through the shadows and strike the prey en masse from 
  behind. Duskwolves are efficient predators and are adept at 
  dispatching injured prey or prey overcome with fear.
  DUSKWOLF
  Wolves hold a special place in the hierarchy of the wild. Blessed with an admirable capacity for the hunt, even the smallest breeds, working in 
  tandem, can pull down quite large prey. When one considers the alarmingly sizable breed known as the duskwolf, this fact is cast into a new and 
  terrifying light. At least common wolves must make an effort to kill and consume a man. To a duskwolf, even the hardiest of us are little more than 
  a trifle. It is no wonder they are so highly esteemed by the savage men of the wilderness.
  —PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON
  PHYSIQUE 
  PHY 
  12
  SPEED 
  SPD 
  7
  STRENGTH 
  STR 
  8
  AGILITY 
  AGL 
  3
  PROWESS 
  PRW 
  4
  POISE 
  POI 
  1
  INTELLECT 
  INT 
  2
  ARCANE 
  ARC 
  —
  PERCEPTION 
  PER 
  3
  INITIATIVE 
  INIT 
  14
  DEFENSE 
  DEF 
  13
  ARMOR 
  ARM 
  12
  WILLPOWER 
  WIL 
  14
  VITALITY: 8
  COMMAND RANGE: 2
  BASE SIZE: MEDIUM
  ENCOUNTER POINTS: 4
  BITE
   MAT 
  POW 
  P+S
   6 
  3 
  11
  
  39
  LORE
  A character can make an INT + Lore (extraordinary zoology) 
  skill roll to determine what he knows about this creature. He 
  learns all the information up to the result of the roll. The higher 
  the roll, the more he learns.
  8: Duskwolves are enormous wolves that inhabit ancient forests. 
  They are clever hunters that will chase large prey to exhaustion 
  over great distances before attacking.
  10: Male duskwolves are larger and stronger than females, but 
  the females are stealthier and can disappear into the shadows.
  12: Male duskwolves can unleash a piercing howl that frightens 
  those who hear it. A male often uses this howl to frighten prey 
  and draw its attention so the females of the pack can attack 
  from the flanks.
  15: Duskwolves are often ridden by Tharn or used as hunting 
  beasts. Some wilderness people use trained duskwolves to 
  protect sacred sites.
  ABILITIES:
  Cull the Weak – This creature gains +1 to attack and damage rolls made against 
  damaged living targets.
  Flawless Tracker – This creature gains an additional die on Tracking skill rolls while 
  pursuing a living target.
  Native Beast – This creature is considered to be a beast native to the wilds of 
  Immoren.
  Shadow Camouﬂage – This creature can spend a quick action to change the color 
  of its pelt to match the surrounding shadows. As a result, this creature gains stealth 
  for one round. (Ranged and magic attacks declared against a creature with stealth 
  automatically miss when the point of origin for the attack is more than thirty feet [5˝] 
  away.) Shadow Camouﬂage does not work in areas of bright light.
  CREATURE TEMPLATES:
  Duskwolf Male, Juvenile, Large Specimen, Lone Wolf, Swift, Trained
  SKILLS:
  NAME 
  STAT 
  RANK 
  STAT+RANK
  Detection 
  PER 
  2 
  5
  Jumping 
  PHY 
  2 
  14
  Tracking 
  PER 
  2 
  5
  
  40
  DESCRIPTION
  Eldritch are Iosans who 
  were motivated in life by 
  an overwhelming fear of 
  their 
  mortality, 
  willing 
  to 
  immerse 
  themselves 
  in 
  dark, 
  occult 
  lore. 
  Terrified at the prospect 
  of their death and the 
  doom of their race, they 
  surrendered their morality 
  and turned to undeath as 
  the only option.
  The first Iosans to become 
  eldritch were corrupted 
  priests of Nyrro, the Iosan 
  god of day. They formed a 
  cult in the city of Eversael 
  under the pretense of the 
  god’s return. Falling prey 
  to the dark urges of their 
  souls—and perhaps the 
  whispers and promises 
  of entities beyond Caen—
  they pursued sinister rites, 
  sacrificing their brethren. 
  When their atrocities were 
  uncovered and the Iosan 
  authorities 
  consigned 
  them to execution, these 
  fallen 
  holy 
  individuals 
  sealed an unholy bargain 
  to become eldritch. They 
  remain 
  hidden 
  deep 
  beneath the structure of 
  the Fane of Nyrro. 
  Some 
  Iosans 
  seek 
  out 
  these foul creatures in 
  hopes of finding guidance 
  to remake themselves in 
  undeath. Ancient eldritch 
  take an inductee through a 
  ritual of sacrifice�a series 
  of murders culminating 
  with the would-be eldritch 
  taking 
  his 
  own 
  life, 
  thereby 
  prompting 
  his 
  unholy rebirth.
  New eldritch retain their memories and personalities, albeit 
  twisted and shorn of empathy. �ver centuries, their flesh 
  becomes desiccated and taut, stretching over bones like a 
  mummified corpse. Despite this frail appearance, eldritch are 
  incredibly powerful. They are stronger and more durable than 
  they were in life, and those who were able to work magic find 
  their powers augmented in undeath.
  Many rarely venture beyond the dark crypts beneath the fane. 
  Undeath lets them pursue goals despite the passing decades or 
  centuries. Becoming an eldritch requires complete obsession 
  with continued existence, which the creatures are loath to 
  imperil. Still, even they must occasionally emerge from their 
  lairs, for in death they are motivated by an unnatural hunger. 
  To maintain its existence, an eldritch must feed, which it does by 
  ELDRITCH
  Ios is a land shaped by its tragedies and its hubris, and the eldritch are a reminder of the consequences waiting for those unwilling to submit to the 
  natural order. They sacrificed their lives to attain a debased form of immortality.
  —PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON
  PHYSIQUE 
  PHY 
  8
  SPEED 
  SPD 
  6
  STRENGTH 
  STR 
  6
  AGILITY 
  AGL 
  4
  PROWESS 
  PRW 
  5
  POISE 
  POI 
  4
  INTELLECT 
  INT 
  4
  ARCANE 
  ARC 
  4
  PERCEPTION 
  PER 
  4
  INITIATIVE 
  INIT 
  15
  DEFENSE 
  DEF 
  12
   
  (FULL PLATE –2)
  ARMOR 
  ARM 
  16
   
  (FULL PLATE +8)
  WILLPOWER 
  WIL 
  12
  COMMAND RANGE: 6
  BASE SIZE: SMALL
  ENCOUNTER POINTS: 11
  I
  N
  T
  E
  L
  L
  E
  C
  T
  A
  G
  I
  L
  I
  T
  Y
  P
  H
  Y
  S
  I
  Q
  U
  E
  1 2
  4
  3
  6
  5
  Abilities: This weapon has Reach and must 
  be used two-handed.
  Abilities: This weapon is a magical weapon.
  Drain Life – If this weapon damages a 
  living character, this character immediately 
  regains d3 vitality points. A living character 
  damaged by this weapon suffers –1 to attack 
  rolls and skill rolls for one round.
  DREAD TOUCH
   MAT 
  POW 
  P+S
   7 
  4 
  10
  GREAT SWORD
   MAT 
  POW 
  P+S
   7 
  6 
  12
  
  41
  ABILITIES:
  The Game Master can select one Gifted archetype beneﬁt for this character. This character 
  cannot be given the Warding Circle archetype beneﬁt.
  Create Sythyss – If this character destroys an Iosan or Nyss character with his dread 
  touch attack, he may choose to raise the corpse as a sythyss. A newly risen sythyss 
  gains Tough, Undead, +3 PHY, and +2 STR and is under the complete control of the 
  character who created it. If this character is destroyed, any sythyss under his command 
  are immediately destroyed. This character can have a number of sythyss servants up to 
  his ARC stat.
  Load Bearing – This character is well practiced at ﬁghting while wearing heavy armor. 
  Reduce the SPD and DEF penalties from the armor he wears by 1 each (included above).
  Spell Guard – Magic attacks made against this character roll one less damage die.
  Undead – This character is not a living character and never ﬂees.
  Will Weaver – This character is a will weaver. The Game Master should choose two to four 
  spells from the following spell list for this character. At the Game Master’s discretion, this 
  character may have an ARC stat of 5 or more.
  CREATURE TEMPLATES:
  None.
  SPELLS
  SPELL NAME 
  COST 
  RNG AOE POW 
  UP OFF
  Bleed 
  2 
  8 
  — 
  10 
  No 
  Yes
  When this spell damages a living character, the spellcaster heals d3 damage points.
  Blood Feast 
  4 
  SELF 
  — 
  — 
  No 
  No
  The spellcaster gains +1 STR and ARM for each living character he destroys. Blood 
  Feast lasts for one round.
  Celerity 
  2 
  6 
  — 
  — 
  Yes 
  No
  Target character gains one additional quick action during each of his turns.
  Curse of Shadows 
  3 
  8 
  — 
  — 
  Yes 
  Yes
  Target enemy character suffers –2 ARM and cannot make free strikes. A character can 
  advance through the affected character if he has enough movement to move completely 
  past the affected character’s base.
  Dark Persuader 
  1 
  6 
  — 
  — 
  Yes 
  Yes
  Target character rolls an additional die on Willpower rolls. Discard the highest die of 
  each roll.
  Hex Blast 
  3 
  10 
  3 
  13 
  No 
  Yes
  Upkeep spells and animi on a character directly hit by Hex Blast immediately expire.
  SPELL NAME 
  COST 
  RNG AOE POW 
  UP OFF
  Inﬂuence 
  1 
  10 
  — 
  — 
  No 
  Yes
  The spellcaster makes a contested Willpower roll against target living enemy 
  character hit by this spell. If the spellcaster loses, nothing happens. If the spellcaster 
  wins, he takes control of the target. The target makes one normal melee attack, then 
  Inﬂuence expires.
  Lamentation 
  3 
  SELF CTRL 
  — 
  Yes 
  No
  While within the spellcaster’s control area, enemy characters pay double the fatigue, 
  focus, or fury point cost to cast or upkeep spells.
  Mockery of Life 
  2 
  Ctrl 
  — 
  — 
  No 
  No
  Return one destroyed friendly sythyss to play with d3 vitality points. It must be placed 
  within the spellcaster’s control area. The sythyss must forfeit its action the turn it 
  returns to play.
  Occultation 
  2 
  6 
  — 
  — 
  Yes 
  No
  Target character gains stealth and +3 on Sneak skill rolls.
  Phantasm 
  2 
  6 
  — 
  — 
  Yes 
  No
  When friendly target character is targeted by a ranged attack, the effective range of the 
  attack is reduced by thirty feet (5).
  Phantom Hunter 
  2 
  6 
  — 
  — 
  Yes 
  No
  Target friendly character ignores LOS when making charges, slam power attacks, and 
  attacks. Target character ignores concealment and cover when resolving attacks.
  Star-Crossed 
  3 
  SELF Ctrl 
  — 
  No 
  No
  While within the spellcaster’s control area, enemy creatures and characters gain an 
  additional die on attack rolls. Discard the highest die of each roll. Star-Crossed lasts 
  for one round.
  SKILLS:
  Note: The skills possessed by an eldritch are a combination of what he knew in life and 
  the talents he has honed in undeath. The following list represents a common selection of 
  abilities an eldritch might have, but Game Masters are free to tailor the eldritch’s abilities 
  to a speciﬁc concept.
  NAME 
  STAT 
  RANK 
  STAT+RANK
  Command 
  SOC 
  2 
  *
  Deception 
  SOC 
  2 
  *
  Detection 
  PER 
  3 
  7
  Great Weapon 
  PRW 
  2 
  7
  Lore (any three) 
  INT 
  3 
  7
  Research 
  INT 
  3 
  7
  Sneak 
  AGL 
  3 
  7
  siphoning the life essence of an intelligent living creature. The 
  touch of an eldritch drains away the life of its prey, nourishing 
  the eldritch and keeping its predatory instincts at their peak. 
  Every eldritch has the power to create undying servants called 
  sythyss when it completely drains away the life of another Iosan. 
  This leeching of life lets the eldritch harvest a piece of the Iosan’s 
  soul, enslaving its victim. A sythyss does not share its creator’s 
  corrupted appearance other than a deathly pallor. Eldritch use 
  these servants as guardians and retainers, and  many go to great 
  lengths to disguise the nature of sythyss in order to utilize them 
  as agents among the living. Though lacking imagination and 
  free will, sythyss are not mindless. Connection to their souls 
  through their masters allows them to maintain an echo of their 
  former selves in spite of their abject servitude.
  COMBAT
  Eldritch seldom leave Ios except when pursuing a mission 
  of importance to their corrupted Fane of Nyrro in Eversael. 
  Eldritch are ancient beings that seek to avoid jeopardizing 
  their existences, so they prefer to stack the odds in their favor. 
  �ome use sythyss to fight, wielding their arcane talents from 
  a distance. Others use their sythyss to detain nearby prey, 
  emerging when it is too late for a meal to escape.
  LORE
  A character can make an INT + Lore (Iosan or undead) skill roll 
  to determine what he knows about this creature. He learns all 
  the information up to the result of the roll. The higher the roll, 
  the more he learns.
  13: Eldritch are dangerous, undead Iosans who feed on the life 
  force of the living.
  14: An eldritch’s touch draws off the life essence of its prey. This 
  leeching revitalizes the eldritch as it drains its victim. 
  15: If an eldritch drains an Iosan’s life essence, it can raise the 
  corpse as an undead servant known as a sythyss.
  
  42
  DESCRIPTION
  The legacy of the Orgoth 
  Occupation is recorded 
  not just in the histories of 
  the Iron Kingdoms but in 
  the blasted ruins of the 
  Orgoth’s keeps, fortresses, 
  and dungeons. In the final 
  years of the Rebellion, 
  when the Orgoth enacted 
  the terrible Scourge and 
  systematically 
  destroyed 
  their holdings, they left 
  behind a multitude of 
  vicious curses and infernal 
  deathtraps as a spiteful 
  gesture of defiance in 
  defeat. Those among the 
  Orgoth motivated most by 
  hatred and humiliation in 
  the face of their looming 
  defeat elected to bind 
  themselves in death to 
  certain places in order 
  to 
  haunt 
  and 
  harry 
  the people of western 
  Immoren down the long 
  generations. Others fell 
  victim to the necromantic 
  ritual-interrogations that 
  they conducted upon their 
  prisoners. 
  So 
  powerful 
  were the vile energies they 
  conjured in these rites that 
  they themselves were torn 
  apart, arising as undead 
  creatures motivated by the 
  insane urge to continue 
  their 
  bloody 
  work 
  in 
  perpetuity.
  Excruciators are most commonly encountered in undisturbed 
  Orgoth ruins or natural catacombs utilized by the Orgoth as 
  torture chambers, to which sites they are bound by necromancy. 
  Although they are unable to move beyond the boundaries of 
  their lairs, excruciators enjoy peerless mobility within them, 
  for the rites that made them into undead also granted them 
  the ability to move unimpeded by the walls and floors of the 
  complex to which they are bound. Undisturbed, they have 
  stalked these darkened halls for centuries, ruminating upon 
  their dark secrets and scribbling them down in the blasphemous 
  runes of their people. An excruciator’s lair is littered with 
  countless secrets—often trivial but sometimes mind-rending in 
  their implications.
  Fortune hunters, scholars, and others unfortunate enough to 
  intrude upon an e�cruciator�s lair will find themselves the 
  immediate subjects of its attention. Excruciators are maddened 
  undead driven by simple motivations—to discover the secrets 
  of the Immorese—but their methods are cunning, and they 
  are capable of executing complex plans to lure victims into 
  their chambers.
  If pressed, an excruciator will typically choose to focus on the 
  opponents it perceives as weakest, incapacitating them and 
  inflicting necromantic agony upon their compatriots before 
  retreating into the trap�filled recesses of its lair. But in truth, 
  these undead have no interest in killing for its own sake and will 
  do their best to avoid engaging in direct combat. What they desire 
  above all else is to subject the living to sadistic interrogation.
  Once in the grasp of an excruciator, a victim will be subjected 
  to horrific violations and a slow death. ��cruciators have few 
  opportunities to wield their unique skills and will keep their 
  prisoners alive as long as possible. These creatures speak 
  in archaic languages, and most victims have trouble even 
  comprehending the questions they are asked. But even if the 
  excruciator can make itself understood, the questions may be 
  nonsensical or even just insane chattering. All excruciators 
  have been driven mad by their undead state and quiet 
  centuries of isolation, but some are truly deranged. They may 
  become fi�ated on information they sought in life, demanding 
  specifics regarding the actions of rebels dead for centuries.
  In rare circumstances, clever and well-educated victims have 
  discerned the sub�ect of an e�cruciator�s fi�ation and been able 
  to bargain for their lives with promises of returning with a 
  victim who has the information so desperately sought. Others 
  have bargained for a temporary reprieve by finding a topic of 
  interest to the interrogator that they can expound on at length. 
  But no information, no matter how personal or vital, is likely to 
  satisfy an excruciator. Death is typically the only escape from 
  its terrible ministrations.
  EXCRUCIATOR
  In my days as a student, I had the good fortune to accompany an archaeological expedition studying examples of Rebellion-era architecture in a set 
  of freshly discovered catacombs just outside Tarna. The dig began with our crew in good spirits, but the first disappearance occurred on our very 
  first night when a professor of esoteric languages opted to work late by lantern, alone. By the time we ventured into the depths of the catacombs, 
  little remained of the four members of our expedition who had vanished. A single glimpse of the revenant that had left them in bloody ruins was all 
  I saw before we fled. Suffice it to say that, to this day, the sound of giggling in empty corridors makes my hair stand on edge.
  —PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON
  PHYSIQUE 
  PHY 
  7
  SPEED 
  SPD 
  6
  STRENGTH 
  STR 
  7
  AGILITY 
  AGL 
  4
  PROWESS 
  PRW 
  5
  POISE 
  POI 
  3
  INTELLECT 
  INT 
  5
  ARCANE 
  ARC 
  —
  PERCEPTION 
  PER 
  5
  COMMAND RANGE: 5
  BASE SIZE: SMALL
  ENCOUNTER POINTS: 10
  INITIATIVE 
  INIT 
  16
  DEFENSE 
  DEF 
  15
  ARMOR 
  ARM 
  14
   
  (NATURAL ARMOR +7)
  WILLPOWER 
  WIL 
  12
  I
  N
  T
  E
  L
  L
  E
  C
  T
  A
  G
  I
  L
  I
  T
  Y
  P
  H
  Y
  S
  I
  Q
  U
  E
  1
  2
  3
  4
  6
  5
  Abilities: This is a magical weapon.
  A living character damaged by this weapon 
  suffers a –1 penalty to his attack and 
  damage rolls for one round.
  TORTURE INSTRUMENTS
   MAT 
  POW 
  P+S
   7 
  3 
  10
  
  43
  Torture – This character can torture a helpless subject within his power. For every hour 
  this character spends torturing a subject, the subject loses 1 PHY. If the subject is reduced 
  to 0 PHY, he dies. The subject regains +1 PHY for each complete day he is not tortured.
  Undead – This character is not a living character and never ﬂees.
  CREATURE TEMPLATES: 
  Predator, Stealthy, Swift
  SKILLS:
  NAME 
  STAT 
  RANK 
  STAT+RANK
  Deception 
  * 
  2 
  *
  Detection 
  PER 
  2 
  7
  Hand Weapon 
  PRW 
  2 
  7
  Interrogation 
  INT 
  2 
  7
  Medicine 
  INT 
  2 
  7
  Sneak 
  AGL 
  2 
  6
  ABILITIES: 
  Anatomical Precision – When this character hits a living target with a melee attack but 
  the damage roll fails to exceed the target’s ARM, the target suffers d3 damage points.
  Backstab – This character gains an additional die on his back strike damage rolls.
  Consume Pain – When this character damages a living character, he immediately regains 
  d3 vitality.
  Ghostly – This character can advance through terrain and obstacles without penalty and 
  can advance through obstructions if he has enough movement to move completely past 
  them. This character cannot be targeted by free strikes.
  Language – This character speaks Orgoth and one of the following ancient languages: 
  Caspian, Khardic, Rynn, Thurian, or Tordoran.
  Pain Wrack – If this character is in B2B contact with an incapacitated character, he can 
  make a contested Willpower roll against all enemy characters within his command range. 
  If this character loses, nothing happens. If this character wins, each losing character 
  suffers a –3 penalty to attack rolls for one round.
  Terror – This character has Terror [Willpower +2].
  COMBAT
  Excruciators attack from surprise 
  whenever possible and prefer to 
  single out combatants who appear 
  the least physically threatening. They 
  strive to incapacitate these targets 
  and wound them with instruments of 
  torture such as long, serrated knives 
  and curved skinning blades before 
  dragging them into the dark recesses 
  of their lairs. They are clever and 
  vicious but will attempt to escape a 
  battle they are losing.
  LORE
  A character can make an INT + Lore 
  (Orgoth or undead) skill roll to 
  determine what he knows about this 
  creature. He learns all the information 
  up to the result of the roll. The higher 
  the roll, the more he learns.
  10: Some Orgoth tombs are guarded 
  by vicious and insane spirits devoted 
  to torture.
  12: Excruciators are the revenant 
  spirits of Orgoth torturers.
  14: 
  Orgoth 
  tombs 
  inhabited 
  by 
  excruciators may contain troves of 
  ancient secrets, particularly journals of 
  confessions made during interrogations. 
  These documents may span centuries 
  and include some of the few surviving 
  detailed accounts of conditions during 
  the Orgoth Occupation.
  17: 
  Excruciators 
  are 
  capable 
  of 
  gaining sustenance from the agony of 
  the living.
  
  44
  DESCRIPTION
  Great, 
  hulking 
  brutes 
  inhabiting the temperate 
  forests 
  of 
  western 
  Immoren, 
  gorax 
  are 
  primitive creatures that 
  blur the line between man 
  and beast. The body of a 
  gorax is thickly muscled, 
  with iron-hard tendons 
  straining against bones 
  as dense as hardwood. 
  A heavy mane of matted 
  hair grows down a gorax’s 
  spine, matched by similar 
  patches on the backs of its 
  disproportionately 
  long 
  arms. The enormous claws 
  of its oversized hands 
  are ideal for digging or 
  slashing 
  deep 
  furrows 
  in the flesh of prey. A 
  wide maw, distended by 
  hardened teeth and tusks 
  protruding at irregular 
  angles, 
  dominates 
  the 
  creature’s ugly face.
  Even more terrifying than 
  its brutish physique is the 
  beast’s response to pain. 
  Gorax are not just inured 
  to the effects of injury—
  they are fueled by it. This 
  paradoxical 
  response 
  drives an injured gorax 
  to 
  attack 
  with 
  ever-
  increasing savagery until 
  it is forced into a blind 
  frenzy of bloodlust. In its 
  throes, an enraged gorax 
  is strong enough to tear a 
  warhorse in half, and the 
  bodies of lesser creatures 
  present 
  it 
  with 
  little 
  resistance. A wounded 
  gorax remains in this 
  heightened state for a prolonged period, sometimes as long as 
  several hours after the injury that caused it.
  Though its primitive features belie the fact, a gorax possesses 
  a cunning mind. Gorax are able to communicate with one 
  another through a rough series of guttural vocalizations, and 
  they can be taught through extended effort to follow simple 
  commands. This ability to be trained, coupled with the gorax’s 
  response to injuries, makes them a popular spectacle in 
  underground blood sport arenas. Gorax are often wounded by 
  their handlers prior to a bout, which often involves the beast 
  fighting packs of vicious dogs or groups of men armed with 
  bladed weapons.
  During the Thousand Cities Era, warlords prized the gorax 
  for their relative cunning and response to pain and used the 
  beasts as frontline shock troops. Directed at the enemy, dozens 
  of gora� would tear across the field of battle unimpeded by 
  strikes from arrows. Once the gorax fell upon a column, their 
  strength already greatly magnified by pain�fueled rage, the 
  enemy would quickly be torn to pieces. Gorax too wounded 
  to quickly recover and those too full of bloodlust to easily 
  be controlled were simply put down. The tendency of rage-
  fueled gorax to attack allies and enemies in equal measure 
  eventually reduced the beasts’ use in battle, but some continue 
  to capture and enslave gorax for use in combat. The blackclads 
  make extensive use of the gorax as a warbeast, prizing it for its 
  natural ferocity and power.
  In the wild, most gorax make their homes in natural caverns, as 
  they prefer dark and damp dwellings. They expand the interior 
  of a cave by scraping the walls with their huge claws, and a 
  gora� den is easily identified by deep, overlapping furrows 
  carved into earth and stone. Gorax often keep a surplus of meat 
  in their dens and will drag half-eaten beasts through the forests 
  back to their caverns for later consumption. Gorax and trolls 
  often compete for prey and territory, particularly when a troll 
  is drawn to the site of a gorax den by the smell of stored meat. 
  When the two creatures meet, they tear at each other savagely 
  with fangs and claws, and the victor typically consumes the 
  body of the slain.
  Gorax are well known for their rank, sour odor. Gorax saliva 
  and sweat is thick with pheromones the creatures use to 
  identify each other. A gorax habitually licks its arms to keep its 
  musk strong, as those with a more powerful odor are likelier to 
  attract a mate. Most other creatures are repulsed by the smell 
  of the gorax.
  GORAX
  What can be said about the gorax? Other than “avoid at all costs,” that is. A stinking, gluttonous, violent beast, a rampaging gorax is a brutish 
  slab of muscle and hair driven by little more than anger and appetite. Compounding its awfulness, anything other than a lethal blow made against 
  a gorax renders it stronger, deadlier, and, though it would seem impossible, angrier than before. Wounded gorax should only be approached with 
  great caution—and ideally a warjack or two.
  —PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON
  PHYSIQUE 
  PHY 
  10
  SPEED 
  SPD 
  5
  STRENGTH 
  STR 
  9
  AGILITY 
  AGL 
  4
  PROWESS 
  PRW 
  4
  POISE 
  POI 
  1
  INTELLECT 
  INT 
  2
  ARCANE 
  ARC 
  —
  PERCEPTION 
  PER 
  3
  COMMAND RANGE: 2
  BASE SIZE: MEDIUM
  ENCOUNTER POINTS: 8
  INITIATIVE 
  INIT 
  12
  DEFENSE 
  DEF 
  12
  ARMOR 
  ARM 
  16
   
  (NATURAL ARMOR +6)
  WILLPOWER 
  WIL 
  12
  H
  L
  R
  Chomp – This creature can attack with this 
  weapon only during its turn and can target 
  only characters it ﬁrst hit with a claw attack 
  that turn.
  Open Fist
  Open Fist
  BITE
   MAT 
  POW 
  P+S
   5 
  2 
  11
  CLAW
   MAT 
  POW 
  P+S
   6 
  3 
  12
  CLAW
   MAT 
  POW 
  P+S
   6 
  2 
  12
  I
  N
  T
  E
  L
  L
  E
  C
  T
  A
  G
  I
  L
  I
  T
  Y
  P
  H
  Y
  S
  I
  Q
  U
  E
  1
  2
  3
  4
  6
  5
  
  45
  ABILITIES: 
  Native Beast – This creature is considered to be a beast native to the wilds of 
  Immoren.
  Pain Fueled – While this creature has one or more marked vitality points, it gains +2 
  on its melee attack rolls and melee damage rolls.
  CREATURE TEMPLATES: 
  Large Specimen, Lone Wolf, Man-eater, Starving
  SKILLS:
  NAME 
  STAT 
  RANK 
  STAT+RANK
  Detection 
  PER 
  1 
  4
  Tracking 
  PER 
  1 
  4
  Gorax are true carnivores, though they care little about the 
  source of the meat. Any animal that comes close enough for a 
  gorax to wrap its thick-knuckled hands around is eaten with 
  little hesitation, though the gora� seem to hold human flesh 
  in high regard. Gorax that taste the blood of mankind seek it 
  out, which has caused some of the beasts to move from their 
  wilderness domain into the fringes of civilization. Isolated 
  homesteads have vanished, and buildings have been reduced 
  to rubble due to a rampaging gorax seeking to sate its hunger.
  COMBAT
  Gorax are incredibly irascible creatures. Even slight provocation 
  causes a gora� to fly into a rage that overtakes its reason. �nce 
  its anger is roused, a gorax views all other creatures in one of 
  two ways: as a threat to be attacked before it can pose a danger, 
  or as potential game to be defeated and eaten. In battle, a gorax 
  charges toward the closest possible target, attacking it with 
  tooth and claw. Once injured, the gorax will seek to destroy the 
  creature that caused it the greatest harm, with no regard for its 
  own safety.
  LORE
  A character can make an INT + Lore (extraordinary zoology) 
  skill roll to determine what he knows about this creature. He 
  learns all the information up to the result of the roll. The higher 
  the roll, the more he learns.
  8: Gorax are powerful, brutish humanoids that inhabit the wild.
  10: Gorax are consummate carnivores, and they have a 
  particular fondness for human flesh.
  12: A gorax becomes even stronger in response to nonfatal 
  wounds, which cause it to attack with greater savagery.
  
  GRYMKIN
  Grymkin are malevolent and devious supernatural 
  creatures that visit mischief and violence on all those 
  they encounter. The nature of grymkin is little understood 
  and remains a topic of debate amongst extraordinary 
  zoologists across western Immoren. These creatures 
  are almost certainly not of the natural world, although 
  their origins are as uncertain as their inscrutable 
  motives. Some scholars believe they come from a realm 
  beyond Caen, linking them to beings such as infernals; 
  others consider them to be tangible manifestations of 
  dreams and nightmares. All agree that they seem to 
  visit suffering on intelligent creatures alone and rarely 
  interfere with ordinary animals or beasts. All grymkin 
  seem driven by perverse whims rather than ordinary 
  predatory instincts. Some grymkin are believed to have 
  speciﬁc vulnerabilities that circumvent their impressive 
  supernatural capabilities. Some of these claimed 
  disadvantages are incredibly esoteric, but others are 
  quite common, such as the weakness of gremlins 
  against feline predators. Regardless, grymkin have given 
  rise to colorful folklore, though separating fact from 
  fanciful exaggeration can be difﬁcult. In many cases, the 
  demonstrable facts are as outlandish and unlikely as the 
  many stories that have been invented out of whole cloth.
  46
  DESCRIPTION
  The 
  tiny, 
  malevolent 
  pests known as gremlins 
  are the bane of engineers 
  and 
  craftsmen 
  alike. 
  Just as colonies of rats 
  infest the holds of ships, 
  batches of gremlins nest 
  in workshops, visiting 
  mischief upon hapless 
  craftsmen 
  and 
  their 
  creations. 
  Gremlins 
  are 
  notorious 
  for 
  causing devices to 
  malfunction, often 
  in cruelly comedic 
  fashion, 
  and 
  the 
  malicious creatures 
  seem 
  to 
  delight 
  in 
  the 
  wicked 
  mischief they visit 
  upon 
  others. 
  The 
  very presence of a 
  gremlin is anathema 
  to mechanika, steam-jacks, and other such devices.
  Gremlins are perhaps the most widely known variety of 
  grymkin. Though they prey primarily on machines rather 
  than men, these diminutive creatures take some sadistic 
  glee in tormenting those who toil in the workshops they 
  infest. When they are not causing expensive and dangerous 
  mechanical failures, gremlins delight in jabbing others with 
  rudimentary spears cobbled together from workshop trash, 
  leaving sharp caltrops on unattended seats, disabling gas 
  lanterns in rooms filled with obstacles, and smearing machine 
  grease on flights of stairs. �enerally the harm they cause to 
  others happens more by dint of an elaborately staged accident 
  than by direct assault.
  One of the most unusual and bothersome talents of gremlins 
  is their ability to physically merge with mechanical devices. 
  While merged, gremlins can cause a litany of malfunctions 
  in the device, which run the gamut from causing components 
  to simply fall off to making a machine start without warning. 
  These glitches are invariably timed to best suit the gremlin’s 
  own mean-spirited sense of humor. Most gremlins will 
  generally merge with the device likely to cause the most 
  havoc or the greatest amusement. Larger machines may house 
  multiple gremlins, each causing its own disruption to the 
  device. Gremlins seem lured to places that contain expensive 
  and complicated devices. Once one gremlin discovers such a 
  place, more are soon to follow, like locusts to a field of wheat. 
  When everything in sight is broken—including the spirit of 
  the unfortunate owner of the place—the gremlins move on to 
  indulge their whims at a new location.
  Physically, a gremlin is a peculiar creature of odd proportions — 
  about a foot tall, with an oversized head, a rotund belly, and 
  spindly limbs. A gremlin’s hairless skin is pale, though there 
  is a faint sheen to its complexion. Its eyes are tiny and silver, 
  and its round head is dominated by extremely long, pointed 
  ears and a broad mouth filled with needle�sharp teeth. Though 
  a gremlin’s teeth and claws are sharp enough to cause damage, 
  they prefer to flee when threatened.
  GRYMKIN, GREMLIN
  An engineer friend of mine asked me for advice on how best to deal with an advanced case of gremlin infestation. I recommended she burn down 
  the building and hope to catch a few of them in the blaze.
  —PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON
  PHYSIQUE 
  PHY 
  2
  SPEED 
  SPD 
  5
  STRENGTH 
  STR 
  1
  AGILITY 
  AGL 
  4
  PROWESS 
  PRW 
  3
  POISE 
  POI 
  1
  INTELLECT 
  INT 
  2
  ARCANE 
  ARC 
  —
  PERCEPTION 
  PER 
  4
  INITIATIVE 
  INIT 
  12
  DEFENSE 
  DEF 
  13
  ARMOR 
  ARM 
  2
  WILLPOWER 
  WIL 
  4
  VITALITY: 3
  COMMAND RANGE: 2
  BASE SIZE: SMALL
  ENCOUNTER POINTS: 3
  BITE
   MAT 
  POW 
  P+S
   5 
  2 
  3
  GRYMKIN
  Grymkin are malevolent and devious supernatural 
  creatures that visit mischief and violence on all those 
  they encounter. The nature of grymkin is little understood 
  and remains a topic of debate amongst extraordinary 
  zoologists across western Immoren. These creatures 
  are almost certainly not of the natural world, although 
  their origins are as uncertain as their inscrutable 
  motives. Some scholars believe they come from a realm 
  beyond Caen, linking them to beings such as infernals; 
  others consider them to be tangible manifestations of 
  dreams and nightmares. All agree that they seem to 
  visit suffering on intelligent creatures alone and rarely 
  interfere with ordinary animals or beasts. All grymkin 
  seem driven by perverse whims rather than ordinary 
  predatory instincts. Some grymkin are believed to have 
  speciﬁc vulnerabilities that circumvent their impressive 
  supernatural capabilities. Some of these claimed 
  disadvantages are incredibly esoteric, but others are 
  quite common, such as the weakness of gremlins 
  against feline predators. Regardless, grymkin have given 
  rise to colorful folklore, though separating fact from 
  fanciful exaggeration can be difﬁcult. In many cases, the 
  demonstrable facts are as outlandish and unlikely as the 
  many stories that have been invented out of whole cloth.
  All gremlins have the ability to 
  become invisible at will. Aside from expensive and highly 
  specialized mechanikal devices employed by members of the 
  Strangelight Workshop, the only thing known to be capable 
  of penetrating this invisibility is the common housecat. Cats 
  
  47
  Incorporeal – This creature can move through rough terrain and obstacles without 
  penalty and can move through obstructions and other characters if it has enough 
  movement to move completely past them. Other characters, including slammed, pushed, 
  or thrown characters, can move through this creature without effect if they have enough 
  movement to move completely past it. This creature does not count as intervening. 
  Blessed weapons and attacks from cats affect this creature normally. Spells, animi, and 
  magical weapons can damage this creature but roll one fewer die on damage rolls. No 
  other weapons can damage this creature. This creature is immune to continuous effects 
  and cannot be moved by a slam.
  Invisibility – This creature can spend a quick action to become visible or invisible. While 
  invisible, this creature gains +8 DEF, and any rolls related to locating it that rely on sight 
  automatically fail. This creature's invisibility does not affect cats.
  CREATURE TEMPLATES: 
  Swarm
  SKILLS:
  NAME 
  STAT 
  RANK 
  STAT+RANK
  Climbing 
  AGL 
  2 
  6
  Detection 
  PER 
  2 
  6
  Sneak 
  AGL 
  3 
  7
  ABILITIES: 
  Device Merge – This creature can merge with a mechanical or mechanikal device or 
  machine. While merged, this creature can spend a full action to cause any of the effects 
  listed below automatically. This creature cannot merge with simple devices without 
  moving parts or capacitors. If this creature remains merged with a device for at least 
  one week it can cause one of the following effects by spending a quick action instead of 
  a full action.
  • Component Loss – A critical component of the device (a repeating pistol’s ammo 
  wheel, a mechanikal device’s capacitor, a steamjack’s arm, etc.) falls off.
  • Inoperable – The device will not function despite being in perfect working order.
  • Random Discharge – The device turns on, triggers, or activates randomly.
  • Sticky Mechanism – After using the device, a character must spend a quick action 
  to perform maintenance (usually in the form of a good thump) before the device 
  functions again.
  • Touchy – Sensitive components of the device keep slipping out of alignment the 
  moment it is used. Rolls involving the device suffer a –2 penalty.
  Glitch – This creature can spend a quick action to cause a mechanical or mechanikal 
  object within 3″ to malfunction. Simple items without moving parts or capacitors cannot 
  be affected. The device immediately misﬁres, deactivates, or crashes to a halt at the Game 
  Master’s discretion, and it will not activate or function properly again for d3 rounds.
  loathe gremlins and hunt them in preference to all 
  other prey, so savvy engineers often allow a number 
  of alley strays to dwell within their workshops. 
  Gremlins fear cats and will not attack one unless 
  they vastly outnumber it, so cats showing unease—
  or mysteriously vanishing—are a good sign gremlin 
  numbers are on the rise.
  COMBAT
  In most cases, a gremlin’s approach to combat is 
  to run away and hide, relying on its invisibility to 
  protect it from harm; however, they enjoy interfering 
  with conflicts not directly related to them, usually 
  by jumping into the nearest expensive-looking piece 
  of mechanika or steamjack to wreak havoc. This 
  mischief can take any number of different forms, 
  but gremlins usually do whatever they would find 
  most amusing at a given moment.
  LORE
  A character can make an INT + Lore (grymkin) skill 
  roll to determine what he knows about this creature. 
  He learns all the information up to the result of the 
  roll. The higher the roll, the more he learns.
  10: Gremlins are tiny, malicious tricksters that can 
  cause catastrophic failures in most machines.
  12: Gremlins have the ability to become invisible at 
  will, a talent the cowardly creatures use to flee when 
  confronted with danger. Cats can penetrate this 
  invisibility, and gremlins and cats loathe each other.
  14: Gremlins can merge with machines to cause any number of 
  mechanical malfunctions.
  15: The Strangelight Workshop employs a number of different 
  devices that are useful against gremlins, including mechanikal 
  lenses that let the wearer see invisible gremlins and specialized 
  equipment that can expel gremlins from devices and safely 
  trap them for disposal.
  
  48
  DESCRIPTION
  Sometimes those who die 
  from prolonged starvation 
  rise as hollowed—undead 
  monstrosities driven by 
  an all-consuming hunger 
  for the organs of living 
  creatures. Unwilling to 
  accept death and unable 
  to 
  sate 
  their 
  terrible 
  hunger, these wretched, 
  shambling 
  corpses 
  wander the wilderness 
  forever, searching in vain 
  for a means to quell their 
  unnatural and unending 
  hunger, 
  their 
  skin 
  hanging in tatters and 
  their most recent feast 
  oozing from the ragged 
  holes in their flesh.
  Ancient Tordoran folklore 
  describes the hollowed as 
  men who slowly starved 
  to death while wandering 
  lost in the mists of the 
  moors. 
  To 
  quell 
  their 
  hunger, some were said to 
  murder their companions 
  and consume their flesh, 
  dooming themselves to rise after death as hollowed. There 
  may be a grain of truth in these old legends: hollowed are most 
  prevalent in the areas that were once Old Tordor and its vassal 
  state of Thuria, but cases of the dead rising as hollowed have 
  occurred across western Immoren. Despite Tordoran folktales, 
  there seems to be plenty of evidence that any sentient starving 
  humanoid can degenerate into a hollowed after death.
  Overwhelming hunger drives the hollowed to constantly seek 
  prey among the intelligent races. Forgoing any other source 
  of food, hollowed feed exclusively on the organs of the living. 
  They will attack dwarves, elves, trollkin, and ogrun as readily 
  as humans.
  Hollowed blindly wander through the wilderness in search 
  of their next meal. They typically travel at night, preferring 
  darkness to light. During the day, a hollowed will crouch 
  silently in the shadows, its head slowly swiveling to ensure it 
  does not miss the passing of a potential feast.
  When a hollowed catches sight of prey, its behavior undergoes a 
  dramatic and disturbing shift. Instead of mindlessly wandering, 
  it will relentlessly track its prey, exhibiting enough cunning to 
  keep hidden from sight. Rather than simply lurch toward a 
  potential meal from the wilderness, the hollowed will move 
  ahead of it and lie inert. Waiting in plain sight, the hollowed 
  lashes out at anyone foolish enough to investigate its corpse.
  Hollowed attack with twisted, claw-like hands. Strikes from a 
  hollowed enervate the wounded, crippling them with pangs of 
  hunger. Drained of strength and speed, such victims become 
  easy prey for the hollowed, which rips away organs bare-
  handed and distends its jaw to swallow them whole. One after 
  the next, the hollowed consumes all the major organs of its 
  victim, leaving a gutted corpse behind.
  Though a hollowed becomes stronger and deadlier as it 
  consumes more vitals, the organs it feasts upon will never 
  be enough to satisfy the creature’s hunger. Rather than being 
  digested, the consumed organs fester and rot, forcing the 
  hollowed to constantly feed.
  Disturbingly, unless a creature killed by a hollowed is 
  decapitated, it will rise as a hollowed itself within a few days 
  and seek to feed in the same fashion. Some of these freshly 
  risen hollowed follow in the wake of their progenitor and share 
  in its kills like carrion crows. Given enough time, a group of 
  hollowed can number in the dozens as newly created undead 
  are drawn onward by the activity of the flock. They fall upon 
  prey in a manner akin to a feeding frenzy, each struggling to 
  devour the organs of the slain.
  COMBAT
  When a hollowed catches sight of a potential victim, it stalks it 
  relentlessly with no regard for its own safety. If a hollowed is 
  presented with multiple potential targets, it attacks the closest 
  one first, relying on its draining touch to weaken the target 
  enough to finish it off. �nce a victim is downed, the hollowed 
  drops immediately and begins to feast. Inflicting damage on a 
  hollowed will not draw it away from a victim it is feasting on. 
  If other creatures are still nearby after the hollowed has glutted 
  itself on the organs of a victim, it will spend corpse tokens to 
  boost attack and damage rolls or heal itself, depending on its 
  current vitality. If a group of hollowed is moving together, one 
  is likely to have fed recently, making it much more dangerous.
  HOLLOWED
  I’ve always said prolonged starvation is among the most horrible things any living being can experience. These wretched creatures have forced me 
  to remove “living” from such statements. Imagine the worst gnawing hunger you have ever experienced—the most all-consuming need to eat you 
  can fathom. That experience overwhelms every moment of every day of a hollowed. Driven ceaselessly to glut itself on the sweetbreads of living 
  creatures, a hollowed stuffs its distended jaw at such a wanton pace I cannot help but wonder whether it expects to somehow cease its supernatural 
  famishment if only it can consume enough flesh. My observations and experience with these miserable dead suggest this can never be the case.
  —PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON
  PHYSIQUE 
  PHY 
  9
  SPEED 
  SPD 
  5
  STRENGTH 
  STR 
  5
  AGILITY 
  AGL 
  3
  PROWESS 
  PRW 
  4
  POISE 
  POI 
  2
  INTELLECT 
  INT 
  1
  ARCANE 
  ARC 
  —
  PERCEPTION 
  PER 
  3
  INITIATIVE 
  INIT 
  12
  DEFENSE 
  DEF 
  11
  ARMOR 
  ARM 
  13
   
  (NATURAL ARMOR +4)
  WILLPOWER 
  WIL 
  10
  VITALITY: 9
  COMMAND RANGE: 1
  BASE SIZE: SMALL
  ENCOUNTER POINTS: 4, PLUS
  1 FOR EACH CORPSE TOKEN 
  THE HOLLOWED HAS AT THE 
  START OF THE ENCOUNTER
  Hunger’s Touch – A living character hit by 
  this weapon suffers –2 SPD, DEF, and STR for 
  one round.
  CLAW
   MAT 
  POW 
  P+S
   6 
  3 
  8
  
  49
  LORE
  A character can make an INT + Lore (undead) 
  skill roll to determine what he knows about this 
  creature. He learns all the information up to the 
  result of the roll. The higher the roll, the more 
  he learns.
  8: Hollowed are undead creatures that consume 
  the organs of the living. If a hollowed manages 
  to kill a target, it will immediately feed, giving 
  a narrow window of opportunity for others to 
  flee. �nce it consumes fresh organs, the hollowed 
  becomes much more dangerous.
  10: Those who die to prolonged starvation 
  sometimes rise as hollowed. Victims of a 
  hollowed rise as hollowed themselves, and 
  the creatures have become numerous over the 
  centuries. Hollowed can be found wandering 
  many wild places in search of fresh victims.
  12: The touch of a hollowed saps the energy of 
  its victim, flooding a creature with the same 
  unbearable hunger and weakness the hollowed 
  suffered prior to its own death. This unnatural 
  weakness allows the undead to dispatch a target 
  with ease.
  14: When hollowed travel together, one of them 
  is likely to have fed recently, and the others are 
  likely its risen victims.
  Tough – If this creature is disabled, roll a d6. On a 5 or 6, it heals 1 vitality point, is no 
  longer disabled, and is knocked down.
  Undead – This creature is not a living character and never ﬂees.
  CREATURE TEMPLATES: 
  Large Specimen, Pestilent Hollowed, Predator, Swift
  SKILLS:
  NAME 
  STAT 
  RANK 
  STAT+RANK
  Detection 
  PER 
  1 
  4
  Sneak 
  AGL 
  2 
  5
  Tracking 
  PER 
  1 
  4
  ABILITIES: 
  Consume Organs – This creature can spend a full action to harvest and consume the 
  organs of a living character it destroyed with a melee attack, gaining a corpse token for 
  each victim. This creature can have up to three corpse tokens at a time. During its turn, 
  this creature can spend corpse tokens to remove all damage, to make additional attacks, 
  or to boost attack or damage rolls. This creature can spend a corpse token to automatically 
  pass a Tough roll. 
  Death Rise – A character slain by a hollowed and which has had its organs consumed will 
  rise as a hollowed itself in d3 days unless the corpse is decapitated. A newly risen hollowed 
  gains Consume Organs, Death Rise, Terror [15], Tough, Undead, +3 PHY, and +2 STR and 
  suffers –2 POI and –2 INT. It has a number of vitality points equal to its new PHY and gains 
  two POW 3 claw attacks with the Hunger’s Touch ability. 
  Terror [15] – This creature has Terror [15].
  
  50
  DESCRIPTION
  Hornbeak 
  trasks 
  are 
  ravenous 
  predators 
  indigenous to the exotic 
  lands of the southern 
  continent of Zu. The size of 
  a large dog, these strange 
  creatures appear to be 
  a variety of reptile with 
  the 
  rough 
  appearance 
  of 
  a 
  lizard, 
  including 
  leathery 
  skin 
  whose 
  coloration might provide 
  camouflage in their native 
  jungle habitats.
  In 
  western 
  Immoren, 
  hornbeak trasks are most 
  commonly 
  encountered 
  in the ports of Cygnar 
  and 
  Ord, 
  where 
  they 
  traveled as pests in the 
  holds of trading ships or 
  occasionally as ill-chosen 
  pets by sailors lacking 
  good 
  judgment. 
  The 
  appellation “hornbeak” suggests to some scholars that multiple 
  species of trask may inhabit Zu, but the matter is unclear. What 
  is beyond dispute is that hornbeak trasks possess bottomless 
  appetites and hardy constitutions.
  Purely carnivorous, a hungry trask is content to consume 
  any ready source of meat it can find� rats, stray dogs, gobbers, 
  and even, on occasion, larger prey. A hungry hornbeak trask 
  will consider virtually anything that moves as a food source, 
  including large birds.
  Trasks live in a cycle of torpid dozing, ravenous hunger, and 
  gluttonous feasting. On the hunt, they are tenacious stalkers 
  capable of surprising speed and agility. They can unhinge their 
  beaked jaws to take surprisingly large bites out of their prey.
  A trask that has killed or subdued its meal will drag it 
  somewhere the creature feels safe and then consume it in a 
  handful of voluminous swallows. At this point, the creature 
  lapses into a torpid, almost harmless state. Most trasks that 
  are adopted as pets are found in such tranquil moments, 
  surprising their new owners with their change in behavior 
  when their hunger grows. Trasks will often become attached 
  to an individual who provides them with food, but this bond 
  can grow tenuous if a trask feels that its provider is not 
  holding up his end of the relationship. This bonding has led 
  some to surmise that trasks might have pack-based habits in 
  their natural environment.
  A trask that has gone more than a few days without food 
  enters a different sort of slumber that resembles hibernation. 
  When in this state, the trask requires neither food nor water 
  and slowly loses weight. No one knows just how long a trask 
  can go without food, but anecdotal evidence suggests they may 
  be able to endure months or even years of deprivation. Some 
  scholars suggest that this behavior developed in response 
  to cyclical and regular diminishment of available prey in its 
  native environment, but little is known in Immoren about the 
  ecology of Zu.
  Aside from their eating habits, only a few facts are known about 
  the hornbeak trask. The species seems to share some features 
  with both mammals and reptiles. They appear to be warm-
  blooded creatures but are said to hatch from large leathery eggs 
  in the manner of a snake or lizard.
  Alchemists have taken some interest in the trask, finding that 
  certain organs make fair substitutes for components usually 
  gathered from burrow-mawgs. However, since the trask is 
  only somewhat less irascible than a burrow-mawg, and much 
  rarer, this fact is little more than a curiosity and not a source 
  of serious revenue for any notable alchemical manufacturers.
  The trask’s limitless appetite would surely wreak havoc upon 
  its natural environment without something to keep it in check, 
  and scholars assume that a strong natural predator exists in the 
  creature’s native habitat. Academics usually cut short this line 
  of thinking when they stop to consider the kind of predator 
  that would subsist on a creature as dangerous as the hornbeak 
  trask. Some scholars are concerned that trasks could become a 
  serious threat to the native wildlife and even people of western 
  Immoren should the species gain a serious foothold in an 
  environment without natural predators.
  COMBAT
  Hornbeak trasks alternate between docile harmlessness and 
  single-minded, hunger-driven fury. A ravenous trask will stop 
  at nothing to bring down its prey of choice, attacking over 
  and over again with little concern for its own safety. When 
  faced with particularly stubborn or elusive prey, the trask’s 
  adrenaline surge drives it to new heights of violence.
  HORNBEAK TRASK
  I admit a fascination with all manner of sometimes dangerous wildlife, but I have the sense Morrow gave me not to bring them home and make 
  them pets. Unfortunately, my associate and junior professor Lynus Wesselbaum does not share my view and has taken in a most alarming creature: 
  a hornbeak trask. The thing formed a bond with him after he fed it from a table in a seedy dockside tavern, and evidently he with it. It seems quite 
  content with him for now, but given the voracity and savagery of its periodic hungers, I fear that it is only a matter of time before he fails to meet 
  its exacting dietary schedule and it makes a meal of him.
  —PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON
  PHYSIQUE 
  PHY 
  6
  SPEED 
  SPD 
  5
  STRENGTH 
  STR 
  4
  AGILITY 
  AGL 
  5
  PROWESS 
  PRW 
  3
  POISE 
  POI 
  1
  INTELLECT 
  INT 
  1
  ARCANE 
  ARC 
  —
  PERCEPTION 
  PER 
  3
  INITIATIVE 
  INIT 
  11
  DEFENSE 
  DEF 
  13
  ARMOR 
  ARM 
  9
   
  (NATURAL ARMOR +3)
  WILLPOWER 
  WIL 
  7
  VITALITY: 3
  COMMAND RANGE: 1
  BASE SIZE: SMALL
  ENCOUNTER POINTS: 1
  BITE
   MAT 
  POW 
  P+S
   5 
  3 
  7
  
  51
  LORE
  A character can make an INT + Lore (extraordinary zoology) 
  skill roll to determine what he knows about this creature. He 
  learns all the information up to the result of the roll. The higher 
  the roll, the more he learns.
  10: Sailors returning from Zu speak of voracious reptiles that 
  sometimes befriend those who feed them. The creatures have 
  been known to stow away on ships.
  12: The hornbeak trask’s hunger is matched only by its sloth 
  after feeding. The trask will usually withdraw to somewhere it 
  thinks is secure, such as a hollow tree or a burrow stolen from 
  another creature, before glutting itself.
  14: Hornbeak trasks can enter a state of hibernation and go many 
  months without food, arising in a sluggish and docile state.
  16: The hornbeak trask’s adrenal glands may be used in 
  alchemical production, just like the adrenal glands of the 
  burrow-mawg.
  ABILITIES: 
  Adrenaline Surge – Once per day, this creature can spend a quick action to frenzy. 
  For d3 turns, this creature gains +2˝ movement and +2 to attack and damage rolls.
  Evasion – When an enemy misses this creature with a melee attack, this creature can 
  advance up to 2˝ after the attack is resolved. This creature cannot be targeted by free 
  strikes during this movement.
  Hibernation – If this creature has not eaten in three days, it will hibernate, falling 
  unconscious for an extended period to conserve its energies. While hibernating, it does 
  not require food or water but slowly loses weight. This creature can hibernate for up 
  to three months, though it will wake if exposed to an obvious source of food or if 
  its surroundings change drastically. When this creature awakens from hibernation, it 
  suffers –2 SPD, STR, and DEF until it feeds but can still use its Adrenaline Surge ability.
  Torpid – If this creature destroys a character with a melee attack, its activation 
  immediately ends.
  CREATURE TEMPLATES: 
  Runt, Starving, Trained
  SKILLS:
  NAME 
  STAT 
  RANK 
  STAT+RANK
  Climbing 
  AGL 
  2 
  7
  Detection 
  PER 
  1 
  4
  Sneak 
  AGL 
  2 
  7
  
  52
  DESCRIPTION
  The 
  Clockwork 
  Renais-
  sance 
  gave 
  rise 
  to 
  technological innovations 
  that forever altered life 
  in western Immoren, but 
  few inventions developed 
  during the era are quite as 
  tragic as the iron maiden. 
  The iron maiden is both 
  a marvel of engineering 
  and a travesty of the soul. 
  A marriage of clockwork 
  engineering, 
  metal 
  craftsmanship, and thinly 
  veiled necromancy, each 
  iron 
  maiden 
  contains 
  a 
  restless 
  spirit. 
  The 
  trapped spirit animates its 
  clockwork prison and is 
  forced to obey the whims of 
  those who have dominated 
  it beyond death.
  Though their origins have 
  long since been forgotten, 
  the first iron maidens 
  are 
  believed 
  to 
  have 
  involved the collaboration 
  of skilled engineers and 
  necromancers. They were 
  initially built to serve as 
  assassins and bodyguards 
  for the rich and powerful. 
  Though 
  these 
  ancient 
  iron maidens were not 
  numerous, 
  many 
  more 
  were built in secret across 
  the subsequent centuries 
  by furtive cabals delving 
  into dark and forbidden occult lore. These arcanists sought to 
  create reliable mystical guardians and found this a lucrative 
  trade, a fact that members of this occupation have since 
  endeavored to deny and obfuscate. The spirits enslaved to 
  provide these constructs with life were robbed of free will and 
  forced into eternal servitude. The bonds that animate an iron 
  maiden cause the spirit to be wracked with torment whenever 
  its master comes to harm, effectively torturing it if it fails to 
  perform its duty.
  When the iron maidens’ original masters died, the constructs 
  went into a state of torpor. Some remained in this inactive 
  state for centuries, waiting in the ruins of their masters’ 
  former palaces. An iron maiden returns to consciousness 
  once a new master speaks aloud its living name as part of an 
  ancient ritual. The name of the spirit within an iron maiden is 
  engraved somewhere on its body, though the location varies 
  from one to another. Once reactivated, an iron maiden is as 
  unerringly loyal to its new master as it was to the one who 
  first created it.
  At a glance, the iron maiden looks like a masterfully sculpted 
  iron statue of a young woman. Most are built so well that, if 
  one were wearing a hooded cloak and seen from a distance, it 
  could be mistaken for a woman of flesh and blood, albeit one 
  who moves with a slightly stiff and mechanical gait. If an iron 
  maiden or its master is ever threatened, however, its iron skin 
  erupts in a forest of hooks, spikes, and razors. It uses this array 
  of deadly blades, which can also be unleashed at its master’s 
  command, to eviscerate and shred its victims.
  Damage inflicted upon an iron maiden can be repaired by a 
  skilled metalworker, and the magic that sustains them makes 
  them immune to the effects of age and corrosion. Some take on 
  a patina or the appearance of age but can be polished back to 
  their original luster.
  Unfortunately, iron maidens are unstable constructions 
  not at peace with their own existence. From time to time, an 
  iron maiden e�periences a flash of memory from its past life, 
  gradually building a picture of the person it was centuries ago. 
  Its soul is frayed and tattered from centuries of enslavement, 
  and the shattered recollection of a living existence is nothing 
  short of torture.
  Some iron maidens manage to pull together enough of their 
  old identities to break free of their masters’ bonds. When this 
  occurs, the maiden becomes a terrifying creature devoted 
  to the slaughter of the living. Though it will take out its 
  long centuries of suffering and enslavement on any living 
  thing within reach, it reserves its most savage ferocity for 
  its master. Unfettered maidens generally lurk in tombs and 
  ancient lost places, drawn by echoes of memories from lives 
  long past.
  IRON MAIDEN 
  I have occasionally encountered iron maidens within the ruins of forgotten cities deep in the wilderness. I cannot help but wonder if perhaps these 
  ruins were once the home of the spirit trapped within that metal form, trying to contextualize its perpetual existence among the shadows of its 
  former life. And what a horrible existence it must be: able to move and act only according to the whims of another, its spirit locked within a body 
  of cold metal and meshing gears. Perhaps that is why these creatures are so eager to attack the living. Perhaps they seek their own destruction in 
  the hope it will release their spirit from such incarceration. I cannot be sure of anything but this: the marvel of their craftsmanship is matched only 
  by the tragedy of their existence.
  —PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON
  PHYSIQUE 
  PHY 
  10
  SPEED 
  SPD 
  6
  STRENGTH 
  STR 
  8
  AGILITY 
  AGL 
  5
  PROWESS 
  PRW 
  6
  POISE 
  POI 
  3
  INTELLECT 
  INT 
  3
  ARCANE 
  ARC 
  —
  PERCEPTION 
  PER 
  4
  COMMAND RANGE: 3
  BASE SIZE: SMALL
  ENCOUNTER POINTS: 13
  INITIATIVE 
  INIT 
  16
  DEFENSE 
  DEF 
  15
  ARMOR 
  ARM 
  13
   
  (NATURAL ARMOR +3)
  WILLPOWER 
  WIL 
  13
  Rend – On a critical hit, this weapon gains 
  an additional damage die.
  I
  N
  T
  E
  L
  L
  E
  C
  T
  A
  G
  I
  L
  I
  T
  Y
  P
  H
  Y
  S
  I
  Q
  U
  E
  1 2
  4
  3
  6
  5
  CLAW
   MAT 
  POW 
  P+S
   8 
  5 
  13
  
  53
  Unstable – This character’s mind is incredibly unstable, and she constantly struggles 
  with her memories, her ego, and the bonds enslaving her soul. When something causes a 
  memory stir (at the Game Master’s discretion), once per month or so while this character 
  is active or when her current master dies, the Game Master rolls a d6. On a roll of 1, 
  this character breaks the bonds controlling her spirit. If she breaks her bonds within the 
  command range of her current master, the master can make a contested Willpower roll to 
  try to maintain his control over this character. If the master wins, he remains in control. 
  If this character wins, she breaks the bonds and immediately attacks her former master.
  CREATURE TEMPLATES: 
  Swift, Wild Iron Maiden
  SKILLS:
  NAME 
  STAT 
  RANK 
  STAT+RANK
  Detection 
  PER 
  2 
  6
  Disguise 
  INT 
  1 
  4
  Sneak 
  AGL 
  2 
  7
  Unarmed Combat 
  PRW 
  2 
  8
  ABILITIES: 
  Preternatural Awareness – This character gains boosted initiative rolls. Enemies never 
  gain back strike bonuses against this character.
  Repairable – This character cannot regain vitality normally. A character can repair 
  damage to this character if he has access to sufﬁcient tools, scrap metal, and components. 
  A character attempting to repair this character must spend a week repairing damage. At 
  the end of this time, he makes a Mechanikal Engineering skill roll against a target number 
  of 14. If the roll fails, nothing happens. If the roll succeeds, this character regains vitality 
  equal to the rolling character’s Mechanikal Engineering skill.
  Shield Guard – Once per turn, when a friendly character is directly hit by an attack 
  while within 2˝ of this character, this character can choose to be directly hit instead. 
  This character cannot use Shield Guard if she is incorporeal, knocked down, prone, 
  or stationary.
  Soul Vessel – This character has a soul and generates a soul token when destroyed.
  Spike Skin – A character who is grappled by this character or who hits her with a melee 
  attack immediately suffers d3 damage points. Living characters cannot grapple this 
  character.
  Undead – This character is not a living character and never ﬂees.
  COMBAT
  An iron maiden under the control of a master fights 
  according to its master’s whims. An iron maiden has 
  an overriding drive to protect its master and cannot 
  consciously allow its master to come to harm. If, 
  however, an iron maiden breaks its bonds, it will throw 
  itself into battle without hesitation or regard for its 
  own safety.
  The spirit within a wild iron maiden resents and loathes 
  the living. Driven mad by its centuries of enslavement 
  to the living, it will brutally slaughter any person it 
  encounters.
  LORE
  A character can make an INT + Lore (undead) skill roll 
  to determine what he knows about this creature. He 
  learns all the information up to the result of the roll. 
  The higher the roll, the more he learns.
  10: An iron maiden is an antiquated construct that fuses 
  a soul to a clockwork body. Iron maidens are sometimes 
  found in tombs or forgotten caches of occult lore.
  12: These constructs were first built in the Clockwork 
  Renaissance and experienced a surge of popularity after 
  the Rebellion, when they were used by unscrupulous 
  arcanists as bodyguards and assassins. When their 
  original masters died, they were left inert and forgotten.
  14: There is a ritual through which an iron maiden can 
  be bonded to a new master. A key component of the 
  ritual requires the trapped soul’s living name to be 
  spoken aloud. This name is engraved on some hidden 
  component of the construct.
  16: Iron maidens are unstable creations. They sometimes 
  break the chains of their servitude and lash out at their 
  former masters before rampaging to kill the living.
  
  54
  DESCRIPTION
  Dwelling 
  deep 
  within 
  the dark jungles of the 
  subcontinent of Alchiere, 
  letheans are a race of 
  arboreal 
  primitives. 
  Possessing a simple and 
  savage 
  intellect, 
  these 
  tribal hunters show no 
  fear beyond the primal 
  terror they demonstrate 
  when 
  confronted 
  with 
  fire. Lethean tribes use 
  rudimentary tools and 
  weapons 
  fashioned 
  from 
  local 
  materials, 
  but they display little 
  craftsmanship 
  beyond 
  the 
  manufacture 
  of 
  simple bone daggers and 
  stone hand axes. Living in 
  disorganized families of 
  between twenty and fifty 
  members, letheans dwell 
  in simple huts of woven 
  jungle plants. They are a 
  reclusive race, preferring the darkness that prevails beneath 
  the dense canopy of their wild homes. Letheans seldom 
  journey from the deepest parts of the Alchierean jungle and 
  are only rarely encountered by other races.
  The average lethean is stout and powerfully built, standing a 
  few inches shorter than a human. A lethean’s head is thick-
  browed and hairless except for a patch of coarse bristles 
  growing from its prominent jaw. Despite its stocky build, a 
  lethean is an e�tremely capable climber. Its thick�fingered 
  hands have incredible strength far out of proportion to its body. 
  It is capable of brachiating through the trees for hours at a 
  time and can hold itself suspended for an incredibly long time 
  without fatigue. Swinging overhead allows a lethean to move 
  through the jungle with greater ease than creatures forced to 
  press through the dense undergrowth below. Letheans use this 
  ability to overtake and surround prey crawling on the ground, 
  dropping onto and ambushing quarry en masse. Prey animals 
  are immediately dispatched with crude knives and spears, 
  but intelligent creatures are taken alive whenever possible. 
  Grappled into submission by hands that can twist the bark from 
  the toughest jungle vine, these victims are dragged back to the 
  letheans� village for use in the ritual sacrifices that are a central 
  component of the race’s tribal religious rites.
  Letheans subsist on a primarily carnivorous diet, but from a 
  young age they consume a fermented cocktail of poisonous 
  jungle fruits and vine sap. This blend is known to contain 
  elements from most major families of poison. Young letheans 
  are given the drink at progressively stronger dilutions as 
  they grow, allowing them to build up complete immunity to 
  it—and, through it, the vast majority of other poisons. The 
  practice seems to have originated as a means of ensuring that 
  the letheans are able to consume any of the poisonous plants 
  found in their jungle home, which gives the race an alternate 
  food source in times of desperation or scarce hunting. Over 
  generations, however, it has taken on an element of cultural 
  significance as well.
  Perhaps the most remarkable practice of the letheans is an 
  unusual form of ritual endocannibalism. Letheans believe 
  they can transfer the soul of a tribe member into a newborn 
  by feeding its flesh to a pregnant female. During each yearly 
  birthing cycle, the tribal elders lead pregnant members of the 
  tribe to a secluded place, where they consume prized elders and 
  powerful warriors the tribe wishes to preserve for subsequent 
  generations. Letheans consider it auspicious if those eaten are 
  still alive at the outset of this ceremony, and they believe the 
  longer the consumed endure, the greater the fortunes of those 
  born after. These cannibalistic rituals last for days at a time and 
  are horrifying to behold, a violent and bloody cycle of death 
  and rebirth.
  COMBAT
  Though they are unafraid of most things, letheans approach 
  battle with caution. Confrontation with a group of letheans 
  is typically a product of intrusion into their lands, and they 
  seek to �uickly overpower potential sacrifices. �hen a family 
  of letheans spots an interloper moving through its territory, it 
  will use the trees to move quietly into position before springing 
  an ambush. �etheans fight with crude daggers, hand a�es, and 
  spears, and they sometimes wear leather armor.
  LETHEAN
  The very existence of the race of letheans is both fascinating and disconcerting in equal measure. Are they creatures at the beginning of their 
  existence, still clawing the difficult road out of the quagmire of primitive tribalism? Or are they the final scraps of Alchierean civilization slowly 
  degenerating into obsolescence? My limited exposure to the letheans offered me no answers, merely a series of increasingly disturbing questions. 
  After witnessing their cannibalistic religious rites, though, I can say with certainty that I find great relief in the expanse of inhospitable desert 
  between them and the civilized nations of Immoren. That said, studying them at greater length may reveal the secrets of our ancient origins, if we 
  dare confront them.
  —PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON
  PHYSIQUE 
  PHY 
  5
  SPEED 
  SPD 
  6
  STRENGTH 
  STR 
  4
  AGILITY 
  AGL 
  4
  PROWESS 
  PRW 
  3
  POISE 
  POI 
  2
  INTELLECT 
  INT 
  2
  ARCANE 
  ARC 
  —
  PERCEPTION 
  PER 
  3
  INITIATIVE 
  INIT 
  12
  DEFENSE 
  DEF 
  11
   
  (ARMOR –2)
  ARMOR 
  ARM 
  12
   
  (ARMOR +7)
  WILLPOWER 
  WIL 
  7
  VITALITY: 7
  COMMAND RANGE: 2
  BASE SIZE: SMALL
  ENCOUNTER POINTS: 2
  HAND WEAPON
   MAT 
  POW 
  P+S
   4 
  3 
  7
  
  55
  LORE
  A character can make an INT + Lore (extraordinary zoology) 
  skill roll to determine what he knows about this creature. He 
  learns all the information up to the result of the roll. The higher 
  the roll, the more he learns.
  12: There is a race of savages deep in the Alchierean jungles 
  known as letheans. They are terrified of fire and little else.
  14: Letheans have developed immunity to all poisons. They 
  consume a fermented beverage made of highly poisonous fruits 
  from a young age.
  16: Letheans are ritual cannibals who consume only their own 
  kind. Any captives they take are sacrificed, but letheans refuse 
  to consume the flesh of other races. Their cannibalistic rites 
  are a spiritual practice tied to imminent births, by which they 
  believe the souls of those devoured are born again.
  ABILITIES: 
  Brachiation – While in a forest, this character gains an additional die on Climbing 
  skill rolls.
  Poison Proof – This character automatically succeeds when making a PHY roll to 
  resist the effect of a poison or toxin.
  Pyrophobia – This character treats ﬁre as if it has Terror [14]. Conversely, this 
  character gain +2 on Willpower rolls to resist all other sources of Terror.
  Tightﬁsted – This character gains +2 on STR rolls to maintain a grapple.
  Treewalker – This character ignores forests when determining LOS. While in a forest, 
  this character gains +2 DEF against melee attack rolls and can advance through 
  obstructions and other characters if he has enough movement to move completely 
  past them.
  CREATURE TEMPLATES: 
  Chieftain, Hunter, Juvenile, Protector
  SKILLS:
  NAME 
  STAT 
  RANK 
  STAT+RANK
  Climbing 
  AGL 
  2 
  6
  Detection 
  PER 
  1 
  4
  Hand Weapon 
  PRW 
  1 
  4
  Sneak 
  AGL 
  1 
  5
  Unarmed Combat 
  PRW 
  2 
  5
  
  56
  DESCRIPTION
  Pistol 
  wraiths 
  are 
  the 
  vengeful 
  spirits 
  of 
  gunmen 
  who 
  died 
  violently and refused to 
  pass on to the lands of the 
  dead. Finding no peace 
  on Caen, these creatures 
  haunt their gravesites or 
  the places where they fell, 
  waiting to gun down any 
  who intrude. Only those 
  restless dead bound to 
  the gun and possessed 
  of inhuman hatred or the 
  overpowering urge to kill 
  again have the strength 
  of will to rise as pistol 
  wraiths. Most fell in duels 
  at lonely crossroads or 
  are the specters of those 
  slain in battle. A startling 
  number are the victims of 
  pistol wraiths themselves, 
  incapable 
  of 
  accepting 
  their sudden demise.
  Though 
  pistol 
  wraiths 
  possess 
  the 
  incredible 
  will and pathos required 
  for an individual to refuse 
  to pass to Urcaen, they are 
  fragmentary beings;  most 
  of their memories and 
  personalities are lost in 
  the traumatic reckoning 
  of their genesis. Although 
  its 
  skill 
  with 
  arms 
  remains, the pistol wraith 
  is often little more than 
  a shell of its former self, 
  driven to turn its guns on 
  any living creature that 
  crosses its path.
  Not wholly existing on Caen, most pistol wraiths manifest only 
  when their remains or gravesites are disturbed. Guns blazing, 
  they murder every living creature in sight. Once the killing is 
  done, the wraith fades away until troubled once more.
  Pistol wraiths are the prized servants of necromancers 
  capable of binding them to their will. Indeed, bound wraiths 
  seem to be imbued with a greater sense of purpose and 
  identity than those that lack such external influence. Being 
  forced to execute the will of another focuses their attention 
  and gives their atrophied mental faculties something to 
  occupy them. These wraiths may actually rediscover lost 
  aspects of themselves, twisted by their unnatural state, 
  and such creatures can become truly formidable. Cryx in 
  particular makes effective use of pistol wraiths as assassins, 
  scouts, and messengers. Rarely, a gun mage will rise from 
  death as a pistol wraith. These wraiths retain some part of the 
  special talents they had in life and are extremely dangerous, 
  though much sought after by those who would bind them 
  into servitude.
  Pistol wraiths appear as gaunt, skeletal apparitions that little 
  resemble the people they were in life, though some wear 
  tattered clothing reminiscent of what they wore as mortals. 
  They are insubstantial creatures, rendering them virtually 
  indestructible by mundane means. Pistol wraiths pass through 
  physical objects as if through smoke, ignoring barriers and 
  cover to attack the object of their hatred. A pistol wraith cannot 
  manipulate anything in the physical world aside from what it 
  can harm with its guns.
  Pistol wraiths are universally armed with wraithlock pistols—
  ghostly manifestations of the arms they carried in life. 
  These weapons are unerringly accurate and never run out of 
  ammunition. Wraithlock pistols are inexorably tied to the pistol 
  wraiths. If a pistol wraith is destroyed, its pistols instantly 
  crumble into dust.
  COMBAT
  When its gravesite or other haunt is disturbed, a pistol wraith 
  appears from nowhere and immediately attacks, focusing fire 
  on a single living target in order to claim the target’s soul. 
  The pistol wraith uses souls it has claimed to empower its 
  attacks against more heavily armored targets. So long as there 
  are living to attack, the pistol wraith remains in the physical 
  world, mercilessly attacking with its wraithlock pistols. Pistols 
  wraiths tend to focus their rage on living gunmen first, taking 
  some perverse pleasure in using their skills to shoot down 
  those most like them in life. 
  PISTOL WRAITH
  I encountered my first pistol wraith near the border of Leryn, on an untended carriage road a few miles outside of the city. It emerged from nothing, 
  coalescing in front of me with a pistol ready in its spectral hand. I had hoped for the formality of being challenged to a duel, but the pistol wraith 
  was quick to disappoint—it skipped straight to the shooting.
  —PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON
  PHYSIQUE 
  PHY 
  5
  SPEED 
  SPD 
  6
  STRENGTH 
  STR 
  4
  AGILITY 
  AGL 
  4
  PROWESS 
  PRW 
  3
  POISE 
  POI 
  5
  INTELLECT 
  INT 
  3
  ARCANE 
  ARC 
  *
  PERCEPTION 
  PER 
  4
  COMMAND RANGE: 5
  BASE SIZE: SMALL
  ENCOUNTER POINTS: 12 
  Pistol wraiths may be more than a match 
  for Hero-level characters. They are more 
  appropriate for Veteran-level and Epic-level 
  encounters.
  INITIATIVE 
  INIT 
  16
   
  (NATURAL +3)
  DEFENSE 
  DEF 
  14
  ARMOR 
  ARM 
  12
   
  (NATURAL ARMOR +7)
  WILLPOWER 
  WIL 
  8
  I
  N
  T
  E
  L
  L
  E
  C
  T
  A
  G
  I
  L
  I
  T
  Y
  P
  H
  Y
  S
  I
  Q
  U
  E
  1
  2
  3
  4
  6
  5
  Abilities: This weapon is a magical weapon 
  and never needs to be reloaded. This weapon 
  disappears if the character wielding it is 
  destroyed.
  WRAITHLOCK PISTOL
   RAT RNG AOE POW
   7 
  10 
  — 
  12
  
  57
  Soul Taker – When this character destroys a character with a soul, he gains one soul 
  token. This character can spend soul tokens to boost attack rolls or damage rolls, at one 
  roll per token spent.
  Undead – This character is not a living character and never ﬂees.
  CREATURE TEMPLATES: 
  Pistol Wraith Death Dealer, Pistol Wraith Spellslinger
  SKILLS:
  NAME 
  STAT 
  RANK 
  STAT+RANK
  Detection 
  PER 
  3 
  7
  Pistol 
  POI 
  2 
  7
  Sneak 
  AGL 
  3 
  7
  ABILITIES: 
  Gun Man – Choose two of the following abilities for this character: Crack Shot, Dodger, 
  Dual Shot, Fast Draw, Return Fire, Sentry, Swift Hunter, and Targeteer.
  Gunﬁghter – This character does not suffer the –4 penalty on ranged attack rolls with 
  pistols while engaged.
  Incorporeal – This character can move through rough terrain and obstacles without 
  penalty and can move through obstructions and other characters if he has enough 
  movement to move completely past them. Other characters, including slammed, pushed, 
  or thrown characters, can move through this character without effect if they have enough 
  movement to move completely past it. This character does not count as intervening. 
  Blessed weapons affect this character normally. Spells, animi, and magical weapons can 
  damage this character but roll one fewer die on damage rolls. No other weapons can 
  damage this character. This character is immune to continuous effects and cannot be 
  moved by a slam.
  Night Fighter – When making a ranged or magic attack against a character with stealth 
  or Prowl, this character automatically misses the target only if he is more than 8″ away 
  (instead of more than 5˝ away).
  LORE
  A character can make an INT + Lore 
  (undead) skill roll to determine 
  what he knows about this creature. 
  He learns all the information up to 
  the result of the roll. The higher the 
  roll, the more he learns. 
  8: Pistol wraiths are hateful spirits 
  of gunmen returned from beyond 
  the grave.
  10: Mundane weapons do not harm 
  them, and even magical weapons 
  may have little effect.
  12: Pistol wraiths retain little of 
  their 
  former 
  personalities 
  and 
  will mercilessly attack any living 
  creature they encounter. Some pistol 
  wraiths possess ghostly reflections 
  of abilities they had in life.
  14: Pistol wraiths are occasionally 
  bound into the service of powerful 
  necromancers. Cryx in particular 
  is said to make great use of 
  pistol wraiths as messengers and 
  assassins.
  
  58
  DESCRIPTION
  Towering 
  relics 
  of 
  a 
  forgotten 
  age, 
  Raevhan 
  buffalo eke out a meager 
  existence on the frigid 
  northern 
  plains 
  far 
  to 
  the east of Uldenfrost, 
  where 
  they 
  are 
  often 
  hunted by Kossite tribes 
  and 
  wild 
  trolls. 
  Their 
  habitat has dwindled as 
  development of the land 
  has forced them into ever-
  smaller 
  territories. 
  For 
  centuries, the population 
  of Raevhan buffalo has 
  steadily declined, and the 
  beasts are now so rare 
  that many believe they 
  have already gone extinct. 
  Despite this belief, hunters 
  in the far north report 
  having occasionally seen 
  an animal that matches 
  its description. Some even 
  produce evidence to back 
  their 
  claims, 
  showing 
  off 
  enormous 
  animal 
  skulls with broad antlers 
  spanning over a dozen feet.
  Standing over ten feet tall 
  at the shoulder, a Raevhan 
  buffalo 
  has 
  a 
  broad, 
  muscular body covered by 
  a woolly coat of brownish-
  black fur. Along with its intimidating size, the buffalo boasts 
  an enormous rack of antlers ideally suited for battering aside a 
  target. Adult specimens also have thick tusks, which they use 
  primarily to dig plants and tubers from the permafrost. The 
  beast’s split hooves splay out with each step, giving it better 
  footing on snow and loose rock.
  In prehistory the Raevhan buffalo were much more numerous, 
  but now only a few hundred specimens remain. Forced from 
  their original territory in the fields surrounding �hador�s �ake 
  �aevhan, the surviving buffalo can barely eke out sufficient 
  sustenance in their new frozen home. They subsist on patches 
  of tough arctic grass and the boughs of young pines, but the 
  sparse vegetation of their new home is scarcely enough to keep 
  these massive beasts fed.
  Outside of mating season, males are solitary creatures, but 
  females are sometimes found living in small groups to defend 
  their young. During the first months of spring, males seek 
  out mates, battling for hours on end for the opportunity 
  to breed. On the rare occasion two males meet in the wild, 
  they inevitably battle in a thunderous collision of antlers for 
  dominance of the region. The victor earns the right to breed 
  with the groups of females dwelling in his territory, while the 
  loser is forced away to live alone. These solitary males often 
  fall prey to one of the many ferocious predators of Khador’s 
  far north.
  Extremely territorial, a male buffalo will fearlessly charge 
  intruders with little regard for its own life. Retaliatory attacks 
  only seem to kindle the buffalo’s anger, driving it to greater 
  heights of strength and ferocity. Females engage in similarly 
  ferocious behavior, though usually only in the defense of their 
  young. In the tribal era, hunters learned to goad the Raevhan 
  buffalo with attacks, thereby luring the giant beasts to pursue 
  them. Incapable of quelling its rage, a wounded buffalo would 
  pursue its attacker over many miles, eventually dropping from 
  exhaustion. Unable to defend itself, the weary beast would be 
  easily dispatched by the hunters.
  As they have been driven farther north, the Raevhan buffalo 
  have been forced to fend off attacks from packs of winter argus 
  and winter trolls alike. They are sometimes successful, but the 
  predations of these hunters have contributed to the buffalo’s 
  gradual eradication.
  COMBAT
  Typically encountered either as a solitary male or as a mother 
  with her young, a �aevhan buffalo will fly into a rage when 
  it notices creatures in its territory. A solitary male will try to 
  intimidate trespassers and drive them off with angry displays 
  of stamping and snorting. A female with young will try to stand 
  between any threat and her young, thrashing her head back and 
  forth to keep the threat away. If its initial attempts to drive off 
  a threat are unsuccessful, the buffalo will attack. An injured 
  buffalo will attack the closest possible threat and fight until 
  either it or its foes are slain. It will chase threats beyond the 
  edge of its territory, particularly if enraged.
  RAEVHAN BUFFALO
  There used to be a skeleton of a Raevhan buffalo on display in the extraordinary zoological wing of Corvis University, with a perfect bullet hole in 
  its left temple, just in front of its antler. I would take new students to view the specimen to drive home the point that, though large and impressive, 
  even such a creature could be brought down by the innovation of a much smaller and far more devious creature—in this case, mankind. I keep 
  meaning to thank Alten for his donation.
  —PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON
  PHYSIQUE 
  PHY 
  10
  SPEED 
  SPD 
  6
  STRENGTH 
  STR 
  10
  AGILITY 
  AGL 
  3
  PROWESS 
  PRW 
  4
  POISE 
  POI 
  1
  INTELLECT 
  INT 
  1
  ARCANE 
  ARC 
  —
  PERCEPTION 
  PER 
  3
  INITIATIVE 
  INIT 
  11
   
  (–2 FROM SIZE)
  DEFENSE 
  DEF 
  10
   
  (–2 FROM SIZE)
  ARMOR 
  ARM 
  15
   
  (NATURAL ARMOR +5)
  WILLPOWER 
  WIL 
  11
  VITALITY: 25
  COMMAND RANGE: 1
  BASE SIZE: LARGE
  ENCOUNTER POINTS: 16
  H
  Critical Pitch – On a critical hit, instead 
  of rolling damage normally, this creature 
  can throw the character hit. Treat the 
  throw as if this creature had hit the target 
  with and passed the STR check of a throw 
  power attack. The thrown character suffers 
  a damage roll with a POW equal to this 
  creature’s STR plus the POW of this weapon. 
  The POW of collateral damage is equal to this 
  creature’s STR.
  HORNS
   MAT 
  POW 
  P+S
   6 
  3 
  13
  
  59
  LORE
  A character can make an INT + Lore (extraordinary zoology) 
  skill roll to determine what he knows about this creature. He 
  learns all the information up to the result of the roll. The higher 
  the roll, the more he learns.
  8: Raevhan buffalo are named after Lake Raevhan near 
  Uldenfrost. Though they are widely thought to be extinct, 
  Kossite hunters occasionally report live specimens in the 
  Uldenfrost region.
  10: Raevhan buffalo carve deep ruts into the soil to bed down 
  in. Long trenches with packed basins are a clear mark of a 
  buffalo’s territory.
  12: Raevhan buffalo are extremely territorial and will attack 
  anything that intrudes on their territory. They are least active 
  at midday, and travelers have the best chance of safely crossing 
  their territories at that time.
  ABILITIES:
  Irascible – When this creature is damaged by an enemy attack, it gains one rage token. 
  This creature can have up to three rage tokens at a time. For each rage token on this 
  creature, add +1 to its melee attack and melee damage rolls. During its activation, 
  this creature can spend rage tokens to make additional attacks, one per token spent.
  Native Beast – This creature is considered to be a beast native to the wilds of 
  Immoren.
  CREATURE TEMPLATES:
  Juvenile, Lone Wolf, Protector, Starving
  SKILLS:
  NAME 
  STAT 
  RANK 
  STAT+RANK
  Detection 
  PER 
  2 
  5
  
  60
  DESCRIPTION
  �asily identified by the 
  pronounced talons on their 
  wings and their wickedly 
  barbed 
  tails, 
  razorbats 
  are 
  found 
  throughout 
  the forests of western 
  Immoren, 
  particularly 
  in the warmer southern 
  areas of the continent. 
  Creatures unlucky enough 
  to disturb a razorbat roost 
  are quickly set upon by 
  a shrieking cloud of bats 
  and torn to pieces by 
  thousands of dagger-like 
  claws. Razorbat roosts are 
  often found in the trunks 
  of 
  dead 
  trees, 
  natural 
  caverns, 
  and 
  ancient 
  ruins. A single razorbat 
  colony can number in the 
  thousands, 
  dependent 
  only on sufficient sources 
  of food.
  The 
  anatomy 
  of 
  the 
  razorbat differs from that 
  of other bat species in 
  several significant ways. 
  Aside from the obvious 
  barbed tail and taloned 
  wing, razorbats have a 
  thicker, 
  more 
  powerful 
  musculature than other 
  bats. Razorbats also use a series of unusual bounding leaps to 
  move on the ground with deceptive speed, though they prefer 
  to remain airborne whenever possible.
  Aggressive by nature, razorbats are vicious predators, and 
  they often work in large groups to bring down prey. The 
  combined shrieks of a razorbat colony are loud enough to 
  crack lantern glass and shatter eardrums, leaving a target 
  reeling and deafened. The bats quickly swarm their victims, 
  and they can bring down even large animals with repeated 
  stabs and slashes. When their prey has finally collapsed 
  from blood loss and exhaustion, the bats descend to feast. 
  Razorbats generally subsist on birds, rodents, rabbits, and 
  other small game. If they kill larger prey, they will feed on 
  the same carcass for days, returning to their roost during the 
  daytime. Scavengers that feed on the remains of a razorbat 
  kill are often surprised when the bats return at night, and 
  they too invariably become victims of the swarm. These piles 
  of gnawed carcasses, called “bat signs” by forest tribes, are 
  easily identified.
  Because the beasts have developed a fondness for the taste of 
  many herd animals, farmers who live close to forests inhabited 
  by razorbats are constantly on guard against their predations. 
  Fortunately, a colony of razorbats does not stray far from its 
  roost while hunting, preferring to feed on game that moves 
  through its territory. There are times, though, when living 
  beyond the bats’ normal territory is no proof against attack. If 
  a colony grows too large for its territory to support, swarms 
  spread throughout the outlying areas to establish new roosts. 
  This usually occurs in the late autumn, a time when those 
  familiar with the bats keep a careful eye on the night skies. 
  Clouds of migrating razorbats are happy to make temporary 
  homes wherever prey is plentiful, lingering for months before 
  moving on to establish a permanent roost.
  A much larger species of razorbat—the razorbat king—
  presents a far greater danger. Solitary hunters, razorbat 
  kings grow to terrifying sizes, and their territories are 
  much larger than those of razorbat colonies. Covered by a 
  thick coat of fur that both insulates them and regulates their 
  temperature, razorbat kings have been spotted both in the 
  caverns of the frozen north and deep within the southern 
  jungles. The saliva of all razorbats is a mild anticoagulant, 
  and razorbat kings coat their long, barbed tails habitually. 
  Wounds inflicted by the barbed tail of a razorbat king bleed 
  profusely. A razorbat king will slash at larger prey with its 
  tail, returning to feed after the quarry collapses from blood 
  loss and exhaustion.
  COMBAT
  Razorbat swarms have a fondness for large animals and will 
  attack mounted targets first. �a�orbats are drawn toward living 
  prey and will ignore any nonliving characters. Razorbat kings 
  move around swiftly during combat, striking multiple targets 
  with their tails before focusing their efforts on a chosen victim. 
  If a razorbat king feels endangered, it will strike a target and 
  fly away, relying on the debilitating effect of its barbed tail to 
  weaken its prey against later attacks.
  RAZORBAT
  Every student of extraordinary zoology at Corvis University has a personal understanding of the razorbat. Several decades ago, an ill-advised 
  attempt was made to house a small colony of the creatures on university grounds for extended study. After brief deliberation, the colony was placed 
  in a glass pavilion south of student housing. I think it took the bats around seven minutes to shatter the glass and escape—though they didn’t go far. 
  The colony decided to call one of the university towers its home, and it is still found there to this day. Each summer, new students are instructed to 
  pull a few of the little beasts out for collection and dissection. It’s an excellent form of hands-on experience in a relatively controlled environment.
  —PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON
  PHYSIQUE 
  PHY 
  6
  SPEED 
  SPD 
  6
  STRENGTH 
  STR 
  3
  AGILITY 
  AGL 
  4
  PROWESS 
  PRW 
  4
  POISE 
  POI 
  2
  INTELLECT 
  INT 
  1
  ARCANE 
  ARC 
  —
  PERCEPTION 
  PER 
  2
  INITIATIVE 
  INIT 
  12
  DEFENSE 
  DEF 
  12
  ARMOR 
  ARM 
  12
   
  (NATURAL ARMOR +6)
  WILLPOWER 
  WIL 
  7
  VITALITY: 3
  COMMAND RANGE: 1
  BASE SIZE: SMALL
  ENCOUNTER POINTS: 2
  Thresher – When a razorbat swarm makes 
  a melee attack, make one melee attack with 
  this weapon against each character in its 
  LOS and melee range.
  SLASH
   MAT 
  POW 
  P+S
   6 
  1 
  4
  Critical Stun – On a critical hit, a living 
  character hit by this weapon becomes 
  stationary for one round.
  SONIC SCREECH
   RAT RNG AOE POW
   4 
  SP 6 
  — 
  6
  
  61
  LORE
  A character can make an INT + Lore (extraordinary zoology) 
  skill roll to determine what he knows about this creature. He 
  learns all the information up to the result of the roll. The higher 
  the roll, the more he learns.
  8: Razorbats inhabit a wide range of territory but can often be 
  found in forests near farmlands. Razorbats have developed a 
  fondness for the flesh of many herd animals.
  10: Some farmers who live near razorbat territories claim 
  to have created a repellant that keeps the smaller breeds of 
  bats away. The bats refuse to come near an area treated with 
  distilled coal tar, which the farmers use to treat the wood of 
  their homes.
  13: The saliva of a razorbat king prevents clotting, and it 
  frequently licks its barbed tail to create horrible wounds that 
  bleed continually.
  ABILITIES: 
  Distracting – Characters and creatures other than razorbats within six feet (1˝) of this 
  creature suffer –1 to attack rolls.
  Echolocation – This creature ignores darkness and cloud effects when determining 
  LOS. Additionally, this creature gains boosted Perception rolls.
  Flight – This creature can advance through terrain and obstacles without penalty and 
  can advance through obstructions and other characters and creatures if it has enough 
  movement to move completely past them. This creature ignores intervening characters 
  when declaring a charge target.
  Kill Shot – Once per activation, when a living enemy is destroyed as a result of a 
  melee attack made by this creature during its activation, immediately after that attack 
  is resolved this creature can make one ranged attack.
  Native Beast – This creature is considered to be a beast native to the wilds of 
  Immoren.
  CREATURE TEMPLATES: 
  Blighted, Razorbat King, Starving, Swarm
  SKILLS:
  NAME 
  STAT 
  RANK 
  STAT+RANK
  Detection 
  PER 
  2 
  4
  Sneak 
  AGL 
  1 
  5
  
  62
  DESCRIPTION
  The riven are the crazed, 
  tortured spirits of Iosan 
  priests who suffered and 
  died during the Rivening. 
  During this time, all but 
  unknown to Iosans, the 
  connection between the 
  deities of the Divine Court 
  and their worshippers was 
  shattered. Only the priests 
  of the Fane of Scyrah 
  and the Fane of Nyssor 
  emerged from this period 
  relatively 
  intact. 
  Many 
  of the most pious Iosans, 
  wracked by fundamental 
  loss (and, some say, the 
  tormented screams of the 
  divine), lost their minds 
  and committed atrocities 
  against 
  their 
  terrified 
  people. Their crimes bind 
  these insane apparitions to 
  Caen, each sin manifested 
  as the spirit of one they 
  wronged. They bear their 
  former holy symbols as 
  painful brands.
  Riven appear as hateful 
  apparitions, 
  their 
  faces 
  contorted 
  in 
  eternal 
  anguish as the hungry 
  spirits 
  of 
  those 
  they 
  wronged continually claw 
  at their bodies, pulling 
  them 
  ever 
  earthward 
  and further away from 
  the eternal rest they so 
  desperately 
  seek. 
  The 
  amulet hanging from each 
  riven’s neck bears the 
  symbol of an Iosan deity 
  and shines with a fell 
  luminance. This hellish 
  glare serves to remind the 
  riven of its heinous crimes. 
  Riven are restricted by natural boundaries, which partly 
  explains why they are so uncommon outside the borders of Ios. 
  A riven cannot pass over a border unless it receives permission 
  or an invitation, whether that border is a river, the bounds of a 
  nation, or the threshold of a door. Many linger near the borders 
  of Ios in the vain hope that they will be freed from their former 
  home. They seek to enter the lands of the Iron Kingdoms for 
  their own horrible purposes, believing that within the nations 
  of men they will find a means to end their tortured e�istence.
  The riven believe that if they inhabit a body as it dies, they 
  can tether themselves to the passing soul and thereby pass 
  into Urcaen. Given the uncertain fate of their own people, they 
  believe their best chance is to follow the soul of an outsider, and 
  to this end they seek to possess and then kill mortals of pure 
  soul. In this they delude themselves, for the deaths they cause 
  can never bring them release.
  COMBAT
  Riven attack mortals for the sole purpose of possessing their 
  bodies in the vain hope of following the souls of their victims 
  into Urcaen. They generally ignore Iosan and Nyss targets in 
  favor of humans. Once a riven has chosen a target to possess, 
  it immediately attempts to bind its victim’s spirit and take 
  possession of his body; it then must maintain control over the 
  victim. If a riven manages to gain control of someone, it will 
  attempt to flee combat, unwilling to risk losing control of the 
  victim should his allies have the means of ending the possession.
  LORE
  A character can make an INT + Lore (Iosan or undead) skill roll 
  to determine what he knows about this creature. Iosan characters 
  receive a +2 bonus to this roll. He learns all the information up 
  to the result of the roll. The higher the roll, the more he learns.
  14: Riven are the crazed, tortured spirits of once-pious Iosans 
  who committed terrible crimes against their faithful.
  15: Riven are bound to Caen for their sins, haunted by the 
  spirits of their victims.
  16: Riven believe that if they inhabit a body as it dies, they 
  can tether themselves to the passing soul and thereby pass 
  into Urcaen. As such, they will attempt to possess mortals, 
  especially humans, who they believe offer them a greater 
  chance of salvation.
  17: A riven cannot cross borders and thresholds without 
  permission. If forced to do so, the riven will be shunted from 
  the body of the mortal he possesses.
  RIVEN
  The undead I have encountered seem to be the product of an overwhelming pathos—some all-consuming suffering that overwhelms the spirit and 
  torments it long beyond death. This is seen across all types of undead, regardless of race. Take the riven, for example. In the aftermath of the most 
  catastrophic single moment in the history of western Immoren, they committed unspeakable acts upon their already wounded people. What spirit 
  could inflict such tragedy without suffering its own wrenching torment as a result?
  —PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON
  PHYSIQUE 
  PHY 
  6
   
  (WILLPOWER ÷ 2)
  SPEED 
  SPD 
  6
   
  (WILLPOWER ÷ 2)
  STRENGTH 
  STR 
  6
   
  (WILLPOWER ÷ 2)
  AGILITY 
  AGL 
  6
   
  (WILLPOWER ÷ 2)
  PROWESS 
  PRW 
  6
   
  (WILLPOWER ÷ 2)
  POISE 
  POI 
  6
   
  (WILLPOWER ÷ 2)
  INTELLECT 
  INT 
  4
   
  (AS IN LIFE)
  ARCANE 
  ARC 
  3
   
  (AS IN LIFE)
  PERCEPTION 
  PER 
  3
   
  (AS IN LIFE)
  COMMAND RANGE: 4
  BASE SIZE: SMALL
  ENCOUNTER POINTS: 13
  INITIATIVE 
  INIT 
  15
  DEFENSE 
  DEF 
  15
  ARMOR 
  ARM 
  12
   
  (WILLPOWER)
  WILLPOWER 
  WIL 
  12
   
  (AS IN LIFE)
  Abilities: A living character damaged by this 
  attack suffers –2 SPD and DEF for one round.
  WITHERING TOUCH
   MAT 
  POW 
  P+S
   7 
  6 
  12
  I
  N
  T
  E
  L
  L
  E
  C
  T
  A
  G
  I
  L
  I
  T
  Y
  P
  H
  Y
  S
  I
  Q
  U
  E
  1
  2
  3
  4
  6
  5
  
  63
  ABILITIES:
  Futile Fatality – If a character possessed by this character is disabled, immediately 
  after the attack is resolved center a 5˝ AOE on the possessed character’s model. All living 
  characters within the AOE suffer a POW 12 damage roll, and this character is driven out of 
  the character he possessed and placed in B2B contact with that character.
  Incorporeal – This character can move through rough terrain, solid objects, and other 
  characters. Blessed weapons affect him normally. Spells and magical weapons can damage 
  him but roll one fewer die on damage rolls. No other weapons can damage this character.
  Spirit Bind – This character can spend a full action to attempt to possess a character in 
  B2B contact with him. This character makes a contested Willpower roll against the target. 
  If this character wins, he possesses the target. If the target wins, this character fails to 
  possess the target and loses 1 vitality point.
  When this character successfully possesses another character, all effects on this 
  character expire, and the model is removed from the table. The possessed character 
  loses his turn this round and will afterward take his turn during this character’s place in 
  the initiative order. This character controls the possessed character completely, knows 
  everything the possessed character knows, and can use any of the possessed character’s 
  abilities, skills, and spells. 
  The possessed character can attempt to break free of Spirit Bind each round at the end 
  of his activation by making another contested Willpower roll against this character. If the 
  possessed character wins, Spirit Bind expires and this character appears in B2B contact 
  with him. The possessed character’s activation then follows immediately after this 
  character’s activation in the initiative order. If this character wins, he remains 
  in control of the possessed character. If a possessed character fails ﬁve 
  consecutive attempts to break free of Spirit Bind, this character possesses 
  him for the rest of the day. Every day thereafter, the possessed character 
  can attempt another contested Willpower check at dawn to end the 
  possession.
  All attempts to attack this character while he possesses a character 
  fail, and the possessed character becomes the target of such 
  attacks. If the possessed character suffers damage, he may 
  immediately attempt a contested Willpower roll to break free 
  of Spirit Bind.
  Undead – This character is not a living character and never 
  ﬂees.
  Unwelcomed – This character cannot pass through any border 
  or threshold unless it receives permission or an invitation. 
  Borders and thresholds can include anything from a national 
  border to a doorway. If this character is in possession of a 
  body and passes a border without invitation or permission, 
  he is immediately driven out of the possessed body and 
  becomes stationary for one round.
  Will Weaver – This character is a will weaver. He has the 
  Arcane Bolt spell plus one spell chosen by the Game Master 
  from the following spell list to reﬂect the god worshipped 
  by this character in life. At the Game Master’s discretion, 
  this character may have an ARC stat of 4 or more.
  CREATURE TEMPLATES:
  None.
  SPELLS:
  SPELL NAME 
  COST 
  RNG AOE POW 
  UP OFF
  Ayisla’s Rebuke 
  3 
  SELF CTRL 
  — 
  No 
  No
  Enemies within the spellcaster’s control area cannot advance except to change their 
  facing. Ayisla’s Rebuke lasts for one round.
  Light of Nyrro 
  3 
  SELF CTRL 
  — 
  No 
  No
  The spellcaster’s control area ﬁlls with blinding light. Characters within the spellcaster’s 
  control area suffer –4 to ranged and magic attack rolls.
  Mark of Lyliss 
  2 
  6 
  — 
  — 
  Yes 
  Yes
  When the target character suffers damage, the attacker gains an additional die on the 
  damage roll. Discard the lowest die of each roll.
  Prowess of Lurynsar 
  2 
  SELF 
  — 
  — 
  Yes 
  No
  The spellcaster gains +2 on his next attack or damage roll, then Prowess of Lurynsar 
  expires.
  SKILLS:
  NAME 
  STAT 
  RANK 
  STAT+RANK
  Detection 
  PER 
  2 
  5
  Lore (ancient history) 
  INT 
  2 
  6
  
  64
  DESCRIPTION
  One 
  of 
  the 
  many 
  horrifying byproducts of 
  Toruk’s draconic blight, 
  scylla 
  are 
  necrotic, 
  undead birds native to 
  Cryx. They were once 
  natural island fauna but 
  have been twisted into 
  horrifying 
  creatures 
  and desiccated by the 
  blighted 
  energies 
  that 
  sustain their unnatural 
  existence. A typical scylla 
  flock is composed of a few 
  dozen birds, but massive 
  swarms 
  numbering 
  in 
  the thousands sometimes 
  blacken 
  the 
  skies 
  of 
  Skell 
  on 
  the 
  Scharde 
  Islands. 
  Mainlanders 
  once thought them to be 
  another grim legend of 
  the Nightmare Empire, 
  but the inhabitants of the 
  Iron Kingdoms have come 
  to know the truth of these 
  creatures’ existence.
  Scylla are scavengers of a sort. The birds feed exclusively on the 
  bodies of the dead, picking the corpses clean. Like vultures, 
  scylla wheel in the sky over battles, diving down en masse to 
  fall upon bodies left behind. Flocks also roost near the edges of 
  rocky shores where shipwrecks are common, hoping to feast 
  on the bodies of drowned sailors floating on the tide. �pon 
  consuming a corpse, the flock attains an echo of its living 
  memories and can speak with the voice of the consumed. 
  Across the eaves of Cryxian ports, the birds mockingly call 
  out to pirates and sailors with the voices of dead comrades, 
  compelled to return to familiar taverns and ships by the 
  memories of their last meal. These memories eventually fade, 
  replaced once the birds locate another cadaver and feed anew.
  The body a scylla flock consumes holds great sway over its 
  behavior. Birds that feast on the body of a scholar may roost in 
  the trees, croaking out passages from tomes that he had read. 
  Those that feast on the flesh of a thief are attracted by valuable 
  objects and attempt to steal them. Flocks that consume a warrior 
  can be dangerous, attacking the living with a coordination and 
  strategic acumen stolen from the memories of the dead. Worst 
  of all, scylla flocks that eat the body of a gifted individual will 
  manifest his arcane abilities.
  For many centuries the scylla were limited to the Scharde 
  Islands, but flocks of these desiccated abominations trail 
  behind the infamous blackships of Cryx, much as gulls follow 
  a ship to feed on its refuse. The flocks seek to feed on death 
  and know they will find it in abundance wherever the ships 
  of Cryx sail.
  COMBAT
  �cylla flocks are e�tremely protective of their nests, and they 
  will not hesitate to attack creatures that come too close or in any 
  way threaten them. They are utterly relentless when the nest 
  is endangered and will try to drive away any living thing that 
  comes near. Injured birds will return to the high branches of the 
  nest to recuperate before attacking anew.
  A scylla flock�s behavior in combat is often dictated by the 
  abilities it has gained from its most recent meal. Those with 
  spellcasting ability will try to remain away from an opponent, 
  taking to the air to keep obstacles between themselves and 
  harm while attacking with spells. Those with more melee-
  centric talents will try to swarm and overwhelm a threat.
  LORE
  A character can make an INT + Lore (undead) skill roll to 
  determine what he knows about this creature. He learns all the 
  information up to the result of the roll. The higher the roll, the 
  more he learns.
  10: Flocks of undead birds known as scylla gather in Cryx.
  12: �cylla flocks sustain themselves on blight and the bodies 
  of the dead. A scylla flock will scour graveyards, battlefields, 
  and shipwrecks to feast. Members of the flock will go as far as 
  ripping up the soil to get at bodies that have been carelessly 
  buried.
  14: �cylla flocks retain some of the knowledge and abilities of 
  the people they consume, including the ability to cast spells.
  SCYLLA FLOCK
  During an exploration of Cullenrock, I encountered a flock of these blighted, undead birds feasting on the bodies of a shipwrecked crew. I counted 
  myself fortunate to avoid being attacked by them, but as I moved to leave, the hateful things began to jeer me in the Scharde dialect. Several of the 
  birds mocked me in the same voice, peppered with the colorful language of Blackwater’s nefarious docks.
  —PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON
  PHYSIQUE 
  PHY 
  4
  SPEED 
  SPD 
  6
  STRENGTH 
  STR 
  3
  AGILITY 
  AGL 
  4
  PROWESS 
  PRW 
  4
  POISE 
  POI 
  1
  INTELLECT 
  INT 
  1
  ARCANE 
  ARC 
  *
  PERCEPTION 
  PER 
  3
  INITIATIVE 
  INIT 
  13
  DEFENSE 
  DEF 
  13
  ARMOR 
  ARM 
  10
   
  (NATURAL ARMOR +6)
  WILLPOWER 
  WIL 
  5
  VITALITY: 10 PER BASE
  COMMAND RANGE: 1
  BASE SIZE: LARGE
  ENCOUNTER POINTS: 6
  Thresher – When this creature makes a 
  melee attack, make one melee attack against 
  each character in its LOS and melee range.
  SLASHING SWARM
   MAT 
  POW 
  P+S
   6 
  1 
  4
  
  65
  Distracting – Creatures and characters other than scylla within 1˝ of one or more 
  creatures of this type suffer –1 on attack rolls.
  Flight – This creature can advance through terrain and obstacles without penalty and 
  can advance through obstructions and other creatures and characters if it has enough 
  movement to move completely past them. This creature ignores intervening creatures and 
  characters when declaring a charge target.
  Flock – This creature is composed of dozens of individuals. On the tabletop, this creature 
  should be represented as a single character on a large base rather than individuals on 
  separate bases. (Bigger ﬂocks can be represented by three or more large-based models.) 
  This creature cannot be targeted by free strikes. A character attacking this creature rolls 
  one less die on non-AOE and non-spray attack damage rolls against this creature. When 
  this creature suffers sufﬁcient damage to be incapacitated, it is generally considered to 
  have scattered instead of having been completely destroyed.
  Undead – This creature is not a living creature and never ﬂees.
  CREATURE TEMPLATES:
  None.
  SKILLS:
  NAME 
  STAT 
  RANK 
  STAT+RANK
  Detection 
  PER 
  1 
  4
  Sneak 
  AGL 
  2 
  6
  ABILITIES:
  Anatomical Precision – When this creature hits a living target with a melee attack 
  but the damage roll fails to exceed the target’s ARM, the target suffers d3 damage 
  points.
  Circular Vision – The front arc of this creature extends to 360°.
  Corpse Feeding – This creature can spend a quick action to consume a dead body 
  to regain d3 vitality points. Upon consuming a corpse, this creature may select one of 
  the consumed character’s abilities or spells to replace an ability gained from the Dead 
  Memory ability.
  Dead Memory – If this creature consumes the body of an intelligent character, it retains 
  the memories of the dead for one week. This creature has a range of abilities depending 
  on its most recent meal. This creature speaks the primary language spoken by the most 
  recently devoured corpse and will often repeat phrases from signiﬁcant events in that 
  person’s life. Additionally, choose two of the following abilities: Ambush, Defender, Dodger, 
  Find Cover, Gang, Great Power, Language, Precision Strike, Riposte, or any COST 1 or 
  COST 2 spell from the spell list of its most recent meal. If this creature selects a spell, its 
  arcane tradition is determined by the arcane tradition of its victim. If this creature is able 
  to cast spells, it has ARC 3.
  In some cases, individual birds within the scylla ﬂock may have consumed different 
  bodies. At the Game Master’s discretion, he may choose one or more bases of a ﬂock to 
  have different abilities from the rest of the ﬂock.
  
  66
  DESCRIPTION
  The Bloodstone Marches 
  are an unpleasant and 
  dangerous place, home 
  to 
  countless 
  methods 
  by 
  which 
  a 
  hapless 
  traveler can lose his life. 
  Innumerable bodies have 
  fallen on the parched 
  earth of the Marches, 
  only to be covered by 
  the 
  ceaseless 
  blowing 
  of sand and forgotten. 
  Some, though, are not 
  afforded the dignity of 
  peace in death. Sepulchral 
  lurkers are the twisted, 
  risen mockeries of those 
  claimed by the sand.
  The process by which these 
  disgusting and warped 
  undead 
  are 
  created 
  is 
  poorly 
  documented. 
  Idrian tribesmen dwelling 
  on the fringes of the 
  wastes 
  believe 
  that 
  a 
  lurker is created when 
  a man is stripped of 
  his 
  associations, 
  exiled 
  by his tribe, and left to 
  wander the desert alone 
  as a living dead man 
  until he succumbs to its 
  deprivations. 
  His 
  body 
  lies baking in the beating 
  sun of the desert for days, 
  desiccating as all moisture is cooked away, until the drifting 
  blow of the sands buries it completely.
  Within this shallow grave, the corpse undergoes a violent 
  transformation, buckling and reshaping as its leathery skin 
  grows increasingly taut. Bones break and reset in a new, 
  bizarre configuration, and the skull distends in horrific 
  fashion. What emerges from the ochre-colored dunes is 
  malformed in every way: a warped and hunchbacked undead 
  horror that desires only to visit its dread fate on intelligent 
  creatures.
  Most men tremble at the mere sight of these creatures, which 
  stand upward of nine feet tall. A sepulchral lurker’s powerful 
  skeletal limbs are so long they drag along the ground as it walks. 
  The dry flesh of a lurker is a dull reddish color, and the bones 
  that protrude from it are a dark ochre. A sepulchral lurker has a 
  long and misshapen head with a wide row of exposed teeth, and 
  their bulbous, milky eyes are sunk deep in their sockets. Bereft of 
  voice, these creatures are unable to emit more than a dry, dusty 
  hiss that blends into the soft shifting of the desert sands.
  Unlike some undead, to which can be ascribed certain intellect 
  or motivation, sepulchral lurkers are driven only by the need 
  for slaughter. They do not consume any part of the creatures 
  they kill, and they do not actively hunt. Burrowing into the 
  soft ground or loose sand of the Marches, they can wait for an 
  indeterminate length of time to ambush passersby. When they 
  spring up from the earth, they savagely attack with the hooked 
  claws of their elongated forelimbs and blasts of their pestilent 
  breath. The fetid cloud a lurker produces is toxic enough to cause 
  flesh to slough off bone and armor to decay in moments. Those 
  who fall to a lurker’s attacks rise as lurkers themselves, and 
  over the years a single creature can create an entire pack of the 
  horrible things. Packs divide on occasion, and some members 
  wander away to claim their own territory in the desert. This has 
  had the unfortunate effect of spreading the horrors throughout 
  the Bloodstone Marches, resulting in more frequent encounters 
  with them.
  Though they have no means of communication, sepulchral 
  lurkers seem able to coordinate their attacks. The creatures 
  exhibit no discernible hierarchy, and no single member seems 
  to command the efforts of the pack. They simply spring up 
  in ambush together, savagely rending the living with their 
  terrible claws and poisoning them with gouts of their pestilent 
  breath before burrowing back into the sand and awaiting their 
  next victim.
  COMBAT
  �epulchral lurkers are, first and foremost, ambushers. A pack 
  of the undead creatures will bury itself in the sediment of an 
  area of loose soil and wait—for weeks at a time, if needed—
  for a potential target to wander close. Sepulchral lurkers will 
  eventually move if a selected site proves unfruitful, but they 
  tend to remain along paths that lead to water or shelter, thereby 
  increasing the likelihood of an encounter. Once hapless targets 
  move within charging distance, the lurkers will explode from 
  the earth to spray as many as possible with their pestilent 
  breath before rushing in to fight toe�to�toe with their wickedly 
  hooked claws.
  SEPULCHRAL LURKER
  The Bloodstone Marches are so terrible a place they even rob a man of a dignified death. My journeys through the region led me to confront all 
  manner of desert beasts, but I still recollect the undead known as sepulchral lurkers with particular revulsion. The thought that these warped 
  aberrations could once have been men is terrible to contemplate. Fortunately, my friend and guide Quimut was familiar with the sign of their 
  burrows. Our journey was a bit delayed when we had to spend quite a few hours hacking apart lurkers we encountered along our way.
  —PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON
  PHYSIQUE 
  PHY 
  9
  SPEED 
  SPD 
  7
  STRENGTH 
  STR 
  9
  AGILITY 
  AGL 
  3
  PROWESS 
  PRW 
  5
  POISE 
  POI 
  3
  INTELLECT 
  INT 
  2
  ARCANE 
  ARC 
  —
  PERCEPTION 
  PER 
  3
  INITIATIVE 
  INIT 
  15
  DEFENSE 
  DEF 
  13
  ARMOR 
  ARM 
  15
   
  (NATURAL ARMOR +6)
  WILLPOWER 
  WIL 
  11
  VITALITY: 14
  COMMAND RANGE: 2
  BASE SIZE: MEDIUM
  ENCOUNTER POINTS: 7
  Abilities: This weapon has Reach.
  Chain Attack: Blood Bath – If this character 
  hits the same target with both his initial 
  attacks with this weapon, after resolving the 
  attacks he can immediately make one attack 
  with this weapon against each model in his 
  LOS that is in this weapon’s melee range.
  CLAW
   MAT 
  POW 
  P+S
   7 
  3 
  12
  Abilities: A character hit by this weapon 
  suffers –2 STR and ARM for one round.
  PESTILENT BREATH
   RAT RNG AOE POW
   5 
  SP 6 
  — 
  13
  
  67
  LORE
  A character can make an INT + Lore (undead) 
  skill roll to determine what he knows about this 
  creature. He learns all the information up to the 
  result of the roll. The higher the roll, the more 
  he learns.
  11: Sepulchral lurkers are a unique type of 
  undead found in the Bloodstone Marches. They 
  burrow under loose sand and topsoil, leaping 
  out to ambush prey that passes near.
  13: A sepulchral lurker can emit a fetid cloud of 
  pestilent breath that burns flesh and weakens 
  armor. Lurkers typically spew this cloud before 
  savaging a target with their hooked claws.
  15: Victims of a sepulchral lurker will undergo 
  the same transformation their progenitor did, 
  rising as lurkers themselves in a matter of days. 
  The only way to forestall this transformation is 
  if the body receives proper last rites.
  Terror – This character has Terror [14].
  Undead – This character is not a living character and never ﬂees.
  CREATURE TEMPLATES: 
  Swift
  SKILLS:
  NAME 
  STAT 
  RANK 
  STAT+RANK
  Detection 
  PER 
  2 
  5
  Sneak 
  AGL 
  2 
  5
  Unarmed Combat 
  PRW 
  2 
  7
  ABILITIES: 
  Ambush – During the ﬁrst round of an encounter, this character gains boosted attack and 
  damage rolls against characters who have not yet activated that encounter.
  Assault – As part of a charge, after moving but before making his charge attack, this 
  character can make one ranged attack targeting the character charged unless the two 
  characters were in melee with each other at the start of this character’s activation. When 
  resolving an Assault ranged attack, the attacking character does not suffer the target in 
  melee penalty. If the target is not in melee range after moving, this character must still 
  make the Assault ranged attack before his activation ends.
  Burrow – This character can spend a quick action to burrow into loose earth or sand. Until 
  this character moves, is placed, or is engaged, he is immune to blast damage, cannot be 
  knocked down, gains concealment, and does not block LOS.
  Create Spawn – A character killed by this character will rise as a sepulchral lurker in 
  d3+2 days. A newly risen sepulchral lurker has stats, abilities, and weapons identical to 
  those above.
  
  68
  DESCRIPTION
  Shades are unquiet spirits 
  sometimes created when 
  sentient humanoids die 
  under 
  great 
  emotional 
  duress or through tragic 
  circumstances. 
  Unlike 
  specters 
  and 
  wraiths, 
  shades are only echoes 
  of the people they were 
  in life and are barely 
  sentient. In large part, 
  they are the emotional 
  manifestations of truly 
  calamitous 
  events. 
  Incidents of widespread 
  pain and death that claim 
  the lives of many can 
  create dozens of shades. 
  As such, the sites of great 
  battles, natural disasters, 
  and the like are often 
  thoroughly haunted with 
  these incorporeal undead. 
  Some may soon fade and 
  vanish, but others will 
  linger, a peril to the living.
  Though 
  shades 
  are 
  usually bound to an area (often the place where they died), 
  some shades display a strong connection to an object that was 
  important to them in life. �ften the destruction or purification 
  of the object or area to which a shade is bound is the key to 
  ending its tortured existence. A shade is inexorably linked 
  to its fetters and cannot journey far from them. The distance 
  a shade can travel varies greatly from one to the next, even 
  among shades created by the same event.
  A shade’s power is greatly dependent on the individual it was 
  in life. Those with a more powerful force of will are capable of 
  more extraordinary feats, but the physical qualities of the living 
  mean nothing among these spirits. A mighty warrior could rise 
  as a paltry shade, while the shade of a murdered young girl 
  could be incredibly powerful and terrifying.
  A shade is cursed to endlessly repeat the unfortunate 
  circumstances of its death. These events, which can be brief 
  flashes or elaborate se�uences, are imprinted by the trauma of 
  the shade’s creation. The conditions vary greatly depending on 
  the individual shade, but they can include visual and auditory 
  manifestations. These echoes invariably end with the shade’s 
  reliving the moment of its demise, during which the shade is at 
  its most powerful. Interruption by the living sometimes causes 
  the thoughtless shade to lash out, incapable of comprehending 
  the intrusion.
  Although shades vary in appearance, they generally manifest 
  as 
  slightly 
  amorphous, 
  shadowy 
  humanoids 
  without 
  discernible features. As incorporeal beings, shades can pass 
  through solid obstructions such as walls and doors, and 
  they are completely silent until they start wailing. Shades 
  are merely unintelligent echoes and are typically unable to 
  interact with corporeal objects or creatures. They pass through 
  solid objects as insubstantially as through smoke, but some of 
  them manifest dangerous abilities.
  SHADE
  Shades are merely shadows, impressions of suffering left behind in the wake of traumatic death. These spirits have no true minds, no true desires. 
  They are like ripples on a lake that continue long after something has struck the surface. A shade is more of an event than a creature, a sad reminder 
  of some hapless person’s untimely demise.
  —PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON
  PHYSIQUE 
  PHY 
  5
   
  (WILLPOWER ÷ 2)
  SPEED 
  SPD 
  5
   
  (WILLPOWER ÷ 2)
  STRENGTH 
  STR 
  5
   
  (WILLPOWER ÷ 2)
  AGILITY 
  AGL 
  5
   
  (WILLPOWER ÷ 2)
  PROWESS 
  PRW 
  5
   
  (WILLPOWER ÷ 2)
  POISE 
  POI 
  5
   
  (WILLPOWER ÷ 2)
  INTELLECT 
  INT 
  0
  ARCANE 
  ARC 
  —
  PERCEPTION 
  PER 
  1
   
  (WILLPOWER ÷ 2)
  INITIATIVE 
  INIT 
  11
  DEFENSE 
  DEF 
  11
  ARMOR 
  ARM 
  10
   
  (WILLPOWER)
  WILLPOWER 
  WIL 
  10
   
  (AS IN LIFE)
  VITALITY: EQUAL TO WILLPOWER
  COMMAND RANGE: 3 
  BASE SIZE: SMALL
  ENCOUNTER POINTS: WILLPOWER÷2
  RISING AS A SHADE
  Generally only characters with a Willpower of 10 or 
  more who die while suffering intense mental anguish 
  or trauma become shades. The stats above assume a 
  Willpower of 10.
  COMBAT
  Although frightening, shades cannot typically interact with 
  corporeal objects or creatures and are generally not a direct 
  threat to others. This is not always the case, however, and some 
  shades can be dangerous to adventurers. Shades that cause 
  living creatures to sicken in their presence, ones that interfere 
  with mechanikal devices, and ones that cause paralyzing terror 
  have all been reported. Shades can be roused by the appearance 
  of others within the vicinity of the location, person, or object 
  they are bound to. In such circumstances, the “awakened” 
  shade takes to mournful howling and generally makes its 
  presence known.
  
  69
  Psychic Manifestation – This character’s stats are based on his Willpower in life. Do not 
  recalculate this character’s Willpower by adding his spectral PHY. 
  Terror – This character has Terror [Willpower +2].
  Undead – This character is not a living character and never ﬂees.
  CREATURE TEMPLATES: 
  None.
  SKILLS:
  NAME 
  STAT 
  RANK 
  STAT+RANK
  Detection 
  PER 
  1 
  2
  Sneak 
  AGL 
  1 
  6
  ABILITIES: 
  Bound – This character is tied to a speciﬁc location, person, or object and must remain 
  within a speciﬁed distance of it. This distance, which is set by the Game Master, varies 
  from character to character and can be as short as one hundred feet or as long as a mile. 
  If the location, person, or object this character is bound to is destroyed or puriﬁed in some 
  manner, this character is destroyed as well.
  Deathly Endowments – Choose one of the following deathly endowments (see p. 78) for 
  this character: Blind Fear, Ectoplasmic Field, Fear Monger, Ghost in the Machine, or Phase.
  Incorporeal – This character can move through rough terrain and obstacles without 
  penalty and can move through other characters if he has enough movement to move 
  completely past them. Other characters, including slammed, pushed, or thrown models, 
  can move through this character without effect if they have enough movement to move 
  completely past him. This character does not count as intervening. Blessed weapons affect 
  this character normally. Spells, animi, and magical weapons can damage this character 
  but roll one fewer die on damage rolls. No other weapons can damage this character. This 
  character is immune to continuous effects and cannot be moved by a slam.
  LORE
  A character can make an INT + Lore 
  (undead) skill roll to determine what 
  he knows about this creature. He 
  learns all the information up to the 
  result of the roll. The higher the roll, 
  the more he learns.
  8: Shades are the semi-sentient, 
  spiritual echoes of those who died 
  under tragic circumstances. They 
  are commonly referred to as ghosts, 
  though occult e�perts make finer 
  distinctions between those given this 
  appellation.
  10: Shades are often bound to a 
  place or object and cannot travel far 
  beyond the area or object to which 
  they are bound.
  12: 
  Shades 
  are 
  generally 
  non-
  threatening but are nearly impossible 
  to destroy through conventional 
  means.
  15: To destroy a shade, one must find 
  its fetter—that which binds it to the 
  physical world. A fetter can be an 
  object, a place, the shade’s physical 
  remains, or, in rare cases, a living 
  person. The shade’s fetter must be 
  ritually purified or destroyed to end 
  the shade’s existence on Caen.
  
  70
  DESCRIPTION
  Shaft wights are dangerous 
  undead 
  creatures 
  that 
  inhabit tunnels and mines 
  throughout 
  western 
  Immoren. Most were once 
  miners, buried by cave-
  ins and collapsing tunnels 
  and left to suffocate in 
  the 
  darkness 
  beneath 
  the 
  earth. 
  Some 
  were 
  consumed by such terror 
  at the thought of their 
  inevitable 
  deaths 
  and 
  clung to life so strongly 
  that they fueled a terrible 
  transformation. 
  The 
  desperate imperative to 
  free themselves endured 
  past death—hours after 
  they died, each clawed 
  free of their earthen tombs 
  with hands stripped of 
  flesh and twisted into 
  bloody talons.
  A 
  shaft 
  wight 
  never 
  willingly 
  leaves 
  the 
  tunnels of its mine and 
  will forever lurk in the 
  subterranean darkness in 
  which it died. It wields 
  the tools of its earlier 
  profession, clumsily and 
  mindlessly 
  pounding 
  at the walls of its mine 
  with picks and hammers 
  or beating against stone 
  with its bare hands until 
  they are torn to useless 
  stubs. Any hunks of stone 
  it extracts are senselessly hauled from chamber to chamber 
  within the mine. These efforts occasionally cause cave-ins or 
  breech a tunnel wall into a new area.
  Miners who investigate the sounds of the creatures’ toil can be 
  drawn into the heart of a shaft wight lair. When confronted by 
  a living invader, shaft wights savagely defend their territory. 
  Those slaughtered by shaft wights rise as shaft wights 
  themselves in a matter of hours, thereby swelling the ranks of 
  the undead. The ability of a shaft wight to create new undead 
  is not limited by racial boundaries—every intelligent race 
  is vulnerable. The populations of entire mining operations 
  have fallen victim to shaft wights, turning an underground 
  complex into a massive nest of the creatures. From within 
  these desolate mines comes the steady scrape of the tools the 
  shaft wights carried in life, dragging across the stones behind 
  them as they shamble from chamber to chamber deep beneath 
  the surface.
  In Rhul, the presence of shaft wights is a particular concern. 
  The extensive mining operations of the Rhulfolk present an 
  elevated risk of tunnel collapse and the creation of Rhulic 
  shaft wights. If any workers cannot be rescued when a 
  mine tunnel caves in, a team of heavily armed warriors—
  supported by steamjacks outfitted for battle—will move 
  through the mine and clear every tunnel and chamber, one 
  after the next. Any wights the dwarves encounter are put 
  down at a distance to minimize the risk that others will rise 
  as new undead.
  If a clan is unlucky, some of its ogrun workers will have risen 
  as shaft wights. These risen ogrun are particularly dangerous, 
  so the dwarves sometimes prepare explosive charges capable 
  of bringing down an entire mining complex. These explosives 
  will bury the wights under hundreds of tons of rock, thereby 
  preventing them from spreading through a clan’s holdings.
  COMBAT
  Shaft wights can be found working in the most unlikely places 
  and will pour out in disorganized throngs when an intruder 
  enters their lair. When they attack, shaft wights vomit a spray 
  of blinding dust, forcing a victim to endure the same choking 
  terror the wights experienced in a grisly imitation of their own 
  deaths. Those who survive this initial onslaught do so only to 
  be hacked apart by the wight’s mining tools and claws. Shaft 
  wights most commonly carry Durkin bars, pick axes, and 
  sledgehammers.
  The longer a battle against the undead takes to resolve, the 
  more likely it is to draw the attention of even more wights from 
  deeper within a mine complex. These new arrivals can quickly 
  cut off all avenues of escape.
  SHAFT WIGHT
  I once led an excursion into a mine owned by the Wyrmwall Coaling Consortium to investigate the possibility of a shaft wight infestation. Once 
  we entered the mine, we were under constant attack from the wights as they fought to protect their domain. Small groups would hammer on the 
  rocks to draw our attention one way while others would move to attack us from the opposite direction with picks and hammers. I was reminded of 
  nothing so much as a colony of wasps, attacking a threat in concert to shelter its nest from harm. These things are not simple, mindless undead—
  they are vicious predators that will destroy anything that intrudes on their subterranean domain.
  —PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON
  PHYSIQUE 
  PHY 
  7
  SPEED 
  SPD 
  6
  STRENGTH 
  STR 
  7
  AGILITY 
  AGL 
  3
  PROWESS 
  PRW 
  4
  POISE 
  POI 
  2
  INTELLECT 
  INT 
  1
  ARCANE 
  ARC 
  —
  PERCEPTION 
  PER 
  2
  INITIATIVE 
  INIT 
  12
  DEFENSE 
  DEF 
  11
  ARMOR 
  ARM 
  12
   
  (NATURAL ARMOR +5)
  WILLPOWER 
  WIL 
  8
  VITALITY: 7
  COMMAND RANGE: 1
  BASE SIZE: SMALL
  ENCOUNTER POINTS: 3
  Abilities: If this attack hits, reduce 
  the target’s PHY by 1 point. A character 
  reduced to PHY 0 dies immediately. A 
  character recovers PHY lost as a result of 
  a shaft wight’s claws at a rate of 1 point 
  per hour of rest.
  CLAW
   MAT 
  POW 
  P+S
   6 
  4 
  11
  MINING TOOL (PICKAXE)
   MAT 
  POW 
  P+S
   5 
  4 
  11
  Abilities: A character hit by this weapon 
  suffers –2 to attack and PER rolls until he 
  spends a quick action to clear his eyes and 
  mouth of debris.
  GRAVEL VOMIT
   RAT RNG AOE POW
   4 
  SP 6 
  — 
  10
  
  71
  LORE
  A character can make an INT + Lore (undead) skill roll to 
  determine what he knows about this creature. He learns all the 
  information up to the result of the roll. The higher the roll, the 
  more he learns.
  8: Shaft wights are a type of undead sometimes found in old 
  mines and subterranean regions. They are risen miners who 
  died due to suffocation when their tunnel collapsed.
  10: Shaft wights can vomit a torrent of powdered rock and dust. 
  They frequently initiate combat with this spray before closing 
  to finish off a target with their talons or mining tools.
  12: Every victim killed by a shaft wight is cursed to become 
  a shaft wight himself. Such a victim rises in a matter of days 
  and possesses all the qualities of the creature that killed him, 
  including the ability to create spawn. Because 
  of this, shaft wights can quickly overrun a 
  mine’s entire population.
  14: Despite popular belief, being killed by 
  a shaft wight’s mining tools offers no proof 
  against rising as a shaft wight. The ability of 
  these undead to create spawn extends to the 
  implements they carried in life.
  ABILITIES: 
  Create Spawn – A character killed by this character will rise as a shaft wight in 6+d6 
  hours. A newly risen shaft wight gains Tough, Undead, +2 PHY, and +3 STR and suffers 
  –2 POI and INT. He also has a number of vitality points equal to his new PHY and gains 
  a single POW 4 claw attack and a gravel vomit ranged attack.
  Tough – When this character is disabled, roll a d6. On a 5 or 6, this character heals 1 
  vitality point, is no longer disabled, and is knocked down.
  Undead – This character is not a living character and never ﬂees.
  CREATURE TEMPLATES: 
  Large Specimen, Swift
  SKILLS:
  NAME 
  STAT 
  RANK 
  STAT+RANK
  Detection 
  PER 
  1 
  3
  Hand Weapon 
  PRW 
  2 
  6
  Sneak 
  AGL 
  2 
  5
  
  72
  DESCRIPTION
  Skiggs are small, rodent-
  like 
  animals 
  native 
  to 
  many 
  swamps 
  and 
  marshes 
  throughout 
  western 
  Immoren, 
  but 
  they are often found in 
  urban 
  environments 
  thanks 
  to 
  a 
  strange 
  dietary 
  predilection: 
  they are attracted to and 
  eagerly devour blasting 
  powder. To most creatures 
  the substance would be 
  potentially 
  poisonous 
  and would certainly be 
  rendered 
  inert 
  by 
  the 
  digestive process, but a 
  skigg’s unique physiology 
  actually 
  increases 
  the 
  explosive 
  yield 
  and 
  instability 
  of 
  blasting 
  powder, turning the skigg 
  into a tiny, walking bomb. 
  A skigg that has consumed 
  a sufficient amount of blasting powder will violently e�plode if 
  struck or even shaken with sufficient force.
  Skiggs and rats are natural enemies and frequently battle for 
  control of territory. Prior to the advent of blasting powder, the 
  skigg’s natural talent as a ratter led some misguided individuals 
  to keep them as pets to control rat populations, but skiggs breed 
  quickly and in great number. The population of skiggs rapidly 
  outgrew manageable levels. Once blasting powder entered 
  the mix, the growing number of skiggs became a disaster of 
  immediate concern.
  Skiggs have become common pests in many cities across 
  western Immoren, most of which offer a bounty on the little 
  beasts because of the danger they pose when exposed to blasting 
  powder—a fairly common substance in urban environments. 
  Because the creatures breed so quickly, however, a city can be 
  all but overrun with skiggs in a matter of months. Towns have 
  tried a number of different methods to bring down their skigg 
  populations, including methods as far-reaching as poisoning 
  barrels of blasting powder and flooding underground chambers 
  to drown the pests, but the oldest method seems to be the most 
  effective: sending in a brave man with steady hands and a 
  heavy sack or cage for capturing the beasts.
  Social animals, skiggs gather in small groups called nests, 
  which number between ten and twenty individuals. A nest 
  will have between two and four larger alphas that teach 
  the young members the best routes to blasting powder. The 
  remainder of a nest typically consists of the offspring of one of 
  the alpha adults. If a skigg nest becomes too large for the local 
  environment to sustain it, a group of skiggs will break away 
  and establish its own nest.
  Although their natural habitat is marshland, urban skiggs 
  tend to congregate near their favorite food. Nests of skiggs 
  can be found in powder mines, ammunition factories, military 
  warehouses, and gun works. Not surprisingly, those who 
  operate or own these establishments will do everything in 
  their power to carefully remove the skiggs threatening their 
  facilities.
  COMBAT
  Skiggs generally avoid combat unless cornered, provoked, or 
  confronted with the blasting powder they crave. Skiggs are 
  drawn to the scent of blasting powder and greedily pursue 
  it whenever possible. They will go out of their way to attack 
  characters carrying firearms in order to consume as much 
  blasting powder as they can. Skiggs also violently protect 
  themselves from attack and their nests from intrusion. If an 
  intruder enters a nest’s territory, the skiggs will try to warn it 
  off with loud chitters, but the entire nest will rally in its own 
  defense if the intrusion persists.
  LORE
  A character can make an INT + Lore (extraordinary zoology) 
  skill roll to determine what he knows about this creature. He 
  learns all the information up to the result of the roll. The higher 
  the roll, the more he learns.
  8: Skiggs are a rodent-like pest found in many cities throughout 
  western Immoren. They typically avoid combat unless 
  threatened.
  10: Skiggs are essentially addicted to consuming blasting 
  powder. They frequently build nests in the powder rooms of 
  ships, in ammunition warehouses, and anywhere else blasting 
  powder is in great supply.
  11: Once it has consumed blasting powder, a skigg becomes 
  extremely volatile and likely to explode. Even a vigorous shake 
  might result in a skigg’s violent detonation.
  13: The blasting powder a skigg eats becomes more powerful 
  upon consumption.
  SKIGG
  I have heard firsthand accounts of a most unusual blood sport in the disreputable port towns of Ord known as “skigg whacking.” In a penned-in 
  field, a man with a cudgel faces off against a dozen or more skiggs, one of which has been fed a small measure of blasting powder. The contestant 
  wins crowns for each skigg he defeats, and his round is over when he either leaves the pen or strikes the unlucky skigg. I must admit some confusion 
  as to the sport’s popularity—aren’t there far simpler methods to kill oneself?
  —PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON
  PHYSIQUE 
  PHY 
  5
  SPEED 
  SPD 
  6
  STRENGTH 
  STR 
  2
  AGILITY 
  AGL 
  4
  PROWESS 
  PRW 
  3
  POISE 
  POI 
  1
  INTELLECT 
  INT 
  1
  ARCANE 
  ARC 
  —
  PERCEPTION 
  PER 
  4
  INITIATIVE 
  INIT 
  13
  DEFENSE 
  DEF 
  14
  ARMOR 
  ARM 
  5
  WILLPOWER 
  WIL 
  6
  VITALITY: 3
  COMMAND RANGE: 1
  BASE SIZE: SMALL
  ENCOUNTER POINTS: 3
  BITE
   MAT 
  POW 
  P+S
   5 
  1 
  3
  
  73
  ABILITIES: 
  Evasion – When an enemy misses this character with a melee attack, this character 
  can advance up to 2˝ after the attack is resolved. This character cannot be targeted by 
  free strikes during this movement.
  Explosion – If this character suffers damage from any source while he has one or more 
  powder tokens, roll a d6. On a roll of 1 or 2, this character explodes (and dies instantly). 
  Place an AOE over this character. Any characters within the AOE suffer a damage roll. 
  The size of the AOE and the POW of the damage roll depend on the number of powder 
  tokens this character currently possesses:
  • One powder token: 3˝ AOE, POW 8
  • Two powder tokens: 4˝ AOE, POW 10
  • Three powder tokens: 5˝ AOE, POW 12 (Characters who suffer damage from the 
  explosion are knocked down.)
  Powder Fiend – This character can automatically detect the presence of blasting 
  powder within 6″ and gains +2 to melee attack rolls against any character carrying 
  blasting powder. If this character hits such a target, he gains a powder token. This 
  character can have up to three powder tokens at a time.
  One powder token represents approximately one ounce of blasting powder, 
  which is equivalent to four light rounds, three heavy rounds, two shot rounds, 
  or a single slug round or grenade. A character damaged by this character loses 
  the appropriate amount of ammunition.
  CREATURE TEMPLATES: 
  Alpha, Large Specimen, Stealthy
  SKILLS:
  NAME 
  STAT 
  RANK 
  STAT+RANK
  Detection 
  PER 
  2 
  6
  Sneak 
  AGL 
  2 
  6
  
  74
  DESCRIPTION
  Infernals are beings from 
  beyond Caen and Urcaen, 
  and their intelligent rulers 
  strike bargains with the 
  living in the pursuit of a 
  single goal: the acquisition 
  of souls, the most valuable 
  substance in the realms 
  beyond Caen. They will 
  offer power, prestige, and 
  anything else a mortal 
  could desire, demanding 
  its soul in return. So vital 
  is this resource that they 
  will go to great lengths 
  to acquire it, encouraging 
  their mortal minions to 
  commit great atrocities.
  The souls bargained to 
  infernals 
  are 
  indelibly 
  marked. Unable to pass 
  into 
  Urcaen, 
  they 
  are 
  cursed to linger on Caen 
  until 
  collected. 
  Soul 
  stalkers 
  are 
  unnatural 
  beasts created by true 
  infernals and sent to the 
  mortal realm to claim 
  the payment for these 
  bargains. Little is known 
  of 
  these 
  creatures 
  or 
  the 
  inhuman 
  entities 
  they 
  serve 
  outside 
  of 
  the records of the Order 
  of Illumination and the 
  circles of infernalists and 
  depraved Thamarites who 
  seek contact with them.
  Soul stalkers manifest on 
  Caen as great serpentine 
  horrors 
  that 
  single-
  mindedly 
  hunt 
  souls 
  marked by their masters. 
  These include stray souls 
  offered in bargains that 
  may have lingered after being sacrificed in morbid rituals as 
  well as still-living infernalists who have sought to circumvent 
  the contracts they have signed. Over twenty feet from jaws to 
  tail, the soul stalker’s body is covered with scales and long, bony 
  protrusions. Vicious fangs dominate the soul stalker's eyeless 
  head, flanked by long tendrils it uses to bind and harvest souls. 
  A soul stalker is surrounded by an aura of unholy dread that 
  terrifies mortals who witness it.
  The soul stalker is utterly without emotion and totally 
  unfettered by any desire other than to collect marked souls for 
  its masters. It moves with purpose, circumventing or destroying 
  any obstacle in its path, but it is not a mindless killer and will 
  generally leave uninvolved bystanders unharmed provided 
  it is left to pursue its prey unhindered. Tragically, those with 
  courage may make the mistake of trying to slay it or drive it 
  away, thus drawing its deadly attention.
  �hen it manifests on Caen in pursuit of a specific target, the 
  soul stalker goes directly toward what it believes is its prey. It 
  is never satisfied until it has collected this soul, along with any 
  other marked souls it discovers. When a soul stalker confronts 
  a living deal breaker, it encircles him with its impressive bulk, 
  crushing his body as it cuts into the flesh with long drags of its 
  beak. After slow constriction and painful laceration, the victim 
  expires, allowing the soul stalker to extract his immortal essence. 
  As a secondary priority, the stalker will collect any other marked 
  souls nearby. If it does not sense any such souls in its immediate 
  vicinity, it vanishes back to whence it came.
  Soul stalkers are impermanent beings on Caen, capable of 
  existing in the physical world only for a brief time. They 
  manifest only where sent or summoned. Unless it is actively 
  pursuing a marked soul, a soul stalker will vanish within 
  hours. On the other hand, so long as it is in pursuit of its prey, a 
  soul stalker can remain on Caen for days or even weeks.
  Some infernalists claim to be capable of summoning soul 
  stalkers and are said to have developed their own means of 
  binding them. Some soul stalkers have been observed acting in 
  an unusual fashion, hunting down those who have never made 
  contact with the infernals.
  COMBAT
  A soul stalker generally manifests on Caen for the express 
  purpose of retrieving one or more souls marked by its masters. A 
  soul stalker will pursue its quarry relentlessly, tracking it down 
  and either harvesting the soul of the dead or extracting it after 
  killing the target. If anyone or anything tries to interfere with 
  SOUL STALKER (INFERNAL)
  I have faced down rampaging gorax, been hunted by packs of spine rippers, and even confronted an angry 
  dire troll. Of all the many things I have encountered in my long and storied life, none chill me to the core 
  as much as the soul stalker. Its very existence represents an unholy economy existing beyond Caen and 
  Urcaen that relies on the harvesting of our very souls. It is an abominable entity that makes a mockery of 
  a world governed by natural laws. I have encountered it only once, and I pray I never live to see one again.
  —PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON
  PHYSIQUE 
  PHY 
  12
  SPEED 
  SPD 
  7
  STRENGTH 
  STR 
  11
  AGILITY 
  AGL 
  4
  PROWESS 
  PRW 
  4
  POISE 
  POI 
  1
  INTELLECT 
  INT 
  2
  ARCANE 
  ARC 
  —
  PERCEPTION 
  PER 
  4
  COMMAND RANGE: 5
  BASE SIZE: LARGE
  ENCOUNTER POINTS: 13
  INITIATIVE 
  INIT 
  15
  DEFENSE 
  DEF 
  15
  ARMOR 
  ARM 
  16
   
  (NATURAL ARMOR +4)
  WILLPOWER 
  WIL 
  14
  I
  N
  T
  E
  L
  L
  E
  C
  T
  A
  G
  I
  L
  I
  T
  Y
  P
  H
  Y
  S
  I
  Q
  U
  E
  1 2
  4
  3
  6
  5
  BITE
   MAT 
  POW 
  P+S
   6 
  5 
  16
  CONSTRICT
   MAT 
  POW 
  P+S
   6 
  3 
  14
  Grappler – After resolving a hit with this 
  weapon, this creature can immediately 
  grapple its target (Core Rules, p. 210). While 
  maintaining a grapple, this creature cannot 
  make additional attacks with this weapon 
  but can automatically hit the character it is 
  grappling with bite attacks.
  Soul Consumption – If a character 
  with a soul marked by one of the soul 
  stalker’s infernal masters is incapacitated 
  while being grappled by this creature, 
  the character with the marked soul is 
  immediately destroyed and this creature 
  claims his soul. This creature then vanishes 
  from Caen unless it can sense other marked 
  souls within the same city or town or in the 
  immediate vicinity.
  
  75
  Stealth – This creature has stealth (Core Rules, p 220).
  Terror – This creature has Terror [16].
  CREATURE TEMPLATES: 
  None.
  SKILLS:
  NAME 
  STAT 
  RANK 
  STAT+RANK
  Detection 
  PER 
  3 
  7
  Sneak 
  AGL 
  3 
  7
  Tracking 
  PER 
  3 
  7
  ABILITIES: 
  Ambush – During the ﬁrst round of an encounter, this creature gains boosted attack and 
  damage rolls against characters who have not yet activated that encounter.
  Eyeless Sight – This creature ignores cloud effects and forests when determining LOS. 
  This creature ignores concealment and stealth when making attacks.
  Fearless – This creature never suffers the effects of fear.
  Soul Hound – This creature gains +2 to attack and damage rolls against characters 
  with souls marked by a true infernal. When this creature begins its turn within 10″ of 
  its prey, this creature gains +2˝ movement that turn. If a character with a marked soul 
  is destroyed within this creature's command range, this creature claims the marked soul 
  regardless of the proximity of other eligible characters. This creature then immediately 
  vanishes from Caen with the soul and is removed from play.
  Soul Tracker – This creature automatically succeeds when making Tracking skill rolls 
  involving characters with souls marked by a true infernal. In addition, this creature can 
  sense the general proximity of a marked soul within a ﬁve-mile radius.
  the soul stalker, it lashes out, biting and 
  constricting the interloper in its massive 
  coils. The soul stalker is interested only 
  in harvesting souls, not in killing for 
  its own sake. Once an obstacle can no 
  longer threaten its work, the soul stalker 
  ignores it and resumes its hunt.
  LORE
  A character can make an INT + Lore 
  (infernal) skill roll to determine what 
  he knows about this creature. He learns 
  all the information up to the result of 
  the roll. The higher the roll, the more 
  he learns.
  11: Soul stalkers are sent by true infernals 
  to track down marked souls, generally 
  those who have foolishly broken their 
  unholy bargains.
  12: Soul stalkers are among a class of 
  infernals referred to as conscriptus. 
  True infernals fabricate conscriptus 
  from 
  captured 
  souls, 
  permanently 
  transforming these souls into a new, 
  horrific form. They have no memory of 
  or connection to their previous existence.
  13: A soul stalker can be sent to collect 
  the souls of the living or the dead. When 
  a soul stalker hunts down the living, it 
  collects the soul after snuffing out its 
  target’s life. Soul stalkers can sense souls 
  from miles away and track their targets 
  unerringly.
  15: Soul stalkers ignore unmarked 
  souls unless their work is interfered 
  with. Any creature that attempts to 
  impede a soul stalker in its task will be 
  brutally attacked.
  
  76
  DESCRIPTION
  Dangerous, 
  free-willed 
  ghosts, 
  specters 
  are 
  the 
  souls 
  of 
  powerful 
  individuals 
  that 
  linger 
  beyond the grave to haunt 
  and torment the living. 
  The exact circumstances 
  that create one of these 
  terrifying 
  undead 
  are 
  poorly 
  understood 
  and 
  a matter of much debate 
  between theologians and 
  the 
  more 
  scientifically 
  minded. 
  Furthermore, 
  the causes that lead to 
  their creation vary from 
  one specter to the next, 
  though 
  they 
  usually 
  involve 
  an 
  element 
  of 
  pain and tragedy. These 
  can 
  be 
  as 
  simple 
  as 
  powerful emotions at the 
  time of death, but even 
  obligations left unfulfilled 
  can be enough to keep a 
  soul trapped in the world 
  of the living.
  Although not specifically 
  bound to a given location, 
  specters often linger near 
  sites of great significance 
  to their mortal lives. Some 
  specters 
  roam 
  freely, 
  carrying 
  out 
  agendas 
  often not fully understood 
  by the spirits themselves, 
  pieced 
  together 
  from 
  whatever remains of their 
  broken psychology and 
  memories. The pathos that 
  drives a specter often twists its goals and motivations toward 
  the sinister, and many revel in inflicting pain and torment on 
  the living to assuage their own misery.
  The mind of a specter is usually fragmentary at best, possessing 
  aspects of the ghost’s mortal personality that have been 
  distorted by the horrors of death. These spirits often possess 
  flawed memories with great gaps that are often filled with false 
  assumptions driven by dark emotions as the specter struggles 
  to cope with its ongoing existence. Of course, some specters 
  cross over with their consciousness completely intact. Far 
  from being the most dangerous, these spirits are often driven 
  by unfulfilled duties or desires to protect the things that were 
  closest to them in life. Despite the dark pathologies that seem 
  to drive most specters, many are truly benevolent and can be 
  of great service to those who share their purpose. For example, 
  many of the great Morrowan churches house gentle spirits who 
  watch over their formerly cherished places of worship.
  A specter appears much the same as the individual appeared in 
  life although many can alter their features in horrifying ways 
  to frighten the living. Some specters can even create potent 
  illusions to hide their ghostly nature—or to intensify it.
  No two specters are alike, and the powers they command can 
  differ wildly. Specters also grow more powerful and gain yet more 
  potent abilities the longer they remain in the world of the living. 
  �owever, all specters are burdened with a specific weakness that is 
  the price they pay for the deathly powers they control. Those who 
  wish to battle a specter would do well to discover its weakness, for 
  that is likely the only way to destroy it.
  SPECTER
  Specters are as diverse as they are dangerous, each the restless soul of a being powerful enough to continue its existence beyond death. Without the 
  laws of corporeal flesh binding them, specters evince incredible abilities driven by deep-seated hate. Whatever intellect and will these beings had 
  in life has been crystallized and twisted over countless years. They are, to wit, utterly insane and prone to outbursts of rage and extreme violence.
  —PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON
  PHYSIQUE 
  PHY 
  5
   
  (WILLPOWER ÷ 2)
  SPEED 
  SPD 
  5
   
  (WILLPOWER ÷ 2)
  STRENGTH 
  STR 
  5
   
  (WILLPOWER ÷ 2)
  AGILITY 
  AGL 
  5
   
  (WILLPOWER ÷ 2)
  PROWESS 
  PRW 
  5
   
  (WILLPOWER ÷ 2)
  POISE 
  POI 
  5
   
  (WILLPOWER ÷ 2)
  INTELLECT 
  INT 
  4
   
  (AS IN LIFE)
  ARCANE 
  ARC 
  *
   
  (AS IN LIFE)
  PERCEPTION 
  PER 
  4
   
  (AS IN LIFE)
  INITIATIVE 
  INIT 
  14
  DEFENSE 
  DEF 
  14
  ARMOR 
  ARM 
  10
   
  (WILLPOWER)
  WILLPOWER 
  WIL 
  10
   
  (AS IN LIFE)
  COMMAND RANGE: 4
  BASE SIZE: SMALL
  ENCOUNTER POINTS: SPECIAL
  I
  N
  T
  E
  L
  L
  E
  C
  T
  A
  G
  I
  L
  I
  T
  Y
  P
  H
  Y
  S
  I
  Q
  U
  E
  1
  2
  3
  4
  6
  5
  SPECTER  
  ENCOUNTER POINTS
  The nature of specters forces them beyond the traditional 
  assignation of encounter points. Though a Heroic-
  level specter with Black Gifts, Speed of the Dead, and 
  Bound (Corvis) could be assigned an encounter point 
  value easily enough, an Epic-level specter with Dark 
  Resurrection, Fear Mastery, Fear Monger, and Temporal 
  Existence (winter) deﬁes a traditional encounter point 
  value. Such a specter has no way to directly damage its 
  enemies and no way to be truly destroyed, yet it can 
  have a substantial impact on a combat encounter.
  Game Masters should use the specter entry as a tool kit 
  rather than an instruction manual. A specter can take on 
  the role of plot device or recurring villain as easily as it 
  can take on the role of traditional monster. Game Masters 
  looking for a rough equivalent against which to gauge 
  the power level of an individual specter can ﬁnd a good 
  starting point in the rules for creating comprehensive 
  NPCs (Core Rules, pp. 329 and 334).
  
  77
  COMBAT
  Specters can be incredibly dangerous and 
  unpredictable combatants. Not only do they 
  possess an array of terrifying powers, but 
  they are also highly unstable entities driven 
  by unearthly pathos. Even the most twisted 
  and fragmentary spectral entities possess an 
  intelligence that has been shaped by decades 
  or even centuries of existence. The exact 
  range of a spirit’s capability in combat varies 
  from specter to specter.
  LORE
  A character can make an INT + Lore (undead) 
  skill roll to determine what he knows about 
  this creature.  He learns all the information 
  up to the result of the roll. The higher the 
  roll, the more he learns.
  8: Specters are malevolent, free-willed 
  spirits—the ghosts of sentient humanoids 
  who commanded much power in life.
  10: Specters are not always bound to a 
  location, although they often haunt places 
  of death such as battlefields and graveyards.
  12: No two specters are alike, and the powers 
  they command can vary wildly from specter 
  to specter.
  14: Specters differ from mindless shades. 
  A specter still possesses a semblance of 
  free will and has a much greater ability to 
  interact with the living world.
  15: All specters are burdened with a specific 
  weakness. This weakness is often the best 
  way to combat and destroy a specter.
  Psychic Manifestation – This character’s physical stats are based on his Willpower in 
  life. This character retains the INT, ARC, and PER he had in life. This character also retains 
  the Willpower he had in life. Do not recalculate this character’s Willpower by adding his 
  spectral PHY.
  Skills – This character retains the skills he had in life.
  Terror – This character has Terror [Willpower +2].
  Undead – This character is not a living character and never ﬂees.
  CREATURE TEMPLATES: 
  Epic Specter, Veteran Specter
  SKILLS:
  NAME 
  STAT 
  RANK 
  STAT+RANK
  As in Life 
  * 
  * 
  *
  ABILITIES: 
  Deathly Burdens – At the beginning of the game, choose up to three deathly burdens 
  (see p. 79) for this character.
  Deathly Endowments – Choose up to three deathly endowments (see p. 78) for this 
  character. Note: The list includes only a partial range of powers available to characters with 
  the Deathly Endowments ability. With a little work, a Game Master could turn virtually any 
  spell or suitably spooky idea into a deathly endowment.
  Feat Points – This character starts each encounter with 1 feat point. He is allocated 1 feat 
  point at the start of each of his turns. This character can have up to 1 feat point at a time.
  Incorporeal – This character can move through rough terrain and obstacles without 
  penalty and can move through other characters if he has enough movement to move 
  completely past them. Other characters, including slammed, pushed, or thrown characters, 
  can move through this character without effect if they have enough movement to move 
  completely past him. This character does not count as intervening. Blessed weapons affect 
  this character normally. Spells, animi, and magical weapons can damage this character 
  but roll one fewer die on damage rolls. No other weapons can damage this character. This 
  character is immune to continuous effects and cannot be moved by a slam.
  
  78
  DEATHLY ENDOWMENTS
  Aura of Sickness – Living characters that spend time in this 
  character’s presence sicken and die. The aura of sickness extends 
  from this character in a radius equal to his Willpower times 
  sixty feet. For each hour spent in the aura, living characters 
  must make a PHY roll against a target number equal to this 
  character’s Willpower. Each time the roll fails, the character 
  loses 1d3 vitality points and suffers a cumulative –1 penalty 
  to attack rolls and skill checks while within the aura. Once 
  the character leaves the aura, he stops losing vitality points. 
  The penalty to attack rolls and skill checks expires after the 
  character spends at least one hour outside the aura.
  Black Gifts – This character is a will weaver who retains the 
  ability to work magic in death. The Game Master determines 
  which spell list this character gains his spells from. This 
  character retains his spells and ARC stat from life.
  Black Harvest – When a living character is destroyed within 
  this character’s command range, this character gains 1 feat point. 
  This character cannot have more than 2 feat points at a time.
  Blind Fear – A character who fails his initial Willpower roll 
  against this character’s Terror is blinded for one round. Blinded 
  characters treat all other characters as if they were in complete 
  darkness (Core Rules, p. 224).
  Corpse Lord – Undead creatures within this character’s 
  command range gain +1 to attack and damage rolls.
  Corrosive Touch – This character’s touch rots living tissue and 
  corrodes metal. Any character hit by a melee attack made by 
  this character suffers the Corrosion continuous effect.
  �ar� �n�uence – Once per turn, this character can spend a 
  quick action to control a living character in his command range. 
  If the target is within this character’s command range, this 
  character makes a contested Willpower roll against him. If the 
  target wins, nothing happens. If this character wins, he takes 
  control of the target and immediately causes the controlled 
  character to make a full advance followed by a quick action or a 
  melee or ranged attack.
  Dark Resurrection – This character can never be truly 
  destroyed. Instead, if he is incapacitated, he returns to the place 
  of his mortal death with 1 point of vitality in each aspect. He 
  regains 1 additional point of vitality in each aspect each day 
  until he is fully healed. This character will leave Caen only once 
  he has achieved some great purpose or a monumental event 
  comes to pass, as determined by the Game Master.
  Disruptor – When this character hits a spellcaster with a melee 
  attack, the spellcaster’s upkeep spells immediately expire. 
  When this character hits a steamjack with a melee attack, the 
  steamjack suffers Disruption. (A steamjack suffering Disruption 
  loses its focus points and cannot be allocated focus or channel 
  spells for one round.)
  Dominator – This character adds 3 to his command range.
  Dread Touch – A character hit by a melee attack made by this 
  character becomes stationary for one round unless he has 
  Immunity: Cold.
  Ectoplasmic Field – This character can generate a dense fog 
  around himself as a quick action. When this character uses this 
  ability, center a 5˝ AOE cloud effect on his model. The cloud 
  effect remains in play for d3 rounds.
  Eldritch Touch – This character’s melee attack gains Blessed. 
  (When making an attack with a weapon with Blessed, ignore 
  spell effects that add to the attacked character’s ARM or DEF.)
  Fear Master – This character has Terror [Willpower +4]. 
  Additionally, this character can suppress his Terror at will for as 
  long as he wishes. Intelligent characters who interact with the 
  living often suppress their Terror while dealing with characters 
  who are not hostile to them.
  Fear Monger – A character who makes a Willpower roll to resist 
  this character’s Terror gains an additional die and discards the 
  highest die.
  Ghost in the Machine – While within 3″ of this character, a 
  steamjack cannot be allocated focus points.
  Grave Chill – While within this character’s command range, 
  living characters suffer –2 DEF unless they have Immunity: Cold.
  Grave Resilience – This character can spend 1 feat point during 
  his turn to regain 1d6 vitality points.
  Grave Summons – If this character’s remains or place of 
  final rest is disturbed in any way, he will know immediately. 
  Additionally, this character can transport himself to his final 
  resting place at will and at any time.
  Keening Howl – This character can unleash a blood-chilling 
  howl as an attack. The supernatural power of this howl 
  manifests as a spray attack.
  Characters damaged by the howl must make a Willpower roll 
  against this character’s Terror.
  Lamentations of the Grave – While within this character’s 
  command range, living spellcasters pay double the fatigue, 
  focus, and fury point cost to cast or upkeep spells.
  Malignant Presence – While within this character’s command 
  range, living characters cannot regain lost vitality points by 
  any means.
  Phase – This character can spend a quick action to immediately 
  be placed anywhere within 5″ of his current location.
  Preternatural Awareness – This character gains boosted 
  initiative rolls. Enemies never gain back strike bonuses against 
  this character.
  Possession – This character can attempt to possess a character 
  he hits with a melee attack. When this character attempts to do 
  so, he makes a contested Willpower roll against the character 
  hit. If this character wins, he possesses the character hit. 
  Otherwise, this character fails to possess the character hit and 
  loses 1 vitality point.
  When this character possesses another character, all effects 
  on this character expire and his model is removed from the 
  KEENING HOWL
   RAT RNG AOE POW
   7 
  SP 8 
  — 
  WIL
  
  79
  table. The possessed character loses his turn this round and 
  will afterward take his turn during this character’s place in the 
  initiative order. This character controls a possessed character 
  completely but does not gain access to the possessed character’s 
  memories, skills, abilities, spells, etc.
  The possessed character can attempt to break free of the 
  possession each round at the end of this character’s activation 
  by making another contested Willpower roll. If the possessed 
  character wins, the possession ends and this character appears 
  in B2B contact with the character. The previously possessed 
  character’s activation then follows immediately after this 
  character’s activation in the initiative order. If this character 
  wins, he remains in control of the possessed character.
  Power Drain – This character can spend 1 feat point during 
  his turn to cause mechanikal devices in his command range to 
  immediately deactivate. Affected devices cannot be reactivated 
  for one round. Power Drain has no effect on steamjacks or 
  mechanikal armor.
  Psychokinesis – This character can manipulate small objects by 
  manifesting psychokinetic energy. This character can spend a 
  quick action to pick up objects within 2″ weighing a total of five 
  pounds or less and move them up to 6″. This character cannot 
  manipulate complex objects, such as the trigger on a gun, but 
  he can break glass, rattle doors, and hurl small objects with 
  surprising force by spending an attack action and making a 
  ranged attack roll. A successful hit inflicts damage e�ual to this 
  character’s Willpower plus the POW of the object hurled if a 
  thrown weapon or simply POW 2 for a mundane object.
  Regeneration – This character regains d3+3 vitality points 
  during each of his Control Phases.
  Shroud of Death – This character can spend a quick action 
  to become invisible for one round. While invisible, he gains 
  concealment, stealth, and +5 to Sneak skill rolls.
  Silence – This character’s command range deadens all sound 
  except for his voice. No sound can escape or enter this area. 
  A character attempting to sneak within this character’s control 
  area gains +3 to his Sneak skill rolls. Sound-based PER rolls 
  made by characters within this character’s control area 
  automatically fail.
  Spectral Illusion – This character can spend a quick action 
  to manifest terrifying visual and aural illusions within his 
  command range. These illusions persist as long as this character 
  does not move or attack. A character confronted with the 
  illusions can make a PER + Detection skill roll to see through 
  them. The target number depends on the experience level of 
  this character: 12 for a Hero-level character, 14 for a Veteran-
  level character, and 16 for an Epic-level character.
  Spectral Talons – This character gains a POW 3 melee attack 
  with a MAT equal to his PRW +2.
  Speed of the Dead – This character gains an additional quick 
  action each turn.
  Unholy Genesis – A living character slain within this 
  character’s command range becomes a shade (see p. 68) under 
  this character’s control.
  DEATHLY BURDENS
  Afraid – This character is deathly afraid of the living and 
  refuses to confront them. If he can summon the strength of will, 
  he may watch the living from a hiding spot but will require a 
  great deal of careful coaxing to speak with the living.
  Bane � This character takes full damage from a specific type 
  of material, which ignores this character’s incorporeal trait. 
  This material should be fairly mundane but not typical in 
  manufactured weapons. Examples include silver, cold iron, 
  and heartwood.
  Barriers – This character is unable to cross certain barriers. 
  Examples include passing through walls, crossing rivers, and 
  entering structures he has not been invited into.
  Bound � This character is tied to a specific location, person, or 
  ob�ect and must remain within a specified distance of it. This 
  distance, which is set by the Game Master, varies from character 
  to character and can be as short as one hundred feet or as long as 
  a mile. If the location, person, or object this character is bound 
  to is destroyed or purified in some manner, this character is 
  destroyed as well.
  Fragmented Mind – This character retains only partial 
  memories of his mortal existence. Reduce the rank of each of 
  his skills by 1.
  Mad – Some spirits are completely insane. Though they may 
  possess great and terrible powers, they lack the strength of will 
  or clarity of thought to carry out any organized plan. When 
  agitated they may simply enter a psychotic rage and attack until 
  their attention is drawn elsewhere. This character’s command 
  range is reduced by 3. Additionally, this character gains an 
  additional die and discards the lowest die when making 
  contested Willpower rolls.
  Obsession – This character is completely obsessed with some 
  goal, idea, or object. His every thought is an extension of 
  that obsession, and his every plan will relate back to it. This 
  obsession is the key to both understanding this character and 
  bargaining with him. If the object of this character’s obsession 
  is threatened, he will fight to the bitter end to protect it. If the 
  obsession is something obtainable or something this character 
  is capable of losing, it may also be the key to allowing this 
  character to find his final rest.
  Semi-corporeal – When this character makes an attack, 
  he becomes partially corporeal for one round. While this 
  character is partially corporeal, he takes full damage from 
  spells and magic weapons and one less die of damage from 
  mundane attacks.
  Sunlight Powerlessness – This character rolls one less die on 
  attack and damage rolls when in direct sunlight.
  Temporal Existence – This character seems to exist only at 
  certain times and fades from existence at others—existing 
  only by day before fading away at night, existing only on 
  certain days or seasons of the year, etc. This character’s cycles 
  may be very long, causing him to fade away for decades or 
  centuries at a time.
  
  80
  DESCRIPTION
  Tatzylwurms are versatile, 
  predatory serpents found 
  in many coastal and warm 
  wetland regions of western 
  Immoren. Many different 
  breeds exist, each with its 
  own unique capabilities 
  and hunting methods, but 
  all breeds are exceedingly 
  dangerous. Tatzylwurms 
  are 
  venomous, 
  though 
  the 
  qualities 
  of 
  this 
  venom vary from breed 
  to breed—from paralytic 
  venoms to those so deadly 
  they can kill in moments. 
  All 
  tatzylwurms 
  are 
  capable 
  swimmers, 
  often spending extended 
  periods of time in lakes, 
  rivers, and coastal waters 
  hunting 
  large 
  fish. 
  A 
  complicated array of many 
  eyes able to detect extreme 
  wavelengths of light is 
  common to all species, 
  allowing tatzylwurms to 
  see equally well in and out 
  of the water as they hunt.
  The 
  black 
  tatzylwurm 
  is 
  a 
  particularly 
  rare 
  breed, often found along 
  riverbanks, 
  living 
  in 
  secluded nests concealed 
  by dense foliage. It gets 
  its name from its glossy, 
  obsidian 
  scales, 
  which 
  afford it a great deal of 
  protection 
  from 
  attack 
  and provide it with a 
  rudimentary camouflage 
  in the shadows of the 
  underbrush in which it 
  prefers to travel. Black 
  tatzylwurms grow to a 
  length of over fourteen feet and can hold themselves upright 
  on powerful, muscular coils. They are extraordinarily skilled 
  predators that lurk alongside game trails, where they engage in 
  a unique form of ambush. Unlike common snakes, tatzylwurms 
  are often pack hunters, and black tatzylwurms are able to 
  transfi� living creatures that make eye contact with them. The 
  light plays in strange, hypnotic patterns deep in the creature’s 
  eyes, fi�ing its intended target in place. �nce entranced, the 
  target is attacked from all angles by the remainder of the pack 
  and poisoned by do�ens of bites into its e�posed flesh. �enom 
  introduced into a target’s bloodstream causes almost immediate 
  blindness, rendering the creature incapable of retaliation. This 
  blindness is total but short-lived, as the venom quickly breaks 
  down in a creature’s system. Provided the victim can survive 
  the tatzylwurm’s inevitable follow-up attack, its sight will 
  return in a matter of moments.
  Black tatzylwurms can unhinge their jaws and are large 
  enough to swallow most prey they encounter whole. An adult 
  black tatzylwurm can gulp down a trollkin in only a few 
  moments. Rows of backward-pointing teeth ensure that a black 
  tatzylwurm’s meal cannot escape once it begins the process of 
  swallowing it whole, but the serpents typically wait for a victim 
  to die before attempting to consume it. When these serpents kill 
  creatures too large to swallow in this manner, they use their 
  curved teeth to rip away meat in long, ragged pieces. A pack of 
  black tatzylwurms can strip the carcass of a creature as large as 
  an ox in minutes, though much of that time is consumed by the 
  fight for the choicest portions of the kill.
  Black tatzylwurms can also project their blinding venom in 
  a narrow stream. By constricting the venom sacs inside its 
  mouth, the serpent can shoot this stream accurately up to 
  twenty-four feet. Black tatzylwurms typically reserve this 
  behavior for when they are cornered or in danger, or when a 
  creature proves resistant to their hypnotic gaze. Upon contact 
  with the eyes, the venom occludes the target’s vision until it is 
  fully flushed from the eyes.
  Packs of black tatzylwurms create dens in soft soil and 
  beneath tree roots. Up to six adults and several dozen young 
  can share a single nest. The adults hunt in the morning and 
  early evening, when they blend in with the shadows of the 
  foliage, and they return to the nest during the day and night. 
  �oung tat�ylwurms are the most vulnerable for the first few 
  months after they hatch, so one or more adults will always 
  remain near the nest to protect them. The adults will also 
  pick up any young tatzylwurms that attempt to leave the nest 
  and carefully return them to its safe confines. Adults feed 
  TATZYLWURM, BLACK
  More than once I have found myself frozen in fascination while observing the creatures of the natural 
  world. My first encounter with the black tatzylwurm had me similarly riveted, albeit for an entirely 
  different reason. The creature’s eyes are hypnotic—not in any poetic sense, but quite literally. Looking 
  into those eyes was like looking into the depths of eternity, which could well have been the case if my 
  assistant had not come to her senses and blown the damn thing’s head off.
  —PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON
  PHYSIQUE 
  PHY 
  10
  SPEED 
  SPD 
  6
  STRENGTH 
  STR 
  8
  AGILITY 
  AGL 
  5
  PROWESS 
  PRW 
  4
  POISE 
  POI 
  4
  INTELLECT 
  INT 
  2
  ARCANE 
  ARC 
  —
  PERCEPTION 
  PER 
  4
  COMMAND RANGE: 2
  BASE SIZE: LARGE
  ENCOUNTER POINTS: 9
  INITIATIVE 
  INIT 
  14
  DEFENSE 
  DEF 
  15
  ARMOR 
  ARM 
  15
   
  (NATURAL ARMOR +5)
  WILLPOWER 
  WIL 
  12
  Abilities: A living character damaged by this 
  attack must make a PHY roll against a target 
  number of 16 to resist this creature’s venom. 
  If the roll succeeds, nothing happens. If the 
  roll fails, the character is blinded for d3 
  turns. A blind character cannot make ranged 
  or magic attacks, suffers –4 MAT and DEF, 
  cannot run or charge, and automatically fails 
  all Perception rolls related to sight.
  I
  N
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  E
  L
  L
  E
  C
  T
  A
  G
  I
  L
  I
  T
  Y
  P
  H
  Y
  S
  I
  Q
  U
  E
  1 2
  4
  3
  6
  5
  H
  BITE
   MAT 
  POW 
  P+S
   6 
  4 
  12
  Abilities: This attack does not cause 
  damage. Instead, a living character hit by this 
  attack must make a PHY roll against a target 
  number of 16 to resist this creature’s venom. 
  If the roll succeeds, nothing happens. If the 
  roll fails, the character is blinded for d3 
  turns. A blind character cannot make ranged 
  or magic attacks, suffers –4 MAT and DEF, 
  cannot run or charge, and automatically fails 
  all Perception rolls related to sight.
  SPIT VENOM
   RAT RNG AOE POW
   6 
  4 
  — 
  —
  H
  
  81
  the young by regurgitating a portion of their daily meals, 
  continuing this behavior until the juvenile tatzylwurms are 
  large enough to participate in hunts.
  COMBAT
  Black tatzylwurms hunt in packs. A lead tatzylwurm will 
  emerge from cover alongside a path or waterway by rising from 
  the underbrush, lowering itself from overhanging branches, 
  or surfacing from the water. It will attempt to transfi� prey in 
  front of it, allowing the remainder of the pack to close in and 
  strike from the flanks. If a creature is able to resist this initial 
  attempt at transfi�ion, the lead tat�ylwurm will shoot a spray of 
  blinding venom into the eyes of its prey. The tatzylwurms then 
  attack the blinded creatures swiftly, before the venom loses its 
  effectiveness. �nce a sufficient number of creatures to feed the 
  pack have been incapacitated, the black tatzylwurms drag the 
  bodies off to their den to feed in safety.
  When black tatzylwurms are defending their 
  territory from incursion, they perform short hit-and-
  run engagements. Often targeting the stragglers of a 
  group, the serpents drag a creature into the brush to 
  finish it. The serpents pick off one or two creatures 
  at a time until either the group is driven from their 
  territory or are all dead.
  LORE
  A character can make an INT + Lore (extraordinary 
  zoology) skill roll to determine what he knows 
  about this creature. He learns all the information 
  up to the result of the roll. The higher the roll, the 
  more he learns.
  10: The many-eyed tatzylwurm is a deadly predator 
  found in numerous coastal and warm wetland 
  regions of western Immoren. The black tatzylwurm 
  is a particularly dangerous breed that typically 
  hunts in packs.
  12: A black tatzylwurm’s venom causes blindness in 
  its victims. Black tatzylwurms can project a stream 
  of this venom over long distances into a target’s eyes.
  14: The gaze of a black tatzylwurm is hypnotic and 
  can freeze a living creature in place, allowing the 
  pack to attack without danger.
  ABILITIES:
  This creature gains boosted Willpower rolls.
  Native Beast – This creature is considered to be a beast native to the wilds of 
  Immoren. 
  Serpentine – This creature cannot be knocked down.
  Transﬁx – This creature can spend a full action to make a contested Willpower roll 
  against a living character that can see it. If this creature loses, nothing happens. If this 
  creature wins, the target becomes stationary for one round.
  CREATURE TEMPLATES:
  Alpha, Juvenile, Lone Wolf, Pack Hunter
  SKILLS:
  NAME 
  STAT 
  RANK 
  STAT+RANK
  Climbing 
  AGL 
  1 
  6
  Detection 
  PER 
  2 
  6
  Sneak 
  AGL 
  2 
  7
  Swimming 
  STR 
  2 
  10
  
  82
  DESCRIPTION
  Though 
  relatively 
  well-known in Zu, the 
  inscrutable 
  creature 
  known 
  as 
  the 
  totem 
  hunter is shrouded in 
  mystery to the inhabitants 
  of Immoren. Hailing from 
  across the tempestuous 
  Meredius, 
  the 
  totem 
  hunter stalks the wilds of 
  Immoren and slaughters 
  the deadliest prey the 
  land has to offer. Almost 
  nothing is known about 
  the 
  culture, 
  traditions, 
  and gods of this savage 
  and terrifying race—only 
  that they are ruthlessly 
  effective 
  killers 
  who 
  regard mankind as little 
  more than potential prey, 
  the way most would view 
  a boar or hart.
  Totem hunters are tall, 
  lean, powerfully muscled 
  humanoids 
  with 
  grey, 
  hairless skin. The face 
  of a totem hunter is 
  long, vicious, and filled 
  with 
  wickedly 
  sharp 
  teeth. Capable of leaping 
  incredible 
  distances, 
  totem 
  hunters 
  move 
  through the wilderness 
  unseen 
  and 
  unheard, 
  jumping from one piece 
  of cover to the next in 
  pursuit of their prey. 
  Though they are capable 
  of killing many beasts 
  with their bare hands, 
  totem 
  hunters 
  are 
  typically equipped with 
  the exotic weapons and 
  armor of their distant homeland. They train obsessively with 
  these weapons, honing their martial prowess with single-
  minded determination. Those doomed to face a totem hunter 
  find it a remarkable combatant who can twist clear of the 
  path of mortal strikes and respond with crippling blows.
  A totem hunter will wait and silently observe the denizens 
  of a region before selecting its prey, after which it pursues its 
  target and waits for an opportune moment. While hunting, the 
  creature is unnaturally patient, able to lurk stock-still for hours 
  at a time to avoid notice. It is a masterful tracker, and some even 
  believe a totem hunter capable of following prey by scent, like 
  a hunting dog.
  The totem hunter is among the most relentless predators in 
  existence. Once it selects a target, the only possible result is 
  the death of either the totem hunter or its chosen quarry. The 
  only exception to this is when a totem hunter determines its 
  quarry is somehow beneath it. Once the target has been stalked 
  for miles, tracked across the landscape, and brought down by a 
  totem hunter, it may be deemed “too easy” a kill and therefore 
  beneath the skill of the hunter who marked it. In these rare cases, 
  the totem hunter may deign to let its quarry go unharmed, for 
  only the hardiest prey are worthy of the hunt.
  When the moment is right, the totem hunter strikes. Its attack is 
  presaged by a hideous shriek that can shatter glass and freeze 
  a man in terror, followed by a swift and deadly strike from one 
  of the hunter’s unusual weapons. When the kill is complete, the 
  totem hunter ritually claims trophies from the body and wears 
  them as grisly tokens of the hunt. Some totem hunters have shown 
  gifts akin to the talents of bone grinders and are able to render 
  trophies into fetishes that amplify their already lethal capabilities.
  Ever in pursuit of martial perfection, a totem hunter chooses 
  increasingly deadly quarry—be it man, beast, or something 
  else—over the course of its time in Immoren. The more 
  dangerous the prey, the more highly it is prized. Totem hunters 
  seem to have a need to pit themselves over and over against the 
  deadliest foes.
  Despite this constant need to hunt, totem hunters are neither 
  mindless nor indiscriminate killers. They prefer to ambush their 
  targets and kill them cleanly, but they will engage in prolonged 
  combat with any who interfere with their ability to claim their 
  prizes. Anyone who tries to prevent a totem hunter from claiming 
  its trophies rarely lives long enough to regret his choice.
  COMBAT
  A totem hunter is interested only in targets of great power or 
  capability and will always select the strongest opponent from 
  a group as its quarry. A totem hunter stalks its selected quarry 
  for days or weeks at a time, waiting for the perfect moment 
  to strike. It leaps or charges from concealment to surprise its 
  TOTEM HUNTER
  In my work I have had occasion to observe all manner of beasts on the hunt, to catalogue the techniques they utilize in the acquisition of prey, and 
  to conduct comparative analyses of these methodologies. Consider these facts when you read the following: the totem hunter is perhaps the most 
  perfect predator in all of Immoren. Stalking every deadly creature these lands have to offer, totem hunters have turned the entire continent into a 
  hunting preserve.
  —PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON
  PHYSIQUE 
  PHY 
  10
  SPEED 
  SPD 
  7
  STRENGTH 
  STR 
  9
  AGILITY 
  AGL 
  6
  PROWESS 
  PRW 
  7
  POISE 
  POI 
  4
  INTELLECT 
  INT 
  4
  ARCANE 
  ARC 
  *
  PERCEPTION 
  PER 
  4
  INITIATIVE 
  INIT 
  18
  DEFENSE 
  DEF 
  15
   
  (ARMOR –2)
  ARMOR 
  ARM 
  17
   
  (ARMOR +7)
  WILLPOWER 
  WIL 
  14
  COMMAND RANGE: 4
  BASE SIZE: MEDIUM
  ENCOUNTER POINTS: 18
  I
  N
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  E
  L
  L
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  T
  A
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  I
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  I
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  P
  H
  Y
  S
  I
  Q
  U
  E
  1
  2
  3
  4
  6
  5
  KELKAX
   MAT 
  POW 
  P+S
   9 
  6 
  15
  SPIKED BUCKLER
   MAT 
  POW 
  P+S
   9 
  3 
  12
  Abilities: This weapon has Reach.
  Abilities: This weapon is a shield. (A 
  character armed with a shield gains +1 ARM 
  for each level of the Shield skill he has against 
  attacks originating in his front arc.)
  
  83
  Sprint – At the end of a turn in which this character incapacitated or destroyed one or 
  more enemy characters with a melee attack, he can make a full advance.
  Vendetta – This character can spend 1 feat point during his turn to use this feat. When this 
  feat is used, this character names one enemy. For the rest of the encounter, this character 
  gains boosted attack rolls against that enemy. This character can use this feat only once 
  per encounter unless the named enemy is destroyed, at which point this character is free 
  to use this feat again.
  CREATURE TEMPLATES: 
  Large Specimen, Resilient
  SKILLS:
  NAME 
  STAT 
  RANK 
  STAT+RANK
  Climbing 
  AGL 
  3 
  9
  Detection 
  PER 
  3 
  7
  Great Weapon 
  PRW 
  2 
  9
  Hand Weapon 
  PRW 
  2 
  9
  Jumping 
  PHY 
  3 
  13
  Shield 
  PRW 
  2 
  9
  Sneak 
  AGL 
  3 
  9
  Survival 
  PER 
  3 
  7
  Swimming 
  STR 
  2 
  11
  ABILITIES: 
  Ambush – During the ﬁrst round of an encounter, this character gains boosted attack and 
  damage rolls against characters who have not yet activated that encounter.
  Battle Master – This character can ﬁght with a great weapon in one hand and a one-
  handed weapon in the other. He gains an additional attack for the second weapon and does 
  not suffer an attack roll penalty with it.
  Bounding Leap – Once during each of this character’s turns in which he does not run or 
  charge, he can spend 1 feat point to pitch himself over the heads of his enemies and into 
  the heart of battle. When this character uses Bounding Leap, place his model anywhere 
  within 5″ of its current location.
  Cagey – When this character becomes knocked down, he can immediately move up to 2″ 
  and cannot be targeted by free strikes during this movement. This beneﬁt has no effect 
  while this character is mounted. While knocked down, this character is not automatically 
  hit by melee attacks and his DEF is not reduced. This character can stand up during his turn 
  without forfeiting his movement or action.
  Fearless – This character never suffers the effects of fear.
  Fearsome Howl – Once during each of his turns, this character can spend a quick action 
  to unleash a terrifying howl. For that turn, this character has Terror [Willpower +6].
  Feat Points – This character starts each encounter with 1 feat point. He is allocated 1 feat 
  point at the start of each of his turns. He can have up to 1 feat point at a time.
  Pathﬁnder – This character can advance through rough terrain without penalty and can 
  charge across obstacles.
  Prowl – This character gains stealth while within terrain that provides concealment, the 
  AOE of a spell that provides concealment, or the AOE of a cloud effect.
  victim, unleashing a fearsome howl before attacking with its full 
  complement of weapons. Totem hunters wield exotic weapons 
  of their own manufacture, ranging from strange pole axes to 
  arm blades that also function as shields. The totem hunter will 
  drag its kill to a secure location to harvest trophies from the 
  corpse. Anything that interferes with this process is marked as 
  the totem hunter’s next prey. In addition, a creature that kills a 
  totem hunter’s prey is clearly a more powerful opponent and 
  worthy of the hunter’s attention.
  LORE
  A character can make an INT + Lore (extraordinary zoology) 
  skill roll to determine what he knows about this creature.  He 
  learns all the information up to the result of the roll. The higher 
  the roll, the more he learns.
  10: Totem hunters are enigmatic humanoids who hunt the 
  creatures of western Immoren and wear trophies of their 
  many kills.
  12: Totem hunters are not native to Immoren. They have come 
  to the continent from across the sea, possibly from Zu, in search 
  of new game.
  13: A totem hunter selects a creature as its quarry and hunts it 
  relentlessly until it claims its trophy. Anything that interferes 
  with these hunts is immediately chosen as the totem hunter’s 
  next target.
  14: Though all totem hunters collect trophies from their kills, 
  some seem to utilize their trophies in a manner similar to the 
  fetishes of a bone grinder.
  16: During its hunt, a totem hunter may deem its selected prey 
  unworthy. This is the only reason the totem hunter wil give up 
  its hunt short of its own death.
  
  84
  DESCRIPTION
  Whelps are one of the 
  inevitable 
  consequences 
  of 
  the 
  tremendous 
  regenerative 
  powers 
  of 
  trolls: 
  short-lived, 
  degenerate 
  creatures 
  arising 
  from 
  severed 
  limbs or other substantial 
  pieces 
  of 
  disconnected 
  tissue. Humans have great 
  difficulty comprehending 
  the 
  existence 
  of 
  these 
  creatures. When a man 
  loses a foot, hand, or leg, 
  that flesh becomes dead 
  meat, no more than a 
  rotting reminder of what 
  is missing. The tenacious 
  resilience 
  of 
  full-blood 
  trolls and pygmy trolls, 
  however, 
  is 
  so 
  strong 
  that even severed limbs 
  can take on life. A hand 
  cut from a troll will soon 
  regenerate its own head, torso, and limbs, echoing the shape of 
  the troll that gave rise to it. The resultant creature will follow its 
  progenitor by sheer instinct.
  Whelps spawned from the same troll tend to cluster together. They 
  squabble over the best scraps the true troll leaves behind, picking 
  gnawed bones clean of every scrap of meat. This sometimes turns 
  into outright brawls, to the amusement of the troll, as whelps 
  hammer on each other with tiny fists in a battle for dominance.
  A whelp typically takes a day or so to grow to full size, but 
  provided it finds enough food to eat�and provided the troll 
  doesn’t feel inclined to eat the whelp as a light snack—it can 
  accompany the troll that spawned it for years. Though the rapid 
  growth of a whelp is amazing, the process does not produce a 
  full�fledged troll. The resulting creature is much smaller, with 
  a disproportionate limb matching the appendage from which 
  it was spawned and without the mental faculties of even a true 
  troll. Troll whelps are not particularly dangerous individually, 
  and they rarely live longer than a few years.
  Whelps are particularly emboldened by the presence of a 
  troll. When one is nearby, the creatures are seemingly without 
  fear. They leap into combat by the dozens with much larger 
  creatures, shrieking unintelligible war cries and clamping 
  down on enemies with their jaws. Attempts to scare the little 
  creatures off in such circumstances are met with defiant cries 
  and, alarmingly, more biting.
  Troll whelps mimic the behavior of their progenitors. Because 
  of its minuscule intellect, however, a whelp sometimes takes 
  actions that can be extremely detrimental to its health. Whelps 
  are tolerated only if their antics somehow amuse the perpetually 
  hungry troll from which they spawned, and those that irritate 
  it enough are eaten immediately. Even the most amusing whelp 
  rarely lives out its already brief lifespan. If no other food source 
  is handy, trolls will eat their whelps with no more regard than 
  for any other gob of meat. Indeed, whelps make a ready source 
  of emergency nourishment to fuel the troll’s own regenerative 
  powers, which is one of the main reasons trolls keep them 
  around. It is not at all uncommon to see a troll chuckle at the 
  antics of a whelp one moment and then toss the creature into its 
  mouth as a tasty snack the next.
  Because troll whelps are literally the flesh and blood of the 
  troll that spawned them, they retain the resistances and 
  capabilities of their forebear. A winter troll’s whelps are inured 
  to the freezing cold, and the whelps of pyre trolls can move 
  through flames unharmed. �ther characteristics of some full�
  blood trolls carry over as well. For instance, the swamp troll’s 
  long, adhesive tongue and the storm troll’s ability to discharge 
  electric shocks are echoed in any whelp they spawn. Whelps are 
  small enough and contain little enough of the troll’s essence that 
  such effects are usually negligible, serving as little more than 
  an additional level of annoyance to those who must confront a 
  pack of the small beasts.
  A moment of distraction caused by a horde of whelps can quickly 
  turn lethal, though, when it grants the troll that spawned them 
  an opening to attack. Turning to swat away a whelp can all too 
  often result in being crushed by the troll in return.
  COMBAT
  A full-blood troll may be followed by a small number of whelps 
  that pick scraps off the ground in its wake and harass creatures 
  it attacks. �lder trolls and those fre�uently caught in conflicts 
  can have dozens of whelps following them. Whelps in the 
  presence of their progenitor are difficult to scare off, but if the 
  troll dies they will flee from a fight, �uickly scattering away 
  from harm. Troll whelps will gang up on a target, attacking it 
  with their teeth and claws and biting off chunks of flesh.
  TROLL WHELP
  No surer proof exists of a full-blood troll’s regenerative capability than its unintended and degenerate offspring, the whelp. Just as cutting a 
  roundworm into sections results in the growth of new and distinct creatures, hacking off a troll’s hand or foot results in new life. The missing limb 
  will do little more than inconvenience the troll until it grows back, but the severed appendage will sprout its own body, becoming a whelp. Though 
  invested with limited intelligence, whelps are capable of autonomous activity and able to live for years if given enough nourishment. They function 
  only on a rudimentary level and can never grow to full size, a fact I find enormously relieving.
  —PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON
  PHYSIQUE 
  PHY 
  5
  SPEED 
  SPD 
  5
  STRENGTH 
  STR 
  2
  AGILITY 
  AGL 
  4
  PROWESS 
  PRW 
  2
  POISE 
  POI 
  1
  INTELLECT 
  INT 
  1
  ARCANE 
  ARC 
  —
  PERCEPTION 
  PER 
  3
  INITIATIVE 
  INIT 
  10
  DEFENSE 
  DEF 
  12
  ARMOR 
  ARM 
  11
   
  (NATURAL ARMOR +6)
  WILLPOWER 
  WIL 
  6
  VITALITY: 3
  COMMAND RANGE: 1
  BASE SIZE: SMALL
  ENCOUNTER POINTS: 1
  BITE
   MAT 
  POW 
  P+S
   2 
  0 
  2
  
  85
  LORE
  A character can make an INT + Lore (extraordinary zoology) 
  skill roll to determine what he knows about this creature. He 
  learns all the information up to the result of the roll. The higher 
  the roll, the more he learns.
  8: Whelps are small, degenerate creatures that often accompany 
  trolls and feed off the scraps of their kills.
  10: Whelps are born of severed troll tissue. The troll’s natural 
  regeneration is so great that the amputated flesh grows its own 
  body and becomes an autonomous creature.
  12: A troll will not hesitate to eat whelps as a convenient snack, 
  particularly if it is damaged and requires sustenance to help 
  fuel its regeneration.
  14: Whelps spawned from different breeds of trolls share a 
  portion of the true troll’s abilities.
  ABILITIES:
  Comfort Food – A full-blood troll can spend a quick action to devour a whelp within 
  its melee range to immediately regain d3 vitality points.
  Distracting – Living creatures and characters other than trolls within 1˝ of one or 
  more creatures of this type suffer –1 on attack rolls.
  Hide behind the Big Guy – While within the command range of a friendly troll, this 
  creature can use the troll’s Willpower in place of its own.
  Spawned – This creature may have special abilities based on the type of troll that 
  spawned it.
  CREATURE TEMPLATES:
  Swarm
  SKILLS:
  NAME 
  STAT 
  RANK 
  STAT+RANK
  Detection 
  PER 
  1 
  4
  Sneak 
  AGL 
  1 
  4
  
  86
  DESCRIPTION
  Enormous, adaptable, and 
  carnivorous 
  humanoids 
  found across Caen, trolls 
  are a remarkable species. 
  Since the days of ancient 
  history, they have been 
  a danger to mankind. 
  They are among the most 
  powerful 
  and 
  deadly 
  creatures found in the 
  wild, and encounters with 
  them are not to be taken 
  lightly. Even trollkin, their 
  distant 
  cousins, 
  cannot 
  guarantee meetings with 
  full-blood trolls will end 
  well: though trolls won’t 
  usually hunt them with 
  the same enthusiasm they 
  have for other races, in 
  a pinch, meat is meat. A 
  trollkin must be cautious 
  when interacting with a 
  full-blood troll to avoid 
  angering it, but throughout 
  history the two races have 
  been 
  able 
  to 
  establish 
  mutually 
  beneficial 
  relationships. 
  Full-blood 
  trolls often speak a limited 
  form 
  of 
  Molgur-Trul, 
  and the shared language 
  allows careful trollkin to 
  communicate with their 
  cousins.
  A troll’s skin is an earthy 
  shade influenced by its 
  diet 
  and 
  environment, 
  commonly ranging from 
  deep blue to blue-green, 
  and they grow pronounced 
  quills in place of hair. Males 
  have 
  rocklike, 
  calcified 
  growths on their faces that 
  become more pronounced 
  with age, and some of the 
  larger breeds have similar patches on their shoulders, backs, and 
  arms. The common troll stands up to ten feet tall, and its body 
  is packed with powerful muscle. Trolls have a basic intelligence 
  and capacity for reason. These traits are not as developed as 
  those of the intelligent races of Immoren, but they are certainly 
  above those of a common beast. Some trolls use simple tools and 
  weapons fashioned from stone or wood, though they are just 
  as likely to hunt with their bare hands as they are to use any 
  primitive weaponry. Trolls integrated into trollkin communities 
  often possess more sophisticated weaponry and armor crafted 
  by their distant cousins.
  Wild males typically lead a solitary existence, but trolls 
  sometimes gather into small family units. They tolerate the 
  presence of other trolls to a degree, but most other creatures 
  are met with hostility. Trolls have ravenous appetites, and 
  they spend the great majority of their time and energy seeking 
  ways to fill their stomachs. Though trolls are carnivorous, 
  those that go too long without sufficient sustenance will 
  consume virtually anything—and they always prefer meat. A 
  starving troll lacks the capacity for good judgment and will 
  do anything to quell its hunger: strip the bark from trees, rip 
  up patches of flora, and even eat stones. �ortunately�for the 
  trolls, at least—they are naturally resistant to most toxins, as 
  this behavior often leads to the ingestion of a startling array 
  of poisons.
  All trolls are notorious for their regenerative capabilities. Their 
  bodies can knit horrendous wounds, and even severed limbs 
  cannot be entirely disregarded. Hands and feet cleaved from a 
  troll will regrow a whole separate body, forced to drag around 
  a dramatically disproportionate limb. Known as whelps, these 
  malformed and degenerate creatures often follow in the wake 
  of a larger troll, testament to combats the creature has faced. 
  Whelps are simple-minded, content to follow after larger 
  trolls in the hope of feeding on the scraps left behind. Left to 
  their own devices, whelps will flee from any source of danger. 
  They rely entirely on trolls to defend them from danger even 
  though their progenitors are in the habit of turning them into 
  quick meals.
  COMBAT
  An angry or hungry troll is a tenacious opponent that will fight 
  until either its enemies are dead or the troll has suffered a mortal 
  wound. Trolls sometimes wield primitive cudgels or wooden 
  spears, though they are most likely to attack barehanded with 
  claws and teeth. Trolls have strong family bonds and are most 
  aggressive when their family members are threatened.
  TROLL, COMMON
  Trolls are one of the most adaptable species in all of Immoren. Depending on a troll’s diet and environment, eventually it will produce a new breed 
  ideally suited to its surroundings. These adapted breeds of trolls undergo dramatic physiological shifts, taking on a new appearance and gaining 
  new capabilities that allow them to thrive in areas hostile to other species.
  —PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON
  PHYSIQUE 
  PHY 
  10
  SPEED 
  SPD 
  5
  STRENGTH 
  STR 
  9
  AGILITY 
  AGL 
  4
  PROWESS 
  PRW 
  3
  POISE 
  POI 
  3
  INTELLECT 
  INT 
  2
  ARCANE 
  ARC 
  —
  PERCEPTION 
  PER 
  3
  COMMAND RANGE: 2
  BASE SIZE: MEDIUM
  ENCOUNTER POINTS: 14
  INITIATIVE 
  INIT 
  11
  DEFENSE 
  DEF 
  12
  ARMOR 
  ARM 
  16
   
  (NATURAL ARMOR +6)
  WILLPOWER 
  WIL 
  12
  H
  Chomp – This creature can attack with this 
  weapon only during its turn and can target 
  only creatures and characters it ﬁrst hit with 
  a claw attack that turn.
  Abilities: Open Fist
  Abilities: Open Fist
  I
  N
  T
  E
  L
  L
  E
  C
  T
  A
  G
  I
  L
  I
  T
  Y
  P
  H
  Y
  S
  I
  Q
  U
  E
  1 2
  4
  3
  6
  5
  BITE
   MAT 
  POW 
  P+S
   5 
  4 
  13
  L
  CLAW
   MAT 
  POW 
  P+S
   5 
  4 
  13
  R
  CLAW
   MAT 
  POW 
  P+S
   5 
  4 
  13
  
  87
  LORE
  A character can make an INT + Lore (extraordinary zoology) 
  skill roll to determine what he knows about this creature. He 
  learns all the information up to the result of the roll. The higher 
  the roll, the more he learns.
  8: Trolls are massive humanoids found in a wide variety of 
  different environments. Small groups of trolls occasionally 
  band together in family units. They are highly motivated by a 
  desire for food.
  10: Trolls have remarkable regenerative capabilities. They can 
  recover from wounds that would be fatal to other creatures. 
  Some damage done to trolls results in the generation of 
  malformed miniature trolls known as whelps.
  12: For centuries trollkin have coerced or convinced their troll 
  cousins to fight alongside them. Trolls are often less immediately 
  hostile to trollkin and can sometimes be approached by them, 
  particularly if offered food. Trolls speak limited Molgur-Trul, 
  although they are capable of only simple sentences.
  ABILITIES:
  Poison Resistance – This creature gains boosted rolls to resist poisons and toxins.
  Regeneration – This creature regains d3 vitality points per hour in addition to any 
  normal healing.
  Spawn Whelps – Each time this creature suffers 5 or more damage points from an 
  attack, it spawns a whelp. A spawned whelp grows to full size in d3+1 days.
  CREATURE TEMPLATES:
  Large Specimen, Lone Wolf, Man-eater
  SKILLS:
  NAME 
  STAT 
  RANK 
  STAT+RANK
  Detection 
  PER 
  1 
  4
  Great Weapon 
  PRW 
  1 
  4
  Sneak 
  AGL 
  1 
  5
  Thrown Weapon 
  POI 
  1 
  4
  Tracking 
  PER 
  1 
  4
  
  88
  DESCRIPTION
  The dire troll stands alone, 
  a beast so fierce even 
  other trolls will uproot 
  themselves and migrate 
  away when it enters the 
  region.
  Fortunately 
  for 
  other 
  creatures of Caen, dire 
  trolls are not numerous. 
  Their 
  ferocity 
  and 
  territorial 
  nature 
  have 
  kept them spread thin 
  across wide regions of 
  the wilderness. They are 
  most numerous in the 
  Wyrmwall 
  Mountains 
  and the Scarsfell Forest, 
  with some few carving out 
  territories in the Gnarls, 
  the Cloutsdown Fen, and 
  other remote wilderness 
  regions. Dire trolls hunt 
  and roam across large 
  areas 
  and 
  have 
  been 
  known to chase out and 
  slay any creatures they 
  consider 
  competition, 
  including 
  smaller 
  full-
  blood trolls. The only 
  creatures 
  they 
  endure 
  for extended periods are 
  diminutive pygmy trolls, 
  although in recent years 
  Dhunian shamans have 
  facilitated 
  increased 
  contact and cooperation 
  between trollkin and dire 
  trolls.
  Just like other full-blood 
  trolls, 
  dire 
  trolls 
  can 
  produce 
  whelps 
  when 
  a body part is severed, 
  and 
  their 
  whelps 
  can 
  live several years before 
  expiring. Some scholars 
  theorize the great brutes mistake pygs for their own whelps, 
  but this could be a natural, symbiotic relationship. Even pygs 
  and whelps can fall prey to a dire troll’s hunger, but usually 
  only after all other sources of food have been exhausted.
  For obvious reasons, few have spent any time with dire trolls in 
  the wild, which has led many to underestimate their intelligence. 
  Though their culture is primitive, particularly compared to that 
  of the trollkin, they are far from beasts. They possess a limited 
  spoken vocabulary and a simple language—one uniquely their 
  own and not based on Molgur-Trul. This language may predate 
  the Molgur alliance, which dire trolls were never part of. Those 
  that are exposed to Molgur-Trul through successful contact 
  with trollkin may pick up words of that language as well. As 
  with full-blood trolls, hunger and extreme aggression have 
  been barriers to more sophisticated culture between dire trolls 
  and their smaller brethren. The sheer amount of food required 
  to support their metabolism makes them jealous of each other 
  and prone to battles for territory.
  The main interaction between dire trolls is mating, which 
  requires searching outside their normal territory. Dire troll 
  females rarely tolerate males after becoming pregnant and often 
  drive them away. Dire trolls are born in pairs, and a mother will 
  care for her young for over a decade. Once they can hunt and 
  subsist on their own, however, they are driven away. 
  One of the most remarkable aspects of dire trolls is their 
  longevity, which is a natural extension of their phenomenal 
  regenerative powers. Scholars suspect that dire trolls may 
  live upward of three centuries. Perhaps they have no natural 
  mortality, only succumbing to maddened frenzies that bring 
  about their deaths indirectly.
  As a dire troll ages, it produces the hardened growths shared by 
  other troll breeds to a lesser degree. Some are quills that serve 
  in place of body hair, but they also produce toughened, calcified 
  skin that becomes increasingly large and rocky with age. These 
  growths are prominent on the dire troll’s shoulders and back 
  and provide considerable natural protection. Similar growths 
  are found on full-blood trolls and even elder male trollkin, 
  particularly on the chin and arms.
  COMBAT
  Dire trolls are creatures of pure violence and hunger, and they 
  will throw themselves into combat without hesitation. A dire 
  troll on the attack is more a force of nature than a thinking 
  creature. It will tear apart opponents with its talons, bite them 
  in half with its enormous jaws, and hurl them through the air 
  TROLL, DIRE
  Every dangerous, feral, and terrifying thing about a troll is dramatically amplified in a dire troll. If any 
  creature can be said to embody the predatory hunger of Menoth’s ancient foe, the Devourer Wurm, it 
  is the dire troll. A dire troll can rip the iron hull from a Khadoran warjack or tear through almost any 
  obstacle in its path. We can be glad these creatures seem to prefer remote and inhospitable locales for their 
  lairs, high atop mountain peaks or deep in the forests and swamps where man should fear to tread.
  —PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON
  PHYSIQUE 
  PHY 
  13
  SPEED 
  SPD 
  5
  STRENGTH 
  STR 
  12
  AGILITY 
  AGL 
  4
  PROWESS 
  PRW 
  4
  POISE 
  POI 
  3
  INTELLECT 
  INT 
  2
  ARCANE 
  ARC 
  —
  PERCEPTION 
  PER 
  3
  COMMAND RANGE: 2
  BASE SIZE: LARGE
  ENCOUNTER POINTS: 18
  INITIATIVE 
  INIT 
  12
  DEFENSE 
  DEF 
  12
  ARMOR 
  ARM 
  18
   
  (NATURAL ARMOR +5)
  WILLPOWER 
  WIL 
  15
  H
  Chomp – This creature can attack with this 
  weapon only during its turn and can target 
  only creatures and characters it ﬁrst hit with 
  a claw attack that turn.
  Abilities: Open Fist
  Grab and Smash – If this creature hits the 
  same target with both claw attacks, after 
  resolving the attacks it can immediately 
  make a double-hand throw, head-butt, 
  headlock/weapon lock, push, or throw power 
  attack against that target.
  I
  N
  T
  E
  L
  L
  E
  C
  T
  A
  G
  I
  L
  I
  T
  Y
  P
  H
  Y
  S
  I
  Q
  U
  E
  1
  2
  4
  3
  6
  5
  BITE
   MAT 
  POW 
  P+S
   6 
  6 
  18
  L
  CLAW
   MAT 
  POW 
  P+S
   5 
  4 
  16
  R
  CLAW
   MAT 
  POW 
  P+S
   5 
  4 
  16
  Abilities: Open Fist
  
  89
  with ease. The only way to stop a dire troll from attacking is 
  to put it down, a task complicated by its natural resilience and 
  ability to regenerate wounds.
  LORE
  A character can make an INT + Lore (extraordinary zoology) 
  skill roll to determine what he knows about this creature. He 
  learns all the information up to the result of the roll. The higher 
  the roll, the more he learns.
  Spawn Whelps – Each time this creature suffers 5 or more damage points from an attack, 
  it spawns a whelp. A spawned whelp grows to full size in d3+1 days. Dire troll whelps 
  gain +1 STR.
  CREATURE TEMPLATES:
  Large Specimen, Man-eater, Predator
  SKILLS:
  NAME 
  STAT 
  RANK 
  STAT+RANK
  Detection 
  PER 
  2 
  5
  Intimidation 
  SOC 
  2 
  *
  Tracking 
  PER 
  2 
  5
  ABILITIES:
  Fearless – This creature never suffers the effects of fear.
  Heightened Regeneration – This creature regains d3+3 vitality points per hour in 
  addition to any normal healing.
  Native Beast – This creature is considered to be a beast native to the wilds of Immoren.
  Poison Resistance – This creature gains boosted rolls to resist poisons and toxins.
  Power Attacks – This creature can make headlock/weapon lock, head-butt, push, slam, 
  throw, double-hand throw, and trample power attacks.
  Snacking – This creature can spend a quick action to devour any living character destroyed 
  within its melee range to immediately regain d3 vitality points.
  10: Dire trolls are massive, primitive trolls that are always 
  hungry and exceedingly violent.
  12: Dire trolls keep huge territories and roam through them, 
  hunting and devouring anything they encounter except pygmy 
  trolls, for whom they appear to have an affinity.
  14: Though not particularly intelligent, dire trolls speak their 
  own language. Some may also speak limited Molgur-Trul, 
  which may also signify less hostility to trollkin.
  
  90
  DESCRIPTION
  Vektiss are fearfully lethal 
  predators, 
  among 
  the 
  most dangerous naturally 
  occurring 
  creatures 
  in 
  western 
  Immoren. 
  An 
  individual vektiss is an 
  insectile creature roughly 
  the size and mass of a 
  small horse or donkey. 
  Its jet-black carapace is 
  covered with dozens of 
  thorny protrusions, and 
  its limbs end in razor-
  sharp, chitinous scythes, 
  which it uses to draw its 
  prey into its chattering 
  mandibles. 
  A 
  hunting 
  group of vektiss combines 
  the ruthless efficiency of 
  a hornet swarm with the 
  cunning and tactics of a 
  wolf pack. 
  Vektiss populations are 
  spread wide across the 
  temperate 
  regions 
  of 
  western 
  Immoren, 
  and 
  they can be found in 
  the 
  depths 
  of 
  forests, 
  cave systems, and even 
  mountainsides. 
  They 
  range as far north as 
  Ohk in Khador and as 
  far south as the southern 
  Scharde Islands, but the 
  arid conditions of the 
  Protectorate of Menoth 
  and 
  the 
  Bloodstone 
  Marches, as well as the 
  extreme cold of northern 
  Khador, seem to provide 
  a natural limitation upon 
  the species. Colonies of vektiss are limited by only two factors: 
  first, their pro�imity to a sufficient population of prey animals 
  such as mountain goats, ulk, or even domesticated livestock; 
  and second, ruthless culling by fearful human and trollkin 
  villages. Indeed, an entrenched vektiss colony is so dangerous 
  that even a hardened Tharn tribe will consider relocating. 
  Vektiss are typically encountered at night while hunting for 
  prey or hosts for their young. Hunting vektiss are invariably 
  male. Their natural camouflage makes them nearly undetectable 
  in the dark, and a pack will surround its chosen prey in nearly 
  complete silence. As one, they will descend upon their victim 
  with tremendous speed, relying on both the shock of their 
  attack and their paralyzing venom to overpower their prey in a 
  matter of seconds.
  Any prey subdued or killed is dragged back to the colony’s 
  lair, whether that is a naturally occurring cavern or a series of 
  burrows excavated by the creatures. Prey selected to serve as 
  food is consumed immediately or left paralyzed and bound in 
  thick silk, similar to that of a spider, for future consumption. 
  A worse fate awaits prey selected to serve as host for a vektiss 
  egg. These victims are paralyzed and bound in a special 
  chamber, where a female vektiss lays a single egg in one of 
  their open wounds. The female vektiss then regurgitates 
  a powerful soporific substance into the prey�s mouth. This 
  substance paralyzes the victim, which will be kept alive as long 
  as possible. Even after the victim’s death, the poison preserves 
  its flesh from decay, ensuring that the young vektiss will have 
  sufficient meat available when they hatch. 
  Vektiss are able to track their eggs with uncanny accuracy and 
  will pursue an implanted victim for great distances, stopping at 
  nothing to retrieve their young.
  COMBAT
  Vektiss attack in packs of four or more, and they do so 
  with stealth and surprise whenever possible. The pack will 
  coordinate its efforts, paralyzing as many opponents as 
  possible before chasing down any escapees. Vektiss use their 
  claws to subdue prey that proves resistant to their venom and 
  to kill individuals who have been marked as food instead of 
  potential egg-hosts.
  VEKTISS
  Pack behavior in animals is endlessly fascinating to me, and few sights inspire my admiration for natural cunning as much as a colony of vektiss 
  on the hunt. I first observed such a spectacle in the woods outside Ohk, where my senior assistant, Lynus, was abducted by a pack of vektiss in 
  a breathtaking display of cunning stealth and savage coordination. A mob of trained assassins could not have executed such an attack with such 
  grace and poise! Fortunately for Lynus, we were able to track his captors to their forest lair and extract him before the egg laid in his chest-wound 
  could hatch. I admit, I am sorry we didn’t have more time to linger—I would relish the opportunity to observe the hatching of a vektiss spawn in 
  an incapacitated prey animal, though I believe Lynus remains less enthusiastic at the prospect.
  —PROFESSOR VIKTOR PENDRAKE, MONSTERNOMICON
  PHYSIQUE 
  PHY 
  5
  SPEED 
  SPD 
  7
  STRENGTH 
  STR 
  5
  AGILITY 
  AGL 
  3
  PROWESS 
  PRW 
  4
  POISE 
  POI 
  1
  INTELLECT 
  INT 
  2
  ARCANE 
  ARC 
  —
  PERCEPTION 
  PER 
  4
  INITIATIVE 
  INIT 
  15
  DEFENSE 
  DEF 
  14
  ARMOR 
  ARM 
  10
   
  (NATURAL ARMOR +5)
  WILLPOWER 
  WIL 
  7
  VITALITY: 10
  COMMAND RANGE: 2
  BASE SIZE: MEDIUM
  ENCOUNTER POINTS: 6
  Paralytic Poison – A living character that 
  suffers damage from this attack is affected 
  by this creature’s venom. During each of his 
  Maintenance Phases, he must make a PHY 
  roll against a target number of 16. (Outside 
  combat, he must make this PHY roll every 
  ﬁve minutes.) If the roll succeeds, nothing 
  happens. If the roll fails, his SPD and DEF 
  are reduced by 1. If his SPD is reduced to 0 
  as a result of the venom, he is incapacitated 
  and cannot move until he regains at least 1 
  point of SPD. If he passes three PHY rolls, 
  the venom has run its course and no longer 
  affects him. A character recovers SPD lost 
  as a result of the venom at a rate of 1 point 
  per hour.
  BITE
   MAT 
  POW 
  P+S
   6 
  4 
  9
  CLAW
   MAT 
  POW 
  P+S
   6 
  5 
  10
  CLAW
   MAT 
  POW 
  P+S
   6 
  5 
  10
  
  91
  CREATURE TEMPLATES:
  Juvenile, Pack Hunter, Predator, Vektiss Queen
  SKILLS:
  NAME 
  STAT 
  RANK 
  STAT+RANK
  Climbing 
  AGL 
  2 
  5
  Detection 
  PER 
  1 
  5
  Jumping 
  PHY 
  2 
  7
  Sneak 
  AGL 
  3 
  6
  ABILITIES:
  Egg Detection – This creature automatically succeeds in attempts to track a character 
  who is implanted with a vektiss egg or larva and who is within one mile of this creature.
  Prowl – This creature is virtually invisible while in the shadows or in terrain that grants 
  a degree of concealment. This creature gains stealth while within terrain that provides 
  concealment, the AOE of a spell that provides concealment, or the AOE of a cloud effect.
  Take Down – This creature can use this ability whenever it incapacitates another character 
  with an attack and while the incapacitated character is within this creature’s melee range. 
  The incapacitated character regains 1 vitality point and is no longer incapacitated but 
  is considered to be tied up, unconscious, or otherwise out of action for the rest of the 
  encounter.
  Tangled Webs – This creature can use this ability on a target on which it uses Take Down. 
  To use this ability, the creature must be B2B with the target and must spend a full action to 
  restrain the target with webbing. To free himself, the target must make an AGL + Escape 
  Artist skill roll against a target number of 16. If the roll succeeds, the target frees himself. 
  If the roll fails, the target remains restrained. This creature is considered to be trained in 
  the Rope Use skill for the purpose of Escape Artist skill rolls.
  LORE
  A character can make an INT + Lore 
  (extraordinary zoology) skill roll to 
  determine what he knows about 
  this creature. He learns all the 
  information up to the result of the 
  roll. The higher the roll, the more 
  he learns.
  9: Vektiss are clever, mule-sized, 
  insect-like creatures that hunt in 
  packs and attack at night.
  11: Vektiss prey upon humans 
  and animals alike. Their bite is 
  poisonous, and they sometimes 
  drag their still-living victims back 
  to their lairs.
  13: Vektiss implant eggs in their 
  victims.
  15: Vektiss can sense implanted 
  eggs at a great distance and will 
  track them with furious urgency. 
  Removing an implanted egg may 
  throw a pack of vektiss off the hunt.
  
  92
  Western Immoren is home to many deadly creatures. Some 
  are born with natural talents greater than those of their 
  fellows; others acquire unique abilities over the course of their 
  lives. The creature templates in this section represent special 
  types of animals and antagonists. They allow the Game Master 
  to modify the creatures of the Iron Kingdoms in order to help 
  him build rich, varied encounters.
  Using Templates
  Templates modify creatures in different ways. Some templates 
  grant additional skills, others replace a creature’s usual abilities 
  with new versions, and many modify a creature’s stats. (Several 
  templates do all this and more!) Each creature’s entry in the 
  Monsternomicon lists suggested templates that can be applied to 
  it. A creature can have multiple templates, but it cannot benefit 
  from the same template twice.
  Bonuses and penalties from templates are cumulative. For 
  instance, if a creature gains +2 PHY from one template and 
  �� P�� from another, it has a total modifier of �� P��. A stat 
  cannot be reduced below 1 because of a template.
  Anatomy of a Template
  The various parts of a template are detailed below.
  Name: The name of the template appears on this line.
  Description: This section provides a brief description of the 
  template.
  �tat �odifiers� This section lists any modifiers to the 
  creature’s primary, secondary, or derived stats. It also lists any 
  CREATURE TEMPLATES
  modifications to the creature�s vitality or life spiral aspects. �A 
  creature’s stats and vitality cannot be reduced below 1 because 
  of a template.)
  Modifiers to primary and secondary stats are not applied 
  to derived stats �p. ��� separate modifiers are provided for 
  derived stats.
  ��ilit� �odifiers� This section identifies any abilities the 
  creature gains or loses as a result of the template. 
  ��ill �odifiers� This section identifies any skills modified by the 
  template. A skill level cannot be increased above 4 or reduced 
  below 0 because of a template.
  �� �odifier� This number modifies the creature�s �ncounter 
  Point value.
  Notes: This section provides additional information about the 
  creature.
  For example, an argus with the Alpha template would have PHY 8, STR 8, 
  INT 4, and WIL 12. It would also gain the Battle Plan: Coordinated Strike, 
  Feat Points, and Leader of the Pack abilities, as well as the Command 1 
  and Intimidation 1 skills. By comparison, an argus with the Juvenile 
  template would have STR 5, PRW 2, and DEF 17. Its new life spiral 
  would be Physique 6, Agility 4, and Intellect 4, and it would gain the 
  Find Cover ability.
  ADAPTED (ENVIRONMENT)
  Description: Some creatures are naturally adapted to the 
  environments they live in. These creatures can effortlessly 
  navigate their native environment and easily notice the passage 
  of others.
  �tat �odifiers� None.
  ��ilit� �odifiers� A creature with this template gains the 
  Adapted ability.
  Adapted – Choose an environment: desert, forest, mountain, 
  or swamp. This creature gains the Pathfinder ability while in 
  the chosen environment. Additionally, this creature can reroll 
  failed Survival and Tracking skill rolls while in the chosen 
  environment.
  ��ill �odifiers� Survival +1 and Tracking +1
  �� �odifier� +1
  Notes: None.
  ALPHA
  Description: Bigger and stronger than typical members of their 
  species, alphas are the undisputed leaders of a pack. They earn 
  their station by displaying their dominance in combat. An alpha 
  coordinates the efforts of its pack and keeps subordinates in line 
  through its commanding presence or brutish intimidation.
  �tat �odifiers� +1 PHY, +1 STR, +1 INT, and +2 WIL
  TEMPLATES AS 
  STORYTELLING TOOLS
  Game Masters are encouraged to use templates as part of 
  the stories they tell. When selected carefully, templates can 
  reinforce the theme of an adventure in otherwise everyday 
  encounters, such as the Blighted and Starving templates in 
  stories with themes of corruption and desperation.
  Game Masters should not feel constrained by a template’s 
  description. Each template can (and should) be interpreted 
  in a variety of ways. The Man-eater template represents a 
  creature that has acquired a taste for human ﬂesh, but it 
  could just as easily represent a character that has suffered 
  at the hands of mankind often enough that its response to 
  them is sudden, brutal violence.
  
  93
  ��ilit� �odifiers� A character with this template gains the 
  Battle Plan: Coordinated Strike, Feat Points, and Leader of the 
  Pack abilities.
  Battle Plan: Coordinated Strike – This character can spend 
  1 feat point to use Battle Plan: Coordinated Strike during a 
  surprise round (Core Rules, p. 201) before a battle. Using a battle 
  plan is a quick action. When this character uses this battle plan, 
  each friendly character of this character’s type in its command 
  range can immediately make one attack. After these attacks, the 
  surprise round ends and the creatures are detected.
  Feat Points – This character starts each encounter with 1 feat 
  point. It is allocated 1 feat point at the start of each of its turns. It 
  can have up to 1 feat point at a time.
  Leader of the Pack – Friendly characters of this character’s type 
  in its command range gain +1 to attack and damage rolls.
  ��ill �odifiers� Command +1 and Intimidation +1
  �� �odifier� +3
  Notes: None.
  BLIGHTED
  Description: A creature that spends too much time in the 
  vicinity of a dragon risks being permanently changed and 
  corrupted as a result of its proximity to the dragon’s blight. 
  The effects of dragonblight vary, but they always manifest as a 
  physical transformation and a warping of the mind. The effects 
  on creatures of the same species exposed to dragonblight can 
  manifest in different ways, though the end result is always a 
  deadly, aggressive creature.
  �tat �odifiers� This creature gains +1 PHY and either +6 vitality 
  or +3 points to the Physique and Agility life spiral aspects, but 
  suffers –1 INT and –2 WIL.
  ��ilit� �odifiers� A creature with this template gains two of 
  the following abilities: Berserk, Chain Attack: Bleed Out, Dodger, 
  and Night Vision.
  Berserk – When this creature incapacitates or destroys one or 
  more enemies with a melee attack during its turn, immediately 
  after the attack is resolved it must make one additional melee 
  attack against another character in its melee range.
  Chain Attack: Bleed Out – When this creature hits the same 
  living target with all its initial attacks, after resolving the attacks 
  it can immediately make one additional melee attack against the 
  target. If the additional attack hits, it does not inflict damage, but 
  the target must forfeit either its movement or its action during its 
  next activation.
  Dodger – When this creature is missed by an enemy attack, it 
  can immediately advance up to twelve feet (2″) after the attack 
  is resolved unless it was missed while advancing. It cannot be 
  targeted by free strikes during this movement.
  Night Vision – This creature treats darkness as dim light and 
  dim light as bright light.
  ��ill �odifiers� Tracking +1
  �� �odifier� +3
  Notes: This template cannot be applied to non-living characters.
  CEPHALYX EXULON
  Description: Members of an elite cephalyx caste, exulons are 
  physically atrophied but gifted with immense psychokinetic 
  power. They are powerful enough to direct their maddened 
  monstrosities through sheer force of will and telepathic might.
  �tat �odifiers� –1 PHY, +1 ARC, and +2 WIL
  ��ilit� �odifiers� Change this character’s arcane tradition to 
  focuser (Core Rules, p. 229). In addition, a character with this 
  template gains the Bond, Psychocaustic Aura, and �acrificial 
  Pawn abilities.
  Bond – This character can bond to and control a cephalyx 
  monstrosity. He can allocate focus points only to a monstrosity 
  he is bonded to, and he is bonded to his prosthetic blades weapon 
  for the purpose of purchasing attacks and boosting rolls. This 
  character can spend focus points to heal damage suffered by a 
  monstrosity in his battlegroup and within his control area. For 
  each focus point spent, remove 1 damage point from the affected 
  monstrosity’s damage grid.
  Psychocaustic Aura – Living characters that begin their turn 
  within twelve feet (2″) of this character must make a WIL roll 
  against a target number of 12 + this character’s ARC. If the roll 
  fails, the target suffers Paralysis. (The base DEF of a character 
  suffering Paralysis becomes 7 and the character cannot run, 
  charge, or make slam or trample power attacks. Paralysis lasts 
  for one round.)
  �acrificial �awn � When this character is directly hit by a 
  ranged attack, this character may choose a friendly non-
  incorporeal drudge or monstrosity within 3″ to be directly 
  hit instead. That character is automatically hit and suffers all 
  damage and effects.
  ��ill �odifiers� Command +1, Medicine +1, and Research +2
  �� �odifier� +3
  Notes: None.
  CEPHALYX MONSTROSITY SUBDUER
  Description: Subduers specialize in capturing live specimens 
  and destroying powerful opponents. The nets they fire can drag 
  helpless opponents into range of their wicked arm blades or the 
  clutches of their waiting masters.
  �tat �odifiers� None.
  ��ilit� �odifiers� None.
  ��ill �odifiers� Detection +1 and Intimidation +1
  �� �odifier� +2
  Notes: Cephalyx monstrosity only. This template cannot be 
  applied to a monstrosity unless it has the net launcher and 
  impaling blade weapons.
  CEPHALYX MONSTROSITY WARDEN
  Description: Wardens are monstrosities manufactured to defend 
  the cephalyx and their facilities from harm.
  �tat �odifiers� +1 PER
  ��ilit� �odifiers� A creature with this template gains the 
  Follow Up, Grand Slam, and Shield Guard abilities.
  
  94
  Follow Up – When this creature slams an enemy, immediately 
  after the slam is resolved this creature can advance directly 
  toward the slammed character up to the distance the slammed 
  character was moved.
  Grand Slam – This creature can make slam power attacks 
  without spending focus or being forced. Characters slammed by 
  this creature are moved an additional 6″.
  Shield Guard – Once per turn, when a friendly character is 
  directly hit by an attack while within 2″ of this creature, this 
  creature can choose to be directly hit instead. This creature 
  cannot use this ability if it is incorporeal, knocked down, prone, 
  or stationary.
  ��ill �odifiers� None.
  �� �odifier� +2
  Notes: Cephalyx monstrosity only. This template cannot be 
  applied to a monstrosity unless it has the mecha fist and hard 
  head weapons.
  CEPHALYX MONSTROSITY WRECKER
  Description: �reckers speciali�e in bringing down fortifications 
  and mowing through even the toughest resistance.
  �tat �odifiers� +2 PHY and +1 PER
  ��ilit� �odifiers� A creature with this template gains the Beat 
  Back Mighty archetype benefit �Core Rules, p. 116) and the Chain 
  Attack: Bloodbath ability.
  Chain Attack: Bloodbath – If this creature hits the same target 
  with both its initial attacks with a melee weapon, after resolving 
  the attacks it can immediately make one melee attack with that 
  weapon against each character in its LOS and in that weapon’s 
  melee range.
  ��ill �odifiers� None.
  �� �odifier� +2
  Notes: Cephalyx monstrosity only. This template cannot 
  be applied to a monstrosity unless it has the ball and chain 
  weapon.
  CHIEFTAIN
  Description: Chieftains are the leaders of their wilderness 
  tribes. Many of their responsibilities involve the day-to-day 
  management of the tribe, but they are expected to lead the tribe’s 
  warriors in times of battle. Many maintain their leadership 
  position through pure martial ability, but some are prized for 
  their intellect.
  �tat �odifiers� +1 STR or INT and +1 PRW or POI
  ��ilit� �odifiers� A creature with this template gains either 
  the Battle Plan: Call to Action ability or the Battle Plan: 
  Coordinated Strike ability, as well as the Feat Points and 
  Natural Leader abilities.
  Battle Plan: Call to Action – This character can spend 1 feat 
  point to use Battle Plan: Call to Action. Using a battle plan is a 
  quick action. When a character uses this battle plan, each friendly 
  character in his command range who is under his command and 
  knocked down immediately stands up or goes prone.
  Battle Plan: Coordinated Strike – This character can spend 1 feat 
  point to use Battle Plan: Coordinated Strike during a surprise round 
  (Core Rules, p. 210) before a battle. Using a battle plan is a quick action. 
  When a character uses this battle plan, each friendly character in 
  his command range can immediately make one attack. After these 
  attacks, the surprise round ends and the characters are detected.
  Feat Points – This creature starts each encounter with 1 feat 
  point. It is allocated 1 feat point at the start of each of its turns. It 
  can have up to 1 feat point at a time.
  Natural Leader – This creature’s command range increases by 2″.
  ��ill �odifiers� Command +1 and either Hand Weapon +1 or 
  Great Weapon +1
  �� �odifier� +4
  Notes: A chieftain is typically armed with the best weapons and 
  armor in the tribe. This equipment can be worth up to 150 gc.
  CROAK CONJOINED TWIN
  Description: Some croaks are born conjoined, with two sets of 
  arms and two heads growing from a single body. These twins are 
  gifted spellcasters venerated for their sorcerous abilities.
  �tat �odifiers� –1 PHY, –1 SPD, and +4 ARC
  ��ilit� �odifiers� A character with this template gains the 
  Conjoined and Will Weaver abilities.
  Conjoined – When this character becomes exhausted, his turn does 
  not immediately end, but he still cannot cast spells next round.
  Will Weaver – This character is a will weaver. Select a COST 2 
  spell and three COST 1 spells from the storm sorcerer spell list 
  (Core Rules, p. 144).
  ��ill �odifiers� Lore (arcane) +2
  �� �odifier� +2
  Notes: Croak conjoined twins wear light armor worth up to 60 gc 
  and rarely carry weapons.
  DEVIL RAT MATRON
  Description: Squatting at the heart of a devil rat nest, the devil 
  rat matron is the mother of a brood, grown enormous and fat 
  from scraps fed to her by her innumerable progeny.
  �tat �odifiers� –2 SPD, +3 STR, –2 DEF, +4 ARM, and 
  +6 vitality points
  ��ilit� �odifiers� A creature with this template gains the 
  Mother of All Rats and Retaliatory Strike abilities.
  Mother of All Rats – A devil rat swarm within twelve feet (2″) of 
  this creature gains +1 to attack and damage rolls.
  Retaliatory Strike – When this creature is hit by a melee attack 
  made by an enemy at any time other than during this creature’s 
  own turn, after the attack is resolved this creature can immediately 
  make one normal melee attack against the enemy that hit it.
  ��ill �odifiers� Detection +1
  �� �odifier� +4
  Notes: A devil rat with this template is a medium-based 
  creature, and its bite attack is POW 4.
  
  95
  Notes: This template cannot be applied to creatures other than 
  dregg. A dregg with this template is always equipped with a 
  single arm blade, in addition to whatever it gains from its Master 
  Scavenger ability.
  DUSKWOLF MALE
  Description: Far less common than the female of the species, a 
  male duskwolf is typically the chief hunter of its harem.
  �tat �odifiers� +1 PRW, +2 DEF, and +2 ARM. In addition, replace 
  this creature’s vitality with the following life spiral:
  DREGG PAIN MONGER
  Description: All dregg perform body modification and ritual 
  self-mutilation, but this vicious race’s pain mongers are masters 
  of the art. They respond instantly to harm, using it to fuel a 
  savage retaliation.
  �tat �odifiers� –1 DEF, +3 ARM, and +6 vitality points
  ��ilit� �odifiers� Replace this creature’s Scavenged Weapons 
  ability with the Retaliatory Strike and Two-Weapon Fighting 
  abilities.
  Retaliatory Strike – When this creature is hit by a melee attack 
  made by an enemy at any time other than during its own turn, 
  after the attack is resolved this creature can immediately make 
  one normal melee attack against the enemy that hit it.
  Two-Weapon Fighting – �hile fighting with a one�handed 
  weapon or pistol in each hand, this creature gains an additional 
  attack for the second weapon but suffers –2 on attack rolls with 
  the second weapon while doing so.
  ��ill �odifiers� Hand Weapon +2 and Intimidate +1
  �� �odifier� +3
  Notes: This template cannot be applied to creatures other than 
  dregg. A dregg with this template is always equipped with a pair 
  of arm blades.
  DREGG RAID MASTER
  Description: �aid masters are the fierce leaders of dregg 
  raiding parties. Distinguished by their superior equipment 
  and martial ability, they command and coordinate their 
  subordinates in battle.
  �tat �odifiers� +1 DEF and +2 ARM. In addition, replace this 
  creature’s vitality with the following life spiral:
  ��ilit� �odifiers� A creature with this template loses the 
  �hadow Camouflage ability and gains the �nnerving �owl 
  ability.
  Unnerving Howl – Once per encounter, this creature can spend 
  a quick action to unleash a terrifying howl. For one round, this 
  creature has Terror [16]. Other creatures of this creature’s type 
  are not affected by this ability.
  ��ill �odifiers� None.
  �� �odifier� +4
  Notes: A pack of duskwolves normally has only a single male, 
  though some packs have several juvenile males after the 
  breeding season.
  HUNTER
  Description: Hunters come from every race and region, honing 
  their skills so they can confront and defeat the beasts of Immoren’s 
  wilderness. Though some utilize primitive armaments, others 
  carry impressive modern weapons.
  �tat �odifiers� +2 STR and +2 ARM
  ��ilit� �odifiers� A creature with this template gains the 
  �unter, Pathfinder, and Prowl abilities.
  Hunter – This creature ignores forests, concealment, and cover 
  when determining LOS or making a ranged attack.
  �athfinder � This creature can move over rough terrain without 
  penalty.
  Prowl – This creature gains stealth while within terrain 
  that provides concealment, the AOE of a spell that provides 
  concealment, or the AOE of a cloud effect.
  ��ill �odifiers� Survival +1, Tracking +2, and your choice of 
  Archery ��, �ifle ��, or Thrown �eapon ��
  �� �odifier� +4
  ��ilit� �odifiers� A creature with this template loses the 
  Scavenged Weapons ability and gains the Master Scavenger 
  ability.
  Master Scavenger – When designing an encounter with this 
  creature, roll a d6. On a roll of 1, this creature does not own 
  a scavenged weapon. On a roll of 2–4, this creature is also 
  armed with a melee weapon of the Game Master’s choice. On 
  a roll of ���, this creature is also armed with a pistol or rifle 
  of the �ame Master�s choice with sufficient ammunition for 
  ten shots.
  ��ill �odifiers� Command +1 and Hand Weapon +2
  �� �odifier� +4
  I
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  96
  Notes: Hunters wear armor worth up to 85 gc. A hunter is 
  equipped with either a great bow and a quiver of ten arrows, a 
  �avelin �uiver and five �avelins, or a long rifle with ten rounds of 
  ammunition.
  JUVENILE
  Description: A juvenile is a young member of its species, smaller 
  and less resilient than an adult. Though unable to withstand the 
  damage an adult can, a juvenile is more likely to go unnoticed in 
  the heat of battle.
  �tat �odifiers� –2 STR, –1 PRW, +1 DEF, and either –3 vitality 
  points or –1 vitality point from the Physique, Agility, and Intellect 
  life spiral aspects
  ��ilit� �odifiers� A character with this template gains the Find 
  Cover ability.
  Find Cover – At the start of combat, before initiative is rolled, 
  this character can immediately advance up to twelve feet (2″) and 
  perform a quick action to take cover or go prone.
  ��ill �odifiers� None.
  �� �odifier� –2
  Notes: Juvenile characters tend to stay away from combat when 
  possible and rely on adult characters to protect them.
  LARGE SPECIMEN
  Description: All creatures occasionally produce massive 
  examples of their kind—specimens able to mete out and 
  withstand more punishment than normal. These enormous 
  creatures possess great strength, but their movements can be 
  ponderous, and moving without being detected is much more 
  difficult for them.
  �tat �odifiers� –1 DEF, +2 ARM, and either +6 vitality points or 
  +3 vitality points to the Physique and Agility life spiral aspects
  ��ilit� �odifiers� A character with this template gains the 
  Brute Force and Big ’Un abilities.
  Brute Force – This character gains an additional die on melee 
  damage rolls.
  Big ’Un – This character is treated as being one base size larger 
  than normal, up to a maximum of large-based. A small-based 
  character is treated as medium-based, and a medium-based 
  character is treated as large-based.
  ��ill �odifiers� Sneak –2
  �� �odifier� Base cost x 2
  Notes: None.
  LONE WOLF
  Description: Lone wolves are creatures that have adapted 
  to hunting, fighting, and living alone. In animals, this is the 
  product of territorial behavior. Young males seen as a threat to 
  an alpha’s dominance of a pack are driven out of its territory. In 
  intelligent races, lone wolves are exiles from their society driven 
  out for some crime or misdeed, or simply those who prefer to live 
  alone. �uch solitary creatures are often fierce fighters that rely 
  only on their own talents and capabilities to survive.
  �tat �odifiers� +1 STR, +1 PRW, +1 PER, and +1 INIT
  ��ilit� �odifiers� A character with this template gains the Feat 
  Points and Lone Fighter abilities.
  Feat Points – This character starts each encounter with 1 feat 
  point. It is allocated 1 feat point at the start of each of its turns. It 
  can have up to 1 feat point at a time.
  Lone Fighter – This character gains +1 to attack and damage rolls 
  if it is the only character engaging a target.
  ��ill �odifiers� Survival +1 and Tracking +1
  �� �odifier� +5
  Notes: Though lone wolves are not accompanied by other creatures, 
  they can be encountered while attacking other creatures.
  MAN-EATER
  Description: Many creatures consume the flesh of mankind, but 
  some develop such a taste for it that they go out of their way to 
  prey on human targets. These bloodthirsty specimens have honed 
  their killing prowess in order to sate their discriminating palate.
  �tat �odifiers� +1 PRW
  ��ilit� �odifiers� A creature with this template gains the Blood 
  Thirst, Critical Shred, and Snacking abilities.
  Blood Thirst – This creature gains +2″ movement when it charges 
  a living character.
  Critical Shred – On a critical hit with a melee attack, after the 
  attack is resolved this creature can make one additional melee 
  attack against the character hit.
  Snacking – This creature can spend a quick action to devour any 
  destroyed living character within its melee range to immediately 
  regain d3 vitality points.
  ��ill �odifiers� None.
  �� �odifier� +4
  Notes: Man-eaters prioritize living and undead characters 
  as targets and ignore steamjacks and other constructs unless 
  attacked by them.
  PACK HUNTER
  Description: Pack hunters hunt as a group. Working in tandem, 
  they exploit opportunities created by their pack mates to bring 
  down larger prey.
  �tat �odifiers� +1 PER
  ��ilit� �odifiers� A creature with this template gains the Pack 
  Tactics and Pull Down abilities.
  Pack Tactics – If this creature misses an attack against a target 
  engaged by one or more friendly creatures of this creature’s type 
  with the Pack Tactics ability, it can reroll the attack.
  Pull Down – On a critical hit with a melee attack against a target 
  with an equal- or smaller-sized base, the target is knocked down.
  ��ill �odifiers� Tracking +1
  �� �odifier� +2
  Notes: None.
  
  97
  PESTILENT HOLLOWED
  Description: In its wanton attempts to sate the supernatural 
  hunger driving it, a hollowed is often exposed to diseases carried 
  by its prey. Most diseases cannot thrive on the dead flesh of a 
  hollowed, but the creature is occasionally exposed to a strain 
  capable of flourishing within it. This pestilent variant is more 
  dangerous than typical hollowed. Even those who escape death 
  at its claws run the risk of a prolonged and excruciating death 
  from the pestilence it carries.
  �tat �odifiers� None.
  ��ilit� �odifiers� A creature with this template gains the 
  Pestilent and Rupture abilities.
  Pestilent – A living character damaged by an unarmed melee 
  attack made by this creature has a chance of being infected. 
  Immediately after the attack has been resolved, the damaged 
  character must make a PHY roll against a target number of 14. 
  If the roll succeeds, the character resists the disease. If the roll 
  fails, the character is infected. The first symptoms manifest after 
  d6 + 6 hours, at which time the character suffers nausea and an 
  elevated temperature. Every six hours thereafter, the character 
  must make an additional PHY roll against a target number of 
  16. (Reduce this number to 12 if the character remained in bed 
  for the previous six hours.) If the character passes three of these 
  rolls, he fights off the disease. If the character fails three of these 
  rolls, the disease moves on to the advanced stage.
  During the disease’s advanced stage, the character must make 
  a PHY roll against a target number of 16 every three hours. 
  (Reduce this number to 12 if the character remained in bed 
  for the previous six hours.) For each roll that fails, reduce the 
  character’s PHY by 1. If the character’s PHY is reduced below 
  �, he dies. If the character passes three of these rolls, he fights 
  off the disease.
  Rupture – When this creature is destroyed by an attack, center a 
  4″ AOE on it. All living characters within the AOE must make a 
  PHY roll with a +2 bonus to resist infection.
  ��ill �odifiers� None.
  �� �odifier� +4
  Notes: None.
  PISTOL WRAITH DEATH DEALER
  Description: Death dealers are vicious pistol wraiths proficient 
  in dual-wielding deadly wraithlock pistols.
  �tat �odifiers� None.
  ��ilit� �odifiers� Death dealers gain the Ambidextrous, Chain 
  Attack: Death Chill, and Two-Weapon Fighting abilities.
  Ambidextrous – This character does not suffer the second 
  weapon penalty while using the Two-Weapon Fighting ability.
  Chain Attack: Death Chill – If this character hits the same target 
  with both his initial pistol attacks, after resolving the attacks he 
  can immediately make one additional ranged attack against that 
  target. If the additional attack hits, it does not inflict damage, but 
  the target hit must forfeit either its movement or its action during 
  its next activation.
  Two-Weapon Fighting – �hile fighting with a one�handed 
  weapon or pistol in each hand, this character gains an additional 
  attack for the second weapon but suffers –2 on attack rolls with 
  the second weapon while doing so.
  ��ill �odifiers� None.
  �� �odifier� +3
  Notes: Pistol wraith only. A pistol wraith with this template 
  carries two wraithlock pistols.
  PISTOL WRAITH SPELLSLINGER
  Description: Spellslingers are pistol wraiths risen from gun 
  mages. Able to utilize the magic they possessed in life, they are 
  extremely deadly combatants.
  �tat �odifiers� A spellslinger is a will weaver with ARC 4. The 
  Game Master should select one COST 2 and two COST 1 spells 
  from the following list:
  SPELL NAME 
  COST 
  RNG AOE POW 
  UP OFF
  RUNE SHOT: ACCURACY 
  1 
  SELF 
  — 
  — 
  NO 
  NO
  The spellcaster’s next rune shot ranged attack roll this turn is boosted.
  RUNE SHOT: BRUTAL 
  1 
  SELF 
  — 
  — 
  NO 
  NO
  The spellcaster’s next rune shot ranged attack gains a boosted damage roll 
  against the target directly hit.
  RUNE SHOT: IRON ROT 
  1 
  SELF 
  — 
  — 
  NO 
  NO
  If the spellcaster’s next rune shot ranged attack this turn directly hits a 
  steamjack, the steamjack suffers d3 damage points in addition to any other 
  damage and effects from the attack.
  RUNE SHOT: MOLTEN SHOT 
  1 
  SELF 
  — 
  — 
  NO 
  NO
  If the spellcaster’s next rune shot ranged attack this turn directly hits a 
  target, the target directly hit suffers the Fire continuous effect.
  RUNE SHOT:  
  2 
  SELF 
  — 
  — 
  NO 
  NO 
  SHADOW FIRE:
  If the spellcaster’s next rune shot ranged attack this turn hits a target, for one 
  round friendly characters can ignore the target when determining LOS and 
  making ranged or magic attacks.
  RUNE SHOT: SILENCER 
  1 
  SELF 
  — 
  — 
  NO 
  NO
  The spellcaster’s next rune shot ranged attack is completely silent and gives 
  no sign of being fired. �either the firing of the weapon nor the impact of its 
  ammunition causes a sound. Any immediate sound from a target that is hit, 
  such as a scream, a shout, or the fall of a body, is silenced.
  RUNE SHOT:  
  1 
  SELF 
  * 
  — 
  NO 
  NO 
  SPONTANEOUS COMBUSTION:
  If the spellcaster’s next rune shot ranged attack destroys a living character, 
  center a �� A�� cloud effect on the destroyed character, then remove the 
  destroyed character from the table. The AOE remains in play for one round.
  RUNE SHOT:  
  1 
  SELF 
  — 
  — 
  NO 
  NO 
  THUNDERBOLT
  If the spellcaster’s next rune shot ranged attack this turn directly hits a 
  target, the target is pushed d�� directly away from the spellcaster. �n a 
  critical hit, the target is knocked down after being pushed.
  RUNE SHOT: TRICK SHOT 
  2 
  SELF 
  — 
  — 
  NO 
  NO
  If the spellcaster’s next rune shot ranged attack this turn directly hits a 
  target, choose a character within twenty�four feet ���� of the target. After the 
  attack is resolved, the spellcaster immediately makes a ranged attack roll 
  against the chosen character. If the chosen character is hit, he suffers a magic 
  damage roll with a POW equal to that of the spellcaster’s ranged weapon 
  but does not suffer any effects of other rune shot spells cast on the original 
  attack. The point of origin for this damage is the target originally hit.
  ��ilit� �odifiers� None.
  ��ill �odifiers� None.
  �� �odifier� +5
  Notes: Pistol wraith only. A pistol wraith with this template 
  carries two wraithlock pistols.
  
  98
  PREDATOR
  Description: Equally cautious and deadly, predators use shadows 
  and terrain to their advantage as they wait for the perfect strike. 
  Some species are natural predators, while others have learned to 
  perfect their methods through repeated conflicts.
  �tat �odifiers� +1 AGL
  ��ilit� �odifiers� A creature with this template gains the 
  Ambush, Hunter, and Prowl abilities.
  Ambush – During the first round of an encounter, this creature 
  gains boosted attack and damage rolls against enemies that have 
  not yet activated that encounter.
  Hunter – This creature ignores forests, concealment, and cover 
  when determining LOS or making a ranged attack.
  Prowl – This creature gains stealth while within terrain 
  that provides concealment, the AOE of a spell that provides 
  concealment, or the AOE of a cloud effect.
  ��ill �odifiers� Sneak +1
  �� �odifier� +3
  Notes: None.
  PROTECTOR
  Description: Some creatures protect their young to such an 
  extreme that they will shield them from harm with their own 
  bodies. Anything that manages to injure these creatures’ 
  offspring is ferociously attacked.
  �tat �odifiers� None.
  ��ilit� �odifiers� A creature with this template gains the 
  Defender and Shield Guard abilities.
  Defender – Once per round, when a friendly creature of this 
  creature’s type within its command range is hit with an enemy 
  attack, immediately after the attack has been resolved this 
  creature can advance toward the enemy up to twelve feet (2″) and 
  make one melee attack.
  Shield Guard – Once per turn, when a friendly creature of this 
  creature’s type is directly hit by an attack while within 2″ of this 
  creature, this creature can choose to be directly hit instead. This 
  creature cannot use Shield Guard if it is incorporeal, knocked 
  down, prone, or stationary.
  ��ill �odifiers� None.
  �� �odifier� +2
  Notes: None.
  RAZORBAT KING
  Description: The razorbat king is a massive razorbat breed 
  with an extremely wide range of territory. Its saliva is a potent 
  anticoagulant, which it uses to coat its barbed tail.
  �tat �odifiers� +2 SPD, +3 STR, and –2 DEF
  A razorbat with this template is a medium-based model and has 
  10 vitality points.
  ��ilit� �odifiers� Replace this creature’s Distracting and Kill 
  Shot abilities with the Ride-By Attack ability.
  Ride-By Attack – This creature can combine its movement and 
  action during its turn to make a ride-by attack. To use this ability, this 
  creature must declare a ride-by attack at the start of its activation. It 
  then makes a full advance and can halt its movement at any point to 
  make its attacks. After its attacks, it resumes its normal movement.
  ��ill �odifiers� Detection +1
  �� �odifier� +4
  Notes: Replace this creature’s sonic screech and slash weapons 
  with the following:
  RESILIENT
  Description: Whether because of their regenerative capability, 
  magical endowment, or sheer orneriness, some creatures are just 
  harder to kill than others.
  �tat �odifiers� +6 vitality points or +2 vitality points to the 
  Physique, Agility, and Intellect life spiral aspects
  ��ilit� �odifiers� A creature with this template gains the 
  Tough ability.
  Tough – When this character is disabled, roll a d6. On a 5 or 6, 
  the character heals 1 vitality point, is no longer disabled, and is 
  knocked down.
  ��ill �odifiers� None.
  �� �odifier� +3
  Notes: None.
  RUNT
  Description: Runts are stunted due to disease, malnutrition, or 
  both. Though most runts are unable to withstand much damage, 
  they can still drag larger prey down to their level.
  �tat �odifiers� –1 PHY, –1 STR, +1 DEF, and either –3 vitality 
  points or –1 vitality point from the Physique, Agility, and Intellect 
  life spiral aspects
  ��ilit� �odifiers� A creature with this template gains the Pull 
  Down and Small Fry abilities.
  Pull Down – When this creature critically hits a character with 
  an equal- or smaller-sized base with a melee attack, the target is 
  knocked down.
  Small Fry – This creature is treated as being one base size 
  smaller than normal, to a minimum of small-based. A medium-
  based creature is treated as small-based, a large-based creature 
  is treated as medium-based, and a huge-based creature is treated 
  as large-based. Increase the distance of all push, slam, and throw 
  Power attacks made against this creature by six feet (1″).
  ��ill �odifiers� None.
  �� �odifier� None.
  Notes: None.
  Wounding – A character who suffers 
  damage from this weapon suffers 
  1 damage point during each of his 
  Maintenance Phases until the wound 
  is treated by a character with at least one level in the Medicine skill. A character 
  must spend a full action to treat the wound but does not need to make a skill roll.
  BARBED TAIL
   MAT 
  POW 
  P+S
   6 
  6 
  12
  
  99
  SKITTISH
  Description: Many creatures innately distrust new and unusual 
  surroundings. Such creatures always check their surroundings 
  and move cautiously to avoid being caught in a trap or an 
  ambush. This caution makes them likely to flee combat once it 
  commences.
  �tat �odifiers� +1 PER, –1 INIT, and –2 WIL
  ��ilit� �odifiers� A creature with this template gains the 
  Dodger ability.
  Dodger – When this creature is missed by an enemy attack, it 
  can immediately advance up to twelve feet (2″) after the attack 
  is resolved unless it was missed while advancing. It cannot be 
  targeted by free strikes during this movement.
  ��ill �odifiers� Sneak +1
  �� �odifier� –2
  Notes: �kittish creatures are more likely to flee from combat than 
  to fight to the bitter end. If a skittish creature is presented with a 
  good avenue of escape, it will try to take it.
  SPECTER, EPIC
  Description: These beings are the spirits of the most powerful 
  and deranged dead, many of which have lingered on Caen for 
  centuries. Their prolonged, awful existence has ripped away any 
  vestige of sanity or compassion they had, rendering them violent 
  and unstable.
  �tat �odifiers� WIL 16 and +4 Command Range
  ��ilit� �odifiers� A creature with this template can have up to 
  seven deathly endowments.
  ��ill �odifiers� A creature with this template retains any skills 
  it had in life, and it has level 4 in each skill.
  �� �odifier� See Specter, p. 76.
  Notes: Specter only. A specter with this template cannot have the 
  Specter, Veteran template.
  SPECTER, VETERAN
  Description: These beings are the spirits of those with very 
  powerful wills lingering on Caen. They are able to manipulate 
  the physical world and those who trespass in their domain.
  �tat �odifiers� WIL 14 and +2 Command Range 
  ��ilit� �odifiers� A creature with this template can have up to 
  five deathly endowments.
  ��ill �odifiers� A creature with this template retains any skills 
  it had in life, and it has level 3 in each skill.
  �� �odifier� See Specter, p. 76.
  Notes: Specter only. A specter with this template cannot have the 
  Specter, Epic template.
  STARVING
  Description: Finding food in the wilderness is a daily struggle. 
  Desperate, starving creatures venture into dangerous situations 
  they would otherwise avoid when the promise of a meal is at stake.
  �tat �odifiers� –1 PHY, –1 STR, +1 PRW, and either –3 vitality 
  points or –3 vitality points from the Physique life spiral aspect
  ��ilit� �odifiers� A creature with this template gains the 
  Desperate ability.
  Desperate – This creature can reroll a failed WIL roll to ignore 
  the effects of fear. For the purposes of Intimidation skill rolls, 
  this creature is always treated as having a stat + Intimidation 
  level equal to that of the intimidating character.
  ��ill �odifiers� None.
  �� �odifier� –3
  Notes: This template cannot be applied to non-living characters.
  STEALTHY
  Description: Stealthy creatures possess talents or natural 
  camouflage that allows them to blend in with their surroundings 
  and move unnoticed.
  �tat �odifiers� None.
  ��ilit� �odifiers� A creature with this template gains the Prowl 
  and Sneaky abilities.
  Prowl – This creature gains stealth while within terrain that grants 
  cover or provides concealment, the AOE of a spell that grants cover 
  or provides concealment, or the AOE of a cloud effect. 
  Sneaky – This creature gains boosted Sneak skill rolls.
  ��ill �odifiers� Sneak +1
  �� �odifier� +2
  Notes: None.
  SWARM
  Description: Some creatures work together in enormous 
  swarms of hundreds of individuals to drive off intruders or 
  bring down prey. They overwhelm even large creatures by 
  enveloping them, crawling through gaps in their armor, and 
  killing them with countless bites and scratches.
  �tat �odifiers� +6 vitality points per base
  ��ilit� �odifiers� A creature with this template gains the 
  Anatomical Precision, Circular Vision, and Swarm abilities.
  Anatomical Precision – When this creature hits a living target 
  with a melee attack but the damage roll fails to exceed the 
  target’s ARM, the target suffers d3 damage points.
  Circular Vision – This creature’s front arc extends to 360°.
  Swarm – A swarm is composed of dozens or even hundreds 
  of individuals. Rather than representing each individual as a 
  separate model on the tabletop, a swarm should be represented 
  as a single character on a large base. Bigger swarms could be 
  represented as 3 to 5 (or more) large-based models in play. 
  A swarm cannot be targeted by free strikes. A character 
  attacking a swarm rolls one less die on his non-AOE or non-
  spray attack damage rolls against the swarm. When a swarm 
  suffers sufficient damage to be incapacitated, instead of being 
  completely destroyed the swarm is generally considered to 
  have scattered.
  
  100
  ��ill �odifiers� None.
  �� �odifier� +2 per base
  Notes: Each melee weapon this creature has gains Thresher.
  �tat �odifiers� +1 PHY and +2 STR
  ��ilit� �odifiers� A creature with this template gains the 
  Implant Egg ability.
  Implant Egg – This creature can implant an egg in an incapacitated 
  character. The egg will hatch d3 days after implantation, after 
  which the larva will begin to consume the character�s flesh from 
  within. Once the larva hatches, the character cannot regain 
  vitality points by any means and suffers d3 damage every six 
  hours. If the host character is incapacitated, he dies and a juvenile 
  vektiss emerges from his corpse.
  To extract an implanted egg or a larval vektiss from a host, a 
  character must make an INT + Medicine skill roll against a target 
  number of 15. If the roll succeeds, the character safely extracts the 
  egg or larval vektiss. If the roll fails, the host immediately suffers 
  d3 damage points.
  ��ill �odifiers� None.
  �� �odifier� +4
  Notes: None.
  WILD IRON MAIDEN
  Description: Iron maidens that have broken the bonds enslaving 
  their spirits are savage killers. Driven to murder the living as 
  repayment for centuries of servitude, wild iron maidens are 
  swift and deadly combatants often found in the overgrown ruins 
  of their former masters’ estates. A wild iron maiden’s hatred of 
  the living is so great it will continue to rend a victim’s body even 
  after it has been slaughtered.
  �tat �odifiers� None.
  ��ilit� �odifiers� A creature with this template gains the Berserk, 
  Chain Attack: Laceration, Relentless Charge, and Savagery abilities.
  Berserk – When this creature incapacitates or destroys one or 
  more enemies with a melee attack during its turn, immediately 
  after the attack is resolved it must make one additional melee 
  attack against another character in its melee range.
  Chain Attack: Laceration – If this creature hits the same living 
  target with its initial melee attacks, after resolving the attacks it 
  can immediately make one additional melee attack against that 
  target. If the additional attack hits, it does not inflict damage, but 
  the target suffers 1 damage point to each branch of its life spiral.
  Relentless Charge – This creature ignores penalties for rough 
  terrain while charging.
  Savagery – When this creature incapacitates a living character 
  with a melee attack, this creature must make a WIL roll against 
  a target number of 16. If the roll succeeds, this creature can 
  act normally. If the roll fails, this creature must spend its next 
  activation attacking the incapacitated target.
  ��ill �odifiers� None.
  �� �odifier� +5
  Notes: Wild iron maidens dwell in abandoned wilderness ruins, 
  often the site of the imprisoned spirit’s home. They ignore the 
  passage of wild animals but treat intelligent races as intruders 
  and enemies.
  Thresher – When this creature makes a melee attack with this weapon, make one 
  melee attack against each creature or character in this creature’s LOS and this 
  weapon’s melee range.
  SWIFT
  Description: Ideally suited to running down prey or avoiding 
  predators, swift creatures are lean natural hunters able to cross 
  great distances in mere moments.
  �tat �odifiers� –1 PHY, +1 SPD, and +1 DEF
  ��ilit� �odifiers� A creature with this template gains the Fleet 
  Foot ability.
  Fleet Foot – When this creature runs, it does so at SPD x 3.
  ��ill �odifiers� None.
  �� �odifier� +1
  Notes: None.
  TRAINED
  Description: Some creatures are trained to serve as watchdogs 
  and hunting companions. They are taught to follow simple 
  commands, such as attacking selected targets, retrieving objects, 
  tracking prey, and defending locations or individuals. Having 
  learned to rely on their masters for food and safety, trained 
  animals are less clever than wild specimens.
  �tat �odifiers� –1 INT and +1 PER
  ��ilit� �odifiers� A creature with this template gains the 
  Trained ability.
  Trained – This creature automatically follows simple commands 
  given to it by its owner or trainer, such as coming closer or moving 
  in a particular direction. To give this creature a complex command 
  such as to attack, the character must spend a quick action and make 
  an Animal Handling skill roll against a target number of 12. If the roll 
  succeeds, this creature follows the command to the best of its ability. 
  A trained creature acts according to the Game Master’s discretion.
  ��ill �odifiers� Detection +1 and either Intimidation +1 or 
  Tracking +1
  �� �odifier� +2
  Notes: To train a wild creature, a character must have control of it and 
  must spend a number of weeks training it equal to half its WIL. At the 
  end of this time, the character makes an INT + Animal Handling skill 
  roll against a target number equal to the creature’s WIL + 2. If the roll 
  succeeds, the character successfully trains the animal. If the roll fails, 
  the character can make a new skill roll after another week of training.
  VEKTISS QUEEN
  Description: Vektiss queens are female vektiss that implant eggs 
  in the colony’s prey, turning them into hosts for their young. Larger 
  than the males, vektiss �ueens command a colony of between five 
  and thirteen adults and attend to dozens of larval vektiss.
  
SOURCE: textdata/thevault/Iron Kingdoms/IK - Monsternomicon.pdf