TEXT:  
     
   
   
  
   
    
    
  Celtic Creatures & Nordic Nightmares 
  i 
   
  Celtic Creatures and Nordic Nightmares™ and all 
  associated books (The Grimoire of Game Rules, The 
  Tome of Terrors, The Lexicon of Lore, The Manual of 
  Mythology, The Monsters of the Mediterranean, and The 
  Handbook of House Rules) are Copyright 1996-2003 
  by LoreWeaver.   All rights reserved.  You may make 
  unlimited electronic copies of this book and may print 
  out individual copies for your own personal use; 
  provided the work is copied in its entirety and you make 
  no alterations to its content.  You may make limited 
  numbers of hard copies at a printing service (no more 
  than 5 copies at a time), provided said printing service 
  does not otherwise act as a publishing house and 
  provided said printing service charges fees for the 
  copies that are commensurate with its general copying 
  services.  You may be reimbursed by the recipients of 
  those copies for the copy fees, but may not otherwise 
  charge those recipients any amount over this cost. 
  In other words, if you try to sell this book for profit, we’ll 
  sue the pants off of you.  On the other hand, if you are a 
  publishing house that wants to sell this book for profit, 
  get a hold of us and we’ll talk turkey.  (Note:  If you’re one 
  of those “publishing houses” that charges its writers for 
  the privilege of having you publish their books, don’t 
  even bother asking.  Real publishers pay writers, not the 
  other way around.) 
  All characters are fictional; any resemblance to persons 
  living or dead is purely coincidental. 
  LoreWeaver intends to protect its interests in this game 
  to the full extent of the law.  However, it does not intend 
  to hinder free discussion concerning the game or its 
  contents.  If you wish to create, produce, and/or publish 
  a Legendary Quest™ supplement (book, module, etc.) 
  or other derivative work, please send an explanatory e-
  mail to loreweaver@legendaryquest.com for terms and 
  conditions.  (We’ll be reasonable if you will.) 
  Celtic Creatures and Nordic Nightmares™, The 
  Grimoire 
  of 
  Game 
  Rules™, 
  The 
  Manual 
  of 
  Mythology, The Tome of Terrors, and Legendary 
  Quest are trademarks of LoreWeaver, a business 
  based in Albuquerque, NM. 
  Any questions or comments about this book or 
  Legendary 
  Quest 
  should 
  be 
  directed 
  to 
  loreweaver@legendaryquest.com.  Or, if you prefer, visit 
  us at our website at www.legendaryquest.com. 
  Most of the illustrations in this book are selected 
  woodcuts, drawings, and etchings taken from old 
  artisans (such as the famous woodcut master Albrect 
  Dürer).  However, some of the drawings of the various 
  faery races (elves, dwarves, orcs, and nymphs) were 
  created in modern times by Matthias Bäuerle.  As their 
  creator, Matthias Bäuerle retains all rights to his works 
  but has allowed us to incorporate them with the same 
  copyright restrictions described above.  If you like 
  Matthias's work and would like to contract his talents for 
  your own commercial venture, feel free to contact him at 
  Alerionh@alerionh.de.
   
   
  www.legendaryquest.com 
   
  August 5, 2003 
   
    
   
   
   
   
   
   
   
   
  
   
  Acknowledgements 
  ii 
    
  Celtic Creatures & Nordic Nightmares 
  ii 
    
  A game as well developed as Legendary Quest™ could not exist exclusively 
  from the writing and playtesting of only a few authors.  Consequently, many 
  wonderful suggestions came from others deserving tremendous credit. 
  Matt "the Orc" Ault, David "Run Away" Bailey, Justin "BAMF" Bailey, Bill "Silver 
  Tongue" Beezley, James "the Thief" Bockmon, Blake "Axe-Man" Brandt, Bob 
  Brown, Mike "the Original" Brown, Dan “Eeepster” Budd, Marlin “Sheep-
  wielder” Burt, Dan "Paranoid" Coppersmith, Gregg "Bundyman" Fiehler, 
  Howard "Horseshoe" Hampton, Rich “Shakespear” Higgason, Tom "Thank 
  you, sir, may I have another?" Hildrich, Darren “Private Eye” Hinesley, Melissa 
  "Cat Burglar" Kirk, Andy "Please pass the" Mayo, Jason "I've got 5th level Fire 
  Darts!" McDowell, Charles "Parasite" Nickell, Mike “Clavdivs” Patrick, Ben 
  "Tyrone" Rhodes, Job "you killed my horse!" Roberts, Sherry "the Wench" 
  Steinberg, Curt "the Evil" Suddarth, Mike "Archmage" Valet, Genevive Warden, 
  Paul "the Oppressor" White, and Karl “Frankenstein” Winters contributed 
  years of playing and playtesting Legendary Quest™.  Thanks go to them for 
  their efforts. 
  We must also thank John “Gunsmith” Coulborn for his research and 
  suggestions on medieval arms and armor and for introducing us to the 
  wargaming aspects of fantasy role-playing.  Without him, we would not have a 
  fine system of detailed combat rules. 
  A special salute goes to the co-authors of Legendary Quest’s other two 
  books:  The Grimoire of Game Rules™ and The Lexicon of Lore™.  Denys 
  “Crafty” Carrico-Bockmon, Mike “Squid” Patrick, and Leroy “the Eccentric” 
  Hills. 
  To all the others who have played and enjoyed Legendary Quest for only a 
  short time, thank you for all the much needed support and enthusiasm. 
  For those neglected in these acknowledgements, please forgive our 
  forgetfulness.  Be assured the oversight was not intentional.  In the rush to 
  complete this work, much could have easily eluded us in the last moments 
  before the final printing. 
   
   
  John Kirk 
   
  Mark Chester 
   
  
   
  Table of Contents 
  1 
    
  Celtic Creatures & Nordic Nightmares 
  1 
  Introduction 
  2 
  Monster Layout 
  3 
  Habitat: 
  3 
  Life Style: 
  3 
  Wealth Type: 
  3 
  Alignment: 
  3 
  Cunning: 
  3 
  Speed: 
  3 
  Strength: 
  3 
  Size: 
  4 
  Special Characteristics: 
  4 
  Origin: 
  4 
  Recovery Time: 
  4 
  Combat Level: 
  4 
  Attack Modes: 
  4 
  Dam/Attack: 
  4 
  Attack Bonus: 
  4 
  Defense: 
  4 
  Absorption: 
  4 
  Damage Tolerance: 
  5 
  E.P. Value: 
  5 
  Description: 
  5 
  The Bestiary 
  6 
  Amphiptere 
  6 
  Amphisbaena 
  7 
  Angel of Death 
  8 
  Ankou 
  9 
  Apparition, Repeating 
  10 
  Apple-Tree Man 
  11 
  Ash Tree (Uinsinn) 
  12 
  Banshee 
  14 
  Bauchan 
  14 
  Birch Tree Spirit 
  15 
  Boogy-Man 
  16 
  Bugbear (Bwg) 
  17 
  Buggane 
  18 
  Buttery Spirit 
  19 
  Changeling 
  20 
  Chimera, Heraldic 
  20 
  Cockatrice 
  21 
  Dog, Black 
  23 
  Doppelganger 
  23 
  Drac 
  25 
  Dragon, Heraldic 
  26 
  Drasil 
  27 
  Elder Tree 
  29 
  Ellyl 
  30 
  Ettin (Etin) 
  30 
  Fauchan 
  32 
  Firbolg 
  32 
  Firedrake 
  33 
  Fomorian 
  34 
  Galley Beggar 
  36 
  Gargouille 
  37 
  Gargoyle 
  37 
  Ghost, Headless 
  41 
  Giant, Cloud 
  42 
  Giant, Cornish 
  42 
  Giant, Fire 
  43 
  Giant, Frost 
  44 
  Giant, Highland 
  44 
  Giant, Stone 
  45 
  Giant, 2-Headed 
  46 
  Glaistig 
  47 
  Greyff 
  48 
  Griffin, Heraldic 
  48 
  Guivre 
  49 
  Hags 
  51 
  Harpy, Heraldic 
  55 
  Hazel Tree 
  56 
  Headless Horseman 
  57 
  Hellhound 
  58 
  Horse, Fairy 
  59 
  Imp 
  60 
  Incubus 
  61 
  Jackdaw (Crow) 
  63 
  Jack-o’-Lantern 
  64 
  Jotun 
  65 
  Kelpie 
  67 
  Kirk Grim 
  68 
  Knocker 
  69 
  Kraken 
  70 
  Lamia 
  71 
  Leprechaun 
  71 
  Leshiye 
  72 
  Lich 
  74 
  Lindwurm 
  75 
  Lion, Winged 
  76 
  Mermaid 
  78 
  Merrow  
  79 
  Nightmare 
  80 
  Nixie 
  81 
  Oakman 
  83 
  Ogre 
  83 
  Ogre, 2-Headed 
  85 
  Owl, Giant 
  86 
  Phantom 
  87 
  Phantom Head 
  87 
  Phouka 
  88 
  Pixie 
  89 
  Puk 
  90 
  Ratwife 
  92 
  Rowan Tree 
  93 
  Rusalka 
  94 
  Salamander 
  96 
  Screaming Skull 
  97 
  Sea Lion, Heraldic 
  98 
  Selkie 
  98 
  Sleipnir 
  99 
  Snow Queen 
  100 
  Spider, Gleaming Red 
  102 
  Spriggan 
  102 
  Sprite 
  103 
  Hyter Sprite 
  104 
  Pillywiggin 
  104 
  Spunkie 
  105 
  Swan Knight, Maiden, Woman 105 
  Tarasque 
  108 
  Tatzlwurm 
  109 
  Taxim 
  110 
  Tiger, Heraldic 
  111 
  Tree of Ghostly Dread 
  111 
  Troll, Dwarfish (Trow) 
  112 
  Henke 
  115 
  Sith 
  115 
  Trolls 
  116 
  Huldra 
  122 
  Skogsra 
  122 
  Unicorn, Heraldic 
  124 
  Utburd 
  125 
  Valkyrie 
  126 
  Valraven 
  127 
  Vampire 
  127 
  Vodyany 
  129 
  Warg 
  131 
  Were-Bear 
  131 
  Were-Boar 
  132 
  Were-Leopard 
  134 
  Were-Owl 
  135 
  Werewolf 
  136 
  White Lady 
  137 
  White Stag 
  138 
  Wight 
  139 
  Wild Huntsman 
  140 
  Will-o’-Wisp 
  141 
  Will-o’-Wyke 
  142 
  Willow Tree 
  143 
  Wraith 
  144 
  Wyrm 
  145 
  Wyvern 
  147 
  Yggr 
  149 
  Bestiary Tables 
  150 
  Complete Bestiary List 
  150 
  Aerial Creatures 
  151 
  Angels, Demons, & Devils 
  151 
  Arctic Creatures 
  151 
  Arthurian/Heraldic/Medieval 
  151 
  Beautiful Humanoids 
  152 
  Canines 
  153 
  Black Forest Dwellers 
  153 
  Celtic Creatures 
  154 
  City Dwellers 
  154 
  Cloud Dwellers 
  155 
  Combinatorial Creatures 
  155 
  Dragons 
  155 
  Earth Dwellers 
  156 
  Enchanted Forest Dwellers 
  156 
  Equestrian Creatures 
  156 
  Faery Creatures 
  156 
  Felines 
  157 
  Fire Breathers 
  157 
  Forest Dwellers 
  157 
  Fresh Water Creatures 
  158 
  Giants 
  158 
  Good-Aligned Creatures 
  158 
  Heraldic Creatures 
  158 
  Mountain Dwellers 
  159 
  Nocturnal Creatures 
  159 
  Nordic Creatures 
  160 
  Plains Dwellers 
  160 
  Powerful Spellcasters 
  161 
  Reptilian/Amphibian Creatures 161 
  Repulsive Creatures 
  161 
  Sea Dwellers 
  162 
  Sewer Dwellers 
  162 
  Shape Changers 
  162 
  Slavonic Creatures 
  162 
  Swamp Dwellers 
  163 
  Undead Creatures 
  163 
  
   
  Introduction to the Bestiary 
  2 
    
  Celtic Creatures & Nordic Nightmares 
  2 
  Introduction 
  The entirety of this book is reference material for the 
  game of Legendary Quest™.  More specifically, it is a 
  reference book for the game referee, or Overlord.  If your 
  intentions do not include acting as a game referee, you 
  have no need to purchase this volume.  In fact, owning it 
  may diminish your fun as many of the mysteries of the 
  game are explained here in detail.  On the other hand, if 
  you do intend to take on the role of Overlord, this volume 
  will prove invaluable. 
  This book assumes that you already own copies of The 
  Grimoire of Game Rules™, The Lexicon of Lore™, and 
  The Manual of Mythology™.  The Tome of Terrors™ is 
  also highly recommended.  The Grimoire contains all of 
  the basic rules governing character generation and 
  combat.  The Lexicon and The Manual contain 
  Legendary Quest’s two distinct magic systems.  Finally, 
  The Tome provides basic monsters along with detailed 
  descriptions of the various character races. 
  Assuming you meet all the stated criteria, you are in for 
  a treat.  Of all the Legendary Quest supplements written 
  to date, this one is my personal favorite.  The reason is 
  that it is the first to harness all of the various aspects of 
  the game (combat, magic, folklore, and mythology) to 
  immerse the players in an authentic and flavorful 
  universe.  From one perspective, this book is nothing 
  more than a catalog of monsters.  However, the beasts 
  presented in this volume are all taken from Celtic, 
  Nordic, and Slavonic lands.  These three mythologies 
  were selected as common source material because, 
  throughout European history, these three religions 
  evolved together and greatly influenced one another.  If 
  you were to read the myths of these cults, you couldn’t 
  help but notice the common dark pathos underlying their 
  stories.  At the very least, you would quickly see that 
  Celtic, Nordic, and Slavonic tales abound with faery 
  creatures while other lands make little or no mention of 
  anything faery-like at all.  (The Greeks probably come 
  closest to fairy tales with their stories of nymphs and 
  satyrs.) 
  Over time, many European lands fell under the influence 
  of one or two of these faery cults, although which 
  specific ones held sway varied from region to region.  In 
  some areas of Germany, all three religions held 
  prominence at one time or another.  Needless to say, as 
  the tales of one land encroached on those of another, 
  the older tales were not entirely forgotten.  Rather, they 
  were 
  incorporated 
  into 
  the 
  new 
  legends 
  and 
  regurgitated with renewed life.  It’s as if the three 
  religious branches represent the meat, potatoes, and 
  carrots of a mythological stew whose broth combines 
  the whole pantheonic dish into a single satisfying faery 
  lore. 
  The interrelationships between these three traditions 
  are so pronounced in Germany that the term “Teutonic” 
  was coined to describe the resulting amalgam, almost 
  as if Germany gave birth to an entirely separate religious 
  branch – a viewpoint not without its merits.  I even 
  considered calling this book “Teutonic Terrors,” but I 
  finally decided that such a name would focus too much 
  on Germany at the expense of the rest of Europe. 
  You might be wondering why “Slavonic” does not appear 
  in the title, since I’m placing so much emphasis on 
  three mythologies rather than two.  Good point.  The 
  simple truth is that much of our current knowledge of the 
  Slavonic mythology is exceptionally scanty.  When 
  Christianity swept over Europe, one of its primary goals 
  was the total elimination of all things pagan.  With the 
  Slavs, the Christians were remarkably successful.  So 
  successful, in fact, that almost nothing is known about 
  the mythology itself. 
  Most of what we know about Slavonic beliefs comes 
  from the remaining folklore.  And, as I already said, that 
  has been blended so thoroughly with other European 
  traditions that it is difficult to discern the original Slavonic 
  myths from the external influences.  It’s almost as if, 
  after simmering this wonderful stew, somebody 
  carefully picked out all the carrots.  Thus, even though 
  the Slavonic territories outmatch those of the Norse and 
  the Celts in size, Slavonic legends actually contribute far 
  less to this book than those of its sibling religions.  
  Slavonic beasties are included wherever possible, but 
  that still leaves them in the great minority.  Since, to 
  date, the Supreme Court has remained silent on the civil 
  rights of mythological creatures, I omitted any mention of 
  them from the cover.  Besides, the title is already quite 
  long enough as it is. 
  One reason that Christianity was so successful in 
  wiping out the Slavonic tradition was probably because 
  the job had already been started by the Norse.  In fact, 
  the Vikings established themselves as rulers of many 
  Slavonic cities, most notably Kiev, in establishing trade 
  routes to Constantinople (Istanbul).  This is also the 
  likely reason that what is known of the Slavonic 
  mythology shows it to be a schizophrenic religion with 
  the rulers having one set of gods and the peasantry 
  having another.  The Slavonic god of lightning and 
  thunder, Pyerun, almost certainly is an attempt to graft 
  the Nordic god Thor into the alien East European 
  culture. 
  There are many other examples of cross-cultural 
  influences between the Celtic, Norse, and Slavonic 
  cults.  One is found in the Shetland trow that originated 
  in the northern British Isles.  The trow is an interesting 
  
   
  Introduction to The Bestiary 
  3 
    
  Celtic Creatures & Nordic Nightmares 
  3 
  blend of the Nordic troll and the Celtic daoine sidh (grey 
  elf).  The wild huntsman is another such example, which 
  comes from Teutonic folklore.  This unholy nighttime 
  raider is a blend between the Celtic god of death, 
  Cernunnos, and the Nordic god of death, Wotan.  
  Christianity also contributed its own spices to the broth.  
  The entire Arthurian saga, Merlin and all, is simply a 
  reinterpretation of Celtic myths from a Christian 
  perspective.  The ogre, likewise, is a Christian 
  modification to the Nordic Odin, one of whose titles was 
  “Yggr.” 
  Well, enough lecture.  As you read the various monster 
  descriptions included hereafter, you will undoubtedly 
  experience more of the flavor of these faery-filled fables.  
  Don’t hesitate to sprinkle a little of your own personality 
  into the broth.  After all, that’s how legends are really 
  made.  I hope you find the taste to your liking. 
  Monster Layout 
  This book is filled with fantastic beasts taken purely 
  from Celtic, Nordic, and Slavonic folklore and mythology.  
  In this way, these monsters are quite distinct from those 
  found in The Tome of Terrors™ and Monsters of the 
  Mediterranean™.  However, the layout of the creatures 
  found in this book is identical to that of the other 
  volumes.  Since The Tome of Terrors™ provides highly 
  detailed explanations of what the various sections in 
  each monster description represent, there is little need 
  to mindlessly repeat ourselves here since that would 
  simply waste valuable space that is better spent on new 
  monsters.  Consequently, only brief definitions are 
  provided.  For further information on the specific 
  meanings of various terms, please see their definitions 
  in The Tome of Terrors. 
  Habitat:  
  Provides a description of the general environment to 
  which the creature is drawn.  This can give you a good 
  feel for the types of adventures in which the creature 
  could be encountered.  However, if you decide that you 
  want to place a Great White Shark in the middle of the 
  desert, with its fin parting the sand dunes like waves, 
  feel free to do so.  The habitat description only provides 
  a basic guide and should never stifle your creative 
  juices. 
  Life Style:  
  Gives an indication of the general behavior patterns of a  
  monster type.  The creature’s Intelligence obviously 
  influences its behavior so the more civilized behaviors 
  will be associated with the smarter species.  Definitions 
  of the types of life styles can be found in The Tome of 
  Terrors. 
  Wealth Type: 
  States approximately how much and what kind of 
  treasure a monster will reasonably carry or hoard in its 
  lair.  Keep in mind, the monetary type is provided only to 
  aid and augment your judgment, never to replace it.  For 
  detailed descriptions of what the various wealth types 
  represent, and some suggestions on how much a given 
  creature may possess, see The Tome of Terrors. 
  Alignment: 
  Gives a general description of cruelty or kindness of a 
  monster type.  Specific individuals of a monstrous 
  species may deviate far from the norm.  For further 
  descriptions of the alignment types, see Alignment in 
  the Creating a New Character section of The Grimoire 
  of Game Rules™. 
  Cunning: 
  Describes the reasoning power of a creature and ties in 
  closely with the characters’ Intelligence attribute.  The 
  main reason that we did not simply use Intelligence 
  instead of Cunning hinges on one important fact: many 
  beasts that are astoundingly perceptive are as dim 
  witted as shoehorns.  If we used a straight Intelligence 
  score (WP + PC) to gauge a monster’s mental prowess, 
  griffons 
  would 
  end 
  up 
  challenging 
  trespassing 
  adventurers with their deadly prowess at chess.   
  For further information on the specific meaning of the 
  various Cunning terms, please see their definitions in 
  The Tome of Terrors. 
  Speed: 
  Indicates how quickly a creature moves.  Just like 
  characters, monsters move at a maximum rate of 1 yard 
  per point of Speed every 10 seconds. 
  Strength: 
  Describes the Physical Strength of a monster or 
  character.  This description simply gives the Overlord a 
  general ‘feel’ for the brute force power an average 
  member of the species can exert.  It does not need to be 
  referenced in most combat situations since all of the 
  pertinent modifiers have already been used to modify 
  the creature’s combat characteristics (Attack Bonus and 
  Damage).  The Strength description block lists only 
  general classifications that are described in detail in 
  The Tome of Terrors. 
  
   
  Introduction to the Bestiary 
  4 
    
  Celtic Creatures & Nordic Nightmares 
  4 
  Size: 
  Gives a general indication of a creature’s height, girth, 
  and bulk.  The specified categories are purposefully 
  broad, since the size of individuals within a given 
  species can vary a great deal.  See The Tome of 
  Terrors™ for complete definitions of the various terms 
  used to describe size. 
  Special Characteristics: 
  Describes any unusual modes of attack or defense a 
  creature uses.  In this block fall any breath weapons, 
  stings, or poisons that the monster wields.  If a creature 
  has magical abilities or somehow charms or frightens 
  its victims, these powers will also be listed here. 
  Likewise, if the creature is immune to flame, frost, or 
  other influence the fact will be listed in this block.  Some 
  Special Characteristics are standardized.  One such 
  defense is Magic Reduction that is given in the form of 
  levels.  A 4th level Magic Reduction reduces the effective 
  level of any spell cast at a creature by 4 levels.  For 
  example, a 7th level Lightning Bolt is cast at a Dragon 
  with 5th level Magic Reduction.  Thus, the spell only 
  affects the dragon as a 2nd spell level Lightning Bolt. 
  Origin: 
  States where legends originated concerning the 
  creature.  Legendary Quest™ restricts itself to using 
  monsters taken from legend, myth, fable, and fairy tales.  
  The only real exceptions to this rule are those ‘monster’ 
  descriptions that list actual real-world animals or giant-
  sized versions of natural creatures (which are common 
  themes in folklore anyway).  Here is listed the specific 
  countries producing the legends if history relates their 
  exact origin.  Otherwise, Origin lists the general areas of 
  civilizations that produced them along with any 
  interesting tidbits of information concerning the beast’s 
  place in folklore. 
  Recovery Time: 
  Gives the Recovery Time for the monster’s natural 
  forms of attack in combat.  This works exactly like the 
  Recovery Times for the various Hand Held weapons 
  that characters wield.  For further description of 
  Recovery Time and its uses, see Initiative in the 
  Combat Rules section of The Grimoire of Game 
  Rules™. 
  Combat Level: 
  Describes the skill level of a monster in combat in a 
  manner analogous to the Combat Level of characters. 
  Unless otherwise stated in the monster’s description, 
  the beast’s Combat Level should also be used as the 
  its Character Level (for Luck Roll purposes, etc.). 
  Attack Modes: 
  Describes the methods of attack the creature uses.  
  These attack types may be by weapon (the offensive tool 
  the creature is using), beak, bite, butt, claw, fist, pincers, 
  or any other possible type of attack.  In general the attack 
  modes explain themselves and are omitted here. 
  Unless otherwise stated, the creature gains one attack 
  per turn for every attack mode listed.  When the creature 
  has more than a single attack per turn, the attack types 
  are listed in the order in which they are normally used in 
  combat.  In cases where the beast gains extra attacks 
  due to superior Combat Level, the added attacks 
  should be performed by starting over at the beginning of 
  the Attack Modes list and cycling through them in a 
  round-robin fashion.  For further details on how Combat 
  Level affects the number of attacks, see Number of 
  Attacks in the Advanced Combat Rules section of The 
  Grimoire of Game Rules™. 
  Dam/Attack: 
  Gives a number range used to generate the amount of 
  damage delivered by an attack.  If a monster attacks 
  more than once per turn, the number ranges used to 
  generate damage for each given attack are separated by 
  a ‘/’ and lie in the same order as listed in Attack Type. 
  Attack Bonus: 
  Gives a number to be used as the creature’s 
  adjustment to its Attack Roll when engaging opponents 
  in combat. For further descriptions on Attack Bonuses 
  and their uses, see The Attack Roll in the Rolls of 
  Legendary Quest ™ section of The Grimoire of Game 
  Rules™. 
  Defense: 
  Describes the difficulty, which a character has in 
  delivering a damaging blow to the creature.  It is a 
  creature’s Defense that a character’s Attack Roll must 
  overcome to strike the creature with a weapon.  For 
  further information about how Defense and how it is 
  calculated, see The Tome of Terrors™ and The 
  Grimoire of Game Rules™. 
  Absorption: 
  Provides a numerical value indicating the amount of 
  damage a thick hide or tough skin absorbs from a 
  single blow delivered by a weapon.  Subtract the 
  absorption value from every direct blow.  Note that all 
  blows inflict at least one point of damage to the struck 
  
   
  Introduction to The Bestiary 
  5 
    
  Celtic Creatures & Nordic Nightmares 
  5 
  creature.  Unlike armor designed and fashion by skilled 
  smithies, the absorption rating provided with a 
  monster’s description indicates the absorption value of 
  the creature’s natural armor.  Because natural armor 
  covers the frames of most creatures with a uniform 
  protective skin rather than specifically covering vital 
  areas, their absorption values do not increase in the 
  cases of Severity Damage (as does the absorption 
  values of manufactured armor types).  In the few 
  exceptions to this rule, any absorption improvement 
  against such blows will be noted in the Absorption 
  block. 
  Surprise Adj.: 
  Gives any adjustments (bonuses or penalties) that a 
  creature has TO Surprise a party.  These adjustments 
  are given to simulate a creature’s natural stealthing 
  ability or its clumsy gait and should be added directly to 
  the creature’s Surprise Roll.  The adjustments a 
  creature uses to avoid surprise are simply provided by 
  its Perception (and works just like that of the characters 
  themselves).  For additional descriptions on Surprise 
  and its uses, see Surprise in the Combat Rules section 
  of The Grimoire of Game Rules™. 
  Damage Tolerance: 
  Describes how much physical abuse a monster can 
  take and still continue combat.  Damage Tolerance lists 
  a flat number along with a quantity of dice.  Overall 
  Damage Tolerance of a particular creature equals the 
  flat number plus the number generated on the dice.  For 
  additional information on Damage Tolerance and its 
  uses, see Damage Tolerance in the Creating a New 
  Character section of The Grimoire of Game Rules™. 
  E.P. Value: 
  Gives the amount of experience points earned in a 
  successful encounter with a single creature.  For an 
  experience point award, the characters must defeat the 
  creature in combat.  They do not necessarily need to kill 
  it to have a ‘successful’ engagement.  For further 
  information about how E.P. is calculated, please see its 
  description in The Tome of Terrors. 
  Description: 
  Following the standard block of classifications listed for 
  each monster is a block of text giving a more detailed 
  description of the monster's behavior, appearance, 
  strengths and weaknesses.  The description section 
  has no specific guidelines on what may or may not be 
  found in it.  However, you will occasionally run across 
  certain terms in a monster's description that may need 
  further explanation.  For example, how exactly should an 
  Overlord play a monster that is Afraid of Fire when a 
  character sticks a flaming torch in its face?  To help in 
  this endeavor, a list of explanations of such phrases is 
  given in The Tome of Terrors.  The Overlord is free to 
  use these definitions as stated, or alter them to suit his 
  need in a particular situation. 
   
   
   
  
   
  The Bestiary [A] 
  6 
    
  Celtic Creatures & Nordic Nightmares 
  6 
  The Bestiary 
  A 
  Amphiptere 
  Habitat:  These serpentine dragons live in the swampy 
  and watery regions of Europe.  It is most especially fond 
  of the humid climes of England.  It generally does its 
  best to avoid the habitations of men. 
  Life Style:  solitary dragon 
  Wealth Type:  hoard 
  Alignment:  neutral 
  Cunning:  below average 
  Speed:  45 (150 flying) 
  Strength:  high 
  Size:  medium.  An adult amphiptere has the girth of a 
  man’s leg and is about 9 feet long. 
  Origin:  One of the last recorded incidents of an 
  amphiptere spotting was in Essex, England near 
  Hanham in May of 1669.  The beast was supposedly 
  driven away quite easily but news of its appearance 
  quickly spread and attracted quite a throng to the area.  
  For the next 265 years, a fair was held in honor of the 
  event. 
  Special Characteristics:  The bite of this creature is 
  highly poisonous.  Any creature bitten by the serpent 
  must make a Luck Roll with Stamina adjustments.  The 
  roll must be made against a Threshold equal to 15 plus 
  the dragon’s Combat Level.  Those failing immediately 
  suffer the effects of a Dangerous Hazardous Toxin.  
  Every bite thereafter is automatically treated as an 
  additional dose of the same poison (see Poison for the 
  effects of toxins and multiple poison doses). 
  The amphiptere is itself immune to all forms of poison 
  and resists the effects of magic.  Any spell cast at the 
  creature has its spell levels reduced by 4. 
  If a large party attacks an amphiptere, it usually bellows 
  a mighty roar to frighten off some of its attackers.  This 
  improves its odds with the remaining combatants.  Any 
  creature other than a dragon hearing this roar must 
  make a Luck Roll with Willpower adjustments.  Those 
  failing flee in terror for 1d4 turns. 
  Like other dragon forms, amphiptere have a driving Lust 
  for Gold which occasionally forces them to approach the 
  townships they normally dread. 
  Recovery Time:  6 
  Absorption:  7 
  Surprise Adj.:  -2 
  Attack Modes:  bite/wing/wing/tail 
  The amphiptere may attack with its wings only when 
  resting on solid ground. 
  The amphiptere may use its tail to constrict its prey.  Any 
  creature struck with the tail must make a Luck Roll with 
  Agility adjustments against a Threshold of 15 plus the 
  dragon's Combat Level to avoid Constriction. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  6 
  4 
  -2 
  -- 
  5 
  -1 
  -2 
  Amphiptere Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  5 
  8 
  Attack Bonus 
  +10 
  +14 
  Defense 
  23 
  26 
  Damage Tolerance 
  140+5d10 
  180+8d10 
  E.P. Value 
  243 
  725 
  Damage per Attack 
  3d10 + venom/ 
   1d8/ 1d8/ 1d12 
  4d8 + venom/  
  1d8/ 1d8/ 2d6 
   
  Above 
  Average 
  Exceptional 
  Combat Level 
  10 
  12 
  Attack Bonus 
  +17 
  +20 
  Defense 
  28 
  30 
  Damage Tolerance 
  200+10d10 
  210+12d10 
  E.P. Value 
  1920 
  3570 
  Damage per Attack 
  4d8 + venom /  
  1d10/ 1d10/ 2d6 
  4d8 + venom /  
  1d12/ 1d12/ 2d8 
   
  The amphiptere is a species of dragon with a long 
  coiled serpentine body and tail.  At a distance of 
  approximately one-third of the dragon’s body length from 
  the head, the amphiptere sprouts two sleek wings.  
  These wings can be folded so tightly against the body 
  that they can easily be overlooked.  In fact, these reptiles 
  are sometimes mistaken for simple guivres or massive 
  snakes until they flex their bat-wing appendages. 
  The amphiptere’s skin is an effective natural armor 
  made up of rows of sturdy scales.  Its eyes are 
  unusually large for a creature of its size.  Some have 
  been reported to be spheres having a diameter of 6 
  inches or more!  A particularly sturdy ring of scales 
  protects each eye and encircles the orb like a circle of 
  flower petals.  These scales can be quickly closed 
  around the socket to deflect impending blows. 
  Within the amphiptere’s maw is more than just the 
  usual lining of needle-sharp teeth associated with 
  
   
  The Bestiary [A] 
  7 
    
  Celtic Creatures & Nordic Nightmares 
  7 
  dragon-kind.  Within the cavernous mouth is also found 
  two tongues.  The first has the appearance of any 
  normal tongue but the second has a barbed end.  It is 
  this barb that the dragon uses to inject poison into its 
  prey rather than the fangs that are normally used by 
  other poisonous serpents. 
  Amphisbaena 
  Habitat:  The amphisbaena prefers to dwell in hilly 
  areas where it can easily spy its prey.  When the winter 
  storms hit, the serpent can hibernate in its lair so it is 
  not averse to living in temperate regions. 
  Life Style:  territorial reptile 
  Wealth Type:  hoard 
  Alignment:  neutral 
  Cunning:  low 
  Speed:  40.  If the serpent is encountered on a hillside, 
  the amphisbaena can form itself into a hoop by having 
  each head firmly grasping the other.  The serpent can 
  then roll down the hill at the greatly increased Speed of 
  100.  Obviously, this rate cannot be kept up for long, but 
  it is helpful in approaching prey. 
  Strength:  high 
  Size:  large 
  Origin:  Scandinavia.  The Norsemen crafted torques, a 
  piece of jewelry fashioned from a single curved rod of 
  gold or silver used as a necklace or bracelet, into the 
  form of a double-headed serpent. 
  Special Characteristics:  The bite of this unusual 
  serpent delivers an extremely toxic venom.  Anyone 
  bitten must make a Luck Roll with Stamina adjustments 
  against a Threshold equal to 15 plus the dragon's 
  Combat Level.  Failure indicates the victim sustains an 
  added 2-24 points of poison damage. 
  If the amphisbaena strikes one target with both heads in 
  a single turn, it automatically wraps its massive 
  serpentine body around him.  Thereafter, the victim is 
  Constricted until the amphisbaena releases him. 
  If a large party attacks an amphisbaena, it usually roars 
  to frighten off some of its attackers.  This improves its 
  odds with the remaining combatants.  Any creature other 
  than a dragon hearing this roar must make a Luck Roll 
  with Willpower adjustments.  Those failing flee in terror 
  for 1d4 turns. 
  Like 
  other 
  dragons, 
  the 
  amphisbaena 
  has 
  an 
  Uncontrollable Lust for Gold, Silver, and Copper. 
  Recovery Time:  5 
  Absorption:  4 
  Surprise Adj.:  -1 
  Attack 
  Modes:  bite/ bite Each head of the 
  amphisbaena acts independently so each gains extra 
  attacks in the event that its Combat Level greatly 
  exceeds that of opponents (see Number of Attacks in 
  the Combat Rules section of The Grimoire of Game 
  Rules™). 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  6 
  3 
  -2 
  -- 
  -1 
  -3 
  -4 
  Amphisbaena Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  6 
  8 
  Attack Bonus 
  +10 
  +13 
  Defense 
  23 
  24 
  Damage Tolerance 
  130 + 6d10 
  130 + 8d10 
  E.P. Value 
  144 
  300 
  Damage per Attack 
  2-12/2-12 
  2-16/2-16 
   
  Above 
  Average 
  Exceptional 
  Combat Level 
  10 
  13 
  Attack Bonus 
  +16 
  +20 
  Defense 
  25 
  28 
  Damage Tolerance 
  150 + 10d10 
  200 + 13d10 
  E.P. Value 
  840 
  2142 
  Damage per Attack 
  2-16/2-16 
  2-20/2-20 
   
  The amphisbaena, throughout history, has been 
  reported in many forms.  One form is that of a two-
  headed lizard where the second head replaces the 
  lizard’s tail.  Another is that of a winged bird having a 
  serpentine body and two serpent heads. 
  The 
  most 
  believable 
  account 
  describes 
  the 
  amphisbaena as a great-scaled serpent that has a 
  huge viper's head at each end of its long body.  It is this 
  form that is portrayed in Nordic artifacts and is the form 
  most often encountered by wandering adventurers.  The 
  serpentine amphisbaena is covered with a durable skin 
  protected by tough scales similar to those of its dragon 
  kindred. 
  The amphisbaena may be descended from the 
  forefathers of dragonkind.  Nevertheless, its ancestral 
  lineage defies discovery from even the most able 
  scholars. 
  
   
  The Bestiary [A] 
  8 
    
  Celtic Creatures & Nordic Nightmares 
  8 
  Angel of Death  
  (Ankou, Reaper) 
  Habitat:  The angel of death cannot be said to inhabit 
  any particular clime or region.  No country, if fact, 
  escapes the reach of this gloomy spirit. 
  Life Style:  Life style for an Angel of Death.  Now that’s 
  funny! 
  Wealth Type:  nil 
  Alignment:  lawful evil 
  Cunning:  exceptional 
  Speed:  120 
  Strength:  high 
  Size:  medium 
  Origin:  Death is a universal theme throughout 
  mythology.  As such, many cultures have personified the 
  concept of death into a specific being (usually a 
  guardian or deity of the underworld).  However, the 
  image of death as a skeleton wearing dark robes and 
  carrying a scythe is distinctly European.  In Britain, the 
  angel of death is known as Ankou and draws a creaking 
  cart behind him on which he places the dead bodies of 
  his victims. 
  Special Characteristics:  Like all spirits, an Angel of 
  Death can only be hit by magic weapons. 
  These spirits are unaffected by Severity Damage and 
  are immune to the effects of cold and mental spells 
  (including illusions). 
  Any living being looking directly into the eyes of an Angel 
  of Death must make a Luck Roll with Willpower 
  Adjustments or flee in terror for 1d4 turns. 
  All of these diabolical spirits have the powers of Blink, 
  Teleport, and Shadow Form (as the Arcane Lore 
  spells). 
  All Angels of Death should be treated as Master 
  Assassins, with all the pertinent skills and talents the 
  class implies (see The Grimoire of Game Rules™ for 
  details). 
  Their powers also delve deeply into the Necromantic 
  realm.  All Angels of Death are Necromancers who may 
  cast all of the mage spells dealing exclusively with the 
  Arcane Lores of Bone, Dust, Mind, and Spirit at a spell 
  level equal to their Combat Level. 
  All undead creatures will obey without question any 
  direct command given it by an Angel of Death.  The only 
  exception to this rule is when its creator had previously 
  given the undead a contradictory command.  In this 
  case, the undead creature will be torn by indecision, 
  unable to follow any orders given it until either its creator 
  or the Angel of Death are vanquished.  In any case, no 
  undead creature will ever attack one of these devils. 
  Although these devils cannot possess living creatures 
  as many spirits can, they do have the awesome power 
  of being able to possess any corporeal Undead 
  creature (skeletons, ghouls, zombies, vampires, etc).  
  An Angel of Death cannot possess any undead that has 
  been turned by the priest spell Turn Undead.  Likewise, 
  once an Angel of Death has possessed an undead 
  creature, it cannot be turned until released by the devil. 
  An Angel of Death assumes a ghostly form when 
  performing a possession.  Possession requires a 
  single turn and the possessed creature is allowed no 
  Luck Roll.  While possessing an undead creature, the 
  Angel of Death appears as a billowing ghostly shroud 
  covering to its host.  While an undead creature is 
  possessed, the Angel of Death has absolute control 
  over the body and may use any powers available to the 
  possessed creature.  The possessed creature fights at 
  a Combat Level equal to the devil’s.  It has an Attack 
  Bonus equal to the devil's Combat Level plus any 
  pertinent weapon adjustments of the possessed 
  creature.  Its Defense equals to 20 plus the devil's 
  Combat Level (of course, the Parry Factor of the 
  weapon in hand and the Defense Adjustment of the 
  armor worn must also be taken into consideration.) 
  Damage delivered to the possessed creature does not 
  affect the Angel of Death in any way, but the possessed 
  creature will fall upon reaching 0 Damage Tolerance.  At 
  this time, the Angel of Death will normally leave the 
  undead host to fight personally or to possess another. 
  In any given 24 hour period, an Angel of Death may 
  perform only 1 possession per three Combat Levels.  
  Thus, a 10th Combat Level Angel of Death may perform 
  only 3 possessions per day.  In addition, while an Angel 
  of Death possesses an undead creature, it is unable to 
  use any of its other powers. 
  Angels of Death are Highly Susceptible to Holy Water. 
  Recovery Time:  by weapon 
  Absorption:  0 
  Surprise Adj.:  +5 
  Attack Modes:  by weapon 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  3 
  2 
  4 
  3 
  5 
  3 
  6 
  
   
  The Bestiary [A] 
  9 
    
  Celtic Creatures & Nordic Nightmares 
  9 
  Angel of Death Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  10 
  13 
  Attack Bonus 
  +17 
  +19 
  Defense 
  36 
  38 
  Damage Tolerance 
  50 + 10d10 
  50 + 13d10 
  E.P. Value 
  1410 
  2620 
  Damage per Attack 
  by weapon + 5 
  by weapon + 6 
   
  Above 
  Average 
  Exceptional 
  Combat Level 
  15 
  17 
  Attack Bonus 
  +24 
  +27 
  Defense 
  41 
  44 
  Damage Tolerance 
  50 + 15d10 
  50 + 17d10 
  E.P. Value 
  4520 
  5255 
  Damage per Attack 
  by weapon + 7 
  by weapon + 8 
   
  An Angel of Death is actually a devil in the service of an 
  evil deity.  They normally appear as human females or 
  skeletons shrouded in dark robes carrying scythes or 
  sickles.  Some have wings, other do not. 
  As the name implies, Angels of Death are expert in 
  killing.  They may use absolutely ANY weapon they pick 
  up with great skill.  These devils normally use scythes or 
  sickles as they symbolically reap the lives of their 
  victims. 
  Ankou 
  Habitat:  When encountered, ankou are usually seen 
  drawing their carts down isolated roads.  Only after 
  passing does the observer become aware that his 
  footsteps and the turn of his cart’s wheels are 
  completely silent. 
  Life Style:  murderous intelligent undead 
  Wealth Type:  hoard 
  Alignment:  evil 
  Cunning:  high 
  Speed:  90 
  Strength:  high 
  Size:  medium 
  Origin:  The ankou is a British legend closely related to 
  the angel of death.  Flanked by two ghostly spirits, this 
  tall drawn figure pulls a cart behind him on which he 
  piles the dead bodies of his victims.  While many 
  cultures view the angel of death as a beautiful spirit, the 
  British had decidedly different ideas.  This description 
  attempts to fit the British interpretation, leaving the Angel 
  of Death for the other.  
  Special 
  Characteristics:  Ankou are remarkably 
  perceptive, having the ability to continually see in all 
  directions at once.  Treat this ability as a permanently 
  active Divine Sight, as the priest Divination spell.  
  Ankou may cast the following priest spells once per day:  
  Invulnerability (Battle), Age (Curse), Blind (Curse), 
  Touch of Death (Curse), Unavoidable Target (Curse), 
  Divine 
  Guidance 
  (Divination), 
  and 
  Reveal 
  Foes 
  (Divination). 
  In addition, ankou may use the mage spells Command 
  the Dead and Raise the Dead once per week. 
  All spells are cast at a spell level equal to the ankou’s 
  Combat Level. 
  These undead horrors are unaffected by Severity 
  Damage and are immune to the effects of cold and 
  mental spells (including illusions).  They are, however, 
  Highly Susceptible to Holy Water. 
  Recovery Time:  by weapon 
  Absorption:  0 
  Surprise Adj.:  +5 
  Attack Modes:  by weapon 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  3 
  2 
  4 
  3 
  5 
  3 
  6 
  Ankou Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  10 
  13 
  Attack Bonus 
  +17 
  +19 
  Defense 
  36 
  38 
  Damage Tolerance 
  50 + 10d10 
  50 + 13d10 
  E.P. Value 
  1410 
  2620 
  Damage per Attack 
  by weapon + 5 
  by weapon + 6 
   
  Above 
  Average 
  Exceptional 
  Combat Level 
  15 
  17 
  Attack Bonus 
  +24 
  +27 
  Defense 
  41 
  44 
  Damage Tolerance 
  50 + 15d10 
  50 + 17d10 
  E.P. Value 
  4520 
  5255 
  Damage per Attack 
  by weapon + 7 
  by weapon + 8 
   
  An ankou is a tall undead human whose skin is drawn 
  so tightly over his frame that, if sighted from afar, is likely 
  to be mistaken for a skeleton.  In fact, the ankou is 
  capable of moving its head in a complete 360-degree 
  arc with no difficulty.  His muscles may appear to be 
  suffering from severe atrophy, but the first few seconds 
  of combat against the monster will dispel that 
  misplaced assumption.  
  
   
  The Bestiary [A] 
  10 
    
  Celtic Creatures & Nordic Nightmares 
  10 
  Ankou are deadly fighters.  They commonly arise from 
  the corpses of highly seasoned warriors who practiced 
  their dangerous trade primarily for the sheer ecstasy of 
  slaying.   Even in death, such warriors will sometimes 
  refuse to abandon their beloved avocation and will rise 
  to serve some evil deity in the collection of souls.  They 
  retain all of the combat prowess possessed in life. 
  Ankou battle tactics are as ruthless as they are evil.  One 
  favorite ploy is to use their power of Command the Dead 
  to enslave one or two ghosts (phantoms, wraiths, etc.).    
  Ankou prefer such spirits to other forms of undead 
  because only magic can kill them, but they will settle for 
  less imposing creatures if these are not available.  After 
  obtaining his recruits, the ankou will use them as 
  unwilling shields by cursing them with Unavoidable 
  Target, thus lowering the ankou’s own chances of being 
  targeted in combat.   The bodies of those killed by this 
  nightmarish revenant will be summarily carted off for 
  later revival as an addition to the ankou’s personal 
  squadron of undead guardians. 
  Apparition, Repeating 
  Habitat:  Apparitions, like many other forms of undead, 
  are often found haunting the castles and estates in 
  which they resided during life.  However, they also 
  occasionally appear to family members, close friends, 
  and loved ones hundreds of miles away from their 
  favored locales. 
  Life Style:  undead spirit 
  Wealth Type:  incidental 
  Alignment: neutral 
  Cunning:  average 
  Speed:  80 
  Strength:  average 
  Size:  medium 
  Origin:  Tales of apparitions are found throughout the 
  world.  Perhaps the most famous is that of Dante, who 
  supposedly appeared to his son to reveal the location of 
  the last cantos of his Divine Comedy.  At the time, 
  nobody but Dante knew of their existence. 
  Special Characteristics:  Apparitions are capable of 
  producing impressively realistic illusions that they use 
  to communicate with the living.  Although no illusion 
  seems to be beyond their abilities, they seem to rely 
  most heavily on those that alter the appearance of a 
  room to portray some significant event of their former 
  lives.  Commonly, these involve illusions such as 
  Faust’s Fallacious Façade and Phantasmagoria. 
  If pressed into combat, an apparition will use its 
  illusionary abilities to the best effect.  It may use a Guise 
  spell to appear as a living opponent and wield an 
  Illusionary Weapon.  Alternatively, it may decide to take 
  on the aspect of a lich and blast its enemies with 
  illusionary bolts of lightning.  All illusions are cast at 
  spell levels equal to the apparition’s Combat Level. 
  If its illusions prove ineffective, the apparition will most 
  likely attempt escape.  However, if his enemies threaten 
  the successful completion of whatever task drives it 
  from the grave, the apparition will be forced to fight.  Its 
  weapon of last resort is its touch, which acts in a 
  manner similar to the mage spell Cramping Touch. 
  Like all undead creatures, this creature is Immune to 
  Cold and Mental Spells, is not adversely affected by 
  Severity Damage, is Susceptible to Holy Water, and is 
  Afraid of Sunlight. In addition, it is Immune to all but 
  Magical Weapons. 
  Because of their ethereal natures, apparitions can pass 
  through walls and other barriers without hindrance.  In 
  addition, these spirits can simply ‘fade’ from existence 
  only to re-appear later. 
  Recovery Time:  6 
  Absorption:  0 
  Surprise Adj.:  +6 
  Attack Modes:  touch or illusionary weapon. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  0 
  0 
  3 
  0 
  0 
  1 
  0 
  Repeating Apparition Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  5 
  7 
  Attack Bonus 
  +8 
  +11 
  Defense 
  26 
  28 
  Damage Tolerance 
  25 + 5d10 
  30 + 7d10 
  E.P. Value 
  120 
  210 
  Damage per Attack 
  1d8 + 5 or by 
  weapon 
  1d8 + 7 or by 
  weapon 
   
  Above 
  Average 
  Exceptional 
  Combat Level 
  9 
  11 
  Attack Bonus 
  +14 
  +17 
  Defense 
  32 
  34 
  Damage Tolerance 
  35 + 9d10 
  40 + 11d10 
  E.P. Value 
  550 
  1140 
  Damage per Attack 
  1d8 + 9 or by 
  weapon 
  1d8 + 11 or by 
  weapon 
   
  
   
  The Bestiary [A] 
  11 
    
  Celtic Creatures & Nordic Nightmares 
  11 
  Repeating apparitions are ethereal undead spirits that 
  have left their graves to complete some important task 
  that went unfulfilled in life.  This could be as simple as 
  revealing the identity of its murderer or as complex as 
  finishing an uncompleted will.  Although reports of 
  apparitions are not uncommon, the actual appearance 
  is in some doubt.  This is because apparitions have 
  powerful illusionary abilities that they use to appear in 
  any of a variety of forms.  One particularly popular form is 
  that of a life-like image of its former living self.  Its true 
  image is probably nothing more than an indistinct 
  ghostly cloud. 
  The spirit’s illusionary powers are mostly focused on 
  providing important clues to what task must be 
  completed before it can permanently rest.  These 
  images almost never speak directly to the witnesses.  
  Rather, apparitions appear to be restricted to the 
  creation of sights and sounds that it remembers from 
  life.  This restriction can make the apparition’s job quite 
  difficult. 
  A repeating apparition is quite true to its name.  Even if it 
  is ‘slain’, its spirit will rise again after a period of 1,001 
  nights to resume its haunting.  Only the completion of its 
  self-imposed quest or an Exorcism can put the spirit to 
  permanent rest. 
  Apple-Tree Man 
  Habitat:  There is, at most, a single apple-tree man in 
  any given apple orchard. 
  Life Style:  solitary tree faery 
  Wealth Type:  incidental. 
  Alignment:  social neutral good 
  Cunning:  average 
  Speed:  55. To walk, an apple-tree man will quickly 
  uproot itself and ambulate along the ground by means 
  of its serpentine roots.  When it finds an appropriate 
  stopping place, it will wind its roots into the soil to rest.  
  The uprooting and re-rooting processes each require 
  one full turn to accomplish, but the arboreal faery may 
  participate in combat while doing so. 
  Strength:  high 
  Size:  great 
  Origin:  The tale of these tree faeries originates in 
  Somerset, England, where the oldest tree in every apple 
  orchard was said to be the orchard’s apple-tree man.  
  The fertility of the entire orchard was the apple-tree 
  man’s main responsibility.  As such, it could be a great 
  ally to anyone tending the orchard and a serious foe to 
  those bringing reckless harm. 
  Special Characteristics:  Apple-tree men have an 
  Affinity for the Taste of Cider, the harder the better.  Most 
  of these tree-faeries can be coaxed into discourse with 
  visitors by pouring a jug of the golden liquid onto their 
  thirsty roots. 
  Apple-trees men may use the mage spells Halcyon, 
  Rain Call, and Vigorous Flora at will.  All are used at 
  spell levels equal to the apple-tree man’s Combat 
  Level.  See The Lexicon of Lore for details.  If his 
  orchard is threatened with fire, the apple-tree man will 
  call forth a drenching downpour within a matter of 
  seconds to extinguish the flames. 
  Apple-tree men are remarkably difficult to kill.  Even 
  though they are living creatures, they have no truly vital 
  organs.  Consequently, they are unaffected by Severity 
  Damage. 
  Recovery Time:  6 
  Absorption:  9 
  Surprise Adj.:  +3 
  Attack Modes:  branch/ branch. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  8 
  9 
  -6 
  -3 
  2 
  0 
  4 
  Apple-Tree Man Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  4 
  8 
  Attack Bonus 
  +8 
  +14 
  Defense 
  20 
  22 
  Damage Tolerance 
  200 + 4d10 
  225 + 8d10 
  E.P. Value 
  154 
  650 
  Damage per Attack 
  3d6/3d6 
  4d6/4d6 
   
  Above 
  Average 
  Exceptional 
  Combat Level 
  12 
  14 
  Attack Bonus 
  +17 
  +19 
  Defense 
  24 
  25 
  Damage Tolerance 
  250 + 12d10 
  275 + 14d10 
  E.P. Value 
  2730 
  4350 
  Damage per Attack 
  5d6/5d6 
  6d6/6d6 
   
  At first sight, an apple-tree man is indistinguishable 
  from any other apple tree in the orchard, but close 
  scrutiny will reveal some vaguely human-like features.  A 
  combination of knotholes, knobs, crevices, bulges and 
  other minor deformities in the tree’s bark form the 
  features of a crude but serviceable face which, more 
  often than not, has a pleasant disposition. 
  
   
  The Bestiary [A] 
  12 
    
  Celtic Creatures & Nordic Nightmares 
  12 
  It is no mistake that apple-tree men so closely resemble 
  apple trees.  They are, in fact, apple trees that have 
  simply awakened from their arboreal slumber in order to 
  tend to the needs of their surrounding companions.  
  Being an orchard’s caretaker is a difficult task requiring 
  a good deal of wisdom and patience, so the job falls on 
  the shoulders of the eldest tree in the orchard. 
  Ash Tree (Uinsinn) 
  Habitat:  Ash trees greatly prefer woodland areas 
  immediately surrounding fresh water springs.  The 
  association between ash and spring is so great that the 
  ash tree is believed to be the guardian of the spring’s 
  purity. 
  Life Style:  solitary tree faery 
  Wealth Type:  incidental. 
  Alignment:  neutral lawful good 
  Cunning:  average 
  Speed:  65. When an ash tree walks, it appears to be 
  wading through the dirt like an ordinary man wades 
  through shallow water.  If it comes to a rocky landing or 
  a road paved with stone, the tree can actually lift itself 
  out of the dirt and ambulate across the hard surface 
  using only its roots for support.  If this is done, its Speed 
  is cut in half.  The uprooting and re-rooting processes 
  each require one full turn to accomplish, but the 
  arboreal faery may participate in combat while doing so. 
  Strength:  exceptional 
  Size:  great 
  Origin:  Superstition about the ash is widespread 
  throughout Europe.  Ygddrasil, the Nordic world tree that 
  held up the sky, was said to be an ash tree.  On the 
  British Isles, the ash tree supposedly had healing 
  powers.  However, the magical healing came at a cost.  
  The life of anyone saved by an ash tree was forever after 
  tied to the tree.  If the ash tree was injured or died at any 
  point in the future, the same happened to the tree’s 
  benefactor’s. 
  Special Characteristics:  Ash trees have magical 
  healing abilities.   All of them cast Priest Healing spells 
  at a Piety level equal to their Combat Level.  They can 
  individually select their own spells, but they all invariably 
  select Lay on Hands, Panacea, and Mend Bone as a 
  few of their choices.  Some are apparently able to cast 
  spells other than healing, but no ash tree has ever been 
  known to spells that injure others, although they are not 
  shy about defending themselves and their forests if 
  pressed too far.  Most are priests of the Celtic Water 
  Cult. 
  Ash trees are remarkably difficult to kill.  Even though 
  they are living creatures, they have no truly vital organs.  
  Consequently, they are unaffected by Severity Damage. 
  Recovery Time:  6 
  Absorption:  9 
  Surprise Adj.:  +3 
  Attack Modes:  branch/ branch. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  8 
  9 
  -6 
  -3 
  2 
  0 
  4 
  Ash Tree Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  4 
  8 
  Attack Bonus 
  +8 
  +14 
  Defense 
  20 
  22 
  Damage Tolerance 
  200 + 4d10 
  225 + 8d10 
  E.P. Value 
  154 
  650 
  Damage per Attack 
  5d6/5d6 
  6d6/6d6 
   
  Above 
  Average 
  Exceptional 
  Combat Level 
  12 
  14 
  Attack Bonus 
  +17 
  +19 
  Defense 
  24 
  25 
  Damage Tolerance 
  250 + 12d10 
  275 + 14d10 
  E.P. Value 
  2730 
  4350 
  Damage per Attack 
  7d6/7d6 
  8d6/8d6 
   
  Ash trees all tall woodland faeries that look like ordinary 
  trees.  They stand straight and tall, with a pride and 
  dignity that reflects their strict moral code.  Their 
  branches are likewise straight with slender offshoots 
  supporting rows of tapered leaves.  Ash trees normally 
  ignore visitors unless they do some harm to their 
  surroundings.  If aroused, the various knotholes and 
  scars on the tree’s trunk will suddenly spring to life, 
  forming a face that did not seem to exist only moments 
  before. 
  Ash trees are quite protective of the forests in which they 
  live, but are particularly sensitive to any affronts to the 
  fresh water springs that are usually found in or near 
  their arboreal abodes.  They view the springs as the 
  forest’s ultimate source of life.  As such, they will defend 
  their sanctity with their own life, if necessary. 
  Ash trees are particularly protective of children and will 
  always attempt to aid any sick child brought before 
  them.  If approached in a friendly manner, an ash tree is 
  likely to provide healing aid to others as well.  Before 
  doing so, though, the tree will demand that the 
  recipients swear to aid the tree in defending the forest if 
  
   
  The Bestiary [A] 
  13 
    
  Celtic Creatures & Nordic Nightmares 
  13 
  a need should ever arise.  Woe be to anyone that breaks 
  his oath. 
  These trees are held in high regard by many societies, 
  but are particularly revered by the continental Celts, who 
  refer to them as Uinsinn (pronounced ooshin). 
  Ash trees are the strongest of all the faery trees.  This is 
  somewhat unfortunate, since it makes their wood very 
  valuable.  The very best magical bows and spears are 
  made from the branches of this powerful woody sprite.
  
   
  The Bestiary [B] 
  14 
    
  Celtic Creatures & Nordic Nightmares 
  14 
  B 
  Banshee 
  Habitat:  As the banshee is an ethereal spirit, it cannot 
  be said that she requires any particular habitat.  
  Nevertheless, she usually appears next to a stream, 
  well, or other water source. 
  Life Style:  undead spirit 
  Wealth Type:  incidental 
  Alignment:  neutral 
  Cunning:  average 
  Speed:  60 
  Strength:  nil 
  Size:  medium 
  Origin:  The banshee originates from Ireland and the 
  Scottish Highlands, where she is more commonly 
  known as Bean Si, Bean-nighe, or Little Washer by the 
  Ford.   Although most often depicted as old women 
  dressed in green, banshees occasionally take on the 
  form of swans with blood seeping from their breasts.   
  This is, in fact, the origin of the term “Swan’s Song,” 
  applied a musician’s final performance before death. 
  Special Characteristics: Like all undead, banshees are 
  Immune to Frost and Mental Spells, are not adversely 
  affected by Severity Damage, are Susceptible to Holy 
  Water, and are Afraid of Sunlight. 
  Since banshees are ethereal in nature, they can be hit 
  only with magic weapons. 
  A banshee’s wail portents death produced by a curse.  
  Of those who hear the wail, one must die in the next 
  week to fulfill the banshee's omen.  If nobody dies within 
  a week, all those who heard the wail must make a Luck 
  Roll against a Luck Threshold of 25.  Failing this 
  bestows upon them the effects of the Arcane Lore spell 
  Wail of the Banshee (see The Lexicon of Lore™ for 
  details).  Killing another wail hearer breaks the curse. 
  Recovery Time:  7 
  Absorption:  0 
  Surprise Adj.:  0 
  Attack Modes:  wail (see the Special Characteristics for 
  details) 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  -- 
  -- 
  6 
  -- 
  0 
  0 
  2 
  Banshee Examples 
   
  Nominal 
  Combat Level 
  0 
  Attack Bonus 
  N/A 
  Defense 
  26 
  Damage Tolerance 
  30 + 1d10 
  E.P. Value 
  52 
  Damage per Attack 
  0 
   
  A banshee is a ghostly apparition of a crying old woman 
  clad in a green gown having long flowing hair.  She 
  usually appears at a distance and wails.  Occasionally, 
  characters see her beside a stream washing the grave 
  clothes of those soon to die.  When she finishes 
  wailing, the banshee either disappears in a nearby 
  shadow or fades away. 
  Bauchan 
  Habitat:  The Bauchan is a native of Scotland, and so is 
  disposed to a humid temperate climate.  However, it is 
  willing to follow its ‘friends’ anywhere they lead. 
  Life Style:  trooping fairy 
  Wealth Type:  monetary 
  Alignment:  antisocial good 
  Cunning:  average 
  Speed:  40 
  Strength:  average 
  Size:  medium 
  Origin:  The Bauchan is a Scottish faery also known as 
  a Bogan, which is closely tied to the Hedley Kow and 
  associates with the more common Hobgoblin, or Hob 
  faeries. 
  Special Characteristics: Bauchan may be mischievous, 
  but deep down they all have kind hearts.  To help them 
  in their playful pranks, bauchans have mastered the 
  following Arcane Lore spells that they can use at will: 
  Animal Form, Breakfall, Diminish, Extinguish, Faery 
  Light, Glue, Ogre Strength, and Spark.  All spells are 
  cast at a spell level equal to the Bauchan’s Combat 
  Level. 
  Recovery Time:  by weapon 
  Absorption:  0 
  
   
  The Bestiary [B] 
  15 
    
  Celtic Creatures & Nordic Nightmares 
  15 
  Surprise Adj.:  -0 
  Attack Modes:  by weapon 
  A
  A tt tt rrii bbuutt ee ss  
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  0 
  0 
  0 
  0 
  0 
  0 
  -1 
  BB aa uucc hhaa nn  EE xx aa m
  m pp ll ee ss  
   
   
   
  Combat Level 
  2 
  3 
  Attack Bonus 
  +3 
  +4 
  Defense 
  22 
  23 
  Damage Tolerance 
  10 + 2d10 
  15 + 3d10 
  E.P. Value 
  10 
  19 
  Damage per Attack 
  by weapon 
  by weapon 
   
  Above 
  Average 
  Heroic 
  Combat Level 
  5 
  7 
  Attack Bonus 
  +6 
  +9 
  Defense 
  26 
  28 
  Damage Tolerance 
  20 + 5d10 
  25 + 7d10 
  E.P. Value 
  36 
  126 
  Damage per Attack 
  by weapon+2 
  by weapon+4 
   
  Bauchans 
  are 
  Scottish 
  fairies 
  resembling 
  hairy 
  hobgoblins.  They love playing practical jokes on people 
  they encounter.  If a bauchan meets an especially poor 
  sport, he will squeal in delight and declare that he has 
  finally found a true friend that he can adopt.  From this 
  point on, the bauchan will do everything in its power to 
  annoy the poor soul.  He will track him from continent to 
  continent, if necessary.  If his 'adopted' comrade is ever 
  in extreme need, however, the bauchan will not hesitate 
  to come to the rescue. 
  The bauchan has several magical powers (listed in the 
  Special Characteristics), which he uses in playing his 
  jokes.  Here are some common themes to their pranks: 
  Animal Form: Bauchans somehow manage to taunt 
  their 'friends' verbally regardless of the form taken.  
  A bauchan will often assume the form of a goat to 
  eat a friend's hat. 
  Extinguish and Spark:  Bauchans love to put out 
  campfires and torches.  Just before the character 
  relights the smoldering kindling, the bauchan will 
  make it burst into brilliant flame. 
  Glue:  Oooo!  The FUN! 
  Diminish:  A bauchan can diminish only himself and the 
  items he carries.  He will often try to 'catch a ride' 
  under his adopted friend's cap. 
  Breakfall:  except that he is able to cast it on others as 
  well (up to 80 feet away).  He will take any 
  opportunity to cause his adoptee to fall off of a roof 
  or causeway only to provide him a safe landing. 
  Ogre Strength:  on himself.  This is never used in 
  combat or to harm others. 
  Faery Light:  Bauchans use this frequently to escape the 
  wrath of an adopted friend. 
  An adventurer adopted by a bauchan may rightfully feel 
  himself lucky.  If he ever becomes a good sport about 
  the whole thing, though, the bauchan will get bored with 
  mere practical jokes.  He may steal from or even kill 
  those he formerly aided before he leaves for good.  
  Occasionally bauchans travel with brownies, buttery 
  spirits, and hobs. 
  Birch Tree Spirit  
  (The One with the White Hand, Beithe) 
  Habitat:  Birch tree spirits are so closely tied to the 
  copse of birch trees in which they dwell that they are 
  scarcely ever seen outside of its perimeter.  Birch glens 
  haunted by these dangerous faeries are a common 
  sight in black forests. 
  Life Style:  solitary tree faery 
  Wealth Type:  incidental.  The remains of past victims 
  will be scattered randomly throughout the birch grove 
  where the spirit dwells. 
  Alignment:  antisocial evil 
  Cunning:  high 
  Speed:  85. 
  Strength:  average 
  Size:  medium.  The spirit is very tall, approaching 10 
  feet in height, but is extremely spindly. 
  Origin:  Wherever birch trees exist, there are a wide 
  variety of superstitions surrounding it.  Its bark is used to 
  heal wounds and its wood is a charm against the evil 
  eye.  In England, however, a malevolent female spirit 
  that is known as “The One with the White Hand” inhabits 
  the birch tree.  This evil faery may cause madness or 
  even death at a mere touch.  The Celts call the tree 
  Beithe (pronounced “bey”). 
  Special Characteristics:  Birch tree spirits have the 
  ability to pass from one birch tree into another in a 
  manner similar to the mage spell Tree Pass.  In 
  addition, with a mere glance, a birch tree spirit can 
  curse its victim with the Evil Eye. 
  Each touch of a birch tree spirit may induce any of the 
  following effects on the target at will: Faery Pinch, 
  Insanity, Murmurings, Numb Pain, and Weakness.  The 
  spirit may induce each of the following effects once per 
  
   
  The Bestiary [B] 
  16 
    
  Celtic Creatures & Nordic Nightmares 
  16 
  day with its touch: Crimson Death, Paralysis, Rage, and 
  Rigor Mortis.  All spells are cast at spell levels equal to 
  the birch tree spirit’s Combat Level and, although the 
  tree spirit must make an Attack Roll to touch its victim, 
  the Luck Rolls for the various effects still apply.  See The 
  Lexicon of Lore for details. 
  Birch tree spirits are remarkably difficult to kill since they 
  are entirely comprised birch wood.  Even though they 
  are living creatures, they have no truly vital organs.  
  Consequently, they are unaffected by Severity Damage. 
  Recovery Time:  5 
  Absorption:  5 
  Surprise Adj.:  +3 
  Attack Modes:  Touch.  The touch itself delivers no 
  damage, but inflicts magical effects (see Special 
  Characteristics above). 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  0 
  1 
  4 
  4 
  1 
  0 
  -1 
  Birch Tree Spirit Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  4 
  6 
  Attack 
  +12 
  +17 
  Defense 
  29 
  31 
  Damage 
  Tolerance 
  35 + 4d10 
  40 + 6d10 
  E.P. Value 
  98 
  180 
  Damage per 
  Attack 
  N/A 
  N/A 
   
  Above 
  Average 
  Exceptional 
  Combat Level 
  8 
  10 
  Attack 
  +20 
  +25 
  Defense 
  34 
  36 
  Damage 
  Tolerance 
  45 + 8d10 
  50 + 10d10 
  E.P. Value 
  425 
  1140 
  Damage per 
  Attack 
  N/A 
  N/A 
   
  Birch tree spirits are tall female faeries that live within 
  birch tree groves.  Like the trees in which they live, birch 
  tree spirits have pale white or silvery skin that has the 
  light flaky texture of birch bark.  The most striking 
  physical characteristic of these spirits is the fact that 
  they are exceptionally thin.  The torsos of birch tree 
  spirits are strongly reminiscent of birch tree trunks.  
  Their arms exactly resemble the pale tree’s slender 
  branches and their fingers are nearly as long as their 
  arms.  The birch tree spirits’ twig-like digits are so wiry 
  that they are unable to grasp and hold any utensils, 
  including weapons.  Even so, the magical touch of a 
  birch tree spirit can bring about an unpleasant death.  It 
  is no mistake that when one wants to speak of a birch 
  tree spirit without attracting its attention; it is often 
  referred to as “The One with the White Hand.” 
  Boogy-Man 
  Habitat:  The boogy-man is an extremely elusive 
  creature that cannot abide light.  As such, it sticks to 
  dark shadows and nighttime raids. 
  Life Style:  solitary nocturnal faery 
  Wealth Type:  monetary 
  Alignment:  antisocial evil 
  Cunning:  below average 
  Speed:  60 
  Strength:  average 
  Size:  medium 
  Origin:  The boogy-man is an English monster used to 
  frighten children into good behavior. 
  Special Characteristics:  All boogy-men have the power 
  to transform themselves into mere shadows as the 
  Arcane Lore spell Shadow Form.  Unlike the spell, 
  however, the faery can use this power instantaneously 
  and at will.  In fact, they use this ability quite often, as 
  they are all Terrified of Bright Light and will immediately 
  transform into a shadow whenever illuminated. 
  Boogy-men have also developed the ability to put out 
  torches and campfires as the mage spell Extinguish.  
  Each may use this ability at will. 
  Obviously, these nocturnal faeries are able to see 
  perfectly in the dark. 
  All of these nasty humanoids master the talent of 
  Cursing in Foreign Languages that they use profusely.  
  Oddly enough, a boogy-man would never think of 
  cursing to a young child in a language he understands. 
  Although normally solitary creatures, boogy-men have 
  an Affinity toward Bogles (Goblins) and Bugbears. 
  Recovery Time:  5 
  Absorption:  0 
  Surprise Adj.:  4 
  Attack Modes:  bite / claw / claw 
  
   
  The Bestiary [B] 
  17 
    
  Celtic Creatures & Nordic Nightmares 
  17 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  2 
  0 
  -2 
  1 
  0 
  -1 
  -1 
  Boogy-Man Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  3 
  4 
  Attack Bonus 
  +5 
  +6 
  Defense 
  20 
  22 
  Damage Tolerance 
  30 + 3d10 
  30 + 4d10 
  E.P. Value 
  5 
  14 
  Damage per Attack 
  1d8/ 1d4/ 1d4 
  2d4/ 1d4/ 1d4 
   
  Above 
  Average 
  Heroic 
  Combat Level 
  7 
  9 
  Attack Bonus 
  +10 
  +14 
  Defense 
  26 
  31 
  Damage Tolerance 
  30 + 7d10 
  30 + 9d10 
  E.P. Value 
  72 
  240 
  Damage per Attack 
  1d10/ 1d6/ 1d6 
  1d12/ 1d6/ 1d6 
   
  A boogy-man is a squat black faery that is covered with 
  short bristly hair like that of a wild boar.  Little is really 
  known about the facial features of these faeries 
  because they always vanish whenever they encounter a 
  bright light.  The only distinguishing characteristic, which 
  witnesses agree upon is that they have extremely wide 
  and malicious-looking toothy grins.  Despite their 
  camera-shy nature, nobody that meets one of these evil 
  beasts doubts the fact that its teeth and claws are razor 
  sharp. 
  A boogy-man will either extinguish all light sources 
  owned by an encountered party (with its Extinguish 
  ability) or clandestinely skulk in nearby shadows until its 
  prey dims the light sources.  Once the bright lights have 
  been eliminated, the dark faery will attack at its first 
  opportunity.  It will concentrate its attacks on the 
  smallest individuals present and those attempting to 
  light torches or candles.  The first person incapacitated 
  will be kidnapped and eaten at the earliest possible 
  moment. 
  In combat, boogy-men are quite formidable since they 
  only attack in total darkness, forcing most opponents to 
  fight blind (See Fighting Blind in the Advanced Combat 
  Rules section of The Grimoire of Game Rules™ for 
  details.)  Of course, the boogy-man himself is not 
  hindered in any way by the total lack of light. 
  Bugbear (Bwg) 
  Habitat:  Bugbears are malicious faery monsters that 
  lurk in the woods near human habitation where they can 
  maintain cover and study their potential prey.  As 
  everyone knows, the bugbear’s favorite flavor is ‘naughty 
  little child’. 
  Life Style:  clannish animal faery 
  Wealth Type:  monetary 
  Alignment:  antisocial evil 
  Cunning:  below average 
  Speed:  40 
  Strength:  above average 
  Size:  large 
  Origin:  The bugbear originated in England and is 
  closely tied to the Welsh bwg, meaning ghost.  They 
  derive their name from their hairy, bear-like appearance 
  and the grunts and growls they emit. 
  Special Characteristics:  once per day, a bugbear can 
  assume an ethereal state as the Arcane Lore spell 
  Ghostly Form.  The faery can re-materialize at will. 
  Recovery Time:  6 
  Absorption:  0 
  Surprise Adj.:  0 
  Attack Modes:  bite / claw / claw 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  3 
  2 
  -1 
  -2 
  -1 
  -1 
  0 
  Bugbear Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  2 
  3 
  Attack Bonus 
  +5 
  +6 
  Defense 
  20 
  22 
  Damage Tolerance 
  65 + 2d10 
  70 + 3d10 
  E.P. Value 
  16 
  25 
  Damage per Attack 
  1d10/ 1d4/ 1d4 
  1d12/ 1d6/ 1d6 
   
  Above 
  Average 
  Heroic 
  Combat Level 
  5 
  7 
  Attack Bonus 
  +8 
  +11 
  Defense 
  25 
  28 
  Damage Tolerance 
  75 + 5d10 
  75 + 6d10 
  E.P. Value 
  54 
  126 
  Damage per Attack 
  2d6/ 1d8/ 1d8 
  2d8/ 1d8/ 1d8 
   
  
   
  The Bestiary [B] 
  18 
    
  Celtic Creatures & Nordic Nightmares 
  18 
  Bugbears are faery monsters resembling brown bears 
  walking upright on their hind legs.  Large lower tusks 
  and 
  glistening 
  drool 
  accentuate 
  a 
  bugbear’s 
  exaggerated maw. 
  The bugbear’s standard tactic is to stalk a potential 
  meal for several days until it ventures out into the woods 
  alone. Whenever two or more individuals investigate the 
  rustling of its skulking through the bushes, the bugbear 
  will assume a ghostly state and leave the area unseen.  
  The bugbear believes that its prey will eventually 
  become complacent about the unusual woodland 
  noises and fall victim to its plans more easily. 
  At times a gathering of these beasts will boldly roam the 
  countryside together.  These bands generally dispense 
  with the usual stealthy preliminaries and attack any 
  encountered groups that they outnumber.  Fortunately, 
  the faeries’ slow wit prevents the bearish clans from 
  becoming a real threat to the townships themselves. 
  Buggane 
  Habitat:  The buggane is often found grazing beside 
  waterfalls.  Some believe the buggane to be a water 
  spirit. 
  Life Style:  territorial shape-shifting faery 
  Wealth Type:  monetary 
  Alignment:  unlawful evil 
  Cunning:  above average 
  Speed:  55 (125 in horse form) 
  Strength:  above average 
  Size:  large 
  Origin:  The buggane is a native of English waterfalls 
  and is related to the Kelpie. 
  Special Characteristics:  The buggane has an 
  especially strong Lust for Elven Maidens. 
  This water-loving faery has the power of breathing 
  underwater as the Arcane Lore spell Nixie’s Breath, 
  which it uses at will.  (See The Lexicon of Lore™ for 
  details.) 
  A buggane may take on any horse-like characteristic he 
  chooses.  These include flaring nostrils, a waving tail, a 
  silky mane, or any other attribute.  Oddly enough, a few 
  maidens voluntarily remain in the servitude of these 
  creatures 
  (although 
  maiden 
  is 
  probably 
  an 
  inappropriate term for these ladies). 
  Recovery Time:  6 
  Absorption:  0 
  Surprise Adj.:  0 in a mostly-human form.  –4 in a mostly 
  equestrian form (cloppity-clop) 
  Attack Modes:  hoof/ hoof  (In combat, buggane 
  frequently shift their hands into powerful hooves) or bite/ 
  claw/ claw (if the buggane chooses a highly humanoid 
  form). 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  4 
  2 
  0 
  -2 
  2 
  1 
  1 
  Buggane Examples 
   
  Shetland 
  Average 
  Combat Level 
  4 
  6 
  Attack Bonus 
  +7 
  +9 
  Defense 
  24 
  26 
  Damage Tolerance 
  40 + 4d10 
  90 + 6d10 
  E.P. Value 
  49 
  120 
  Damage per Attack 
  2-12/2-12 
  or 
  1-8/ 1-6/ 1-6 
  2-16/2-16 
  or 
  1-10/ 1-8/ 1-8 
   
  Above 
  Average 
  Heroic 
  Combat Level 
  8 
  10 
  Attack Bonus 
  +13 
  +17 
  Defense 
  27 
  28 
  Damage Tolerance 
  100 + 8d10 
  110 + 10d10 
  E.P. Value 
  325 
  960 
  Damage per Attack 
  3-18/3-18 
  or 
  1-12/ 1-8/ 1-8 
  4-24/4-24 
  or 
  2-12/ 1-10/ 1-10 
   
  A buggane is a shape-shifting faery noted for its 
  equestrian features.  Although its exact form varies from 
  one sighting to another, it often appears as a large black 
  skinned humanoid with horse-like ears and facial 
  features.  Roaming near streams and waterfalls, this 
  faery lures beautiful females by assuming the form of a 
  majestic, swift stallion with a shining coal black coat.  
  Many damsels cannot resist the temptation to ride the 
  handsome steed. 
  Just about anyone witnessing the buggane’s incredible 
  shape-shifting ability is stupefied by his mastery over 
  the skill.  In the blink of an eye, a nightmarish troll 
  sporting sharp teeth and muscled forearms terminated 
  with massive hooves replaces the serene sight of a 
  proud and powerful horse. 
  In the rare event that the buggane assumes its most 
  humanoid state, it has fingers that are tipped with claws 
  like those of a raptor and an enormous head with long 
  teeth protruding from its maw. 
  
   
  The Bestiary [B] 
  19 
    
  Celtic Creatures & Nordic Nightmares 
  19 
  Buttery Spirit 
  Habitat:  The buttery spirit dwells in the backpacks and 
  pantries of thieves, self-indulgent monks, and dishonest 
  innkeepers. 
  Life Style:  sly fairy 
  Wealth Type:  nil 
  Alignment:  antisocial neutral 
  Cunning:  low 
  Speed:  120 
  Strength:  low 
  Size:  small 
  Origin:  Europe 
  Special Characteristics: Buttery Spirits may Blink at will 
  as the Arcane Lore spell.  (See The Lexicon of Lore™ 
  for details.) 
  Buttery spirits are Immune to Poison and they easily 
  avoid the most complicated traps. 
  Recovery Time:  3 
  Absorption:  0 
  Surprise Adj.:  2 
  Attack Modes:  see below 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  -3 
  4 
  9 
  4 
  3 
  -3 
  0 
   
  Buttery Spirit Examples 
   
  Nominal 
  Combat Level 
  0 
  Attack Bonus 
  see below  
  Defense 
  29 
  Damage Tolerance 
  5 + 1d10 
  E.P. Value 
  12 
  Damage per Attack 
  see below  
   
  These tiny pot-bellied humanoids seek thieves, crooked 
  merchants, 
  and 
  impious 
  priests 
  as 
  unwilling 
  benefactors.  Once a buttery spirit finds such a provider, 
  he sticks with him like glue.  These gluttonous faeries 
  eat constantly at a fantastic rate. 
  A buttery spirit can only consume stolen food or food 
  purchased with money obtained dishonestly.  Although 
  a buttery spirit quickly grows fat from his gorging, he 
  knows he is an unwelcome guest and will quickly jump 
  and escape at mage provocation.  The spirit will Blink 
  (as the mage spell) to a safe location when spotted.  As 
  soon as it is safe, he blinks back and continues 
  feasting. 
  About the only way to rid oneself of a buttery spirit is to 
  starve him to death.  The faery loses 1 Damage 
  Tolerance point per week of starvation.  A thief must take 
  an extended vacation to dispose of one. 
   
   
  
   
  The Bestiary [C] 
  20 
    
  Celtic Creatures & Nordic Nightmares 
  20 
  C 
  Changeling 
  Habitat:  Because of the changelings’ remarkable 
  shape-shifting abilities, it can survive in conditions 
  varying from desert to arctic.  Even so, it seems to prefer 
  temperate climes.  
  Life Style:  solitary fairy 
  Wealth Type:  monetary 
  Alignment:  neutral 
  Cunning:  above average 
  Speed:  65 
  Strength:  see below 
  Size:  see below 
  Origin:  Changelings are found throughout the Celtic 
  lands of Europe, most particularly on the British Isles. 
  Special Characteristics:  Changelings are capable of 
  transforming their form in a manner similar to the 
  Arcane Lore spell Shape Change.  As if its shape-
  shifting abilities are not enough, changelings also have 
  the capability to change their appearance as the Arcane 
  Lore illusion Guise and can create longer lasting 
  illusions on specific individuals in a manner similar to 
  the Arcane Lore illusion Glamour. 
  Only a single limitation exists on the forms that a 
  changeling can take.  When shifting from one form to 
  another, the new form must be slightly smaller than the 
  former.  While an infant changeling begins life at about 
  the size of an ogre, most adults have diminished down 
  to the size of human children.  (Figure that one out!) 
  Taking on a new form gives no magical abilities 
  common to the shape.  Thus, a changeling dragon has 
  no breath weapon but it does gain superior absorption 
  from its scales.  Of course, the attacks of a miniature 
  dragon deliver appropriately miniaturized damage. 
  In any form it takes, the changeling retains its normal 
  Combat Level but its Damage Tolerance lowers 
  imperceptibly with each new form assumed.  Further, 
  shape shifting cannot magically 'heal' sustained 
  wounds. 
  Recovery Time:  by form 
  Absorption:  by form 
  Surprise Adj.:  3 
  Attack Modes:  by form 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  0 
  0 
  1 
  2 
  2 
  2 
  -1 
  Changeling Examples 
   
   
   
  Combat Level 
  3 
  4 
  Attack Bonus 
  +6 
  +8 
  Defense 
  24 
  26 
  Damage Tolerance 
  by form 
  by form 
  E.P. Value 
  40 
  70 
  Damage per Attack 
  by form 
  by form 
   
  Above 
  Average 
  Exceptional 
  Combat Level 
  7 
  10 
  Attack Bonus 
  +11 
  +17 
  Defense 
  28 
  33 
  Damage Tolerance 
  by form 
  by form 
  E.P. Value 
  180 
  720 
  Damage per Attack 
  by form 
  by form 
   
  A changeling is a Celtic faery that is believed to 
  resemble an ugly goblin.  Its actual appearance is 
  uncertain because changelings have the remarkable 
  ability to shape-shift and cast illusions, both of which 
  they practice frequently.  The changeling’s shape-
  shifting ability has the unusual quirk that its stature is 
  imperceptibly diminished every time its form changes. 
  By the time a changeling has grown to venerable age, it 
  has diminished to the stature of a human baby.  Weak 
  due to its size and toothless due to its extreme age, the 
  changeling resorts to an old faery trick.  The shape-
  shifter will seek out a family that has recently acquired a 
  new infant baby.  When an appropriate clan is spotted, 
  the changeling will kidnap the baby, transform itself into 
  the baby’s twin, and deposit itself in the empty crib.  
  Once all has been accomplished, the wicked little faery 
  will begin wailing and crying to be pampered and fed by 
  its adopted caretakers. 
  Chimera, Heraldic 
  Habitat:  Heraldic chimeras are found throughout the 
  European countryside.  They will generally lay claim to a 
  natural cave or an old abandoned castle and inject terror 
  into the lives of nearby townsfolk until some brave knight 
  rides out to glory or death. 
  Life Style:  territorial animal hybrid 
  Wealth Type:  hoard 
  Alignment:  neutral 
  Cunning:  low 
  Speed:  60 (130 flying) 
  
   
  The Bestiary [C] 
  21 
    
  Celtic Creatures & Nordic Nightmares 
  21 
  Strength:  above average 
  Size:  large 
  Origin: Although the original chimera was a Grecian 
  creation, it evolved over the centuries into a slightly 
  different form.  The heraldic chimera’s main hangout 
  was on the shields, banners, and crests of medieval 
  knights. 
  Special Characteristics:  The dragon's head breathes 
  fire as an Arcane Lore spell Dragon's Breath: Flame 
  which extends only 50 feet.  Treat the breath as if it were 
  cast at 8th spell level spell.  The breath is usable three 
  times per day.  Fortunately for the chimera, it is totally 
  Immune to Heat and Flame. 
  The lion's head, front and center can pipe out an 
  impressive roar.  All hearing this deafening sound must 
  make a Luck Roll with Willpower adjustments.   Those 
  failing flee in terror as quickly as possible for 1d4 turns. 
  The ram's head delivers a powerful butt, which delivers 
  double damage if it strikes an opponent on its initial 
  charge. 
  If the Detailed Combat Rules are used, characters may 
  attempt to kill each head individually.  Each head 
  possesses 50 Damage Tolerance independent of the 
  body and each can independently control the body.  
  Therefore, the characters must destroy all three heads 
  to totally incapacitate a chimera in this manner. 
  Recovery Time:  7 
  Absorption:  0 (8 on dragon's head) 
  Surprise Adj.:  0 
  Attack Modes:  dragon bite/ lion bite/ butt/ claw/ claw  
  (As each head acts independently, each gains extra 
  attacks separately if the chimera's Combat Level greatly 
  exceeds that of opponents.) 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  3 
  4 
  2 
  -- 
  4 
  -4 
  -4 
   
  Heraldic Chimera Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  6 
  11 
  Attack Bonus 
  +9 
  +14 
  Defense 
  29 
  34 
  Damage Tolerance 
  60 + 6d10 
  75 + 11d10 
  E.P. Value 
  252 
  2135 
  Damage per Attack 
  3d10/ 2d10/ 2d6/ 
  1d10/1d10 
  3d12/ 2d12/ 2d8/ 
  2d6/ 2d6 
   
  Above 
  Average 
  Exceptional 
  Combat Level 
  13 
  15 
  Attack Bonus 
  +16 
  +20 
  Defense 
  36 
  38 
  Damage Tolerance 
  90 + 13d10 
  100 + 15d10 
  E.P. Value 
  3276 
  5220 
  Damage per Attack 
  4d10/ 2d12/2d8/ 
  2d6/ 2d6 
  4d10/ 2d12/ 
  2d10/ 2d8/ 2d8 
   
  The chimera is a horrific monster with three disparate 
  heads lined up side-by-side at the creature’s anterior.  
  The first is a lion's, the next is a dragon's, and the last is 
  a giant ram's.  Its body is that of a huge lion.  From the 
  back extend two powerful dragon wings capable of 
  carrying the beast aloft.  The terrible sight of a chimera 
  coasting lazily through the air near a local villa or town is 
  certainly enough to send chills down the spines of the 
  hardiest adventurers. 
  Cockatrice 
  Habitat:  The cockatrice is native to all parts of the 
  southern and western portions of Europe.  Fortunately, 
  as the creature is so susceptible to the rooster’s crow, it 
  is rarely seen near human habitation. 
  Life Style:  animal 
   
  Wealth Type:  incidental 
  Alignment:  neutral 
  Cunning:  low 
  Speed:  35 (145 flying) 
  Strength:  low 
  Size:  small 
  Origin:  The cockatrice has been the subject of 
  trepidation since classical times.  It is possible that the 
  legends arose from misunderstood accounts of hooded 
  cobras in the Middle East. 
  Special Characteristics:  The breath of a cockatrice is 
  highly poisonous.  Anyone within 20 feet of the creature 
  breathing the fumes of the cockatrice’s exhalations 
  must make a Luck Roll with Stamina Adjustments 
  
   
  The Bestiary [C] 
  22 
    
  Celtic Creatures & Nordic Nightmares 
  22 
  against a Luck Threshold of 15 plus the creature’s 
  Combat Level or be affected by a Deadly Toxic Poison.  
  Those further than 20 feet but closer than 50 feet must 
  make a similar Luck Roll or be affected by a Moderately 
  Hazardous Toxin.  The Luck Roll must be made every 
  turn.  Those combatants holding their breath anywhere 
  within this range must still make Luck Rolls or be 
  affected by a Minimally Hazardous Toxin as the fumes 
  are absorbed through the skin.  (See Poison for details 
  on the effects of toxins.)  Unless a strong wind 
  disperses the fumes, they will persist in any area visited 
  by the bird for 1d6 turns after its departure. 
  Anyone meeting the gaze of a cockatrice must make a 
  Luck Roll with Willpower Adjustments against a Luck 
  Threshold of 15 plus the creature’s Combat Level.  
  Failure indicates the individual is instantly paralyzed and 
  will almost certainly die from continuous exposure to the 
  bird’s poisonous breath.  The paralyzation will abate 
  within 1d4 hours. 
  Oddly enough, a rooster's crow easily keeps this 
  dangerous monster at bay.  If a cockatrice hears one 
  "cock-a-doodle-do,” it immediately dies (no Luck Roll) 
  as this sound reminds it of its unlikely heritage. 
  The cockatrice is Immune to All Forms of Poison and is 
  Terrified of Weasels and Roosters. 
  Recovery Time:  6 
  Absorption:  0 
  Surprise Adj.:  0 
  Attack Modes:  beak.  Although a cockatrice can attack 
  with its beak, it generally relies on its poisonous breath 
  and deadly gaze. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  -3 
  -3 
  1 
  -- 
  0 
  -3 
  -3 
  Cockatrice Examples 
   
  Below Average 
  Average 
  Combat Level 
  3 
  5 
  Attack Bonus 
  +4 
  +6 
  Defense 
  24 
  26 
  Damage Tolerance 
  10 + 3d10 
  10 + 4d10 
  E.P. Value 
  25 
  45 
  Damage per Attack 
  1-3 
  1-4 
   
  Above 
  Average 
  Exceptional 
  Combat Level 
  7 
  9 
  Attack Bonus 
  +9 
  +11 
  Defense 
  28 
  30 
  Damage Tolerance 
  15 + 6d10 
  20 + 9d10 
  E.P. Value 
  90 
  240 
  Damage per Attack 
  1-6 
  1-8 
   
  A 
  cockatrice 
  is 
  an 
  unusual 
  bird-reptile 
  hybrid 
  possessing a rooster’s head and body, a serpent’s tail, 
  and bat-like wings.  Although capable of flight over short 
  distances, it generally prefers darting along on foot to 
  flight and usually nests on the ground.  To the great 
  misfortune of this creature, weasels are apparently 
  immune to both the breath and gaze of the cockatrice. 
  A cockatrice can only hatch from an egg laid by an old 
  hen.  Some say a rooster must have laid the egg -- rare 
  indeed!  In either case, the egg must have been stolen 
  and incubated by a toad or serpent. 
   
   
   
  
   
  The Bestiary [D] 
  23 
    
  Celtic Creatures & Nordic Nightmares 
  23 
  D 
  Dog, Black  
  (Mautha Doog, Padfoot, Striker, Trash) 
  Habitat:  Black dogs are rarely seen when they are not 
  attacking an enemy or guarding a companion.   Even so, 
  they have a tendency to be nocturnal and seem to prefer 
  dark forests. 
  Life Style:  solitary faery animal 
  Wealth Type:  incidental 
  Alignment:  neutral 
  Cunning:  below average 
  Speed:  90 
  Strength:  above average 
  Size:  medium to large (in combat their size increases to 
  that of a calf). 
  Origin:  Black dog legends were imported into the 
  British Isles from Scandinavia where the great canines 
  gained fame as Odin’s personal companions.  The 
  British embellished the tales greatly and transformed 
  the feared canines into a strange mixture of guardian 
  and death omen. 
  Special Characteristics:  All black dogs can sense 
  spirits and undead as the Priest Divination spell Death 
  Perception.  Black dogs have a Hatred of all Undead 
  and will always fight any such creatures to the death 
  when encountered.  
  When desired, a black dog may assume an ethereal 
  state as the mage spell Ghostly Form.  In this state, a 
  black dog may strike spirits of all forms, but obviously 
  cannot affect material objects. 
  If angered, a black dog grows to twice its normal size 
  and it’s eyes glow a sinister green color, having an 
  effect similar to the mage spell Ineffable Awe.  
  Recovery Time:  7 
  Absorption:  0 
  Surprise Adj.:  +1 
  Attack Modes:  bite 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  4 
  2 
  0 
  -- 
  1 
  -2 
  2 
   
  Black Dog Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  4 
  6 
  Attack Bonus 
  +7 
  +10 
  Defense 
  25 
  27 
  Damage Tolerance 
  25 + 4d10 
  30 + 6d10 
  E.P. Value 
  28 
  72 
  Damage per Attack 
  1d12 
  2d6 
   
  Above 
  Average 
  Exceptional 
  Combat Level 
  8 
  10 
  Attack Bonus 
  +13 
  +16 
  Defense 
  29 
  31 
  Damage Tolerance 
  35 + 8d10 
  40 + 10d10 
  E.P. Value 
  150 
  360 
  Damage per Attack 
  2d8 
  3d6 
   
  Black dogs normally have the appearance of any one of 
  the larger canine breeds.  When calmly padding down 
  the street, one of these fearsome dogs is virtually 
  indistinguishable from an ordinary dog, but a wary 
  observer will note that its pure black coat is unmarred by 
  even a single grey hair.  When aggravated, though, its 
  true nature becomes obvious since it quickly grows to 
  enormous size and its eyes flare with a brilliant green 
  fire. 
  Anyone 
  combating 
  undead 
  will 
  be 
  immediately 
  befriended by any black dog observing the conflict.  
  Those falling in combat will be aggressively defended 
  against all attackers until the individual is safe from 
  harm. 
  Despite the friendly nature sometimes displayed by 
  these remarkable faery dogs, their companionship 
  shouldn’t be taken as eternal.  Black dogs are 
  notoriously solitary and while they may befriend a 
  person for up to a week, their wanderlust will eventually 
  force them to abandon any newfound companions.   
  Even so, a few goodly peasants and simple shepherds 
  have been known to have an extended, albeit 
  intermittent, relationship with black dogs. 
  Doppelganger 
  Habitat:  Since the doppelganger is a form of demon, its 
  natural habitat is somewhat uninviting.  When found in 
  the realm of mortals, however, it travels wherever its 
  adopted host ventures. 
  Life Style:  demonic 
  Wealth Type:  monetary 
  Alignment:  antisocial evil 
  Cunning:  above average 
  
   
  The Bestiary [D] 
  24 
    
  Celtic Creatures & Nordic Nightmares 
  24 
  Speed:  55 
  Strength:  above average 
  Size:  medium 
  Origin:  Spirits mimicking a person’s actions and 
  appearance is a common bit of folklore found 
  throughout Europe.  The name doppelganger, meaning 
  “double-goer,” is uniquely German but the same 
  creature is found elsewhere under the names fetch and 
  co-walker. 
  Special 
  Characteristics: 
   
  Like 
  all 
  spirits, 
  doppelgangers are hit only by magic weapons and are 
  unaffected by Severity Damage. 
  When a doppelganger selects a host, its outward 
  appearance instantly transforms to be the host’s perfect 
  double. 
  Whenever it so desires, a doppelganger can make itself 
  totally invisible to most mortal creatures.  In this state, 
  only cats, dogs, and its host can see the demon, 
  although its image cannot be reflected in any mirror. 
  Any creature entering into combat with an invisible 
  doppelganger must suffer the rules for Fighting Blind 
  (as described in the Advanced Combat Rules section of 
  The Grimoire of Game Rules™). Otherwise, treat this 
  power exactly as the Arcane Lore spell Invisibility. 
  Similarly, a doppelganger can assume an ethereal state 
  whenever desired as the Arcane Lore spell Ghostly 
  Form.  The ghostly state may be assumed and released 
  at the demon’s will. 
  If the doppelganger so desires, it can temporarily 
  transfer its powers of Invisibility and Ghostly Form to its 
  host, leaving its own image exposed to view. 
  Finally, in order to communicate with its host in a 
  controlled environment, doppelgangers have the power 
  to speak in its host’s dreams as the Arcane Lore spell 
  Dream Speak.  Once the host’s trust has been gained, 
  however, the doppelganger will simply whisper in its 
  host’s ear in times of pressing need. 
  Doppelgangers have the skills of Disarming Opponents, 
  Fast Talking, Grappling, Pummeling, Rural Stealthing, 
  Tracking, and Urban Stealthing at a skill level equal to 
  their Combat Levels.  They also have the talents of 
  Assassinating, Backstabbing and Throwing Voice.  This 
  combination of abilities makes for a dangerous 
  adversary. 
  Doppelgangers have an Aversion to Cats and Dogs and 
  are Highly Susceptible to Holy Water. 
  Recovery Time:  by weapon 
  Absorption:  0 
  Surprise Adj.:  2 
  Attack Modes:  by weapon 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  3 
  0 
  2 
  0 
  0 
  2 
  2 
  Doppelganger Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  5 
  8 
  Attack Bonus 
  +8 
  +12 
  Defense 
  27 
  30 
  Damage Tolerance 
  25 + 5d10 
  25 + 8d10 
  E.P. Value 
  102 
  230 
  Damage per Attack 
  by weapon 
  by weapon + 2 
   
  Above 
  Average 
  Heroic 
  Combat Level 
  10 
  14 
  Attack Bonus 
  +15 
  +20 
  Defense 
  33 
  37 
  Damage Tolerance 
  30 + 10d10 
  40 + 14d10 
  E.P. Value 
  690 
  1665 
  Damage per Attack 
  by weapon + 4 
  by weapon + 6 
   
  A doppelganger is a demonic spirit that promotes the 
  causes of evil in a unique and surprising fashion.  The 
  spirit seeks out an influential figure, preferably of Good 
  alignment, which it adopts as its host.  Once the host is 
  chosen, the doppelganger uses its powers of Invisibility 
  and Ghostly Form to stalk him, learning how to perfectly 
  mimic the host’s appearance, voice, and mannerisms.  
  This process can take anywhere from a few days to a 
  few weeks (2d12 days).  
  As described under Special Characteristics, the host 
  can see the demon.  However, in its ghostly state, the 
  demon is capable of moving with tremendous speed.  It 
  uses its impressive maneuverability to remain directly 
  behind the host’s head.  No matter how fast the host 
  turns his head, the demon will be quicker and remain 
  out of sight. 
  Once the demon has perfected its imitation of the host, it 
  will clandestinely perform small favors for him and 
  provide ‘friendly’ advice in his dreams.  The advice and 
  favors will, at first, be completely benign and may even 
  slightly aid the cause of good so that the spirit can gain 
  its host’s confidence.  It will generally introduce itself 
  with an innocuous title such as guardian angel, faery 
  godmother, or some such dribble. 
  Before too long, the demon will begin asking for small 
  payments in return for its services.  These payments will 
  initially seem trifling when compared to the services 
  rendered but will gradually increase. 
  
   
  The Bestiary [D] 
  25 
    
  Celtic Creatures & Nordic Nightmares 
  25 
  Over time, the favors and demanded payment will 
  become more and more diabolical.  At first, any 
  unfortunate consequences of the demon’s actions will 
  seem purely accidental.  Eventually, though, the spirit’s 
  true nature will reveal itself.  By then, the demon hopes 
  to have diverted its host from the pathway of 
  righteousness to one of malicious intent. 
  If the demon’s host cannot be turned to serve evil, the 
  doppelganger will mutiny against its host, committing 
  horrific crimes as his twin to malign the host’s good 
  name.  If the host still refuses to cooperate with the 
  demon, it will finally appear to the host as a final 
  warning of doom.  Once the host has seen his 
  doppelganger twin, he is under a death threat.  The 
  doppelganger will take whatever actions are necessary 
  to bring about the host’s death before proceeding on to 
  its next adoptee. 
  Although a doppelganger takes on the appearance and 
  voice of the person he mimics, he gains none of his 
  skills. 
  Drac  
  (Rhone Dragon) 
  Habitat:  The drac is primarily a water dragon, preferring 
  to dwell in palaces under the water’s surface in rivers 
  near cities.  These dwellings provide easy access to the 
  succulent, plump children that play in the streets near 
  the river’s banks.  Of course, their cunning nature 
  enables them to patiently wait for their prey to scamper 
  out of adult eyeshot before snatching a morsel or two. 
  Life Style:  solitary reptile 
  Wealth Type:  hoard 
  Alignment:  evil 
  Cunning:  above average 
  Speed:  70 
  Strength:  high 
  Size:  medium to large 
  Origin:  Legends of dracs originate in France where they 
  have a reputation for invisibly wandering through the 
  streets in search of their favored prey.  The Rhone river 
  is particularly well known for its drac population. 
  Special Characteristics: These dragons have an 
  Affinity for the Taste of Human Flesh, the younger the 
  better. 
  All dracs have the innate ability to cast Invisibility at will.  
  In combat, dracs use this ability to great effect, forcing 
  their opponents to effectively fight them blind. 
  The drac’s natural sight is not as powerful as that of 
  other dragons.  Indeed, the sight of a drac infant is no 
  better than that of a human.  Even so, dracs have 
  learned how to create a powerful balm that acts as a 
  Dragon Sight spell when applied to the eyes.  The 
  magic lasts as long as the balm’s maker remains alive.  
  If a drac is defeated, it may barter for its life by offering a 
  vial of this balm as ransom (allow a 10% chance that 
  any given drac will currently possess a vial).  Each vial 
  requires several months and a number of rare 
  ingredients, so even a powerful drac is unlikely to 
  possess more than one vial. 
  The reptile has an impressive Manual Dexterity 
  considering the claw-like nature of its hands.  Indeed, 
  most dracs study the arcane arts and become powerful 
  mages.  Oddly enough, wizardry does not seem to be 
  their forte.  Rather, dracs are more fond of mental 
  magics, especially illusionry. 
  If a large party attacks a drac, it will roar to frighten off 
  some of its attackers.  This improves its odds with the 
  remaining combatants.  Any creature other than a 
  dragon hearing this roar must make a Luck Roll with 
  Willpower adjustments.  Those failing flee in terror for 
  1d4 turns. 
  Like other dragons, the drac has a natural resistance to 
  charms and enchantments.  All spells affecting the 
  creature have their spell levels reduced by 5 
  Recovery Time:  5 
  Absorption:  7 
  Surprise Adj.:  -1 (+4 when invisible) 
  Attack Modes:  bite/ claw/ claw 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  4 
  4 
  0 
  3 
  3 
  4 
  -1 
   
  
   
  The Bestiary [D] 
  26 
    
  Celtic Creatures & Nordic Nightmares 
  26 
  Drac Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  7 
  9 
  Attack Bonus 
  +11 
  +14 
  Defense 
  27 
  29 
  Damage Tolerance 
  165 + 7d10 
  175 + 9d10 
  E.P. Value 
  504 
  1160 
  Damage per Attack 
  2d8/ 1d8/ 1d8 
  2d8/ 1d10/ 1d10 
   
  Above 
  Average 
  Exceptional 
  Combat Level 
  11 
  13 
  Attack Bonus 
  +17 
  +20 
  Defense 
  31 
  33 
  Damage Tolerance 
  200 + 11d10 
  215 + 13d10 
  E.P. Value 
  2650 
  4284 
  Damage per Attack 
  2d10/ 2d6/ 2d6 
  3d6/ 2d8/ 2d8 
   
  The drac’s form is somewhat ambiguous since their 
  powers of invisibility and illusionry make reports of their 
  appearance somewhat contradictory.  However, they are 
  believed to have a shape similar to that of a small 
  wingless heraldic dragon.  Thus, they have four limbs 
  and normally walk about on “all fours.”  However, if they 
  are so inclined, a drac may walk upright like a man.  
  They are a green or greenish brown in color and their 
  cold green eyes provide a sinister, intelligent gaze.   
  Dracs are among the physically weakest dragons in 
  existence, but their magical abilities more than make up 
  for any physical handicaps. 
  Due to their keen intelligence, the drac is believed to be 
  a cousin to the lindwurm, although no definite 
  relationship has ever been proven.  This belief is 
  strengthened by the fact that, like lindwurms, dracs 
  occasionally kidnap human women.  Apparently, 
  hatchling dracs require the nourishment of milk, which 
  the drac adults are unable to supply themselves.  
  Consequently, a young mother will be captured to act as 
  nursemaid for the first few years of a drac’s life.  Once 
  this enforced task is complete, the nursemaid will be 
  freed, usually under the influence of a potent spell to 
  make her forget her nightmarish ordeal.  Dracs are fond 
  of their former nursemaids, however, and may even 
  come to their aid if they are thereafter threatened in any 
  way. 
  Dragon, Heraldic  
  (Scandenavian Worm) 
  Habitat:  Heraldic dragons live in large caves and 
  abandoned ruins.  They prefer to dwell near human 
  habitation where there is a plentiful supply of food and 
  gold. 
  Life Style:  solitary reptile 
  Wealth Type:  hoard 
  Alignment:  evil (5% variable) 
  Cunning:  average (15% high) (25% low) Each heraldic 
  dragon has a 15% chance of having a high cunning.  If 
  so, a 40% chance exists that the dragon learned magic 
  use.  Such dragons gain the spellcasting abilities of a 
  Wizard of 1st to 8th Character Level. 
  Speed:  120 (400 flying) 
  Strength:  exceptional 
  Size:  huge 
  Origin:  The heraldic dragon’s form evolved from that of 
  other beasts and lesser dragon types. The particular 
  aspects attributed to heraldic dragons, however, were 
  those that look most impressive on a noble’s crest.  
  Heraldic dragons are known throughout Europe but 
  have gained the most notoriety in England and 
  Scandinavia.  The English made it the symbol of King 
  Arthur himself.  The Norse, who refer to these dragons 
  as ‘worms’, attribute their hero Siegfried with having 
  slain the dragon Fafnir.  Fafnir was, in reality, Siegried’s 
  own brother transformed by his own selfish ways.  (The 
  Scandinavian worm should not be confused with the 
  Celtic wyrm or the earth-burrowing worm, which are 
  described under Wyrm and Giant Worm, respectively.) 
  In more modern literature, the heraldic dragon is the 
  pattern used by J.R.R. Tolkien in creating the fierce 
  beast Smaug in his book The Hobbit. 
  Special Characteristics: Heraldic Dragons have an 
  Uncontrollable Lust for Gold.  Thus, their main concern 
  lies in the protection and enlargement of their treasure 
  hoards.  A rich, powerful party encountering a heraldic 
  dragon often opts to leave its wealth to avoid the heat of 
  the dragon's breath. 
  When attacked, a heraldic dragon usually spouts fire at 
  the opposing force.  This fiery breath extends in a cone 
  80 feet long with a base diameter of 50 feet.  Anyone in 
  this area takes 1d8 of fire damage per Combat Level of 
  the dragon.  Allow a Luck Roll with Agility adjustments 
  against a Threshold of 15 plus the dragon's Combat 
  Level.  Success indicates the character sustains only 
  1/2 or 1/4 damage from the flame (see Luck Rolls for 
  1/2 or 1/4 Damage in The Grimoire of Game Rules™ for 
  details).  A fire-breathing dragon breathes in this way 
  once per day for every 75 Damage Tolerance points.  Of 
  course, any combustible materials in the affected area 
  immediately ignite.  While breathing flame, a dragon 
  cannot bite but retains all other forms of attack. 
  If a large party attacks a heraldic dragon, it will bellow a 
  mighty roar to frighten off some of its attackers.  This 
  improves its odds with the remaining combatants.  Any 
  
   
  The Bestiary [D] 
  27 
    
  Celtic Creatures & Nordic Nightmares 
  27 
  creature other than a dragon hearing this roar must 
  make a Luck Roll with Willpower adjustments.  Those 
  failing flee in terror for 2d6 turns. 
  The sting of a heraldic dragon acts as a Dangerous 
  Toxin.   See Poison in this book for more details. 
  Heraldic dragons are completely Immune to Heat and 
  Flame.  In addition, they are resistant to all forms of 
  magic.  Any spell affecting a heraldic dragon has its 
  spell level reduced by 7 levels. 
  Recovery Time:  5 
  Absorption:  11 
  Surprise Adj.:  -3 
  Attack Modes:  bite/ claw/ claw/ wing/ wing/ sting (tail). A 
  heraldic dragon cannot use all of its attacks on a single 
  opponent.  Those toward the front of the dragon risk 
  attack from the head, claws, and wings.  Those toward 
  the rear risk attack from the hind legs and barbed tail.  
  The flaming breath may, of course, be directed toward 
  any foe within range. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  16 
  8 
  -5 
  -- 
  6 
  0 
  -1 
  Heraldic Dragon Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  10 
  13 
  Attack Bonus 
  +18 
  +22 
  Defense 
  25 
  27 
  Damage Tolerance 
  250 + 10d10 
  300 + 13d10 
  E.P. Value 
  4020 
  8442 
  Damage per Attack 
  3d10/ 2d12/ 
  2d12/ 2d8/ 2d8/ 
  1d10+poison 
  4d8/ 3d8/ 3d8/ 
  2d8/ 2d8/ 
  1d10+poison 
   
  Above 
  Average 
  Exceptional 
  Combat Level 
  15 
  20 
  Attack Bonus 
  +25 
  +31 
  Defense 
  28 
  29 
  Damage Tolerance 
  325 + 15d10 
  350 + 20d10 
  E.P. Value 
  12420 
  20125 
  Damage per Attack 
  4d8/ 3d8/ 3d8/ 
  2d10/ 2d10/ 
  1d12+poison 
  4d10/ 3d8/ 3d8/ 
  2d10/ 2d10/ 
  1d12+poison 
   
  Heraldic dragons are enormous reptilian monsters with 
  long necks, lion-like heads, and bat wings.  They have 
  four powerful legs ending in razor claws and long 
  serpentine tails tipped with deadly stingers.  Few 
  monsters rival the threat presented by the heraldic 
  dragon. 
  The massive frames of heraldic dragons are covered 
  with colorful durable scales.  Some are dark brown 
  while others are green.  A few of these dragons flaunt 
  red, white, and even yellow skins. 
  While the awesome sight of a dragon’s dagger sized 
  teeth can make the most courageous knight soil his 
  armor, it is the reptile’s breath that chills the heart and 
  drains all color from the face.  No sane and honest 
  warrior can witness the effects of the dragon’s flaming 
  spray on a human body and claim ignorance to wide-
  eyed terror. 
  Drasil 
  Habitat:  These equestrian spectres are usually 
  encountered as the mounts of ghostly horsemen.  
  Life Style:  undead animal  
  Wealth Type:  incidental 
  Alignment:  neutral 
  Cunning:  low 
  Speed:  150 
  Strength:  high 
  Size:  large 
  Origin:  The drasil comes to us from Nordic mythology.  
  In fact, “drasil” is Nordic for “horse.”  The term is most 
  commonly encountered in association with the Nordic 
  world tree, Yggdrasil,.  This unusual name was given to 
  the world tree in honor of Odin’s great self-sacrifice, 
  which enabled him to put off the time of Ragnarok 
  indefinitely.  To gain the wisdom of forestalling the doom 
  of the gods, Odin hung himself from the world tree and 
  pierced himself with a spear.  This act resulted in his 
  death.  However, nine days later the three Norns (Fates) 
  drenched his lips with water from the magical well of 
  Mimir, which brought Odin back to life.  Thus, he earned 
  the title of “Yggr,” god of death, since he alone defeated 
  death.  Durng the nine days that he hung from his 
  gallows, Odin dreamed of riding a magnificent eight-
  legged horse that could pass through any barrier.  He 
  saw many things and learned much.  Thus, the name 
  Yggdrasil literally means “Odin’s horse.” 
  Special Characteristics:  Like the common horse, 
  drasils have the power to sense ghosts and spirits in a 
  manner similar to the Religious Divination spell Death 
  Perception. 
  Having lost the restraints of a physical body, a drasil is 
  capable of galloping through the air as easily as on 
  land.  Even so, aerial rides are unnatural for these 
  equestrians, so they tend to stay earth-bound. 
  
   
  The Bestiary [D] 
  28 
    
  Celtic Creatures & Nordic Nightmares 
  28 
  This creature is Immune to Frost and Mental Spells, is 
  not adversely affected by Severity Damage, is Immune 
  too all but Magical Weapons, and is Susceptible to Holy 
  Water.  Unlike many other undead forms, drasil have no 
  aversion to sunlight and, in fact, are often spotted 
  galloping among the clouds during sunset. 
  Because of their ethereal natures, drasil can pass 
  through walls and other non-magical barriers without 
  hindrance.  In addition, the spectre can simply ‘fade’ 
  from existence only to re-appear at a later time. 
  Recovery Time:  6 
  Absorption:  0 (or by armor) 
  Surprise Adj.:  -2 
  Attack Modes:  hoof/ hoof.  Despite the drasil’s ghostly 
  nature, its hooves deliver real physical blows. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  6 
  3 
  -1 
  -- 
  1 
  -1 
  -1 
   
  Drasil Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  2 
  4 
  Attack Bonus 
  +3 
  +5 
  Defense 
  21 
  23 
  Damage Tolerance 
  80 + 2d10 
  90 + 4d10 
  E.P. Value 
  41 
  67 
  Damage per Attack 
  1-8/1-8 
  1-10/1-10 
   
  Above 
  Average 
  Exceptional 
  Combat Level 
  6 
  8 
  Attack Bonus 
  +7 
  +10 
  Defense 
  25 
  29 
  Damage Tolerance 
  100 + 6d10 
  110 + 8d10 
  E.P. Value 
  109 
  250 
  Damage per Attack 
  1-12/1-12 
  2-12/2-12 
   
  A drasil is a phantom warhorse, well suited to act as a 
  mount to a ghostly warrior or demon.  They have a semi-
  transparent appearance and a uniformly light-grey 
  coloration, like that of a wispy cloud.  In fact, the silvery 
  outline usually reserved for cotton-ball clouds during 
  sundown is often seen highlighting the silhouettes of  
  these haunting equestrians as they canter and frolic 
  overhead.   In all other respects, drasils look like any 
  other normal war steed. 
  Since they are an equestrian form of undead, drasils 
  cannot be further trained as could a live beast.  They 
  cannot even gain the experience needed to advance in 
  Combat Level.  Even so, drasils retain all the battle 
  skills, abilities, and loyalties possessed in life. 
   
   
   
  
   
  The Bestiary [E] 
  29 
    
  Celtic Creatures & Nordic Nightmares 
  29 
  E 
  Elder Tree 
  Habitat:  As elder trees are deciduous plants, they grow 
  in temperate climes.  They are common throughout 
  Europe and North America. 
  Life Style:  solitary tree faery 
  Wealth Type:  mineral. 
  Alignment:  neutral 
  Cunning:  high 
  Speed:  85. When an elder tree walks, it appears to be 
  wading through the dirt like an ordinary man wades 
  through shallow water.  If it comes to a rocky landing or 
  a road paved with stone, the tree can actually lift itself 
  out of the dirt and ambulate across the hard surface 
  using only its roots for support.  If this is done, its Speed 
  is cut in half. 
  Strength:  very high 
  Size:  great 
  Origin:  The elder tree is commonly believed throughout 
  Europe to be a magical plant inhabited by elves and 
  utilized by witches.  The superstitions concerning the 
  tree are strongest in Germany and Scandinavia.  Elder 
  wood, the superstitions assert, should not be used for 
  any purpose other than creating magical wands and 
  amulets.  However, if one is forced to use elder wood for 
  lack of any other available resource, one should first ask 
  the tree’s permission. 
  J. R. R. Tolkien, in The Lord of the Rings, brought to life 
  these woodland guardians, which he dubbed “ents.”  No 
  one can call himself a true fantasy lover before reading 
  this charming series of books. 
  Special Characteristics:  As guardians of the forests, 
  elder trees have a Hatred toward Axe-Wielders and Fire 
  Bearers and harbor great Animosity toward Goblins and 
  Orcs.  These properly raised and respectable forest 
  dwellers are easily offended by bad manners. 
  Elder trees possess the power of "waking up" trees to 
  aid them.  This power works like the Arcane Lore spell 
  Inspirit Tree. 
  Being woody faeries, elder trees are Susceptible to Fire.  
  As such, they despise flame and can focus their faery 
  magic to abolish its existence as the Arcane Lore spell 
  Extinguish.  Of course, this ability helps little against 
  fires that are magically induced. 
  Despite the threat that fire poses, elder trees are 
  remarkably difficult to kill.  Even though they are living 
  creatures, they have no truly vital organs.  Consequently, 
  they are unaffected by Severity Damage. 
  Elder trees are renowned for their healing arts.  Any 
  elder tree older than a sapling has the skills of Creating 
  Herbal Balms and Remedying Ailments, which it uses 
  at a skill level equal to its Combat Level. 
  Recovery Time:  7 
  Absorption:  9 
  Surprise Adj.:  +3 
  Attack Modes:  branch/ branch 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  10 
  9 
  -6 
  -3 
  2 
  5 
  2 
  Elder Tree Examples 
   
  Sapling 
  Average 
  Combat Level 
  4 
  8 
  Attack Bonus 
  +8 
  +14 
  Defense 
  20 
  22 
  Damage Tolerance 
  200 + 4d10 
  225 + 8d10 
  E.P. Value 
  154 
  650 
  Damage per Attack 
  5-30/5-30 
  6-36/6-36 
   
  Above 
  Average 
  Heroic 
  Combat Level 
  12 
  14 
  Attack Bonus 
  +17 
  +19 
  Defense 
  24 
  25 
  Damage Tolerance 
  250 + 12d10 
  275 + 14d10 
  E.P. Value 
  2730 
  4350 
  Damage per Attack 
  7-42/7-42 
  8-48/8-48 
   
  When looking at an elder tree, one ordinarily sees a 
  knobby knarled trunk supporting many limbs that are 
  covered by a rough bark skin.  In the summer, a rich 
  canopy of teardrop shaped leaves covers its branches.  
  This is the elder tree’s natural docile state that mimics 
  the behavior and attitude of the forest’s other arboreal 
  inhabitants. 
  When the plant is angered by a discourteous 
  trespasser, it will animate and attack the intruder.  
  Although its motions are sweeping and ponderous, it 
  usually proves itself to be quite dangerous.  When 
  animated, the elder tree has a vaguely humanoid 
  appearance with knotholes for eyes and a wooden cavity 
  for a mouth. 
  The elder tree’s rough bark gives the impression of old 
  wrinkled skin.  The female elders, who are properly 
  addressed as ‘Old Lady’ or ‘Old Gal’, blossom in a lacy 
  gown of white flowers in the spring and produce black 
  berries in the autumn.  The males, who answer to the 
  title of ‘Old Man’, lack this added decoration although 
  
   
  The Bestiary [E] 
  30 
    
  Celtic Creatures & Nordic Nightmares 
  30 
  they often grow mossy beards.  The tree’s two major 
  branches move like human arms and are lethal in 
  combat. 
  On the rare occasion when the ‘Old Gal’ invites a guest 
  to a meal, she proudly serves a wide assortment of 
  delicacies.  Among her favorites are gritty dirt covered 
  with a creamy mud gravy, cherry clay balls, powdered 
  gravel, and black loam cake (for desert).  When she is 
  trying to be particularly impressive, she will pop the cork 
  on a bottle of mineral water that has been pre-filtered 
  through two layers of topsoil.  Ooooooeeeee!!!   Home 
  Cookin! 
  Ellyl 
  Habitat:  The Ellyllon inhabit deep forests where they 
  hold grand dances and balls.  The music from these 
  celebrations can be heard faintly for miles, but it is often 
  impossible to pinpoint the revelry’s source. 
  Life Style:  clannish elves 
  Wealth Type:  monetary 
  Alignment:  social neutral 
  Cunning: average 
  Speed:  30 
  Strength:  below average 
  Size:  small.  The Ellylon are a miniature elfish faery 
  race standing approximately 8 inches tall. 
  Origin:  This faery is the Wales version of the elf.  It is 
  often associated with the Tylwyth Teg and Changelings. 
  Special Characteristics:  These faeries have an Affinity 
  Toward 
  Tylwyth 
  Teg, 
  Changelings, 
  Pixies, 
  and 
  Spriggans. 
  Ellyllon can dart into and out of mushrooms in a manner 
  similar to the mage spell Tree Pass. (Obviously, the 
  power works for mushrooms instead of trees.)  In 
  addition, each Ellyl may cast the mage spell Faery 
  Pinch once per day.  All spells are cast at a spell level 
  equal to the faery’s Combat Level. 
  When a group of 10 or more Ellyllon combine their 
  efforts, they can create an illusion similar to the mage 
  spell Faust’s Fallacious Facade and can coerce 
  onlookers to join in their dances as the mage spell 
  Faery Dance.  The faeries usually use their illusionary 
  powers to provide a bright carnival-like atmosphere to 
  their balls.  This illusion normally lasts only as long as 
  the faeries dance and sing. 
  Recovery Time:  by weapon 
  Absorption:  0 
  Surprise Adj.:  2 
  Attack Modes:  by weapon.  Due to their small stature, 
  Ellylon can only wield tiny weapons and are loathe to do 
  so against human-sized creatures.  By the very nature of 
  the weapons, they are too small to deliver Severity 
  Damage. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  -4 
  -2 
  8 
  4 
  2 
  2 
  0 
  Ellyl Examples 
   
  Nominal 
  Combat Level 
  2 
  Attack Bonus 
  +14 
  Defense 
  30 
  Damage Tolerance 
  5 + 1d10 
  E.P. Value 
  5 
  Damage per Attack 
  1 
   
  An Ellyl (plural Ellyllon) is a tiny humanoid faery 
  resembling a miniature delicate elf.  It is a lively and 
  joyful creature drawn to the simple delights of dancing 
  and music.  Due to the highly social nature of this faery 
  species, ellyllon are almost never seen wandering 
  about alone.  Rather, they celebrate continuously during 
  the 
  night 
  with 
  countless 
  friends 
  feasting 
  on 
  mushrooms, toadstools, and ‘fairy butter’, a jelly-like 
  fungus that grows in tree roots. 
  Pixies and spriggans are often invited to their nightly 
  parties.  At the end of each evening’s celebrations, 
  toadstools quickly grow in the circle traced by the Ellyllon 
  in their dancing frenzy.  The resulting mushroom pattern 
  is known as a fairy ring and is the only evidence of the 
  night’s revelry. 
  Ettin (Etin) 
  Habitat:  Ettins are giants that live in northerly climes.  
  They are an uncivilized lot which survive the harsh winter 
  months by clothing themselves in layers of bear and 
  wolf skins. 
  Life Style:  clannish man-eater 
  Wealth Type:  hoard 
  Alignment:  unlawful evil 
  Cunning:  below average 
  Speed:  70 
  Strength:  exceptional 
  Size:  great (15 feet tall) 
  
   
  The Bestiary [E] 
  31 
    
  Celtic Creatures & Nordic Nightmares 
  31 
  Origin:  Ettins appear in Scandinavian legends as man-
  eating giants.  The Norse referred to their kind, along 
  with other giant types, as ‘Jotuns’.  The term ‘ettin’ is 
  used in the game to describe Scandinavian giants with 
  multiple heads.  Tales of such giants probably arise 
  from misunderstanding Nordic artwork where giants 
  and gods are often depicted with several heads to 
  emphasize that the subjects had the strength and power 
  of many men. 
  Special Characteristics: Ettins are extremely greedy 
  and have a Lust for coins of any type.  They constantly 
  seek to increase their hoards of copper, silver, and gold.  
  An ettin quickly notices missing portions of his hoard as 
  he carefully counts his treasure each day. 
  Each (outermost) head controls one side of the giant’s 
  thick frame.  Therefore, each arm individually gains extra 
  attacks in combat for superior level when fighting foes of 
  significantly lower Combat Level. 
  Recovery Time:  9 
  Absorption:  0 
  Surprise Adj.:  -4 
  Attack Modes:  by weapon. Ettins carry the largest 
  cudgel each arm can handle individually.  Therefore, 
  these repulsive monsters normally wield tree-trunk 
  sized clubs or maces delivering 3d6 points of damage 
  plus Physical Strength adjustments (listed below). 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  14 
  9 
  -5 
  -3 
  0 
  0 
  1 
  Ettin Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  6 
  7 
  Attack Bonus 
  +10 
  +12 
  Defense 
  21 
  22 
  Damage Tolerance 
  250 + 6d10 
  275 + 7d10 
  E.P. Value 
  240 
  378 
  Damage per Attack 
  by weapon + 12 
  by weapon + 14 
   
  Above 
  Average 
  Heroic 
  Combat Level 
  9 
  11 
  Attack Bonus 
  +15 
  +18 
  Defense 
  24 
  25 
  Damage Tolerance 
  300 + 7d10 
  325 + 11d10 
  E.P. Value 
  920 
  1970 
  Damage per Attack 
  by weapon + 16 
  by weapon + 18 
   
  Ettins are Scandinavian giants who normally possess a 
  surplus of heads.  Most of these giants have only two 
  heads but a few have been spotted with three or more. 
  As ettins are a primitive race, they clothe themselves in 
  multiple layers of simple, bulky furs that hang from the 
  shoulders in tatters.  Although the unkempt appearance, 
  crude behavior, and culinary preferences of these giants 
  exempt them from the societies of men, they often 
  associate with the frost giants of the far north. 
   
   
   
   
  
   
  The Bestiary [F] 
  32 
    
  Celtic Creatures & Nordic Nightmares 
  32 
  F 
  Fauchan 
  Habitat:  Fauchans prefer to dwell with their kindred 
  fomorians on coastlines and islands.  Fauchans can 
  live indefinitely underwater, but are poor swimmers so 
  they tend toward land-bound dwellings. 
  Life Style:  clannish giant 
  Wealth Type:  monetary 
  Alignment:  evil.  Many fauchans are not strictly evil.  The 
  race has approximately equal proportions of lawful, 
  unlawful, social and antisocial members. 
  Cunning:  below average 
  Speed:  70 
  Strength:  high 
  Size:  large (8 to 10 feet tall) 
  Origin:  According to Celtic mythology, the fauchans 
  were a specialized form of fomorian giant.  They, along 
  with their kindred, inhabited the British Isles long before 
  man landed ashore. 
  Special Characteristics:  Fauchans have an Affinity 
  toward Goblins, Orcs, and Ogres and a Strong Affinity 
  toward Fomorians (which are their close relatives).  In 
  addition, they harbor Animosity toward Firbolgs and 
  Hatred toward Light Elves (especially the Tuatha de 
  Danann). 
  All fauchans can Breathe Water as easily as they can air 
  but are dismal swimmers due to their severe physical 
  handicaps.  Because of this, the fauchan populations in 
  the land-based fomorian communities are much larger 
  than those found under the sea. 
  Recovery Time:  by weapon 
  Absorption:  0 
  Surprise Adj.:  -2 (Although most characters will exibit a 
  surprised look when they first encounter a fauchan.) 
  Attack Modes:  by weapon.  Fauchans tend to wield flail 
  type weapons such as ball and chain and cat-o-nine-
  tails.  
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  8 
  3 
  0 
  0 
  1 
  -1 
  1 
   
  Fauchan Examp lles 
   
  Below 
  Average 
  Average 
  Combat Level 
  6 
  8 
  Attack Bonus 
  +11 
  +13 
  Defense 
  23 
  25 
  Damage Tolerance 
  50 + 6d10 
  75 + 8d10 
  E.P. Value 
  48 
  150 
  E.P. (Spellcaster) 
  96 
  250 
  Damage per Attack 
  by weapon + 6 
  by w eapon + 9 
   
  Above 
  Average 
  Heroic 
  Combat Level 
  10 
  12 
  Attack Bonus 
  +15 
  +21 
  Defense 
  30 
  32 
  Damage Tolerance 
  100 + 10d10 
  125 + 12d10 
  E.P. Value 
  480 
  1260 
  E.P. (Spellcaster) 
  720 
  1680 
  Damage per Attack 
  by weapon + 10 
  by weapon + 11 
   
  A fauchan is a giantish faery type having a single blood 
  shot eye in the center of its forehead, a single sturdy leg 
  which gives it a pogo-like gait, and a solitary arm jutting 
  out from the center of its chest.  Its skin is covered with 
  yellow and blue veins and its hair grows in patches of 
  wiry bristles.  Despite their obvious handicaps, 
  fauchans are surprisingly agile in combat. 
  In reality, fauchans are nothing more than severely 
  deformed members of the fomorian race (see Fomorian 
  for details).  If a fomorian child is born with only a single 
  eye, arm, and leg it is dubbed a fauchan and given 
  special reverence in fomorian society.  This is probably 
  due to the fact that any fomorian citizen can point to a 
  fauchan on the street and justly proclaim, “There goes a 
  poor soul even uglier than I am!” 
  Fauchans are often tutored to become priests in 
  fomorian society who usually follow the teachings of the 
  Celtic deity Glen Eitli. 
  Firbolg 
  Habitat:  The firbolg prefer to dwell in bogs, marshes, 
  and swamps. 
  Life Style:  tribal giant 
  Wealth Type:  hoard 
  Alignment:  social neutral evil 
  Cunning:  average 
  Speed:  80 
  Strength:  high 
  Size:  large (10 feet tall) 
  Origin:  The Firbolg, or ‘People of the Bog’, are early 
  inhabitants of the island of Ireland.  According to Celtic 
  
   
  The Bestiary [F] 
  33 
    
  Celtic Creatures & Nordic Nightmares 
  33 
  myth, 
  they 
  originally 
  took swampland from the 
  Fomorians and lived peaceably until they were invaded 
  and conquered by the Tuatha de Danann.  After their 
  defeat, the Firbolg fled west.  Their actual form is in 
  some doubt, as some legends relate the Firbogs’ 
  gigantic bulk while others point out their diminutive 
  statures. 
  Special Characteristics: The firbolg are masters of 
  illusion.  All of these giants can make themselves 
  appear to be of larger or smaller stature than their true 
  size.  Their illusions can make them appear as tall as 
  20 feet or as short as 2 feet.  Otherwise, treat this ability 
  similar to the mage spell Guise. 
  Elderly firbolg can also produce illusions as the mage 
  spells Phantasmagoria and Faust’s Fallacious Facade. 
  All illusions are cast at spell levels equal to the firbolg’s 
  Combat Level. 
  All firbolg are great swimmers and can easily traverse 
  the most waterlogged terrain. 
  The firbolg harbor Animosity toward the Fomorians and 
  Hatred for the Tuatha De Dannan (Light Elves).  This 
  enmity often bleeds over into the races that associate 
  with the light elves as well, including humans. 
  Recovery Time:  9 
  Absorption:  0 
  Surprise Adj.:  +4 
  Attack Modes:  by weapon. In combat, firbolgs wield 
  large swords, clubs, or staves that deliver 3d6 damage 
  per blow. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  7 
  5 
  -1 
  -3 
  3 
  2 
  -1 
  Firbolg Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  7 
  9 
  Attack Bonus 
  +14 
  +17 
  Defense 
  22 
  24 
  Damage Tolerance 
  100 + 7d10 
  125 + 9d10 
  E.P. Value 
  198 
  560 
  Damage per Attack 
  by weapon + 6 
  by weapon + 7 
   
  Above 
  Average 
  Heroic 
  Combat Level 
  11 
  13 
  Attack Bonus 
  +20 
  +23 
  Defense 
  26 
  28 
  Damage Tolerance 
  150 + 11d10 
  175 + 13d10 
  E.P. Value 
  1197 
  1890 
  Damage per Attack 
  by weapon + 8 
  by weapon + 9 
  The firbolg are bog-dwelling giants having the same 
  basic proportions and appearance as men.  Most of 
  these giants have red hair and their wardrobes tend 
  toward the reddish hue.  A young red bearded firbolg 
  with a red cap, red scarf, and red plaid kilt is considered 
  dapper indeed!  The skin of an elderly firbolg becomes 
  extremely wrinkled, and his hair and beard turn a whitish 
  grey. 
  Whan a firbolg encounters men, he will often disguise 
  his greater size with his illusory abilities.  If the 
  encountered men are willing to accept company, the 
  firbolg will temporarily join their party in order to 
  ascertain their strength and wealth.  When the pickings 
  seem ripe, the firbolg will attack and rob his new 
  traveling companions. 
  A firbolg’s illusory appearance may be revealed, 
  however, when he wades through deep water.  Water 
  that would submerge a man to his chin will only seem to 
  reach the firbolg’s thigh. 
  Firbolg are extremely fond of morbid stories.  One may 
  even befriend a man if he weaves an interesting yarn for 
  the giant. 
  Firedrake  
  (Drake, Drachen, Drak, Krat) 
  Habitat:  A firedrake will live wherever there is a large 
  hoard of golden treasure to warm its underside.  They 
  prefer to inhabit cozy dens near hot air vents or 
  volcanoes but any dry cave will serve. 
  Life Style:  solitary reptile 
  Wealth Type:  hoard 
  Alignment:  evil 
  Cunning:  above average 
  Speed:  50 
  Strength:  high 
  Size:  large 
  Origin:  Firedrakes are found throughout Europe in a 
  variety of forms.  The oldest and more common legends 
  give drakes a dragon’s form.  In Sweden, for example, 
  the drake is a smallish flying dragon about two or three 
  feet tall known as the Krat.  However, some of the later 
  tales impose an ogre-ish appearance on the once 
  dragon-like facade.  The Scandinavian dragon forms do 
  not fly, but other legends of firedrakes have them zipping 
  about the countryside like flaming superheroes.  This 
  description focuses on the older myths and attempts to 
  patch them into some semblance of order. 
  
   
  The Bestiary [F] 
  34 
    
  Celtic Creatures & Nordic Nightmares 
  34 
  Special Characteristics: 4th level Magic Reduction, 
  Immunity to Heat and Flame. 
  If attacked, a firedrake will belch out a cone of flame.  For 
  most drakes, the cone is 40 feet long with a base 
  diameter of 20 feet.  However, the very young have a 
  reach of only half this distance while very old ones have 
  breath weapons extending twice as far.  The flame 
  delivers 1d6 damage per Combat Level of the drake.  
  Those in the affected area are allowed a Luck Roll with 
  Agility Adjustments against a Luck Threshold of 15 plus 
  the dragon's Combat Level.  Success indicates the 
  character sustains only 1/2 or 1/4 damage (see Luck 
  Rolls in The Grimoire of Game Rules for details).  A 
  firedrake can belch these flames up to three times per 
  day but must forego all other attacks in that turn of 
  combat. 
  Recovery Time:  7 
  Absorption:  7 
  Surprise Adj.:  -1 
  Attack Modes:  bite/tail 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  5 
  4 
  -2 
  +2 
  4 
  -2 
  -2 
  Firedrake Examples 
   
  Newly Hatched 
  Drake 
  Young Drake 
  Combat Level 
  1 
  4 
  Attack Bonus 
  +5 
  +9 
  Defense 
  25 
  26 
  Damage Tolerance 
  25 + 1d10 
  50 + 3d10 
  E.P. Value 
  36 
  98 
  Damage per Attack 
  2-12/1-4 
  2-16/1-8 
   
  Middle Aged 
  Drake 
  Elderly Drake 
  Combat Level 
  7 
  11 
  Attack Bonus 
  +13 
  +18 
  Defense 
  27 
  29 
  Damage Tolerance 
  125 + 7d10 
  200 + 11d10 
  E.P. Value 
  504 
  2650 
  Damage per Attack 
  2-24/1-12 
  3-24/2-16 
   
  Ancient Drake 
  Combat Level 
  13 
  Attack Bonus 
  +23 
  Defense 
  31 
  Damage Tolerance 
  225 + 13d10 
  E.P. Value 
  4284 
  Damage per Attack 
  3-30/2-16 
   
  The firedrake is a fire-breathing dragon who size varies 
  much more than those of its other dragon kindred.  The 
  size variation comes from its growth patterns.  While 
  most dragon hatchlings grow quickly to an adult size, 
  firedrakes grow at a slow steady rate throughout their 
  lives (which can last hundreds of years).  Hatchlings are 
  only one foot tall while ancient members of this dragon 
  race have been known to grow to the size of ogres or 
  small giants. 
  In any case, firedrakes have long necks and bulky 
  torsos.  They lack wings and fore claws so they must 
  support their pot-bellied frames on two sturdy limbs.  A 
  firedrake’s scales usually sparkle with brilliant spots of 
  yellow, orange, and red but a few black firedrakes have 
  been spotted.  Despite the fiery color of its skin, the 
  firedrake earned its name for other reasons.  Firedrakes 
  love to bathe in flames, boiling sulphur, and lava pits. 
  Occasionally, a firedrake will mate with a wyvern, its 
  winged cousin.  The offspring produced closely 
  resembles a firedrake with small wings.  Despite the 
  stubby appearance of the hybrid’s wings, these 
  fearsome creatures scream through the air at a Speed 
  of 350 leaving a trail of flame.  In all other respects, the 
  hybrid resembles other firedrakes. 
  Some powerful wizards have been known to weave 
  powerful spells to place newly hatched drakes under 
  their command.  The required spells have been kept 
  highly secret, however, and are undoubtedly well 
  guarded. 
  Fomorian 
  Habitat:  Fomorians prefer to dwell on coastlines and on 
  islands where there is ready access to the salty sea.  
  They can live indefinitely on either dry land or under the 
  ocean’s waves.  Even so, fomorians do appreciate an 
  occasional change of scenery now and then so they 
  tend to ‘vacation’ in the environments opposing those of 
  their homesteads. 
  Life Style:  clannish giant 
  Wealth Type:  monetary 
  Alignment:  evil.  Many fomorians are not strictly evil.  
  The race has approximately equal proportions of lawful, 
  unlawful, social and antisocial members. 
  Cunning:  below average 
  Speed:  70 
  Strength:  high 
  Size:  large (8 to 10 feet tall) 
  Origin:  According to Celtic tradition, the Fomorians were 
  some of the earliest denizens of the British Isles, 
  occupying both Ireland and Scotland.  They had an 
  uneasy peace with the Firbolg before the Tuatha De 
  Dannan defeated the Irish giants and attempted to forge 
  
   
  The Bestiary [F] 
  35 
    
  Celtic Creatures & Nordic Nightmares 
  35 
  a truce with the Fomorians.  Unfortunately, treachery 
  from one side sparked a bloody war between the two 
  races that ended in the Fomorians’ downfall. 
  Special Characteristics:  Fomorians have an Affinity 
  toward Goblins, Orcs, and Ogres and a Strong Affinity 
  toward Fauchans (which are simply a subset of the 
  Fomorian race).  In addition, they harbor Animosity 
  toward 
  Firbolgs 
  and 
  Hatred toward Light Elves 
  (especially the Tuatha de Dannan). 
  All fomorians are excellent swimmers who can Breathe 
  Water as easily as they can air.  Because of this, 
  Fomorian communities are established underwater as 
  often as they are formed on land. 
  Recovery Time:  by weapon 
  Absorption:  0 
  Surprise Adj.:  0 
  Attack Modes:  by weapon 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  8 
  3 
  0 
  0 
  1 
  -1 
  1 
  Fomorian Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  6 
  8 
  Attack Bonus 
  +11 
  +14 
  Defense 
  26 
  28 
  Damage Tolerance 
  50 + 6d10 
  75 + 8d10 
  E.P. Value 
  60 
  175 
  E.P. (Spellcaster) 
  108 
  275 
  Damage per Attack 
  by weapon + 6 
  by weapon + 8 
   
  Above 
  Average 
  Heroic 
  Combat Level 
  10 
  12 
  Attack Bonus 
  +17 
  +23 
  Defense 
  32 
  34 
  Damage Tolerance 
  100 + 10d10 
  125 + 12d10 
  E.P. Value 
  560 
  1365 
  E.P. (Spellcaster) 
  780 
  1785 
  Damage per Attack 
  by weapon + 9 
  by weapon + 10 
   
  Fomorians are a giantish goblin race whose members 
  are so hideously deformed that men often mistake them 
  for demons.  If a crowd of fomorians were to gather, an 
  observer would see a plethora of mutations.  Where one 
  fomorian has two eyes, another will have one and 
  another will have three.  One fomorian with long arms 
  and stubby legs will be contrasted to another with a 
  normal right arm and a dwarfish left arm.  Still another 
  will have only a single arm or a single leg.  Fomorians 
  with two or three heads are also quite common. 
  ‘Normalcy’ is so rare to the fomorians that any child that 
  is born with all of its ‘fingers and toes’ located in the 
  correct positions is immediately killed as a monster.  
  The fomorians believe that a child without any distinctive 
  mutation is born without any distinct personality either. 
  Fomorian society is oppressive and tyrannical.  Any 
  peoples conquered by these monsters are enslaved or 
  forced to pay a crippling tribute of two-thirds of all 
  children and cattle born.  Many races used the term 
  ‘fomorian’ as an analogy for disease, plague, and 
  disaster. 
  These demoniacal people are highly superstitious and 
  have a strong religious center.  The most popular 
  deities worshipped by the fomorians are the evil Celtic 
  gods Balor, Bres, and Elatha (see The Manual of 
  Mythology™ for details).  The majority of fomorian 
  youngsters dream of joining these cults as Sectarians 
  and many are accepted. 
  The strongest fomorians are inducted as priests of 
  Balor and are specially trained in boulder throwing.  The 
  boulders, from the fomorian viewpoint, represent Balor’s 
  single tremendous eye that brings devastation to his 
  enemies. 
   
  
   
  The Bestiary [G] 
  36 
    
  Celtic Creatures & Nordic Nightmares 
  36 
  G 
  Galley Beggar 
  Habitat:  Galley Beggars haunt old castles and 
  dungeons, especially those containing crypts.  Quite 
  often, at night, they are seen bounding down the nearby 
  streets or tobogganing down the surrounding hillsides. 
  Life Style:  undead spirit 
  Wealth Type:  incidental 
  Alignment:  neutral evil 
  Cunning:  average 
  Speed:  95 
  Strength:  average 
  Size:  medium 
  Origin:  Galley beggars come from the folklore of the 
  British Isles and are closely related to another 
  frightening apparition known as the bullbeggar. 
  Special Characteristics:  Once per turn a galley beggar 
  can emit a piercing cackling laugh which acts like the 
  mage spell Fear in all who hear it.  In addition, the galley 
  beggar’s touch delivers a Draining Touch.  Any time this 
  power is used, the life essence drawn from the target is 
  used to magically erase any wounds the spirit has 
  sustained.  Finally, galley beggars are remarkably agile 
  and can Bound at will.  See The Lexicon of Lore for 
  details on all of these powers.  All spells are cast at 
  spell levels equal to the galley beggar’s Combat Level. 
  Like all undead creatures, this creature is Immune to 
  Cold and Mental Spells, is not adversely affected by 
  Severity Damage, is Susceptible to Holy Water, and is 
  Afraid of Sunlight. In addition, it is Immune to all but 
  Magical Weapons. 
  Because of their ethereal natures, galley beggars can 
  pass 
  through 
  walls 
  and 
  other 
  barriers without 
  hindrance.  In addition, these spirits can simply ‘fade’ 
  from existence only to re-appear later. 
  Recovery Time:  5 
  Absorption:  0 
  Surprise Adj.:  +6 
  Attack 
  Modes: 
   
  draining 
  touch 
  (see 
  Special 
  Characteristics) 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  0 
  0 
  4 
  0 
  0 
  1 
  0 
  Galley Beggar Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  5 
  7 
  Attack Bonus 
  +10 
  +13 
  Defense 
  27 
  30 
  Damage Tolerance 
  25 + 5d10 
  30 + 7d10 
  E.P. Value 
  120 
  210 
  Damage per Attack 
  1d8 + 5 
  1d8 + 7 
   
  Above 
  Average 
  Exceptional 
  Combat Level 
  9 
  11 
  Attack Bonus 
  +16 
  +19 
  Defense 
  33 
  36 
  Damage Tolerance 
  35 + 9d10 
  40 + 11d10 
  E.P. Value 
  550 
  1140 
  Damage per Attack 
  1d8 + 9 
  1d8 + 11 
   
  Simply put, galley beggars are ghostly human skeletons 
  illuminated with an odd, eerie glow.  The toothy grins 
  permanently frozen on the skulls of these undead 
  horrors suits them well, since they all appear to be in a 
  perpetual state of diabolical glee.  The spiritual skeleton 
  takes full advantage of the fact that it is free from 
  gravity’s bonds by crawling madly along the ceiling or 
  bounding from wall to wall like some gigantic bony 
  spider. 
  Galley beggars love to use guerilla tactics.  Quite often, 
  a galley beggar will suddenly appear from around a 
  corner with a spine chilling cackle as it jumps to and fro 
  over one intruder’s head and between another’s legs.  
  Targets will be selected randomly by the spirit, who will 
  deliver a draining touch or two before disappearing 
  around another corner or through a wall.  A period of 
  time ranging anywhere from minutes to hours will pass 
  before another such attack ensues.  Anyone prone to 
  running from the ghost will be especially selected for 
  this type of ongoing torture. 
  
   
  The Bestiary [G] 
  37 
    
  Celtic Creatures & Nordic Nightmares 
  37 
  Gargouille 
  Habitat:  Gargouilles sleep in dark, dank caves near the 
  banks of rivers and streams.  When awake, the 
  gargouille swims up and down the river, patrolling for 
  intruders and searching for prey.  Its name, meaning 
  “gargler,” obviously derives from its unusual breath 
  weapon. 
  Life Style:  amphibious dragon 
  Wealth Type:  hoard 
  Alignment:  evil (5% variable) 
  Cunning:  below average 
  Speed:  80 (45 in water) 
  Strength:  high 
  Size:  large 
  Origin:  The gargouille is the origin of the more 
  commonly recognized gargoyles, which are used to 
  decorate the rooftops of gothic buildings and churches.  
  Special Characteristics:  Gargouilles have an Affinity 
  for the Taste of Human Flesh.  Although they are not 
  above snatching a goat or sheep to broaden their diet. 
  Anyone hit with the gargouille’s tail must make a Luck 
  Roll with Agility adjustments.  Anyone failing is 
  Constricted until the serpent releases him. 
  The gargouille’s breath weapon is highly unique.  
  Rather than having a fiery or caustic breath weapon for 
  which dragons are well known, gargouilles spew forth a 
  powerful jet of water.  Treat this as the mage spell 
  Water Blast as if it were cast at a spell level equal to the 
  gargouille’s Combat Level.   The gargouille may breath 
  in this fashion any number of times in a day, but must 
  return to the water to ‘refill’ between spouts.  If the 
  gargouille attacks from the water, he may breathe in this 
  fashion once per turn. 
  If a large party attacks a gargouille, it usually roars to 
  frighten off some of its attackers to improve its odds with 
  the remaining combatants.  Any creature other than a 
  dragon hearing this roar must make a Luck Roll with 
  Willpower adjustments.  Those failing flee in terror for 
  1d4 turns. 
  Recovery Time:  7 
  Absorption:  12 
  Surprise Adj.:  +1 
  Attack Modes:  bite/tail 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  7 
  6 
  -2 
  -- 
  4 
  -2 
  -1 
  Gargouille Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  5 
  7 
  Attack Bonus 
  +10 
  +13 
  Defense 
  23 
  25 
  Damage Tolerance 
  135 + 5d10 
  150 + 7d10 
  E.P. Value 
  171 
  342 
  Damage per Attack 
  2-24/2-12 
  3-24/2-12 
   
  Above 
  Average 
  Exceptional 
  Combat Level 
  9 
  11 
  Attack Bonus 
  +16 
  +19 
  Defense 
  27 
  29 
  Damage Tolerance 
  165 + 9d10 
  180 + 11d10 
  E.P. Value 
  840 
  1881 
  Damage per Attack 
  3-24/2-16 
  3-30/2-16 
   
  A gargouille is an odd mixture of earth and water 
  dragon, although it is more closely associated with 
  water.  The reason for this relationship is obvious since 
  the reptile lives most of its life within rivers and has a 
  breath weapon that is uncommonly watery in nature.  Its 
  form is that of a great serpent with fins replacing the 
  limbs that are found on other dragon species.  Even so, 
  it cannot be classified as just another sea serpent, 
  since it dwells in caves or abandoned ruins near a 
  riverbank.  In addition, its unusually thick scales are 
  brownish 
  or 
  grey, 
  giving 
  a 
  distinctly 
  stone-like 
  appearance.  In fact, many believe that gargouilles are 
  entirely made of stone, as are their namesakes the 
  gargoyles.  This is highly unlikely, though, since 
  gargouilles have none of the resistance to fire that their 
  stony kindred possess. 
  Gargoyle 
  Habitat:  Gargoyles hang around near the tops of tall 
  buildings looking down upon passers-by.  They are 
  found quietly guarding the entryways to crypts and 
  cemeteries.  Even magnificent mansions and palaces 
  use the gargoyle’s hideous visage as a stark contrast to 
  the otherwise beautiful structure.  Since they crouch 
  motionlessly on their lofty perches, they tend to be 
  ignored.  They like it that way. 
  Life Style:  controlled guardian 
  Wealth Type:  incidental 
  Alignment:  neutral 
  
   
  The Bestiary [G] 
  38 
    
  Celtic Creatures & Nordic Nightmares 
  38 
  Origin:  The original gargoyle, or gargouille, appeared 
  out of the Seine river in Normandy.  It took the form of a 
  great serpentine dragon that spouted water to drown the 
  countryside.  Since that time, gargoyles of a variety of 
  forms have adorned many of Europe’s cathedrals and 
  important buildings.  Often, gargoyles are fashioned to 
  act as drainage spouts that spew rainwater away from 
  the structure.  This architectural trend is a forgotten 
  reminder of the ‘goyle’s watery origin. 
  Special Characteristics: Immune to Fire, Frost, and 
  Poison, unaffected by Severity Damage. 
  Since gargoyles do not breathe, they may submerge 
  themselves in water indefinitely and are completely 
  unaffected by most toxic gases. 
  Recovery Time:  8 
  Absorption:  8 
  Surprise Adj.:  -1 
  Horned Boar Gargoyle Examples 
  Cunning:  low 
  Speed:  75 
  Strength:  average to above average 
  Size:  medium 
  Attack Modes:  gore 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  3 
  2 
  -1 
  -- 
  0 
  -3 
  -2 
    
   
  Below 
  Average 
  Average 
  Combat Level 
  4 
  6 
  Attack Bonus 
  +4 
  +6 
  Defense 
  22 
  24 
  Damage Tolerance 
  25 + 3d10 
  25 + 6d10 
  E.P. Value 
  70 
  132 
  Damage per Attack 
  2d6 
  2d8 
   
  Above 
  Average 
  Exceptional 
  Combat Level 
  8 
  10 
  Attack Bonus 
  +10 
  +14 
  Defense 
  26 
  28 
  Damage Tolerance 
  25 + 8d10 
  25 + 10d10 
  E.P. Value 
  325 
  900 
  Damage per Attack 
  2d10 
  2d12 
  Man-Crushing Gorilla Gargoyle Examples 
  Cunning:  low 
  Speed:  40 
  Strength:  above average 
  Size:  medium 
  Attack Modes:  bite/ fist/ fist. The man-crushing gorilla 
  begins hugging his opponent to death only after he hits 
  him with both fists in the same turn of combat.  
  Thereafter, it crushes for 2d8 points of damage every 
  turn.  A constricted character must make a Luck Roll 
  with Agility adjustments on the first turn of constriction.  
  Failing this indicates that one or both arms are trapped.  
  To determine which, roll a d6.  A 1 or 2 indicates that the 
  left arm is held, a 3 or 4 shows that the right limb is 
  trapped, and a 5 or 6 demonstrates that both arms are 
  pinned. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  4 
  3 
  -1 
  -3 
  0 
  -3 
  -2 
   
   
  Below 
  Average 
  Average 
  Combat Level 
  4 
  6 
  Attack Bonus 
  +5 
  +7 
  Defense 
  20 
  22 
  Damage Tolerance 
  35 + 4d10 
  35 + 6d10 
  E.P. Value 
  84 
  144 
  Damage per Attack 
  2d6/ 1d6/ 1d6 
  2d8/ 1d6/ 1d6 
   
  Above 
  Average 
  Exceptional 
  Combat Level 
  8 
  10 
  Attack Bonus 
  +11 
  +15 
  Defense 
  24 
  26 
  Damage Tolerance 
  35 + 8d10 
  35 + 10d10 
  E.P. Value 
  350 
  960 
  Damage per Attack 
  2d8/ 1d8/ 1d8 
  2d10/ 1d8/ 1d8 
  Petrified Warg Gargoyle Examples 
  Cunning:  below average 
  Speed:  70 
  Strength:  average to above average 
  Size:  medium 
  Attack Modes:  bite 
  
   
  The Bestiary [G] 
  39 
    
  Celtic Creatures & Nordic Nightmares 
  39 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  3 
  2 
  -1 
  -- 
  0 
  -1 
  -2 
   
   
  Below 
  Average 
  Average 
  Combat Level 
  5 
  7 
  Attack Bonus 
  +5 
  +7 
  Defense 
  23 
  25 
  Damage Tolerance 
  25 + 5d10 
  25 + 7d10 
  E.P. Value 
  108 
  198 
  Damage per Attack 
  1d10 
  1d12 
   
  Above 
  Average 
  Exceptional 
  Combat Level 
  9 
  11 
  Attack Bonus 
  +10 
  +14 
  Defense 
  29 
  31 
  Damage Tolerance 
  25 + 9d10 
  25 + 11d10 
  E.P. Value 
  520 
  1197 
  Damage per Attack 
  2d6 
  3d6 
  Sabre-Toothed Feline Gargoyle Examples 
  Cunning:  low 
  Speed:  80 
  Strength:  average 
  Size:  medium 
  Attack Modes:  bite/ claw/ claw 
  A
  A tt tt rrii bbuutt ee ss  
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  2 
  2 
  1 
  -- 
  1 
  -3 
  -2 
   
   
  Below 
  Average 
  Average 
  Combat Level 
  4 
  6 
  Attack Bonus 
  +5 
  +7 
  Defense 
  24 
  26 
  Damage Tolerance 
  25 + 2d10 
  25 + 3d10 
  E.P. Value 
  84 
  144 
  Damage per Attack 
  2d6/ 1d6/ 1d6 
  2d8/ 1d6/ 1d6 
   
  Above 
  Average 
  Exceptional 
  Combat Level 
  8 
  10 
  Attack Bonus 
  +11 
  +15 
  Defense 
  28 
  30 
  Damage Tolerance 
  25 + 4d10 
  25 + 5d10 
  E.P. Value 
  350 
  960 
  Damage per Attack 
  2d8/ 1d8/ 1d8 
  2d10/ 1d8/ 1d8 
   
  Spiked Constrictor Gargoyle Examples 
  Cunning:  low 
  Speed:  30 
  Strength: above average 
  Size:  medium 
  Attack 
  Modes: 
  bite/ 
  constriction. 
  The 
  serpent 
  automatically begins constricting if it strikes with its tail.  
  Thereafter, the constriction damage is automatically 
  rolled once per turn.  While constricting, the serpent’s 
  Defense drops to 10. 
  A constricted character must make a Luck Roll with 
  Agility adjustments on the first turn of constriction.  
  Failing this indicates that one or both arms are trapped.  
  To determine which, roll a d6.  A 1 or 2 indicates that the 
  left arm is held, a 3 or 4 shows that the right limb is 
  trapped, and a 5 or 6 demonstrates that both arms are 
  pinned. 
  A
  A tt tt rrii bbuutt ee ss  
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  4 
  3 
  -3 
  -- 
  2 
  -3 
  -3 
   
   
  Below 
  Average 
  Average 
  Combat Level 
  3 
  5 
  Attack Bonus 
  +3 
  +5 
  Defense 
  18 
  20 
  Damage Tolerance 
  30 + 3d10 
  30 + 5d10 
  E.P. Value 
  45 
  99 
  Damage per Attack 
  2d6/ 2d6 
  2d6/ 2d8 
   
  Above 
  Average 
  Exceptional 
  Combat Level 
  7 
  9 
  Attack Bonus 
  +10 
  +14 
  Defense 
  22 
  24 
  Damage Tolerance 
  30 + 7d10 
  30 + 9d10 
  E.P. Value 
  216 
  560 
  Damage per Attack 
  2d6/ 3d6 
  2d6/ 3d6 
  Stony Eagle Gargoyle Examples 
  Cunning:  low 
  Speed:  20 (95 flying) 
  Strength: average 
  Size:  medium 
  Attack Modes:  beak/ claw/ claw 
  
   
  The Bestiary [G] 
  40 
    
  Celtic Creatures & Nordic Nightmares 
  40 
  A
  A tt tt rrii bbuutt ee ss  
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  0 
  2 
  1 
  -- 
  4 
  -3 
  -3 
   
   
  Below 
  Average 
  Average 
  Combat Level 
  2 
  4 
  Attack Bonus 
  +3 
  +6 
  Defense 
  20 
  23 
  Damage Tolerance 
  25 + 1d10 
  25 + 2d10 
  E.P. Value 
  44 
  98 
  Damage per Attack 
  2d6/ 1d6/ 1d6 
  2d8/ 1d8/ 1d8 
   
  Above 
  Average 
  Exceptional 
  Combat Level 
  6 
  8 
  Attack Bonus 
  +9 
  +12 
  Defense 
  26 
  28 
  Damage Tolerance 
  25 + 3d10 
  25 + 4d10 
  E.P. Value 
  168 
  350 
  Damage per Attack 
  2d8/ 1d8/ 1d8 
  2d10/ 1d8/ 1d8 
  W
  Wii nngg ee dd   H
  H uum
  m aa nnoo ii dd   G
  Gaa rrgg oo yy ll ee   EE xx aa m
  m pp ll ee ss  
  Cunning:  average 
  Speed:  40 (80 flying) 
  Strength:  average to above average 
  Size:  medium 
  Attack Modes:  bite /claw /claw or by weapon 
  A
  A tt tt rrii bbuutt ee ss  
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  2 
  2 
  -2 
  -2 
  2 
  0 
  0 
   
   
  Below 
  Average 
  Average 
  Combat Level 
  5 
  7 
  Attack Bonus 
  +5 
  +7 
  Defense 
  23 
  25 
  Damage Tolerance 
  25 + 3d10 
  25 + 4d10 
  E.P. Value 
  108 
  198 
  Damage per Attack 
  2d4/ 1d8/ 1d8 or 
  by weapon + 2 
  2d4/ 1d8/ 1d8 or 
  by weapon + 3 
   
  Above 
  Average 
  Exceptional 
  Combat Level 
  9 
  11 
  Attack Bonus 
  +10 
  +14 
  Defense 
  29 
  31 
  Damage Tolerance 
  25 + 5d10 
  25 + 6d10 
  E.P. Value 
  520 
  1197 
  Damage per Attack 
  2d4/ 1d8/ 1d8 or 
  by weapon + 4 
  2d4/ 1d8/ 1d8 or 
  by weapon + 5 
  Winged Serpent Gargoyle Examples 
  Cunning:  low 
  Speed:  30 (50 flying) 
  Strength: above average 
  Size:  medium 
  Attack 
  Modes: bite/ constriction.  The serpent 
  automatically begins constricting if it strikes with its tail.  
  Thereafter, the constriction damage is automatic.  While 
  constricting, the serpent’s Defense drops to 10. 
  A constricted character must make a Luck Roll with 
  Agility adjustments on the first turn of constriction.  
  Failing this indicates that one or both arms are trapped.  
  To determine which, roll a d6.  A 1 or 2 indicates that the 
  left arm is held, a 3 or 4 shows that the right limb is 
  trapped, and a 5 or 6 demonstrates that both arms are 
  pinned. 
  A
  A tt tt rrii bbuutt ee ss  
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  4 
  3 
  -3 
  -- 
  2 
  -3 
  -3 
   
   
  Below 
  Average 
  Average 
  Combat Level 
  3 
  5 
  Attack Bonus 
  +3 
  +5 
  Defense 
  21 
  23 
  Damage Tolerance 
  15 + 3d10 
  15 + 5d10 
  E.P. Value 
  50 
  108 
  Damage per Attack 
  2d6/ 2d6 
  2d6/ 2d8 
   
  Above 
  Average 
  Exceptional 
  Combat Level 
  7 
  9 
  Attack Bonus 
  +10 
  +14 
  Defense 
  25 
  27 
  Damage Tolerance 
  15 + 7d10 
  15 + 9d10 
  E.P. Value 
  234 
  600 
  Damage per Attack 
  2d6/ 3d6 
  2d6/ 3d6 
   
  Gargoyles are warped, hideous beasts of stone.  They 
  are usually created from mundane creatures with the 
  Arcane Lore spell Gargoyle to guard a castle from spies 
  or a treasure hoard from thieves. 
  A gargoyle's largest advantage over his opponents may 
  be his inconspicuous nature.  Any gargoyle can freeze in 
  position for days.  When he does so, he becomes 
  indistinguishable from a statue. 
  A spellcaster can use his powers to create a gargoyle 
  from almost any type of creature.  He is by no means 
  limited to the types listed above.  Of course, many 
  creatures do not come out of the transformation into a 
  
   
  The Bestiary [G] 
  41 
    
  Celtic Creatures & Nordic Nightmares 
  41 
  gargoyle unscathed.  Due to the mind-wrenching 
  experience of the transformation into stone, some 
  gargoyles lose all of the mental faculties they formerly 
  possessed.  Those that do not, though, follow faithfully 
  their master's commands even if it means death. 
  Ghost, Headless 
  Habitat:  Headless ghosts are not overly particular about 
  their environments.  They generally tend to haunt the 
  dungeons or castles in which they were formerly 
  executed but occasionally roam about the countryside in 
  search of their lost heads. 
  Life Style:  undead spirit 
  Wealth Type:  incidental 
  Alignment: neutral 
  Cunning:  average 
  Speed:  75 
  Strength:  average 
  Size:  medium 
  Origin:  Tales of headless ghosts appear throughout 
  America, England, Scotland, and France.  In fact, 
  headless ghosts are feared wherever beheading was a 
  common practice. 
  Special Characteristics: Headless ghosts have an 
  Affinity for Phantom Heads and will often do a 
  disembodied head the favor of carrying it. 
  Anyone within 30 feet of a headless ghost must make a 
  Luck Roll with Stamina Adjustments every turn against a 
  Luck Threshold of 20.  On the first turn of failure, and 
  every turn thereafter, the individual suffers from bleeding 
  similar to the Arcane Lore spell Anemic Hemophilia.  
  (See The Lexicon of Lore™ for details.)  The bleeding 
  will permanently cease only if the ghost is ‘slain’.  
  However, the blood loss will temporarily pause if the 
  spirit and the victim move out of a direct line of sight with 
  one another.  Once a single Luck Roll fails for a given 
  headless ghost, no further Luck Rolls are allowed 
  against the bleeding effects even if the next encounter 
  occurs years later. 
  Like all undead creatures, this creature is Immune to 
  Cold and Mental Spells, is not adversely affected by 
  Severity Damage, is Susceptible to Holy Water, and is 
  Afraid of Sunlight. 
  Headless ghosts are Immune to all but Iron or Steel 
  Bladed Weapons.  Even magical weapons of other 
  forms have no effect.  It is believed that the spirit views 
  itself as invulnerable except when faced with a weapon 
  similar to the type that removed its own head. 
  Any time the ghost is damaged by any means, a slight 
  knick appears on the throat of the assailant.  Each such 
  cut delivers 1 point of damage and will bleed as soon 
  as the effects of Anemic Hemophilia take hold. (If the 
  Detailed Combat rules are used, the cut appears in 
  area 3 automatically.) 
  Because of their ethereal natures, headless ghosts can 
  pass 
  through walls and other barriers without 
  hindrance.  In addition, the ghost can simply ‘fade’ from 
  existence only to re-appear at a later time. 
  Recovery Time:  Not applicable 
  Absorption:  0 
  Surprise Adj.:  +3 
  Attack Modes:  Headless ghosts never attack directly 
  and therefore do not generally carry weapons. 
  A
  A tt tt rrii bbuutt ee ss  
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  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  0 
  1 
  3 
  0 
  2 
  1 
  0 
  Headless Ghost Examples 
   
  Nominal 
  Combat Level 
  5 
  Attack Bonus 
  N/A 
  Defense 
  5 
  Damage Tolerance 
  25 + 5d10 
  E.P. Value 
  100 
  Damage per Attack 
  N/A 
   
  Headless ghosts are spirits risen from the bodies of 
  decapitated people.  They are generally encountered 
  wandering through dungeon halls and castle courtyards 
  where they are believed to be looking for their missing 
  heads.  These horrific spirits are generally dressed in 
  elegant clothing since nobles are the most commonly 
  beheaded countrymen.  Their garments are drenched in 
  blood streaming down from the severed neck 
  Despite the terrifying appearance of these ghosts, they 
  are not aggressive and will appear at random intervals 
  for periods lasting up to 1d4 turns.  Headless ghosts 
  will not even put up a defense if attacked.  On the first 
  blow to fall upon a headless ghost, however, it will either 
  escape through a nearby wall or simply fade away.  It 
  will return to its haunting tasks at a later time. 
  Even though these decapitated spirits are not hostile, 
  they are drawn to the raucous noises of combat.  Here, 
  they will simply stand in dark corners observing the 
  chaotic and sometimes gruesome spectacles, unaware 
  or unconcerned of the effect their presence has on the 
  combatants. 
  
   
  The Bestiary [G] 
  42 
    
  Celtic Creatures & Nordic Nightmares 
  42 
  Giant, Cloud 
  Habitat: These immense, keen smelling humanoids 
  dwell in huge castles built in the clouds.  Occasionally a 
  traveler will see a cloud giant leaping from one cloud to 
  another in search of food or treasure. 
  Life Style:  solitary giant 
  Wealth Type:  hoard 
  Alignment:  unlawful evil 
  Cunning:  average 
  Speed:  110 
  Strength:  exceptional 
  Size:  huge (26 to 30 feet tall) 
  Origin:  Cloud giants are favored villains in English fairy 
  tales.  One of the most popular stories has made the 
  words, “Fee Fi Fo Fum!  I smell the blood of an 
  Englishman!” a universally recognized phrase. 
  Special Characteristics:  Cloud giants have a Lust for 
  Gold and Silver and an Affinity for the Taste of Human 
  Flesh. 
  There exists at least one cloud giant widow who has a 
  hatred for beans and all men named Jack. 
  Recovery Time:  9 
  Absorption:  0 
  Surprise Adj.:  -4  (Fee-fie-foe-fum!) 
  Attack Modes:  by weapon 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  16 
  10 
  -6 
  -2 
  3 
  0 
  0 
  Cloud Giant Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  8 
  12 
  Attack Bonus 
  +13 
  +17 
  Defense 
  23 
  26 
  Damage Tolerance 
  250 + 8d10 
  300 + 12d10 
  E.P. Value 
  400 
  1995 
  Damage per Attack 
  by weapon + 15 
  by weapon + 18 
   
  Above 
  Average 
  Heroic 
  Combat Level 
  14 
  16 
  Attack Bonus 
  +19 
  +21 
  Defense 
  27 
  28 
  Damage 
  Tolerance 
  325 + 14d10 
  350 + 16d10 
  E.P. Value 
  3150 
  4598 
  Damage per 
  Attack 
  by weapon + 
  20 
  by weapon + 
  22 
   
  Cloud giants are immense beings resembling humans.  
  When standing, they can reach the height of a two or 
  three story building.  The males are quite muscular, 
  although they often have round potbellies due to their 
  rich diets.  Even though most are well fed, any of these 
  giants will happily augment his supper with a minced-
  man pie. 
  The larger a giant's hoard, the larger his castle.  A cloud 
  giant keeps his castle aloft by stealing the "silver 
  linings" from passing clouds.  This wispy, almost 
  ethereal material is quite magical.  It makes his own 
  cloud substantial enough to bear his castle’s weight.  
  The greater his hoard, the stronger his own cloud's 
  silver lining.  Anytime a thief steals from the giant's 
  hoard, the cloud castle risks disaster.  Consequently, 
  cloud giants abhor thieves. 
  Cloud giants rarely wander far from their castles so they 
  can keep close eyes on their treasure hoards.  Even so, 
  most giants will venture forth on a daily basis to acquire 
  more wealth.  Every evening, the cloud giant adds any 
  new treasure he has unearthed to his hoard and 
  carefully counts his booty.  The hoards of most giants 
  consist of 10 to 1000 silver coins and 1 to 10 gold coins.  
  Each coin weighs 5 pounds (50 piece weight). 
  Although cloud giants have relatively poor sight, their 
  keen sense of smell tells them of intruders.  A giant will 
  not hesitate in using his club to deal with any 
  trespassers.  Every blow from his monstrous cudgel 
  delivers 2d12 damage. 
  Giant, Cornish 
  Habitat:  Cornish giants live either in impressive hilltop 
  fortresses or in large natural caverns, depending on 
  their wealth and industry. 
  Life Style:  solitary giant 
  Wealth Type:  hoard 
  Alignment:  unlawful evil 
  Cunning:  below average.  Although no English giant can 
  be said to have an oversupply of grey matter, Cornish 
  giants definitely tip the lower end of the ‘below average’ 
  scale. 
  Speed:  120 
  Strength:  very high 
  Size:  great (18 feet tall) 
  Origin:  These giants are natives of English fairy tales.  
  Both Cormoran and Blunderbore were Cornish giants 
  appearing in Jack the Giant Killer. 
  Special Characteristics:  Cornish Giants have an 
  Affinity for the Taste of Human Flesh and are well versed 
  in throwing boulders 
  Recovery Time:  8 
  
   
  The Bestiary [G] 
  43 
    
  Celtic Creatures & Nordic Nightmares 
  43 
  Absorption:  0 
  Surprise Adj.:  -3 
  Attack Modes:  by weapon. In combat, Cornish giants 
  use large mauls or clubs that deliver 3d6 damage per 
  blow.  When they must attack at range, they hurl 
  boulders that deliver 4d6 damage per blow.  Every 
  Cornish giant homestead is fully equipped with a dozen 
  or so rocky missiles. 
  A
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  12 
  6 
  -7 
  -2 
  2 
  0 
  -1 
  Cornish Giant Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  6 
  8 
  Attack Bonus 
  +11 
  +13 
  Defense 
  19 
  21 
  Damage Tolerance 
  275 + 6d10 
  300 + 8d10 
  E.P. Value 
  180 
  400 
  Damage per Attack 
  by weapon + 9 
  by weapon + 12 
   
  Above 
  Average 
  Heroic 
  Combat Level 
  10 
  12 
  Attack Bonus 
  +17 
  +21 
  Defense 
  23 
  24 
  Damage Tolerance 
  325 + 10d10 
  350 + 12d10 
  E.P. Value 
  1140 
  2205 
  Damage per Attack 
  by weapon + 16 
  by weapon + 24 
   
  Cornish giants are large men standing approximately 
  two stories tall.  They dress themselves in leather and 
  furs and carry sheep, cattle, and man carcasses on their 
  belts for easy conveyance to their broiling pits.  They 
  tend to be well fed since any poor peasant living near a 
  Cornish giant’s house has little recourse when a choice 
  sheep is picked up and carted off.  Consequently, 
  Cornish giants are generally rather plump. 
  Since Cornish hens look like itty-bitty chickens, you 
  might think the term ‘Cornish giant’ to be an oxymoron.  
  Even so, it is quite unwise to point out this observation 
  to any giant of the Cornish persuasion, as the big lout is 
  likely to become downright antisocial after having been 
  proclaimed an ox-like idiot. 
  Giant, Fire 
  Habitat:  Fire giants are most comfortable in volcanically 
  active areas.  After all, who doesn’t appreciate a good 
  soak in a boiling mud pot now and then? 
  Life Style:  tribal giant 
  Wealth Type:  hoard 
  Alignment:  antisocial lawful evil 
  Cunning:  below average 
  Speed:  90 
  Strength:  exceptional 
  Size:  great (16 feet tall) 
  Origin:  Fire giants are natives of Scandinavian 
  mythology.  They, along with the frost giants are fated to 
  slay the mortal gods of Nordic legend.  
  Special Characteristics:  Fire giants are Immune to 
  Heat and Flame and are Highly Susceptible to Frost and 
  Cold. 
  Fire giants harbor a great Animosity to Frost Giants (for 
  obvious reasons).  However, their enmity is mostly 
  focused on the Norse gods of the Aesir and Vanir 
  pantheons who usurped the power of all giants.  As 
  such, fire giants harbor a Hatred toward Nordic Priests.  
  They will furiously attack any character they recognize as 
  a follower of a hated deity. 
  Recovery Time:  9 
  Absorption:  6 
  Surprise Adj.:  -4 (hiss, sizzle, hiss) 
  Attack Modes:  by weapon.  In combat, fire giants 
  usually wield huge flaming clubs that deliver 2d8 
  damage from the blow and an additional 1d6 damage 
  from fire. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  14 
  8 
  -5 
  -2 
  3 
  -1 
  1 
  Fire Giant Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  7 
  9 
  Attack Bonus 
  +14 
  +16 
  Defense 
  18 
  20 
  Damage Tolerance 
  200 + 7d10 
  250 + 9d10 
  E.P. Value 
  270 
  680 
  Damage per Attack 
  by weapon + 12 
  by weapon + 14 
   
  Above 
  Average 
  Heroic 
  Combat Level 
  11 
  13 
  Attack Bonus 
  +18 
  +20 
  Defense 
  22 
  28 
  Damage Tolerance 
  275 + 11d10 
  300 + 13d10 
  E.P. Value 
  1710 
  2898 
  Damage per Attack 
  by weapon + 16 
  by weapon + 18 
   
  
   
  The Bestiary [G] 
  44 
    
  Celtic Creatures & Nordic Nightmares 
  44 
  Fire giants are gigantic men seemingly made of black 
  volcanic rock.  Their hair is comprised of flickering 
  tendrils of dancing flame while their eyes have the dull 
  red glow of cooling magma.  Light wispy threads of 
  ethereal smoke continuously rise from the rough frames 
  of these colossal beings, which produce the faint aroma 
  of burning sulphur.  Those entering into combat with a 
  fire giant can sometimes hear the slight hiss of 
  smoldering coals. 
  True to their natures, fire giants have rather hot tempers.  
  They get along poorly even amongst themselves.  
  Nevertheless, this doesn't keep them from forming 
  small bands to overwhelm their hated enemies. 
  Giant, Frost 
  Habitat:  Frost giants live in the northern arctic wastes 
  and at the tops of snow-capped mountains.  Any 
  mountaintop that remains frozen year round is virtually 
  guaranteed to house one or more of these wintry giants.  
  Here they construct mighty fortresses from enormous 
  ice blocks and live in virtual seclusion. 
  Life Style:  solitary giant 
  Wealth Type:  hoard 
  Alignment:  antisocial lawful evil 
  Cunning:  above average 
  Speed:  80 
  Strength:  exceptional 
  Size:  great (16 feet tall) 
  Origin:  Frost giants are the most common and most 
  powerful giant type encountered in Nordic mythology.  In 
  fact, the very first being to exist was a frost giant named 
  Ymir, whose corpse was used to fashion the world.  
  Special Characteristics:  Frost giants are Immune to 
  Cold and Frost and are Highly Susceptible to Heat and 
  Flame. 
  Frost giants have a great Animosity to Fire Giants (they 
  are, after all, quite easy to dislike).  Nevertheless, their 
  greatest hatred is centered on the Norse gods of the 
  Aesir and Vanir pantheons, who overthrew the frost 
  giants of ages past to establish themselves as the 
  rulers of the Nordic world.  Frost giants will aggressively 
  pursue any follower of a hated deity. 
  Recovery Time:  8 
  Absorption:  4 
  Surprise Adj.:  -4 
  Attack Modes:  by weapon or claw/ claw.  In combat, a 
  frost giant uses either his crystalline fingernails as 
  claws or a huge club of ice.  The ice club delivers 2d12 
  damage in a single blow each turn.  The fingernails 
  deliver 1d12 points of damage.  If the giant chooses to 
  attack with both claws, reduce his Attack Bonus by 5 
  points. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  16 
  9 
  -6 
  -4 
  1 
  2 
  1 
  Frost Giant Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  8 
  10 
  Attack Bonus 
  +15 
  +17 
  Defense 
  18 
  20 
  Damage Tolerance 
  175 + 8d10 
  225 + 10d10 
  E.P. Value 
  325 
  960 
  Damage per Attack 
  by weapon + 9 
  by weapon + 12 
   
  Above 
  Average 
  Heroic 
  Combat Level 
  12 
  14 
  Attack Bonus 
  +19 
  +21 
  Defense 
  22 
  24 
  Damage Tolerance 
  275 + 12d10 
  325 + 14d10 
  E.P. Value 
  1995 
  3450 
  Damage per Attack 
  by weapon + 15 
  by weapon + 18 
   
  A frost giant is an immense humanoid formed from ice 
  and snow.  His hair and beard are curtains of glistening 
  icicles and his breath cascades from his mouth and 
  nose in clouds of white mist.  His eyes are glassy 
  spheres of blue ice and his chilling gaze perfectly 
  mirrors the frigid nature of his cold spirit.  From his 
  fingertips grow long icicle claws that he can use to good 
  advantage in combat. 
  Giant, Highland 
  Habitat:  Highland giants prefer to live in hilly terrain, 
  preferably in areas where there are plenty of caves and 
  deep lakes. 
  Life Style:  clannish giant 
  Wealth Type:  monetary 
  Alignment:  evil (Highland giants of all alignments are 
  known to exist, but they are most commonly of evil 
  disposition.) 
  Cunning:  average to above average 
  Speed:  70 
  Strength:  high 
  Size:   large (8 to 10 feet tall) 
  
   
  The Bestiary [G] 
  45 
    
  Celtic Creatures & Nordic Nightmares 
  45 
  Origin:  Highland giants appear in the Celtic legends 
  surrounding the Scottish Highlands.  In these tales, they 
  are given the name “Fomorians,” but are far less 
  demonic and far more magical than their Irish cousins.  
  As such, we decided to split these Scottish giants out 
  into an entirely separate race. 
  Special Characteristics:  Although a Highland giant can 
  be damaged and brought down with any normal means, 
  he cannot be killed except by decapitation.  (Despite 
  popular belief, there are no special pyrotechnic displays 
  when a Highlander’s head is severed from his neck.) 
   
  Highland giants regenerate damage at a rate of 1 point 
  per hour.  Any Stress incurred by the giant is regained 
  normally. 
  Recovery Time:  by weapon 
  Absorption:  0 
  Surprise Adj.:  -1 
  Attack Modes:  by weapon.  As Highland giants are not 
  much larger than the largest orcs and humans, they 
  tend to use human weapons as these are easily 
  acquired and adequate to their needs. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  6 
  4 
  -2 
  0 
  0 
  2 
  1 
  Highland Giant Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  6 
  8 
  Attack Bonus 
  +11 
  +13 
  Defense 
  24 
  26 
  Damage Tolerance 
  50 + 6d10 
  75 + 8d10 
  E.P. Value 
  84 
  225 
  E.P. (Spellcaster) 
  132 
  325 
  Damage per Attack 
  by weapon + 5 
  by weapon + 6 
   
  Above 
  Average 
  Heroic 
  Combat Level 
  10 
  12 
  Attack Bonus 
  +17 
  +21 
  Defense 
  30 
  34 
  Damage Tolerance 
  100 + 10d10 
  125 + 12d10 
  E.P. Value 
  840 
  1680 
  E.P. (Spellcaster) 
  1080 
  2100 
  Damage per Attack 
  by weapon + 8 
  by weapon + 10 
   
  Although a highland giant's great bulk towers over 
  adventurers, 
  the 
  stature 
  of 
  other 
  giant 
  types 
  overshadows that of a highlander.  Highland giants, as 
  the name implies, live mainly in the hills and mountains 
  in whatever caves they can find.  Highland giants often 
  associate with both fomorians and men and are 
  respected by both races. 
  Highland giants are a very magical race.  The most 
  intelligent of these hulking men are known to be 
  sorcerers, wizards, and witches.  Many others are Celtic 
  priests devoted to the god Bres.  Highland giants tend to 
  favor the darker spells of whatever genre of spellcasting 
  they practice.  Needless to say, any such giant is a 
  formidable enemy. 
  Many of these giants become absolute rulers of vast 
  land tracts who enslave the native populations.  A few 
  even take human wives and pass their kingdoms down 
  to their offspring.  Children born from such unions do 
  not gain their giantish parents’ magical attributes, but 
  commonly make unusually strong warriors. 
  Giant, Stone 
  Habitat:  Most comfortable when surrounded by natural 
  rock, most of these towering giants live in large caverns 
  or in sizable underground abodes carved directly from 
  bedrock. 
  Some of the more rebellious stone giants construct 
  rough mountaintop castles, keeps, and forts rather than 
  submit to a life in a dingy hole.  Visually crude by human 
  standards, these structures are built from enormous 
  boulders in a tinker-toy like fashion.  All are drafty as no 
  stone giant ever uses mortar to seal the rock faces.  
  Even so, the haphazard looking buildings rival the best 
  designed human fortresses in strength and durability 
  due to the deep understanding of rock that these giants 
  possess. 
  Although many stone giants live on the earth’s surface, 
  there are believed to be more of this race dwelling 
  underground that never see the open sky. 
  Life Style:  clannish giant 
  Wealth Type:  hoard 
  Alignment:  social lawful neutral 
  Cunning:  average 
  Speed:  75 
  Strength:  very high 
  Size:  great (13 to 17 feet tall) 
  Origin:  Stone giants are featured in the grim mythology 
  of Scandinavia, although they are not as renowned as 
  their frost giant kindred. 
  Special Characteristics:  Stone giant children often play 
  "catch" 
  with 
  boulders 
  tossed 
  from 
  hill 
  to 
  hill.  
  Consequently, adult stone giants adeptly hurl boulders 
  in combat. 
  
   
  The Bestiary [G] 
  46 
    
  Celtic Creatures & Nordic Nightmares 
  46 
  All stone giants have a natural understanding of earth 
  and rock.  Each giant has levels in Tunneling and Stone 
  Lore equal to his Combat Level. 
  Like all Scandinavian giants, stone giants have a Hatred 
  for the Nordic gods of the Aesir and Vanir Pantheons.  
  They will immediately attack any men they perceive to be 
  priests of these deities. 
  Recovery Time:  9 
  Absorption:  8 
  Surprise Adj.:  -3 
  Attack Modes:  by weapon.  Stone giants often wield 
  great rock mauls or clubs delivering 3d8 damage per 
  blow.  In addition, a stone giant may throw boulders up 
  to 50 yards which deliver 4d6 + 2d8 damage. 
  A
  A tt tt rrii bbuutt ee ss  
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  12 
  8 
  -12 
  -3 
  2 
  0 
  1 
  SS tt oo nnee   G
  Gii aa nntt   EE xx aa m
  m pp ll ee ss  
   
  Below 
  Average 
  Average 
  Combat Level 
  5 
  9 
  Attack Bonus 
  +11 
  +15 
  Defense 
  15 
  17 
  Damage Tolerance 
  175 + 5d10 
  200 + 9d10 
  E.P. Value 
  126 
  600 
  Damage per Attack 
  by weapon + 12 
  by weapon + 15 
   
  Above 
  Average 
  Heroic 
  Combat Level 
  11 
  13 
  Attack Bonus 
  +17 
  +19 
  Defense 
  18 
  20 
  Damage Tolerance 
  225 + 11d10 
  250 + 13d10 
  E.P. Value 
  2052 
  2394 
  Damage per Attack 
  by weapon + 17 
  by weapon + 19 
   
  Stone giants are towering men reaching heights of two 
  or 
  three 
  stories 
  to 
  overshadow 
  the 
  mightiest 
  adventurers.  They are completely bald, possessing no 
  body hair of any kind.  Their skins have a rugged texture 
  and a greyish hue that closely resembles granite and 
  their eyes have the milky auburn color of agate.  All 
  stone giants have voices that can only be described as 
  gravelly and their homes have the healthy odor of fertile 
  soil.  In fact, stone giants are often likened to living stone 
  although they are not purely elemental in nature. 
  Stone giants are quite social among their own kind and 
  have strong family ties.  They will defend their kindred 
  and companions to the death if they are ever threatened, 
  but will usually attempt to call a truce if overpowered by 
  an obviously superior force.  Stone giants have no love 
  of men, but once one has made a promise, you can be 
  assured that he will keep it. 
  Giant, 2-Headed 
  Habitat: Two-headed giants live in large caves and in 
  crudely constructed fortresses.  They prefer mild 
  temperate climates like those found on large islands 
  and on seacoasts.  However, they are also commonly 
  found further inland. 
  Life Style:  solitary man-eater 
  Wealth Type:  hoard 
  Alignment:  social unlawful evil 
  Cunning:  below average.  Like their Cornish cousins, 
  multi-headed giants are endowed at birth with a healthy 
  helping of stupidity.  Some even seem to have gone 
  back to the trough for seconds. 
  Speed:  70 
  Strength:  exceptional 
  Size:  great (15 feet tall) 
  Origin:  Two and three-headed giants are popular 
  villains in a number of English fairy tales.  The story of 
  Jack the Giant Killer has several multi-headed giants, 
  all of which are easily defeated by Jack’s clever tricks. 
  Special Characteristics: Two-headed giants have a 
  Lust for Gold and Silver Coins and an Affinity for the 
  Taste of Human Flesh. 
  Each head controls one side of the giant’s thick frame.  
  Therefore, each arm individually gains extra attacks in 
  combat for superior level when fighting foes of 
  significantly lower Combat Level. 
  Recovery Time:  9 
  Absorption:  0 
  Surprise Adj.:  -4 
  Attack Modes:  by weapon. Two-headed giants carry the 
  largest club each arm can handle individually.  These 
  massive cudgels deliver 3d6 points of damage plus 
  Physical Strength adjustments (listed below). 
  A
  A tt tt rrii bbuutt ee ss  
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  14 
  9 
  -5 
  -3 
  0 
  0 
  -1 
    
  
   
  The Bestiary [G] 
  47 
    
  Celtic Creatures & Nordic Nightmares 
  47 
  TT wwoo -- H
  H ee aa dd ee dd   G
  Gii aa nntt   EE xx aa m
  m pp ll ee ss  
   
  Below 
  Average 
  Average 
  Combat Level 
  6 
  7 
  Attack Bonus 
  +10 
  +12 
  Defense 
  21 
  22 
  Damage Tolerance 
  250 + 6d10 
  275 + 7d10 
  E.P. Value 
  240 
  378 
  Damage per Attack 
  by weapon + 12 
  by weapon + 14 
   
  Above 
  Average 
  Heroic 
  Combat Level 
  9 
  11 
  Attack Bonus 
  +13 
  +14 
  Defense 
  24 
  25 
  Damage Tolerance 
  300 + 7d10 
  325 + 11d10 
  E.P. Value 
  920 
  1970 
  Damage per Attack 
  by weapon + 17 
  by weapon + 19 
   
  Two-headed 
  giants 
  are 
  enormous 
  men 
  whose 
  shoulders are adorned with twin heads.  From the 
  perspective of these large brutes, having additional 
  noggins is a definite bonus, as they are exceptionally 
  social beings when compared to other giants. 
  Their social graces have probably been brought about 
  through natural selection, as rude and boorish two-
  headed giants don’t live long.  One head makes an 
  unflattering comment, the other retorts with a snappy 
  response.  Eventually the maid discovers her employer 
  lying on the bedroom floor with multiple bruises and one 
  or two swollen eyes.  Her quick examination finds both 
  heads to be colored an unhealthy hue of purple and 
  both tongues to be fixed in a desperate gasping 
  position.  Each of his massive hands is discovered in a 
  death grip.  Left hand to right throat and right hand to left 
  throat.  Not a pretty sight.  
  As long as a giant can get along with himself, having 
  several heads makes for lively conversation around 
  teatime.  Even so, it is difficult for visitors to follow the 
  threads of thought expressed by these giants until they 
  learn the subtle distinctions between the giants’ uses of 
  the pronouns “me,” “myself,” and “I.” 
  The English are quite fascinated with multi-headed 
  giants.  Wales has an especially dense population.  A 
  Welsh giant will tend to his guest’s every need.  Tea and 
  crumpets, properly buttered, will be served at the 
  appropriate hour using the giant’s finest china.  Dinner 
  will consist of the best roast available and supper will 
  be topped-off with a desert of hasty pudding.  Finally, the 
  beds will be made-up with fresh linens to assure that 
  the giant’s beloved friends have only the sweetest of 
  dreams.  Once the visitors are snoring contentedly, the 
  giant will club their heads and throw them all into a pot. 
  Glaistig 
  Habitat:  Glaistig are water faeries who require ready 
  access to a natural fresh water source.  As such, they 
  can never be found far from a stream or lake. 
  Life Style:  man-eating fairy 
  Wealth Type:  monetary 
  Alignment:  social evil 
  Cunning:  average 
  Speed:  70 
  Strength:  average 
  Size:  medium 
  Origin:  The glaistig is a water faery originating on the 
  British Isles.  She is sometimes considered a sub-
  species of Fuath, faeries connected with the lochs and 
  rivers of Scotland. 
  Special Characteristics: Glaistig have a Lust for the 
  Taste of Human Blood.  In addition, glaistig display an 
  Affinity toward Urisks (Satyrs) and often entertain them in 
  their lakeside dwellings. 
  Since they are water faeries, glaistig venture no more 
  than 300 yards from the fresh water streams or lakes in 
  which they dwell.  Obviously, these amphibious females 
  have the ability to breathe underwater. 
  Recovery Time:  by weapon 
  Absorption:  0 
  Surprise Adj.:  0 
  Attack Modes:  by weapon 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  0 
  -1 
  1 
  0 
  0 
  0 
  0 
  Glaistig Examples 
   
  Below Average 
  Average 
  Combat Level 
  4 
  6 
  Attack Bonus 
  +7 
  +10 
  Defense 
  24 
  27 
  Damage Tolerance 
  25 + 4d10 
  25 + 6d10 
  E.P. Value 
  7 
  12 
  Damage per Attack 
  by weapon 
  by weapon 
   
  Above Average 
  Heroic 
  Combat Level 
  8 
  10 
  Attack Bonus 
  +13 
  +16 
  Defense 
  29 
  31 
  Damage Tolerance 
  25 + 8d10 
  25 + 10d10 
  E.P. Value 
  100 
  300 
  Damage per Attack 
  by weapon + 3 
  by weapon + 4 
  
   
  The Bestiary [G] 
  48 
    
  Celtic Creatures & Nordic Nightmares 
  48 
  A glaistig is a vampiric satyr-like creature.  She has a 
  beautifully formed woman's body and a striking face.  
  Two hooves and a goat's waist make up her lower 
  extremities that she hides under a flowing green gown.  
  If her goatish characteristics are discovered, she will 
  simply claim to be a female urisk (satyr). 
  Glaistig are frequently encountered in cheerfully tipsy 
  moods carrying empty golden goblets.  They are very 
  poised creatures, able to make the homeliest man feel 
  desirable with their charming manners.  Glaistig will 
  often tempt men to dance with them and even seduce 
  them to more easily satiate their bloodthirsty tastes. 
  Though dangerous when confronted aggressively, 
  glaistig love children and often protect the old from 
  harm.  Some scholars believe the displayed maternal 
  behaviors simply mask the faeries’ natural desires to 
  maintain plentiful stocks of 'red wine'. 
  Greyff  
  (Greiff, Gryps) 
  Habitat:  Greyffs commonly build their nests in small 
  caves or under rock outcroppings on the side of rocky 
  hills.  Although they are capable of flight, greyffs tend to 
  prowl on the ground most of the time.  They will take to 
  wing for relatively brief periods, and then only to hunt. 
  Life Style:  territorial predator 
  Wealth Type:  incidental 
  Alignment:  neutral 
  Cunning:  low 
  Speed:  125 (150 flying) 
  Strength:  average 
  Size:  medium 
  Origin:  The griffon has appeared throughout history, in 
  one form or another, in virtually all cultures throughout 
  the world.  The greyff, as it is described here, is named 
  with an interesting German variant of the term griffon 
  and has what the authors consider to be one of the 
  griffon’s more interesting Greek forms. 
  Special Characteristics: If a greyff encounters prey 
  while flying, it will attempt to dive from above. On this 
  initial dive, they greyff attacks with all four claws and its 
  beak.  Thereafter, it settles on the ground to finish off its 
  victim. 
  Recovery Time:  5 
  Absorption:  0 
  Surprise Adj.:  0 on land, 2 when swooping 
  Attack Modes:  beak/ claw/ claw (or beak/ claw/ claw/ 
  claw/ claw on a dive attack) 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  0 
  1 
  1 
  -- 
  3 
  -4 
  -4 
  Greyff Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  4 
  7 
  Attack Bonus 
  +6 
  +10 
  Defense 
  25 
  28 
  Damage Tolerance 
  30 + 4d10 
  35 + 7d10 
  E.P. Value 
  35 
  108 
  Damage per Attack 
  2d6/ 1d6/ 1d6 
  2d8/ 1d6/ 1d6 
   
  Above 
  Average 
  Exceptional 
  Combat Level 
  9 
  11 
  Attack Bonus 
  +13 
  +16 
  Defense 
  30 
  34 
  Damage Tolerance 
  40 + 9d10 
  45 + 11d10 
  E.P. Value 
  320 
  855 
  Damage per Attack 
  2d8/ 1d8/ 1d8 
  2d10/ 1d8/ 1d8 
   
  A greyff has the basic size, form, and stature of a 
  panther.  However, it has wings sprouting from its 
  shoulders and a beak replacing the panther's usual 
  fangs.  Greyffs cannot match the size and majesty of its 
  griffin 
  cousins. 
   
  Even 
  so, 
  the 
  obvious 
  family 
  resemblance has them commonly mistaken for their 
  larger kindred. 
  Greyffs frequently lair with normal panthers and 
  sometimes mate with them.  The offspring from a greyff/ 
  panther pair have a 50% chance of taking the form of 
  either a greyff or a panther.  A greyff cub is worth 2,000 
  silver pieces if captured alive.  Be warned, however; 
  greyffs are formidable beasts who do not take kindly to 
  trespassers. 
  Griffin, Heraldic 
  Habitat:  When not lounging about on the shields and 
  crests of noble knights, heraldic griffins prefer to nest in 
  mountain caves.  Since the males of the species cannot 
  fly, these beasts do not build their nests at the 
  inaccessible heights their kindred, the common griffins, 
  prefer. 
  Life Style:  territorial predator 
  Wealth Type:  incidental 
  Alignment:  neutral 
  Cunning:  low 
  Speed:  85 (125 flying) 
  Strength:  above average 
  
   
  The Bestiary [G] 
  49 
    
  Celtic Creatures & Nordic Nightmares 
  49 
  Size:  large (8 feet tall) 
  Origin:  The heraldic griffin adorned the shields and 
  crests of many European knights.  Wingless male 
  griffins are a product of English heraldry. 
  Special Characteristics:  When the females dive, they 
  use their two giant eagle claws that automatically deliver 
  double damage when they hit (as they grip and tear).  If 
  both claws manage to strike their targets on a dive 
  attack, the flying griffin maintains a firm grasp.  It will lift 
  any target up to the size of a pony from the ground and 
  fly away to devour its meal. 
  Heraldic griffins have an Affinity for the Taste of 
  HorseFlesh and will instinctively hunt the equestrian 
  beasts over any other prey.  Otherwise, heraldic griffins 
  tend to attack the largest prey they are capable of 
  carrying. 
  Recovery Time:  7 
  Absorption:  0 
  Surprise Adj.:  -2 on land, 2 when females swoop 
  Attack Modes:  beak/claw/claw 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  4 
  2 
  0 
  -- 
  4 
  -4 
  -4 
  Heraldic Griffin Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  7 
  9 
  Attack Bonus 
  +12 
  +14 
  Defense 
  27 
  29 
  Damage Tolerance 
  45 + 7d10 
  50 + 9d10 
  E.P. Value 
  144 
  360 
  Damage per Attack 
  2d10/ 2d6/ 2d6 
  3d8/ 2d6/ 2d6 
   
  Above 
  Average 
  Exceptional 
  Combat Level 
  11 
  13 
  Attack Bonus 
  +18 
  +21 
  Defense 
  31 
  36 
  Damage Tolerance 
  70 + 11d10 
  100 + 13d10 
  E.P. Value 
  1197 
  2142 
  Damage per Attack 
  4d6/ 2d8/ 2d8 
  4d6/ 2d8/ 2d8 
   
  Heraldic griffins have the bodies of lions and the heads 
  of eagles like common griffins.  However, heraldic 
  griffins have the tails of normal lions, rather than the 
  reptilian tails of its cousin species.  The greatest 
  difference between the two hybrid types is that the 
  heraldic males lack the wings possessed by their 
  mates. 
  Unlike the common griffin, heraldic griffins hatched 
  under expert care take well to training and make superb 
  war steeds.  With a special saddle and proper riding 
  gear, a female can be trained to take its rider aloft.  
  Unfortunately, a heraldic griffin cannot support the 
  weight of a man until the age of two and adult females 
  cannot lift more than about 250 pounds off the ground.  
  Treat the females as medium war steeds and the 
  males as heavy war steeds.  Of course, such mounts 
  are exceedingly rare and are usually reserved for high-
  ranking royalty.  In any case, heraldic griffins consume 
  20 pounds of meat every day. 
  If an adventurer finds the nest of paired griffins, allow a 
  25% chance for the female to have laid 1 to 3 eggs.  A 
  healthy heraldic griffin egg is worth about 2500 silver 
  pieces on the open market. 
  Guivre 
  Habitat:  The guivre is a serpentine dragon species 
  drawn to fresh water bodies.  They inhabit deep wells, 
  lakes, streams, and rivers.  Guivres also populate 
  swamps where they lair in deep water-filled ‘knucker 
  holes’. 
  Life Style:  amphibious dragon 
  Wealth Type:  hoard 
  Alignment:  evil (5% variable) 
  Cunning:  below average 
  Speed:  80 (45 in water) 
  Strength:  high 
  Size:  large 
  Origin:  Guivres originated in France where they 
  reputedly terrorized the countryside.  Their reign quickly 
  ended, however, when the French discovered the 
  guivre’s shy aversion to full frontal nudity.  If there’s one 
  thing the French know about, it’s this particular topic.  
  Subsequently, the guivres were quickly driven away.  
  Some say the guivres fled to England (where the subject 
  of nudity is far less understood) and became known to 
  the locals as ‘knuckers’. 
  Special Characteristics:  Due to the guivre’s dragon 
  heritage, all spells affecting the creature have their spell 
  levels reduced by 4.  In addition, all guivres are 
  completely Immune to Poison. 
  Anyone hit with the dragon’s tail must make a Luck Roll 
  with Agility adjustments.  Anyone failing is Constricted 
  until the guivre releases him. 
  The bite of a guivre is poisonous to those bitten.  In 
  addition to the damage normally inflicted, the bitten 
  individual must make a Luck Roll with Stamina 
  
   
  The Bestiary [G] 
  50 
    
  Celtic Creatures & Nordic Nightmares 
  50 
  adjustments against a Threshold of 15 plus the 
  dragon's Combat Level.  Failure indicates the bitten 
  character is affected by a Moderate Venom (see Poison 
  for details).  Characters bitten multiple times suffer the 
  effects of multiple doses of poison (again, see Poison 
  for the effects of multiple poison doses). 
  If a large party attacks a guivre, it usually roars to frighten 
  off some of its attackers.  This improves its odds with 
  the remaining combatants.  Any creature other than a 
  dragon hearing this roar must make a Luck Roll with 
  Willpower adjustments.  Those failing flee in terror for 
  2d6 turns. 
  Oddly enough, desperate men can sometimes conquer 
  this ferocious beast simply by undressing.  Guivres 
  have a Strong Aversion to Nudity by humanoids of all 
  races.  Whenever it encounters such a sight, it must 
  make a Luck Roll with Willpower Adjustments against a 
  Luck Threshold of 20.  Failure indicates the beast averts 
  its eyes in a blushing expression and slithers away at a 
  rapid rate.  Allow only one such roll per encounter. 
  Recovery Time:  5 
  Absorption:  6 
  Surprise Adj.:  -1 
  Attack Modes:  bite/tail 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  6 
  6 
  -2 
  -- 
  4 
  -3 
  -3 
   
  Guivre Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  5 
  7 
  Attack Bonus 
  +10 
  +13 
  Defense 
  23 
  25 
  Damage Tolerance 
  135 + 5d10 
  150 + 7d10 
  E.P. Value 
  171 
  342 
  Damage per Attack 
  2-24/2-12 
  3-24/2-12 
   
  Above 
  Average 
  Exceptional 
  Combat Level 
  9 
  11 
  Attack Bonus 
  +16 
  +19 
  Defense 
  27 
  29 
  Damage Tolerance 
  165 + 9d10 
  180 + 11d10 
  E.P. Value 
  840 
  1881 
  Damage per Attack 
  3-24/2-16 
  3-30/2-16 
   
  The guivre is the dragon form from which all others first 
  evolved.  Its body is simply that of a large serpent but its 
  reptilian head supports the flaring nostrils, slavering 
  fangs, and bloodshot eyes distinctive of dragonkind.  
  The guivre seeks out caves in forests or near marshes.  
  The major requirement of the guivre's lair is that it lie 
  near water.  Indeed, some even take up residence in 
  town wells.  A guivre poisons any water that it inhabits. 
  
   
  The Bestiary [H] 
  51 
    
  Celtic Creatures & Nordic Nightmares 
  51 
  H 
  Hags 
  Hag, Black  
  (Black Annis) 
  Habitat:  Black hags live in rough caves they have carved 
  from the rock themselves with their iron-like claws.  As a 
  rule, they prefer to dwell close to roads so they have a 
  ready supply of vittles to throw in the pot. 
  Life Style:  hermit-like hag 
  Wealth Type:  hoard 
  Alignment:  antisocial evil 
  Cunning:  high 
  Speed:  80.  These hags frequently use magic to 
  augment their Speed (i.e. Hare’s Leap, Stridemaker) 
  Strength:  above average 
  Size:  medium (7 feet tall) 
  Origin:  A hag known as Black Annis resides on the 
  British Isles in the Dane Hills near Leicester where she 
  is famed for leaping out from a great oak tree growing 
  beside her cave hovel.  The legend of this monster 
  probably arose from old myths concerning the Celtic 
  goddess Dana. 
  Special Characteristics:  Black hags often use 
  witchcraft to surprise and capture their prey.  They may 
  cast the following Arcane Lore spells:  Blight, Blind, 
  Chameleon’s Gamble, Familiar’s Gambit, Hare’s Leap, 
  Hex, Lifelett, Pox, Sculpt, Stridemaker and Tree Pass.  
  (See The Lexicon of Lore™ for details.)  All spells are 
  cast at a spell level equal to the hag’s Combat Level.  
  Unlike other faeries, hags lose Damage Tolerance due 
  to the stress of the spells they cast, just as normal 
  spellcasters do. 
  About 20% of these hags have black cat familiars.  
  Those that do have raised Surprise Adjustments and 
  frequently use Familiar's Gambit as one of their favored 
  spells.  If opponents kill a black hag's familiar, she 
  gains a +2 damage bonus on all attacks as well as an 
  extra attack per turn in her fury. 
  Recovery Time:  5 
  Absorption:  0 
  Surprise Adj.:  0 
  Attack Modes:  bite/claw/claw 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  3 
  2 
  1 
  2 
  2 
  2 
  -2 
  Black Hag Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  5 
  8 
  Attack Bonus 
  +8 
  +12 
  Defense 
  26 
  29 
  Damage Tolerance 
  40 + 5d10 
  80 + 8d10 
  E.P. Value 
  108 
  450 
  Damage per Attack 
  2d8/ 1d12/ 1d12 
  2d12/ 2d8/ 2d8 
   
  Above 
  Average 
  Heroic 
  Combat Level 
  10 
  14 
  Attack Bonus 
  +14 
  +20 
  Defense 
  32 
  36 
  Damage Tolerance 
  80 + 9d10 
  90 + 10d10 
  E.P. Value 
  1260 
  3450 
  Damage per Attack 
  2d12/ 2d8/ 2d8 
  2d12/ 2d8/ 2d8 
   
  A black hag is a cannibalistic crone with bluish mottled 
  skin and black hair.  Disease blinds one of her eyes but 
  the other bloodshot orb provides keen sight.  She has 
  long, white teeth and iron claws that she uses to 
  savagely rend and devour her captured prey. 
  Those individuals unfortunate enough to encounter 
  black hags rarely survive to warn others.  These hags 
  often use witchcraft to surprise their quarry so most 
  clashes end abruptly.  Those individuals living long 
  enough to run for their lives are likewise caught and 
  killed.  Usually, the only remnant of a black hag attack is 
  the neat pile of bones left behind. 
  Hag, Ice  
  (Blue Hag) 
  Habitat:  Ice hags are only seen in the winter months 
  and in frigid arctic conditions.  They thoroughly enjoy 
  winter blizzards and roam across the countryside in 
  early winter.  During their treks, ice hags naturally 
  bringing blight to crops and use all of their frosty powers 
  to coax early snowfalls. 
  Life Style:  hermit-like hag 
  Wealth Type:  hoard 
  Alignment:  antisocial evil 
  Cunning:  high 
  Speed:  80 
  Strength:  above average 
  Size:  large (8 feet tall) 
  
   
  The Bestiary [H] 
  52 
    
  Celtic Creatures & Nordic Nightmares 
  52 
  Origin:  The ice hag known as Cailleach Bheur is an 
  inhabitant of Irish and Scottish folklore.  It is believed 
  that the crone’s legend is a remnant of a long forgotten 
  religion, possibly predating the Celts.  Scandinavia has 
  its own ice hags.  One appears as a character in Hans 
  Christian Andersen’s fairy tale Mother Hulda. 
  Special Characteristics:  Ice hags are Immune to Frost 
  and Cold and are Highly Susceptible to Heat and 
  Flame. 
  They may also cast the following mage spells:  Blight, 
  Burrow (through snow and ice), Cool of Night, Cyclonic 
  Passage, Dragon’s Breath: Frost, Frostbite, Hailstorm, 
  Icy Fingers of Death, Icy Glaze, Illusionary Frost, Rain 
  Call, Revealing Pool (on glassy frozen puddles), 
  Snowball, Snow Drift, Veiling Mist, and Witch Wind. 
  (See The Lexicon of Lore™ for details.)  All spells are 
  cast at a spell level equal to the hag’s Combat Level.  
  Unlike other faeries, hags lose Damage Tolerance due 
  to the stress of the spells they cast, just as normal 
  spellcasters do. 
  Ice hags always have a firm footing on ice and snow, 
  regardless of the slippery condition of the surface.  
  Consequently, they rarely enter combat without first 
  laying down icy glazes. 
  These ugly witches are found only in wintry climes since 
  any ice hag caught on a warm spring or summer day 
  will immediately turn into a large nondescript boulder 
  until next winter. 
  Recovery Time:  5 
  Absorption:  0 
  Surprise Adj.:  0 
  Attack Modes:  bite/ claw/ claw or by weapon.  These 
  hags are surprisingly skilled in the use of oversized 
  staves that deliver 2d6 per blow.  For additional 
  protection, ice hags usually carry pouches containing 
  2d4 Snowballs.  Due to their extremely cold natures, 
  they can carry these weapons indefinitely without fear of 
  premature detonation. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  3 
  2 
  1 
  2 
  2 
  2 
  -2 
    
  Ice Hag Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  5 
  8 
  Attack Bonus 
  +8 
  +12 
  Defense (claws) 
  26 
  29 
  Defense (staff) 
  29 
  32 
  Damage Tolerance 
  50 + 5d10 
  70 + 8d10 
  E.P. Value 
  99 
  400 
  Damage per Attack 
  2d6/ 1d8/ 1d8 or 
  by weapon + 3 
  2d8/ 2d6/ 2d6 or 
  by weapon + 4 
   
  Above 
  Average 
  Heroic 
  Combat Level 
  10 
  14 
  Attack Bonus 
  +15 
  +20 
  Defense (claws) 
  32 
  36 
  Defense (staff) 
  35 
  39 
  Damage Tolerance 
  80 + 9d10 
  90 + 10d10 
  E.P. Value 
  1020 
  2100 
  Damage per Attack 
  3d6/ 2d6/ 2d6 or 
  by weapon + 5 
  2d8/ 2d8/ 2d8 or 
  by weapon + 6 
   
  Ice hags are lean ugly old crones with wrinkled bluish 
  skins and enormous statures that they hide by stooping 
  with bent backs.  They delight in causing suffering to any 
  people they encounter.  Nevertheless, they are 
  surprisingly kind hearted to woodland creatures.  These 
  old women have a special fondness for deer, which they 
  tend and milk like cattle. 
  Obviously, ice hags are far from warm-blooded 
  creatures.  They are most comfortable under extremely 
  icy conditions.  These wretched crones usually cover 
  their abodes entirely with Icy Glazes to give them a more 
  'homey' look.  The sub-zero temperatures in which they 
  live allow the glazes to endure indefinitely. 
  One of the ice hag's favorite tactics is to create an 
  illusion of a large snowdrift using Illusionary Frost.  She 
  hides within the illusion and wreaks havoc on all 
  intruders. 
  If forced into combat, an ice hag will attack with her razor 
  sharp claws and teeth or an unusually large staff.  If her 
  situation looks bleak, she will escape using Cyclonic 
  Passage. 
  
   
  The Bestiary [H] 
  53 
    
  Celtic Creatures & Nordic Nightmares 
  53 
  Hag, Rock  
  (Hag of the Dribble) 
  Habitat:  These hags generally inhabit mountainous 
  areas where they constantly seek out rich ore veins.  
  Rock hags live in rocky dwellings they have crafted 
  themselves. 
   
  Occasionally 
  these 
  abodes 
  are 
  constructed from natural caves and meander aimlessly 
  through a mountain’s bowels. 
  Life Style:  hermit-like hag 
  Wealth Type:  hoard 
  Alignment:  antisocial evil 
  Cunning:  high 
  Speed:  80 
  Strength:  above average 
  Size:  medium (8 feet tall) 
  Origin:  In Wales, folklore describes an enormous old 
  crone, related to the banshee, who is said to carry 
  boulders in her apron.  The boulders occasionally 
  tumbled down as she walked giving her the name “Hag 
  of the Dribble.” 
  Special Characteristics: True to their name, Rock Hags 
  have mastered many of the varied arts governing 
  minerals and mining.  All use the skills of Masonry, 
  Pricing Uncut Gems, and Prospecting at a skill level 
  equal to their Combat Level. 
  They may also cast the following Arcane Lore spells:  
  Burrow, Conjure Earth Elemental, Enlarge, Dust Devil, 
  Earth Bubble, Elemental Weapon of Earth, Gargoyle, 
  Gargoyle Form, Ogre Strength, Sand Blast, and Sculpt. 
  (See The Lexicon of Lore™ for details.)  All spells are 
  cast at a spell level equal to the hag’s Combat Level.  
  Unlike other faeries, hags lose Damage Tolerance due 
  to the stress of the spells they cast, just as normal 
  spellcasters do. 
  In addition, rock hags may throw boulders up to 25 
  yards that deliver 3d6 damage. 
  Recovery Time:  5 
  Absorption:  8 
  Surprise Adj.:  0 
  Attack Modes:  bite/ claw/ claw or by weapon.  When 
  fighting armored opponents, rock hags will often wield 
  large rocky mauls fashioned with the spell Elemental 
  Weapon of Earth. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  3 
  2 
  1 
  2 
  2 
  2 
  -2 
  RR oo cc kk   H
  H aa gg   EE xx aa m
  m pp ll ee ss  
   
  Below 
  Average 
  Average 
  Combat Level 
  5 
  8 
  Attack Bonus 
  +8 
  +12 
  Defense 
  26 
  29 
  Damage Tolerance 
  60 + 5d10 
  70 + 8d10 
  E.P. Value 
  108 
  400 
  Damage per Attack 
  2d6/ 1d8/ 1d8 or 
  by w eapon + 3 
  2d8/ 2d6/ 2d6 or 
  by weapon + 4 
   
  Above 
  Average 
  Exceptional 
  Combat Level 
  10 
  14 
  Attack Bonus 
  +14 
  +20 
  Defense 
  32 
  36 
  Damage Tolerance 
  80 + 9d10 
  90 + 10d10 
  E.P. Value 
  1020 
  2100 
  Damage per Attack 
  3d6/ 2d6/ 2d6 or 
  by weapon + 5 
  3d8/ 2d8/ 2d8 or 
  by weapon + 6 
   
  Rock hags are temperamental old crones with cracked, 
  grey skins reminiscent of weathered granite.  In fact, a 
  rock hag's epidermis is every bit as tough as it looks.  It 
  protects her as well as any armor would. 
  Despite their vices, rock hags are highly industrious.  
  They spend much of their time hauling boulders through 
  narrow mountain passes as building materials for their 
  rocky fortifications.  In doing so, they must occasionally 
  resort to enlarging and strengthening themselves with 
  their magical powers.  Her augmented form during 
  these arduous tasks is a terrifying sight for anyone to 
  see.  Fortunately, an encounter with a rock hag while 
  she is working rarely ends in bloodshed as long as she 
  is left undisturbed.  Once a rock hag has set herself to a 
  chore, she is loathe to let anything dissuade her.  
  Rock hags frequently enslave the creatures they find in 
  the wilderness as Gargoyles to protect their growing 
  hoards of minerals and gems.  The poor creatures that 
  are driven insane by the transformation are often 
  released back into the wild to provide additional 
  deterrents to trespassers. 
  
   
  The Bestiary [H] 
  54 
    
  Celtic Creatures & Nordic Nightmares 
  54 
  Hag, Water  
  (Jenny Greenteeth, Peg Powler) 
  Habitat:  Water hags inhabit fresh water swamps, 
  streams, rivers, and lakes.  They especially like river 
  banks flowing near towns, where there live a large 
  number of children on which to dine. 
  Life Style:  hermit-like hag 
  Wealth Type:  hoard 
  Alignment:  antisocial evil 
  Cunning:  high 
  Speed:  80 
  Strength:  above average 
  Size:  medium (7 feet tall) 
  Origin:  Water hags are natives of the British Isles.  Two 
  of the most famous are Jenny Greenteeth, who has long 
  green fangs, and Peg Powler, who can be recognized by 
  the frothy foam floating on the water’s surface near her 
  lair. 
  Special Characteristics:  Water hags have a Lust for the 
  Taste of Human Flesh, especially that of children. 
  They may also cast the following Arcane Lore spells:  
  Aqua Air, Caustic Mist, Conjure Water Elemental, 
  Disentangle, Foam Grenade, Foliage Fiend, Kelpie 
  Steed, Rain Call, Revealing Pool, Veiling Mist, Spying 
  Eye, Vertigo, Water Strider, Water Wings. (See The 
  Lexicon of Lore™ for details.)  All spells are cast at a 
  spell level equal to the hag’s Combat Level.  Unlike 
  other faeries, hags lose Damage Tolerance due to the 
  stress of the spells they cast, just as normal 
  spellcasters do. 
  Recovery Time:  5 
  Absorption:  0 
  Surprise Adj.:  0 
  Attack Modes:  bite/claw/claw 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  3 
  2 
  1 
  2 
  2 
  2 
  -2 
   
  Water Hag Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  5 
  8 
  Attack Bonus 
  +8 
  +12 
  Defense 
  26 
  29 
  Damage Tolerance 
  40 + 5d10 
  80 + 8d10 
  E.P. Value 
  108 
  450 
  Damage per Attack 
  2d6/ 1d8/ 1d8 
  2d8/ 2d6/ 2d6 
   
  Above 
  Average 
  Heroic 
  Combat Level 
  10 
  14 
  Attack Bonus 
  +14 
  +20 
  Defense 
  32 
  36 
  Damage Tolerance 
  80 + 9d10 
  90 + 10d10 
  E.P. Value 
  1260 
  3450 
  Damage per Attack 
  3d6/ 2d6/ 2d6 
  3d8/ 2d8/ 2d8 
   
  Water hags are ugly old crones with slimy greenish 
  skin, long scummy fangs, and bent backs.  They live in 
  the watery depths of lakes and rivers and establish their 
  underwater homes near the banks.  Their lust for 
  human flesh entices them to live near bridges and 
  docks in order to lure travelers into the water.  Water 
  hags are most fond of children and will leap out of the 
  water to grab any toddler that wanders within reach. 
  When possible, water hags will use their powers of 
  Vertigo and Foam Grenade to snatch meals.  These 
  abilities are quite useful in snaring unsuspecting 
  people who are walking near the water’s edge or 
  crossing a bridge.  Once a victim tumbles into the water, 
  the victorious hag will command her submerged Foliage 
  Fiends to entangle and drown him for a quick snack. 
  Hag, Wood  
  (Hag of the Iron Wood) 
  Habitat:  Wood hags dwell in deep dark forests where 
  they camouflage their modest hovels with natural 
  underbrush and thorny brambles.   They are common 
  denizens of evil Black Forests and protect themselves 
  and their lairs with wild beasts that they have the power 
  to charm and train. 
  Life Style:  hermit-like hag 
  Wealth Type:  hoard 
  Alignment:  antisocial evil 
  Cunning:  high 
  Speed:  80 
  Strength:  above average 
  Size:  medium (6 feet tall) 
  Origin:  In ancient Scandinavia, the term hagi referred to 
  the Iron Wood, a sacred grove where sacrifices were 
  made.  The Nordic goddess Hel took on the form of a 
  hag in her aspect as death-goddess.  When she did so, 
  
   
  The Bestiary [H] 
  55 
    
  Celtic Creatures & Nordic Nightmares 
  55 
  Hel was known as the Hag of the Iron Wood.  In the area 
  of fairy tales, the old crone in the Scandinavian fable of 
  Hansel and Gretel at the very least reminds one of a hag 
  hidden in the deepest wood. 
  Special Characteristics:  Wood hags have a Lust for 
  Gold and Silver and a Lust for the Taste of Human Flesh, 
  especially that of children. 
  They may also cast the following Arcane Lore spells:  
  Animal Form, Animal Tongues, Charm, Dryad’s 
  Disguise, Evil Eye, Faery Pinch, Familiar’s Gambit, 
  Foliage Fiend, Hare’s Leap, Inspirit Tree, Philter of 
  Love, Philter of Slumber, Redcap’s Revival, Snakes 
  and Sticks, Stinging Nettles, Swarm of Security, 
  Thorny Tangleroot, Thorny Thicket, Toadstool Clump, 
  Tree Pass, and Web. (See The Lexicon of Lore™ for 
  details.)  All spells are cast at a spell level equal to the 
  hag’s Combat Level.  Unlike other faeries, hags lose 
  Damage Tolerance due to the stress of the spells they 
  cast, just as normal spellcasters do. 
  In addition, Wood Hags use the skills Passing Without a 
  Trace, Rural Stealthing, and Animal Training at skill 
  levels equal to their Combat Level. 
  Recovery Time:  5 
  Absorption:  0 
  Surprise Adj.:  0 
  Attack Modes:  bite/ claw/ claw 
  A
  A tt tt rrii bbuutt ee ss  
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  2 
  2 
  1 
  2 
  2 
  2 
  -2 
  W
  Woo oo dd   H
  H aa gg   EE xx aa m
  m pp ll ee ss  
   
  Below 
  Average 
  Average 
  Combat Level 
  5 
  8 
  Attack Bonus 
  +8 
  +12 
  Defense 
  26 
  29 
  Damage Tolerance 
  40 + 5d10 
  80 + 8d10 
  E.P. Value 
  108 
  450 
  Damage per Attack 
  2d6/ 1d10/ 1d10 
  2d8/ 1d12/ 1d12 
   
  Above 
  Average 
  Heroic 
  Combat Level 
  10 
  14 
  Attack Bonus 
  +14 
  +20 
  Defense 
  32 
  36 
  Damage Tolerance 
  80 + 9d10 
  90 + 10d10 
  E.P. Value 
  1260 
  2100 
  Damage per Attack 
  3d6/ 2d6/ 2d6 
  3d8/ 2d8/ 2d8 
   
  Wood hags look like weathered and worn old women, 
  whose backs are bent from years of toil and abuse.  
  Their hair is gray and scraggly and their long noses are 
  often adorned with a wart or two.  In other words, wood 
  hags look like classical old witches (minus the pointed 
  hat and broomstick). 
  Despite their somewhat wicked appearance, wood 
  hags can be quite pleasant to strangers and are quick 
  to invite guests to her table for supper. 
  The grace and charm of these hags rivals that of the 
  loveliest elven maidens.  This friendly manner, however, 
  hides a cold and cunning spirit.  A visitor’s safety is 
  guaranteed only as long as the crone sees greater 
  value in her guest’s purse than in the month’s worth of 
  sandwiches his flesh would supply.  In other words, if 
  she views him as a paying customer needing her dark 
  services, she will probably allow him to live.  Many of 
  these devilish females have built impressive clientele 
  lists on their love potions alone.  
  Harpy, Heraldic 
  Habitat:  Heraldic harpies inhabit deep forests where 
  they nest in tall trees.  They select perches at the tops of 
  hills and on high riverbanks where they can obtain 
  panoramic views of the surrounding woods. 
  Life Style:  predatory man-eater 
  Wealth Type:  incidental. Although harpies have no real 
  lust for treasure, they will retrieve any shiny objects they 
  find and hide them in private knotholes kept hidden from 
  other harpies. 
  Alignment:  antisocial evil 
  Cunning:  below average 
  Speed:  15 (95 flying) 
  Strength:  average 
  Size:  medium 
  Origin:  Harpies appear on the crests of many noble 
  European families, especially in Germany where it is 
  known as the Jungfraunadler.  In this aspect, the 
  creature has the body of an eagle, rather than that of a 
  vulture. 
  The creatures appearing on the crests of nobility are 
  meant to portray some aspect of the noble’s honor and 
  espouse only his virtues.  This makes the selection of 
  the harpy as a heraldic device quite odd, since the 
  classical harpy has few admirable traits.  Heraldic 
  artists likely mistook it for the vengeful Fury or melodic 
  Siren.  Or, just perhaps, a disgruntled artist wished to 
  emphasize his lord’s talent of “tooting his own horn.” 
  Special Characteristics: Heraldic harpies have an 
  entrancing voice that has the ability to charm those that 
  hear it.  This has the same effect as the Religious 
  Miracle spell Siren’s Song cast at a spell level equal to 
  
   
  The Bestiary [H] 
  56 
    
  Celtic Creatures & Nordic Nightmares 
  56 
  the harpy’s Combat Level.  (See The Manual of 
  Mythology™ for details.) 
  So long as a single character remains hypnotized, a 
  harpy foregoes her bite attack to continue singing.  The 
  hypnosis immediately breaks when the song of the 
  harpy ends. 
  Recovery Time:  5 
  Absorption:  0 
  Surprise Adj.:  0 
  Attack Modes:  bite/claw/claw 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  0 
  0 
  1 
  -- 
  0 
  -1 
  0 
  Heraldic Harpy Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  5 
  7 
  Attack Bonus 
  +8 
  +10 
  Defense 
  26 
  28 
  Damage Tolerance 
  15 + 5d10 
  15 + 7d10 
  E.P. Value 
  54 
  108 
  Damage per Attack 
  1d8/ 1d6/ 1d6 
  2d4/ 1d8/ 1d8 
   
  Above 
  Average 
  Exceptional 
  Combat Level 
  9 
  12 
  Attack Bonus 
  +13 
  +17 
  Defense 
  30 
  33 
  Damage Tolerance 
  20 + 9d10 
  30 + 12d10 
  E.P. Value 
  320 
  1364 
  Damage per Attack 
  2d6/ 1d10/ 1d10 
  2d8/ 1d12/ 1d12 
   
  A heraldic harpy's form consists of the body, claws, and 
  wings of an eagle and the breasts and head of a lovely 
  human female.  Despite the attractive feminine aspects, 
  this monster is quite dangerous and has a penchant for 
  fresh meat.  Adventurers fit the menu nicely. 
  A harpy will roost and sing in a high perch, well out of 
  easy reach, until her prey falls under her mesmerizing 
  spell.  She will then swoop down and feast, occasionally 
  joined by one or two companions. 
  Hazel Tree  
  (Coll) 
  Habitat:  Can a tree can be said to inhabit a forest even 
  though a lack of trees by definition would mean the 
  absence of forest?  If so, then hazel trees dwell in 
  forests and groves.  
  Life Style:  tree faery 
  Wealth Type:  hoard. 
  Alignment:  lawful neutral 
  Cunning:  exceptional 
  Speed:  60. To walk, a hazel tree will quickly uproot itself 
  and ambulate along the ground by means of its 
  serpentine roots.  When it finds an appropriate stopping 
  place, it will wind its roots into the soil to rest.  The 
  uprooting and re-rooting processes each require one 
  full turn to accomplish, but the arboreal faery may 
  participate in combat while doing so. 
  Strength:  high 
  Size:  large 
  Origin:  The Norse associated the hazel tree with 
  lightning (and the god Thor).   This belief was later 
  incorporated into Christian lore in the notion that 
  crosses fashioned from hazel wood was a charm 
  against storms.  The Celts, on the other hand, linked the 
  hazel tree with intelligence and wisdom.   According to 
  Celtic tradition, a salmon became the wisest living 
  creature when it ate the nuts produced by the nine hazel 
  trees of wisdom.  The Gaelic name for the hazel tree is 
  “Coll.” 
  Special Characteristics:  All hazel trees are highly 
  intelligent and have a distinctively ‘ivory tower’ bent.  
  Each selects a specific area of Mundane or Arcane Lore 
  to study.  The tree will have earned a level in this lore 
  equal to its Combat Level.  Oddly enough, hazel trees 
  rarely apply their knowledge in practical ways.  They 
  content themselves merely with study. 
  Hazel trees may use the mage spells of Convoke 
  Lightning and Rain Call at will.  Both are used at spell 
  levels equal to the tree’s Combat Level.  See The 
  Lexicon of Lore for details.  If threatened with fire, the 
  hazel tree will call forth a drenching downpour within a 
  matter of seconds to extinguish the flames. 
  Hazel trees are remarkably difficult to kill.  Even though 
  they are living creatures, they have no truly vital organs.  
  Consequently, they are unaffected by Severity Damage.  
  Even so, like all woody creatures, hazel trees are 
  Susceptible to Fire. 
  Recovery Time:  6 
  
   
  The Bestiary [H] 
  57 
    
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  57 
  Absorption:  9 
  Surprise Adj.:  +3 
  Attack Modes:  branch/ branch. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  5 
  4 
  -4 
  -3 
  4 
  5 
  2 
  Hazel Tree Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  6 
  8 
  Attack Bonus 
  +11 
  +14 
  Defense 
  24 
  25 
  Damage Tolerance 
  125 + 4d10 
  150 + 8d10 
  E.P. Value 
  180 
  450 
  Damage per Attack 
  2d6/2d6 
  3d6/3d6 
   
  Above 
  Average 
  Exceptional 
  Combat Level 
  10 
  12 
  Attack Bonus 
  +16 
  +18 
  Defense 
  26 
  27 
  Damage Tolerance 
  175 + 12d10 
  200 + 14d10 
  E.P. Value 
  1200 
  2100 
  Damage per Attack 
  3d6/3d6 
  4d6/4d6 
   
  Hazel trees, being members of the birch tree family, are 
  small trees that bear nuts encased in leafy husks.  The 
  hard shelled hazelnuts are quite edible and are believed 
  to impart some of the wisdom and knowledge of the 
  parent tree to anyone consuming them.  Although 
  common hazel nuts obviously have no such power, it is 
  quite possible that the nuts of the oldest and wisest 
  hazel trees do exhibit this remarkable property.  Hazel 
  wood is one of the most bendable woods, making the 
  hazel rather spry for a tree. 
  As a rule, hazel trees rarely put their great knowledge to 
  practical use.  They merely content themselves with the 
  acquisition of knowledge and diligent study.  They will, 
  however, be more than happy to discuss their favorite 
  subject at length with anyone knowledgeable enough to 
  keep up with the conversation.  As soon as the topic 
  turns to other matters, however, the hazel tree is likely to 
  simply excuse himself and depart for some quite study 
  time alone. 
  There are legends of nine extremely ancient and 
  scholarly hazel trees possessing the patience of saints 
  and the insight of arch mages.  Every hazelnut taken 
  from one of these special trees and consumed will likely 
  raise a random lore by +1-4 levels, but its consumption 
  would probably count as a permanent magic item for the 
  benefactor (Overlord’s discretion). 
  Headless Horseman 
  Habitat: Headless horsemen haunt lonely roads, 
  especially those passing through deep dark forests.  A 
  headless horseman will quickly become a local legend 
  once a few sighting are made by unsuspecting 
  travelers. 
  Life Style:  undead spirit 
  Wealth Type:  incidental 
  Alignment: neutral 
  Cunning:  above average 
  Speed:  125 
  Strength:  above average 
  Size:  medium (horseman), large (horse) 
  Origin:  Tales of headless riders are common 
  throughout Germany, Scandinavia, and Ireland.  It is 
  believed that many of these ghostly horsemen are 
  outcasts from wild hunts (see Wild Huntsman). 
  Special Characteristics: Anyone seeing one of these 
  horsemen must make a Luck Roll with Willpower 
  adjustments or flee in terror for 3d6 turns.  Once the 
  panic wears off his victim, the horseman will bellow out 
  a loud hollow laugh that will reverberate throughout the 
  countryside.  At this point, the victim must make another 
  Luck Roll or once again flee.  This process will continue 
  until the Luck Roll is made or the victim drops from 
  exhaustion.  An Attribute Check versus Stamina must 
  be made for every full minute of running to postpone the 
  Exhaustion.  The first check is made on 1d8, the second 
  on 1d10, the third on 1d12, etc.  (see the Trauma rules 
  in The Grimoire of Game Rules™ for details.) 
  A headless horseman freely gallops through walls or 
  rides through the air as if flying.  Despite its obviously 
  ethereal nature, these horsemen occasionally grab 
  victims and ride away with them.  What's more, the bite 
  of their swords create real wounds. 
  Even non-magical weapons find their mark on the body 
  of the ghostly horseman although nothing seems to 
  harm the steed. 
  Like all undead, this creature is Immune to Frost and 
  Mental Spells, is not adversely affected by Severity 
  Damage, is Susceptible to Holy Water, and is Afraid of 
  Sunlight. 
  Recovery Time:  by weapon 
  Absorption:  by armor 
  Surprise Adj.:  +2 
  Attack Modes:  by weapon 
  
   
  The Bestiary [H] 
  58 
    
  Celtic Creatures & Nordic Nightmares 
  58 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  4 
  3 
  -4 
  -1 
  1 
  1 
  0 
  Headless Horseman Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  6 
  8 
  Attack Bonus 
  +11 
  +14 
  Defense 
  23 
  25 
  Damage Tolerance 
  70 + 6d10 
  75 + 8d10 
  E.P. Value 
  156 
  325 
  Damage per Attack 
  by weapon + 2 
  by weapon + 4 
   
  Above 
  Average 
  Exceptional 
  Combat Level 
  10 
  12 
  Attack Bonus 
  +17 
  +20 
  Defense 
  27 
  29 
  Damage Tolerance 
  80 + 10d10 
  85 + 12d10 
  E.P. Value 
  960 
  1785 
  Damage per Attack 
  by weapon + 5 
  by weapon + 6 
   
  This phantom is a beheaded warrior riding a mighty 
  steed.  Headless horsemen have been seen wearing 
  the trappings of barbarians, cavalrymen, knights, and a 
  variety other mounted warriors.  A few even joust.  In all 
  cases, though, both rider and mount are as black as the 
  darkest pitch and they all take particular pleasure in 
  leisurely chasing terrified adventurers until they drop 
  from exhaustion. 
  Hellhound  
  (Devil's Dandy Dog) 
  Habitat:  Hellhounds are denizens of the demonic spirit 
  world who are occasionally encountered at night hunting 
  in packs near moors and swamps. 
  Life Style:  demonic spirit 
  Wealth Type:  nil 
  Alignment:  neutral evil 
  Cunning:  low 
  Speed:  100 
  Strength:  above average 
  Size:  medium 
  Origin:  Tales of spiritual and ghostly dogs are common 
  throughout Europe.  The wild hunt of Wodan is lead by 
  such a pack.  However, the most terrifying are probably 
  the dandy dogs of the British Isles. 
  Special Characteristics: When a hellhound attacks, he 
  salivates a caustic acid that produces flames from his 
  mouth.  This acid delivers an additional 1d12 damage 
  per bite. 
  The howl of a hellhound induces terror.  Those who 
  hear it must make a Luck Roll with Willpower 
  Adjustments or be affected as the Arcane Lore spell 
  Fear. 
  Hellhounds possess a remarkable sense of smell 
  which enables them to track their prey as if they had the 
  skill of Tracking at a skill level equivalent to their 
  Combat Level. 
  Like other demonic spirits, hellhounds are Highly 
  Susceptible to Holy Water, are Immune to All but 
  Magical Weapons, and are Unaffected by Severity 
  Damage.  In addition, hellhounds are Immune to Acid, 
  Flame, and Poison. 
  Recovery Time:  7 
  Absorption:  0 
  Surprise Adj.:  -4 
  Attack Modes:  bite 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  3 
  4 
  2 
  -- 
  8 
  -1 
  0 
  Hell Hound Examples 
   
  Below Average 
  Average 
  Combat Level 
  4 
  6 
  Attack Bonus 
  +7 
  +10 
  Defense 
  26 
  28 
  Damage 
  Tolerance 
  80 + 4d10 
  90 + 6d10 
  E.P. Value 
  93 
  150 
  Damage per 
  Attack 
  2-16 + acid 
  2-20 + acid 
   
  Above Average 
  Exceptional 
  Combat Level 
  8 
  10 
  Attack Bonus 
  +13 
  +16 
  Defense 
  30 
  32 
  Damage 
  Tolerance 
  100 + 8d10 
  110 + 10d10 
  E.P. Value 
  330 
  870 
  Damage per 
  Attack 
  3-24 + acid 
  3-30 + acid 
   
  Hellhounds are huge wolf-like dogs that are so pitch 
  black that they stand out in clear contrast to the 
  shadows of the darkest nights.  Their inky coats, 
  however, only accentuate their glaring red eyes and fiery 
  maws. 
  
   
  The Bestiary [H] 
  59 
    
  Celtic Creatures & Nordic Nightmares 
  59 
  These demons lack the great cunning possessed by 
  most diabolical spirits.  Nevertheless, they are highly 
  prized by demon lords and devils as personal 
  bodyguards and as guardians of demonic treasures.  
  The most feared function of a hellhound is performed, 
  however, when it chases a desperate soul across the 
  countryside in order to collect final payment on an 
  overdue pact. 
  Horse, Fairy 
  Habitat:  Fairy horses are never found running wild.  
  They are always well tended by elves or other faeries 
  and have an intense loyalty to their caretakers. 
  Life Style:  controlled animal 
  Wealth Type:  see below 
  Alignment:  neutral 
  Cunning:  below average 
  Speed:  150 (when assuming the size of a normal 
  horse) 
  Strength:  high (again, at maximum size) 
  Size:  small to medium.  As described below, faery 
  horses have the ability to alter their size. 
  Origin:  Magnificent and magical horses are common 
  motifs throughout the lands of Europe that have a wealth 
  of faery lore.  The fairy horse in this description is 
  modeled after the legends of England, Scotland, and 
  Ireland concerning the elven steeds of the Tuatha de 
  Dannan and the Daoine Sidh. 
  Special Characteristics:  Like the common horse, fairy 
  horses have the power to sense ghosts and spirits in a 
  manner similar to the Religious Divination spell Death 
  Perception. 
  In addition, fairy horses have the unusual ability to 
  assume any size from that of a large Clydesdale to that 
  of a 6 inch tall toy pony.  The transformation from the 
  horse’s largest form to that of its smallest requires only 
  a few seconds.  Miraculously, this extraordinary shape-
  shifting power is also conferred to the rider, so long as 
  the rider remains mounted.  The instant the rider 
  dismounts, however, he or she will immediately grow to 
  normal size.  At best, the fairy steed’s magical abilities 
  can only diminish the rider in size.  It cannot make his 
  size increase to anything larger than his normal bulk. 
  Recovery Time:  6 
  Absorption:  0 (6 when outfitted with its armor) 
  Surprise Adj.:  -2 
  Attack Modes:  hoof/ hoof 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  6 
  3 
  -1 
  -- 
  1 
  -1 
  -1 
  Fairy Horse Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  2 
  4 
  Attack Bonus 
  +3 
  +5 
  Defense 
  21 
  23 
  Damage Tolerance 
  80 + 2d10 
  90 + 4d10 
  E.P. Value 
  16 
  42 
  Damage per Attack 
  1-8/1-8 
  1-10/1-10 
   
  Above 
  Average 
  Exceptional 
  Combat Level 
  6 
  8 
  Attack Bonus 
  +7 
  +10 
  Defense 
  25 
  29 
  Damage Tolerance 
  100 + 6d10 
  110 + 8d10 
  E.P. Value 
  84 
  225 
  Damage per Attack 
  1-12/1-12 
  2-12/2-12 
   
  Fairy horses are magnificent equestrians that have 
  been carefully bred throughout the ages by elves and 
  their kindred.  Their well-tended coats glisten with the 
  power of champion horseflesh end their eyes have an 
  intelligent fire which common horses lack.  The quickest 
  glance at a fairy horse speaks volumes about its 
  magical nature. 
  Fairy horses provide many elven knights with war 
  steeds perfectly suited to their diminutive size.  In 
  jousting, a fairy horse can count as a light, medium, or 
  heavy warhorse depending on the size it assumes. 
  Every fairy horse steed has a custom made suit of 
  armor.  The armor's craftsmanship surpasses that of all 
  but the most skilled dwarven armorers.  It does not 
  encumber the specific steed for which it was forged and 
  absorbs 6 points of damage per blow.  A large gem, 
  usually a star sapphire or ruby, is always set into the 
  armor’s forehead.  It is believed that this gem holds the 
  power allowing the armor to shift its size along with the 
  steed’s. 
  
   
  The Bestiary [I] 
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  I 
  Imp 
  Habitat:  Since imps are at the absolute bottom of the 
  diabolic pecking order, they inhabit wherever the “heck” 
  their masters command. Not a few imps have been 
  literally crammed into tight-fitting bottles and left on 
  shelves for periods lasting decades.  Not too 
  surprisingly, imps are rarely questioned for their 
  opinions about the quality of their living quarters. 
  Life Style:  demonic 
  Wealth Type:  nil 
  Alignment:  antisocial evil 
  Cunning:  below average 
  Speed:  40 on average, but highly variable due to the 
  wide variety of forms these spirits can take. 
  Strength:  low 
  Size:  small (6 to 12 inches tall) 
  Origin:  The term imp derives from impe or impa in Old 
  English meaning shoot or sapling.  An imp, then, is an 
  small offshoot of the Christian devil.  The Puritans 
  blurred the boundaries between faeries and imps as 
  they demonized all faery lore, considering all goblins 
  and their ilk to be devilish imps. 
  Special Characteristics: Like all spirits, imps are 
  immune to disease, poisons, and all but magical 
  weapons, and are unaffected by Severity Damage.  They 
  are also Highly Susceptible to Holy Water. 
  Recovery Time:  7 
  Absorption:  0 
  Surprise Adj.:  0 
  Attack Modes:  bite 
  A
  A tt tt rrii bbuutt ee ss  
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  -3 
  -3 
  -3 
  -3 
  -3 
  -3 
  -3 
  II m
  m pp   EE xx aa m
  m pp ll ee ss  
   
  Average 
  Combat Level 
  1 
  Attack Bonus 
  +1 
  Defense 
  12 
  Damage Tolerance 
  10 + 1d10 
  E.P. Value 
  10 
  Damage per Attack 
  1-4 
   
  An imp is a member of the lowest rank of demons and 
  devils in the hierarchy of supernatural evil.  They range 
  in size from 6 to 12 inches in height and range widely in 
  their appearances, although most are at least vaguely 
  humanoid.  Their characteristic individuality also applies 
  to the meager powers they possess. 
  Below are listed some examples of the special powers 
  that an imp may have.  (Each numbered item represents 
  the abilities of a single imp.)  Of course, due to the 
  myriad number of imps existing in the universe, this list 
  presents only a hint at the possibilities.  The Overlord 
  may give an imp any powers he wishes, keeping in 
  mind that one imp's abilities never overshadow those of 
  another. 
  1. 
  Immune to heat and flame and can cast the mage 
  spell Spark once per day. 
  2. 
  Has sufficient Coordination to adequately wield a 
  small weapon. 
  3. 
  Immune to cold and frost and can cast the mage 
  spell Frostbite once per day. 
  4. 
  Can transform itself into the shape of a single small 
  animal type (crow, toad, cat, etc). 
  5. 
  Immune to electricity and can cast the mage spell 
  Blue Flame once per day. 
  6. 
  Immune to all metal weapons and can cast the 
  mage spell Rust once per day. 
  7. 
  Can cast the mage spell Pox once per day. 
  8. 
  Has wings and can fly at any time at a Speed of 80. 
  9. 
  Apparently formed from rock and has an Absorption 
  of 8.  Immune to earthen weapons (including 
  metal). 
  10. Can make itself invisible at any time. 
  11. Can cast the mage spell Ghostly Form once per 
  day. 
  12. Can cast the mage spell Shadow Form once per 
  day, etc. 
  As stated before, imps are far from powerful.  Imps 
  sometimes serve as servants or familiars to evil 
  spellcasters.  An imp may be taken as a familiar by a 
  mage if he possesses a class that specifically states 
  that he can (i.e. a Sorcerer), or if the mage has the talent 
  of Familiarizing and is at least 8 th level in Demon Lore. 
  
   
  The Bestiary [I] 
  61 
    
  Celtic Creatures & Nordic Nightmares 
  61 
  Incubus  
  (Succubus, Sukusendal) 
  Habitat:  Being a demonic spirit, the incubus has no set 
  habitat.  However, they tend to seek out bedchambers 
  near sacred monasteries and temples so that they can 
  corrupt as many good people as possible with their vile 
  temptations. 
  Life Style:  demonic 
  Wealth Type:  nil 
  Alignment: antisocial unlawful evil 
  Cunning:  above average 
  Speed:  80 
  Strength:  above average 
  Size:  medium 
  Origin:  The strands of the incubus legends wind all the 
  way back to ancient Greece and Egypt, where devout 
  followers would “incubate” overnight in a temple to gain 
  divine inspiration and prophecy.  During the night, the 
  temple’s priest would visit to give advice and act as the 
  voice of the gods. 
  Although the Christian church initially had a similar ritual 
  of “keeping vigil,” it personified and demonized the 
  pagan practice.  During the Inquisition, many men and 
  women were burned at the stake for allegedly 
  consorting with incubi. 
  The Finnish version of the incubus is known as the 
  Sukusendal.  Like the incubus, the Finnish spirit 
  changed its sex to accommodate its victims. 
  Special Characteristics: Like all spirits, incubi are 
  Immune to disease, poisons, and all but magical 
  weapons, and are unaffected by Severity Damage.  They 
  are also Highly Susceptible to Holy Water. 
  Incubi can cast the following Arcane Lore spells at will: 
  Charm, 
  Dreamspeak, 
  Ecstasy, 
  Ghostly 
  Form, 
  Mesmerize, and Slumber.  See The Lexicon of Lore™ 
  for further details. 
  In addition, the incubi can instantly transform itself from 
  a charming, strapping young man into a voluptuous 
  alluring woman.  Either form can be held indefinitely. 
  Recovery Time:  7 
  Absorption:  0 
  Surprise Adj.:  +2 
  Attack Modes:  claw/ claw or by weapon 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  4 
  2 
  1 
  2 
  3 
  2 
  2 
  Incubus Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  5 
  7 
  Attack Bonus 
  +8 
  +11 
  Defense 
  28 
  30 
  Damage Tolerance 
  50 + 5d10 
  60 + 7d10 
  E.P. Value 
  84 
  138 
  Damage per Attack 
  1-4/1-4 
  1-6/1-6 
   
  Above 
  Average 
  Exceptional 
  Combat Level 
  9 
  11 
  Attack Bonus 
  +14 
  +18 
  Defense 
  32 
  34 
  Damage Tolerance 
  70 + 9d10 
  80 + 11d10 
  E.P. Value 
  310 
  800 
  Damage per Attack 
  1-8/1-8 
  1-10/1-10 
   
  In its natural state, the incubus is a large smelly demon 
  with abundant hair, slavering fangs, and deadly claws.  
  This form is rarely seen by mortals, however, as the 
  incubus prefers to beguile its victims rather than rend 
  them. 
  When it “puts on a good face,” the male incubus has 
  striking facial features, alluring eyes and a perfectly 
  proportioned body.  When it assumes a female form, the 
  demon is known as a succubus and its seductiveness 
  easily matches the male’s in physical beauty and 
  suggestive body language. 
  The incubus entices its victims with pleasures of the 
  flesh.  It usually begins by entering its victim's dreams at 
  night to fulfill his baser desires.  By doing so, the demon 
  lets the victim know the kinds of rewards he can be 
  given.  After a few of these 'sessions', the incubus uses 
  his powers of Mesmerizing to implant post-hypnotic 
  suggestions into the victim's mind.  These suggestions 
  start out as seemingly trivial compared to the great 
  rewards given for their successful completion.  For 
  example, a succubus may suggest to a monk to 'steal a 
  cookie from the cookie jar'.  This slightly mischievous 
  act falls within the bounds of nearly everyone's 
  alignment restrictions.  Nevertheless, it gets the monk 
  going in the 'right' direction to serve the demon's 
  purposes.  Of course, the monk believes he acts on his 
  
   
  The Bestiary [I] 
  62 
    
  Celtic Creatures & Nordic Nightmares 
  62 
  own volition.  He never remembers the suggestion given 
  him by his nighttime visitor.  With luck, the gentle 
  humble monk will transform into a raving axe-murderer 
  within a year or two. 
  Incubi are extremely difficult to slay as they tend to flee at 
  the first sign of danger.  The creature may retreat quickly, 
  but it is sure to return to continue its relentless pursuits.  
  Short of killing the spirit outright, the only way stop the 
  incubus's 'curse' is to perform an Exorcism during one 
  of its nightly visitations. 
  Rarely, incubi have offspring that invariably turn out 
  deformed in some way and possessing unusual 
  powers.  Some say that trolls and their kind were 
  originally fathered by incubi and Merlin, the great Wizard 
  himself, was supposedly the child of an incubus.
  
   
  The Bestiary [J] 
  63 
    
  Celtic Creatures & Nordic Nightmares 
  63 
  J 
  Jackdaw (Crow) 
  Habitat:  Jackdaws are unusually talkative crows that 
  tend to build nests in community groups in order to carry 
  out their incessant conversations.  Those that find the 
  company of their own kind too boring (because everyone 
  else is talking instead of listening to their own insightful 
  pearls of wisdom), will nest near human habitation 
  where they will befriend anyone who listens to their 
  chatter. 
  Life Style:  communal bird 
  Wealth Type:  hoard 
  Alignment:  social neutral 
  Cunning:  below average 
  Speed:  100 flying. 
  Strength:  low 
  Size:  small (8 to 12 inches tall) 
  Origin:  Crows, also known as ‘jackdaws’, are found in 
  folklore of every land in which they reside.  They are 
  commonly believed to possess insights into the future 
  and are often taken as bad omens (although this is not 
  universally true).  The crow is one form that the Nordic 
  valkyries were said to assume in their discourse with 
  humans.  We use the colorful term ‘jackdaw’ to describe 
  the highly chatty viewpoint of crows described in ancient 
  legend. 
  Special Characteristics: Jackdaws are far more 
  intelligent than most birds, but that does not mean that 
  they are overly bright.  Their most distinguishing trait is 
  that they are among the most gossipy and talkative 
  species known. 
  Despite their pea-sized brains, a few jackdaws have 
  been known to learn the basics of arcane spellcasting.  
  Those few that have accomplished this remarkable feat 
  really have done little more than memorize the phrases 
  spoken to invoke a specific spell.  Obviously, only those 
  spells requiring nothing more than a pure verbal 
  component are within the reach of even the most 
  brilliant jackdaws. 
  Probably because of the spellcasting abilities acquired 
  by some of these crows, jackdaws are occasionally 
  taken as familiars.  Although this seems quite foolhardy 
  to anyone that has encountered one of these black-
  feathered nuisances, jackdaw familiars are almost the 
  exclusive domain of deaf mages.  To do so, the mage 
  must possess the talent of Familiarizing and must be at 
  least 8th level in Beast Lore. 
  Anyone listening to a jackdaw’s chatter for a full week 
  must make a Luck Roll with Willpower Adjustments 
  against a Threshold of 20 or be affected as the mage 
  spell Murmurings.  Fortunately, only a single successful 
  roll is required for any given bird. 
  Recovery Time:  3 
  Absorption:  0 
  Surprise Adj.:  0 
  Attack Modes:  beak peck (Their pecks are too small to 
  deliver Severity Damage to anything larger than a rat.) 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  -3 
  -3 
  -3 
  -3 
  -3 
  -3 
  -3 
  Jackdaw Examples 
   
  Average 
  Combat Level 
  1 
  Attack Bonus 
  +4 
  Defense 
  34 
  Damage Tolerance 
  5 + 1d10 
  E.P. Value 
  10 
  Damage per Attack 
  1-4 
   
  **BANG** 
  “BE CAREFUL WITH THAT THING!!  Look.  You put 
  another hole in the wall.  See? One . . .two . . . three . . . 
  four . . . five.  Five holes.  I know you like cleaning your 
  shiny toy and all but you’re creating quite a racket so be 
  careful.  It’s a wonder the landlord doesn’t come up here 
  and complain about the noise although I have to admit 
  that you do keep that thing nice and shiny.  Spick-and-
  span you might say.  I like shiny things too, you know.  
  Tin foil, buttons, spoons, marbles, glass beads, coins . . 
  . I like those especially you know . . . I even have a tin 
  soldier or two that I picked up off the playground next 
  door.  Got to be quick to get one of those.  I’d show you 
  my collection sometime but I doubt you could climb up 
  there anyway and my mother always warned me to keep 
  my stash hidden, you know.  “A shiny hidden is a shiny 
  earned,” she’d always say.  So I’m afraid I can’t show 
  you where it is and, if you don’t mind my saying so, it’s 
  rather rude of you to ask.  At least it is in crow society, 
  you know, although I don’t suppose that anyone’s ever 
  told you that before so I’ll overlook it this time.  Just don’t 
  let it happen again or I’ll fly straight out that window, I 
  will.  Just you see.  You know you really ought to close 
  that thing.  It’s freezing outside and you’re letting all the 
  heat out.  I’m sure you don’t mind because you’ve got 
  that warm blanket wrapped around you but what about 
  
  64 
  The Bestiary [J] 
   
    
  Celtic Creatures & Nordic Nightmares 
  64 
  us birds?  Huh?  Did you ever think of that?  All I’ve got 
  are these feathers between me and the chill, so 
  *click* 
  “Be careful there, you know what happened last time.  
  Five holes.  One . . . two . . . three . . . four . . . five.  Yep 
  five.  And if you don’t mind me pointing it out, that thing’s 
  already got a nice sheen to it and I doubt you’re going to 
  make it much better.  I can almost see myself in it 
  already, you know.  I have to admire the way in which you 
  take care of it . . . all sparkly.  That doesn’t just happen.  
  No, no.  It takes elbow grease and diligence.  Got to 
  hand it to you.  My mother would approve, too, you know.  
  Always said, “Early bird gets the worm,” although I have 
  to admit that getting up early didn’t do the worm any 
  good. 
  ** BANG ** 
  *thump* 
  “What did I tell you?  BE CAREFUL!?  You probably put 
  another hole in the wall.  One . . . two . . . three . . . four . . 
  . five. . . Hmmm.  Five still.  Looks like you missed the 
  wall entirely this time.  Got lucky, I guess.  Hey!  This is 
  no time for a nap.  If you think I’m going to patch these 
  holes for you, you’ve got another thing coming.  “Got to 
  clean up your own messes,” my mother always told me.  
  She was a crow too, you know.  ‘course she was, ‘course 
  she was.  Sweetest bird you ever met.   But boy could she talk.  
  Talk, talk, talk, talk, talk.  All she ever did.  Got to the point that I 
  couldn’t stand to be around her anymore so I flew off and here I am.   I do 
  miss her, though.  Someday I’ll have to go back to visit.  Not that I don’t appreciate your 
  company, you understand.  Much better than the landlord downstairs.  Met him a couple of 
  weeks ago, you know.  Started off just fine.  Good listener, but he got to be rather dull after a 
  week.  Stopped providing any feedback whatsoever after he knocked that chair over.  A 
  conversation’s got to have two points of view, you know . . . 
  Jack-o’-Lantern  
  (Foolish Fire) 
  Habitat:  Jack-o’-lanterns walk at night along country 
  roads and haunt swamps and marshes.  They are also 
  known to inhabit abandoned castles and mines.  
  Life Style:  undead spirit 
  Wealth Type:  incidental 
  Alignment: neutral 
  Cunning:  average 
  Speed:  80 
  Strength:  average 
  Size:  medium 
  Origin:  British folklore describes a man named Jack 
  who, after having tricked his way out of an eternity of 
  damnation, wandered forever on earth since heaven 
  would not allow him admittance.  He had only a 
  smoldering coal taken from the fiery pit to light his way, 
  which he carried in a carved turnip.  Irishmen 
  immigrating to America substituted the pumpkin for the 
  turnip in their Halloween festivities giving rise to the 
  modern day jack-o’-lantern. 
  Special Characteristics:  The light of this spirit’s lantern 
  has a powerful charming influence which acts much like 
  the Religious Miracle spell Siren’s Song (only without 
  the music).  Anyone viewing the light must make a Luck 
  Roll with Willpower Adjustments or follow anywhere it 
  leads.  The spell is cast at a spell level equal to the 
  spirit’s Combat Level. 
  Jack-o’-lanterns also have the ability to reanimate slain 
  undead creatures as the Arcane Lore spell Awaken the 
  Dead.  See The Lexicon of Lore™ for details. 
  Like all undead creatures, this creature is Immune to 
  Cold and Mental Spells, is not adversely affected by 
  Severity Damage, is Susceptible to Holy Water, and is 
  Afraid of Sunlight. 
  Because of their ethereal nature, jack-o’-lanterns can 
  pass 
  through walls and other barriers without 
  hindrance.  In addition, the spirit can simply ‘fade’ from 
  existence only to re-appear at a later time. Finally, these 
  spirits are Immune to all but Magical Weapons. 
  Recovery Time:  6 
  Absorption:  0 
  Surprise Adj.:  +6 
  Attack Modes:  Jack-o’-lanterns do not attack directly.  
  Rather they will use their charming abilities to lure 
  trespassers into dangerous situations.  If the charm 
  fails to work, the spirit will simply depart and try again at 
  a later time - preferably on a lone adventurer. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  0 
  0 
  5 
  0 
  0 
  3 
  -1 
   
  
   
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  65 
  Jack-o’-Lantern Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  5 
  7 
  Attack Bonus 
  N/A 
  N/A 
  Defense 
  30 
  32 
  Damage Tolerance 
  25 + 5d10 
  30 + 7d10 
  E.P. Value 
  120 
  210 
  Damage per Attack 
  N/A 
  N/A 
   
  Above 
  Average 
  Exceptional 
  Combat Level 
  9 
  11 
  Attack Bonus 
  N/A 
  N/A 
  Defense 
  35 
  38 
  Damage Tolerance 
  35 + 9d10 
  40 + 11d10 
  E.P. Value 
  550 
  1140 
  Damage per Attack 
  N/A 
  N/A 
   
  Jack-o’-lanterns are restless spirits who wander 
  through dark places.  The only visible part of the spectre 
  is the ethereal lantern that it carries to illuminate its way.  
  This lantern is nothing more than a vague ball of light 
  which bobs to and fro as the spirit walks. 
  Some people believe these spirits to be on endless 
  quests for lost items or forgotten secrets.  It is possible 
  that these ghosts are looking for ways to gain entry into 
  heaven. 
  Whenever a jack-o’-lantern encounters a corpse, it will 
  attempt to revive the body with its Awaken the Dead 
  capabilities.  These ghosts may perform these ‘favors’ 
  in attempting to discover the means of accomplishing 
  their quests or they may simply be looking for ways to 
  relieve their boredom.  Obviously, a jack-o’-lantern can 
  be a true nuisance to any party attempting to clear out a 
  haunted castle. 
  Jotun  
  (Sleeping Giant) 
  Habitat:  Jotuns are found in the northern lands of 
  Scandinavia. 
  Life Style:  sleeping giant 
  Wealth Type:  hoard 
  Alignment:  variable 
  Cunning:  average 
  Speed:  When awake, a Jotun takes a single step every 
  20 or 30 seconds which carries him a mile or more. 
  Strength:  godlike (200+) 
  Size:  immense.  The largest Jotuns are the size of 
  mountains. 
  Origin:  Jotuns are the original Nordic giants.  In 
  Scandinavian mythology, these beings are truly colossal 
  and are fated to overpower the gods in the final battle of 
  Ragnarok.  It is from these giants that the descriptions 
  of fire and frost giants arise.  The jotuns are included not 
  as ‘monsters’ for adventurers to defeat, but as a 
  potential bit of scenery with which to liven your world. 
  Special Characteristics:  Some jotuns are known to 
  have magical powers, especially those of illusion.  All 
  are completely Immune to Mental Spells. 
  In mortal terms, jotuns are unaffected by Severity 
  Damage, although the blow of a god or another Jotun 
  could theoretically reach a vital organ. 
  Recovery Time:  by weapon 
  Absorption:  12 
  Surprise Adj.:  The slightest motion of a jotun can cause 
  earthquakes.  Jotuns are far from stealthy when 
  aroused. 
  Attack Modes:  by weapon 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  CM 
  ? 
  ? 
  ? 
  ? 
  ? 
  ? 
  ? 
  Jotun Examples 
   
   
   
  Combat Level 
  30 
   
  Attack Bonus 
  +60 
   
  Defense 
  5 
  get 
  Damage Tolerance 
  200,000+ 
   
  E.P. Value 
  N/A 
  real 
  Damage per Attack 
  by weapon + a 
  bunch 
   
   
  When passing through rough, hilly terrain, a careful 
  observer can sometimes discern a human visage in the 
  rock faces of valleys and mountain peaks.  When such 
  formations are found, they usually indicate the presence 
  of a huge sleeping giant, otherwise known as a Jotun. 
  Jotuns are incredibly old mountain-sized giants.  They 
  first arose when the world was young and slumber 
  through the ages, forming major landmarks such as 
  glaciers, 
  mountains, 
  and 
  volcanoes. 
   
  Although 
  thousands of years of accumulated debris obscures 
  these giants’ forms, vague outlines of their buried 
  features are often still visible. 
  Many creatures take up residence in and around a 
  Jotun’s reclined body.  This is because Jotuns provide a 
  great many useful caves to serve as homes.  Although 
  some of these abodes include the jotun’s more obvious 
  
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  66 
  bodily orifices, most are simply pockets that are formed 
  between the dozing giant’s massive frame and the 
  underlying bedrock.  Since jotuns can snooze in a wide 
  variety 
  of 
  uncomfortable-looking 
  positions, 
  these 
  pockets and caves can take unpredictable twists and 
  turns. 
  The jotuns are normally oblivious to the activities of 
  men.  However, if some prospector insists on digging a 
  mineshaft into a jotun’s tibia, the giant will undoubtedly 
  take notice.  Usually, the drowsy behemoth will do little 
  more than swat the offender like some pesky mosquito.  
  Reverberating earthquakes always accompany such 
  activities and few survive these encounters.   Those that 
  do are wise to heed the warning. 
  If a jotun’s body is entered (i.e. through a nostril or ear 
  canal), the explorers will discover the giant to be an 
  interesting combination of elemental and living being.  
  Although his internal layout is unlikely to look like that of 
  a mortal man, some basic structures can be easily 
  identified. 
  A frost jotun’s bones are made of blue ice and his 
  muscles are made of hard-packed snow.  Winding, 
  twisting passageways lined with an icy glaze act as 
  arteries to circulate a constant stream of frigid water.  
  Any intrepid explorer entering this realm will discover a 
  world of frozen waterfalls and glistening gems of 
  colored ice. 
  An earth jotun has bones of granite and muscles of dirt 
  and clay.  His veins, lined with slick limestone, carry cool 
  streams of crystal clear water.  Any spelunker braving 
  the slippery passageways will find a wonderland of 
  stalactites, crystal formations, and rocky curtains. 
  The fire jotuns are made of volcanic rock and dry ash 
  and have veins filled with boiling mud and sizzling 
  magma.  Consequently, the internal structure of a fire 
  jotun can present considerable hazard to trespassers. 
  If an invader attacks a jotun’s body, nothing will happen 
  until more than 1,000 points of damage is sustained.  At 
  this point, the jotun’s immune system will kick in.  
  Elementals (of ice, rock, or magma) will arrive to expel 
  the intruders by force and repair the damaged areas.  
  The jotun will ‘heal’ at a rate of approximately 500 points 
  of damage per day.  If a jotun’s life is truly threatened, 
  hoards of giants and trolls, informed of the dire situation 
  through tribal prophecy, will flock to the rescue, seeking 
  vengeance on the offenders. 
   
   
   
  
   
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  67 
  K 
  Kelpie  
  (Ech-Ushkya, Noggle, Tangie) 
  Habitat:  Kelpies inhabit fresh water lakes and rivers on 
  whose banks they peacefully graze.  They are a rather 
  reclusive faery race prone to appearing only to small 
  groups of people.  
  Life Style:  amphibious fairy 
  Wealth Type:  hoard 
  Alignment:  antisocial evil 
  Cunning:  above average 
  Speed:  40 (125 as horse) 
  Strength:  above average 
  Size:  medium 
  Origin:  The kelpie is a native of Scotland which inhabits 
  the many rivers and lochs of that country.  Those living in 
  the lochs, known as the Ech-Ushkya, are particularly 
  malicious and cannibalistic. 
  Special Characteristics: Kelpies have the ability to 
  assume the form of a horse or a wiry old man.  The 
  transformation 
  from 
  one 
  form 
  into 
  another 
  is 
  instantaneous and can be performed at will whenever 
  needed except when the creature carries a rider. 
  Kelpies have ability to breathe underwater as the mage 
  spell Aqua Air.  See The Lexicon of Lore™ for details.   
  This breathing ability is also transferred to anyone riding 
  the creature when it assumes an equestrian shape. 
  Whenever the kelpie bucks, its rider must make a Luck 
  Roll with Physical Strength adjustments against a 
  Threshold of 15 plus the kelpie's Combat Level every 
  turn.  Failure indicates the rider falls off. 
  When in human form, the kelpie is a tremendous 
  wrestler, using the skill of Grappling at a level equal to 
  its Combat Level.  See The Grimoire of Game Rules™ 
  for details.  In addition, the kelpie is well versed in the 
  arts of cursing.  It can cast the Arcane Lore spells Evil 
  Eye and Hex at spell levels equal to its Combat Level.  
  See The Lexicon of Lore™ for further details on the 
  effects of these curses. 
  Placing a bridle on a kelpie forces the malicious faery 
  into service.  However, a kelpie can never venture more 
  than 50 yards from water.  If anyone ever removes the 
  bridle or the rider leaves the kelpie untended, it will 
  immediately bolt to the water.  Forever after the kelpie 
  will plague its former master.  While the bridle remains, 
  a kelpie cannot resume its man-like state. 
  Recovery Time:  6 
  Absorption:  0 
  Surprise Adj.:  +1 
  Attack Modes:  by weapon or hoof/ hoof 
  A
  A tt tt rrii bbuutt ee ss  
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  5 
  2 
  -2 
  1 
  1 
  2 
  -1 
  KK ee ll pp ii ee   EE xx aa m
  m pp ll ee ss  
   
  Below 
  Average 
  Average 
  Combat Level 
  3 
  5 
  Attack Bonus 
  +5 
  +7 
  Defense 
  21 
  23 
  Damage Tolerance 
  85 + 3d10 
  90 + 5d10 
  E.P. Value 
  45 
  81 
  Damage per Attack 
  by weapon + 5 
  or 1d6/ 1d6 
   by weapon + 6 
  or 1d6/ 1d6 
   
  Above 
  Average 
  Heroic 
  Combat Level 
  7 
  9 
  Attack Bonus 
  +14 
  +16 
  Defense 
  25 
  27 
  Damage Tolerance 
  95 + 7d10 
  100 + 9d10 
  E.P. Value 
  252 
  600 
  Damage per Attack 
  by weapon + 7 
  or 1d8/ 1d8 
  by weapon + 8 
  or 1d10/ 1d10 
   
  A kelpie is an amphibious faery creature able to 
  assume two forms.  It may assume the shape of an old 
  bent man or a glistening, proud stallion.  As a man, his 
  seaweed hair and beard accentuates his rough 
  appearance.  Woven kelp makes up his ragged 
  wardrobe.  In this form he usually carries a staff or club 
  made from driftwood but delights in grappling whenever 
  possible.  His horse form has a wet coat with a mane 
  and tail of seaweed. 
  A kelpie's favorite sport is to graze by a river or lake in 
  the form of a magnificent steed.  He thus lures travelers 
  to ride.  If anyone mounts him, the evil faery bolts for the 
  water and drags his victim to the bottom.  There he 
  bucks the hapless rider off, assumes his human form, 
  and grapples the drowning victim.  The victorious kelpie 
  then gorges itself on its victim, careful to leave a 
  dismembered limb on a nearby bank as a gruesome 
  victory trophy. 
  
   
  The Bestiary [K] 
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  68 
  Kirk Grim  
  (Church Grim) 
  Habitat:  Kirk grims are spirits haunting old churches, 
  temples, and graveyards where they faithfully guard the 
  dead against grave robbers. 
  Life Style:  nocturnal undead animal 
  Wealth Type:  incidental 
  Alignment:  neutral 
  Cunning:  below average 
  Speed:  150 
  Strength:  average 
  Size:  medium 
  Origin:  Kirk grims are common throughout Scandinavia 
  and England and are known by a variety of names:  
  Kyrkogrim (Sweden), Kirkegrim (Denmark), Kirkonwaki 
  (Finland), and Church Grim (England).  The term kirk 
  grim itself comes from Scotland. 
  Special Characteristics:  Unlike most forms of undead, 
  kirk grims are able to assume either an ethereal or 
  material state at will.  When first encountered, kirk grims 
  are invariably ethereal and attack with their vicious bites.  
  Their ghostly teeth inflict real wounds even though they 
  are themselves Immune to Nonmagical Weapons like 
  any other ghost. 
  As soon as the kirk grim sustains damage, it realizes 
  that its ghostly state is providing insufficient protection.  
  At this point, the ghost will assume a material form to 
  utilize its deadly flaming breath. 
  The flame breath can only be used when in physical 
  form.  It extends to a range of only 5 feet and can affect a 
  maximum of 1 to 3 individuals at a given time.  The 
  breath delivers 4d12 points of fire damage to all in the 
  Affected Area, but they are entitled to a Luck Roll with 
  Agility Adjustments for 1/2 damage. The kirk grim can 
  breathe in this manner only 3 times in a given night. 
  In material form, normal weapons may hit a kirk grim.  
  When 
  the 
  creature 
  assumes 
  material 
  form, 
  it 
  concentrates attacks on anyone demonstrating the 
  ability to harm it while ghostly.  When the kirk grim 
  eliminates these threats, it resumes an ethereal state 
  and attacks with its bite. 
  The kirk grim has the ability to instinctively trace items 
  that have been pilfered from its domain.  This works in a 
  manner similar to the Religious Divination spell Divine 
  Guidance, but the ability has a range of 125 miles.  This 
  is the maximum distance the spirit can travel away from 
  its gravesite and safely return in one night.  Once the 
  items are taken out of this range, the ghost forever loses 
  the ability to track them. 
  While defeating a kirk grim is difficult in itself, simply 
  killing them cannot shake these spirits.  If slain, the 
  creature will simply rise again on the following night to 
  resume its post or continue its search for pilfered items. 
  Like all undead, the kirk grim is Immune to Frost and 
  Mental Spells, is not adversely affected by Severity 
  Damage, is Susceptible to Holy Water, and is Afraid of 
  Sunlight. 
  Recovery Time:  4 
  Absorption:  0 
  Surprise Adj.:  2 
  Attack Modes:  bite 
  A
  A tt tt rrii bbuutt ee ss  
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  0 
  0 
  1 
  2 
  2 
  -1 
  -1 
  KK ii rrkk   G
  Grrii m
  m   EE xx aa m
  m pp ll ee ss  
   
  Below 
  Average 
  Average 
  Combat Level 
  3 
  5 
  Attack Bonus 
  +6 
  +10 
  Defense 
  24 
  26 
  Damage Tolerance 
  35 + 3d10 
  40 + 5d10 
  E.P. Value 
  95* 
  156* 
  Damage per Attack 
  2-12 
  2-16 
   
  Above 
  Average 
  Exceptional 
  Combat Level 
  7 
  9 
  Attack Bonus 
  +12 
  +14 
  Defense 
  28 
  30 
  Damage Tolerance 
  45 + 7d10 
  50 + 9d10 
  E.P. Value 
  318* 
  670* 
  Damage per Attack 
  2-20 
  2-24 
  * per appearance 
   
  It is said that the first creature buried in a graveyard 
  assumes the task of guarding the possessions and 
  graves of all those that follow.  The resulting guardian 
  spirits are known as kirk grims.  To prevent this 
  tiresome burden from falling on man or faery, the first 
  creature buried in a cemetery or temple is usually that of 
  an animal. 
  Large black dogs are ordinarily given the honor, but 
  pigs, horses, and lambs are also common.  Whatever 
  their specific form, these spirits all have skins and coats 
  of the pitchest black, their eyes glow a dull red, and light 
  tendrils of flame dance around their jaws. 
  
   
  The Bestiary [K] 
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  Celtic Creatures & Nordic Nightmares 
  69 
  A kirk grim unobtrusively remains at its post until thieves 
  plunder its territory.  When this happens, the spirit 
  unfailingly tracks the stolen items and attacks those 
  possessing them.  Once the booty is reacquired, the 
  ghost returns to await the next grave robber. 
  These spirits hold no real animosity toward the 
  plunderers and will cease their relentless attacks as 
  soon as all of the stolen booty is returned. 
  Knocker 
  Habitat:  Knockers take up residence in mines of all 
  sorts, although they are most populous in tin mines. 
  They seek out small cavities in natural stone, known as 
  vugs, where they set up shop.  Here they enlarge the 
  cavity by working and "forging" the surrounding stone 
  into natural gemstones.  After a knocker works the stone 
  to such an extent that crystals cover the walls of the 
  cavity, he moves to another.  The tinging sound of his 
  activities can easily be heard through 3 feet of solid rock. 
  Life Style:  subterranean fairy 
  Wealth Type:  mineral 
  Alignment:  social neutral (leaning towards good) 
  Cunning:  average 
  Speed:  40 
  Strength:  below average 
  Size:  small (8 inches tall) 
  Origin:  Mine faeries are common throughout Europe 
  although the term Knocker is purely Cornish.  In Wales, 
  these faeries are known as Coblynau while Austrians 
  call them Schacht- Zwergen (‘shaft dwarves’).  In 
  Germany the mines are inhabited by Berg-Monche 
  (‘mountain monks’) and in France they are filled with 
  Gommes. 
  Special Characteristics:  Knockers can swim through 
  earth, clay, and stone completely unhindered, traveling 
  in this manner at full Speed. 
  Knockers are especially shy of humans and their 
  surface dwelling ilk.  To make matters worse, they are 
  Terrified of Holy Symbols and will flee any priest or 
  religious leader having such an ornament on sight.  On 
  the other hand, knockers have an Affinity toward 
  Gnomish, Dwarven, and Human Miners and warn them 
  of danger whenever possible. 
  Recovery Time:  5 
  Absorption:  8 
  Surprise Adj.:  2 
  Attack Modes:  pick 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  -2 
  2 
  5 
  3 
  2 
  0 
  -1 
  Knocker Examples 
   
  Nominal 
  Combat Level 
  3 
  Attack Bonus 
  +5 
  Defense 
  28 
  Damage Tolerance 
  5 + 3d10 
  E.P. Value 
  35 
  Damage per Attack 
  1-4 
   
  Mine shafts are often filled with noises that can terrify 
  those unaccustomed to the dark environment.  The drip, 
  drip, drip of water leaking from an overhead crack or the 
  occasional rattle of a rusty chain can echo and 
  reverberate through a mine’s stony maze to produce a 
  variety of bizarre sound effects.  A visitor to this 
  underground realm is hard pressed to keep his 
  imagination from finding fantastic explanations for these 
  auditory tricks.  After about a week of responding to every 
  groan, rattle and thunk with a startled jerk, newcomers 
  become acclimated to the incessant disturbances and 
  simply start ignoring them.  Such complacency is quite 
  dangerous in so hazardous an arena and experienced 
  miners know that some noises indicate far more than 
  leaky ceilings. 
  Knockers are one such noise source.  They are fairies 
  who work on a nearly continual basis filling earthen 
  cavities with dazzling crystalline displays.   Knockers are 
  generally friendly toward miners and strive to provide 
  them with treasures that are appreciated for their beauty 
  and rarity.  Like their faery cousins, the brownies, 
  knockers are not averse to accepting tasty treats left in 
  rocky niches. 
  Anyone breaking into a vug (worked cavity) occupied by a 
  knocker briefly sees a shocked, tiny faery wearing a 
  rugged leather apron and a miniature miner's cap.  The 
  startled knocker will quickly grab his tools and dive 
  through the wall, disappearing into solid rock. 
  The walls of any vug ‘decorated’ by knockers are mainly 
  lined with common quartz, but careful searches may find 
  1d6 uncut gems.  The type discovered depends on the 
  knocker’s mood and the raw material available in the 
  surrounding stone.  The vugs of any given mine are 
  generally filled with no more than 2 or 3 gem types.  It 
  takes a single knocker a full month to finish forging a 
  vug. 
  Any miner haphazardly destroying a knocker's work or 
  disturbing him too frequently finds his little gem maker 
  working for the collapse of the mine shaft.  A cave-in will 
  
   
  The Bestiary [K] 
  70 
    
  Celtic Creatures & Nordic Nightmares 
  70 
  take a single knocker one-week to engineer, during 
  which time the pinging of his pick and hammer will be 
  unusually pronounced.  If two get together, they form a 
  great pair of knockers. 
  Kraken 
  Habitat:  Krakens prefer to inhabit the deep cool waters 
  of the Northern seas but have been spotted by sailors at 
  all latitudes. The kraken feeds mainly on whales and 
  other sea monsters, but is eager to diversify its diet with 
  the crews of passing ships. 
  Life Style:  aquatic predator 
  Wealth Type:  incidental 
  Alignment:  neutral 
  Cunning:  low 
  Speed:  80 in water 
  Strength:  exceptional 
  Size:  immense.  Most krakens are between 50 and 300 
  feet from the tip of their tentacles to the apex of their 
  diamond-shaped heads.  A few grow to vastly greater 
  size.  The largest of these create dangerous whirlpools 
  in the water when they descend into the depths that can 
  easily sink small vessels.  Fortunately, such behemoths 
  generally ignore insignificant sailor-sized tidbits. 
  Origin:  The kraken originated in Scandinavia where 
  sailors reported sightings of sea monsters as large as 
  one and a half miles across.  Such beasts were often 
  mistaken for islands, to the tourist’s dismay. 
  Special Characteristics:  Due to the kraken's immense 
  size, no weapon short of a cannon can deliver a Severe 
  Blow to one of these creatures regardless of the Attack 
  Roll.  If it finds its life threatened, the kraken will flee, 
  leaving behind a trail of black ink to cover its escape. 
  When a kraken encounters a ship small enough to wrap 
  its tentacles around, the giant cephalopod will attack.  It 
  takes 1d3 turns to wrap its tentacles around the ship 
  after which it takes 2d6 turns to breach the hull.  While 
  the kraken constricts the ship, its tentacles effectively 
  have a Defense of 5. 
  Once the ship begins to sink, the kraken releases its 
  crushing grip and waits for the helpless sailors to jump 
  overboard.  A swimmer’s Attack Bonus and Defense are 
  both cut in half (unless they have the skill of Underwater 
  Combat - see The Grimoire of Game Rules™ for 
  details).  The kraken will attempt to capture one sailor in 
  each of its eight tentacles. 
  Recovery Time:  7 
  Absorption:  0 
  Surprise Adj.:  -6 
  Attack Modes:  8 tentacles (one attack each per turn) 
  and a bite (if a victim is drawn to the mouth). Every turn a 
  sailor is constricted by a tentacle, he sustains the 
  damage stated below.  The kraken slowly draws its 
  victims to its huge maw to devour him. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  20 
  10 
  -6 
  -- 
  0 
  -4 
  -4 
  Kraken Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  7 
  9 
  Attack Bonus 
  +7 
  +9 
  Defense 
  10 
  10 
  Damage Tolerance 
  1100+7d10 
  (body) 
  150+3d10 
  (tentacle) 
  1300+9d10 
  (body) 
  175+5d10 
  (tentacle) 
  E.P. Value 
  864 
  2240 
  Damage per Attack 
  2d10 (tentacle) 
  3d10 (bite) 
  3d8 (tentacle) 
  4d10 (bite) 
   
  Above 
  Average 
  Exceptional 
  Combat Level 
  13 
  15 
  Attack Bonus 
  +13 
  +15 
  Defense 
  10 
  10 
  Damage Tolerance 
  1500+13d10 
  (body) 
  200+7d10 
  (tentacle) 
  2000+15d10 
  (body) 
  225+9d10 
  (tentacle) 
  E.P. Value 
  8064 
  12960 
  Damage per Attack 
  3d10 (tentacle) 
  5d10 (bite) 
  3d12 (tentacle) 
  6d10 (bite) 
   
  The kraken is the granddaddy of all giant squid.  It has a 
  rigid bullet-shaped body with a pair of flattened flipper-
  like appendages at its apex.  These ‘wings’ enable the 
  kraken to gracefully swim through the water although it 
  can propel itself at great speed when aroused by 
  expelling a turbulent jet of water.  Trailing behind the 
  body are eight powerful tentacles of equal size and a 
  pair of much longer tentacles whose purpose is 
  unknown.  The cephalopod has enormous glassy eyes 
  that give a cold dispassionate stare.   The final sight 
  observed by many sailors is that of his own mortified 
  reflection in the dark orbs of this practiced, otherworldly 
  predator. 
   
  
   
  The Bestiary [L] 
  71 
    
  Celtic Creatures & Nordic Nightmares 
  71 
  L 
  Lamia  
  (Empusa) 
  Habitat:  Lamias inhabit deep forests where they dwell 
  in caves or rocky niches. 
  Life Style:  man-eating fairy 
  Wealth Type:  hoard 
  Alignment:  antisocial evil 
  Cunning:  high 
  Speed:  125 
  Strength:  above average 
  Size:  small 
  Origin:  The lamia has a varied origin.  It originally 
  appeared in Greek literature as a monster that was half 
  woman and half serpent. The serpentine form of the 
  lamia is described under empusa, the early Greek term 
  for lamia.  Over the ages, the lamia’s form changed into 
  that of a beast (as described below).  Although this form 
  never really made it into popular belief, the creature did 
  appear in European children’s books. 
  Special Characteristics:  The lamia possesses 
  illusionary powers rivaling those of the most powerful 
  Illusionists and may cast the following Arcane Lore 
  spells at will: Guise, Faust’s Fallacious Facade, 
  Phantasmagoria, Illusionary Weapon, Tantalus’ Gold, 
  and Warble. 
  Recovery Time:  5 
  Absorption:  7 
  Surprise Adj.:  2 
  Attack Modes:  by weapon/ claw/ claw 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  3 
  3 
  0 
  0 
  0 
  4 
  -2 
   
  Lamia Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  6 
  8 
  Attack Bonus 
  +9 
  +12 
  Defense 
  26 
  28 
  Damage Tolerance 
  70 + 6d10 
  80 + 8d10 
  E.P. Value 
  168 
  350 
  Damage per Attack 
  by weapon/ 1d6/ 
  1d6 
  by weapon/ 1d8/ 
  1d8 
   
  Above 
  Average 
  Heroic 
  Combat Level 
  10 
  14 
  Attack Bonus 
  +15 
  +20 
  Defense 
  30 
  34 
  Damage Tolerance 
  90 + 10d10 
  100 + 14d10 
  E.P. Value 
  960 
  2850 
  Damage per Attack 
  by weapon/ 
  1d10/ 1d10 
  by weapon/ 
  1d12/ 1d12 
   
  The lamia is a four-legged creature with the head and 
  breasts of a comely woman and the scaled body of a 
  monstrous beast. Her front limbs form lion claws while 
  her hind ones mimic those of a bull.  The scales 
  protecting the lamia’s form have the dull appearance of 
  iron and exhibit much of the metal’s durability.  Despite 
  its terrifying appearance, the lamia is quite crafty and will 
  rarely attack until she has garnered some strategic 
  advantage over her opponents. 
  A lamia will often use her illusionary powers to assume 
  the role of a helpless maiden or a rich but lonely 
  duchess in search of companionship.  When she has 
  lured a victim away from his comrades into a secluded 
  glen of her choosing, she will attack.  Quite often, she 
  will transform her favored ambushing spot into a lovely 
  country cottage or garden through the use of her 
  illusionary abilities.  Once the two are alone, the lamia 
  will use any nonviolent means to disarm her victim.  She 
  often encourages this by seductively "slipping into 
  something more comfortable".  As soon as the man-
  eating beast has her prey in as compromising a 
  position as possible, she will drop her Guise, draw an 
  Illusionary Weapon (with illusionary arms), and feast. 
  Leprechaun 
  Habitat:  Since leprechauns often employ themselves 
  with shoe-making activities, they commonly invite 
  themselves into the homes of cobblers.  When not 
  industriously employed, they can be found in the wine 
  cellar of the local tavern imbibing “a wee bit o’ the dog.” 
  Life Style:  solitary fairy 
  Wealth Type:  hoard. As leprechauns are fairies, they 
  live extremely long lives and can gather large hoards of 
  gold. 
  
   
  The Bestiary [L] 
  72 
    
  Celtic Creatures & Nordic Nightmares 
  72 
  Alignment:  unlawful good 
  Cunning:  high 
  Speed:  85 
  Strength:  average 
  Size:  small 
  Origin:  It is no secret that leprechauns are denizens of 
  Irish folklore.  Numerous tales relate how peasants 
  captured leprechauns and demanded the faery’s gold in 
  ransom.  Because of the leprechauns’ tricky natures, 
  however, they always managed to escape before 
  handing over any booty. 
  Special Characteristics:  Leprechauns Lust for Gold, 
  viewing other metals as relatively worthless.  Therefore, 
  all treasure obtained from a leprechaun takes the form 
  of gold. 
  To aid them in their pranks, leprechauns learn the arts 
  of Rural Stealthing, Urban Stealthing and Picking 
  Pockets.  In all of these skills they have a +8 Success 
  Bonus.  In addition, leprechauns possess the talent of 
  Acrobatics. 
  Leprechauns can invoke some Arcane Lore spells that 
  they use at a spell level equal to their Combat Level.  
  These are: Blink, Bound, Invisibility, Noise Maker, 
  Phantasmagoria, Tantalus' Gold, and Ventriloquism.  
  All spells may be used at will. 
  Recovery Time:  4 
  Absorption:  0 
  Surprise Adj.:  4 
  Attack Modes:  by weapon (as a rule, leprechauns shun 
  combat but if pressed will wield small weapons - 
  usually a small club such as a shillelagh) 
  A
  A tt tt rrii bbuutt ee ss  
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  0 
  0 
  7 
  3 
  2 
  4 
  -1 
  LLee pp rree cc hhaa uunn  EE xx aa m
  m pp ll ee ss  
   
  Below 
  Average 
  Average 
  Combat Level 
  3 
  5 
  Attack Bonus 
  +10 
  +15 
  Defense 
  30 
  32 
  Damage Tolerance 
  5 + 3d10 
  5 + 5d10 
  E.P. Value 
  40 
  81 
  Damage per Attack 
  by weapon 
  by weapon 
   
  Above 
  Average 
  Heroic 
  Combat Level 
  7 
  9 
  Attack Bonus 
  +18 
  +21 
  Defense 
  34 
  36 
  Damage Tolerance 
  5 + 7d10 
  5 + 9d10 
  E.P. Value 
  162 
  400 
  Damage per Attack 
  by weapon + 2 
  by weapon + 2 
   
  Leprechauns are jovial, little, red haired pranksters often 
  wearing smart red or green outfits with stockings and 
  shoes with large silver buckles.  They are superb 
  cobblers who work hard at perfecting their shoemaking 
  crafts.  When their day’s work is done, leprechauns work 
  equally hard at having a good time.  They are especially 
  fond of good ale and wine and are commonly spotted 
  drinking their favored beverages in the cellars of rich 
  nobles and taverns. 
  Leprechauns delight in playing tricks on humans and 
  their kind.  One of their favorite pranks is to stealthily cut 
  a person's purse or pick his pocket.  Regardless of what 
  he pilfers, he keeps only the gold. 
  Any person capturing a leprechaun may demand that he 
  give up his hoard of gold as ransom.  However, 
  leprechauns are loath to part with their wealth and so 
  will escape at the first opportunity.  It is a matter of 
  leprechaun pride that his escape be made when 
  nobody is looking at him, however, so he will use 
  whatever tricks are necessary to make his captors look 
  away.  The slightest glance taken away from the faery is 
  sufficient to allow his departure. 
  Leshiye  
  (Leshe) 
  Habitat: During the warm months of the year, the leshiye 
  is found wandering about his own personal forest 
  domain.  During the winter, though, he disappears.  
  Some say that leshes hibernate with bears while others 
  say that they migrate to a magnificent underground 
  realm. 
  Life Style:  territorial fairy 
  Wealth Type:  hoard 
  Alignment:  lawful evil 
  Cunning:  above average 
  Speed:  90 
  Strength:  variable (see Special Characteristics). 
  Size:  variable (see Special Characteristics). 
  Origin:  Leshiyes, also known as leshes, are slavonic 
  faeries well known in the Baltic States and in Russia.  
  Some tales describe the leshiye as half demon.  Most 
  describe them as evil and malicious, although they can 
  be quite generous to those that do them great favors.  
  They are also portrayed as great gamblers.  One 
  
   
  The Bestiary [L] 
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  Celtic Creatures & Nordic Nightmares 
  73 
  particularly famous tale in Russia describes a sudden 
  migration of squirrels from one part of a great forest to 
  another.  For the span of several hours, the seething 
  mass created a moving furry carpet on the forest floor.  
  The explanation was obvious to the nearby peasants.  
  One 
  leshiye 
  had 
  apparently 
  suffered 
  an 
  uncharacteristically bad run of luck in wagering with his 
  neighbor and was simply making good on his bets. 
   
  Since the leshiye is so popular in Slavonic lore, we 
  wrote up a description of this faery race as a 
  subspecies of Pan named “Leshe” (found in Monsters 
  of the Mediterranean).  The “Leshe” description was 
  written with an eye toward allowing the faery to be played 
  as a character race, if desired.  This description uses 
  the faeries alternate name, “Leshiye,” and presents the 
  faery 
  with 
  its 
  more 
  outrageous 
  characteristics 
  emphasized.  It is these, after all, that earned it the title 
  of Lord of the Forest.  The two races should be treated 
  as separate, but related, species. 
  Special Characteristics:  A leshiye can assume any 
  size (and requisite Physical Strength) between the 
  smallest blade of grass (1 inches tall) and the largest 
  tree in his domain.  In more ways than this, the leshiye’s 
  power increases with the size of his domain.   The 
  larger his territory,  the greater his Combat Level.  Thus, 
  leshiyes are highly territorial and treat trespassers with 
  a very stern hand.  Needless to say, when pressed into 
  combat, a leshiye will assume his greatest size to gain 
  advantage. 
  Leshiyes may cast the following mage spells at will: 
  Animal Tongues, Cyclonic Passage, Pixie Led, Shape 
  Change, and Tickle. All spells are cast at a spell level 
  equal to the faery’s Combat Level. 
  Despite their great power, leshiyes are Highly 
  Susceptible to Cold and Frost.  In addition, they are 
  extremely fond of gambling, often wagering the forest 
  creatures in their domains with other neighboring 
  leshiyes. 
  Recovery Time:  by weapon 
  Absorption:  0 
  Surprise Adj.:  3 when suddenly enlarging or when 
  attacking as a teensy faery.  –3 otherwise. 
  Attack Modes:  by weapon 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  8 
  4 
  1 
  -1 
  2 
  1 
  -1 
  Leshiye Examples 
   
  Well Below 
  Average 
  Below 
  Average 
  Combat Level 
  4 
  7 
  Attack Bonus 
  +9 
  +12 
  Defense 
  27 
  30 
  Damage Tolerance 
  90 + 4d10 
  90 + 7d10 
  E.P. Value 
  98 
  270 
  Damage per Attack 
  by weapon + 5 
  by weapon + 6 
   
  Average 
  Above 
  Average 
  Combat Level 
  9 
  11 
  Attack Bonus 
  +14 
  +17 
  Defense 
  32 
  34 
  Damage Tolerance 
  90 + 9d10 
  90 + 11d10 
  E.P. Value 
  600 
  1368 
  Damage per Attack 
  by weapon + 7 
  by weapon + 8 
   
  Well Above 
  Average 
  Exceptional 
  Combat Level 
  13 
  15 
  Attack Bonus 
  +20 
  +24 
  Defense 
  36 
  40 
  Damage Tolerance 
  90 + 13d10 
  90 + 15d10 
  E.P. Value 
  1875 
  2700 
  Damage per Attack 
  by weapon + 10 
  by weapon + 12 
   
  The leshiye’s appearance is somewhat debatable, 
  since it is rarely encountered in its natural form.  
  Instead, leshiyes prefer to use their remarkable shape 
  shifting powers to transform themselves into woodland 
  creatures ranging in size from chipmunks to bears.  
  Even so,  the leshiye is believed to be a faery similar in 
  form to a pan, having the horns, hooves, and legs of a 
  goat.  Most often, leshiyes are described as having only 
  a single eye and their skin, hair, and beards are all a 
  deep forest green.  They entirely lack eyelashes and 
  eyebrows and their eyes project a cold, uncaring stare.  
  Their only displayed emotion is that of joyous mirth at 
  the suffering of their victims.  Leshiyes wear normal 
  garments fashioned from fur, but for some unknown 
  reason, they wear them backwards. 
  If encountered within the boundaries of his territory, a 
  leshiye is certain to become aggressive since he views 
  any such intrusion as a direct challenge to his power.  
  Even so, a trespasser  may escape with his life even if 
  the opposing leshiye is obviously more powerful.  This 
  is because leshiyes are known to be gambling addicts.  
  If a wager with sufficient potential rewards is presented, 
  the leshiye is likely to accept provided the odds seem to 
  be highly in the faery’s favor.  If he loses, the leshiye will 
  undoubtedly settle the bet fairly, since his reputation as 
  a gambler would be ruined in faery society if he were to 
  renege on a deal into which he willingly entered. 
  Finally, anyone encountering a leshiye in a dire situation 
  should count himself very lucky.  If he can solve the 
  faery’s problem before the green bearded satyr asks for 
  aid and barters for assistance, the sprite will develop an 
  
   
  The Bestiary [L] 
  74 
    
  Celtic Creatures & Nordic Nightmares 
  74 
  enduring affinity toward his benefactors.  Leshiyes do 
  not forget such acts quickly and will repay the aid with 
  rewards far out of proportion to the deeds.  
  Lich  
  (Leichnam, Likhama, Lych) 
  Habitat:  Liches are quite possibly the most powerful of 
  all undead forms.  As such, they dwell wherever they 
  damn well please.  It just so happens that it pleases 
  them to inhabit dark foreboding castles and dismal 
  abandoned dungeons.  
  Life Style:  undead 
  Wealth Type:  hoard 
  Alignment:  evil 
  Cunning:  exceptional 
  Speed:  85 
  Strength:  average 
  Size:  medium 
  Origin:  Lich is a word derived from the Teutonic and 
  Scandinavian terms leichnam and likhama meaning 
  “soulless body.”  Consequently, a lich-gate is a roofed 
  gate into a cemetery or churchyard where a dead body is 
  placed before burial. 
  Special Characteristics: The spells granting a lich his 
  extended ‘life’ imbue him with mental abilities far 
  beyond those of mere mortals.  One of the most 
  powerful attractions that draws mortal spellcasters into 
  accepting this undead state is the impressive benefits 
  given to Willpower, although Perception is also greatly 
  enhanced.   A character transformed into a lich will 
  usually gain around 10 points of Willpower and 3 points 
  of Perception.  This often translates into a Spell Initiative 
  Adjustment of minus 3 or 4.  Quite impressive. 
  Needless to say, all liches are completely immune to 
  any form of mental charm or control.  This even includes 
  spells that normally circumvent the mental immunity 
  other undead possess.  Thus, no lich can ever be 
  affected by the spells Charm Undead, Command the 
  Dead, or other such magics.  Even a lich can be turned 
  by the priest spell Turn Undead but since they gain 
  Willpower Adjustments on the Luck Roll, few are ever 
  turned. 
  A lich's gaze acts as the Arcane Lore spell Ineffable 
  Awe.  Liches use this power at will at a spell level equal 
  to their Character Levels. 
  A lich’s touch acts as the mage spell Draining Touch 
  that affects the target as if cast at a spell level equal to 
  the lich’s Character Level.  Not only does this drain the 
  essence from the lich’s target, but it invigorates the lich 
  as well (see The Lexicon of Lore™ for details). 
  Like other undead, liches are Immune to Frost and 
  Mental Spells, are not adversely affected by Severity 
  Damage, are Susceptible to Holy Water, and have a 
  strong Aversion to Sunlight. 
  Recovery Time:  7 
  Absorption:  0 
  Surprise Adj.:  0 
  Attack Modes:  by weapon or draining touch 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  1 
  0 
  3 
  4 
  4 
  6 
  2 
  Lich Examples 
   
  Below 
  Average 
  Average 
  Character Level 
  9 
  12 
  Attack Bonus 
  +12 
  +15 
  Defense 
  34 
  38 
  Damage Tolerance 
  25 + 5d6 
  30 + 5d6 
  E.P. Value 
  600 
  1680 
  Damage per Attack 
  by weapon or 
  1d8 + 9 
  by weapon + 1 
  or 
  1d8 + 12 
   
  Above 
  Average 
  Heroic 
  Character Level 
  15 
  18 
  Attack Bonus 
  +19 
  +23 
  Defense 
  41 
  44 
  Damage 
  Tolerance 
  35 + 5d6 
  40 + 5d6 
  E.P. Value 
  3060 
  4683 
  Damage per 
  Attack 
  by weapon + 3 
  or 
  1d8 + 15 
  by weapon + 4 
  or 
  1d8 + 18 
   
  Liches are arguably the most powerful and horrific 
  undead form in existence.  They are the restless 
  remains of evil spellcasters transformed into undeath 
  through potent and sinister magics.  A lich lusts for 
  knowledge and will go to any lengths to acquire 
  information it believes will add to its power.  This 
  unquenchable compulsion drives most liches totally 
  insane. 
  Liches retain all the knowledge and power possessed 
  in life.  As such, liches may be found professing any 
  spellcasting class provided that class does not require 
  a Good alignment. 
  Note that the Combat Level given above has been 
  changed to Character Level to emphasize the fact that 
  
   
  The Bestiary [L] 
  75 
    
  Celtic Creatures & Nordic Nightmares 
  75 
  these horrors rarely fight hand-to-hand.  They always 
  prefer to stand back and blow their enemies to bits with 
  their unparalleled repertoire of spells.  Even when 
  attacked directly, a lich will usually continue casting.  
  Due to a lich's exceptional Willpower and the fact that no 
  lich suffers Severity Damage, these terrors will 
  successfully finish most spells even while 'under the 
  gun'. 
  Occasionally, as Overlord, you will want to use a lich but 
  do not have the time to work up a full-fledged 
  spellcaster, experience points and all.  This is quite 
  understandable.  In these situations, you are perfectly 
  justified in working up a 'quick' lich.  Just pick the 
  classes you want the lich to have and flush him out 
  according to the following guidelines: 
  If the lich is a priest:  Set the lich's Piety level 
  equal to its Character Level.  Pick a number of 
  spells equal to twice its Piety level from the 
  categories he is able to cast. 
  If the lich is a mage:  Set the lich's Areas of Arcane 
  Lore to equal its Character Level minus one in all 
  of its spellcasting classes.  Next, choose spells 
  that the lich meets the requirements to cast.  You 
  should pick a number of spells equal to or greater 
  than the lich's Character Level (don't go too 
  overboard).  At this point, pick the most impressive 
  of the chosen spells and give it a spell level equal 
  to the lich's Character Level.  Choose the two next 
  most useful and set the levels in these equal to the 
  Character Level minus one.  Choose the next three 
  and set their levels at the Character Level minus 
  two.  Continue in a like manner until all spells have 
  been set. 
  Lindwurm  
  (Lindworm) 
  Habitat:  The flightless lindwurm prefers to dwell in 
  hilltop caves where it can get a good view of the 
  surrounding countryside.  It can also be occasionally 
  encountered in cemeteries and churchyards where it 
  feasts on freshly buried corpses. 
  Life Style:  solitary reptile 
  Wealth Type:  hoard 
  Alignment:  evil 
  Cunning:  above average 
  Speed:  70 
  Strength:  high 
  Size:  large 
  Origin:  Legends of lindwurms are sprinkled throughout 
  the hills of Sweden, Germany, and Austria.  One town 
  even ‘discovered’ an actual lindwurm skull that inspired 
  the imaginations of local artists.  It wasn’t until much 
  later that the skull was revealed to be that of a wooly 
  rhinoceros. 
  Special Characteristics: These dragons have an 
  Overpowering Affection toward Elven and Human 
  Maidens, the more beautiful the better. 
  Any creature struck by the lindwurm's tail may be 
  ensnared and held by it.  If the dragon chooses to do so, 
  the struck individual must make a Luck Roll with Agility 
  adjustments against a Threshold of 15 plus the 
  dragon's Combat Level.  The tail Constricts anyone 
  failing until the Lindwurm releases it.  (See Constriction 
  in the Trauma section of The Grimoire of Game 
  Rules™ for details.) This form of attack is generally 
  reserved for solitary opponents, however, as thereafter 
  the dragon’s Defense drops to a mere 10. 
  If a large party attacks a lindwurm, it will roar to frighten 
  off some of its attackers.  This improves its odds with 
  the remaining combatants.  Any creature other than a 
  dragon hearing this roar must make a Luck Roll with 
  Willpower adjustments.  Those failing flee in terror for 
  1d4 turns. 
  The reptile has an impressive Manual Dexterity 
  considering the claw-like nature of its hands.  Indeed, 
  many of these clever dragons learn the arts of 
  spellcasting and swordplay. 
  Like other dragons, the lindwurm has a natural 
  resistance to charms and enchantments.  All spells 
  affecting the creature have their spell levels reduced by 
  5 
  Recovery Time:  5 
  Absorption:  9 
  Surprise Adj.:  -1 
  Attack Modes:  bite/ claw/ claw/ tail 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  5 
  4 
  -2 
  2 
  4 
  3 
  -1 
   
  
   
  The Bestiary [L] 
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  Celtic Creatures & Nordic Nightmares 
  76 
  Lindwurm Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  7 
  9 
  Attack Bonus 
  +11 
  +14 
  Defense 
  25 
  27 
  Damage Tolerance 
  165 + 7d10 
  175 + 9d10 
  E.P. Value 
  504 
  1160 
  Damage per Attack 
  2d12/ 1d10/ 
  1d10/ 1d12 
  2d12/ 1d12/ 
  1d12/ 2d6 
   
  Above 
  Average 
  Exceptional 
  Combat Level 
  11 
  13 
  Attack Bonus 
  +17 
  +20 
  Defense 
  29 
  31 
  Damage Tolerance 
  200 + 11d10 
  215 + 13d10 
  E.P. Value 
  2650 
  4284 
  Damage per Attack 
  3d8/ 2d6/ 2d6/ 
  2d8 
  3d10/ 2d8/ 2d8/ 
  3d6 
   
  The lindwurm is a gigantic snake-like dragon armored 
  with brilliant greenish gold or greenish silver scales.  It 
  has a deadly pair of fore claws but totally lacks the 
  wings, poisonous bite, and flaming breath weapons that 
  are commonly associated with dragonkind.  Even so, its 
  tremendous cunning more than makes up for its 
  apparent weaknesses. 
  The lindwurm delights in boldly kidnapping beautiful 
  princesses in many epic poems.  In fact, these dragons 
  harbor a great tenderness and desire for lovely 
  maidens, which they usually demand from nearby 
  townships as ransom against their relentless attacks.  
  These maidens are often tied to posts, read poems, fed 
  sweets, and defended furiously from would-be saviors. 
  Lion, Winged 
  Habitat:  Winged lions are almost always encountered 
  in areas that, to some good deity, is considered holy 
  ground.  If available, a winged lion will select a lofty cave 
  high up on a cliff face as its lair to discourage visits from 
  unwanted trespassers.  Those members of this 
  species that do not dwell in a holy area will often be 
  found in enchanted forests or other locale that is 
  populated with a variety of good creatures. 
  Life Style:  territorial guardian 
  Wealth Type:  incidental 
  Alignment:  social lawful good 
  Cunning:  average 
  Speed:  85 (125 flying) 
  Strength:  above average 
  Size:  large.  Winged lions reach sizes of up to 5 feet tall 
  and 10 feet long (from head to hind quarters). 
  Origin:  The winged lion is a heraldic creature from the 
  Middle Ages and was considered a symbol of St. Mark.  
  In fact, a number of winged lion statues can still be seen 
  at St. Mark’s basilica in Venice, Italy.  The symbol is 
  probably derived from the fact that Jesus is described in 
  the Bible as the Lion of Judah.  This is undoubtedly the 
  source of the Christ-like lion character of Aslan in C.S. 
  Lewis’ wonderful fantasy series The Chronicles of 
  Narnia. 
  Special Characteristics:  Until a winged lion is certain 
  of the evil intent of anyone trespassing in its domain, it 
  will NOT engage in a surprise attack.  In fact, winged 
  lions have such a noble nature and good spirit that they 
  are able to cast Healing spells as if they were priests 
  having a Piety levels equal to their Combat Levels. 
  Anyone surprised by a winged lion’s roar must make a 
  Luck Roll with Willpower Adjustments against a Luck 
  Threshold equal to 15 plus the cat’s Combat Level.  
  Failure indicates the individual flees in panic for 1d4 
  turns.  The winged lion’s aversion to surprise attacks 
  does not keep them from using their roar on unidentified 
  visitors in order to ‘thin their ranks’ a little.  After all, no 
  harm, no foul. 
  The claws and teeth of the lion are remarkably potent.  A 
  lion can inflict damage even on creatures that are 
  otherwise immune to non-magical weapons.  On 
  creatures that are sensitive to sunlight, winged lion 
  attacks inflict double normal damage (discounting any 
  Severity Damage). 
  Like all cats, winged lions have extremely good night 
  vision.  They can easily see to distances of 100 feet or 
  more in the dark depths of the forest after nightfall. 
  Finally, winged lions are Immune to Fear of all kinds. 
  Recovery Time:  7 
  Absorption:  0 
  Surprise Adj.:  2 
  Attack Modes:  bite/claw/claw 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  4 
  3 
  3 
  -- 
  4 
  2 
  4 
   
  
   
  The Bestiary [L] 
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  Celtic Creatures & Nordic Nightmares 
  77 
  Winged Lion Examp les 
   
  Below 
  Average 
  Average 
  Combat Level 
  7 
  9 
  Attack Bonus 
  +12 
  +14 
  Defense 
  27 
  29 
  Damage Tolerance 
  50 + 7d10 
  75 + 9d10 
  E.P. Value 
  144 
  360 
  Damage per Attack 
  2d6/ 1d8/ 1d8 
  2d8/ 1d8/ 1d8 
   
  Above 
  Average 
  Exceptional 
  Combat Level 
  11 
  13 
  Attack Bonus 
  +18 
  +21 
  Defense 
  31 
  36 
  Damage Tolerance 
  85 + 11d10 
  100 + 13d10 
  E.P. Value 
  1197 
  2142 
  Damage per Attack 
  3d6/ 1d10/ 1d10 
  4d6/ 1d10/ 1d10 
   
  Winged lions have the appearance of normal African 
  lions with feathered wings growing from their shoulders.  
  Their coats are tawny brown and their eyes are a brilliant 
  gold.  Adult males have large bushy manes giving them 
  an imposing appearance.  Despite what their form 
  might suggest, winged lions are quite intelligent and are 
  able to converse in the languages common to the areas 
  in which they are encountered.  Needless to say, the 
  deep and rumbling voices of these felines provide an air 
  of confidence and wisdom that is not undeserved. 
  These powerful beasts have truly kind hearts and are 
  quick to right any wrongs encountered in their domain.  
  They are a soulful species whose individuals are 
  almost always devout followers of some goodly deity.  In 
  fact, a winged lion’s actions are focused primarily 
  toward some task or goal that has been divinely given.  
  Due to their uncommon physical prowess, winged lions 
  are often chosen as favored guardians for some holy 
  relic or temple.  
   
   
   
   
   
  
   
  The Bestiary [M] 
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  M 
  Mermaid  
  (Merman, Ningyo) 
  Habitat:  Mermaids, along with their male counterparts, 
  inhabit deep aquatic habitats.  Their dwellings are virtual 
  reef paradises teeming with all manner of sea life.  
  There are even mermaids known to populate fresh 
  water lakes and rivers. 
  Life Style:  aquatic fairy. 
  Wealth Type:  mineral (shells, pearls, coral, etc.) 
  Alignment:  social good 
  Cunning:  average 
  Speed:  5 (70 in water) 
  Strength:  average 
  Size:  medium 
  Origin:  Legends of lovely maidens with the tails of great 
  fish abound throughout the world.  They were especially 
  popular in Scandinavia, Ireland, Scotland, and England. 
  Even Japanese folklore tells of beautiful aquatic 
  maidens called Ningyo.  The ancient Babylonians 
  depicted ‘fish men’ in their artwork, which were probably 
  representations of the water god Oannos. 
  Special Characteristics:  The song of a mermaid acts 
  as the religious Miracle spell Siren’s Song.  The magic 
  acts as if cast at a spell level equal to the faery’s 
  Combat Level. 
  Mermaids are quite knowledgeable about the fauna of 
  the ocean and can create medicinal poultices as the 
  skill Creating Herbal Balms.  The major difference is 
  that mermaid balms heal 5d4 points of damage over an 
  8-hour period.  Unfortunately, sea water must keep them 
  wet or their healing properties fade. 
  Mermaids have an Affinity toward Selkies.  In time of 
  great need, a mermaid may call a selkie to aid her in 
  rescuing drowning sailors. 
  Recovery Time:  by weapon 
  Absorption:  0 
  Surprise Adj.:  0 
  Attack Modes:  by weapon.  Mermaids (and mermen) 
  can wield nets, tridents, harpoons, and daggers.  Most 
  mermaids will only fight in self-defense, but a few rogue 
  maidens have been encountered.  Mermen have few 
  qualms about killing land-dwellers. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  0 
  0 
  3 
  2 
  2 
  0 
  0 
  Mermaid Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  1 
  3 
  Attack Bonus 
  +3 
  +6 
  Defense (in water) 
  23 
  25 
  Damage Tolerance 
  25 + 1d10 
  25 + 2d10 
  E.P. Value 
  15 
  30 
  Damage per Attack 
  by weapon 
  by weapon 
   
  Above 
  Average 
  Heroic 
  Combat Level 
  5 
  8 
  Attack Bonus 
  +9 
  +13 
  Defense (in water) 
  28 
  31 
  Damage Tolerance 
  25 + 3d10 
  25 + 4d10 
  E.P. Value 
  54 
  175 
  Damage per Attack 
  by weapon + 2 
  by weapon + 3 
   
  Mermaids are lovely ocean faeries having long golden 
  hair, comely faces, silky smooth arms, and shapely 
  breasts.  The only drawback to dating a mermaid, from a 
  lonely sailor’s perspective, is that an enormous fish tail 
  replaces her legs.  While the tail is covered with a 
  rainbow of beautiful glistening scales, its awkwardness 
  on the dance floor eliminates many potential courting 
  options. 
  Many mermaids become infatuated with land-dwelling 
  men and pine for the legs they know are required to 
  capture a man’s love.  Their sad, lonely songs wafting 
  over the ocean waves will occasionally capture a 
  sailor’s attention.  On the rare event when a mermaid is 
  spotted, she will invariably be combing her long golden 
  hair while lounging on a sea-washed boulder, mirror in 
  hand. 
  A mermaid sings so sweetly that her song compels 
  sailors to approach.  The mesmerized men will dazedly 
  steer their ships toward the haunting sound only to 
  crash on a rocky shore or shallow reef.  Most mermaids 
  are extremely good-natured and would not intentionally 
  wreck ships or kill the men for which they long.  
  Ironically, the more sailors a mermaid’s song slays, the 
  sadder and more haunting her melody becomes. 
  Although mermen are known to exist, they are even 
  more reclusive than the shy maidens and only rarely 
  venture to the ocean’s surface.  Mermen are reputedly 
  adept with a variety of aquatic weapons, including nets 
  and tridents. 
  
   
  The Bestiary [M] 
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  79 
  Merrow  
  (Murdhuacha) 
  Habitat:  Merrows build homes in magically sustained 
  air pockets on the sea floor far below the ocean waves.  
  Their dwellings are decorated with shells, coral, and 
  bits of flotsam collected from sunken ships. 
  Life Style:  aquatic fairy. 
  Wealth Type:  mineral (shells, pearls, coral, etc.) 
  Alignment:  social neutral to neutral evil 
  Cunning:  average 
  Speed:  5 (70 in water) 
  Strength:  average 
  Size:  medium 
  Origin:  Merrows come to us from Irish folklore, which 
  has a comparatively dark view of merfolk.  The merrows 
  of Ireland can be quite amiable at times, but more often 
  show a malicious tendency. 
  Special Characteristics: Merrows charm red feather 
  caps to confer water-breathing abilities upon the wearer.  
  Treat the magic as the mage spell Aqua Air. Oddly 
  enough, the merrows themselves cannot breathe 
  underwater without the aid of these hats. 
  They create their own aquatic havens with the mage 
  spell Watery Abode.  The faeries use this ability to 
  create impressive underwater homes to which they 
  occasionally invite land-dwelling visitors. 
  Merrows 
  often 
  transform 
  themselves 
  into 
  small 
  hornless cattle.  The magic works in a manner similar to 
  the mage spell Shape Change but is only powerful 
  enough to allow them to assume this single form. 
  Male merrows have the talent of Holding Liquor.  
  Females have the ability to cast the mage spell Rain 
  Call once per day. 
  All spells are cast at a spell level equal to the merrow’s 
  Combat Level. 
  Recovery Time:  by weapon 
  Absorption:  0 
  Surprise Adj.:  0 
  Attack Modes:  by weapon.  Merrows usually wield nets, 
  tridents, harpoons, and daggers. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  1 
  1 
  2 
  2 
  2 
  0 
  -2 
  Merrow Examples 
   
   
   
  Combat Level 
  1 
  3 
  Attack Bonus 
  +2 
  +64 
  Defense (in water) 
  23 
  25 
  Damage Tolerance 
  25 + 1d10 
  25 + 2d10 
  E.P. Value 
  15 
  30 
  Damage per Attack 
  by weapon 
  by weapon + 2 
   
  Above 
  Average 
  Heroic 
  Combat Level 
  5 
  8 
  Attack Bonus 
  +7 
  +12 
  Defense (in water) 
  28 
  31 
  Damage Tolerance 
  25 + 3d10 
  25 + 4d10 
  E.P. Value 
  54 
  175 
  Damage per Attack 
  by weapon + 3 
  by weapon + 4 
   
  Merrows are aquatic faeries of the merefolk variety.  
  While the females of the species have the beauty of 
  classical mermaids, the males are as ugly as the 
  females are lovely.  The males have the same fish tails 
  as their mates, but their faces are decidedly fish-like 
  with piggish eyes and pointed red noses.  Their hands 
  are both clawed and webbed. 
  Merrows are veritable pack rats who make shipwreck 
  scavenging an art form.  Their acquisition skills have 
  given the males a liking for liquors of all sorts, the 
  harder the better. 
  Merrows are sometimes encountered on sea shores in 
  the form of placid cows calmly munching on beech 
  grass.  If threatened, the cattle will quickly retreat to the 
  ocean’s safety.  They never venture far from the watery 
  realm regardless of the form taken. 
   
   
   
  
   
  The Bestiary [N] 
  80 
    
  Celtic Creatures & Nordic Nightmares 
  80 
  N 
  Nightmare  
  (Night Elf, Mara, Mera) 
  Habitat:  Nightmares are demonic spirits commonly 
  encountered in the mortal realms.  Nobody knows 
  where they spend their days, but at night they seek out 
  the bedchambers of dozing mortals, particularly those 
  with guilty consciences. 
  Life Style:  demonic spirit 
  Wealth Type:  nil 
  Alignment:  antisocial evil 
  Cunning:  average 
  Speed:  40 (humanoid), 175 (equestrian) 
  Strength:  high 
  Size:  small (humanoid), large (equestrian) 
  Origin:  The most ancient tales of maras, or meras, 
  originated in France and Sweden.  At first, these 
  nighttime visitors had only a haggish or impish form, 
  which ‘rode’ on the chests of sleepers at night.  Later 
  the term mera evolved into the English term mare, 
  providing folklore an opportunity to give the demon its 
  horse-like characteristics. 
  Special Characteristics:  Nightmares assume two 
  distinct forms.  When encountered indoors, the 
  nightmare’s form is that of a small ugly imp or elf.  When 
  the demon travels outdoors, it transforms into a dark 
  mighty warhorse.  It is not certain whether these forms 
  are forced on the demon or whether it simply elects the 
  most convenient form for a given situation. 
  One oddity about nightmares is that they are bound to 
  exit all bedchambers through the same passage used 
  to enter the room.  Thus, it is possible to trap a 
  nightmare simply by locking the bedchamber door even 
  though the windows are standing open. 
  When in elfin form, a nightmare can use the following 
  mage spells at will: Choke, Dream Speak, Eternal 
  Passage, Exhaustion, Fear, Glue, Guise, Illusionary 
  Flame, Illusionary Fog, Illusionary Pit, Murmurings, 
  Mute, Numb Pain, Rigor Mortis, Slow, Slumber, and 
  Vaporous Form.  All spells are cast at a spell level 
  equal to the demon’s Combat Level.  See The Lexicon 
  of Lore™ for specific details on these spells. 
  In equestrian form, these fearsome creatures find few 
  barriers to hinder them.  A nightmare may carry its rider 
  across a chasm or river as easily as it carries him 
  across land.  Treat this ability as a sort of demonic Wing 
  Hoof spell similar in effect to the Miracle spell Wing 
  Foot.  A nightmare can use this power as often as it 
  likes.  Once per night, the horse can assume Ghostly 
  Form (as the mage spell) along with all that it carries. 
  Some of the more powerful Nightmares can even create 
  Dimensional Portals (as the Arcane Lore spell). 
  Nightmares are not adversely affected by Severity 
  Damage, are Immune to all but Magical Weapons, are 
  Highly Susceptible to Holy Water, and are Afraid of 
  Sunlight. 
  Recovery Time:  by weapon or 7 
  Absorption:  0 
  Surprise Adj.:  -4 
  Attack Modes:  by weapon or bite/ hoof/ hoof 
  A
  A tt tt rrii bbuutt ee ss  
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  6 
  7 
  2 
  -- 
  3 
  0 
  2 
  N
  N ii gg hhtt m
  m aa rree   EE xx aa m
  m pp ll ee ss  
   
  Below 
  Average 
  Average 
  Combat Level 
  5 
  7 
  Attack Bonus 
  +9 
  +11 
  Defense 
  23 
  25 
  Damage Tolerance 
  80 + 5d10 
  100 + 7d10 
  E.P. Value 
  120 
  228 
  Damage per Attack 
  by weapon or 
  2d4/ 1d10/ 1d10 
  by weapon or 
  2d6/ 1d10/ 1d10 
   
  Above 
  Average 
  Exceptional 
  Combat Level 
  9 
  11 
  Attack Bonus 
  +13 
  +15 
  Defense 
  27 
  29 
  Damage Tolerance 
  120 + 9d10 
  140 + 11d10 
  E.P. Value 
  550 
  1311 
  Damage per Attack 
  by weapon or 
  2d8/ 1d12/ 1d12 
  by weapon or 
  3d6/ 2d6/ 2d6 
   
  A nightmare is a nocturnal demon that can assume the 
  shape of either an imp or horse.  In its impish state, the 
  nightmare has dark skin and exaggerated features 
  including a long crooked nose and gangly limbs.  When 
  it assumes its horse shape, the nightmare’s coat and 
  mane are blacker than coal and sheen in the moonlight.  
  Flames and brilliant sparks jump from its hooves when 
  they strike the earth and its nostrils belch forth an 
  equally impressive pyrotechnics display. 
  Often used by powerful demon lords as war steeds, 
  these terrifying beasts strike terror into the hearts of 
  enemies both mortal and supernatural.  In combat, a 
  nightmare 
  steed 
  acts 
  as 
  a 
  heavy 
  warhorse.  
  Occasionally, a black witch or demonologist will draft 
  one of these demons into service.  A nightmare can be 
  
   
  The Bestiary [N] 
  81 
    
  Celtic Creatures & Nordic Nightmares 
  81 
  forced into mortal service for no longer than a single 
  night.  If the rider has not dismissed the beast by 
  sunrise, it will return to its hellish abode, rider and all. 
  A nightmare can also be forced into temporary service 
  simply by trapping it within a bedchamber’s walls.  If the 
  demon cannot escape, it will be forced to barter for its 
  release.  Thereafter it will be unlikely to return to the 
  same chambers, but will harbor great resentment 
  toward its temporary masters. 
  Nixie  
  (Nixen) 
  Habitat:  Nixies are water faeries most commonly found 
  in fresh water rivers and lakes where they live in 
  fabulous submerged palaces.  Even so, it is not 
  unheard of for a nixie to be spotted swimming in the 
  salty seas.  Despite their strong ties to the aquatic 
  realm, nixies are skilled shape-shifters and are quite 
  capable of venturing for short periods on land. 
  Life Style:  aquatic fairy. 
  Wealth Type:  mineral (shells, pearls, coral, etc.) 
  Alignment:  antisocial evil 
  Cunning:  average 
  Speed:  65 on land, 80 in water 
  Strength:  average 
  Size:  medium 
  Origin:  Nixies are Germanic faeries that were believed 
  to demand a human sacrifice once every year.  Due to 
  this belief, it was considered bad luck to rescue any 
  drowning person as the act might anger the nixies who 
  would seek retribution for the theft of their prize. 
  Special Characteristics: Nixies are superb shape-
  shifters.  In water they commonly have fish tails like 
  those of mermaids but on land they transform into a 
  humanoid form resembling humans or half-elves and 
  without close scrutiny can easily be mistaken for one of 
  these land-dwelling races.  The same mutation enables 
  them to alter their physiologies from those of water 
  breathers to those of air breathers, although their air-
  breathing state can only be maintained for a day or so.  
  Otherwise, nixies can change their forms from aquatic to 
  land-based and back again at will.  Each transformation 
  requires one full turn to complete. 
  All nixies are able to bestow water breathing abilities on 
  anyone remaining near them as the mage spell Nixie’s 
  Breath (see The Lexicon of Lore™ for details).  This 
  power is often used to gain a human’s confidence so 
  that he can be lured into a compromising situation 
  underwater when the water-breathing gift will be 
  suddenly retracted. 
  When a nixie or nixen needs to gain access to the deck 
  of a ship, it will swim down about 20 or 30 feet below the 
  ocean’s surface and propel itself upward with all the 
  might he can muster.  With this technique, it can leap 
  onto decks 10 feet above the waves. 
  Recovery Time:  by weapon 
  Absorption:  2 
  Surprise Adj.:  0 
  Attack Modes:  by weapon.  Nixies and nixens almost 
  always wield tridents or harpoons. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  0 
  2 
  3 
  1 
  0 
  0 
  -1 
  Nixie Examples 
   
   
   
  Combat Level 
  3 
  5 
  Attack Bonus 
  (underwater) 
   
  +5 
   
  +8 
  Attack Bonus 
  +6 
  +9 
  Defense 
  (underwater) 
   
  15 
   
  18 
  Defense 
  23 
  25 
  Damage Tolerance 
  25 + 2d10 
  25 + 2d10 
  E.P. Value 
  20 
  45 
  Damage per Attack 
  by weapon + 3 
  by weapon + 4 
   
   
   
  Combat Level 
  7 
  11 
  Attack Bonus 
  (underwater) 
   
  +10 
   
  +17 
  Attack Bonus 
  +12 
  +18 
  Defense 
  (underwater) 
   
  21 
   
  29 
  Defense 
  28 
  35 
  Damage Tolerance 
  25 + 3d10 
  25 + 4d10 
  E.P. Value 
  126 
  855 
  Damage per Attack 
  by weapon + 5 
  by weapon + 6 
   
  Nixies are water dwelling faeries.  Although the aquatic 
  race has males, known as nixen, it is the females of the 
  species that are almost always encountered on the 
  water’s surface or on land.  The females are quite shy 
  and generally averse to human contact, but the males 
  are genuinely paranoid.  It is an extremely rare event for 
  a nixen to make an appearance to land-dwellers.  Even 
  so, he will quickly make his presence known to anyone 
  who dares to trespass within his watery borders. 
  When on land, nixies have the appearance of beautiful 
  human or half-elven women with sparkling blue eyes 
  and long lovely blond hair.  They are commonly seen 
  nude resting on a lake shore or riverbank, contentedly 
  
   
  The Bestiary [N] 
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  82 
  staring at their reflections in the water and combing their 
  hair.  Nixies look down on any mortal rude enough to 
  spy on them, but will hide their contempt in order to lure 
  the insolent fool to his death.  Their underwater palaces 
  are well renowned  and any invitation to visit their 
  submerged abodes is hard to refuse especially when 
  the offer comes from a bathing beauty. 
   
  
   
  The Bestiary [O] 
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  83 
  O 
  Oakman 
  Habitat:  Oakmen live in oak groves and forests.  They 
  are especially prevalent wherever saplings have 
  sprouted from the stumps of felled oaks.  Oakmen are 
  highly protective of their forests and will remember the 
  insult of a hewn oak long after the defiler’s death. 
  Life Style:  woodland faery 
  Wealth Type:  hoard 
  Alignment:  antisocial evil 
  Cunning:  average 
  Speed:  60 
  Strength:  above average 
  Size:  medium 
  Origin:  Tales about oak trees are found wherever the 
  mighty oak is indigenous.  However, oakmen arise from 
  the folklore of northern England.  The rhyme, “Fairy folk 
  are in old oaks,” has been passed down through 
  generations and has survived into the modern age.  The 
  ‘fairy folk’ of the proverb probably refers to oakmen. 
  Special Characteristics: An oakman may use the 
  following mage spells at will: Nightshade, Phantasm, 
  Slender Elf Cap, Tree Pass, Yellow Fairy Club.  All 
  spells are cast at a spell level equal to the oakman’s 
  Combat Level.  In addition, all oakmen have the talent of 
  Gardening that is used in the tending of mushroom 
  patches. 
  Oakmen have an Affinity for Pixies. 
  Recovery Time:  by weapon 
  Absorption:  3 
  Surprise Adj.:  2 
  Attack Modes:  by weapon 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  3 
  3 
  0 
  -1 
  1 
  -2 
  -2 
  Oakman Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  3 
  6 
  Attack Bonus 
  +6 
  +10 
  Defense 
  23 
  27 
  Damage Tolerance 
  25 + 2d10 
  30 + 4d10 
  E.P. Value 
  25 
  72 
  Damage per Attack 
  by weapon + 2 
  by weapon + 2 
   
  Above 
  Average 
  Heroic 
  Combat Level 
  9 
  12 
  Attack Bonus 
  +14 
  +18 
  Defense 
  32 
  36 
  Damage Tolerance 
  35 + 6d10 
  40 + 8d10 
  E.P. Value 
  320 
  1050 
  Damage per Attack 
  by weapon + 3 
  by weapon + 4 
   
  Oakmen are short, stout, dwarfish faeries with mossy 
  beards and round rosy noses.  They are invariably seen 
  wearing large, white speckled red mushroom caps.  
  Oakmen are rarely encountered outside the oak grove 
  where they dwell and will defend their territories against 
  all intruders. 
  Oakmen delight in luring travelers into their cozy tree 
  groves to waylay them.  This goal is often accomplished 
  by creating the illusion of an inviting picnic over a clump 
  of mushrooms.   Upon entering the grove, the travelers 
  will be instantly surrounded by the oakmen using their 
  Tree Pass ability.  If an oakman must work alone, he will 
  wait until the travelers have consumed the mushrooms 
  in hopes that the fungi will poison them.  Treat the 
  mushrooms as a Hallucinogenic Poison produced at a 
  skill level equal to the combat level of the Oakman.  The 
  fallen trespassers will be buried in shallow graves to 
  fertilize a new crop of mushrooms on which the Oakmen 
  will feast. 
  Ogre  
  (Yggr) 
  Habitat:  Ogres are decidedly unclever.  As such, they 
  generally do not build their own hovels.  These boorish 
  giant either live in natural caves or in castles which have 
  been seized from other races. 
  Life Style:  clannish man-eating giant 
  Wealth Type:  monetary 
  Alignment:  unlawful evil 
  Cunning:  below average 
  Speed:  50 
  Strength:  high 
  Size:  large (8 to 11 feet tall) 
  Origin:  The term ogre is derived from the Scandinavian 
  Yggr, which was actually another name for the Nordic 
  god Odin.  As the Nordic religion faded with the onset of 
  Christianity, Odin (or Wotan) devolved into the Wild 
  Huntsman (Yggr).  When the huntsman was imported 
  into English folklore, only his worst qualities were 
  
   
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  adopted.  After all, it would not be proper for Jack to steal 
  the golden goose from a noble cloud-dwelling giant. 
  While male ogres are thick and burly, folklore portrays 
  the females as crone-like (e.g. the old hag in Hansel 
  and Gretel). 
  Special Characteristics:  Ogres have a Lust for the 
  Taste of Human Flesh. 
  About 5% of all ogres berserk (as described in the 
  Berserking talent in The Grimoire of Game Rules™). 
  Recovery Time:  by weapon 
  Absorption:  0 (by armor) 
  Surprise Adj.:  -2 
  Attack Modes:  by weapon.  Many ogres favor using two-
  handed maces in battle.  Nevertheless, those lacking 
  such luxuries must settle with wielding the uprooted 
  stumps of small trees.  Rare is the ogre wealthy enough 
  to afford armor of any type.  If the Ogre berserks, he 
  gains an additional attack every turn with his weapon. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  8 
  5 
  -1 
  -2 
  0 
  -1 
  1 
   
  Ogre Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  3 
  5 
  Attack Bonus 
  +10 
  +12 
  Defense 
  22 
  24 
  Damage Tolerance 
  90 + 3d10 
  100 + 5d10 
  E.P. Value 
  50 
  99 
  Damage per Attack 
  by weapon + 10 
  by weapon + 11 
   
  Above 
  Average 
  Heroic 
  Combat Level 
  7 
  9 
  Attack Bonus 
  +14 
  +16 
  Defense 
  25 
  26 
  Damage Tolerance 
  110 + 7d10 
  120 + 9d10 
  E.P. Value 
  216 
  480 
  Damage per Attack 
  by weapon + 12 
  by weapon + 14 
   
  Below 
  Average 
  Berserker 
  Average 
  Berserker 
  Combat Level 
  2 
  4 
  Attack Bonus 
  +9 
  +11 
  Defense 
  20 
  22 
  Damage Tolerance 
  90 + 2d10 
  100 + 4d10 
  E.P. Value 
  72 
  140 
  Damage per Attack 
  by weapon + 16 
  by weapon + 20 
   
  Above 
  Average 
  Berserker 
  Heroic 
  Berserker 
  Combat Level 
  6 
  8 
  Attack Bonus 
  +13 
  +15 
  Defense 
  23 
  24 
  Damage Tolerance 
  110 + 6d10 
  120 + 8d10 
  E.P. Value 
  276 
  525 
  Damage per Attack 
  by weapon + 22 
  by weapon + 24 
   
  Ogres are man-eating humanoids whose stature tends 
  toward the smaller end of ‘giant’.  They are notoriously 
  slow, dim-witted, and brutish and are universally ugly.  
  Ogres have large rounded noses, bloodshot eyes, and 
  oversized mouths that release slow streams of drool 
  whenever a human is spotted.  The males are obese 
  from their cannibalistic feasts but the females are 
  usually thin and haggish.   About the nicest statement 
  that can be made about ogres is that no single bad 
  ogre-ish quality overshadows the others.  (That doesn't 
  keep them from trying, though.) 
  To an ogre, a party of adventurers simply represents a 
  fine 
  platter 
  of 
  hors-d'oeuvres. 
  Even 
  so, 
  clever 
  adventurers may escape the giant’s dinner table without 
  any 
  aggressive actions by playing off his dull 
  intelligence. 
  
   
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  Ogre, 2-Headed 
  Habitat:  Two-headed ogres can be found in all climes 
  and abodes that their one-headed kindred live since 
  both forms have similar tastes and hobbies.  In fact, 
  common ogres have great respect for two-headed ogre 
  chefs, since the duplicity of heads allows them to 
  remember twice as many recipes: man-meat-pie, man-
  cabob, leg-of-man, man l’orange, man under glass, 
  man sandwich, etc.  
  Life Style:  solitary man-eating giant 
  Wealth Type:  monetary 
  Alignment:  unlawful evil 
  Cunning:  below average 
  Speed:  45 
  Strength:  high 
  Size:  large (8 to 10 feet tall) 
  Origin:  The term ogre has a Scandinavian origin (see 
  Ogre), but having a multiplicity of heads is an 
  embellishment added by the English (possibly taken 
  from the multi-headed Scandinavian trolls). 
  Special Characteristics:  Ogres have a Lust for the 
  Taste of Human Flesh. 
  About 5% of all two-headed ogres berserk (as 
  described in the Berserking talent in The Grimoire of 
  Game Rules™). 
  Recovery Time:  by weapon 
  Absorption:  0 
  Surprise Adj.:  -2 
  Attack Modes:  Each of the ogre's heads independently 
  controls one arm.  Thus, a two-headed ogre cannot 
  wield two-handed weapons, even though it usually 
  takes him several years to figure this out.  Each head 
  must wield the one-handed weapon he favors.  Since 
  each arm fights independently, each gains extra attacks 
  if the ogre's Combat Level greatly exceeds that of 
  opponents.   If the ogre berserks, each head gains an 
  additional attack every turn (as per the Berserking 
  talent). 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  8 
  5 
  -1 
  -2 
  0 
  -1 
  1 
   
  Two Headed Ogre Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  3 
  5 
  Attack Bonus 
  +7 
  +9 
  Defense 
  21 
  23 
  Damage Tolerance 
  110 + 3d10 
  120 + 5d10 
  E.P. Value 
  45 
  81 
  Damage per Attack 
  by weapon + 8 
  by weapon + 10 
   
  Above 
  Average 
  Heroic 
  Combat Level 
  7 
  9 
  Attack Bonus 
  +11 
  +13 
  Defense 
  24 
  25 
  Damage Tolerance 
  130 + 7d10 
  140 + 9d10 
  E.P. Value 
  216 
  440 
  Damage per Attack 
  by weapon + 11 
  by weapon + 12 
   
  Below 
  Average 
  Berserker 
  Average 
  Berserker 
  Combat Level 
  2 
  4 
  Attack Bonus 
  +7 
  +8 
  Defense 
  19 
  20 
  Damage Tolerance 
  110 + 2d10 
  120 + 4d10 
  E.P. Value 
  120 
  231 
  Damage per Attack 
  by weapon + 16 
  by weapon + 20 
   
  Above 
  Average 
  Berserker 
  Heroic 
  Berserker 
  Combat Level 
  6 
  8 
  Attack Bonus 
  +10 
  +12 
  Defense 
  21 
  22 
  Damage Tolerance 
  130 + 6d10 
  140 + 8d10 
  E.P. Value 
  444 
  925 
  Damage per Attack 
  by weapon + 22 
  by weapon + 24 
   
  Two-headed ogres have all of the vices of their single-
  headed cousins with twice the appetites.  In fact, two-
  headed ogres have been known to plop themselves 
  down in the middle of battle to begin eating vanquished 
  foes.  Anyone who has tried to take a bowl of fresh meat 
  away from a ravenous Doberman Pinscher has an idea 
  of this ogre's reaction to annoyances when satiating his 
  appetites. 
  One would think that with two brains, this giant could 
  easily 
  outmaneuver 
  the 
  cleverest 
  adventurers.  
  Unfortunately, this giant’s doubling of grey matter only 
  seems to make him twice as stupid.  As each head 
  spars for cerebral superiority, it points out the slightest 
  mistake made by sibling head.  It is rarely difficult to get 
  the heads engaged in endless pointless debates. 
  
   
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  Owl, Giant 
  Habitat:  Giant owls are nocturnal raptors that actively 
  hunt only after the feeble glow of twilight has completely 
  faded from the sky 
  Life Style:  nocturnal raptor 
  Wealth Type:  incidental 
  Alignment:  lawful good to lawful evil 
  Cunning:  above average to high 
  Speed:  20 (150 flying) 
  Strength:  below average 
  Size:  medium 
  Origin:  Stories of owls date back to the ancient Greeks, 
  who believed the owl to be a symbol of Athena.  To 
  them, the owl represented wisdom and knowledge.  In 
  later years, the owl took on a more ominous role in 
  folklore as a creature of darkness and evil.  These tales 
  undoubtedly arose from the owl’s predilection to appear 
  only when ghosts and spooks can prowl without fear. 
  Special Characteristics:  Owls have excellent night 
  vision which acts in a manner similar to the mage spell 
  Pallid Eye (see The Lexicon of Lore™ for details). 
  Owls are highly intelligent and have a distinctively ‘ivory 
  tower’ bent.  Each selects a specific area of Mundane or 
  Arcane Lore to study.  Each of these unusual birds of 
  prey will have a level in this lore equal to its Combat 
  Level.  Probably due to their obvious physical 
  handicaps, owls rarely apply their knowledge in practical 
  ways.  Rather, they must content themselves merely 
  with study. 
  Recovery Time:  8 
  Absorption:  0 
  Surprise Adj.:  0 
  Attack Modes:  beak/ claw/ claw 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  0 
  0 
  2 
  -- 
  5 
  3 
  0 
  Giant Owl Examples (Owl Form) 
   
   
   
  Combat Level 
  5 
  7 
  Attack Bonus 
  +9 
  +11 
  Defense 
  30 
  32 
  Damage Tolerance 
  20+5d10 
  20+7d10 
  E.P. Value 
  45 
  108 
  Damage per Attack 
  1d8/ 1d6/ 1d6 
  1d8/ 1d6/ 1d6 
   
   
   
  Combat Level 
  10 
  13 
  Attack Bonus 
  +13 
  +20 
  Defense 
  34 
  37 
  Damage Tolerance 
  20+10d10 
  20+13d10 
  E.P. Value 
  360 
  756 
  Damage per Attack 
  1d10/ 1d6/ 1d6 
  1d12/ 1d8/ 1d8 
   
  Giant owls have the physical appearance of common 
  owls but are much larger., the greatest of which 
  approach a height of 5 feet.  The most important 
  difference between these large birds and the more 
  ordinary varieties, though, has nothing to do with size.  
  Rather, it involves their great cunning and knowledge.   
  Most giant owls focus their attention on a specific 
  course of study and will undertake almost any danger to 
  augment their personal libraries. 
  Like most sentient species, giant owls range in 
  alignment from exceptionally good to diabolically evil.  
  Even so, they have a decidedly lawful bent to their 
  alignments.  This probably has to do with the fact that a 
  giant owl must rely heavily on his reputation to acquire 
  new reading material from conventional sources.  Giant 
  horned owls and barn owls are commonly believed to 
  have decidedly dark alignments while snowy owls 
  supposedly possess more kindly dispositions.  On the 
  whole, these stereotypes are justifiable, but so broad a 
  brush cannot be applied to all individuals. 
   
   
   
   
   
   
  
   
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  P 
  Phantom 
  Habitat:  Phantoms are commonly encountered 
  wandering along dark deserted roads and abandoned 
  ruins. 
  Life Style:  undead spirit 
  Wealth Type:  incidental 
  Alignment:  antisocial evil 
  Cunning:  average 
  Speed:  90 
  Strength:  average 
  Size:  medium 
  Origin:  Phantoms are known throughout European 
  folklore but are most prevalent in the tales of Great 
  Britain.  Here, most stories of these spirits entail young 
  women or youths that appear in great distress along 
  lonely roads.  Their miserable states quickly attract help 
  from compassionate travelers who offer warm cloaks 
  and rides to town.  The phantom eagerly accepts the 
  aid, but when the traveler arrives at the stated 
  destination, the phantom is gone.  After a careful search 
  of the neighborhood, the lent cloak is found neatly 
  draped over a gravestone in a nearby cemetery.  The 
  locals know it to be the grave of a lovely youth fitting the 
  traveler’s description but who died many years ago. 
  Special Characteristics:  When damaged, the touch of 
  a phantom acts as the Religious Curse spell Touch of 
  Death.  When undamaged, the phantom’s touch acts as 
  the Religious Curse spell Possession (see The Manual 
  of Mythology™ for details).  The magical touches may 
  be used any number of times.  Both effects work at spell 
  levels equal to the phantom’s Combat Level. 
  Like all undead creatures, a phantom is Immune to 
  Cold and Mental Spells, is not adversely affected by 
  Severity Damage, is Susceptible to Holy Water, and is 
  Afraid of Sunlight. 
  Despite 
  their 
  solid 
  appearance, 
  phantoms 
  are 
  essentially ethereal beings and can pass through walls 
  and other barriers without hindrance.  In addition, these 
  spirits can simply ‘fade’ from existence only to re-appear 
  later. 
  Recovery Time:  7 
  Absorption:  0 
  Surprise Adj.:  2 
  Attack Modes:  touch 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  0 
  0 
  2 
  0 
  0 
  0 
  0 
  Phantom Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  2 
  4 
  Attack Bonus 
  +3 
  +5 
  Defense 
  24 
  26 
  Damage Tolerance 
  20 + 2d10 
  20 + 4d10 
  E.P. Value 
  94 
  142 
  Damage per Attack 
  see below  
  see below  
   
  Above 
  Average 
  Exceptional 
  Combat Level 
  6 
  8 
  Attack Bonus 
  +7 
  +9 
  Defense 
  28 
  30 
  Damage Tolerance 
  20 + 6d10 
  20 + 8d10 
  E.P. Value 
  234 
  455 
  Damage per Attack 
  see below  
  see below  
   
  Phantoms are undead spirits appearing in great 
  distress. They are particularly dangerous because they 
  do not have a ghostly image or any air of death about 
  them.  In fact, they have an appearance, speech, and 
  behavior 
  that 
  is 
  perfectly 
  consistent 
  with 
  their 
  surroundings.  If it is raining, the phantom will appear in 
  waterlogged clothing.  If it is snowing, the spectre will be 
  draped in light clothing that is obviously insufficient to 
  protect against the harsh weather.  Often, the spirit will 
  already possess several nasty wounds. 
  These spectres eternally relive endless variations of 
  their horrible deaths which, they believe, would have 
  been averted if only a passing traveler had intervened on 
  their behalf.  Consequently, these spirits have great 
  hatred for strangers who withhold aid.  They will 
  relentlessly attack those that rebuff their needy pleas.  
  On the other hand, if rescue is quickly and 
  enthusiastically forthcoming, the phantom will simply 
  accept the kindly aid and peaceably disappear when 
  unobserved. 
  Phantom Head  
  (Hairy Hands) 
  Habitat:  Phantom heads often haunt the cells or castles 
  in which they were held prior to execution.  Some have 
  also been reported near the gravesites where their 
  bodies are buried. 
  Life Style:  undead spirit 
  Wealth Type:  incidental 
  Alignment:  antisocial evil 
  
   
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  Cunning:  high 
  Speed:  35 
  Strength:  nil 
  Size:  small 
  Origin:  Phantom heads are legendary throughout 
  Europe and North America.  The tale of the hairy hands 
  ghost originates in Britain, where a pair of disembodied 
  hands reportedly bludgeons travelers and drives 
  carriages off the road. 
  Special Characteristics: These creatures' favorite tactic 
  involves stealthing up on a party through walls, ceilings, 
  or floors.  Due to the small size, maneuvering strategy, 
  and ghostly form of these undead, phantom heads are 
  all effectively 12th level in the skills of Urban and Rural 
  Stealthing.  It hides in shadows as it chokes its victim.  
  Every turn a party searches, it must successfully stealth 
  or lose its advantage.  If discovered, it keeps choking its 
  victim for 1 or 2 turns hoping to kill him.  If its situation 
  looks bad, it will release its grasp and quickly sink into 
  the floor.  It will follow the party if possible and slowly 
  pick away at them until all die. 
  This creature is Immune to Frost and Mental Spells, is 
  not adversely affected by Severity Damage, is Immune 
  too all but Magical Weapons, is Susceptible to Holy 
  Water, and is Afraid of Sunlight. 
  Because of their ethereal natures, phantom heads can 
  pass 
  through 
  walls 
  and 
  other barriers without 
  hindrance.  In addition, the ghost can simply ‘fade’ from 
  existence only to re-appear at a later time. 
  Recovery Time:  4 
  Absorption:  0 
  Surprise Adj.:  2 
  Attack Modes:  Ironically, a phantom head strangles its 
  victims with its 'nonexistent' hands.  To do this, the skull 
  or head must directly see its intended target.  If it hits, 
  the victim feels an icy grip around his neck and cannot 
  breathe.  The hands cannot be seen and cannot be 
  pulled from the victim's throat.  Of course, magic 
  weapons damage them but the victim's neck also 
  directly takes the damage if struck.  The first turn of 
  strangulation, the hands choke the victim for 1d4 of 
  damage.  The second causes 2d4.  The third delivers 
  3d4, etc. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  -- 
  -- 
  -5 
  -- 
  2 
  3 
  0 
  Phantom Head Examples 
   
  Nominal 
  Combat Level 
  3 
  Attack Bonus 
  +5 
  Defense 
  18 
  Damage Tolerance 
  20 + 2d10 
  E.P. Value 
  75 
  Damage per Attack 
  see below  
   
  Phantom heads have a variety of forms, the most 
  common of which is that of a bloody disembodied head 
  floating a few inches above the floor.  At times, the head 
  appears as a ghostly skull.  Although the ghost 
  apparently has no body, it attacks its victims with a cold, 
  invisible grip.  In rare instances, the head itself is 
  invisible while the hands themselves are seen.  In these 
  accounts, the hands are invariably bloody and quite 
  hairy.  There have even been cases reported where the 
  ethereal hands have wrestled people to the ground. 
  It is believed that decapitating a cold-blooded murderer 
  gives rise to this form of undead.  It apparently attacks 
  living humanoids in an attempt to find its own body 
  which it believes has been stolen. 
  Phouka  
  (Pooka, Puca) 
  Habitat:  Phoukas inhabit grassy, hilly regions near 
  farmsteads.  A few phoukas have even been known to 
  take up quarters in a farmer’s cottage, tending to the 
  kitchen and helping out with chores in much the same 
  way that brownies do. 
  Life Style:  hermit-like faery animal 
  Wealth Type:  incidental 
  Alignment:  antisocial evil 
  Cunning:  average 
  Speed:  300 
  Strength:  high 
  Size:  large 
  Origin:  The phouka originated in Irish and Scottish lore 
  and was often associated with the Devil.  Although 
  some tales describe kindly deeds done by phoukas, the 
  vast majorities relate stories of mischievous pranks or 
  malicious acts. 
  Special Characteristics: Phoukas are expert shape 
  shifters and can assume any of the following forms: 
  horse, goat, eagle, bat, bull, and ass.  Each 
  transformation requires only a single second to 
  complete.  The faery is restricted to assuming a size that 
  is common to each form.  For example, when the 
  phouka assumes a bat’s shape, its size is that of a 
  
   
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  common bat (one pound at best).  It cannot alter its 
  shape into that of a giant bat.  In all cases, the coat of 
  the assumed form is jet black.  Oddly enough, its 
  Damage Tolerance has nothing to do with the creature’s 
  current form. 
  A phouka may use any of the following mage spells at 
  will: Blight, Fear, Ghostly Form, Shadow Form.  See The 
  Lexicon of Lore™ for details. 
  Recovery Time:  4 
  Absorption:  0 
  Surprise Adj.:  -4 in equestrian and bovine form, -2 in 
  goat form, +2 in eagle and bat form. 
  Attack Modes:   hoof/ hoof (horse and ass), butt (goat), 
  beak/ claw/ claw (eagle), bite (bat), horns (bull) 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  7 
  8 
  6 
  -- 
  4 
  -1 
  -1 
  Phouka Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  7 
  9 
  Attack Bonus 
  +12 
  +14 
  Defense 
  33 
  35 
  Damage Tolerance 
  125 + 7d10 
  150 + 9d10 
  E.P. Value 
  360 
  920 
  Damage (horse, 
  ass) 
  1d10/ 1d10 
  1d12/ 1d12 
  Damage (bull) 
  2d8 
  3d6 
  Damage (eagle) 
  1d8/ 1d4/ 1d4 
  2d4/ 1d4/ 1d4 
  Damage (bat) 
  1 
  1 
   
  Above 
  Average 
  Exceptional 
  Combat Level 
  11 
  13 
  Attack Bonus 
  +16 
  +18 
  Defense 
  37 
  39 
  Damage Tolerance 
  175 + 11d10 
  200 + 13d10 
  E.P. Value 
  2138 
  3276 
  Damage (horse, 
  ass) 
  2d6/ 2d6 
  2d8/ 2d8 
  Damage (bull) 
  2d10 
  2d12 
  Damage (eagle) 
  1d10/ 1d6/ 1d6 
  1d12/ 1d6/ 1d6 
  Damage (bat) 
  1 
  1 
   
  Phoukas are faery creatures often summoned as 
  powerful steeds by practitioners of the black arts.  They 
  are superb shape shifters, able to assume a variety of 
  forms.  They are most commonly seen in the forms of 
  magnificent horses or ponies with glistening black 
  coats but have been seen to transform into the forms of 
  eagles, bulls, and goats. 
  Phoukas often roam the countryside attempting to lure 
  unsuspecting victims onto their backs.  If some poor fool 
  mounts one of these beasts, the dark faery will 
  immediately gallop off into any nearby dark wood at 
  breakneck speed.  The phouka will continue the wild 
  ride until it is sure that his rider is hopelessly lost and 
  there is nobody nearby to save him.  At this point, the 
  phouka will buck his rider off, preferably into a stream or 
  pond. 
  If the rider chooses to cling to the phouka’s back while it 
  bucks, allow him a Luck Roll with Physical Strength 
  adjustments against a Threshold of 15 plus the 
  phouka's Combat Level every turn.  Failure indicates the 
  character flies from the phouka's back and sustains 2d6 
  damage from the fall.  If the character can somehow 
  remain on the phouka's back for a number of turns 
  equal to the phouka's Combat Level, the exhausted 
  phouka will stop bucking and will serve as his steed for 
  one full week. 
  If the rider is thrown off the phouka's back, the phouka 
  will transform into an appropriate form and attack the 
  unfortunate rider. 
  If summoned into service by a Black Witch with the spell 
  Phouka Steed, a phouka is automatically enslaved to 
  the service of the caster for the duration of the spell. 
  Pixie  
  (Pigsie, Piskies) 
  Habitat:  Pixies create their own little kingdoms in the 
  form of pixie rings, or gallitraps.  Outwardly, these 
  appear to be nothing more than a circle or large 
  scattered clump of mushrooms.  However, the 
  mushrooms and rotting tree stumps and logs in the 
  area provide the pixies with miniature cottages, hovels, 
  and even palaces.  Needless to say, the fungus utilized 
  by the pixies requires plenty of decaying vegetation, 
  moisture, and shade. 
  Life Style:  trooping faery 
  Wealth Type:  incidental 
  Alignment:  antisocial unlawful neutral 
  Cunning:  above average 
  Speed:  95 (flying) 
  Strength:  low 
  Size:  small (3 to 6 inches tall) 
  Origin:  Legends of pixies originate from southern 
  England.  The oldest tales describe the pixies as man-
  sized.  Later, they shrank to a height of four feet or so.  
  As time wore on, pixie tales described their subjects as 
  having smaller and smaller statures.  Eventually, it is 
  
   
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  supposed, they will be as tiny as ants and then 
  disappear from the Earth altogether. 
  Special Characteristics:  Congregations of 12 or more 
  pixies are led by either an above average or a heroic 
  pixie.  Any lone pixie encountered is nearly always 
  heroic. 
  Both above average and heroic pixies can cast the 
  Arcane Lore spells Elf Shot and Facade once per day.  
  The leaders use Elf Shot to equip each pixie in his 
  ranks with a single shot.  The Facade is commonly 
  used to lure travelers into fairy rings. 
  The mightiest of the pixie kings have the ability to create 
  magical pixie rings (as per the Arcane Lore spell 
  Gallitrap).  These rings are highly prized by faery kind 
  and will often be awarded to companies of pixies that 
  are particularly skilled at performing practical jokes on 
  mortals. 
  Recovery Time:  4 
  Absorption:  0 
  Surprise Adj.:  4 
  Attack Modes:  by weapon (a pixie’s weapon will 
  usually deliver a single point of damage per attack). A 
  full 80% of pixies carry slingshots as well as swords.  
  Each of these pixies has a single Elf Shot (see The 
  Lexicon of Lore™ for details). 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  -7 
  -2 
  12 
  4 
  1 
  2 
  -2 
  Pixie Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  0 
  1 
  Attack Bonus 
  +4 
  +5 
  Defense 
  31 
  35 
  Damage Tolerance 
  1d4 
  1 + 1d4 
  E.P. Value 
  18 
  30 
  Damage per Attack 
  1 
  1 
   
  Above 
  Average 
  Heroic 
  Combat Level 
  3 
  6 
  Attack Bonus 
  +7 
  +11 
  Defense 
  36 
  39 
  Damage Tolerance 
  3 + 1d4 
  5 + 1d6 
  E.P. Value 
  50 
  60 
  Damage per Attack 
  1 
  1 
   
  Pixies are diminutive fairies who have tiny wings like 
  those of dragonflies and wear tattered green clothes.  A 
  pixie's head supports tangled red hair, pointed ears, 
  and an upturned nose.  As pixies often squint, their 
  already short faces appear squat.  Although pixies are 
  not malicious or spitefully cruel by nature, they revel in 
  playing practical jokes on travelers.  Often, their pranks 
  cross the fine line from 'annoying' to 'down-right 
  infuriating'. 
  Those pixies lucky enough to dwell in a fairy ring have a 
  particularly fond sport.  The pixies hide inside the 
  toadstools until someone steps foot in the ring.  At this 
  point the pixies hop out from the toadstools prepared for 
  battle.  Extremely wary adventurers (those specifically 
  looking at the mushrooms) may see the pixies while he 
  still has one foot outside of the ring.  If his second foot 
  enters the ring, he automatically diminishes to the size 
  of a pixie (as per the mage spell Gallitrap).  To regain 
  his former state, the unfortunate victim must escape the 
  fairy ring.  Many believe that those who do not escape 
  fairy rings become pixies themselves. 
  Puk 
  Habitat:  Puks seek out streams containing natural 
  traces of gold dust and will ordinarily create nests in the 
  stream banks or within easily accessible rubble piles.  
  Being cold-blooded, however, they will dig rabbit-hole 
  sized lairs underneath any nearby cabin or hovel 
  instead.  Any gold nuggets large enough to pick out of 
  the stream’s muddy bottom will be carried home as 
  royal bedding material. 
  Life Style:  treasure seeking dragon 
  Wealth Type:  hoard 
  Alignment:  neutral 
  Cunning:  low 
  Speed:  40 (85 flying) 
  Strength:  low 
  Size:  small (1 foot from the tip of the nose to the end of 
  the tail.) 
  Origin:  The puk is a folkloric tale taken from the Baltic 
  states.  These legends describe puks as tiny helpful 
  dragons that bring treasure back to their master’s 
  house.  It is likely that the stories of these small dragons 
  are derived from the English Puck,  a hobgoblin also 
  known as Robin Goodfellow and  who stars in 
  Shakespeare’s play A Midsummer Night’s Dream. 
  Special Characteristics:  Like all dragons, puks have 
  an innate ability to sense gold.  This acts continually as 
  the mage spell Dragon Sight.  In addition, puks have the 
  ability to generate a soft glow from their bodies, which 
  illuminates the surrounding area to a radius of about 40 
  feet.  They only use this ability rarely, though, primarily to 
  
   
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  attract mates.  Both male and female are capable of 
  doing it at any time. 
  Puks are able to ‘spit’ out a rapid-fire sequence of fiery 
  balls.  This unusual breath weapon consists of tiny 
  dollops of a highly caustic saliva.  This saliva is so 
  acidic that it will immediately burst into flame the 
  moment it contacts the air.   To strike its target, the 
  diminutive dragon must make a normal Attack Roll.  
  Treat this breath weapon as the mage spell Fire Dart, 
  with a spell level equal to the puk’s Combat Level.  A 
  puk may breathe in this fashion 3 times per day. 
  Puks are Immune to Fire and Acid and are resistant to 
  all forms of magic.  Any spell affecting a puk has its 
  spell level reduced by 5. 
  Recovery Time:  4 
  Absorption:  3 
  Surprise Adj.:  2 
  Attack Modes:  bite.  A puk’s bite is far too small to 
  deliver Severity Damage on anything larger than a 
  chicken. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  -3 
  -1 
  5 
  -- 
  3 
  -1 
  -1 
   
  Puk Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  3 
  5 
  Attack Bonus 
  +5 
  +7 
  Defense 
  28 
  30 
  Damage Tolerance 
  10 + 2d10 
  10 + 3d10 
  E.P. Value 
  15 
  27 
  Damage per Attack 
  1-3 
  1-4 
   
  Above 
  Average 
  Exceptional 
  Combat Level 
  7 
  9 
  Attack Bonus 
  +11 
  +14 
  Defense 
  34 
  38 
  Damage Tolerance 
  10 + 4d10 
  11 + 4d10 
  E.P. Value 
  54 
  120 
  Damage per Attack 
  1-4 
  1-6 
   
  A puk is a small four-legged dragon having bat-like 
  wings sprouting from its shoulders.  These tiny dragons 
  have skins with a variety of colors.  Brown, black, yellow, 
  and red are all common, but relatively few have skins of 
  a uniform color.  Rather, puks will usually have dark 
  skins with bright, vibrant spots or bright skins with dark 
  patches.  Black skins with yellow underbellies and red 
  spots on the wings is a fairly common coloration pattern 
  for puks, but other, equally spectacular combinations 
  are documented. 
  Puks have been successfully impressed as familiars.  
  To do so, a character must have the talent of 
  Familiarizing and at least 8th level in Dragon Lore.   Like 
  all familiars, the puk provides its master with an 
  automatic Perception bonus which, in the puk’s case, 
  equals +2 both night and day.  In addition, a puk familiar 
  imparts the permanent ability of Dragon Sight, along 
  with its inherent problems. 
  Needless to say, puk eggs are exceptionally valuable.  
  Every living egg is worth approximately 20,000 silver 
  pieces.  Unfortunately, they are about as delicate as 
  robin eggs and are, therefore, quite difficult to transport.  
  Even worse, no puk has ever been successfully bred in 
  captivity, even those that have been impressed as 
  familiars. 
   
   
   
   
  
   
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  R 
  Ratwife  
  (Ratmaiden) 
  Habitat:  Ratwives are reclusive individuals who shy 
  away from human contact.  Most prefer secluded 
  woodland hovels where they are free to practice their 
  music without interruption.  A few have been spotted in 
  the cellars of abandoned buildings and in city sewers.  It 
  is likely that these women simply seek an audience that 
  can truly appreciate their arts.  There have been 
  accusations, however, that ratwives purposefully infest 
  cities with huge rat populations in order to line their own 
  purses with gold. 
  Life Style:  hermit-like humanoid 
  Wealth Type:  monetary 
  Alignment:  lawful neutral 
  Cunning:  above average 
  Speed:  65 
  Strength:  average 
  Size:  medium 
  Origin:  Tales of the ratwives (and ratmaidens) originate 
  in Scandinavia.  The legends are particularly common in 
  Norway where the lakes and fiords in which a ratwife 
  may drown a screeching rat hoard are plentiful. 
  Special Characteristics: Ratwives have the ability to 
  charm and control any number of rats and giant rats with 
  music played on three-note reed pipes.  This spell 
  works in a manner similar to the Arcane Lore spell Pied 
  Piper (see The Lexicon of Lore™ for details).  The 
  magical effects are only effective on rats, however, and 
  are produced at a spell level equal to the player’s 
  Combat Level. 
  Recovery Time:  by weapon 
  Absorption:  0 
  Surprise Adj.:  0 
  Attack Modes:  by weapon 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  0 
  0 
  2 
  0 
  0 
  2 
  0 
   
  Ratwife Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  3 
  5 
  Attack Bonus 
  +4 
  +7 
  Defense 
  25 
  27 
  Damage Tolerance 
  30 + 3d10 
  30 + 5d10 
  E.P. Value 
  15 
  45 
  Damage per Attack 
  by weapon 
  by weapon 
   
  Above 
  Average 
  Heroic 
  Combat Level 
  7 
  9 
  Attack Bonus 
  +10 
  +13 
  Defense 
  29 
  31 
  Damage Tolerance 
  30 + 7d10 
  30 + 9d10 
  E.P. Value 
  90 
  280 
  Damage per Attack 
  by weapon + 2 
  by weapon + 3 
   
  Ratwives are stout women with dark beady eyes, 
  pointed noses, and long oily hair.  They are generally 
  dressed in drab shabby clothing (little better than rags) 
  and are accompanied by a barrage of disturbing 
  olfactory stimulants.  Although they speak rarely, their 
  high pitched raspy voices are an unmistakable 
  characteristic.  Despite the ratty impression, ratwives 
  are virtuosos with the flute.  The lively notes that tumble 
  and 
  dance 
  from 
  a 
  ratwife’s 
  instrument 
  are 
  unquestionably those of a musical maestro producing a 
  soothing effect on man and beast alike. 
  Cities often pay ratwives large sums to rid them of their 
  rat infestations.  At least one man is known to have 
  learned the ratwives' secret through arduous work.  
  Some scholars use this piper as proof that children are 
  pests too. 
  The actual ancestry of ratwives is another hotly debated 
  topic among learned sages.  Some believe that ratwives 
  are nothing more than ordinary women with rat-like 
  features while others believe them to be a separate 
  faery race altogether. 
  Among the musical crowd a similar argument brews.  
  The lutists swear that ratwives are commonly spotted 
  coming out of the flutists’ tents late at night and ponder 
  over the likely applications to which these dubious 
  women put their musical talents.  The flutists, on the 
  other hand, protest that the spied women were actually 
  the lutists’ mothers and that the demonstrated talents 
  were nothing to brag about anyway. 
  
   
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  Rowan Tree  
  (Mountain Ash, Flying Rowan, Caorunn) 
  Habitat:  Rowan trees mainly grow on the slopes and in 
  the valleys of mountainous areas, although they are 
  also found on the plains near mountain ranges. 
  Life Style:  tree faery 
  Wealth Type:  monetary. 
  Alignment:  neutral good 
  Cunning:  above average 
  Speed:  70 (100 when flying). When a rowan tree walks, 
  it appears to be wading through the dirt like an ordinary 
  man wades through shallow water.  If it comes to a 
  rocky landing or a road paved with stone, the tree can 
  actually lift itself out of the dirt and ambulate across the 
  hard surface using only its roots for support.  If this is 
  done, its Speed is cut in half. 
  Rowan trees also apparently have the unusual ability to 
  fly, although they usually do so only at night to avoid 
  attracting attention. 
  Strength:  very high 
  Size:  large 
  Origin:  The rowan tree is well known throughout 
  European folklore as a protection against witchcraft and 
  evil spirits.  This is likely because the tree’s red berries 
  have five points like a pentagram.  A staff or cross made 
  of rowan wood, or a bunch of red rowan berries are 
  especially potent talismans.  The ancient Celts believed 
  the rowan tree to be the ‘tree of life’ and held that their 
  red berries has particularly potent medicinal value.  
  Scandinavian lore imbues rowans found growing in 
  inaccessible rocky clefts or in the boughs or other trees 
  with particular potency.  These were deemed “flying 
  rowans” since the trees could apparently move on their 
  own volition.  The Scottish Gaelic name for the tree is 
  “Caorunn” (pronounced “koroon”). 
  Special Characteristics:  When a rowan tree reaches a 
  sufficient age, its inherent faery spirit ‘wakes up’.  At this 
  point, the tree can move about the forest as it pleases.  
  Rowan trees harbor great Hatred toward Evil Spirits and 
  Undead.  In addition, they harbor great Animosity toward 
  Evil Spellcasters such as Sorcerers, Black Witches, and 
  their ilk.  They will defend the forest from all such 
  intruders.  This they do quite well, since the have the 
  ability to cast the following mage spells at will:  Disrupt 
  Magic, 
  Ectoplasmic 
  Drain, 
  Invulnerability 
  Globe, 
  Magick Begone!, and Magic Reduction.  All spells are 
  cast at a spell level equal to the rowan’s Combat Level. 
  Rowan trees also have the unusual ability of flight, 
  similar to the mage spell Flying Balm, which they can 
  cast only once per week.  They are almost never seen 
  flying, however, as they are loathe to advertise their 
  existence to any hostile neighbors. 
  Being woody faeries,  rowan  trees are Susceptible to 
  Fire.   They have no innate ability to extinguish fires 
  themselves, and so commonly develop alliances with 
  elder trees, which can deal with the problem quite 
  readily.  Fortunately for the rowans, elders can do little 
  against magical fires.  This, of course, is the rowan’s 
  specialty so the two species complement each other 
  nicely. 
  Despite the threat that fire poses, rowan trees are 
  remarkably difficult to kill.  Even though they are living 
  creatures, they have no truly vital organs.  Consequently, 
  they are unaffected by Severity Damage. 
  The red berries borne by older rowan trees are 
  remarkably potent when used in medicines.  One berry 
  crushed into an herbal balm will increase its healing 
  powers by 2d6.  In addition, rowan berry juice prepared 
  by a character with Remedying Ailments and served to 
  his patient will give an additional +5 bonus on the 
  healer’s chance of curing an illness. 
  Recovery Time:  7 
  Absorption:  7 
  Surprise Adj.:  +3 
  Attack Modes:  branch/ branch 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  6 
  5 
  -6 
  -3 
  2 
  4 
  4 
  Rowan Tree Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  4 
  8 
  Attack Bonus 
  +8 
  +14 
  Defense 
  20 
  22 
  Damage Tolerance 
  100 + 4d10 
  125 + 8d10 
  E.P. Value 
  119 
  425 
  Damage per Attack 
  3-18/3-18 
  4-24/4-24 
   
  Above 
  Average 
  Heroic 
  Combat Level 
  12 
  14 
  Attack Bonus 
  +17 
  +19 
  Defense 
  24 
  25 
  Damage Tolerance 
  150 + 12d10 
  175 + 14d10 
  E.P. Value 
  1785 
  2500 
  Damage per Attack 
  4-24/4-24 
  5-30/5-30 
   
  
   
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  The rowan, or mountain ash, is a deciduous tree with a 
  rough dark brown bark that can grow to a height of 30 
  feet or more.  Its individual leaves are tear shaped and 
  grow in fan-like clusters.  Three times per year, the 
  rowan produces brilliant red berries that are quite sweet 
  and juicy.  Unfortunately, the taste of rowan berries is 
  quite addicting to many dragon species, so rowan 
  forests are often inhabited by the large reptiles. 
  The vast majority of rowan trees, those less than a 
  century old, are relatively unremarkable.  Their only 
  characteristic of note is that any magic spell invoked 
  within 50 yards of a rowan has its spell levels reduced 
  by 1.  This effect is cumulative, so a rowan grove or 
  forest admits very little in the way of spellcasting.  
  Spellcasters traveling through woods containing large 
  populations of rowan trees must subtract 2d6 levels 
  from all spells they invoke.  (Re-roll every time the party 
  moves 100 yards or more.)  Oddly enough, this magic 
  dampening zone does not seem to have any effect on 
  spells cast by arboreal faeries (i.e. birch tree spirits, 
  rowan trees, elder trees, etc.).  In all other respects, 
  these youthful rowans have the stature and rigid stance 
  of any ordinary tree. 
  Once a rowan tree matures to the point that it animates, 
  it takes on some distinctly human-like features.  These 
  include a vaguely humanoid face with knotholes for eyes 
  and two powerful arms ending in a multitude of twiggy 
  fingers.  The berries of animated rowans are highly 
  valued by woodland dwellers due to their great 
  medicinal potency.  Consequently, they provide the faery 
  with its only source of ready currency.  An enterprising 
  woodsman can expect to pay 1 silver piece per berry.  
  Each blooming provides the rowan with about 1000 
  usable berries.  At least half will be kept to seed the 
  surrounding forest. 
  Rusalka 
  Habitat:  Rusalka are an unusual form of undead which 
  lurk in rivers and lakes during the winter months and 
  dwell in the surrounding forests during the summer. 
  Life Style:  undead man-eater 
  Wealth Type:  hoard 
  Alignment:  antisocial unlawful evil 
  Cunning:  average 
  Speed:  70 
  Strength:  average 
  Size:  medium 
  Origin:  The rusalka is a rather ambivalent spirit of Slavic 
  lands.  It is often treated as a form of faery creature, but 
  is said to arise from maidens who drowned either 
  through accident or suicide.  The legend of the rusalka 
  is tied to that of the vodyanoi, but the connection is rather 
  nebulous in folklore.  Some tales state that the vodyanoi 
  ‘rescue’ drowning maidens by transforming them into 
  rusalka. 
  Special Characteristics:  Like all undead, this creature 
  is Immune to Frost and Mental Spells, is not adversely 
  affected by Severity Damage, is Susceptible to Holy 
  Water. 
  Although must undead have a terrible fear of sunlight 
  and suffer extreme injury from fresh water, rusalka are 
  completely unaffected by both.  In fact, since undead 
  have no need to breathe, rusalka can remain 
  underwater indefinitely. 
  The only way that a rusalka can regain lost Damage 
  Tolerance is through the consumption of human (and 
  demi-human) flesh.  For every “meal” in which a rusalka 
  gorges herself on this fare, she regains 1d6 Damage 
  Tolerance. 
  Rusalka have a Lust for the Taste of Human Flesh and 
  are able to cast the following mage spells at will:  
  Faust’s Fallacious Facade, Glamour, Guise, and Tickle.  
  (See The Lexicon of Lore for details.)  In addition, a 
  rusalka’s voice has the effect of the priest Miracle spell 
  Siren’s Song.  Finally, if a group of three rusalkas 
  congregate, they may invoke the priest Ritual spell 
  Vodyany Vassal over the body of a drowned man.  All 
  spells are cast at spell levels equal to the invoking 
  rusalka’s Combat Level.  (See The Manual of 
  Mythology™ for details). 
  Recovery Time:  7 
  Absorption:  0 
  Surprise Adj.:  0 (3 when lunging from the water) 
  Attack Modes:  bite/ claw/ claw 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  0 
  1 
  2 
  2 
  0 
  -1 
  -1 
   
  
   
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  Rusalka Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  5 
  7 
  Attack Bonus 
  +8 
  +10 
  Defense 
  26 
  28 
  Damage Tolerance 
  20 + 5d10 
  20 + 7d10 
  E.P. Value 
  81 
  198 
  Damage per Attack 
  1d8/ 1d4/ 1d4 
  2d4/ 1d6/ 1d6 
   
  Above 
  Average 
  Exceptional 
  Combat Level 
  9 
  11 
  Attack Bonus 
  +14 
  +16 
  Defense 
  32 
  34 
  Damage Tolerance 
  20 + 6d10 
  20 + 8d10 
  E.P. Value 
  520 
  1112 
  Damage per Attack 
  1d12/ 1d6/ 1d6 
  1d12/ 1d8/ 1d8 
   
  Rusalka are an unusual form of undead which inhabit 
  fresh water lakes and rivers.  Like virtually all undead, 
  rusalka have cold, clammy skin and the sickly pallor of 
  the dead.  Depending on the rusalka’s age, its flesh 
  may be in any state of decay from that of a newly buried 
  corpse to that of one which has been rotting in swampy 
  water for months.  Even so, all rusalka have remarkable 
  powers of illusion and deception that enable them to 
  present the image of a stunningly beautiful woman.  
  About the only distinctive feature common to all rusalka 
  is that they always present themselves with long flowing 
  green hair.  This hair is continually wet.  Legend has it 
  that a rusalka will die if her hair ever dries out. 
  Rusalka lurk in their watery haunts waiting to waylay and 
  drown passers-by, preferably those of the male 
  persuasion.  Men are particularly susceptible to the 
  rusalka’s trap due to their desire to please any woman 
  with a pretty face.  Those that are able to resist the 
  rusalka’s personal charms, however, often fall prey to 
  the promise of riches gathered in the rusalka’s 
  underwater palace.  Of course, castle, riches, and 
  beauty are all merely illusions.  The best that can be 
  said of the rusalka is that she can provide her victims 
  with a pleasant death. 
   
   
   
   
  
   
  The Bestiary [S] 
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  S 
  Salamander 
  Habitat:  Salamanders are not commonly found in the 
  realm of mortals.  When they are seen, it is always in 
  connection with blistering heat.  Volcanoes and boiling 
  lava flows are their favorite stomping grounds but they 
  are occasionally discovered frolicking in the furnaces of 
  blacksmiths and alchemists.  It is said that they will 
  appear in the licking flames of any fire that has been 
  burning continually for seven years. 
  Life Style:  fire spirit 
  Wealth Type:  incidental 
  Alignment: neutral 
  Cunning:  average 
  Speed:  120 
  Strength:  low 
  Size:  small 
  Origin:  Legends of salamanders date back to ancient 
  Greece.  The great philosopher Aristotle and the Roman 
  historian Pliny both gave accounts of these unusual 
  beasts.  Salamanders began their folklorish careers as 
  creatures that were so cold that their bodies would 
  extinguish any flame touching them.  Later, they simply 
  thrived in fire with no detriment to either the flame or the 
  salamander.  Through the ages, their shapes have 
  been recounted as either worm-like or as a cross 
  between a dog and a lizard. 
  Some stories describe young salamanders emerging 
  from fuzzy white cocoons which were similarly unphazed 
  by the extreme heat surrounding them.  Charlatans in 
  the Middle Ages claimed to use these cocoons as a 
  source of “salamander’s wool” which they sold at 
  exorbitant prices.  Indeed, garments made from the 
  unusual 
  “wool” 
  had 
  miraculous 
  heat 
  resisting 
  properties.  Pope Alexander III even owned a tunic.  
  Study of surviving specimens have revealed them to be 
  nothing more than natural asbestos.  Rather than fire 
  dwelling salamanders, it was the rich and gullible 
  nobles of the Middle Ages that were actually fleeced by 
  these fast-talking tailors. 
  Special Characteristics:  Salamanders are not only 
  Immune to Heat and Flame, they are actually healed by 
  it.  Every point of heat or fire damage delivered to a 
  salamander heals it by one point (up to its normal 
  maximum).  In fact, salamanders are continually 
  extracting heat from their surroundings, wherever they 
  are found.  If encountered in an environment having a 
  comfortable temperature for humans, a salamander is 
  still able to draw in enough heat to regenerate lost 
  damage at a rate of about one point per minute. 
  Salamanders are incredibly quick and agile.  They 
  behave as if they are continually Hasted (as the mage 
  spell).  This speed gives them two attacks per turn with 
  their bites and makes them very difficult to strike. 
  Anyone touched by a salamander sustains cold 
  damage as per the Arcane Lore spell Freezing Touch.  
  Treat the effect as having a spell level equal to the 
  salamander’s Combat Level (see The Lexicon of Lore 
  for details). 
  The bite of a salamander delivers a Deadly Killing 
  Venom.  The venom is so dangerous that any stream or 
  well touched by the creature is poisoned for weeks.  
  (See Poison elsewhere in this book for details.) 
  When agitated, a salamander can spit a thin jet of 
  searing flame.  This breath weapon can be used once 
  per turn and acts as a Finger of Flame spell cast at a 
  spell level equal to the elemental’s Combat Level.  A 
  salamander cannot bite in the same turn that its fiery 
  breath is used. 
  Like 
  all 
  elemental 
  creatures, 
  salamanders 
  are 
  unaffected by Severity Damage and have a Hatred 
  toward all elemental creatures not from the plane of fire. 
  Recovery Time:  3 
  Absorption:  5 
  Surprise Adj.:  -3 
  Attack Modes:  bite (x2).  Since salamander teeth are 
  so small, they cannot deliver Severity Damage.  Indeed, 
  the amount of physical damage they impose is 
  negligible.  It is the frosty and venomous aspects of the 
  bite that are to be feared and the extremely quick nature 
  of the beast (note the Recovery Time). 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  -2 
  -- 
  10 
  -- 
  3 
  0 
  0 
   
  
   
  The Bestiary [S] 
  97 
    
  Celtic Creatures & Nordic Nightmares 
  97 
  Salamander Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  7 
  9 
  Attack Bonus 
  +13 
  +15 
  Defense 
  35 
  37 
  Damage Tolerance 
  50 + 7d10 
  50 + 9d10 
  E.P. Value 
  522 
  1240 
  Damage per Attack 
  1d8+7 (frost) + 
  poison 
  1d8+9 (frost) + 
  poison 
   
  Above 
  Average 
  Exceptional 
  Combat Level 
  11 
  13 
  Attack Bonus 
  +20 
  +24 
  Defense 
  40 
  45 
  Damage Tolerance 
  50 + 11d10 
  50 + 13d10 
  E.P. Value 
  2822 
  4536 
  Damage per Attack 
  1d8+11 (frost) + 
  poison 
  1d8+13 (frost) + 
  poison 
   
  Salamanders are highly specialized fire elementals 
  resembling small newts.  Ranging anywhere from 6 to 
  12 inches in length, salamanders have four stubby legs 
  and thin reptilian tails.  Their slick black skins are 
  covered with brilliant yellow and orange spots.  These 
  elementals are normally found zipping to and fro 
  alongside erupting volcanoes and within blazing 
  furnaces.  They have boundless energy and an almost 
  unimaginable dexterity that cannot be matched by any 
  living species. 
  They may not look it, but salamanders are exceedingly 
  cold to the touch.  Oddly enough, their frigid nature is 
  due to their voracious and insatiable appetites for heat.  
  Virtually all warmth falling onto a salamander’s body is 
  immediately absorbed and used to fuel the creature’s 
  incessant activity. 
  Although they are not living creatures, salamanders do 
  have an interesting “life cycle.”  The young are 
  completely legless, resembling jumpy, vibrant worms.  
  When they have attained a sufficient age, the worms 
  imprison themselves in fireproof cocoons and undergo 
  the metamorphosis to adulthood.  The cocoons are 
  highly 
  prized 
  since 
  the 
  furry 
  silk, 
  known 
  as 
  “salamander’s wool,” can be fashioned into magical 
  clothes which shield the wearer from flame and heat.  A 
  single such cocoon can bring 5,000 silver pieces (Two 
  are required to form a man-sized shirt). 
  Screaming Skull 
  Habitat:  Screaming skulls generally prefer to be 
  prominently displayed somewhere within the castle or 
  mansion in which they were raised as children.  They 
  are often made the centerpieces of the dining tables of 
  grand halls or used as book ends in private libraries.  
  Any tampering with the lifeless cranium will summon 
  the full wrath of its inhabiting spirit.  
  Life Style:  bored undead 
  Wealth Type:  incidental 
  Alignment:  neutral 
  Cunning:  nil 
  Speed:  0 
  Strength:  nil 
  Size:  small 
  Origin:  Screaming skulls are known throughout Europe 
  and Asia, although they are particularly popular in 
  England.  It may seem unusual for the English to have 
  so many dusty craniums adorning their shelves like so 
  many cricket trophies.  However, if you consider the 
  similarities of a person’s habits before his death and 
  his ghostly actions afterward, and if you ponder over the 
  ready access many nobles had to axes adorning their 
  estate walls, the fact of these spousal knickknacks 
  certainly loses some of its mystery. 
  Special Characteristics: When a screaming skull is 
  disturbed, it emits a piercing scream.  The screech can 
  be heard in both the mortal and spirit realms, and so 
  attracts the attention of the living and undead alike. The 
  scream continues until the skull is destroyed or the 
  annoyance ceases. 
  A very few of these nightmarish creatures (5%) have 
  supernatural powers allowing them to curse anyone 
  who is particularly bothersome.  These few are able to 
  perform some single curse (i.e. Age, Babble, Dithering, 
  Double Vision, Enmity, Frailty, Jinx, Unavoidable 
  Target, etc.)  A few have even been known to raise 
  storms (i.e. via Tempest).  Such curses can only be 
  performed a maximum of once a month and are always 
  geared to the detriment of the living. 
  Screaming skulls are Immune to Cold and Mental 
  Spells, are not adversely affected by Severity Damage, 
  and are Susceptible to Holy Water.  Unlike many 
  undead creatures, screaming skulls have NO Aversion 
  to Sunlight. 
  Recovery Time:  2 
  Absorption:  4 
  Surprise Adj.:  +4 (not that it does them any good) 
  Attack Modes:  scream 
  
   
  The Bestiary [S] 
  98 
    
  Celtic Creatures & Nordic Nightmares 
  98 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  -- 
  -- 
  -- 
  -- 
  -- 
  -- 
  -- 
  Screaming Skull Examples 
   
  Nominal 
  Combat Level 
  0 
  Attack Bonus 
  N/A 
  Defense 
  0 
  Damage Tolerance 
  5 + 1d10 
  E.P. Value 
  1 
  Damage per Attack 
  0 
   
  A screaming skull is nothing more than a musty old 
  cranium lying on a desktop or table, possibly being 
  impiously used as a paperweight.  Its shadowed hollow 
  eyes and toothy grin belie its moody, temperamental 
  nature.  Anything that annoys a screaming skull triggers 
  an ear-splitting wail and sets the skull dancing and 
  chattering.  It generally takes very little to annoy these 
  skeletal horrors.  Often simply entering a room or 
  touching its resting-place suffices. 
  These bony creatures arise from the remains of people 
  who were promised some honor or final reward after 
  death that went unfulfilled.  (i.e. a funeral, last rites, 
  following a will, etc.)  Furious at their own inability to 
  exact revenge, these poltergeists strike out in any way 
  they can.  Fortunately, most can accomplish little more 
  than setting one’s ears to ringing.  Their neighbors, of 
  course, may not be quite so limited. 
  Sea Lion, Heraldic 
  Habitat:  Sea lions are fearless predators who can be 
  found in any sea having an abundance of prey.  Although 
  they do not actively hunt men, they will not pass up the 
  occasional sailor that swims their way. 
  Life Style:  aquatic animal 
  Wealth Type:  incidental.  Due to the feeding habits of 
  sea serpents, sunken treasure abounds around their 
  lairs. 
  Alignment:  neutral 
  Cunning:  low 
  Speed:  70 in water 
  Strength:  above average 
  Size:  medium 
  Origin:  The sea lion is a European heraldic creature 
  representing bold and noble action at sea. 
  Special Characteristics:  none 
  Recovery Time:  5 
  Absorption:  0 
  Surprise Adj.:  2 
  Attack Modes:  bite/ claw/ claw 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  3 
  1 
  0 
  1 
  2 
  -4 
  -4 
  Heraldic Sea Lion Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  5 
  7 
  Attack Bonus 
  +6 
  +8 
  Defense 
  25 
  27 
  Damage Tolerance 
  30 + 5d10 
  40 + 7d10 
  E.P. Value 
  36 
  126 
  Damage per Attack 
  2d6/ 2d4/ 2d4 
  2d8/ 1d12/ 1d12 
   
  Above 
  Average 
  Exceptional 
  Combat Level 
  9 
  11 
  Attack Bonus 
  +10 
  +14 
  Defense 
  29 
  31 
  Damage Tolerance 
  50 + 9d10 
  60 + 11d10 
  E.P. Value 
  280 
  770 
  Damage per Attack 
  2d8/ 2d6/ 2d6 
  2d10/ 2d6/ 2d6 
   
  The sea lion has the fore quarters of the king of beasts 
  and the hindquarters of a great fish.  They often form 
  prides that overpower more fearsome creatures by force 
  of numbers.  To a sea lion, a man is no more or less 
  tasty than a seal, squid, or dolphin.  Many sea-dwelling 
  races keep and train these fearsome beasts as 
  guardians of their homes and treasures. 
  Selkie  
  (Roane, Seal Maiden) 
  Habitat:  Selkies live in underwater palaces decorated 
  with pearls, shells, exotic corrals, and other ocean 
  delights discovered in their continual oceanic searches.  
  These dwellings are built in magically sustained air 
  pockets where the selkies live in human form.  It is 
  possible for mortals to enter and live within these 
  abodes, but they are very difficult to find without the 
  owner’s guidance.  The waters will soon engulf a 
  selkie’s estate without his continual upkeep. 
  Life Style:  aquatic humanoid 
  Wealth Type:  mineral 
  Alignment:  social good 
  Cunning:  average 
  
   
  The Bestiary [S] 
  99 
    
  Celtic Creatures & Nordic Nightmares 
  99 
  Speed:  60 (in or out of water) 
  Strength:  average 
  Size:  medium 
  Origin:  The Celts of the British Isles believed seals to 
  be faery maidens who could cast off their skins and 
  assume a human form.  These faeries were known as 
  roane or selkies.  If fact, roane is actually a Gaelic word 
  meaning seal. 
  Special 
  Characteristics: 
  Selkies 
  may 
  transform 
  themselves at will into seal form in a manner similar to 
  the Arcane Lore spell Animal Form (see The Lexicon of 
  Lore for details).  They are limited, however, in that they 
  can only assume the form of a seal with the spell and 
  each must don a specific seal skin to perform the 
  transformation.  No other will do, and selkies cannot 
  return to their underwater world without their skins as 
  they are otherwise unable to breathe underwater and 
  are far poorer swimmers in human form. 
  Selkies can cast the mage spell Watery Abode at will. 
  If a single drop of selkie blood falls into the ocean a 
  violent storm will arise to punish the offender.  Treat this 
  as the priest Nature spell Tempest cast at a spell level 
  equal to the Combat Level of the slain selkie. 
  Selkies have an Affinity toward Mermaids. 
  Recovery Time:  by weapon 
  Absorption:  0 
  Surprise Adj.:  0 
  Attack Modes:  by weapon 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  0 
  -2 
  0 
  1 
  1 
  0 
  2 
  Selkie Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  2 
  4 
  Attack Bonus 
  +4 
  +6 
  Defense 
  22 
  24 
  Damage Tolerance 
  10 + 2d10 
  10 + 4d10 
  E.P. Value 
  12 
  28 
  Damage per Attack 
  by weapon 
  by weapon 
   
  Above 
  Average 
  Heroic 
  Combat Level 
  6 
  8 
  Attack Bonus 
  +8 
  +11 
  Defense 
  26 
  29 
  Damage Tolerance 
  15 + 6d10 
  20 + 8d10 
  E.P. Value 
  48 
  150 
  Damage per Attack 
  by weapon + 4 
  by weapon + 6 
   
  Selkies are gentle shape-shifting faeries who are 
  usually seen by mortals as large seals lounging on 
  rocky beaches.  When they assume their natural state, 
  these water dwelling fairies have an elvish appearance 
  with webbed hands and feet.  Their most distinguishing 
  characteristic, however, is their large lipid eyes that are 
  recognizable in either form.  In fact, their puppy-dog 
  expressions truthfully advertise their kind natures.  
  These gentle creatures quickly forgive wrongs done 
  against them but rarely forget favors offered to them.   
  To get from the surface to their underwater estates, 
  selkies must transform themselves into seals.  In order 
  to so do, a selkie must don a specific magical sealskin 
  which is its most valued possession.  If anyone steals 
  this skin from the selkie, it cannot return home and so 
  remains in the possessor's control until the fur can 
  somehow be regained.  The selkie may even be forced 
  to marry its captor.  Regardless of the circumstances, 
  the selkie will flee to the ocean the second it has 
  regained its treasured garment. 
  Selkies sometimes mate with mortals.  The males, in 
  particular, are rather amorous toward human damsels 
  and are often sought out by lonely women who are 
  unhappy with their husbands.  The produced offspring 
  invariably have webbed hands and feet and are 
  excellent swimmers.  In all other respects, the children 
  appear normal. 
  Selkies have a special affection toward mermaids and 
  often serve them.  Legend has it that in ages past, one 
  selfless mermaid sacrificed her own life to save a 
  selkie's.  Since then, selkies have repaid the kindness a 
  thousand fold. 
  Sleipnir  
  (“Glider”) 
  Habitat:  Sleipnirs prefer grazing on the wiry tough grass 
  found on the plains of northern climes.  They are 
  particularly adept at digging through hard-packed snow 
  to expose the vegetation they demand during the frigid 
  winter months. 
  Life Style:  herd animal 
  Wealth Type:  incidental 
  Alignment:  neutral 
  Cunning:  low 
  Speed:  250 
  Strength:  high 
  Size:  large.  Adults are the same size as large war 
  horses. 
  
   
  The Bestiary [S] 
  100 
    
  Celtic Creatures & Nordic Nightmares 
  100 
  Origin:  Sleipnir, literally “Glider,” was the preferred 
  steed of the Nordic god Odin.  This magnificent horse 
  was the offspring of Svadilfari, a tremendously powerful 
  stallion, and Loki, the god of mischief and discord.  The 
  resulting creature was a divine equestrian possessing 
  eight legs which gave it remarkable speed.  It could 
  gallop through the air as easily as land (some legends 
  describe sleipnir as having wings) and was supposedly 
  capable of taking its rider anywhere.   In one ancient 
  Nordic legend, Sleipnir took the god Hermod to Niflheim 
  in order to beseech Hel to free his brother (Balder) from 
  death’s grip. 
  Special Characteristics: Sleipnir have exceptionally 
  powerful legs that enable them to jump great distances.  
  Treat this as if it were the mage spell Bound cast at a 
  spell level equal to the equestrian’s Combat Level.  
  This ability may be performed at will, but requires the 
  horse to have at least a 10 yard run before the leap. 
  Sleipnir are extremely strong willed.  Anyone personally 
  raising a given sleipnir from birth may ride it.  However, 
  the stubborn horse will only obey its rider’s directions if 
  he or she has a level in Horsemanship equal to or 
  greater than the sleipnir’s Combat Level.  
  Recovery Time:  4 
  Absorption:  0 
  Surprise Adj.:  -6 (clacloppittitty-ittitty-ittitty-clop) 
  Attack Modes:  hoof/ hoof/ hoof/ hoof 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  7 
  8 
  6 
  -- 
  4 
  -1 
  1 
  Sleipnir Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  7 
  9 
  Attack Bonus 
  +14 
  +17 
  Defense 
  33 
  35 
  Damage Tolerance 
  125 + 7d10 
  150 + 9d10 
  E.P. Value 
  360 
  920 
  Damage per Attack 
  1d10/ 1d10/  
  1d10/ 1d10 
  2d6/ 2d6/  
  2d6/ 2d6 
   
  Above 
  Average 
  Exceptional 
  Combat Level 
  11 
  13 
  Attack Bonus 
  +20 
  +23 
  Defense 
  37 
  39 
  Damage Tolerance 
  175 + 11d10 
  200 + 13d10 
  E.P. Value 
  2138 
  3276 
  Damage per Attack 
  2d8/ 2d8/ 
  2d8/ 2d8 
  3d6/ 3d6/ 
  3d6/ 3d6 
   
  The sleipnir is a horse with the rippling muscles of a 
  thoroughbred and the stature and girth of a cleidsdale.  
  This alone would be sure to turn the heads of even the 
  most experienced of ranch hands.  But once the steed 
  was brought into full view, every jaw would drop in wide-
  eyed 
  wonder 
  at 
  the 
  beast’s 
  most 
  distinctive 
  characteristic: its legs.  Not that they are, in and of 
  themselves, anything exceptional.  It’s just that there are 
  eight of them.    Needless to say,  this leggy surplus 
  gives the sleipnir a remarkably smooth gait and allows it 
  to gallop at  speeds that can drain the color from the 
  faces of even the most jaded of jockeys. 
  Ordinarily, a biologist would hear “eight legs” and find 
  this sufficient reason to automatically classify the beast 
  along with black widows and tarantulas as an arachnid, 
  but even the most casual of inspections will reveal the 
  sleipnir to be, quite unmistakably, a horse.  One with an 
  oversupply of dark-meat, to be sure, but a horse 
  nonetheless.  Biologists can take some comfort in the 
  fact that, despite their obviously spider-like features, 
  sleipnirs have never been known to spray webs out of 
  their butts. 
  Sleipnir are some of the most valued of war-steeds.  
  Unfortunately, their high-strung spirits can tax the 
  patience of any owner.  Their trust is not easily earned, 
  but once this is accomplished, sleipnirs are highly loyal 
  to their riders and will defend them with their lives.  At 
  most, they will accept only a single person as their 
  riding ‘companion’.  Once formed, this bond is a life-
  long unwavering commitment. 
  Although quite rare, there have been reports of sleipnirs 
  with wings.  The obvious conclusion that can be drawn 
  from this fact is that sleipnirs occasionally interbreed 
  with other equestrian species, including winged horses. 
  Snow Queen 
  Habitat:  Snow queens dwell in frigid arctic conditions 
  where snow remains on the ground year round.  Here 
  they live in vast icy palaces opulently decorated with 
  glittering snow and glassy ice crystals.  As if suspended 
  in time, frozen fountains spew streams of motionless 
  ice and tapestries of icicles drape the palatial walls, 
  providing a tasteful counterbalance to the polished 
  floors of blue glacial ice.  Snow queens are unable to 
  withstand the warmth of spring, summer, and autumn in 
  more temperate climates.  Consequently, they seclude 
  themselves in the frigid realms for most of the year, 
  traveling abroad only in the coldest winter months.  Even 
  then, they are rarely seen. 
  Life Style:  hermit-like hag 
  Wealth Type:  hoard 
  Alignment:  social lawful evil 
  
   
  The Bestiary [S] 
  101 
    
  Celtic Creatures & Nordic Nightmares 
  101 
  Cunning:  high 
  Speed:  80 
  Strength:  above average 
  Size:  large (8 feet tall) 
  Origin:  The snow queen is taken from Scandinavian 
  folklore and was supposed to dwell exclusively in the 
  northernmost regions of Lapland.  Hans Christian 
  Andersen popularized one of these cold beautiful 
  characters in his fairy tale The Snow Queen. 
  Special Characteristics:  Snow queens are Immune to 
  Frost and Cold and are Highly Susceptible to Heat and 
  Flame. 
  Even slightly grazing a snow queen’s skin acts as a 
  combination of the mage spells Freezing Touch and 
  Numb Pain in such a fashion that the target feels a 
  slight chill but no pain.  This ability is innate to these 
  faeries.  They are completely unable to suppress the 
  effects of their wintry caresses. 
  Snow queens may cast the following mage spells: Cool 
  of Night, Cyclonic Passage, Dragon’s Breath: Frost, 
  Frostbite, Gale, Glass Dagger, Hailstorm, Icy Glaze, 
  Rain Call, Revealing Pool (on glassy frozen puddles), 
  Snowball, Snow Drift, Veiling Mist, and Witch Wind.  In 
  addition, Snow Queens can fashion snow castles in a 
  fashion similar to the mage spell Sand Castle, but 
  utilizing snow as the medium instead of sand.  (See The 
  Lexicon of Lore™ for details.)  All spells are cast at 
  spell levels equal to the snow queen’s Combat Level.  
  Unlike other faeries, these frosty witches lose Damage 
  Tolerance due to the stress of the spells they cast, just 
  as normal spellcasters do. 
  Snow Queens always have a firm footing on ice and 
  snow, regardless of the slippery condition of the 
  surface.  Consequently, they rarely enter combat without 
  first laying down icy glazes. 
  These lovely witches are found only in wintry climes 
  since any Snow Queen caught on a warm spring or 
  summer day will slowly die as she succumbs to the 
  unbearable heat.. 
  Recovery Time:  by weapon 
  Absorption:  0 
  Surprise Adj.:  0 
  Attack Modes:  by weapon.  These faeries are 
  surprisingly skilled in the use of daggers fashioned 
  from ice through which their Freezing Touch ability is 
  transmitted.  For additional protection, snow queens 
  usually carry pouches containing 2d4 Snowballs.  Due 
  to their extremely cold natures, they can carry these 
  projectiles 
  indefinitely 
  without 
  fear 
  of 
  premature 
  detonation. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  0 
  2 
  4 
  2 
  2 
  2 
  1 
  Snow Queen Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  5 
  8 
  Attack Bonus 
  +8 
  +12 
  Defense 
  33 
  36 
  Damage Tolerance 
  50 + 5d10 
  70 + 8d10 
  E.P. Value 
  99 
  400 
  Damage per Attack 
  by weapon (+ 
  freezing touch) 
  by weapon + 2 
  (+ freezing 
  touch) 
   
  Above 
  Average 
  Heroic 
  Combat Level 
  10 
  14 
  Attack Bonus 
  +15 
  +20 
  Defense 
  38 
  42 
  Damage Tolerance 
  80 + 9d10 
  90 + 10d10 
  E.P. Value 
  1020 
  2100 
  Damage per Attack 
  by weapon + 3 
  (+ freezing 
  touch) 
  by weapon + 4 
  (+ freezing 
  touch) 
   
  Snow queens are beautiful white-skinned faeries with 
  frosty blond hair and eyes as blue as the arctic sea.  
  Their 
  facial 
  features 
  include 
  exceptionally 
  high 
  cheekbones, 
  almond 
  shaped 
  eyes, 
  and 
  perfect 
  complexions.  These lovely maidens dress themselves 
  in thick expensive furs and ride throughout the 
  countryside in luxurious sleds drawn by white stallions.  
  Snow queens are closely akin to ice hags, but, 
  fortunately, there is little family resemblance. 
  Despite their tremendously good looks, snow queens 
  are lonely desperate individuals constantly seeking the 
  company of an adoring companion.  Unfortunately, snow 
  queens are so excessively possessive and controlling 
  that anyone befriending one would effectively become 
  her prisoner.  His sentence would not last long, 
  however, unless he could somehow withstand his 
  warden’s icy embrace. 
  
   
  The Bestiary [S] 
  102 
    
  Celtic Creatures & Nordic Nightmares 
  102 
  Spider, Gleaming Red 
  Habitat: 
   
  Gleaming red spiders live exclusively 
  underground in caves and abandoned mine shafts.  
  They are commonly kept as living light sources by many 
  races of the dark underworld. 
  Life Style:  instinctive arachnid 
  Wealth Type:  incidental 
  Alignment:  neutral 
  Cunning:  low 
  Speed:  5 
  Strength:  low 
  Size:  small.  Gleaming red spiders grow to have leg 
  spans of anywhere between 3 and 12 inches.  Those 
  kept as pets or light sources tend to be better fed and 
  are therefore generally on the larger side. 
  Origin: 
  Gleaming 
  red 
  spiders 
  originate 
  from 
  Scandinavian fairy tales.  Hans Christian Andersen 
  presents them as a bit of dungeon dressing in his tale 
  The Traveling Companion. 
  Special Characteristics:  For a period of 24 hours after 
  a one of these arachnids has gorged itself on fresh 
  blood, it is capable of mating.  It advertises this fact to 
  prospective mates by producing a dull low reddish glow.  
  To normal human vision, this light is sufficient only to 
  see to a distance of about 15 feet after the eyes have 
  acclimated to the dark surroundings.  However, many of 
  the underworld races have extremely sensitive eyes that 
  can see to distances of 50 feet or more with the light of a 
  single gorged spider. 
  The bite of a gleaming red spider injects a Minimal 
  Paralyzing Venom (described under Poison elsewhere 
  in this book).  The poison does little damage but acts as 
  a local anesthetic that allows the spider to drain its meal 
  undetected.  Those bitten must make Luck Rolls with 
  Stamina adjustments against a Luck Threshold of 20 to 
  detect the bite. 
  Gleaming red spiders can see heat sources in the dark 
  as the mage spell ‘Squito Sense.  See The Lexicon of 
  Lore for details. 
  Recovery Time:  5 
  Absorption:  0 
  Surprise Adj.:  2 
  Attack Modes:  bite. Needless to say, the fangs of a 
  gleaming red spider are too small to deliver Severity 
  Damage regardless of Attack Rolls. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  -6 
  -3 
  -3 
  -- 
  1 
  -4 
  -4 
  Gleaming Red Spider Examples 
   
  Nominal 
  Combat Level 
  0 
  Attack Bonus 
  +3 
  Defense 
  17 
  Damage Tolerance 
  1d4 
  E.P. Value 
  2 
  Damage per Attack 
  1 + poison 
   
  Gleaming red spiders derive their name from the fact 
  that they periodically emit a dim red glow.  In their native 
  environments, this glow is produced infrequently since it 
  is triggered only when a spider has feasted to the point 
  of bursting.  At these times, the spider is desirable as a 
  mate since it has proven capable of feeding itself and 
  obviously has sufficient resources to produce offspring. 
  Many of the underworld races keep gleaming red 
  spiders as family pets, feeding them with rats and the 
  occasional humanoid captive.  Since the arachnids are 
  far from cuddly, they are usually housed in small cages 
  that are hung on wall hooks or from chains in the center 
  of the household.  The illumination of these spiders is 
  obviously the main reason they are so highly prized, so 
  they rarely go without the blood required to keep their 
  internal ‘fires’ burning. 
  A healthy gleaming red spider is worth about 50 silver 
  pieces in the markets of the underworld. 
  Spriggan 
  Habitat: Adventurers can find spriggans around old 
  ruins, castles, tombs, faery knolls and other places 
  where buried treasure exists.  Ironically, if thieves steal 
  the treasure he guards, the lawful spriggan pilfers 
  another's booty to quickly replenish the hoard. 
  Life Style:  guardian fairy 
  Wealth Type:  see below 
  Alignment:  lawful evil 
  Cunning:  average 
  Speed:  70 
  Strength:  variable (see Special Characteristics). 
  Size:  variable (see Special Characteristics). 
  Origin:  Spriggans have their origins in the west of 
  England and in Wales. 
  
   
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  103 
  Special Characteristics:  A spriggan can assume any 
  size (and requisite Physical Strength) between a pixie (3 
  inches tall) and an ogre (10 feet tall).  Any weapons and 
  armor the spriggan uses also adjusts to an appropriate 
  size. 
  Spriggans may cast the following mage spells once per 
  day: Blight, Cyclonic Passage, Evil Eye, Hex, and 
  Spider’s Thread.  In addition, spriggans may cast Faery 
  Pinch at will.  All spells are cast at a spell level equal to 
  the faery’s Combat Level. 
  Recovery Time:  by weapon 
  Absorption:  0 
  Surprise Adj.:  3 when suddenly enlarging or when 
  attacking as a teensy faery.  –3 otherwise. 
  Attack Modes:  by weapon 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  8 
  4 
  1 
  -1 
  2 
  1 
  -1 
  Spriggan Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  4 
  7 
  Attack Bonus 
  +9 
  +12 
  Defense 
  27 
  30 
  Damage Tolerance 
  90 + 4d10 
  90 + 7d10 
  E.P. Value 
  98 
  270 
  Damage per Attack 
  by weapon + 6 
  by weapon + 8 
   
  Above 
  Average 
  Heroic 
  Combat Level 
  9 
  11 
  Attack Bonus 
  +14 
  +16 
  Defense 
  32 
  34 
  Damage Tolerance 
  90 + 9d10 
  90 + 11d10 
  E.P. Value 
  600 
  1368 
  Damage per Attack 
  by weapon + 10 
  by weapon + 12 
   
  Spriggans are the ugliest of sprites.  They have black, 
  mottled, blotchy skin amply adorned with scabby warts,  
  juicy boils, and a light sprinkling of pimples.  The 
  startling sight is enough to even make a battle-
  hardened dermatologist weep.  Although no two 
  spriggans look exactly alike, their frames are all twisted 
  and bent, often forcing the faery to waddle or limp.  Even 
  so, spriggans are remarkably spry and, though far from 
  graceful, merrily dance and frolic with surprising vigor. 
  Despite the spriggan’s horrid appearance, the other 
  faery races covet their favors since they are superb 
  guardians.  Their unusual aptitude at the sentry post 
  comes from a mixture of their skills and attitudes.  A 
  spriggan obeys faery law and protocol with the same 
  attention to detail as a grade schooler following an irate 
  school marm through a ruler factory.  Even so, the 
  spriggans’ evil temperament often has them dealing 
  overly harsh punishments for minor crimes. 
  Sprite 
  Sprites are the smallest of the faery races, having 
  heights ranging anywhere between ¼ inch and 3 
  inches.  Many sprites are literally knee-high to 
  grasshoppers.  Due to the obvious physical handicaps 
  their diminutive stature entails, having a sprite as a 
  character is impractical.  After all, for any sprite to 
  perform the simple act of speaking to a human would 
  necessitate it flying up to a cavernous ear and shouting 
  at the top of its tiny little lungs. 
  You might think that even this simple gesture would be 
  a life endangering action.  Indeed, more than a few 
  sprites have suffered excruciating agony merely 
  because an unsuspecting human mistook their calls for 
  attention to be the faint whine of a pesky mosquito.   
  Fortunately, 
  although 
  sprites 
  can 
  apparently 
  be 
  damaged by normal weapons, they can only be killed by 
  magical means. 
  Despite their naturally shy natures, sprites are quick to 
  befriend any deserving character having the talent of 
  Faery Bonding.  Sprites are especially fond of peasants  
  In addition, it is not unknown for a sprite to be taken as a 
  familiar.  To do so, a character must have the talent of 
  Familiarizing and must be at least 8th level in Faery 
  Lore. 
  Wealth Type:  incidental 
  Cunning:  average 
  Strength:  low (exceptionally so) 
  Size:  teensy 
  Recovery Time:  2 
  Absorption:  0 
  Surprise Adj.:  4 
  Attack Modes:  by weapon (Sprites use appropriately 
  sized weapons that deliver damage equal to a mere 
  point.  They are incapable of delivering Severity Damage 
  to anything larger than a sparrow.) 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  -6 
  -1 
  8 
  4 
  3 
  3 
  -2 
   
  
   
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  104 
  Sprite Examples 
   
  Below Average  
  Average  
  Combat Level 
  1 
  2 
  Attack Bonus 
  +6 
  +10 
  Defense 
  36 
  38 
  Damage 
  Tolerance 
  ½ 
  ½ 
  E.P. Value 
  12 
  20 
  Damage per 
  Attack 
  ¼ 
  ½ 
   
  Above Average  
  Exceptional 
  Combat Level 
  4 
  6 
  Attack Bonus 
  +16 
  +18 
  Defense 
  40 
  44 
  Damage 
  Tolerance 
  ¾ 
  1 
  E.P. Value 
  45 
  90 
  Damage per 
  Attack 
  1 
  1 
   
  Hyter Sprite 
  Habitat:  Hyter sprites prefer to live near the ocean 
  where they can enjoy the sandy beaches.  
  Life Style: solitary faery 
  Speed:  20 (90 flying) 
  Alignment:  social good 
  Origin:  The hyter sprite is an English faery that comes 
  from the Lincolnshire and East Anglian areas. 
  Special Characteristics:  Whenever it desires, a hyter 
  sprite may assume the form of a sand martin.  When in 
  this form, the hyter sprite can still be recognized by 
  those versed in faery lore.  Although his new form 
  provides him with sand-colored feathers but its eyes 
  remain a brilliant green, providing wary observers with 
  an unambiguous clue about the bird’s true nature.  The 
  transformation requires one second to perform. 
  Hyter sprites have an Affinity for Human Children and 
  are very protective of them.  Many a lost child has been 
  returned to its parent’s arms because of a hyter sprite’s 
  kind attention.  
  Hyter sprites are among the largest of the sprite races, 
  towering to a dizzying height of 3 inches.  Their skin and 
  hair is a sandy brown that perfectly matches the feathery 
  garments in which they dress themselves.  The hyter 
  sprite’s only truly colorful characteristic is found in its 
  eyes which are bright green.  Their eyes are, in fact, their 
  only truly distinguishing feature.  Like the other sprite 
  races, these faeries have an innate shape-shifting 
  ability which, in the hyter sprite’s case, allows them to 
  transform themselves into sand martins.   The magic is 
  apparently 
  too 
  weak 
  to 
  enable 
  a 
  complete 
  metamorphosis, though, since their green eyes 
  remains invariant regardless of the form taken. 
  Despite the fact that sprites have a  universal dislike for 
  discourse with the mortal realm, hyter sprites are 
  unusually social.  They have remarkably kind hearts and 
  will overcome their aversion to human contact if they are 
  witness to any injustice or suffering where they have the 
  power to intervene. 
  Pillywiggin  
  (Dew Sprite) 
  Habitat:  Pillywiggins are forest and plains dwellers 
  where they set up cozy abodes in any convenient cavity.  
  This often means a pillywiggin will adopt the blossom of 
  a cow slip, wild thyme, bluebell, or foxglove as “home 
  sweet home.”  In the absence of wild flowers, though, 
  the shell of a robin’s egg or the shelter of a knothole will 
  suffice.   An area of approximately 5 feet around the 
  sprite’s lair is adopted as its ‘sphere of influence’ and 
  the pillywiggin will industriously tend to the fauna with 
  the same care that a grandmother gives to the knitting of 
  her grandchild’s mittens.  
  Life Style: solitary faery 
  Speed:  15 (60 flying) 
  Alignment:  neutral good 
  Origin:  Pillywiggins are a purely British imagining which 
  asserts that the tiny faery can go anywhere a bee can 
  travel. 
  Special Characteristics:  In the area immediately 
  surrounding 
  a 
  pillywiggen’s 
  adopted 
  home, 
  the 
  pillywiggens attentive efforts act as the mage spell 
  Vigorous Flora.  Unfortunately, the tiny sprite can only do 
  so much, so the effect extends to a range of a mere 5 or 
  10 feet. 
  Pillywiggins have an innate shape-shifting ability that 
  enables them to transform into any form of small 
  winged insect.  Bees and dragonflys are their favorite 
  disguises.  The transformation can be done at will and 
  requires one second to complete. 
  If a group of 10 or more spunkies act in concert, their 
  combined efforts can invoke the mage spell Thorny 
  Tangleroot which is cast at a spell level equal to the 
  highest Combat Level of the group.  Of course, this will 
  only be done in the most dire of circumstances, since 
  pillywiggins want nothing more than to be left alone. 
  Pillywiggins are lithe little faeries with dainty limbs and 
  gossamer wings like those of a dragonfly.  They dress 
  themselves with flower petals and thistledown.  Even for 
  
   
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  105 
  sprites, the pillywiggin is tiny since a fully grown adult is  
  no larger than a common bee.  Diligent students of faery 
  lore have noted all pillywiggens seem to have a very 
  youthful appearance.  Whether this is due to some 
  hermit-like trait found only in older  pillywiggins or, more 
  likely, a faery characteristic that allows these sprites to 
  retain their youthful vigor indefinitely is unknown.  
  Whatever the explanation, there is no dearth of 
  specimens to study.  Pillywiggins tend to populate 
  enchanted forests and glades like mosquitoes populate 
  swamps.  Either pillywiggins live exceptionally long and 
  fruitful lives, or they breed like lemmings. 
  One of the pillywiggin’s most important duties is to flit 
  about in the hours before dawn and deposit dew drops 
  on every grass blade, leaf, and spider web found in its 
  domain.  These are the pillywiggin’s busiest hours, 
  because its job must be complete before the first rays of 
  sunlight break night’s dark hold.  At this time, the tiny 
  sprite must proceed with its next important chore of 
  opening any nearby blossoms to welcome the new day. 
  Spunkie  
  (Fire Sprite) 
  Habitat:  Spunkies inhabit forests, swamps, plains, and 
  hillsides.  Anywhere fireflies, lightning bugs, and 
  glowworms are found, so can the spunkie.  
  Life Style: solitary faery 
  Speed:  15 (80 flying) 
  Alignment:  neutral 
  Origin:  Spunkies are known throughout the British 
  Isles.  Many tales describe them as the souls of un-
  baptized babies and link them directly with the Will-o-
  Wisp.  The Scottish spunkie legends focus on this dark 
  view, but the stories from Western England give them a 
  more faery bent, including the ability to shape-shift into 
  pale moths. 
  Special Characteristics:  Whenever it desires, a 
  spunkie can make its body produce a brilliant light that 
  acts like the mage spell Firelight.   Normally, though, the 
  spunkie produces no more illumination than a common 
  firefly. 
  Spunkies have an innate shape-shifting ability that 
  enables them to transform into small white moths.  
  When this is done, the spunkie loses all of its innate 
  luminary properties.  The transformation can be done at 
  will and requires one second to complete. 
  If a group of 3 or more spunkies act in concert, their 
  combined efforts can invoke the mage spell Burn! which 
  is cast at a spell level equal to the highest Combat 
  Level of the group.   In settings where gunpowder is 
  available, spunkies take great delight in setting it 
  aflame.  With effort, even a lone spunkie can ignite a 
  substance that is so flammable, and the spectacular 
  result undoubtedly provides a hefty boost to the teensy 
  sprite’s ego. 
  Needless to say,  Spunkies are completely Immune to 
  Heat and Fire.   
  Spunkies are tiny humanoid winged faeries with radiant 
  bodies that burn with an ethereal cold flame.  This 
  unusual appearance often has them mistaken for will-o-
  wisps or luminary ghosts.   Due to these misplaced 
  notions, the sight of a spunkie often produces a terrified 
  reaction far in excess of what can be justified from its 
  diminutive stature and benign nature. 
  The spunky’s main duty is to ignite the embers that give 
  fireflies and their kin the ability to glow at night.  Without 
  spunkies, summer nights would be considerably darker 
  and far less interesting.  Spunkies will work especially 
  hard if a child is nearby with mayonnaise jar in hand. 
  Swan Knight, Maiden, Woman  
  (Swan Knight, Swan Maiden, Swan Woman) 
  Habitat:  It is unknown where swan maidens and swan 
  women dwell, since they are only seen in human form 
  bathing in rivers and lakes.  It is assumed they live in 
  large opulent castles, since their male counterparts, the 
  swan knights, are formidable warriors and many of 
  these are known to possess large fortress-like estates. 
  Life Style:  shape-shifting humanoid 
  Wealth Type:  monetary 
  Alignment:  lawful neutral to lawful evil 
  Cunning:  average 
  Speed:  70 in human form on ground, 100 flying in swan 
  form 
  Strength:  average to above average 
  Size:  medium 
  Origin:  Swans are sometimes considered deceitful 
  avians since their white feathers cover the swan’s black 
  skin.  Swans were believed to sing only before their own 
  deaths, so the last work created by a composer was 
  known as his swan song. 
  Celtic folklore abounds with tales of swan maidens and 
  the somewhat rarer swan knights.  The young maids 
  were often pleasant to men, who would steal their swan 
  feather garments and force them to submit to their 
  desires.  As the swan maidens became more familiar 
  with the ways of men, they reportedly became more and 
  more antisocial.  By the time a swan maiden matured 
  
   
  The Bestiary [S] 
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  Celtic Creatures & Nordic Nightmares 
  106 
  into a woman, she supposedly learned the arts of 
  sorcery and black magic. 
  Scandinavia has its own swan maidens, which are 
  eloquently described in Hans Christian Andersen’s fairy 
  tales The Wild Swan and The Marsh King’s Daughter. 
  Special Characteristics: All swans may transform 
  themselves at will from human form into swan form and 
  back again in a manner similar to the mage spell 
  Animal Form (see The Lexicon of Lore™ for details).  
  They are limited, however, in that they can only assume 
  the form of a swan with the spell and each must don a 
  specific swanskin to perform the transformation.  No 
  other will do, and swans cannot return to their faeryland 
  homes without them. 
  Recovery Time:  by weapon 
  Absorption:  0 
  Surprise Adj.:  0 
  Attack Modes:  by weapon 
  Swan Knight 
  Special Characteristics: Many swan knights are also 
  black knights, with all the spellcasting privileges that 
  entails.  Thus, they are able to cast priest spells from 
  the categories of Battle and Curses.  (Most swan 
  knights follow Celtic deities.) 
  Like all knights, swan knights have the talents of 
  Horsemanship, Florentine, and Defending with Large 
  Shields.  All are used at skill levels equal to the knight’s 
  Combat Level.  See The Grimoire of Game Rules for 
  details. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  3 
  3 
  3 
  1 
  1 
  1 
  2 
  Swan Knight Examples 
   
  Below 
  Average 
  Knight 
  Average 
  Knight 
  Character Level 
  8 
  10 
  Combat Level 
  9 
  12 
  Attack Bonus 
  +15 
  +18 
  Defense 
  32 
  36 
  Damage Tolerance 
  40 + 3d10 
  40 + 4d10 
  E.P. Value 
  280 
  1125 
  Damage per Attack 
  by weapon + 4 
  by weapon + 5 
   
  Above 
  Average 
  Knight 
  Heroic Knight 
  Character Level 
  12 
  14 
  Combat Level 
  14 
  16 
  Attack Bonus 
  +21 
  +23 
  Defense 
  38 
  40 
  Damage Tolerance 
  40 + 4d10 
  40 + 5d10 
  E.P. Value 
  2268 
  2138 
  E.P. Value (Black 
  Knight) 
  3192 
  4125 
  Damage per Attack 
  by weapon + 6 
  by weapon + 7 
  Swan Maiden 
  Special 
  Characteristics: 
   
  Swan 
  maidens 
  are 
  sometimes thought of as a mixed breed of three 
  elemental spirits: those of water, air, and earth.  This 
  opinion is reinforced by the magical powers of these 
  lovely maids.  In addition to their shape-shifting abilities, 
  swan maidens may cast the following mage spells at 
  will: Aqua Air, Armour, Carbuncle Stone, Dust Devil, Elf 
  Shot, Glowing Aura, Protection from Missiles, and 
  Vapors of Healing.  All spells are cast at spell levels 
  equal to the swan maiden’s Combat Level.  See The 
  Lexicon of Lore for details. 
  
   
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  107 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  0 
  -2 
  0 
  1 
  1 
  0 
  2 
  Swan Maiden Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  2 
  4 
  Attack Bonus 
  +4 
  +6 
  Defense 
  22 
  24 
  Damage Tolerance 
  10 + 2d10 
  10 + 4d10 
  E.P. Value 
  12 
  28 
  Damage per Attack 
  by weapon 
  by weapon 
   
  Above 
  Average 
  Heroic 
  Combat Level 
  6 
  8 
  Attack Bonus 
  +8 
  +11 
  Defense 
  26 
  29 
  Damage Tolerance 
  15 + 6d10 
  20 + 8d10 
  E.P. Value 
  48 
  150 
  Damage per Attack 
  by weapon + 2 
  by weapon + 3 
  Swan Woman 
  Special Characteristics: As a swan maiden ages, her 
  heart become hard and cruel.  As such, her spellcasting 
  ability shifts from having an elemental bent to darker 
  shades.  All swam women may cast the following mage 
  spells at will: Blind, Blood Boil, Bone Brittle, Crimson 
  Death, Evil Eye, Hex, Leech, Mesmerize, Pox, Rage, 
  Rigor Mortis, Shield of Ignus Fatuus, Stabbing Pain, 
  and Wail of the Banshee.  All spells are cast at spell 
  levels equal to the swan woman’s Combat Level.  See 
  The Lexicon of Lore for details. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  0 
  0 
  3 
  3 
  1 
  3 
  2 
  Swan Woman Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  5 
  8 
  Attack Bonus 
  +8 
  +12 
  Defense 
  26 
  29 
  Damage Tolerance 
  40 + 5d10 
  80 + 8d10 
  E.P. Value 
  108 
  450 
  Damage per Attack 
  by weapon 
  by weapon+2 
   
  Above 
  Average 
  Heroic 
  Combat Level 
  10 
  14 
  Attack Bonus 
  +14 
  +20 
  Defense 
  32 
  36 
  Damage Tolerance 
  80 + 9d10 
  90 + 10d10 
  E.P. Value 
  1260 
  2100 
  Damage per Attack 
  by weapon+3 
  by weapon+4 
   
  Every avid bird watcher knows that swans are far more 
  than just large birds with long graceful necks and 
  beautiful feathers.  When men are nowhere in sight, 
  swans are known to remove their feathered garments 
  and bathe nude in human form.  Swans in their man-like 
  state are trim and muscular.  The maids have fair skin 
  and their hair matches the color of their feathered 
  clothes.  Mature swans are also quite physically fit, but 
  their skins and hair are jet black. 
  If a swan maiden is caught unaware and her feathered 
  garment is stolen, the thief will have absolute control 
  over the unfortunate swan since the cloak is the faery’s 
  most prized possession.  For its return, the maid will go 
  to any length.  Of course, if the swan turns out to be a 
  mature knight or woman, the thief is far more likely to 
  painfully feel the swan’s displeasure than to benefit 
  from any unearned reward. 
   
   
   
  
   
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  108 
  T 
  Tarasque 
  Habitat:  The tarasque prefers a Mediterranean climate 
  where livestock are plentiful an the peasants taste of 
  wine and quiche.  The dragon is quite comfortable in the 
  water as well, easily able to remain submerged for 
  hours before being forced to surface for air.  They are 
  strong swimmers, utilizing their powerful tails for 
  underwater propulsion. 
  Life Style:  solitary reptile 
  Wealth Type:  hoard 
  Alignment:  evil 
  Cunning:  low 
  Speed:  50 (land or water) 
  Strength:  exceptional 
  Size:  huge 
  Origin:  The tarasque roamed the banks of the Rhone 
  River in southern France near a town named Nerluc 
  where it ravaged the countryside, killing farm animals 
  and farmers alike.  Even a dozen fully armored knights 
  were no match for the beast.  The people of Nerluc, in 
  desperation, turned to St. Martha, a quiet selfless 
  Christian maiden who was said to have performed a 
  number of miracles in the past.  She quietly strode out 
  across the field where the dragon feasted on the 
  blackened corpse of a local peasant, formed a cross 
  from two charred pieces of straw, and presented the 
  make-shift holy symbol to the beast.  Instantly, the 
  monster was transformed into a timid, tame animal.  
  After sprinkling holy water over the tarasque, St. Martha 
  placed a light cord around its neck and led the shy 
  reptile into town, much to the townsfolk’s astonishment.  
  St. Martha’s great demonstration that peace and faith 
  are more powerful than anger and violence so 
  impressed those gathered that they hesitated for a full 
  twenty minutes before bludgeoning the now timid 
  creature to a bloody death.  The town was ever afterward 
  known as Tarascon. 
  Special Characteristics: Tarasques have an Affinity for 
  the Taste of Venison and Lamb, but will be more than 
  happy to supplement their diets with any shepherds or 
  herdsmen that protest the menu. 
  When attacked, a tarasque usually spouts fire at the 
  opposing force.  This fiery breath extends in a cone 80 
  feet long with a base diameter of 50 feet.  Anyone in this 
  area takes 1d10 of fire damage per Combat Level of the 
  dragon.  Allow a Luck Roll with Agility adjustments 
  against a Threshold of 15 plus the dragon's Combat 
  Level.  Success indicates the character sustains only 
  1/2 damage from the flame.  A tarasque breathes in this 
  way once per day for every 75 Damage Tolerance points 
  it possesses.  Of course, any combustible materials in 
  the affected area immediately ignite.  While breathing 
  flame, a dragon cannot bite but retains all other forms of 
  attack. 
  If a large party attacks a tarasque, it will bellow a mighty 
  roar to frighten off some of its attackers.  Any creature 
  other than a dragon hearing this roar must make a Luck 
  Roll with Willpower adjustments.  Those failing flee in 
  terror for 1d4 turns. 
  Tarasques are completely Immune to Heat and Flame.  
  In addition, they are resistant to all forms of arcane 
  magic.  Any mage spell affecting a tarasque has its 
  spell level reduced by 7 levels.  Even so, priest spells 
  cast by Good spellcasters are unaffected by the beast’s 
  magical resistance (although they are still immune to 
  fire). 
  Recovery Time:  5 
  Absorption:  15 
  Surprise Adj.:  -3 
  Attack Modes:  bite/ claw/ claw/ tail. A tarasque cannot 
  use all of its attacks on a single opponent.  Those 
  toward the front of the dragon risk attack from the head 
  and fore claws.  Those toward the rear risk attack from 
  the hind legs and tail.  (Turtle-like, the beast must keep 
  at least four legs on the ground at all times.  However, 
  since it has a total of six legs, two are always available 
  as weapons.)  The flaming breath may, of course, be 
  directed toward any foe within range. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  16 
  16 
  -5 
  -- 
  3 
  -2 
  -2 
   
  
   
  The Bestiary [T] 
  109 
    
  Celtic Creatures & Nordic Nightmares 
  109 
  Tarasque Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  10 
  13 
  Attack Bonus 
  +18 
  +22 
  Defense 
  25 
  27 
  Damage Tolerance 
  350 + 10d10 
  400 + 13d10 
  E.P. Value 
  4020 
  8442 
  Damage per Attack 
  3d10/ 2d12/ 
  2d12/ 2d10 
  4d8/ 3d8/ 3d8/ 
  2d10 
   
  Above 
  Average 
  Exceptional 
  Combat Level 
  15 
  20 
  Attack Bonus 
  +25 
  +31 
  Defense 
  28 
  29 
  Damage Tolerance 
  425 + 15d10 
  450 + 20d10 
  E.P. Value 
  12420 
  20125 
  Damage per Attack 
  4d8/ 3d8/ 3d8/ 
  2d12 
  4d10/ 3d8/ 3d8/ 
  2d12 
   
  The tarasque is one of the most bizarre of all dragons.  If 
  not for its dagger-like teeth and flaming breath, you 
  might not think it a dragon at all.  If fact, it looks as 
  though it is more akin to a giant building-sized tortoise 
  than a wyrm.  The tarasque has a hard carapace 
  resembling an enormous turtle shell with horny spiked 
  protrusions.  It shambles around on six short but stocky 
  legs, unable even to outpace most humans.  Even so, 
  the tarasque finds penned livestock to be easy prey and 
  its fiery breath can easily bring down any quarry that 
  comes within range, regardless of its speed.  Its head is 
  that of a great lion, albeit one with a scaly mane, and its 
  tail is long and thick, easily able to send a mounted 
  knight flying. 
  Tatzlwurm 
  Habitat: Tatzlwurms live in mountaintop caverns and 
  crevices where they overlook the townships nearby.  
  These dragons usually content themselves with 
  snatching small livestock but occasionally attack 
  children. 
  Life Style:  solitary reptile 
  Wealth Type:  hoard 
  Alignment:  evil (5% variable) 
  Cunning:  below average (33% low) 
  Speed:  80 (180 flying) 
  Strength:  high 
  Size:  small to medium 
  Origin:  The tatzlwurm is a legendary inhabitant of the 
  Switzerland, Bavarian, and Austrian mountains. 
  Special Characteristics: All tatlwurms are naturally 
  Immune to Acid and Fire and are Resistant to Magic.  
  Any spell cast at a tatzlwurm has its spell levels reduced 
  by 5. 
  When attacked directly, the tatzlwurm spits a caustic 
  acid at opponents.  This liquid is so caustic it actually 
  ignites when it comes in contact with air.  To strike a foe 
  with this spittle, the tatzlwurm must make a normal 
  Attack Roll.  If successful, the struck individual sustains 
  a number of d6 acid damage equal to the Combat Level 
  of the reptile.  Allow the struck creature no Luck Roll.  A 
  tatzlwurm spits in this way once per day for every 75 
  Damage Tolerance points it possesses.  Of course, any 
  combustible materials struck immediately ignite.  While 
  spitting, a tatzlwurm forgoes all other forms of attack. 
  True to dragonkind, the tatzlwurm has an Uncontrollable 
  Lust for Gold. 
  Recovery Time:  5 
  Absorption:  9 
  Surprise Adj.:  0 
  Attack Modes:  bite/ claw/ claw/ tail or acid spit 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  7 
  5 
  -1 
  -- 
  5 
  -1 
  -1 
  Tatzlwurm Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  8 
  10 
  Attack Bonus 
  +14 
  +17 
  Defense 
  27 
  29 
  Damage Tolerance 
  175 + 8d10 
  200 + 10d10 
  E.P. Value 
  1225 
  3180 
  Damage per Attack 
  3d8/ 3d4/  
  3d4/ 2d8 
  4d6/ 3d6/  
  3d6/ 2d10 
   
  Above 
  Average 
  Exceptional 
  Combat Level 
  12 
  14 
  Attack Bonus 
  +20 
  +23 
  Defense 
  30 
  32 
  Damage Tolerance 
  225 + 12d10 
  250 + 14d10 
  E.P. Value 
  4620 
  8700 
  Damage per Attack 
  4d6/ 3d6/  
  3d6/ 2d12 
  4d8/ 3d8/  
  3d8/ 4d6 
   
  The tatzlwurm is small dragon species that rarely grows 
  to a size larger than a man.  In fact, a sizeable number of 
  reports state that some sighted tatzlwurms escaped 
  observation by darting through the knothole of a rotting 
  tree.  Most likely, these reports are sightings of very 
  
   
  The Bestiary [T] 
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  Celtic Creatures & Nordic Nightmares 
  110 
  young tatzlwurms since an adult, while small in dragon 
  terms, can easily carry off a plump sheep. 
  The tatzlwurm is a serpentine dragon having four 
  clawed legs and a pair of bat-like wings. The hue of the 
  tatzlwurm's scales varies from a reddish brown to a 
  brownish green although a few tatzlwurms with white 
  skins have been reported.  The tatzlwurm looks quite 
  similar to the heraldic dragon in form but is rarely 
  mistaken for its cousin due to the extreme size 
  difference.  The tiny tatzlwurm is completely dwarfed by 
  its larger twin. 
  Despite its dragon ancestry, the tatzlwurm is extremely 
  shy and will flee any large group unless confronted in its 
  lair.  If the reptile believes it has a fighting chance to 
  overpower a party, however, it is not above grabbing a 
  succulent hob or goblin snack. 
  Unlike most other dragon forms, the tatzlewurm does 
  not have a bellowing roar to frighten off intruders.  
  Rather, this shy dragon type will generally flee when 
  obviously overpowered. 
  Taxim 
  Habitat:  Taxims can obviously be found in the dark 
  crypts and tombs that house the bodies of the dead.  
  Surprisingly, they are just as commonly encountered 
  wandering across the countryside or lurking in dark 
  alleys in search of vengeance.  Whenever they are seen, 
  they are always shrouded in shadow since they are 
  extremely averse to the light of day. 
  Life Style:  undead humanoid 
  Wealth Type:  incidental 
  Alignment:  neutral 
  Cunning:  below average 
  Speed:  40 
  Strength:  average 
  Size:  medium 
  Origin:  The legend of the taxim arose in Eastern 
  Europe, where it was believed that the remains of the 
  restless dead would rise to revenge themselves on 
  those who wronged them during life. 
  Special Characteristics: A taxim may assume a ghostly 
  state 3 times a night for a duration of 1 turn each to aid 
  in passing through doorways, walls, and other 
  barricades. 
  Most taxims (90%) are surrounded by the stench of their 
  own rotting flesh.  Treat the horrible aroma as the mage 
  spell Noxious Fumes on all breathing creatures within 
  10 feet of the revenant (cast at a spell level equal to the 
  taxim’s Combat Level).  The smell often gives warning 
  of a taxim’s approach so these monsters rarely surprise 
  their foes. 
  Like all undead, this creature is Immune to Frost and 
  Mental Spells, is not adversely affected by Severity 
  Damage, is Susceptible to Holy Water, and is Afraid of 
  Sunlight. 
  Recovery Time:  by weapon 
  Absorption:  0 
  Surprise Adj.:  +3 
  Attack Modes:  by weapon 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  0 
  0 
  0 
  2 
  0 
  -1 
  -1 
  Taxim Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  2 
  4 
  Attack Bonus 
  +5 
  +8 
  Defense 
  23 
  25 
  Damage Tolerance 
  35 + 2d10 
  40 +4d10 
  E.P. Value 
  40 
  70 
  Damage per Attack 
  by weapon 
  by weapon + 2 
   
  Above 
  Average 
  Heroic 
  Combat Level 
  6 
  8 
  Attack Bonus 
  +11 
  +14 
  Defense 
  27 
  29 
  Damage Tolerance 
  45 + 6d10 
  50 + 8d10 
  E.P. Value 
  132 
  300 
  Damage per Attack 
  by weapon + 4 
  by weapon + 5 
   
  A taxim is a male humanoid that has risen from his 
  grave to exact revenge for some injustice done against 
  him or his loved ones.  The taxim rises 1d6 nights after 
  its death and stalks whatever villain (or villains) it holds 
  responsible for its lifelong misery, premature downfall, 
  or plain old bad luck.  When it finds its nemesis, the 
  taxim will attempt to kill him in a manner that exacts 
  poetic justice.  For example, if a spurned suitor 
  beheaded a taxim’s sister, it may attempt to repay the 
  deed using the same technique.  Of course, if the taxim 
  cannot erect a guillotine in its hated quarry’s bedroom, 
  an axe will have to do. 
  
   
  The Bestiary [T] 
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  Celtic Creatures & Nordic Nightmares 
  111 
  Tiger, Heraldic 
  Habitat:  Heraldic tigers live solitary lives deep in dense 
  forests. 
  Life Style:  predatory animal 
  Wealth Type:  incidental 
  Alignment:  neutral evil 
  Cunning:  low 
  Speed:  90 
  Strength:  above average 
  Size:  medium to large (400 to 500 pounds). 
  Origin:  The heraldic tiger was an invention of European 
  folklore.  It’s distinctively non-feline form arose from the 
  total lack of actual tigers living in Europe.  Thus, the only 
  information available came from tales of the ferocious 
  beasts related by Middle Eastern travelers.  It represents 
  cruelty and destructiveness. 
  Special Characteristics:  None. 
  Recovery Time:  7 
  Absorption:  0 
  Surprise Adj.:  +2 
  Attack Modes:  bite 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  4 
  2 
  0 
  -- 
  1 
  -4 
  -4 
  Heraldic Tiger Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  2 
  4 
  Attack Bonus 
  +5 
  +8 
  Defense 
  23 
  24 
  Damage Tolerance 
  40 + 2d10 
  45 + 4d10 
  E.P. Value 
  16 
  35 
  Damage per Attack 
  2d6 
  2d8 
   
  Above 
  Average 
  Exceptional 
  Combat Level 
  6 
  8 
  Attack Bonus 
  +11 
  +14 
  Defense 
  26 
  28 
  Damage Tolerance 
  50 + 6d10 
  55 + 8d10 
  E.P. Value 
  84 
  200 
  Damage per Attack 
  2d10 
  2d12 
   
  Heraldic tigers do not really look very similar to their 
  natural namesakes.  While they do have tawny coats 
  covered with vertical black stripes, it is here that the 
  similarity between this creature and the magnificent 
  Asian feline ends.  The heraldic tiger’s body resembles 
  that of an enormous wolf, often reaching a height of 4 or 
  5 feet at the shoulders.  Likewise, its head is 
  distinctively canine, with unusually large jaws and 
  oversized canine teeth.  Accenting its vicious maw are 
  two large lower tusks protruding upward from the lower 
  jaw which are capable of delivering unusually severe 
  gashes in any creature unlucky enough to fall prey to 
  one of these beasts.  In addition, a bony upward curving 
  horn protrudes from the tip of the monster’s otherwise 
  wolfish snout.  Finally, the heraldic tiger has tufts of hair 
  on its neck resembling a scraggly lion’s mane and its 
  tail, though striped down its entire length, is capped with 
  another hair tuft, making its one truly cat-like feature 
  decidedly lionish in appearance. 
  Tree of Ghostly Dread 
  Habitat:  These arboreal haunts can be found anywhere 
  that trees grow.  For reasons only they understand, they 
  tend to congregate around the castles of necromancers 
  and within haunted forests.  The most likely explanation 
  is that these gnarly beasts make superb dungeon 
  scenery (but rather poor arch-villains). 
  Life Style:  undead spirit 
  Wealth Type:  incidental 
  Alignment:  antisocial 
  Cunning:  below average 
  Speed:  0 
  Strength:  high 
  Size:  large 
  Origin:  Haunted trees are found in folklore throughout 
  Europe.  In 1958, Elliott O’Donnell cited numerous 
  examples 
  (in 
  Canada, 
  Scotland, 
  Germany, 
  and 
  England) in his Trees of Ghostly Dread, the title of 
  which was used in the naming of this nightmarish 
  horror. 
  Special Characteristics: Flame damages these trees 
  as normal.  Nevertheless, if a group of 5 or more refrain 
  from attacking, they can put out normal fires as the 
  mage spell Extinguish (see The Lexicon of Lore™ for 
  details). 
  Like all undead, these creatures are Immune to Frost 
  and Mental Spells, are not adversely affected by Severity 
  Damage, 
  and 
  are 
  Susceptible 
  to 
  Holy 
  Water.  
  Nevertheless, they are not Afraid of Sunlight (or at least 
  they can’t do anything about it). 
  Recovery Time:  9 
  
   
  The Bestiary [T] 
  112 
    
  Celtic Creatures & Nordic Nightmares 
  112 
  Absorption: The tree itself absorbs 6 points of damage 
  from every blow delivered from a bladed weapon.  Blunt 
  weapons cause no damage to these horrifying 
  monstrosities. 
  Surprise Adj.:  4 
  Attack Modes:  branch/ branch 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  6 
  7 
  -20 
  -- 
  1 
  -1 
  -1 
  Tree of Ghostly Dread Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  3 
  5 
  Attack Bonus 
  +4 
  +6 
  Defense 
  5 
  5 
  Damage Tolerance 
  150 + 3d10 
  200 + 5d10 
  E.P. Value 
  35 
  72 
  Damage per Attack 
  1-10/1-10 
  1-12/1-12 
   
  Above 
  Average 
  Exceptional 
  Combat Level 
  7 
  9 
  Attack Bonus 
  +8 
  +10 
  Defense 
  5 
  5 
  Damage Tolerance 
  250 + 7d10 
  300 + 9d10 
  E.P. Value 
  162 
  440 
  Damage per Attack 
  2-12/2-12 
  3-18/3-18 
   
  A tree of ghostly dread is a tree that has been 
  possessed and animated by the spirit of a man 
  murdered in the forest.  The spirit lingers near its place 
  of execution seeking an outlet for its seething anger 
  against the world’s cruelty.  Before long, the spirit 
  discovers that its only means to influence the material 
  world is by inhabiting and manipulating the nearby 
  trees. 
  These 
  haunted 
  trees 
  patiently 
  wait 
  for 
  forest 
  trespassers.  Their initial attack usually surprises 
  adventurers unaccustomed to aggressive oaks.  The 
  spirit of any character killed by one of these haunted 
  trees immediately inhabits the nearest unhaunted tree 
  and continues its killer's occupation. 
  If the tree is destroyed, the spirit that haunts it flees to 
  the nearest tree of sufficient size to house it.  The newly 
  possessed tree slowly dies over a period of 2d4 weeks.  
  As soon as the tree is totally dead, the spirit gains 
  absolute control of the dead husk and may begin 
  manipulating the limbs and roots.  If no tree lies within 
  100 yards when ‘slain’, the inhabiting spirit dies. 
  Troll, Dwarfish (Trow) 
  The dwarfish troll, or trow, represents the most modern 
  form the troll takes in folklore, being a direct descendant 
  of the gigantic monsters described in Nordic mythology.  
  Breaking with trollish tradition, though, dwarfish trolls 
  make superb mages (Piety spellcasting is definitely not 
  their forte).  They usually apprentice themselves to 
  Sorcerers and consider Creationism the apex of any 
  worthwhile career. 
  Despite their trollish origins, dwarfish trolls are not man-
  eaters and resent any implications that their diets may 
  be less than honorable.  Even so, they often associate 
  with trolls and are extremely suspicious of men, who 
  often mistake them for their more cannibalistic brethren.  
  If a lone trow encounters a group of men, it will remain 
  alert for fear of a surprise attack.  Their refusal to turn 
  their backs has given rise to the mistaken notion that 
  these small trolls walk backwards.  Most peasants 
  consider meeting a trow a bad omen (probably due 
  more to the company they keep than to their actions). 
  Some players may express a desire to play a dwarfish 
  troll character.  This is quite reasonable if your 
  campaign incorporates a Nordic setting.  If you decide to 
  allow your players to take on the roll of a trow, the 
  following table provides an appropriate set of racial 
  Attribute Maximums for both males and females:  
  Racial Maximums  
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  3 
  2 
  4 
  6 
  3 
  4 
  -1 
   
  If any other racial features must be determined for a 
  dwarfish troll character, simply treat it as if it were a 
  goblin. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  0 
  0 
  1 
  3 
  1 
  3 
  -2 
  Life Style:  clannish or tribal fairy 
  Wealth Type:  hoard 
  Cunning:  average 
  Speed:  60 
  Strength:  average 
  Size:  medium (3 to 4 feet tall) 
  Recovery Time:  5 or by weapon 
  Absorption:  0 
  
   
  The Bestiary [T] 
  113 
    
  Celtic Creatures & Nordic Nightmares 
  113 
  Surprise Adj.:  0 
  Attack Modes:  claw/claw or by weapon 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  0 
  0 
  1 
  1 
  1 
  0 
  -2 
  Dwarfish Troll Archer Examples 
   
  Below 
  Average 
  Bowman 
  Average 
  Bowman 
  Character Level 
  1 
  2 
  Combat Level 
  1 
  2 
  Attack (Shooting) 
  +5 
  +6 
  Attack  (Hand Held) 
  +2 
  +3 
  Defense 
  23 
  24 
  Defense (Shooting) 
  15 
  15 
  Damage Tolerance 
  15 + 2d10 
  15 + 2d10 
  E.P. Value 
  12 
  20 
  Damage per Attack 
  1d4 / 1d4 or by 
  weapon 
  1d4 / 1d4 or by 
  weapon 
   
  Above 
  Average 
  Bowman 
  Well Above 
  Average 
  Bowman 
  Character Level 
  4 
  6 
  Combat Level 
  4 
  6 
  Attack (Shooting) 
  +10 
  +13 
  Attack (Hand Held) 
  +5 
  +7 
  Defense 
  26 
  28 
  Defense (Shooting) 
  16 
  18 
  Damage Tolerance 
  15 + 2d10 
  20 + 3d10 
  E.P. Value 
  42 
  72 
  Damage per Attack 
  1d4 / 1d4 or by 
  weapon 
  1d4 / 1d4 or by 
  weapon 
   
  Below Heroic 
  Archer 
  Heroic Archer 
  Character Level 
  8 
  10 
  Combat Level 
  9 
  10 
  Attack (Shooting) 
  +16 
  +19 
  Attack (Hand Held) 
  +9 
  +12 
  Defense 
  31 
  33 
  Defense (Shooting) 
  21 
  22 
  Damage Tolerance 
  20 + 3d10 
  25 + 4d10 
  E.P. Value 
  280 
  420 
  Damage per Attack 
  1d4 / 1d4 or by 
  weapon 
  1d4 / 1d4 or by 
  weapon 
   
  Above Heroic 
  Archer 
  Legendary 
  Archer 
  Character Level 
  12 
  14 
  Combat Level 
  12 
  14 
  Attack (Shooting) 
  +21 
  +23 
  Attack (Hand Held) 
  +15 
  +18 
  Defense 
  36 
  38 
  Defense (Shooting) 
  24 
  25 
  Damage Tolerance 
  25 + 4d10 
  30+ 4d10 
  E.P. Value 
  1250 
  3000 
  Damage per Attack 
  1d4+2/1d4+2 or 
  by weapon + 2 
  1d4+2/1d4+2 or 
  by weapon + 2 
  Dwarfish Troll Fighter Examples 
   
  Below 
  Average 
  Fighter 
  Average 
  Fighter 
  Character Level 
  1 
  2 
  Combat Level 
  2 
  3 
  Attack Bonus 
  +4 
  +6 
  Defense 
  23 
  24 
  Damage Tolerance 
  20 + 2d10 
  20 + 2d10 
  E.P. Value 
  12 
  20 
  Damage per Attack 
  1d4+2/1d4+2 or 
  by weapon + 2 
  1d4+2/1d4+2 or 
  by weapon + 2 
   
  Above 
  Average 
  Fighter 
  Well Above 
  Average 
  Fighter 
  Character Level 
  4 
  6 
  Combat Level 
  5 
  7 
  Attack Bonus 
  +9 
  +12 
  Defense 
  27 
  29 
  Damage Tolerance 
  25 + 2d10 
  25 + 3d10 
  E.P. Value 
  45 
  90 
  Damage per Attack 
  1d4+2/1d4+2 or 
  by weapon + 2 
  1d4+2/1d4+2 or 
  by weapon + 2 
   
  Below Heroic 
  Fighter 
  Heroic Fighter 
  Character Level 
  8 
  10 
  Combat Level 
  9 
  12 
  Attack Bonus 
  +14 
  +16 
  Defense 
  32 
  36 
  Damage Tolerance 
  30 + 3d10 
  30 + 4d10 
  E.P. Value 
  320 
  1125 
  Damage per Attack 
  1d4+3/1d4+3 or 
  by weapon + 3 
  1d4+3/1d4+3 or 
  by weapon + 3 
   
  Above Heroic 
  Fighter 
  Legendary 
  Fighter 
  Character Level 
  12 
  14 
  Combat Level 
  14 
  16 
  Attack Bonus 
  +19 
  +22 
  Defense 
  38 
  41 
  Damage Tolerance 
  35 + 4d10 
  35 + 4d10 
  E.P. Value 
  2400 
  4275 
  Damage per Attack 
  by weapon + 4 
  by weapon + 4 
   
  
   
  The Bestiary [T] 
  114 
    
  Celtic Creatures & Nordic Nightmares 
  114 
  Dwarfish Troll Mage Examples 
   
  Below 
  Average Mage 
  Average Mage 
  Character Level 
  1 
  2 
  Combat Level 
  1 
  2 
  Attack Bonus 
  +1 
  +2 
  Defense 
  23 
  24 
  Defense (while 
  spellcasting) 
  14 
  15 
  Damage Tolerance 
  15 + 1d10 
  15 + 2d10 
  Approx. # Spells 
  1 
  1 
  E.P. Value 
  3 
  4 
  Damage per Attack 
  1d4-1/1d4-1 or 
  by weapon-1 
  1d4-1/1d4-1 or 
  by weapon-1 
   
  Above 
  Average Mage 
  Well Above 
  Average Mage 
  Character Level 
  4 
  6 
  Combat Level 
  3 
  5 
  Attack Bonus 
  +4 
  +6 
  Defense 
  26 
  29 
  Defense (while 
  spellcasting) 
  14 
  15 
  Damage Tolerance 
  20 + 2d10 
  20 + 3d10 
  Approx. # Spells 
  3 
  6 
  E.P. Value 
  21 
  72 
  Damage per Attack 
  1d4 / 1d4 or by 
  weapon 
  1d4 / 1d4 or by 
  weapon 
   
  Below Heroic 
  Mage 
  Heroic Mage 
  Character Level 
  8 
  10 
  Combat Level 
  7 
  9 
  Attack Bonus 
  +9 
  +11 
  Defense 
  31 
  33 
  Defense (while 
  spellcasting) 
  17 
  20 
  Damage Tolerance 
  20 + 3d10 
  20 + 4d10 
  Approx. # Spells 
  13 
  20 
  E.P. Value 
  225 
  780 
  Damage per Attack 
  1d4 / 1d4 or by 
  weapon 
  1d4 / 1d4 or by 
  weapon 
   
  Above Heroic 
  Mage 
  Legendary 
  Mage 
  Character Level 
  12 
  14 
  Combat Level 
  11 
  13 
  Attack Bonus 
  +14 
  +17 
  Defense 
  37 
  39 
  Defense (while 
  spellcasting) 
  24 
  25 
  Damage Tolerance 
  20 + 4d10 
  20 + 5d10 
  Approx. # Spells 
  30 
  40 
  E.P. Value 
  2500 
  7500 
  Damage per Attack 
  1d4+2/1d4+2 or 
  by weapon + 2 
  1d4+2/1d4+2 or 
  by weapon + 2 
   
  Dwarfish Troll Priest Examples (Rare) 
   
  Below 
  Average Priest 
  Average Priest 
  Character Level 
  1 
  2 
  Combat Level 
  2 
  3 
  Piety Level 
  1 
  1 
  Attack Bonus 
  +4 
  +6 
  Defense 
  23 
  25 
  Defense (while 
  spellcasting) 
  13 
  15 
  Damage Tolerance 
  20 + 2d10 
  20 + 2d10 
  E.P. Value 
  15 
  20 
  Damage per Attack 
  1d4 / 1d4 or by 
  weapon 
  1d4 / 1d4 or by 
  weapon 
   
  Above 
  Average Priest 
  Well Above 
  Average Priest 
  Character Level 
  4 
  6 
  Combat Level 
  5 
  7 
  Piety Level 
  2 
  4 
  Attack Bonus 
  +9 
  +12 
  Defense 
  27 
  29 
  Defense (while 
  spellcasting) 
  16 
  18 
  Damage Tolerance 
  25 + 2d10 
  25 + 3d10 
  E.P. Value 
  49 
  120 
  Damage per Attack 
  1d4 / 1d4 or by 
  weapon 
  1d4+2/1d4+2 or 
  by weapon + 2 
   
  Below Heroic 
  Priest 
  Heroic Priest 
  Character Level 
  8 
  10 
  Combat Level 
  9 
  11 
  Piety Level 
  7 
  10 
  Attack Bonus 
  +14 
  +16 
  Defense 
  32 
  36 
  Defense (while 
  spellcasting) 
  21 
  24 
  Damage Tolerance 
  25 + 3d10 
  25 + 4d10 
  E.P. Value 
  325 
  1140 
  Damage per Attack 
  1d4+2/1d4+2 or 
  by weapon + 2 
  1d4+2/1d4+2 or 
  by weapon + 2 
   
  Above Heroic 
  Priest 
  Legendary 
  Priest 
  Character Level 
  12 
  14 
  Combat Level 
  13 
  15 
  Piety Level 
  12 
  14 
  Attack Bonus 
  +18 
  +20 
  Defense 
  38 
  40 
  Defense (while 
  spellcasting) 
  26 
  28 
  Damage Tolerance 
  35 + 4d10 
  35 + 5d10 
  E.P. Value 
  2750 
  6900 
  Damage per Attack 
  1d4+3/1d4+3 or 
  by weapon + 3 
  1d4+3/1d4+3 or 
  by weapon + 3 
   
  
   
  The Bestiary [T] 
  115 
    
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  115 
  Dwarfish Troll Thief Examples 
   
  Below 
  Average Thief 
  Average Thief 
  Character Level 
  1 
  2 
  Combat Level 
  1 
  2 
  Attack Bonus (Small 
  Hand Held) 
  +8 
  +9 
  Defense 
  24 
  25 
  Damage Tolerance 
  15 + 1d10 
  15 + 2d10 
  E.P. Value 
  18 
  24 
  Damage per Attack 
  1d4-1/1d4-1 or 
  by weapon-1 
  1d4-1/1d4-1 or 
  by weapon-1 
   
  Above 
  Average Thief 
  Well Above 
  Average Thief 
  Character Level 
  4 
  6 
  Combat Level 
  4 
  6 
  Attack Bonus (Small 
  Hand Held) 
  +12 
  +14 
  Defense 
  27 
  29 
  Damage Tolerance 
  20 + 2d10 
  20 + 2d10 
  E.P. Value 
  49 
  84 
  Damage per Attack 
  1d4 / 1d4 or by 
  weapon 
  1d4 / 1d4 or by 
  weapon 
   
  Below Heroic 
  Thief 
  Heroic Thief 
  Character Level 
  8 
  10 
  Combat Level 
  9 
  11 
  Attack Bonus (Small 
  Hand Held) 
  +17 
  +19 
  Defense 
  31 
  33 
  Damage Tolerance 
  20 + 3d10 
  20 + 4d10 
  E.P. Value 
  200 
  720 
  Damage per Attack 
  1d4+2/1d4+2 or 
  by weapon + 2 
  1d4+2/1d4+2 or 
  by weapon + 2 
   
  Above Heroic 
  Thief 
  Legendary 
  Thief 
  Character Level 
  12 
  14 
  Combat Level 
  13 
  15 
  Attack Bonus (Small 
  Hand Held) 
  +22 
  +23 
  Defense 
  36 
  38 
  Damage Tolerance 
  25 + 4d10 
  25 + 5d10 
  E.P. Value 
  1600 
  3375 
  Damage per Attack 
  1d4+3/1d4+3 or 
  by weapon + 3 
  1d4+3/1d4+3 or 
  by weapon + 3 
    
  Henke 
  Habitat:  Although dwarfish trolls are not unknown in the 
  standard swampish troll haunts, they far prefer the stony 
  surroundings of subterranean catacombs. 
  Alignment:  antisocial evil 
  Origin:  Trolls are Scandinavian giants that were 
  eventually adopted by classical fairy tales.  When they 
  first appeared as fairy tale villains, they retained the 
  monstrous man-eating forms of ancient lore.  Over time, 
  however, their ferocity faded along with their bulk.  
  Eventually, the stories incorporated trolls that were no 
  bigger than dwarves, still sly and malicious but far from 
  Herculean.  Rumplestilskin is an example of one such 
  magical, manipulative rogue. 
  Special Characteristics:  Like many of their relatives, 
  henkes have an Aversion to Sunlight. 
  Henkes are angry little tyrants with long hooked noses, 
  pointed teeth, and hair that resembles a sheepdog’s 
  coat after playing ‘barber’ with the family toddler.  They 
  are squat dark stubby gargoyles with devious minds 
  and clever fingers.  Their deformed little bodies often 
  cause them to limp, or “henke,” as they walk.  Munchkin 
  Prince Charmings they ain’t. 
  Sith 
  Habitat:  Like the trollish sub-race known as the huldra, 
  siths live within green hills.  The tops of these hills rise 
  up on pillars at night to reveal the brightly lit underworld 
  that serves as the sithian realm known as Elfhame. 
  Alignment:  social neutral to neutral evil 
  Origin:  Tales of the sith race springs from Scotland and 
  the folklore of Shetland (in the northern British Isles) 
  where they are known as Trows.  It is almost certain that 
  the legends descend from the same Nordic sources as 
  do the better known trolls.  In fact, their characteristics 
  indicate that they are a blend between the Scandinavian 
  Trolls and the Gaelic Daione Sidh (grey elves).  The 
  Scottish call them the Sith (pronounced “Shee”) and the 
  females are called the Beane Sith (or “Ban-Shee”).  In 
  fact, the well-known tales of the much feared banshee 
  originated from legends of these trollish faeries. 
  Special Characteristics:  The sith inherited the genetic 
  handicap concerning sunlight that plagues so many 
  trollish races.  Rather than providing instant death, 
  though, sunlight merely paralyzes a sith, rendering him 
  as immovable as stone until night falls.  Spells which 
  produce sunlight (such as the Piety spell Rays of Dawn) 
  petrify a sith only as long as the light falls on his body.  
  Fortunately, no lingering effects will be felt from his 
  
   
  The Bestiary [T] 
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  116 
  sunny ordeal, although he is exceptionally vulnerable 
  during any such time.  
  Needless to say, siths are Afraid of Sunlight. 
  Siths are about three or four feet tall with light brown 
  complexions.  They are the only trollish sub-race whose 
  members, both male and female, can be described as 
  handsome, even if they are not really beautiful.  Their 
  hair is either red or blond and their clothing is generally 
  green or gray.  Most sith consider pointed hats to be the 
  height of  fashion.  Red ones are especially envied. 
  Trolls 
  Troll, Giant Bridge 
  Habitat:  Giant bridge trolls inhabit a wide range of 
  terrains, including swamps, forests, and mountain 
  ranges.  Wherever they dwell, bridge trolls quickly locate 
  and seize the largest and best-traveled bridges to call 
  their own (thus the name). 
  Life Style:  clannish man-eater 
  Wealth Type:  hoard 
  Alignment:  lawful evil 
  Cunning:  below average 
  Speed:  150 
  Strength:  high 
  Size:  large (9 to 13 feet tall) 
  Origin:  Giant trolls first appeared in early Scandinavian 
  folklore, predating the smaller troll varieties.  In even the 
  earliest tales, trolls were believed to be the Lords of the 
  Goblins (despite their rather slow wits).  Virtually all 
  giant trolls turned into stone or simply burst at the first 
  touch of sunlight.  In later European fairy tales, however, 
  many trolls lived under bridges and demanded heavy 
  tolls of all travelers.  For some reason, these 
  industrious businessmen were exempt from the “night-
  shift only” handicap.  Perhaps they lathered themselves 
  up with liberal quantities of sun-block lotion. 
  Special Characteristics: Giant bridge trolls regenerate 
  lost body parts and heal wounds at the tremendous rate 
  of 5 Damage Tolerance per turn.  Even if the troll is cut 
  up into small pieces, it will eventually reform into its 
  former, vile self.  The individual chunks and body parts 
  slither and crawl together to reestablish the trollish form.  
  Cremation provides the only simple way to prevent 
  regeneration. 
  Giant bridge trolls are Susceptible to Fire.  Damage 
  inflicted by flame forces a troll to heal at a normal rate. 
   
  These gruesome humanoids unabashedly drool at the 
  sight of humans as they Lust for the Taste of Human 
  Flesh. 
  Recovery Time:  7 or by weapon 
  Absorption:  2 
  Surprise Adj.:  0 
  Attack Modes:  bite/ claw/ claw or by weapon 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  9 
  8 
  -3 
  -3 
  0 
  -2 
  -2 
  Giant Bridge Troll Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  8 
  10 
  Attack Bonus 
  +14 
  +17 
  Defense 
  25 
  27 
  Damage Tolerance 
  100 + 8d10 
  125 + 10d10 
  E.P. Value 
  325 
  1020 
  Damage per Attack 
  3d8/ 2d6/ 2d6 or 
  by weapon + 8 
  4d8/ 2d8/ 2d8 or 
  by weapon + 9 
   
  Above 
  Average 
  Heroic 
  Combat Level 
  12 
  14 
  Attack Bonus 
  +20 
  +23 
  Defense 
  29 
  31 
  Damage Tolerance 
  150 + 12d10 
  175 + 14d10 
  E.P. Value 
  1890 
  3150 
  Damage per Attack 
  4d8/ 3d6/ 3d6 or 
  by weapon + 10 
  4d10/ 3d6/ 3d6 
  or by weapon + 
  11 
   
  Giant trolls are universally large ugly dim-witted giants 
  with highly muscular physiques and mean, greedy 
  dispositions.  Bridge trolls, on the other hand, stand 
  apart from their stereotypical brethren.  They are, rather, 
  large ugly dim-witted giants with highly muscular 
  physiques and greedy, mean dispositions.  The 
  distinction is subtle, but important.  
  A bridge troll’s burning desire for gold and silver slightly 
  outweighs his burning desire to tear the limbs off of 
  every living thing he encounters.  As such, he is able to 
  take up residence under a bridge or within a castle in 
  order to exact heavy fees from everyone entering his 
  domain.  The possibility that his ‘customers’ might 
  come back with more cash at a later date will usually 
  keep a bridge troll from dining on his guests.  Unless, of 
  course, his guests happen to be billy goats. 
  
   
  The Bestiary [T] 
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  117 
  Troll, Giant Stone 
  Habitat:  Giant stone trolls are found in mountainous 
  regions, woodlands, and marshes although they are 
  never encountered during the day.  When the sun is 
  shining, stone trolls barricade themselves underground 
  behind massive doors.  These mammoth portals are 
  locked with sturdy deadbolts and imposing locks, the 
  keys of which never leave the owner’s possession.  
  Stone trolls particularly like northerly climes since the 
  sun does not rise very high in the sky and the nights are 
  particularly long in the cooler seasons. 
  Life Style:  nocturnal man-eater 
  Wealth Type:  hoard 
  Alignment:  antisocial evil 
  Cunning:  below average 
  Speed:  150 
  Strength:  high 
  Size:  large (8 to 13 feet tall) 
  Origin:  All trolls have their origins in old Scandinavian 
  folklore.  Tales of giant trolls that turn into stone under 
  direct sunlight are particularly old.  Legend has it that 
  these giant trolls are the descendants of the ancient 
  Jotuns (Nordic giants).  Stone trolls were popularized in 
  modern literature in J.R.R. Tolkien’s The Hobbit. 
  Special Characteristics: Whenever sunlight strikes a 
  stone troll, his flesh instantly transforms into stone.  
  Spells that magically produce sunlight (such as the 
  priest Nature spell Rays of Dawn) give similar effects if 
  the troll fails a Luck Roll with Stamina Adjustments 
  against a Threshold of 15 plus the spell level.  Pigeons 
  find these effects especially delightful.  One stone troll 
  can provide nesting sites for an entire flock. 
  Stone trolls regenerate 1 Damage Tolerance point every 
  turn.  Even if the troll is chopped up into itty-bitty bits, the 
  pieces will eventually wriggle and squirm toward one 
  another until the troll’s toothy grin is fully restored.  Fire 
  damage does not regenerate in this accelerated 
  fashion, however, so cremating a troll spells its final 
  doom. 
  Stone trolls Lust for the Taste of Human Flesh.  Of 
  course, if a succulent human is not available, a hobbit 
  pie will have to do. 
  At the risk of stating the obvious, stone trolls are 
  Terrified of Sunlight. 
  Recovery Time:  8 or by weapon 
  Absorption:  11 
  Surprise Adj.:  -3 
  Attack Modes:  bite/ claw/ claw or by weapon.  Stone 
  trolls commonly wield large, easily mastered weapons 
  that bash and crush.  Hammers, maces, and clubs are 
  among their favorites. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  12 
  11 
  -8 
  -3 
  1 
  -2 
  -2 
  Giant Stone Troll Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  9 
  11 
  Attack Bonus 
  +15 
  +18 
  Defense 
  21 
  23 
  Damage Tolerance 
  125 + 9d10 
  150 + 11d10 
  E.P. Value 
  720 
  1881 
  Damage per Attack 
  3d8/ 2d8/ 2d8 or 
  by weapon + 9 
  4d8/ 2d8/ 2d8 or 
  by weapon + 10 
   
  Above 
  Average 
  Heroic 
  Combat Level 
  13 
  15 
  Attack Bonus 
  +21 
  +24 
  Defense 
  25 
  27 
  Damage Tolerance 
  175 + 13d10 
  200 + 15d10 
  E.P. Value 
  3024 
  4860 
  Damage per Attack 
  4d8/ 2d10/ 2d10 
  or by weapon + 
  10 
  4d10/ 2d10/  
  2d10 or by 
  weapon + 11 
   
  Giant stone trolls are among the largest of the troll 
  races.  Their tough dry skin gives the impression that 
  stone trolls are made of rock through and through.  Their 
  skin is mottled with earthy hues, primarily light brown 
  and grey with the occasional patch of brownish green.  
  Their heads are completely bald and their ears are 
  pointed much like those of elves.  They do on occasion 
  wear clothing, although no troll was ever accused of 
  having an overly developed sense of modesty. 
  
   
  The Bestiary [T] 
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  118 
  Troll, Giant 2-Headed 
  Habitat:  Two headed trolls dwell in the same 
  mountainous, forested, and marshy lands as do their 
  single-headed kindred. 
  Life Style:  solitary man-eater 
  Wealth Type:  hoard 
  Alignment:  antisocial evil 
  Cunning:  below average. It is an undeniable fact that the 
  larger the troll, the duller the wit.  It is as true for two-
  headed trolls as it is for all troll-kind.  Consequently, 
  whenever there is a significant disparity in size between 
  a troll’s two noggins, it invariably does most of its 
  thinking with its little head. 
  Speed:  150 
  Strength:  high 
  Size:  large (7 to 12 feet tall) 
  Origin:  Stories of giant many-headed trolls come to us 
  from ancient Nordic folklore.  They are very similar in 
  intellect and dietary habits to the English two-headed 
  ogres.  (Apparently, the English were not the only ones 
  with a penchant for big stupid brutes that are overly 
  endowed with dazzling smiles.) 
  Special 
  Characteristics: 
  Giant 
  two-headed 
  trolls 
  regenerate lost body parts and heal wounds at the 
  tremendous rate of 5 Damage Tolerance per turn.  Even 
  if the troll is cut up into small pieces, it will eventually 
  reform.  The individual chunks and body parts slither 
  and crawl together to reestablish the trollish form.  
  Cremation provides the only simple way to prevent 
  regeneration. 
  Giant two-headed trolls harbor a Lust for the Taste of 
  Human Flesh. 
  Recovery Time:  7 
  Absorption:  2 
  Surprise Adj.:  -2 
  Attack Modes:  bite/ bite/ claw/ claw or by weapon/ by 
  weapon. As each head controls one arm independently 
  of the other, allow extra attacks for each head and claw 
  (or weapon) in situations where the troll's Combat Level 
  greatly exceeds that of opponents. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  9 
  8 
  -3 
  -3 
  1 
  -2 
  -2 
   
  Giant Two Headed Troll Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  7 
  9 
  Attack Bonus 
  +13 
  +15 
  Defense 
  24 
  26 
  Damage Tolerance 
  120 + 7d10 
  140 + 9d10 
  E.P. Value 
  324 
  760 
  Damage per Attack 
  2d12/ 2d12/ 2d6/ 
  2d6 or 
  by weapon+6/  
  by weapon+6 
  3d8/ 3d8/ 2d8/ 
  2d8 or 
  by weapon+8/ 
  by weapon+8 
   
  Above 
  Average 
  Heroic 
  Combat Level 
  11 
  13 
  Attack Bonus 
  +18 
  +20 
  Defense 
  28 
  30 
  Damage Tolerance 
  160 + 11d10 
  180 + 13d10 
  E.P. Value 
  1796 
  3024 
  Damage per Attack 
  3d8/ 3d8/ 3d6/ 
  3d6 or 
  by weapon+8/  
  by weapon+8 
  3d10/ 3d10/ 3d6/ 
  3d6 or 
  by weapon + 10/ 
  by weapon + 10 
   
  Two-headed trolls are slovenly giants with glistening 
  green-stained teeth, bloodshot eyes, runny noses, and 
  a morning breath that would put a frown on the Mona 
  Lisa.  Though tall and muscular, two-headed trolls are 
  gangly when compared to most other giants.  They are 
  similar in appearance to normal trolls, having long warty 
  noses, evil grins, and hairdos only a yak could love.  To 
  most intrepid adventurers, a two-headed troll has only 
  one major characteristic that distinguishes it from its 
  more common relatives: one extra set of teeth.  These 
  are found lurking around the troll's other set of slavering 
  lips.  Like the first set, the second is best avoided. 
  Troll 
  The term “troll” is one of those words in literature used 
  liberally to group a variety of faery creatures.  Usually, it 
  is applied in an unfavorable fashion and intends to 
  convey the ideas of mystery, magic, and danger.  Over 
  the ages, trolls gradually declined from a gigantic size 
  (described under the various Giant Troll species) down 
  to a dwarfish size.  Before their eventual adoption as 
  villains in children’s books, though, trolls had a rather 
  lengthy existence as creatures having great strength 
  and the same approximate size as humans.  Some of 
  the trollish faeries that fall into this general size category 
  are presented here as troll sub-races. 
  Some players may express a desire to play a trollish 
  character.  This is not unreasonable in a Nordic setting.  
  If you decide to allow this, the following table provides 
  
   
  The Bestiary [T] 
  119 
    
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  119 
  an appropriate set of racial Attribute Maximums for both 
  male and female trolls:  
  Racial Maximums  
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  5 
  5 
  4 
  0 
  3 
  1 
  3 
   
  If any other racial features must be determined for a 
  trollish character, simply treat it as if it were an orc. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  3 
  3 
  1 
  -1 
  2 
  -1 
  0 
   
  Life Style:  clannish  faery 
  Wealth Type:  monetary 
  Cunning:  average 
  Speed:  100 
  Strength:  above average 
  Size:  medium (5 to 7 feet tall) 
  Recovery Time:  5 or by weapon 
  Surprise Adj.:  0 
  Attack Modes:  claw/claw or by weapon 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  3 
  3 
  1 
  -1 
  2 
  0 
  0 
   
  Troll Archer Examples (Rare) 
   
  Below 
  Average 
  Bowman 
  Average 
  Bowman 
  Character Level 
  1 
  2 
  Combat Level 
  1 
  2 
  Attack (Shooting) 
  +3 
  +4 
  Attack  (Hand Held) 
  +5 
  +6 
  Defense 
  20 
  21 
  Defense (Shooting) 
  13 
  15 
  Damage Tolerance 
  50 + 1d10 
  50 + 2d10 
  E.P. Value 
  12 
  16 
  Damage per Attack 
  1d4+2/1d4+2 or 
  by weapon+2 
  1d4+2/1d4+2 or 
  by weapon+2 
   
  Above 
  Average 
  Bowman 
  Well Above 
  Average 
  Bowman 
  Character Level 
  4 
  6 
  Combat Level 
  4 
  6 
  Attack (Shooting) 
  +6 
  +8 
  Attack (Hand Held) 
  +9 
  +12 
  Defense 
  24 
  26 
  Defense (Shooting) 
  16 
  18 
  Damage Tolerance 
  55 + 2d10 
  55 + 3d10 
  E.P. Value 
  35 
  72 
  Damage per Attack 
  1d4+3/1d4+3 or 
  by weapon+3 
  1d4+3/1d4+3 or  
  by weapon+3 
   
  Below Heroic 
  Archer 
  Heroic Archer 
  Character Level 
  8 
  10 
  Combat Level 
  9 
  11 
  Attack (Shooting) 
  +10 
  +12 
  Attack (Hand Held) 
  +13 
  +16 
  Defense 
  29 
  31 
  Defense (Shooting) 
  21 
  21 
  Damage Tolerance 
  60 + 3d10 
  60 + 4d10 
  E.P. Value 
  240 
  720 
  Damage per Attack 
  1d4+4/1d4+4 or 
  by weapon+4 
  1d4+5/1d4+4 or 
  by weapon + 4 
   
  Above Heroic 
  Archer 
  Legendary 
  Archer 
  Character Level 
  12 
  14 
  Combat Level 
  13 
  15 
  Attack (Shooting) 
  +14 
  +17 
  Attack (Hand Held) 
  +19 
  +22 
  Defense 
  34 
  36 
  Defense (Shooting) 
  24 
  25 
  Damage Tolerance 
  65 + 4d10 
  65 + 5d10 
  E.P. Value 
  1600 
  3750 
  Damage per Attack 
  1d4+5/1d4+5 or 
  by weapon + 5 
  1d4+5/1d4+5 or 
  by weapon + 5 
   
  
   
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  120 
  Troll Fighter Examples 
   
  Below 
  Average 
  Fighter 
  Average 
  Fighter 
  Character Level 
  1 
  2 
  Combat Level 
  2 
  3 
  Attack Bonus 
  +8 
  +10 
  Defense 
  22 
  24 
  Damage Tolerance 
  60 + 2d10 
  60 + 2d10 
  E.P. Value 
  28 
  40 
  Damage per Attack 
  1d4+3/1d4+3 or 
  by weapon + 3 
  1d4+3/1d4+3 or 
  by weapon + 3 
   
  Above 
  Average 
  Fighter 
  Well Above 
  Average 
  Fighter 
  Character Level 
  4 
  6 
  Combat Level 
  5 
  7 
  Attack Bonus 
  +13 
  +16 
  Defense 
  26 
  29 
  Damage Tolerance 
  65 + 2d10 
  65 + 3d10 
  E.P. Value 
  81 
  180 
  Damage per Attack 
  1d4+4/1d4+4 or 
  by weapon + 4 
  1d4+4/1d4+4 or 
  by weapon + 4 
   
  Below Heroic 
  Fighter 
  Heroic Fighter 
  Character Level 
  8 
  10 
  Combat Level 
  9 
  12 
  Attack Bonus 
  +19 
  +22 
  Defense 
  31 
  35 
  Damage Tolerance 
  70 + 3d10 
  70 + 4d10 
  E.P. Value 
  400 
  1375 
  Damage per Attack 
  1d4+5/1d4+5 or 
  by weapon + 5 
  1d4+5/1d4+5 or 
  by weapon + 5 
   
  Above Heroic 
  Fighter 
  Legendary 
  Fighter 
  Character Level 
  12 
  14 
  Combat Level 
  14 
  16 
  Attack Bonus 
  +25 
  +27 
  Defense 
  37 
  39 
  Damage Tolerance 
  70 + 4d10 
  70 + 5d10 
  E.P. Value 
  3300 
  5700 
  Damage per Attack 
  1d4+6/1d4+6 or 
  by weapon + 6 
  1d4+6/1d4+6 
  orby weapon + 
  6 
    
  TT rroo ll ll   M
  M aa gg ee   EE xx aa m
  m pp ll ee ss  (( EE xx tt rree m
  m ee ll yy   RR aa rree ))   
   
  Below 
  Average Mage 
  Average Mage 
  Character Level 
  1 
  2 
  Combat Level 
  1 
  2 
  Attack Bonus 
  +3 
  +5 
  Defense 
  19 
  21 
  Defense (while 
  spellcasting) 
  12 
  13 
  Damage Tolerance 
  45 + 1d10 
  45 + 2d10 
  Approx. # Spells 
  1 
  1 
  E.P. Value 
  9 
  16 
  Damage per Attack 
  1d4/1d4 or by 
  weapon 
  1d4/1d4 or by 
  weapon 
   
  Above 
  Average Mage 
  Well Above 
  Average Mage 
  Character Level 
  4 
  6 
  Combat Level 
  3 
  5 
  Attack Bonus 
  +6 
  +8 
  Defense 
  23 
  26 
  Defense (while 
  spellcasting) 
  15 
  16 
  Damage Tolerance 
  50 + 2d10 
  50 + 3d10 
  Approx. # Spells 
  2 
  4 
  E.P. Value 
  28 
  60 
  Damage per Attack 
  1d4+1/1d4+1 or 
  by weapon+1 
  1d4+1/1d4+1 or 
  by weapon+1 
   
  Below Heroic 
  Mage 
  Heroic Mage 
  Character Level 
  8 
  10 
  Combat Level 
  7 
  9 
  Attack Bonus 
  +11 
  +13 
  Defense 
  28 
  31 
  Defense (while 
  spellcasting) 
  18 
  21 
  Damage Tolerance 
  50 + 3d10 
  50 + 4d10 
  Approx. # Spells 
  10 
  16 
  E.P. Value 
  225 
  660 
  Damage per Attack 
  1d4+2/1d4+2 or 
  by weapon + 2 
  1d4+2/1d4+2 or 
  by weapon + 2 
   
  Above Heroic 
  Mage 
  Legendary 
  Mage 
  Character Level 
  12 
  14 
  Combat Level 
  11 
  13 
  Attack Bonus 
  +16 
  +19 
  Defense 
  34 
  36 
  Defense (while 
  spellcasting) 
  24 
  25 
  Damage Tolerance 
  55 + 4d10 
  55 + 5d10 
  Approx. # Spells 
  24 
  30 
  E.P. Value 
  2125 
  6300 
  Damage per Attack 
  1d4+3/1d4+3 or 
  by weapon + 3 
  1d4+3/1d4+3 or 
  by weapon + 3 
   
  
   
  The Bestiary [T] 
  121 
    
  Celtic Creatures & Nordic Nightmares 
  121 
  Troll Priest Examples 
   
  Below Average 
  Priest 
  Average Priest 
  Character Level 
  1 
  2 
  Combat Level 
  2 
  3 
  Piety Level 
  1 
  1 
  Attack Bonus 
  +8 
  +10 
  Defense 
  22 
  24 
  Defense (while 
  spellcasting) 
  13 
  15 
  Damage Tolerance 
  55 + 2d10 
  55 + 2d10 
  E.P. Value 
  21 
  35 
  Damage per Attack 
  1d4+2/1d4+2 or 
  by weapon+2 
  1d4+2/1d4+2 or 
  by weapon + 2 
   
  Above 
  Average Priest 
  Well Above 
  Average Priest 
  Character Level 
  4 
  6 
  Combat Level 
  5 
  7 
  Piety Level 
  2 
  4 
  Attack Bonus 
  +13 
  +16 
  Defense 
  26 
  28 
  Defense (while 
  spellcasting) 
  16 
  18 
  Damage Tolerance 
  60 + 2d10 
  60 + 3d10 
  E.P. Value 
  81 
  252 
  Damage per Attack 
  1d4+3/1d4+3 or 
  by weapon + 3 
  1d4+3/1d4+3 or 
  by weapon + 3 
   
  Below Heroic 
  Priest 
  Heroic Priest 
  Character Level 
  8 
  10 
  Combat Level 
  9 
  11 
  Piety Level 
  7 
  10 
  Attack Bonus 
  +19 
  +21 
  Defense 
  30 
  34 
  Defense (while 
  spellcasting) 
  21 
  24 
  Damage Tolerance 
  60 + 3d10 
  60 + 4d10 
  E.P. Value 
  680 
  1890 
  Damage per Attack 
  1d4+4/1d4+4 or 
  by weapon + 4 
  1d4+4/1d4+4 or 
  by weapon + 4 
   
  Above Heroic 
  Priest 
  Legendary 
  Priest 
  Character Level 
  12 
  14 
  Combat Level 
  13 
  15 
  Piety Level 
  12 
  14 
  Attack Bonus 
  +24 
  +26 
  Defense 
  35 
  37 
  Defense (while 
  spellcasting) 
  25 
  27 
  Damage Tolerance 
  60 + 4d10 
  60 + 5d10 
  E.P. Value 
  4600 
  9375 
  Damage per Attack 
  1d4+5/1d4+5 or 
  by weapon + 5 
  1d4+5/1d4+5 or 
  by weapon + 5 
   
  Troll Thief Examples 
   
  Below 
  Average Thief 
  Average Thief 
  Character Level 
  1 
  2 
  Combat Level 
  1 
  2 
  Attack Bonus (Small 
  Hand Held) 
  +2 
  +3 
  Defense 
  22 
  24 
  Damage Tolerance 
  55 + 1d10 
  55 + 2d10 
  E.P. Value 
  9 
  16 
  Damage per Attack 
  1d4+1/1d4+1 or 
  by weapon+1 
  1d4+1/1d4+1 or 
  by weapon+1 
   
  Above 
  Average Thief 
  Well Above 
  Average Thief 
  Character Level 
  4 
  6 
  Combat Level 
  4 
  6 
  Attack Bonus (Small 
  Hand Held) 
  +5 
  +8 
  Defense 
  26 
  28 
  Damage Tolerance 
  55 + 2d10 
  55 + 3d10 
  E.P. Value 
  28 
  60 
  Damage per Attack 
  1d4+2/1d4+2 or 
  by weapon + 2 
  1d4+2/1d4+2 or 
  by weapon + 2 
   
  Below Heroic 
  Thief 
  Heroic Thief 
  Character Level 
  8 
  10 
  Combat Level 
  9 
  11 
  Attack Bonus (Small 
  Hand Held) 
  +11 
  +12 
  Defense 
  31 
  33 
  Damage Tolerance 
  55 + 3d10 
  55 + 4d10 
  E.P. Value 
  200 
  450 
  Damage per Attack 
  1d4+3/1d4+3 or 
  by weapon + 3 
  1d4+3/1d4+3 or 
  by weapon + 3 
   
  Above Heroic 
  Thief 
  Legendary 
  Thief 
  Character Level 
  12 
  14 
  Combat Level 
  13 
  15 
  Attack Bonus (Small 
  Hand Held) 
  +15 
  +18 
  Defense 
  36 
  38 
  Damage Tolerance 
  60 + 4d10 
  60 + 5d10 
  E.P. Value 
  1200 
  2250 
  Damage per Attack 
  1d4+4/1d4+4 or 
  by weapon + 4 
  1d4+4/1d4+4 or 
  by weapon + 4 
   
  
   
  The Bestiary [T] 
  122 
    
  Celtic Creatures & Nordic Nightmares 
  122 
  Huldra  
  (Mound Folk, Thusser) 
  Habitat:  Huldras are a highly unusual trollish sub-
  species, avoiding the prototypical troll hangouts of 
  catacombs, mountains, forests, and swamps.  Rather, 
  they live in underground dwellings carved into hills.  
  Access to these abodes is only possible at night when 
  the top of the hill rises up on columns to expose the 
  underlying structure.  Doing so reveals the activities of 
  typical village life.  Even so, huldras have a longing for 
  salty-sea air and whenever possible will settle down in 
  hills along the coast. 
  Alignment:  lawful evil 
  Origin:  Also known as the Mound Folk, tales of the 
  huldra come from Norway, Iceland, Finland, Denmark, 
  and Sweden.  The term “troll” hardly seems to fit these 
  faeries whose females are so lovely, but their unusual 
  strength and often bad tempers places them in this 
  category.  In reality, their folklorish ancestors are the 
  Duergar dwarves and dark elves of Scandinavian 
  mythology, which explains the belief that they are master 
  smithies (a trait not seriously afforded any other troll 
  race).   
  Special Characteristics: Huldras are known for their 
  great smithy abilities.  Treat all of these trolls as at least 
  Versed in the skill of Smithery. 
  Unfortunately(?), the huldra shares the stone troll's 
  allergy to sunlight.  Rather than providing instant death, 
  though, sunlight merely turns a huldra into immovable 
  stone until night falls.  Spells which produce sunlight 
  (such as the Piety spell Rays of Dawn) petrify a huldra 
  only as long as the light falls on his body.  The troll feels 
  no bad after effects from his ordeal other than the 
  jeering of his comrades.  Obviously, huldra never stray 
  too far from their underground dwellings 
  Huldras are Immune to Normal Heat and Fire and are 
  Afraid of Sunlight. 
  Absorption:  4. Some huldras also wear armor.  In such 
  cases, simply add 2 to the armor’s normal absorption 
  value to account for the faery’s own natural absorption.  
  Obviously, an armored huldra presents a formidable 
  opponent in combat. 
  The male huldras have long bent noses, warty 
  complexions, and frizzy hair.  They could easily be 
  mistaken for burly goblins if not for their sharp claws 
  and the fact that their skin is a pale blue.  Most huldras 
  are a bit more fashion conscious than gigantic trolls, 
  having drab grey wardrobes consisting mainly of wide 
  brimmed hats and ragged cloaks. 
  The beauty of the females provides a stark contrast to 
  the male’s grotesque visage.  Like the males, the 
  women-folk have light blue skin, but their complexions 
  are quite attractive.  Rather than the gruff rumbling voice 
  of the males, the female’s voice has a tinkling quality 
  reminiscent of delicate wind chimes.  
  Skogsra  
  (Lundjungfrur, Wood Troll) 
  Habitat:  The marshy bogs, mosquito-infested swamps, 
  and 
  musty 
  caverns 
  avoided 
  by 
  humanity 
  are 
  wonderlands to a skogsra.  Rats, slugs, snakes, and 
  bugs creep about in slimy abundance.  Sorrowfully, only 
  the most fortunate of trolls can afford to live in such 
  lavishly dismal accommodations.  The rest must 
  content themselves with the low-rent districts in the 
  mountains and forests.  Unfortunately, wood trolls often 
  fall into this category as they lack the sheer brute 
  strength of their larger relatives.  They are usually even 
  driven from the available woodland caves.  As such, they 
  have learned to build spacious thatch-roofed tree 
  houses and live high above the ground. 
  Alignment:  antisocial evil 
  Origin:  Trolls made their mythological debut in ancient 
  Scandinavian folklore as Lords of the Goblins. Skogsra, 
  also known as the Lundjungfrur, are original natives of 
  Sweden but are also known throughout the Baltics.  In 
  the earliest legends, all trolls were truly gigantic.  As the 
  ancient stories faded from popular memory, however, 
  trolls had to accept ‘bit parts’ in European fairy tales, 
  gradually shrinking in stature until they were little larger 
  than men (some even became dwarfish in size).  
  Despite the fact that trolls commonly wore the ‘black 
  hats’ in these whimsical stories, they were quite a bit 
  more ‘folksy’ and approachable than were their gigantic 
  ancestors.  Some even had human spouses. 
  Special Characteristics: Living in the trees, wood trolls 
  have surprisingly good climbing ability.  All wood trolls 
  can climb up any natural surface as the mage spell 
  Gecko, Gecko (see The Lexicon of Lore™ for details). 
  Wood trolls are Afraid of Lightning and Thunder and 
  have an Aversion to Wolves and Wargs. 
  Absorption:  0 
  Anyone seeing a mated pair of wood trolls would hardly 
  believe they came from the same species.  The males 
  have the stature and bulk of large men and have the 
  dark skins, claws, hooked noses, and evil grins shared 
  by other troll species.  In addition, they have full heads of 
  ratty hair and long tufted tails similar in appearance to 
  those of cattle. 
  
   
  The Bestiary [T] 
  123 
    
  Celtic Creatures & Nordic Nightmares 
  123 
  The females, on the other hand, are exquisitely 
  beautiful, far closer in appearance to tall half-elven 
  maidens than to more stereotypical trolls.  A troll maid 
  does share two characteristics with her mate, however.  
  The first is her long claws, which are meticulously 
  manicured and painted to appear like dainty fingernails.  
  The second is her unsightly cow tail.  Although all troll 
  maidens do their best to tuck their ‘deformities’ out of 
  sight, their tails will belligerently poke out from under 
  their skirts at the most embarrassing moments. 
   
   
  
   
  The Bestiary [U] 
  124 
    
  Celtic Creatures & Nordic Nightmares 
  124 
  U 
  Unicorn, Heraldic 
  Habitat:  Heraldic unicorns, when not posing for family 
  crests and church tapestries, romp about in the 
  deciduous forests and glens of temperate zones. 
  Life Style:  hermit-like animal 
  Wealth Type:  incidental 
  Alignment:  antisocial good 
  Cunning:  below average 
  Speed:  300 
  Strength:  high 
  Size:  medium to large.  Unicorns of various sizes have 
  been reported throughout the ages.  Individuals range 
  from the dainty stature of a goat or gazelle to the great 
  bulk of a large warhorse. 
  Origin:  Unicorns are prevalent, in one form or another, 
  in many parts of the world.  The earliest detailed 
  accounts come to us from the Greek historian Ctesias 
  around the 4th century B.C.  The creature he describes 
  resembles a colorful stag with elephant-like feet (and is 
  detailed under Monoceros).  It is believed his account is 
  merely a distorted reporting of the decidedly unstag-like 
  rhino.  The unicorn was given a great deal of 
  respectability (and consequently a long life in folklore) 
  when an ancient Hebrew word for a type of wild cattle 
  was mistranslated in the Bible (Job 39:9-12) as 
  ‘unicorn’.  Consequently, belief in the unicorn persisted 
  long after other mythical beasts faded into pure fantasy.  
  (Some modern Bibles have the correct translation but if 
  you want to see the old wording, look in the King James 
  Version.) 
  Special 
  Characteristics: 
  Unicorns 
  emit 
  powerful 
  magical auras which have the effects of the following 
  mage spells: Disentangle, Disrupt Magic (which does 
  not affect the unicorn’s own magic), Glorious Vision, 
  and Vigorous Flora (wherever it treads).  In addition, 
  unicorns instantly Tree Pass at will.  In a pinch, a 
  unicorn can Blink as the mage spell once per day.  See 
  The Lexicon of Lore™ for more details.  All spells are 
  cast at spell levels equal to the unicorn’s Combat Level. 
  Unicorns have Affinities toward dryads, brownies, elder 
  trees, and sprites of all sorts. 
  Recovery Time:  4 
  Absorption:  0 
  Surprise Adj.:  2 
  Attack Modes:  horn/ hoof/ hoof 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  7 
  8 
  6 
  -- 
  4 
  -1 
  1 
  Heraldic Unicorn Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  7 
  9 
  Attack Bonus 
  +14 
  +17 
  Defense 
  33 
  35 
  Damage Tolerance 
  125 + 7d10 
  150 + 9d10 
  E.P. Value 
  360 
  920 
  Damage per Attack 
  2d8/ 1d10/ 1d10 
  2d8/ 2d6/ 2d6 
   
  Above 
  Average 
  Exceptional 
  Combat Level 
  11 
  13 
  Attack Bonus 
  +20 
  +23 
  Defense 
  37 
  39 
  Damage Tolerance 
  175 + 11d10 
  200 + 13d10 
  E.P. Value 
  2138 
  3276 
  Damage per Attack 
  2d10/ 2d8/ 2d8 
  2d12/ 3d6/ 3d6 
   
  A unicorn is a fabulous pure white horse with a single 
  straight horn jutting from its forehead and a goat’s beard 
  dangling from its chin.  Its tufted tail resembles that of a 
  lion and its hooves are cloven like those of a goat.  Most 
  unicorns are about the same size and weight as 
  common horses, but some individuals are significantly 
  smaller or larger.  In all cases, however, unicorns are 
  magnificent creatures to behold. 
  Unicorns shun civilization (and man specifically) like the 
  plague.  Occasionally, a unicorn will relent to temporarily 
  act as a steed for a good elven, half elven, or human 
  virgin.  It will only do so, however, if the need is 
  desperate and the cause is just and deserving. 
  Even with all of its magical protection, poachers have 
  driven unicorns nearly to extinction.  They prize the 
  unicorn's horn, known as an alicorn, since alchemists 
  require pestles made from them to create certain 
  potions. Powdered alicorn acts as an aphrodisiac 
  similar to the mage spell Philter of Love.  In addition, an 
  alicorn purifies any liquid it touches, negating any 
  poisons dissolved therein.  (A pestle carved from a hoof 
  counteracts poisons in a similar fashion.)  A single horn 
  brings 25,000 silver pieces when sold while each hoof 
  sells for 1,000. 
  
   
  The Bestiary [U] 
  125 
    
  Celtic Creatures & Nordic Nightmares 
  125 
  Utburd 
  Habitat:  Utburds only appear at night.  When spotted, 
  they are either actively seeking all those involved in their 
  deaths in order to exact revenge or they are waylaying 
  unsuspecting 
  travelers 
  who 
  have 
  inadvertently 
  wandered into the area of their gravesites. 
  Life Style:  nocturnal undead spirit 
  Wealth Type:  incidental 
  Alignment:  antisocial evil 
  Cunning:  average 
  Speed:  90 
  Strength:  above average 
  Size:  medium 
  Origin:  Utburds originate in old Scandinavia where life 
  was harsh in the extreme.  It was not uncommon for 
  poor families, unable to support their starving or 
  disfigured infants, to leave their newborns in the woods 
  unprotected from the frigid winter air.  No baby left in 
  these abominable conditions could survive the night.  
  Upon 
  its 
  death, 
  the 
  baby’s 
  soul 
  would 
  be 
  understandably furious with its parents.  Over the course 
  of several years, its anger would fester and grow until 
  the spirit grew enough in strength to rise as an utburd.   
  Special Characteristics:  Utburds are a form of ghosts, 
  but they are unable to pass freely through walls and 
  doors as can other spirits.  Rather, they are capable of 
  assuming a wispy smoke-like state that can easily pass 
  underneath doorways or through keyholes.  Even when 
  they assume a more recognizably human shape, they 
  are always surrounded by smoky tendrils.  
  The eyes of the utburd are its most recognizable feature.  
  Anyone meeting its gaze must make a Luck Roll with 
  Willpower Adjustments or be affected as the mage spell 
  Ineffable Awe.  
  If any given Attack Roll comes up with a natural 30, the 
  utburd has ‘grabbed’ its opponent’s throat.  In this case, 
  it will maintain its grasp and choke its victim as the 
  mage spell Icy Fingers of Death until its enemy is slain.  
  Note that the freezing touch of its smoky hands will inflict 
  additional cold damage (once per turn) as well.  Once it 
  has obtained a grip, the utburd’s Defense will drop to a 
  value equal to twice its Combat Level. 
  Whenever an utburd kills an enemy, it feeds on some of 
  the energy of the vanquished foe’s spirit.  This energy is 
  used to heal any damage sustained by the utburd by an 
  amount equal to 1d12 plus 2 per Character Level (or 
  Combat Level)  of the creature slain. 
  Like all undead creatures, an utburd is Immune to Cold 
  and Mental Spells, is not adversely affected by Severity 
  Damage, is Susceptible to Holy Water.  In addition,  it is 
  Immune to all but Magical Weapons. Finally, the utburd 
  is Terrified of Sunlight.  In fact, any form of magical 
  sunlight (i.e. the priest spell Rays of Dawn) will deliver 
  1d6 damage per spell level every turn to the nocturnal 
  spirit. 
  Recovery Time:  7 
  Absorption:  0 
  Surprise Adj.:  0 
  Attack Modes:  touch  Probably due to the nature of its 
  death, the touch of an utburd is extremely cold.  It 
  essentially acts as the mage spell Freezing Touch. (The 
  damages given in the utburd examples below reflect 
  this fact.) 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  5 
  3 
  2 
  0 
  2 
  4 
  0 
  Utburd Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  5 
  7 
  Attack Bonus 
  +8 
  +11 
  Defense 
  26 
  28 
  Damage Tolerance 
  25 + 5d10 
  30 + 7d10 
  E.P. Value 
  120 
  210 
  Damage per Attack 
  1d8 + 5 
  1d8 + 7 
   
  Above 
  Average 
  Exceptional 
  Combat Level 
  9 
  11 
  Attack Bonus 
  +14 
  +17 
  Defense 
  32 
  34 
  Damage Tolerance 
  35 + 9d10 
  40 + 11d10 
  E.P. Value 
  550 
  1140 
  Damage per Attack 
  1d8 + 9 
  1d8 + 11 
   
  An utburd normally looks like nothing more than a wispy 
  cloud of roiling smoke.  It can ordinarily be recognized by 
  wary observers as unusual, though, because the smoke 
  seems to move with a definite purpose, its tendrils 
  seeming to grope in the dark for something unseen. 
  After approaching its victim, the utburd will assume a 
  more humanoid shape, although it will still appear 
  insubstantial and ethereal.  When in this state, the 
  utburd can assume almost any size from that of a 
  newborn human infant to that of a fully grown adult 
  human.  However, its features are always roundish, 
  giving the spirit a decidedly baby-like appearance.  The 
  baby’s skin is a pale blue and its eyes seem to radiate a 
  soft glow of pale reddish or black light. 
  
   
  The Bestiary [V] 
  126 
    
  Celtic Creatures & Nordic Nightmares 
  126 
  V 
  Valkyrie  
  (Waelcyrgean, Walcyries) 
  Habitat:  Valkyries normally reside in Valhalla, the great 
  hall of Odin said to be made from spears and polished 
  shields.  Here are housed history’s great warriors who 
  fell in battle.  The valkyries leave the magnificent 
  dwelling whenever battle erupts in the lands of men so 
  they can select the worthiest of the slain to join the 
  heroes in their unending revelry and warfare. 
  Life Style:  Angelic spirit 
  Wealth Type:  nil 
  Alignment:  neutral good 
  Cunning:  exceptional 
  Speed:  120 
  Strength:  high 
  Size:  medium 
  Origin:  The valkyries probably originated as Amazonian-
  like priestesses dressed in white robes who prepared 
  men for battle and tended to the injured and dead.  The 
  valkyries eventually rose to the stature of being Odin’s 
  personal servants, thundering across the skies on their 
  pearly white mounts.  They often appeared to mortals in 
  the form of ravens, wolves, and swans. 
  Special Characteristics:  Like all spirits, a Valkyrie can 
  only be hit magic weapons. In addition, these spirits are 
  unaffected by Severity Damage and are immune to the 
  effects of heat, cold, electricity, and mental spells 
  (including illusions). 
  Being angels of warfare, valkyries are capable of casting 
  all of the Battle spells available to Nordic priests.  These 
  are cast at spell levels equal to their Combat Levels.  
  They may direct these spells to affect themselves or any 
  Nordic warrior (living or dead), even those which 
  specifically state that they affect only the caster.  (See 
  The Manual of Mythology for details.) 
  Being spiritual creatures, valkyries have the ability to 
  travel on the Astral plane and are capable of passing 
  from the mortal realm into the Astral plane (and vica 
  versa) any number of times. 
  Valkyries may assume the forms of ravens, swans, or 
  wolves at will.  Assuming a new form does not alter the 
  spirit’s 
  Damage 
  Tolerance 
  or 
  other 
  Combat 
  Characteristics in any way. 
   
  Finally, all valkyries practice the skills of Florentine, 
  Horsemanship and Defending with Shield (all types) at 
  skill levels equal to their Combat Levels. 
  Recovery Time:  by weapon 
  Absorption:  0 
  Surprise Adj.:  +5 
  Attack Modes:  by weapon.  Valkyries are proficient with 
  all types of spears, swords, axes, and hammers. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  3 
  2 
  4 
  3 
  5 
  3 
  4 
  Valkyrie Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  10 
  13 
  Attack Bonus 
  +17 
  +21 
  Defense 
  36 
  40 
  Damage Tolerance 
  50 + 10d10 
  50 + 13d10 
  E.P. Value 
  1410 
  2917 
  Damage per Attack 
  by weapon +  
  5 
  by weapon+  
  6 
   
  Above 
  Average 
  Exceptional 
  Combat Level 
  15 
  17 
  Attack Bonus 
  +24 
  +27 
  Defense 
  43 
  46 
  Damage Tolerance 
  50 + 15d10 
  50 + 17d10 
  E.P. Value 
  4520 
  5255 
  Damage per Attack 
  by weapon+ 7 
  by weapon+ 8 
   
  A Valkyrie is an angelic spirit in the service of the Nordic 
  god Odin.  They are lovely fair skinned maidens dressed 
  in white gowns and armored with breastplates and 
  helms.  They each generally carry a spear, sword, and 
  shield and many ride brilliant white warhorses or the 
  purest black valravens.  Their golden blond hair is 
  braided with the thickness of ship cables and their eyes 
  are as cold and blue as glacial ice.  They are often 
  depicted in artwork with wings of bright white feathers, 
  but due to the close link they have with crows and 
  ravens, it is more likely that their wings are actually 
  black. 
  Valkyries are assigned the vital task of choosing those 
  to enter Valhalla.  It is these dead Heroes who will aid 
  the gods in the final battle with the giants.  There is no 
  greater desire for a Nordic warrior than to die a glorious 
  death in battle and win a valkyries favor.  Besides, 
  there’s just something about a tall muscular blonde with 
  a stern look and a riding crop. 
  
   
  The Bestiary [V] 
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  Celtic Creatures & Nordic Nightmares 
  127 
  Valraven 
  Habitat:  Valravens are often used as mounts by 
  valkyries.  As such, they tend to nest in cloudbanks and 
  only descend to the earth to graze on any grains, 
  berries, and nuts that they can scavenge. 
  Life Style:  domesticated war-mount 
  Wealth Type:  incidental 
  Alignment:  neutral 
  Cunning:  low 
  Speed:  85 (145 flying) 
  Strength:  above average 
  Size:  large 
  Origin:  The valraven is rather obscure in folklore, only 
  rarely mentioned in Scandinavian mythology.    What is 
  known is that Freya, the Scandinavian death-goddess, 
  rode a black winged horse called the Valraven.  The 
  physical characteristics of this equestrian, other than its 
  ebony color and wings, are somewhat vague although 
  its name certainly implies raven-like features.  
  Special Characteristics:  A valraven has the ability to 
  completely transform itself into the form of a raven 
  (standing about 1 foot tall) at will.  Each such 
  transformation 
  requires 
  one 
  full 
  turn 
  to 
  enact.  
  Interestingly enough, the Damage Tolerance of the 
  valraven remains unaffected regardless of the form 
  assumed. 
  Recovery Time:  7 
  Absorption:  1 
  Surprise Adj.:  -1 on land, +2 swooping 
  Attack Modes:  hoof/ hoof/ bite 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  3 
  3 
  -1 
  -- 
  3 
  -3 
  -3 
   
  Valraven Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  4 
  6 
  Attack Bonus 
  +6 
  +9 
  Defense 
  23 
  25 
  Damage Tolerance 
  80 + 4d10 
  85 + 6d10 
  E.P. Value 
  40 
  88 
  Damage per Attack 
  1d8/ 1d8/ 2d6 
  2d4/ 2d4/ 2d8 
   
  Above 
  Average 
  Exceptional 
  Combat Level 
  8 
  10 
  Attack Bonus 
  +12 
  +15 
  Defense 
  29 
  31 
  Damage Tolerance 
  90 + 8d10 
  100 + 10d10 
  E.P. Value 
  250 
  600 
  Damage per Attack 
  2d6/ 2d6/ 2d8 
  2d6/ 2d6/ 2d8 
   
  The valraven is an interesting blend of bird and horse, 
  able to assume the shape of either a raven or winged 
  equestrian.  In its four-legged state, it has the wings of a 
  gigantic raven and the head, body, and legs of a 
  magnificent black war horse.  Even in this form, 
  valravens preen themselves regularly to spread a 
  protective layer of oil over their bodies.  This oil creates 
  an eerie iridescent blue sheen that highlights these 
  otherwise pure black beasts.  This shimmering 
  coloration is probably the inspiration for the valraven’s 
  rumored association with ghosts and other spirits.   
  Because of the valravens’ limited shape-shifting ability, 
  it is decidedly foolish to throw rocks at crows. 
  Although valravens are not generally aggressive by 
  nature unless directly threatened, in skilled hands they 
  can be trained to become excellent war-mounts.  If this 
  is done, treat them as light war horses in combat. 
  Vampire 
  Habitat:  Vampires are strictly nocturnal creatures who 
  never venture far from their own graves.  It has been 
  reported, however, that a vampire can gain limited 
  mobility by ‘taking it with him’, so to speak.  Some 
  vampires have apparently crossed both continents and 
  oceans simply by boxing and shipping grave soil.  
  Evidently, for vampires, home is where the dirt is. 
  Life Style:  nocturnal undead humanoid 
  Wealth Type:  hoard 
  Alignment:  evil 
  Cunning:  above average to exceptional 
  Speed:  75 
  Strength:  high 
  Size:  medium 
  
   
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  128 
  Origin:  The term vampire comes to us from French and 
  German reports of Slavic superstitions.  Vampires were 
  originally little more than blood-sucking ghouls that 
  were closely associated with werewolves.  Some were 
  even reported to transform into wolves themselves. 
  The best ‘loved’ vampire of modern days was 
  introduced in Bram Stoker’s Dracula.  This book was 
  loosely based on a family of Transylvanian tyrants.  They 
  were so sadistic and cruel that their clan was 
  nicknamed Dracule, meaning ‘devil’ or ‘dragon’.  Vlad IV, 
  known as ‘the Impaler’, was particularly horrific.  He 
  would cut chunks of flesh from conquered foes and dine 
  on their roasted flesh as they twitched and writhed their 
  lives away, impaled on the tops of wooden poles.  
  Dracula was what Vlad supposedly became after death.  
  This is one case where superstition sadly pales in 
  comparison to the gory reality. 
  Special Characteristics: The gaze of a vampire 
  produces a type of hypnosis.  To do so, the vampire 
  must make eye contact with whomever he seeks to 
  sway.  If he does so, the victim must make a Luck Roll 
  with Willpower adjustments of suffer the effects of the 
  mage spell Mesmerize. 
  Vampires venture out only in the night as they are 
  Terrified of Sunlight.  For every turn a vampire exposes 
  himself to sunlight, he takes 6d6 damage (no Luck Roll) 
  and permanently loses 1 point of Comeliness. 
  Whenever he desires, a vampire may assume the state 
  of a billowing cloud of gas (as the mage spell Vaporous 
  Form).  In addition, vampires may converse with and 
  control any number of wolves, wargs, and werewolves 
  (as the mage spell Animal Tongues) and have the 
  capability of changing their form into these creatures at 
  will as the mage spells Animal Form, Shape Change, 
  and Wereform, respectively.  (For a more contemporary 
  flavor, you may wish to allow them to assume the forms 
  of rats and bats as well.)  None of these states provides 
  any resistance to the effects of sunlight or other vampiric 
  banes. 
  Vampires have an Aversion to Garlic and Belladonna.  In 
  addition, they are Afraid of Holy Symbols of Good 
  Deities that are forcefully presented by Good characters. 
  A vampire commonly has a Physical Strength 5 points 
  higher than what he had in life and a Stamina 2 points 
  greater. 
  Because of his aversion to sunlight, a vampire normally 
  sleeps during the day in the tomb or coffin in which he 
  was buried.  The vampire may heal wounds inflicted 
  upon him when reclining his coffin.  When he does so, 
  he regains Damage Tolerance at a rate of one per hour.  
  He may also regain Damage Tolerance by drinking the 
  blood of a living member of his own race.  In this case, 
  he regains Damage Tolerance on a point-per-point 
  basis at a rate of 1d4 per turn. 
  Like all undead, vampires are Immune to Frost and 
  Mental Spells, are not adversely affected by Severity 
  Damage, and are Susceptible to Holy Water. 
  Recovery Time:  by weapon 
  Absorption:  0 
  Surprise Adj.:  2 
  Attack Modes:  by weapon 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  6 
  5 
  2 
  2 
  1 
  1-5 
  -2 
  Vampire Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  9 
  11 
  Attack Bonus 
  +16 
  +18 
  Defense 
  34 
  36 
  Damage Tolerance 
  50 + 9d10 
  50 + 11d10 
  E.P. Value 
  840 
  1881 
  E.P. (Spellcaster) 
  1040 
  2310 
  Damage per Attack 
  by weapon + 6 
  by weapon + 8 
   
  Above 
  Average 
  Heroic 
  Combat Level 
  13 
  15 
  Attack Bonus 
  +20 
  +22 
  Defense 
  36 
  38 
  Damage Tolerance 
  50 + 13d10 
  50 + 15d10 
  E.P. Value 
  2646 
  4140 
  E.P. (Spellcaster) 
  3276 
  5040 
  Damage per Attack 
  by weapon + 9 
  by weapon + 
  10 
  Vampires are humanoids which have arisen after death 
  to join the living dead.  Unlike most such creatures, 
  however, vampires are extremely charismatic.  They 
  have fair skin, smooth trim flesh, and piercing eyes.  
  Their smiles are also quite charming, albeit a bit toothy.  
  The canine teeth of a vampire are abnormally long, 
  allowing the nighttime stalker to easily pierce the skins 
  and draw the blood of his favorite prey. 
  Vampires forego the gruesome fate of having their flesh 
  rot away like most other undead forms by drinking the 
  blood (and consequently the life essence) of their 
  victims.  To be effective, the blood must come from a 
  member of the feeding vampire's own race.  If he does 
  not fulfill this requirement periodically, the vampire 
  permanently becomes a revenant.  Thus, he loses 5 
  Comeliness points and his magical abilities.  He does 
  not lose his extreme aversion to sunlight, however.  
  Vampires lose 1 Damage Tolerance every day they 
  
   
  The Bestiary [V] 
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  129 
  forego their feeding urges.  If half of the vampire’s 
  Damage Tolerance is lost in this way, he irrevocably 
  degenerates into a revenant.  (See The Tome of Terrors 
  for details on revenants.) 
  During every “meal” obtained directly from his victim’s 
  warm body, the vampire drains one Character Level 
  along with the experience points needed to gain that 
  level.  This produces no loss of skill in the use of 
  weapons or spells in the victim, but further advancement 
  remains impossible until the deficit is regained through 
  further experience. 
  If, through a number of such sessions, the vampire 
  drains enough levels to take the victim to 0 E.P., the 
  victim becomes a vampire himself, enslaved to the 
  original's will.  Until the ‘master’ is slain, however, these 
  'slaves' are far weaker than true vampires.  They gain no 
  bonuses on their Physical Strengths or Staminas and 
  they are Afraid of all Holy Symbols, regardless of who 
  wields them. 
  Although the vast majority of vampires arise unaided 
  through poorly understood forces, a few assume the 
  undead state voluntarily through the use of necromantic 
  rituals (see the mage spell Revenancy). 
  The only sure way to kill a vampire is to trap him outside 
  in sunlight or immerse him in free running water.  
  Nevertheless, an oak or ash stake driven through the 
  heart will immobilize the monster until it is removed. 
  Vodyany 
  Habitat:  Vodyanoi (singular vodyany) lurk in fresh water 
  rivers and lakes and are especially attracted to mills 
  with water wheels.  They despise these incessantly 
  churning mechanisms because they interrupt the free 
  flow of water that is this monster’s main method of 
  transport.  Consequently, the vodyanoi inflict as much 
  damage as possible on any working mill. 
  Life Style:  undead man-eater 
  Wealth Type:  hoard 
  Alignment:  antisocial unlawful evil 
  Cunning:  average 
  Speed:  70 
  Strength:  average 
  Size:  medium 
  Origin:  The vodyany is a nebulous creature of Slavonic 
  lore.  Some tales describe them as bloodthirsty faery-
  like creatures with shape-changing abilities while 
  others describe them as bloated corpse-like monsters 
  with sorcerous powers.  The legend of the rusalka is 
  tied to that of the vodyanoi.  Some stories relate that the 
  vodyanoi ‘rescue’ drowning maidens by transforming 
  them into rusalka. 
  Special Characteristics:  Like all undead, this creature 
  is Immune to Frost and Mental Spells, is not adversely 
  affected by Severity Damage, and is Susceptible to Holy 
  Water. 
  Although must undead have a terrible fear of sunlight 
  and suffer extreme injury from fresh water, vodyanoi are 
  completely unaffected by both.  In fact, since undead 
  have no need to breathe, vodyanoi can remain 
  underwater indefinitely. 
  The only way that a vodyany can regain lost Damage 
  Tolerance is through the consumption of human (and 
  demi-human) flesh.  For every “meal” in which a vodyany 
  gorges himself on this fare, he regains 1d6 Damage 
  Tolerance. 
  Vodyanoi have a Lust for the Taste of Human Flesh and 
  are able to cast the following mage spells at will: 
  Bloodlust, Carbuncle Stone, Spirit Gem, Vertigo and 
  Water Wings.  (See The Lexicon of Lore for details.)  
  Finally, if a group of three vodyanoi congregate, they may 
  invoke the priest Ritual spell Rusalka Retinue over the 
  body of a drowned maiden.  All spells are cast at spell 
  levels equal to the invoking vodyany’s Combat Level.  
  (See The Manual of Mythology for details). 
  Recovery Time:  7 
  Absorption:  0 
  Surprise Adj.:  0 
  Attack Modes:  bite/ claw/ claw 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  0 
  1 
  2 
  2 
  0 
  -1 
  -1 
  Vodyany Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  5 
  7 
  Attack Bonus 
  +8 
  +11 
  Defense 
  26 
  28 
  Damage Tolerance 
  20 + 5d10 
  20 + 7d10 
  E.P. Value 
  81 
  198 
  Damage per Attack 
  1d8/ 1d4/ 1d4 
  2d4/ 1d6/ 1d6 
   
  Above 
  Average 
  Exceptional 
  Combat Level 
  9 
  11 
  Attack Bonus 
  +14 
  +16 
  Defense 
  32 
  34 
  Damage Tolerance 
  20 + 6d10 
  20 + 8d10 
  E.P. Value 
  520 
  1112 
  Damage per Attack 
  1d12/ 1d6/ 1d6 
  1d12/ 1d8/ 1d8 
  
   
  The Bestiary [V] 
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  130 
  The vodyany is a most bizarre form of undead.  Its body 
  is grotesquely bloated and its flesh is pink and spongy 
  from its continual submersion in water.  The vodyany’s 
  hair and beard is green, having the appearance of 
  matted moss and seaweed.  Its most unusual 
  characteristic, however, is that it appears to age from 
  youth to old age every month as the phases of the moon 
  pass.  As the moon wanes, the vodyany’s hair gradually 
  whitens and his skin becomes more wrinkled and 
  blotchy. 
  Needless to say, a vodyany breaking the water’s surface 
  is not a pleasant sight.  All things considered, though, 
  the physical characteristics of the vodyanoi may not be 
  its most novel attributes.  It may be the vodyany’s often-
  jovial attitude that is most noteworthy.  They seem to 
  revel in their horrid existence, lunging out at their prey 
  with a mirthful expression on their pudgy, greedy faces. 
  Vodyanoi have a particular weakness for gambling.  
  They wager amongst themselves with souls trapped in 
  jars or gemstones; souls obtained from those 
  personally slain.  The vodyany with the largest collection 
  gains a great deal of respect among his peers, so they 
  are very protective of their diabolical hoards.  Vodyanoi 
  are willing to gamble with the living only if the stakes are 
  particularly large and the odds are highly in favor of the 
  ruthless monsters. 
   
   
   
  
   
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  W 
  Warg  
  (Wearg, Varg) 
  Habitat:  Wargs lives in the deep forests, marshes, and 
  fens of the Scandinavian countryside.  They avoid 
  human towns and dwellings as much as possible since 
  men will usually kill wargs on sight. When encountered 
  in the wild, wargs roam in packs of half a dozen or more 
  and usually surround their prey in order to overpower 
  them by sheer numbers. 
  Life Style:  predatory animal 
  Wealth Type:  hoard.  Wargs have a voracious appetite 
  for gold.  As such, they will waylay any encountered 
  travelers that the pack leader decides is easy prey. 
  Alignment:  antisocial unlawful neutral 
  Cunning:  below average 
  Speed:  90 
  Strength:  above average 
  Size:  medium to large (200 to 250 pounds at best). 
  Origin:  The warg comes to us from Nordic legends and 
  was originally derived from the terms varg or wearg, 
  meaning outlaw.  In Scandinavian lands, outlaws lived a 
  wild life in the woods, wearing whatever furs they could 
  trap.  Often, the best they could obtain were wolf skins.  
  Thus, the varg were associated with wolves and the 
  Scandinavian werewolf (or ulfhamr). 
  Special Characteristics:  Wargs have a Lust for Gold 
  and Silver. 
  Killing the pack leader gives a 35% chance that the rest 
  of the pack will scatter in confusion. 
  Recovery Time:  7 
  Absorption:  0 
  Surprise Adj.:  -1 
  Attack Modes:  bite 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  4 
  2 
  0 
  -- 
  1 
  -1 
  -1 
   
  Warg Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  2 
  4 
  Attack Bonus 
  +4 
  +7 
  Defense 
  23 
  24 
  Damage Tolerance 
  20 + 2d10 
  25 + 4d10 
  E.P. Value 
  8 
  14 
  Damage per Attack 
  1d10 
  1d12 
   
  Above 
  Average 
  Pack Leader 
  Combat Level 
  6 
  8 
  Attack Bonus 
  +10 
  +13 
  Defense 
  25 
  26 
  Damage Tolerance 
  30 + 6d10 
  35 + 8d10 
  E.P. Value 
  36 
  100 
  Damage per Attack 
  2d6 
  2d8 
   
  Wargs resemble bristly wolves standing 4 to 5 feet tall at 
  the shoulders.  They have dark coats and cunning eyes 
  which reveal a sinister intelligence far beyond that of 
  common canines.  The social order of wargs is quite 
  similar to that of the common wolf in that they group 
  themselves into packs of about a dozen individuals led 
  by a dominant male and an alpha female.  Even so, they 
  are moderately intelligent creatures and have a primitive 
  dialect of their own made up of grunts, growls, yelps, 
  barks, whistles, and howls.  A few have even mastered 
  a smattering of human words. 
  Due to their intelligence, fortitude, and speed, wargs 
  make excellent mounts.  Unfortunately, they are not 
  strong enough to carry a fully-grown human and are too 
  malicious to suit elven tastes.  As such, their services 
  are restricted mainly to goblins and their ilk.  Even then, 
  their loyalty is assured only as long as riches keep 
  accumulating. 
  Were-Bear  
  (Bjornhamr) 
  Habitat:  Were-bears dwell in northerly climes where the 
  winters are harsh and the summers bountiful.  They are 
  equally at home in the mountains, fjords, and forests but 
  always require an expansive hunting range. 
  Life Style:  nocturnal lycanthrope 
  Wealth Type:  monetary 
  Alignment:  neutral good 
  Cunning:  average 
  Speed:  80 
  Strength:  above average 
  Size:  medium (human form) to large (bear form) 
  
   
  The Bestiary [W] 
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  132 
  Origin:  Tales of shape-shifters are common throughout 
  the world and are especially prevalent in Scandinavian 
  and Slavonic areas.  Tales of the were-bear come to us 
  from Scandinavian fairy-tales in which a prince named 
  Bjorn was cursed to the life of a were-bear, living every 
  day as a bear and only transforming into a man at night.  
  J.R.R. Tolkien popularized were-bears in his classic 
  The Lord of the Rings trilogy. 
  Special Characteristics:  Upon every sun-rise, any 
  person inflicted with the bear-strain of lycanthropy will 
  transform into the form of a bear.  He will remain in that 
  form until the sun sets, when his human form is 
  restored.  The unfortunate individual is entirely unable to 
  control his transformations.  Fortunately, his mental 
  faculties are in no way impaired by the metamorphosis. 
  Every were-bear bite inflicted on a human or half-human 
  creature forces it to make a Luck Roll with Stamina 
  adjustments against a Threshold of 15 plus the bear’s 
  Combat Level.  A failed roll indicates the victim is 
  afflicted with bear-lycanthropy.  Note that the Overlord 
  should roll the dice in this situation as the infected 
  character does not yet recognize his problem (and may 
  not for several months). 
  The Physical Strength and Stamina of a lycanthrope in 
  bear form both increase by 5 points, with a requisite 
  increase in Damage Tolerance.  This added DT acts as 
  a sort of damage ‘buffer’.  In other words, any damage 
  sustained by the bear is applied against the added DT 
  before it is applied to the creature’s human-form DT.  
  When the were-bear transforms back into human form, 
  all of the damage applied against the ‘buffer’ 
  disappears.  Thus, the bear’s Damage Tolerance must 
  fall below its normal human DT before the injuries will 
  be felt in human form. 
  The bear’s Combat Level equals its human Character 
  Level.  Its Attack Bonus equals its Combat Level plus 
  Vigor adjustments.  Its Defense equals its Raw Defense 
  plus its Combat Level. 
  Recovery Time:  8 
  Absorption:  0 
  Surprise Adj.:  -1 
  Attack Modes:  bite/ claw/ claw 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  7 
  7 
  0 
  -- 
  2 
  0 
  1 
   
  Were-Bear Examples (Bear Form) 
   
  Below 
  Average 
  Average 
  Combat Level 
  5 
  7 
  Attack Bonus 
  +11 
  +14 
  Defense 
  22 
  24 
  Damage Tolerance 
  = human 
  DT+40 
  = human 
  DT+40 
  E.P. Value 
  84 
  138 
  Damage per Attack 
  1d12/ 1d6/ 1d6 
  2d6/ 1d6/ 1d6 
   
  Above 
  Average 
  Exceptional 
  Combat Level 
  10 
  13 
  Attack Bonus 
  +18 
  +22 
  Defense 
  28 
  32 
  Damage Tolerance 
  = human 
  DT+40 
  = human 
  DT+40 
  E.P. Value 
  450 
  1027 
  Damage per Attack 
  2d8/ 1d8/ 1d8 
  2d8/ 1d10/ 
  1d10 
   
  A were-bear is a person cursed with a specific form of 
  lycanthropy, a disease that transforms the physical 
  shape of its host.  During the day, a were-bear assumes 
  the shape of a bear and is entirely unable to return to its 
  human state until night falls.  Unlike most other strains 
  of the disease, bear-lycanthropy never impairs the mind 
  of its hosts.  Consequently, although were-bears are 
  shunned by society due to fear of infection, they are 
  rarely hunted down aggressively unless the lycanthrope 
  makes a general nuisance of himself by feeding on the 
  peasantry’s livestock. 
  Despite the fact that were-bears are unwelcome in 
  towns and cities, hermits and peasants in secluded 
  rural areas often accept them as eccentric neighbors.  It 
  is probably due to this small acceptance that were-
  bears are well known for their good manners and 
  occasionally heroic acts.  No were-bear is trusting of 
  strangers, but neither are they overly hostile. 
  Were-Boar 
  Habitat:  Were-boars are hermitish creatures, shunning 
  the societies that despise them.  Were-boars will often 
  congregate in secluded communities deep within 
  dense forests.   
  Life Style:  nocturnal lycanthrope 
  Wealth Type:  monetary 
  Alignment:  social neutral evil 
  Cunning:  average 
  Speed:  80 
  Strength:  average 
  
   
  The Bestiary [W] 
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  133 
  Size:  medium 
  Origin:  Shape changers having the ability to transform 
  themselves into wild boars are especially common in 
  the folklore of Scandinavian and Slavonic lands. 
  Special Characteristics:  Every were-boar bite inflicted 
  on a human or half human creature forces it to make a 
  Luck 
  Roll with Stamina adjustments against a 
  Threshold of 15 plus the boar’s Combat Level.  A failed 
  roll indicates the victim is afflicted with lycanthropy.  Note 
  that the Overlord should roll the dice in this situation as 
  the infected character does not yet recognize his 
  problem (and may not for several months). 
  If a person is aware of his affliction, he may attempt to 
  control his transformations.  Every time a character 
  attempts to control his metamorphosis, allow him a 
  Luck Roll against a Luck Threshold of 25.  The Luck 
  Roll should discount all Character Level bonuses but 
  include Willpower adjustments.  Every time a character 
  succeeds in making the Luck Roll, he thereafter gains a 
  +1 cumulative bonus on all such future rolls.  If the Luck 
  Roll succeeds, the character foregoes his terrible 
  transmutation into a boar THIS time.  (Add  +1 to the 
  Luck Threshold for every week over a month the 
  individual has foregone the transformation.) 
  If he desires, any were-boar may attempt to take on boar 
  form once per day.  To determine success, make a Luck 
  Roll using the same adjustments as above.  The 
  transformation causes no impediment to his mental 
  faculties, but the form lasts until he makes a similar roll 
  to change back.  Only one such roll may be made per 
  day, so the piggish form is often retained far longer than 
  is desired. 
  Damage Tolerance, Physical Strength, Agility, etc. of a 
  were-boar remain unchanged regardless of the form 
  taken.  The boar’s Combat Level equals its Character 
  Level.  Its Attack Bonus equals its Combat Level plus 
  Vigor adjustments.  Its Defense equals five plus its Raw 
  Defense plus its Combat Level. 
  Recovery Time:  7 
  Absorption:  0 
  Surprise Adj.:  0 
  Attack Modes:  tusks 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  2 
  2 
  3 
  -- 
  2 
  0 
  -1 
   
  Were-Boar Examples (Boar Form) 
   
  Below 
  Average 
  Average 
  Combat Level 
  5 
  7 
  Attack Bonus 
  +10 
  +13 
  Defense 
  26 
  28 
  Damage Tolerance 
  =human DT 
  =human DT 
  E.P. Value 
  84 
  138 
  Damage per Attack 
  1d12 
  2d8 
   
  Above 
  Average 
  Exceptional 
  Combat Level 
  10 
  13 
  Attack Bonus 
  +17 
  +21 
  Defense 
  32 
  36 
  Damage Tolerance 
  =human DT 
  =human DT 
  E.P. Value 
  450 
  1027 
  Damage per Attack 
  3d6 
  2d12 
   
  A were-boar is a person afflicted with one of the worst 
  forms of lycanthropy.  At least the other strains will 
  mutate their hosts into forms that are downright 
  beautiful, in a deadly sort of way.  Boars, on the other 
  hand, are ugly, smelly beasts with no redeeming 
  qualities whatsoever.  Their complexions are warty and 
  they have all the patience of killer bees.  Even their 
  ranking among other ‘monster’ types is lacking since 
  they are not even feared as man-eaters.  In fact, boars 
  are themselves eyed with a greedy look by most 
  hunters. 
  Even though were-boars are not man-eaters, they are 
  far from congenial.  The disease that distorts their 
  bodies also has a profound impact on the psyche.  
  Anyone infected with boar-lycanthropy will quickly adopt 
  boorish manners and a hatred for civilization.  In fact, 
  they are only truly comfortable among those of their own 
  kind. Over time, a were-boar’s alignment will slowly 
  creep toward Social Neutral Evil.  (Their social aspects 
  only pertain to other were-boars.) 
  Despite the low esteem in which were-boars are held, 
  they should not be confused with the lowest lycanthrope 
  form: the were-bore.  These hideous monsters will 
  invade your living rooms disguised as relatives or 
  salesmen and will quickly reveal their true natures while 
  keeping you paralyzed with apathy. 
  
   
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  Were-Leopard 
  Habitat:  Were-leopards are found in all areas where 
  their common big-cat cousins dwell.  In feline form, 
  these dangerous predators prowl through forests, 
  underbrush, jagged hillsides, and scrub.  Even so, they 
  are rarely encountered far from human towns and 
  townships. 
  Life Style:  diurnal lycanthrope 
  Wealth Type:  monetary 
  Alignment:  lawful evil 
  Cunning:  average 
  Speed:  120 
  Strength:  average 
  Size:  medium 
  Origin:  Legends of men changing into the forms of 
  leopards are known wherever the big cats have lived.  
  As such, they were commonly known in Eastern Africa 
  and in the Middle East. 
  Special 
  Characteristics: 
  Every 
  were-leopard 
  bite 
  inflicted on a human or half human creature forces it to 
  make a Luck Roll with Stamina adjustments against a 
  Threshold of 15 plus the leopard’s Combat Level.  A 
  failed roll indicates the victim is afflicted with lycanthropy.  
  Note that the Overlord should roll the dice in this 
  situation as the infected character does not yet 
  recognize his problem (and may not for several 
  months). 
  Even if a person is aware of his affliction, he is entirely 
  unable to prevent his transformation, which will 
  spontaneously happen at random times at a rate of 
  about once per month.  However, if a person is aware of 
  his affliction, he may attempt to retain his mental 
  faculties while in leopard form.  Every time a character 
  attempts to retain awareness, allow him a Luck Roll 
  against a Luck Threshold of 25.  The Luck Roll should 
  discount all Character Level bonuses but include 
  Willpower adjustments.  Every time a character 
  succeeds in making the Luck Roll, he thereafter gains a 
  +1 cumulative bonus on all such future rolls.  If the Luck 
  Roll succeeds, the character retains control over his 
  actions this time. 
  Any were-leopard who is unable to retain awareness in 
  feline form will suffer from an Uncontrollable Lust for the 
  Taste of Human Flesh. 
  If he desires, any were-leopard may attempt to 
  voluntarily take on leopard form once per day.  To 
  determine success, make a Luck Roll using the same 
  adjustments as above.  Remember that a second roll is 
  still necessary for the individual to retain awareness.  
  The transformation lasts 1d6 hours. 
  Damage Tolerance, Physical Strength, Agility, etc. of a 
  were-leopard remain unchanged regardless of the form 
  taken.  The leopard’s Combat Level equals its 
  Character Level.  Its Attack Bonus equals its Combat 
  Level plus Vigor adjustments.  Its Defense equals five 
  plus its Raw Defense plus its Combat Level. 
  Recovery Time:  8 
  Absorption:  0 
  Surprise Adj.:  3 
  Attack Modes:  bite/ claw/ claw 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  2 
  2 
  3 
  -- 
  2 
  0 
  0 
  Were-Leopard Examples (Leopard Form) 
   
  Below 
  Average 
  Average 
  Combat Level 
  5 
  7 
  Attack Bonus 
  +9 
  +12 
  Defense 
  27 
  29 
  Damage Tolerance 
  =human DT 
  =human DT 
  E.P. Value 
  84 
  138 
  Damage per Attack 
  1d12/ 1d8/ 1d8 
  2d6/ 1d8/ 1d8 
   
  Above 
  Average 
  Exceptional 
  Combat Level 
  10 
  13 
  Attack Bonus 
  +16 
  +20 
  Defense 
  33 
  37 
  Damage Tolerance 
  =human DT 
  =human DT 
  E.P. Value 
  450 
  1027 
  Damage per Attack 
  2d8/ 1d8/ 1d8 
  3d6/ 1d10/ 
  1d10 
   
  A were-leopard is a person afflicted with a form of 
  lycanthropy that periodically warps its host’s body into 
  the form of a spotted leopard.  The transformation often 
  impairs the mental faculties of the cursed individual, 
  who will subsequently revert to the behaviors of a wild, 
  hungry predator.  Since were-leopards are merely 
  diseased men, they tend to inhabit populated areas.  
  Consequently, the bloody scene of a big-cat attack on a 
  merchant or townsman is a strong indicator that a were-
  leopard lives nearby. 
  Even through were-leopards are despised by the 
  general populous, their superb combative skills often 
  allow them to quickly gain power in areas where petty 
  tyrants can rise unchallenged.  The disease also has a 
  stung influence on the personalities of those infected.  
  
   
  The Bestiary [W] 
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  Over time, the individual’s alignment will slowly creep 
  toward Antisocial Lawful Evil. 
  Were-Owl 
  Habitat:  Were-owls are basically nocturnal, sleeping in 
  human habitation during the day and hunting in owl-
  form at night. 
  Life Style:  nocturnal lycanthrope 
  Wealth Type:  monetary 
  Alignment:  neutral 
  Cunning:  average 
  Speed:  20 (150 flying) 
  Strength:  below average 
  Size:  medium (human form) to small (owl form) 
  Origin:  Stories of were-creatures are quite common 
  throughout the world.  However, were-owls are among 
  the rarest of lycanthrope types.  One such example 
  appears in The Golden Ass written by Apuleius of 
  ancient Greece.  In this romance, the were-owl is 
  presented as a witch who transforms herself through 
  magical ointments and spells. 
  Special Characteristics:  Were-Owls are Immune to all 
  but silver and magical weapons.  In addition, were-owls 
  have excellent night vision which acts in a manner 
  similar to the mage spell Pallid Eye (see The Lexicon of 
  Lore™ for details). 
  Upon every sun-set, a person inflicted with the owl-
  strain of lycanthropy will transform into the form of an 
  owl.  He will remain in that form until the sun rises once 
  again, when his human form is restored.  The 
  unfortunate individual is entirely unable to prevent these 
  transformations.  Fortunately, his mental faculties are in 
  no way impaired by the metamorphosis. 
  Every were-owl bite inflicted on a human or half human 
  creature forces it to make a Luck Roll with Stamina 
  adjustments against a Threshold of 15 plus the owl’s 
  Combat Level.  A failed roll indicates the victim is 
  afflicted with owl-lycanthropy.  Note that the Overlord 
  should roll the dice in this situation as the infected 
  character does not yet recognize his problem (and may 
  not for several months). 
  The Physical Strength and Stamina of a lycanthrope in 
  owl form drop by 2 points and its Damage Tolerance is 
  cut in half (along with any damage already sustained).  
  Any amount of damage sustained by the owl while in 
  this form counts as double when reverting to human 
  form.  That is, one point of damage sustained by the owl 
  form translates to two points of damage when the sun 
  rises and the human form is restored.  The owl’s 
  Combat Level equals its human Character Level.  Its 
  Attack Bonus equals its Combat Level plus Agility 
  adjustments.  Its Defense equals 10 plus its Raw 
  Defense plus its Combat Level. 
  Recovery Time:  8 
  Absorption:  0 
  Surprise Adj.:  2 
  Attack Modes:  beak/ claw/ claw 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  -2 
  -2 
  4 
  -4 
  5 
  0 
  0 
  Were-Owl Examples (Owl Form) 
   
  Below 
  Average 
  Average 
  Combat Level 
  5 
  7 
  Attack Bonus 
  +9 
  +11 
  Defense 
  30 
  32 
  Damage Tolerance 
  = human DT/2 
  = human DT/2 
  E.P. Value 
  45 
  108 
  Damage per Attack 
  1d6/ 1d4/ 1d4 
  1d6/ 1d4/ 1d4 
   
  Above 
  Average 
  Exceptional 
  Combat Level 
  10 
  13 
  Attack Bonus 
  +13 
  +20 
  Defense 
  34 
  37 
  Damage Tolerance 
  = human DT/2 
  = human DT/2 
  E.P. Value 
  360 
  756 
  Damage per Attack 
  1d8/ 1d4/ 1d4 
  1d8/ 1d4/ 1d4 
   
  Were-owls are ordinary people who have been cursed 
  with a rare strain of lycanthropy which nightly disfigures 
  its host’s form into that of an owl.  Even though were-
  owls retain their human shapes during the day, they are 
  exceedingly lonely individuals.  The powerful predatory 
  instincts of the nocturnal raptors drive were-owls to 
  remain active during the night, forcing them to rest 
  through the majority of the day. 
  Fortunately, were-owls find it far easier than most 
  lycanthropes in hiding their affliction.  Many even dare 
  the lives of city dwellers.  It certainly helps that owl-
  lycanthropy does not transform its victims into horrible 
  blood-thirsty monsters.  Even so, it does subtly affect its 
  host’s personality.  Over time, all were-owls slowly 
  adopt a pure neutral alignment. 
  
   
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  Werewolf  
  (Loup-Garou) 
  Habitat:  Since werewolves are nothing more than men 
  and women afflicted with a terrible contagious disease, 
  these 
  bloodthirsty 
  predators 
  are 
  almost 
  always 
  encountered roaming the countrysides near human 
  towns and villages. 
  Life Style:  nocturnal man-eater 
  Wealth Type:  monetary 
  Alignment:  Antisocial neutral evil when in wolf form. 
  (The alignment in human form is unaffected.) 
  Cunning:  average 
  Speed:  70 
  Strength:  average to above average 
  Size:  medium 
  Origin:  Tales of shape-shifters and lycanthropy were 
  ubiquitous throughout the ages in European mythology 
  and folklore.  Werewolves, in particular, were especially 
  common in Scandinavia, France, and England.  The 
  term lycanthropy derives from the name of the infamous 
  Greek character Lycaeon who was cursed and 
  transformed by Zeus after the insolent mortal fed human 
  flesh to the gods. 
  Special Characteristics: Werewolves are basically 
  Immune to all but silver and magical weapons.  This 
  ‘immunity’ actually comes in the form of a miraculous 
  regeneration ability.  Any damage sustained within a 
  single turn of combat that is not delivered by a silver or 
  magical weapon is totally regenerated at the end of the 
  turn.  However, if enough damage is inflicted in a single 
  turn by normal means to kill the beast, the lycanthrope 
  dies.  This regenerative ability does not work while the 
  lyconthrope retains human form but all physical damage 
  sustained in human form WILL regenerate upon 
  transferring to wolf form, magical damage or not.  The 
  reverse is not true. 
  Even though werewolves can be harmed through 
  magical means, they do have some resistance to 
  magic.  In effect, a werewolf in wolf form shrugs off 
  magical attacks as if affected by the mage spell Magic 
  Reduction.  Treat this resistance as if it were cast at a 
  spell level equal to the wolf’s Combat Level (see The 
  Lexicon of Lore™ for details). 
  Needless to say, in wolf form werewolves have an 
  Uncontrollable Lust for the Taste of Human Flesh. 
  Every werewolf bite inflicted on a human or half-human 
  creature forces it to make a Luck Roll with Stamina 
  adjustments against a Threshold of 15 plus the wolf’s 
  Combat Level.  A failed roll indicates the victim is 
  afflicted with lycanthropy.  Note that the Overlord should 
  roll the dice in this situation as the infected character 
  does not yet recognize his problem (and may not for 
  several months). 
  If a person is aware of his affliction, he may attempt to 
  control his transformations.  Every time a character 
  attempts to control his metamorphosis, allow him a 
  Luck Roll against a Luck Threshold of 25.  The Luck 
  Roll should discount all Character Level bonuses but 
  include Willpower adjustments.  Every time a character 
  succeeds in making the Luck Roll, he thereafter gains a 
  +1 cumulative bonus on all such future rolls.  If the Luck 
  Roll succeeds, the character foregoes his terrible 
  transmutation into a wolf THIS time.  (Add  +1 to the 
  Luck Threshold for every week over a month the 
  individual has foregone the transformation.) 
  If he desires, any werewolf may attempt to take on wolf 
  form once per day.  To determine success, make a Luck 
  Roll 
  using 
  the 
  same 
  adjustments 
  as 
  above.  
  Remember, a werewolf in wolf form ALWAYS seeks out 
  flesh -- HUMAN flesh if at all possible.  He remains in 
  wolf form for 1d6 hours. 
  Damage Tolerance, Physical Strength, Agility, etc. of a 
  werewolf remain unchanged regardless of the form 
  taken.  A werewolf ALWAYS fights at a Combat Level in 
  wolf form equal to its Character Level in human form.  
  Training a werewolf brings no rewards as it retains no 
  memory of past experience.  Its Attack Bonus equals its 
  Combat Level plus Vigor adjustments.  Its Defense 
  equals five plus its Raw Defense plus its Combat Level. 
  Recovery Time:  6 
  Absorption:  0 
  Surprise Adj.:  -2 
  Attack Modes:  bite 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  2 
  2 
  3 
  -- 
  2 
  0 
  -1 
   
  
   
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  Werewolf Examples (Wolf Form) 
   
  Below 
  Average 
  Average 
  Combat Level 
  5 
  7 
  Attack Bonus 
  +9 
  +12 
  Defense 
  27 
  29 
  Damage Tolerance 
  =human DT 
  =human DT 
  E.P. Value 
  84 
  138 
  Damage per Attack 
  2d12 
  2d12 
   
  Above 
  Average 
  Exceptional 
  Combat Level 
  10 
  13 
  Attack Bonus 
  +16 
  +20 
  Defense 
  33 
  37 
  Damage Tolerance 
  =human DT 
  =human DT 
  E.P. Value 
  450 
  1027 
  Damage per Attack 
  2d12 
  2d12 
   
  A werewolf is a person infected with the horrible, life-
  changing disease of lycanthropy.  In fact, many strains of 
  lycanthropy exist, each of which warps and twists the 
  bodies of their hosts into a different form of animal.  The 
  particular 
  strain 
  affecting 
  werewolves 
  periodically 
  contorts and mutates them into ravenous cannibalistic 
  wolves. The infected victim can recall no events that 
  transpired in wolf form.   Indeed, several months may 
  pass before he even suspects his affliction. 
  The disfiguring disease makes its host particularly 
  sensitive to moonlight.  A werewolf exposed to a 
  sufficiently bright moon will undergo a grueling and 
  painful metamorphosis.  Thus, most werewolves 
  terrorize the countryside on nights with full moons, 
  although this is not always the case (such as when 
  clouds completely obscure the nighttime sky.)  The 
  longer a werewolf goes without experiencing a 
  transformation, the greater his sensitivity to moonlight 
  becomes.  Fortunately, a single night of ravenous bloody 
  feasting gives the unfortunate tortured soul a month-
  long respite from his curse. 
  White Lady  
  (White Phantom) 
  Habitat:  These unusual ghosts are commonly found in 
  enchanted forests and in areas that have nostalgic or 
  sentimental  significance due to important events of 
  their former lives.  
  Life Style:  undead spirit 
  Wealth Type:  incidental 
  Alignment:  social good 
  Cunning:  average 
  Speed:  90 
  Strength:  above average 
  Size:  medium 
  Origin:  White ladies are found throughout European 
  folklore, most notably that of Germany and  Britain.  
  Interestingly enough, the old Celtic name ‘Gwenhwyar’ 
  can be translated as “White Phantom.”  The modern 
  spelling of this name is “Guinevere,”  which suggests 
  forgotten connections between these good ghosts and 
  Arthurian legend.   We are sad to report though, that, as 
  far as we can tell from our research, there never actually 
  existed a friendly ghost named Casper. 
  Special Characteristics:  These good spirits are 
  absolutely intolerant of evil and malicious spirits and 
  undead.  Whenever one is encountered, it will do its 
  best to send it to its final rest.  To so do,  the white 
  phantom is equipped with the ability to draw energy from 
  the evil spirit as the mage spell Ectoplasmic Drain.  The 
  energy thus drained actually heals any damage done to 
  the white ghost on a point-per-point basis. 
  White ladies also have the ability to affect the mortal 
  realm as the mage spells Bolt of Force and 
  Telekinesis.  All spells may be used at will up to once 
  per turn and are cast at a spell level equal to the 
  phantom’s Combat Level.  Their telekinesis ability is 
  unusually powerful in that these phantoms can use it to 
  actually wield normal weapons. 
  Like all undead creatures, white ladies are Immune to 
  Cold and Mental Spells and are not adversely affected by 
  Severity Damage.  In addition,  they are Immune to all 
  but Magical Weapons.  White ladies are highly unusual 
  undead spirits in that they are entirely unaffected by holy 
  water and have no aversion whatsoever to daylight. 
  Because of their ethereal natures, white phantoms can 
  pass through walls and other barriers without 
  hindrance.  In addition, these spirits can simply ‘fade’ 
  from existence only to re-appear later. 
  
   
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  Recovery Time:  by weapon 
  Absorption:  0 
  Surprise Adj.:  0 
  Attack Modes:  by weapon. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  4 
  2 
  4 
  3 
  2 
  0 
  4 
  White Lady Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  5 
  7 
  Attack Bonus 
  +8 
  +11 
  Defense 
  26 
  28 
  Damage Tolerance 
  25 + 5d10 
  30 + 7d10 
  E.P. Value 
  120 
  210 
  Damage per Attack 
  by weapon+2 
  by weapon+3 
   
  Above 
  Average 
  Exceptional 
  Combat Level 
  9 
  11 
  Attack Bonus 
  +14 
  +17 
  Defense 
  32 
  34 
  Damage Tolerance 
  35 + 9d10 
  40 + 11d10 
  E.P. Value 
  550 
  1140 
  Damage per Attack 
  by weapon+4 
  by weapon+5 
   
  White phantoms are ghostly undead spirits that seem to 
  shimmer with a tenuous white light.  They are said to 
  arise from the souls of saintly people who suffered 
  greatly in life by the evil acts of close friends or relatives.  
  The vast majority of these spirits are those of goodly 
  women, who were beaten horribly by their abusive 
  husbands.  Consequently,  the term ‘white lady’ has 
  virtually usurped the tern ‘white phantom’ in common 
  usage.  White ladies are usually dressed in long billowy 
  dresses and wear white headbands or veils.  White 
  ‘gentlemen’ have also been seen, but the nature of their 
  rising is less certain. 
  Most of these good spirits have undertaken some 
  important personal quest that went unfulfilled in life.  In 
  death, they either act to fulfill their unsatisfied mission 
  or,  if that is impossible, find some way to make up for 
  their shortcomings in life.   These ghosts are so 
  different from other undead forms that they are often 
  mistaken for ethereal fairies such as sylphs. 
  White Stag  
  (White Hart) 
  Habitat:  White stags are timid, gentle creatures that are 
  most often encountered in forests.  They are especially 
  prevalent in enchanted forests.  Oddly enough, though, 
  they can occasionally be spotted in black or undead 
  forests if they become aware of a terrible injustice that 
  needs immediate attention. 
  Life Style:  animal 
  Wealth Type:  incidental 
  Alignment:  neutral  good 
  Cunning:  below average 
  Speed:  200 
  Strength:  average 
  Size:  medium to large. 
  Origin:  Stags are used as symbols in Celtic, Nordic, 
  and Greek mythologies.  It was highly important to the 
  Celtic god Cernunnos as a guide to lead the souls of 
  the newly dead to the underworld and as a symbol of 
  sunlight.  The Norse associated its branching antlers 
  with the Tree of Life, Yggadrasil.  It was also held as 
  sacred by the Greek Goddesses Artimis, Aphrodite, 
  Athena, and Diana.  The stag was often used in heraldry 
  as well to represent piety.  In fairy tales, stag hunts 
  would often end in some supernatural adventure. 
  Special 
  Characteristics: 
  White 
  stags 
  continually 
  produce a dim white glow that is anathema to undead 
  and evil spirits (Treat this aura as if it were the mage 
  spell Morning Glory cast at a spell level equal to the 
  hart’s Combat Level).   This glow is virtually 
  undetectable during daylight hours, but is quite apparent 
  at night. 
  White stags have an exceptional jumping ability that can 
  be performed at will.  Treat this as the mage spell 
  Hare’s Leap (cast at a spell level equal to the stag’s 
  Combat Level). 
  White stags have remarkable recuperative abilities.  
  They can effectively regenerate 1 point of physical 
  damage sustained every turn.  Unfortunately, its healing 
  powers cannot restore the stag’s life once it is slain. 
  White stags have an Affinity toward Elves. 
  Recovery Time:  7 
  Absorption:  0 
  Surprise Adj.:  4 
  
   
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  Attack Modes:  antlers/ hoof/ hoof.  White stags are 
  loathe to attack, preferring a quick escape to combat.  
  However, they will defend themselves if forced to do so. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  2 
  8 
  6 
  -- 
  4 
  -1 
  1 
  White Stag Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  5 
  7 
  Attack Bonus 
  +11 
  +14 
  Defense 
  30 
  33 
  Damage Tolerance 
  45 + 5d10 
  55 + 7d10 
  E.P. Value 
  63 
  126 
  Damage per Attack 
  1d10 1d6/ 1d6 
  1d10/ 1d6/ 1d6 
   
  Above 
  Average 
  Exceptional 
  Combat Level 
  9 
  11 
  Attack Bonus 
  +17 
  +20 
  Defense 
  35 
  37 
  Damage Tolerance 
  65 + 11d10 
  75 + 11d10 
  E.P. Value 
  280 
  600 
  Damage per Attack 
  1d12/ 1d8/ 1d8 
  2d6/ 1d8/ 1d8 
   
  White stags appear as ordinary male deer with bright 
  white coats.  They are remarkably shy creatures that are 
  loathe to show themselves to mortal eyes.  However, 
  they are also quite good and will endeavor to right any 
  wrongs or injustices they encounter.  Their combative 
  abilities are limited, however, so their ordinary tactic is to 
  draw attention to the evil happenings.  
  The manner in which they ‘recruit’ help is quite novel.  
  Being good creatures, they do not want to place a good 
  shepherd or hunter in a situation that the stag believes 
  would be suicidal.  Thus, the stag will test the potential 
  recruit’s skills.  It does this primarily by showing itself 
  and drawing the ‘applicant’ into a chase, during which 
  the stag will use whatever tricks and maneuvers that it 
  feels is necessary to validate the candidate’s fitness.  If 
  the test is not passed, the stag will simply bound away 
  leaving its pursuer none the worse for wear.  If the test is 
  passed, however, the stag will lead the recruit to the site 
  of wrongdoing.  Since ‘passing the test’ often means the 
  stag will be inflicted with some life-threatening wound, 
  white stags do not enter into these contests lightly. 
  Powdered white stag antler acts as an aphrodisiac 
  similar to the mage spell Philter of Love.  An intact white 
  stag skin, with antlers intact, can bring as much as 
  10,000 silver pieces. 
  Wight  
  (Wicht, Wichtln, Draugr, Haugbui, Barrow Wight) 
  Habitat:  Wights inhabit the burial mounds in which their 
  remains were laid to rest.  The most elaborate of these 
  “barrows” were constructed by placing the honored 
  warrior into his favored ship (i.e. a viking longboat) along 
  with his valuables.  Often, his warhorse and perhaps a 
  servant girl were sacrificed and placed along with him 
  for company in the afterlife.  This entire assembly was 
  then buried under several yards of dirt and clay.  
  Obviously, only the most honored of warriors would 
  warrant so magnificent a send-off.  It is said that these 
  mounds sometimes give off a baleful eerie glow at 
  night. 
  Life Style:  hermit-like undead 
  Wealth Type:  hoard 
  Alignment:  evil 
  Cunning:  average 
  Speed:  50 
  Strength:  average 
  Size:  medium 
  Origin:  The word “wight” originated as a rather vague 
  Germanic term meaning “creature.”  Over time, the term 
  took on a more supernatural meaning.  The Celts used 
  the related terms wicht and wichtln to refer to dangerous 
  faeries.  The word “wight” was eventually applied to the 
  Scandinavian draugr (also known as a haugbui), which 
  was the walking corpse of a Nordic warrior.  These great 
  Scandinavian warriors were laid to rest in impressive 
  barrows, or burial mounds, which explains J. R. R. 
  Tolkien’s incorporation of “barrow wights” into his 
  classic tale The Hobbit.  
  Special Characteristics:  The strong wills of wights 
  enable them to continue fighting long beyond the 
  endurance of weaker undead forms.  However, sheer 
  will alone cannot allow the walking corpse to withstand 
  such punishment unphazed.  When it sustains enough 
  bludgeoning to drop its Damage Tolerance below 75% 
  of its maximum, it loses much of the use of some 
  random body part (arm, leg, head, etc.)  Another is 
  maimed when it reaches 50% of its maximum DT and 
  another when it falls to only 25%.  If a weapon arm is 
  maimed, the wight’s Attack Bonus drops by 5 points (the 
  wight will switch the weapon to a good arm, if possible).  
  Each time a leg is incapacitated, the wight’s Defense 
  likewise drops by 5 points.  Of course, when 0 DT is 
  reached, the creature is completely (and permanently) 
  stilled. 
  
   
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  140 
  Wights are Immune to Cold and Mental Spells, are not 
  adversely affected by Severity Damage, are Susceptible 
  to Holy Water, and have an Aversion to Sunlight. 
  Recovery Time:  by weapon 
  Absorption:  3 
  Surprise Adj.:  1 
  Attack Modes:  by weapon 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  4 
  5 
  3 
  2 
  2 
  2 
  0 
  Wight Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  4 
  6 
  Attack Bonus 
  +9 
  +13 
  Defense 
  23 
  27 
  Damage Tolerance 
  200 + 4d10 
  200 + 6d10 
  E.P. Value 
  105 
  204 
  Damage per Attack 
  by weapon + 3 
  by weapon + 4 
   
  Above 
  Average 
  Exceptional 
  Combat Level 
  8 
  10 
  Attack Bonus 
  +16 
  +19 
  Defense 
  31 
  35 
  Damage Tolerance 
  200 + 8d10 
  200 + 10d10 
  E.P. Value 
  500 
  1320 
  Damage per Attack 
  by weapon + 5 
  by weapon + 6 
   
  Wights are undead horrors risen from their graves.  
  Their lifeless flesh is black from death’s touch and is 
  often bloated.  Witnesses have described these 
  monsters as “swollen to the size of an ox and black as 
  Hell.”  In addition, their eyes glow with a pallid unearthly 
  light, similar to that of moonlight reflecting off the surface 
  of a glassy pool of stagnant water.  Needless to say, a 
  wight’s skin is cold to the touch, more akin to clay than 
  living flesh. 
  Being well past the vanities of life, wights have little 
  concern about personal hygiene.  Their hair is wild and 
  unkempt and they are surrounded by the sickly sweet 
  odor of death and decay.  Their nails are overgrown and 
  would make effective weapons in their own right.  
  However, most wights were powerful warriors in life, 
  and so prefer to wield the weapons in which they are 
  highly trained. 
  Most wights arise naturally from the decaying remains of 
  fallen warriors.  However, some are brought into 
  existence through the use of powerful necromantic 
  spells (such as the Arcane Lore spell Raise the Dead - 
  see The Lexicon of Lore™ for details).  Some say that 
  the only true way to ensure the finality of a wight’s death 
  is to decapitate it once it has fallen. 
  Wild Huntsman 
  Habitat:  Wild Huntsmen are found wherever the hunting 
  is good.  Consequently, they prefer forests but are 
  equally comfortable chasing big game across grassy 
  plains. 
  Life Style:  solitary faery 
  Wealth Type:  incidental 
  Alignment:  antisocial evil 
  Cunning:  high 
  Speed:  90 
  Strength:  above average 
  Size:  medium 
  Origin: Wild Huntsmen are feared throughout northern 
  Europe (including Scandinavia, Germany, and England).  
  It seems as if each province has its own dark forest 
  haunted by one of these terrible faeries. 
  Most of the huntsman tales descended from myths 
  concerning the Nordic god Woden (Odin).  In their early 
  forms, these stories described Woden periodically 
  riding across the sky mounted on his magnificent White 
  steed and bringing doom to all those unfortunate 
  enough to see the spectacle.  The similarity of the Wild 
  Huntsman to the Celtic god Cernunnos, however, is 
  striking.  Some historians believe that the resemblance 
  cannot be discounted as mere coincidence and ascribe 
  at least some aspects of the tales to the horned god. 
  Special Characteristics: All huntsmen have the skill of 
  Tracking, which they perform at a skill level equal to their 
  Combat Levels.  In fact, most are believed to possess 
  all of the wilderness skills of a woodsman or scout.   In 
  addition, a Wild Huntsman has the following magical 
  abilities that he uses at a spell level equal to his combat 
  level: 
  Fear as the mage spell to all hearing the 
  blare of his hunting horn. 
  Shadow Form at will as the mage spell. 
  Ineffable Awe as the mage spell to all who 
  meet his gaze. 
  A Wild Huntsman is usually accompanied by a pack of 
  2d6 dogs, wolves, or wargs.  He trains these beasts to 
  track by scent so that very few ever escape.  Each 
  trained canine adds an additional +1 to his Success 
  Bonus while Tracking, up to a maximum of +5.  These 
  howling beasts have a Combat Level of approximately 
  
   
  The Bestiary [W] 
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  141 
  half their master’s and will always fight to the death in 
  his defense. 
  While most huntsmen prefer to track their prey on foot, 
  occasionally one will take a Phouka as a steed.  The 
  Phouka will have a Combat Level commensurate with 
  the hunter’s. 
  Recovery Time:  by weapon 
  Absorption:  by armor 
  Surprise Adj.:  -6 (toot-toot-toot-TAAAA bur-WAAA) 
  Attack Modes: by weapon. These skilled hunters 
  generally use spears or bows in their pursuit of prey.  If 
  confronted directly, a huntsman will draw a hand held 
  weapon and wield it with equal ferocity. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  4 
  8 
  3 
  2 
  4 
  1 
  2 
  Wild Huntsman Examples 
   
  Below 
  Average 
   
  Combat Level 
  7 
  9 
  Attack Bonus 
  +13 
  +16 
  Defense 
  30 
  33 
  Damage Tolerance 
  75 + 7d10 
  80 + 9d10 
  E.P. Value 
  162 
  440 
  Damage per Attack 
  by weapon + 4 
  by weapon + 5 
   
  Above 
  Average 
   
  Combat Level 
  11 
  13 
  Attack Bonus 
  +19 
  +23 
  Defense 
  36 
  39 
  Damage Tolerance 
  85 + 11d10 
  90 + 13d10 
  E.P. Value 
  1026 
  2016 
  Damage per Attack 
  by weapon + 6 
  by weapon + 8 
   
  A loud blare from his horn and the howling of his dogs 
  signals the approach of a Wild Huntsman.  This evil 
  faery relentlessly chases his prey through the forest.  
  While a Wild Huntsman usually contents himself with a 
  stag or boar, he prefers the greater challenge of tracking 
  down human quarry.  He has a dark and foreboding 
  countenance whose features are rarely seen on the 
  black nights he ventures across the countryside.  Except 
  for the huntsman’s fiery green eyes, he is seen only as 
  a dark silhouette.  Only appearing at night, his black 
  outline usually shows horns or antlers sprouting from 
  his head.  Nobody is certain whether the horns grow 
  from the huntsman’s head or are merely worn as 
  ornaments. 
  As these hunters are sportsmen, they will only chase 
  down individuals that ‘willingly’ join in the hunt by 
  running at the sound of his horn.  Once he has killed his 
  quarry, the huntsman will depart into the woods until the 
  next evening.  He is not a gladiator and will only laugh at 
  those that suggest he stand and fight. 
  If slain, the huntsman will simply fade away, leaving his 
  weapons and armor behind.  Oftentimes, a holy symbol 
  of the Celtic god Cernunnos or the Nordic god Odin is 
  found inscribed on the horn or spear. 
  Will-o’-Wisp  
  (Corpse-Candle, Ignus Fatuus, Jack-o-Lantern) 
  Habitat:  Since will-o’-wisps are ghostly spirits, they 
  frequent all of the standard undead haunts.  Even so, 
  they are most often encountered bobbing and darting 
  through the reeds and cattails of marshes and swamps. 
  Life Style:  solitary undead spirit 
  Wealth Type:  incidental 
  Alignment:  social neutral evil 
  Cunning:  high 
  Speed:  300 
  Strength:  nil 
  Size:  small 
  Origin:  The will-o’-wisp is known by many names and 
  are believed to arise from a variety of sources.  One of 
  the most common beliefs is that they are the wandering 
  souls of un-baptized babies.  Modern science has 
  provided the unromantic notion that the will-o’-wisp is 
  nothing more than burning methane sporadically being 
  released from decaying matter submerged in the 
  swamp’s murky waters. 
  Special Characteristics:  Will-o’-wisps apparently feed 
  on the mental energies of those they encounter.  This 
  mental draining is felt by the victim in the form of a loss 
  of Willpower in a manner similar to the mage spell 
  Mental Drain.  (Treat the ability as if cast at a spell level 
  equal to the wisp’s Combat Level.)  Anyone within 10 
  feet of the wisp may be targeted. If the Luck Roll against 
  the drain succeeds, the ghost must wait until the next 
  night to attempt the Willpower drain again on the same 
  individual.   During the wisp’s feast, the victim 
  experiences an eerie feeling that someone is watching 
  him.  If asleep, he experiences terrible nightmares. 
  A single will-o’-wisp may drain in one night a total of only 
  1 point of Willpower for every point of its own Damage 
  Tolerance.  If it drains its maximum amount on a single 
  evening, the Damage Tolerance of the gorged spirit 
  increases by 1 point permanently. 
  
   
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  142 
  This wandering spirit is Immune to Frost and Mental 
  Spells, is not adversely affected by Severity Damage, is 
  Immune to all but Magical Weapons, is Susceptible to 
  Holy Water, and is Afraid of Sunlight. 
  Recovery Time:  Not Applicable 
  Absorption:  0 
  Surprise Adj.:  +4 
  Attack Modes:  Willpower drain 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  -- 
  -- 
  11 
  -- 
  4 
  3 
  -1 
  Will-o’-Wisp Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  7 
  9 
  Attack Bonus 
  N/A 
  N/A 
  Defense 
  38 
  40 
  Damage Tolerance 
  1d4 
  1d6 
  E.P. Value 
  264 
  550 
  Damage per Attack 
  N/A 
  N/A 
   
  Above 
  Average 
  Exceptional 
  Combat Level 
  11 
  13 
  Attack Bonus 
  N/A 
  N/A 
  Defense 
  42 
  44 
  Damage Tolerance 
  1d8 
  1d10 
  E.P. Value 
  1900 
  1657 
  Damage per Attack 
  N/A 
  N/A 
   
  A will-o’-wisp is a ghostly ball of light resembling a 
  candle flame.  Normally these spirits are encountered 
  bobbing about swampy areas although no one knows 
  why they have a fondness for such environs.  Here they 
  lure travelers into danger (in much the same way as the 
  Jack-o’-Lantern 
  but 
  without 
  the 
  potent 
  magical 
  resources).  Consequently, they are viewed as portents 
  of death.  The motive for their unscrupulous behavior is 
  unknown.  It may be that the will-o’-wisp feeds on the 
  fleeing souls of those lead to their deaths. 
  Occasionally, a will-o’-wisp will enter a campsite 
  unnoticed and hide in a campfire or torch flame.  If 
  discovered, a will-o’-wisp will immediately flee the area 
  only to return at a later time. Will-o’-wisps often follow 
  parties for weeks through swamps until all members 
  die.  Thankfully, daylight weakens a will-o’-wisp so that it 
  cannot attack until nightfall. 
  Because the gorilla tactics of the will-o’-wisp are its 
  standard attack method, experience points are not 
  awarded until the will-o’-wisp is destroyed. 
  Will-o’-Wyke  
  (Corpse Candle, Ignus Fatuus, Jack-o’-Lantern) 
  Habitat:  Will-o’-wykes haunt crypts, dungeons, tombs, 
  and other common ghostly lairs.  However, their lust for 
  magic often finds them ‘on the prowl’ far afield from their 
  own depleted graves. 
  Life Style:  solitary spirit 
  Wealth Type:  incidental 
  Alignment:  neutral 
  Cunning:  high 
  Speed:  300 
  Strength:  nil 
  Size:  small 
  Origin:  Bobbing balls of light that lure travelers to their 
  doom through murky swamps is a common feature of 
  folklore across Europe.  Will-o’-wyke is the Norfolk term 
  for the more commonly known will-o’-wisp. 
  Special 
  Characteristics: The will-o’-wyke has a 
  voracious appetite for magical energy.  When hungry, it 
  acts as a sort of roving magic sink that sucks in any 
  nearby spells.  Treat this power as if it were a Spell 
  Vortex cast at a spell level equal to half the spirit’s 
  Combat Level.  (See the mage spell in The Lexicon of 
  Lore™ for details.) 
  Although the will-o’-wyke can ingest an impressive 
  quantity of it favorite food, it does have its limits.  On any 
  given night, the wyke can only absorb a number of 
  spells (or levels from magic items) equal to its 
  maximum Damage Tolerance.  Unfortunately for 
  adventurers, anytime the spirit achieves this maximum 
  quantity, its maximum Damage Tolerance permanently 
  increases by one point. 
  This creature is Immune to Frost and Mental Spells, is 
  not adversely affected by Severity Damage, is Immune 
  to all but Magical Weapons, is Susceptible to Holy 
  Water, and is Afraid of Sunlight. 
  Recovery Time:  Not Applicable 
  Absorption:  0 
  Surprise Adj.:  +4 
  Attack Modes:  Magic drain. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  -- 
  -- 
  12 
  -- 
  4 
  3 
  -1 
  
   
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  Will-o’-Wyke Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  6 
  8 
  Attack Bonus 
  N/A 
  N/A 
  Defense 
  39 
  41 
  Damage Tolerance 
  1d8 
  1 + 1d10 
  E.P. Value 
  186 
  355 
  Damage per Attack 
  N/A 
  N/A 
   
  Above 
  Average 
  Exceptional 
  Combat Level 
  10 
  12 
  Attack Bonus 
  N/A 
  N/A 
  Defense 
  43 
  45 
  Damage Tolerance 
  3 + 1d10 
  5 + 1d10 
  E.P. Value 
  810 
  1390 
  Damage per Attack 
  N/A 
  N/A 
   
  The will-o’-wyke is one of a family of related ghosts 
  types including the Jack-o’-lantern and the will-o’-wisp.  
  Like all of these ghosts, will-o’-wykes have the 
  appearance of a tiny candle flame which darts and 
  dances with amazing speed. The main difference 
  between the will-o’-wyke and it cousins lies in its 
  feeding habits.  The will-o’-wyke feeds on magic. 
  Since most travelers rarely sit quietly by while a wyke 
  gorges itself on their hard-won treasures, these ghosts 
  usually adopt guerrilla tactics around dinnertime.  One 
  of their more favored tricks is to hide inside a torch or 
  campfire while they feast on any magic close at hand. 
  Willow Tree 
  Habitat:  As willow trees are deciduous plants, they 
  grow in temperate climes.  They need tremendous 
  quantities of water, and so tend to be found on the 
  banks of rivers and lakes. 
  Life Style:  solitary tree faery 
  Wealth Type:  incidental.  Since willows travel about, 
  there is usually little to be found scattered at its roots.  
  However, any indigestible item dropped in its maw will 
  remain there to aid the tree in grinding up future victims. 
  Alignment:  neutral evil 
  Cunning:  high 
  Speed:  55. To walk, a willow will quickly uproot itself 
  and ambulate along the ground by means of its 
  serpentine roots.  When it finds an appropriate stopping 
  place, it will wind its roots into the soil to rest.  The 
  uprooting and re-rooting processes each require one 
  full turn to accomplish, but the willow may participate in 
  combat while doing so. 
  Strength:  high 
  Size:  great 
  Origin:  The legends of the willow from which this 
  description arises primarily come from Celtic and 
  Scandinavian folklore.  The Greeks had their own 
  beliefs, asserting that wands made from willow were 
  particularly potent in invoking the muses.  They were 
  also useful for protection in the underworld. 
  Willow bark was said to be used by witches to treat 
  fevers and rheumatism.  This is likely true, since the 
  bark contains a natural form of salicylic acid, the active 
  ingredient in aspirin. 
  Special Characteristics:  Willow trees are ogre-ish in 
  behavior, having an Affinity for the Taste of Human 
  Blood.  To aid them in obtaining the precious liquid, they 
  have developed certain abilities.  All willow trees have 
  the skill of Rural Stealthing and possess sweet 
  enchanting voices whose barely audible songs act as 
  the mage spell Slumber.  They can use both abilities at 
  will, but the song demands a minimum of 5 minutes to 
  work.  Both the skill and the spell are utilized at levels 
  equaling the tree’s Combat Level. 
  Willow trees often use the long leafy tendrils that hang 
  from their branches as weapons.  These are utilized like 
  whips that deliver no damage themselves.  However, 
  they can entangle any human-sized creature struck (see 
  whip in The Grimoire of Game Rules for details).  The 
  turn after a creature is entangled, the willow will simply 
  lift its prey from the ground and drop it into its sizeable 
  maw.  The maw automatically delivers 6d6 damage 
  every turn.  Only a single man-sized creature (or a 
  couple of hobbish creatures) can fit in the maw at once. 
  Although they are woody faeries, willow trees contain 
  such enormous quantities of water that they are actually 
  Resistant to Fire.  In fact, a living willow tree will not itself 
  fuel any flame applied to it (even though it will sustain 
  some damage from the applied flame itself). 
  Willow trees are remarkably difficult to kill.  Even though 
  they are living creatures, they have no truly vital organs.  
  Consequently, they are unaffected by Severity Damage. 
  Recovery Time:  6 
  Absorption:  9 
  Surprise Adj.:  +3 
  Attack Modes:  Willow trees may either bludgeon with 
  their branches or entrap their opponents with their long 
  whip-like leaves.  (The whips are mainly used on 
  opponents who have succumbed to their power of 
  Slumber.)  In either case, two attacks are allowed per 
  turn. 
  
   
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  144 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  8 
  9 
  -6 
  -3 
  2 
  0 
  -2 
  Willow Tree Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  4 
  8 
  Attack Bonus 
  +8 
  +14 
  Defense 
  20 
  22 
  Damage Tolerance 
  200 + 4d10 
  225 + 8d10 
  E.P. Value 
  154 
  650 
  Damage per Attack 
  3d6/3d6 or 
  whip/whip 
  4d6/4d6 or 
  whip/whip 
   
  Above 
  Average 
  Exceptional 
  Combat Level 
  12 
  14 
  Attack Bonus 
  +17 
  +19 
  Defense 
  24 
  25 
  Damage Tolerance 
  250 + 12d10 
  275 + 14d10 
  E.P. Value 
  2730 
  4350 
  Damage per Attack 
  5d6/5d6 or 
  whip/whip 
  6d6/6d6 or 
  whip/whip 
   
  Willow branches are thick and gnarled and covered with 
  rough bark.  Even so, willows are lovely to behold and 
  are deceptively placid when first encountered.  They 
  have long tendril-like leaves that droop from their 
  branches nearly to the ground.  These leaves form an 
  inviting drapery around the trunk, making a seemingly 
  perfect picnic site.  When the breeze blows through the 
  tree’s canopy, a soft rustling is produced which beckons 
  any picnicker to nap.  Anyone succumbing to this gentle 
  suggestion will have made a fatal mistake. 
  Willow trees have an insatiable thirst and a fondness for 
  blood.  Anyone caught snoozing will be summarily 
  ensnared in the tree’s embrace and dropped into its 
  roomy maw.  Here the victual will be squeezed like a 
  grape in a winepress. 
  Willows do wander away from their watering holes on 
  occasion when their watery fare no longer suits their 
  palate.  They will usually ‘camp out’ beside a road or 
  trail waiting for a lone traveler or small group to pass.  At 
  this point, the tree will attempt to put the travelers to 
  sleep with its Slumber ability.  Failing this, if night has 
  fallen, the willow will stealthfully follow its prey along the 
  road until they stop for rest.  Otherwise, the tree is likely 
  to attack to satiate its burning thirst. 
  Because of their drooping appearances, willow trees 
  are often described as weeping willows.  It is not known 
  whether willows actually cry, but if they do it is certain 
  that nothing but crocodile tears are wetting their roots. 
  Wraith  
  (Co-Walker, Fetch) 
  Habitat:  Wraiths inhabit the castles, mansions, and 
  estates of their former, usually elitist, existence. 
  Life Style:  undead spirit 
  Wealth Type:  hoard 
  Alignment:  antisocial 
  Cunning:  above average 
  Speed:  75 
  Strength:  above average 
  Size:  medium 
  Origin:  Belief in the existence of wraiths was a common 
  superstition throughout Europe.  They were known by a 
  variety of names including cowalker, doppelganger, and 
  fetch, among others.  When a wraith appeared to a 
  person, it took the form of his exact double in every 
  regard (including dress).  The sight of one of these 
  ghosts was an ominous portent to the beholder, for it 
  foretold his imminent death.  It was believed by some 
  that the spirit was nothing more than the soul of the 
  doomed individual, prematurely fleeing the body in order 
  to escape the pain of a gory demise or possibly to 
  escape some portion of the body’s fatal and final end. 
  Special Characteristics: A wraith’s direct touch delivers 
  cold damage in a manner similar to the mage spell 
  Freezing Touch.  Treat this ability as if it were cast at a 
  spell level equal to the wraith’s Combat Level.  It may be 
  used any number of times per turn that the wraith’s 
  Combat Level allows. 
  Because of their ethereal natures, wraiths may pass 
  through walls and other barriers without hindrance.  In 
  doing so, however, they may not transport any corporeal 
  materials they carry. 
  Of course, the equipment of every wraith eventually 
  wears out from extreme age or is destroyed by other 
  means.  When this happens, treat the wraith as a 
  mobile Fury in all respects. 
  This creature is Immune to Frost and Mental Spells, is 
  not adversely affected by Severity Damage, is Immune 
  to all but Magical Weapons, is Susceptible to Holy 
  Water, and is Afraid of Sunlight. 
  Recovery Time:  by weapon or 5 if using touch alone. 
  Absorption:  0 
  Surprise Adj.:  2 
  Attack Modes:  by weapon or freezing touch 
  
   
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  145 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  9 
  2 
  4 
  0 
  1 
  2 
  -1 
  Wraith Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  9 
  11 
  Attack Bonus 
  +16 
  +19 
  Defense 
  34 
  36 
  Damage Tolerance 
  30 + 9d10 
  30 +11d10 
  E.P. Value 
  670 
  1397 
  Damage per Attack 
  by weapon + 8 
  by weapon + 9 
   
  Above 
  Average 
  Exceptional 
  Combat Level 
  13 
  15 
  Attack Bonus 
  +22 
  +25 
  Defense 
  38 
  40 
  Damage Tolerance 
  30 + 13d10 
  30 + 15d10 
  E.P. Value 
  2161 
  3074 
  Damage per Attack 
  by weapon + 
  10 
  by weapon + 
  12 
   
  A person’s soul is oftentimes far more sensitive to 
  important impending events than is its physical host 
  who is too overburdened with worldly matters.  As such, 
  the soul can occasionally glimpse when its appointment 
  with death is scheduled a short time before the grim 
  reaper makes his appearance.  Not too surprisingly, the 
  doomed soul of an evil and corrupt individual is rarely 
  overjoyed about the date and will occasionally have the 
  strength to wrench itself free of its host before its bill 
  comes due.  Whenever this occurs, a wraith is born. 
  Before departing for more hospitable climes, the wraith 
  will often appear to its former host to give a sort of final 
  ‘farewell’.  The abandoned host, and those with close 
  emotional ties to him, will see the spirit as the host’s 
  virtual twin.  To everyone else, the ghost is invisible. 
  After its host’s death, the wraith soon finds that the only 
  material objects it can directly affect are the gauntlets, 
  weaponry, armor, equipment, and other apparel either 
  worn by his remains or closely tied to his own self-
  image.  The number of items the wraith is able to 
  manipulate rarely exceeds half a dozen in number.  
  Needless to say, wraiths are highly protective of these 
  possessions.  These material goods remain fully 
  corporeal in nature and, regardless of whether the spirit 
  itself can actually be seen by an observer, are always 
  fully visible to anyone encountering the ghost. 
  One legend describes a haunted castle where an empty 
  suit of plate mail attacks all intruders.  Another tells of 
  empty gloves wielding a bloody sword while a cape 
  dances behind them as if draped over invisible 
  shoulders.  Both of these ghost stories speak of 
  wraiths. 
  Wyrm  
  (Celtic Worm) 
  Habitat:  Wyrms begin their lengthy careers in a 
  substantially 
  amphibious 
  state, 
  often 
  taking 
  up 
  residence in a town well or fresh water spring.  They 
  grow with remarkable speed, however, and soon must 
  leave their tight-fitting quarters for more comfortable 
  accommodations.  At this point, a wyrm will seek out an 
  abandoned castle or spacious cavern in which to gather 
  and build its treasure pile. 
  Life Style:  solitary reptile 
  Wealth Type:  hoard 
  Alignment:  neutral 
  Cunning:  below average to average 
  Speed:  115 
  Strength:  exceptional 
  Size:  large to huge 
  Origin:  The Celtic wyrm, or worm, derives many of its 
  characteristics from the Scandinavian worm (Heraldic 
  Dragon) but lacks its cousin’s leathery wings and fiery 
  breath.  Of all dragon forms, the wyrm is most closely 
  linked to the element of earth. 
  There are many tales of wyrms on the British Isles, one 
  of the more notable of which is that of the Lambton 
  Worm.  This beast was caught while still a veritable 
  hatchling by John Lambton, heir to Lambton Castle, 
  while he was fishing on a fine Sunday morning (rather 
  than attending church as would any respectable 
  Englishman).  In his terror, John threw the ugly hissing 
  monster into the nearby well and, taking the incident as 
  an ill omen, swore to amend his ways. 
  In order to atone for his past sins, John left his home 
  and joined the Crusades for several years.  When he 
  finally returned home, John found, to his horror, that the 
  creature he had flung into the well had grown into a full-
  fledged dragon which was ravaging the countryside.  He 
  sought out a local witch to ask advice on how the 
  monster could be vanquished, and was told that he 
  must have a special suit of armor made with spikes and 
  blades protruding from all sides and that he must fight 
  the beast in the nearby river.  Finally, as a final penance 
  for his foolish past, once the beast was slain he must 
  also kill the first living thing he met.  If this final condition 
  was not met, his family would be cursed for nine 
  generations so that no heir to the Lambton Castle would 
  die a peaceful death. 
  
   
  The Bestiary [W] 
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  Celtic Creatures & Nordic Nightmares 
  146 
  John followed the witch’s advice and engaged the wyrm 
  waist-deep in the river’s waters.  As the wyrm attempted 
  to wrap its coils around John, the spikes and blades 
  wounded the dragon badly.  Finally, with his sword in 
  hand, John was able to cut the wyrm into several pieces.  
  Ordinarily, the separate pieces would have simply 
  rejoined one another with the dragon none the worse for 
  wear.  However, the river’s current pulled the pieces 
  downstream, keeping them apart.  In this fashion, the 
  dragon was finally slain. 
  As John was walking home triumphantly, however, his 
  father ran out to greet him with warm arms.  John 
  realized that to avoid the witch’s curse he must kill his 
  father.  He was unwilling to do so, however, and so the 
  Lambton family suffered the curse for nine generations. 
  Special Characteristics: Wyrms have an Uncontrollable 
  Lust for Gold.  Thus, their main concern lies in the 
  protection and enlargement of their treasure hoards. 
  When attacked, a wyrm usually belches forth a noxious 
  cloud of poisonous vapors.  The cloud sprays forth in a 
  cone 80 feet long with a base diameter of 50 feet.  
  Anyone in this area is affected by poisonous acid having 
  an effect similar to the mage spell Caustic Mist.  Treat 
  this as if cast at a spell level equal to the dragon’s 
  Combat Level (see The Lexicon of Lore™ for details).  
  The dragon may breathe in this way once per day for 
  every 50 Damage Tolerance points it possesses. While 
  vomiting out this acidic cloud, the wyrm cannot bite but 
  retains all other forms of attack. 
  Wyrms have the unusual ability to regenerate lost body 
  parts and heal wounds at the tremendous rate of 5 
  Damage Tolerance per turn.  Even if the wyrm is cut up 
  into small pieces, its pieces will rejoin and eventually 
  graft themselves into the reptile’s former terrifying form.  
  Cremation provides the only simple way to prevent 
  regeneration. 
  If a large party attacks a wyrm, it will bellow a mighty roar 
  to frighten off some of its attackers.  Any creature other 
  than a dragon hearing this roar must make a Luck Roll 
  with Willpower adjustments against a Luck Threshold of 
  15 plus the dragon’s Combat Level.  Those failing flee 
  in terror for 1d4 turns. 
  A wyrm may attempt to constrict an opponent within the 
  coils of its serpentine body.  To do so, it must first 
  successfully strike its target with both fore claws.  At this 
  point, the combatant must make a Luck Roll with Agility 
  adjustments against a Threshold of 15 plus the 
  dragon's Combat Level.  The wyrm envelops and 
  Constricts anyone failing until he is released.  (See 
  Constriction in the Trauma section of The Grimoire of 
  Game Rules™ for details.)  This form of attack is 
  generally reserved for lone opponents, however, as 
  thereafter the dragon’s Defense drops to a mere 10. 
  The sting of a wyrm acts as a Dangerous Toxin.   See 
  Poison in this book for more details. 
  Wyrms are Immune to Acid and Poison and are 
  resistant to all forms of magic.  Any spell affecting a 
  wyrm has its spell level reduced by 8. 
  Recovery Time:  9 
  Absorption:  12 
  Surprise Adj.:  -3 
  Attack Modes:  bite/ claw/ claw/ sting (tail) A wyrm 
  cannot use all of its attacks on a single opponent.  
  Those toward the front of the dragon risk attack from the 
  head and fore claws.  Those toward the rear risk attack 
  from the hind legs and barbed tail.  The acidic breath 
  may, of course, be directed toward any foe within range. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  16 
  10 
  -11 
  -- 
  3 
  -4 
  -4 
  Wyrm Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  11 
  15 
  Attack Bonus 
  +21 
  +25 
  Defense 
  20 
  24 
  Damage Tolerance 
  325 + 11d10 
  375 + 13d10 
  E.P. Value 
  4275 
  9720 
  Damage per Attack 
  4d10/ 2d10/  
  2d10/ 3d8 
  4d12/ 2d12/  
  2d12/ 3d10 
   
  Above 
  Average 
  Exceptional 
  Combat Level 
  17 
  20 
  Attack Bonus 
  +27 
  +30 
  Defense 
  25 
  29 
  Damage Tolerance 
  400 + 17d10 
  425 + 20d10 
  E.P. Value 
  12768 
  15813 
  Damage per Attack 
  4d12/ 3d8/  
  2d8/ 3d10 
  5d10/ 4d6/  
  4d6/ 3d12 
   
  The wyrm has a lizard-like shape with a long serpentine 
  body, four razor sharp claws, and a barbed tail. It is one 
  of the most feared of all dragon species for it can grow 
  to a tremendous size.  Some larger specimens are 
  reportedly able to wrap themselves completely around 
  small hills.  The wyrm is most closely related to the 
  heraldic dragon in stature and form, but lacks the 
  heraldic’s flying ability and scorching breath.  Despite its 
  earth-bound limitations, the wyrm’s noxious breath 
  weapon inflicts excruciating pain in its foes. 
  
   
  The Bestiary [W] 
  147 
    
  Celtic Creatures & Nordic Nightmares 
  147 
  Wyrms are generally red or reddish brown in color but 
  yellow, black, and brown wyrms have also been spotted.  
  Regardless of a wyrm’s particular hue, its scaly hide 
  provides ample protection against the paltry mundane 
  weapons wielded by the seemingly endless stream of 
  glory-seeking knights that throw themselves at the 
  uncomprehending and puzzled reptiles. 
  Wyvern  
  (Wivern, Wivere) 
  Habitat:  Wyverns prefer to nest at high altitudes within 
  mountain clefts or within caves found near the tops of 
  tall cliffs.  These lofty sites enable the reptiles to 
  effortlessly take wing. 
  Life Style:  solitary reptile 
  Wealth Type:  hoard 
  Alignment:  evil 
  Cunning:  below average 
  Speed:  70 (275 flying) 
  Strength:  high 
  Size:  large 
  Origin:  The term wyvern is derived from wivere, the old 
  Saxon word for snake and is often used in heraldry to 
  represent envy, pestilence, and war.  In Arthurian 
  legend, Merlin, the great wizard, adopted the wyvern as 
  his own personal symbol. 
  Special Characteristics: The sting of a wyvern's tail 
  injects a Dangerous Killing Venom to anyone it strikes.  
  See Poison elsewhere in this book for effects of venoms 
  and for the effects of multiple stings (if appropriate). 
  If a large party attacks a wyvern, it will roar to frighten off 
  some of its attackers.  Any creature other than a dragon 
  hearing this roar must make a Luck Roll with Willpower 
  adjustments.  Those failing flee in terror for 1d4 turns. 
  Wyverns are Immune to Poison and are resistant to all 
  forms of magic.  Any spell affecting a wyvern has its 
  spell level reduced by 5. 
  Not too surprisingly, wyverns have an Uncontrollable 
  Lust for Gold.  Thus, after the hunger in their bellies is 
  satisfied, their main concern lies in the protection and 
  enlargement of their treasure hoards. 
  Recovery Time:  5 
  Absorption:  9 
  Surprise Adj.:  -1 
  Attack Modes:  bite/ tail (on ground) or bite/ claw/ claw/ 
  tail (while hovering above its prey) 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  6 
  6 
  -1 
  -- 
  4 
  -2 
  -2 
  Wyvern Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  7 
  10 
  Attack Bonus 
  +12 
  +16 
  Defense 
  26 
  29 
  Damage Tolerance 
  150 + 7d10 
  175 + 10d10 
  E.P. Value 
  576 
  2100 
  Damage per Attack 
  2d12/ 1d8 
   (+poison) 
   or  
  2d12/ 1d10/  
  1d10/ 1d8 
  (+poison) 
  2d12/ 1d8 
   (+poison) 
   or 
   2d12/ 1d12/  
  1d12/ 1d8 
   (+poison) 
   
  Above 
  Average 
  Exceptional 
  Combat Level 
  11 
  13 
  Attack Bonus 
  +18 
  +21 
  Defense 
  30 
  32 
  Damage Tolerance 
  200 + 11d10 
  225 + 13d10 
  E.P. Value 
  3078 
  4788 
  Damage per Attack 
  3d8/ 1d10 
   (+poison) 
  or 
  3d8/ 1d12/  
  1d12/ 1d10 
   (+poison) 
  3d10/ 1d10 
   (+poison) 
  or 
  3d10/ 1d12/  
  1d12/ 1d10 
   (+poison) 
   
  The wyvern is one of the most feared of all dragon 
  species, respected by professional dragon slayers 
  almost as much as the heraldic dragon, its closest 
  relative.  The wyvern is a medium-sized dragon, smaller 
  than the heraldic but larger than the more serpentine 
  species, such as the lindwurm and amphiptere.  It has 
  the general build of the heraldic: a long flexible neck, 
  barbed tail, massive frame, and powerful wings.  The 
  most obvious characteristic that distinguishes the 
  wyvern from its larger cousin is its lack of fore claws, 
  although it does retain two muscular hind legs 
  resembling those of a giant raptor.  Oversized pectoral 
  muscles on the dragon’s chest provide the wyvern’s 
  wings with staggering lift on their downward stroke, 
  making the wyvern one of the fastest and most graceful 
  flyers of all dragon-kind. 
  Individual wyverns vary in color.  The majority have a 
  drab greenish hue or are a shade of grey ranging 
  anywhere from pure white to black.  Even so, a more 
  brilliantly colored specimen is occasionally sighted. 
  These dangerous reptiles have whip-like tails tipped 
  with stingers that inject painful poisons into anyone 
  struck. The wyvern’s preferred method of attack is to 
  
   
  The Bestiary [W] 
  148 
    
  Celtic Creatures & Nordic Nightmares 
  148 
  swoop down on its prey and, wings madly flapping, 
  hover just out of reach as it savagely attacks with claws, 
  teeth, and tail. 
  The wyvern has no natural breath weapon although a 
  few reports of wyvern-like beasts belching flame have 
  been recorded in the annals of history.  If these rare 
  individuals ever existed, it is likely that they represent an 
  unidentified hybrid between heraldic and wyvern. 
   
   
   
   
  
   
  The Bestiary [Y-Z] 
  149 
    
  Celtic Creatures & Nordic Nightmares 
  149 
  Y 
  Yggr  
  (“Terrible One,” Demon of Death) 
  Habitat:  When sighted, yggr are invariably riding on pale 
  phantom horses through the clouds at night leading 
  hosts of undead spirits.  During these nocturnal raids, 
  the yggr searches for the souls of mortal men to 
  plunder. 
  Life Style:  murderous nocturnal demon 
  Wealth Type:  hoard 
  Alignment:  evil 
  Cunning:  high 
  Speed:  90 
  Strength:  high 
  Size:  medium 
  Origin:  “Yggr,” meaning “Terrible One,” is a title of the 
  ancient Nordic god Odin in his role as the god of death.  
  When Christians first encountered Nordic mythology, 
  they associated Odin with the Christian devil since Odin 
  was the Nordic lord of winds and Satan, among other 
  things, was known as the Prince of Air.  Thus, “Yggr” 
  became the demon of death who hunted men for their 
  souls as he rode through the sky mounted on his pale 
  horse.  From this point, yggr eventually degenerated into 
  the tales of both the Wild Huntsman and the ogre. 
  Special Characteristics:  When a yggr slays a neutral or 
  evil human or humanoid, the soul of the fallen person 
  will rise on the following eve in the form of some ghostly 
  spirit who will slavishly follow and obey its murderer for 
  a year.  After this time, the spirit is forced into a 
  meaningless existence wandering the earth.  The form 
  of spirit that arises from this unholy ordeal is 
  appropriate to the Character Level of the individual slain.  
  Ghosts, wraiths, and phantoms are the most common, 
  but other purely spiritual undead forms also arise.  Any 
  good individual killed in this manner escapes this 
  horrible fate. 
  All yggrs have the skill of Tracking and may cast the 
  mage spells Witch Wind and Cyclonic Passage at will.  
  All skills and spells are performed at a skill level equal 
  to the yggr’s Combat Levels. 
  Yggrs can assume an ethereal state at will, as the 
  mage spell Ghostly Form.  When riding their phantom 
  mounts, yggrs must assume this state.  Despite their 
  insubstantial natures during these times, their weapons 
  deliver actual wounds.  Yggr prefer riding drasils, but will 
  opt for a sleipnir when no drasil is available. 
  These demonic horrors are unaffected by Severity 
  Damage and are immune to the effects of cold and heat.  
  They are, however, Highly Susceptible to Holy Water.  
  Finally, sunlight has an effect similar to holy water. 
  Recovery Time:  by weapon 
  Absorption:  0 
  Surprise Adj.:  +5 
  Attack Modes:  by weapon.  Yggrs commonly wield and 
  throw spears. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  4 
  2 
  4 
  3 
  5 
  3 
  4 
  Yggr Examples 
   
  Below 
  Average 
  Average 
  Combat Level 
  10 
  13 
  Attack Bonus 
  +17 
  +19 
  Defense 
  36 
  38 
  Damage Tolerance 
  75 + 10d10 
  75 + 13d10 
  E.P. Value 
  1410 
  2917 
  Damage per Attack 
  by weapon + 5 
  by weapon + 6 
   
  Above 
  Average 
  Exceptional 
  Combat Level 
  15 
  17 
  Attack Bonus 
  +24 
  +27 
  Defense 
  41 
  44 
  Damage Tolerance 
  75 + 15d10 
  75 + 17d10 
  E.P. Value 
  4520 
  5255 
  Damage per Attack 
  by weapon + 7 
  by weapon + 8 
   
  A yggr is a demon who sports in mercilessly tracking, 
  running down, and slaying men to gather their souls as 
  trophies.  They are ordinarily encountered riding ghostly 
  pale horses through the skies at night followed by any 
  number of unnatural spectres.  It is difficult to 
  distinguish the yggr’s features, since the demon 
  absorbs all light falling on its form.  The only means of 
  identifying its physical make-up is through the silhouette 
  of its body.  A muscular human frame is usually the only 
  characteristic that can be readily perceived, since the 
  demon rarely remains motionless long enough for 
  detailed observations.  Even so, some yggr have been 
  reported with horns sprouting from their heads.  Its 
  perfectly sable facade is broken only by the fiery red 
  glow of its eyes, which fixate on its prey during any hunt. 
  
   
  The Bestiary Tables 
  150 
    
  Celtic Creatures & Nordic Nightmares 
  150 
  Bestiary 
  Tables 
  This section gives a 
  variety 
  of 
  lists 
  that 
  group 
  monsters 
  in 
  some interesting ways 
  to aid you in setting up 
  your adventures.  We 
  hope they provide you 
  with some interesting 
  ideas. 
  Complete 
  Bestiary List 
  1. 
  Amphiptere 
  2. 
  Amphisbaena 
  3. 
  Angel of Death 
  4. 
  Ankou 
  5. 
  Apparition, Repeating 
  6. 
  Apple-Tree Man 
  7. 
  Ash Tree 
  8. 
  Banshee 
  9. 
  Bauchan 
  10. Birch Tree Spirit 
  11. Boogy-Man 
  12. Bugbear 
  13. Buggane 
  14. Buttery Spirit 
  15. Changeling 
  16. Chimera, Heraldic 
  17. Cockatrice 
  18. Dog, Black 
  19. Doppelganger 
  20. Dragon, Heraldic 
  21. Drasil 
  22. Elder Tree 
  23. Ellyl 
  24. Ettin 
  25. Fauchan 
  26. Firbolg 
  27. Firedrake 
  28. Fomorian 
  29. Galley Beggar 
  30. Gargouille 
  31. Gargoyle (Horned 
  Boar) 
  32. Gargoyle (Gorilla) 
  33. Gargoyle (Warg) 
  34. Gargoyle (Sabre-
  Toothed Feline) 
  35. Gargoyle (Spiked 
  Constrictor) 
  36. Gargoyle (Stony 
  Eagle) 
  37. Gargoyle (Winged 
  Humanoid) 
  38. Ghost, Headless 
  39. Giant, Cloud 
  40. Giant, Cornish 
  41. Giant, Fire 
  42. Giant, Frost 
  43. Giant, Highland 
  44. Giant, Stone 
  45. Giant, Two-Headed 
  46. Glaistig 
  47. Greyff 
  48. Griffin, Heraldic 
  49. Guivre 
  50. Hag, Black 
  51. Hag, Ice 
  52. Hag, Rock 
  53. Hag, Water 
  54. Hag, Wood 
  55. Harpy, Heraldic 
  56. Hazel Tree 
  57. Headless Horseman 
  58. Hell Hound 
  59. Horse, Fairy 
  60. Imp 
  61. Incubus 
  62. Jack-o’-Lantern 
  63. Jotun 
  64. Kelpie 
  65. Kirk Grim 
  66. Knocker 
  67. Kraken 
  68. Lamia 
  69. Leprechaun 
  70. Leshiye 
  71. Lich 
  72. Lindwurm 
  73. Lion, Winged 
  74. Mermaid 
  75. Merrow  
  76. Nightmare 
  77. Nixie 
  78. Oakman 
  79. Ogre 
  80. Ogre, Two-Headed 
  81. Owl, Giant 
  82. Phantom 
  83. Phantom Head 
  84. Phouka 
  85. Pixie 
  86. Puk 
  87. Ratwife 
  88. Rowan Tree 
  89. Rusalka 
  90. Salamander 
  91. Screaming Skull 
  92. Sea Lion, Heraldic 
  93. Selkie 
  94. Sleipnir 
  95. Snow Queen 
  96. Spider, Gleaming Red 
  97. Spriggan 
  98. Sprite (Hyter Sprite) 
  99. Sprite (Pillywiggin) 
  100. Sprite (Spunkie) 
  101. Swan (Knight) 
  102. Swan (Maiden) 
  103. Swan (Woman) 
  104. Tarasque 
  105. Tatzlwurm 
  106. Taxim 
  107. Tiger, Heraldic 
  108. Tree of Ghostly 
  Dread 
  109. Troll, Dwarfish 
  (Henke) 
  110. Troll, Dwarfish (Sith) 
  111. Troll, Giant Bridge 
  112. Troll, Giant Stone 
  113. Troll, Giant Two-
  Headed 
  114. Troll (Huldra) 
  115. Troll (Skogsra) 
  116. Unicorn, Heraldic 
  117. Utburd 
  118. Valkyrie 
  119. Valraven 
  120. Vampire 
  121. Vodyany 
  122. Warg 
  123. Were-Bear 
  124. Were-Boar 
  125. Were-Leopard 
  126. Were-Owl 
  127. Werewolf 
  128. White Lady 
  129. White Stag 
  130. Wight 
  131. Wild Huntsman 
  132. Will-o’-Wisp 
  133. Will-o’-Wyke 
  134. Willow Tree 
  135. Wraith 
  136. Wyrm 
  137. Wyvern 
  138.Yggr
  
   
  The Bestiary Tables 
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  Celtic Creatures & Nordic Nightmares 
  151 
  Aerial Creatures 
  1. 
  Amphiptere 
  2. 
  Angel of Death 
  3. 
  Chimera, Heraldic 
  4. 
  Cockatrice 
  5. 
  Dragon, Heraldic 
  6. 
  Drasil 
  7. 
  Ellyl 
  8. 
  Firedrake 
  9. 
  Gargoyle (Stony Eagle) 
  10. Gargoyle (Winged Humanoid) 
  11. Giant, Cloud 
  12. Greyff 
  13. Griffin, Heraldic 
  14. Harpy, Heraldic 
  15. Lindwurm 
  16. Lion, Winged 
  17. Owl, Giant 
  18. Pixie 
  19. Puk 
  20. Sprite (Hyter Sprite) 
  21. Sprite (Pillywiggin) 
  22. Sprite (Spunkie) 
  23. Swan (Knight) 
  24. Swan (Maiden) 
  25. Swan (Woman) 
  26. Tatzlwurm 
  27. Valkyrie 
  28. Valraven 
  29. Vampire 
  30. Were-Owl 
  31. Will-o’-Wisp 
  32. Will-o’-Wyke 
  33. Wyrm 
  34. Wyvern 
  35. Yggr 
  Angels, Demons, & 
  Devils 
  The terms 'demon' and 'devil' refer 
  to a wide range of evil spirits 
  whose sole purpose seems to be 
  the pro-motion of human suffering.  
  Angles, on the other hand, do just 
  the opposite.  Folklore paints 
  these creatures in a myriad of 
  forms having varied abilities. 
  1. 
  Angel of Death 
  2. 
  Doppelganger 
  3. 
  Hell Hound 
  4. 
  Imp 
  5. 
  Incubus 
  6. 
  Nightmare 
  7. 
  Valkyrie 
  8. 
  Yggr 
  Arctic Creatures 
  1. 
  Giant, Frost 
  2. 
  Hag, Ice 
  3. 
  Jack-o’-Lantern 
  4. 
  Jotun 
  5. 
  Kraken 
  6. 
  Owl, Giant (Snowy) 
  7. 
  Rusalka 
  8. 
  Salamander 
  9. 
  Snow Queen 
  10. Vampire 
  11. Vodyany 
  12. Were-Bear (Polar) 
  13. Werewolf (Arctic) 
  14. Wight 
  15. Will-o’-Wisp 
  16. Will-o’-Wyke 
  17. Wraith 
  Arthurian/Heraldic/Me
  dieval 
  There is a great deal of overlap 
  between the Celtic and the 
  Arthurian.  This is due to the fact 
  that 
  the 
  Arthurian 
  legends 
  evolved from Celtic lore.  This 
  section also includes creatures 
  which were not part of Arthurian 
  legend, but which fit into a 
  Medieval/Heraldic setting. 
  1. 
  Amphiptere 
  2. 
  Amphisbaena 
  3. 
  Angel of Death 
  4. 
  Ankou 
  5. 
  Apparition, Repeating 
  6. 
  Apple-Tree Man 
  7. 
  Banshee 
  8. 
  Bauchan 
  9. 
  Birch Tree Spirit 
  10. Boogy-Man 
  11. Bugbear 
  12. Buggane 
  13. Buttery Spirit 
  14. Changeling 
  15. *Chimera, Heraldic 
  16. *Cockatrice 
  17. Dog, Black 
  18. *Dragon, Heraldic 
  19. Elder Tree 
  20. Ellyl 
  21. Firedrake 
  22. Galley Beggar 
  23. Gargouille 
  24. Gargoyle (Horned Boar) 
  25. Gargoyle (Gorilla) 
  26. Gargoyle (Warg) 
  27. Gargoyle 
  (Sabre-Toothed 
  Feline) 
  28. Gargoyle (Spiked Constrictor) 
  
   
  The Bestiary Tables 
  152 
  152 
  Entrapment Weapons 
   
  29. Gargoyle (Stony Eagle) 
  30. Gargoyle (Winged Humanoid) 
  31. Ghost, Headless 
  32. Giant, Cloud 
  33. Giant, Cornish 
  34. Giant, Highland 
  35. Giant, Stone 
  36. Giant, Two-Headed 
  37. Glaistig 
  38. Greyff 
  39. Greyhound 
  40. *Griffin, Heraldic 
  41. Guivre 
  42. Hag, Black 
  43. Hag, Ice 
  44. Hag, Rock 
  45. Hag, Water 
  46. Hag, Wood 
  47. *Harpy, Heraldic 
  48. Headless Horseman 
  49. Hell Hound 
  50. Horse, Fairy 
  51. Imp 
  52. Incubus 
  53. Jack-o’-Lantern 
  54. Kelpie 
  55. Kirk Grim 
  56. Knocker 
  57. Leprechaun 
  58. Lindwurm 
  59. Lion, Winged 
  60. Mermaid 
  61. Merrow 
  62. Nightmare 
  63. Nixie 
  64. Oakman 
  65. Ogre 
  66. Ogre, Two-Headed 
  67. Owl, Giant 
  68. Phantom Head 
  69. Phouka 
  70. Pixie 
  71. Ratwife 
  72. Rowan Tree 
  73. Salamander 
  74. Screaming Skull 
  75. Sea Lion, Heraldic 
  76. Selkie 
  77. Spriggan 
  78. Sprite (Hyter Sprite) 
  79. Sprite (Pillywiggin) 
  80. Sprite (Spunkie) 
  81. Swan (Knight) 
  82. Swan (Maiden) 
  83. Swan (Woman) 
  84. Taxim 
  85. *Tiger, Heraldic 
  86. Tree of Ghostly Dread 
  87. *Unicorn, Heraldic 
  88. Were-Boar 
  89. Were-Owl 
  90. Werewolf 
  91. White Lady 
  92. White Stag 
  93. Wild Huntsman 
  94. Will-o’-Wisp 
  95. Will-o’-Wyke 
  96. Willow Tree 
  97. Wraith 
  98. Wyrm 
  99. Wyvern 
  Beautiful Humanoids 
  1. 
  Angel of Death 
  2. 
  Changeling 
  3. 
  Ellyl 
  4. 
  Glaistig 
  5. 
  Incubus 
  6. 
  Mermaid (Well, she’s got no 
  legs but she is quite lovely.) 
  7. 
  Nixie 
  8. 
  Rusalka 
  9. 
  Selkie 
  10. Sprite (Pillywiggin) 
  11. Snow Queen 
  12. Swan (Knight) 
  13. Swan (Maiden) 
  14. Swan (Woman) 
  15. Troll (Huldra female) 
  16. Troll (Skogsra female) 
  17. Valkyrie 
  18. Vampire 
  19. White Lady 
  
   
  The Bestiary Tables 
  153 
    
  Celtic Creatures & Nordic Nightmares 
  153 
  Canines 
  1. 
  Dog, Black 
  2. 
  Gargoyle (Warg) 
  3. 
  Greyhound 
  4. 
  Hell Hound 
  5. 
  Kirk Grim 
  6. 
  Warg 
  7. 
  Werewolf 
  Black Forest Dwellers 
  * Distinctive to area 
  1. 
  Amphiptere 
  2. 
  Amphisbaena 
  3. 
  Ash Tree 
  4. 
  Banshee 
  5. 
  Bauchan 
  6. 
  *Birch Tree Spirit 
  7. 
  *Boogy-Man 
  8. 
  *Bugbear 
  9. 
  Buggane 
  10. Chimera, Heraldic 
  11. Cockatrice 
  12. Dog, Black 
  13. Doppelganger 
  14. Dragon, Heraldic 
  15. Drasil 
  16. Elder Tree 
  17. Ettin 
  18. Fauchan 
  19. Firbolg 
  20. Firedrake 
  21. Fomorian 
  22. Gargouille 
  23. Gargoyle (Horned Boar) 
  24. Gargoyle (Gorilla) 
  25. Gargoyle (Warg) 
  26. Gargoyle 
  (Sabre-Toothed 
  Feline) 
  27. Gargoyle (Spiked Constrictor) 
  28. Gargoyle (Stony Eagle) 
  29. Gargoyle (Winged Humanoid) 
  30. Ghost, Headless 
  31. Giant, Cornish 
  32. Giant, Highland 
  33. Giant, Two-Headed 
  34. Glaistig 
  35. Gorgon, Grecian 
  36. Greyff 
  37. Griffin, Heraldic 
  38. Guivre 
  39. *Hag, Black 
  40. Hag, Rock 
  41. Hag, Water 
  42. *Hag, Wood 
  43. Harpy, Heraldic 
  44. *Headless Horseman 
  45. Hell Hound 
  46. Imp 
  47. Incubus 
  48. Jack-o’-Lantern 
  49. Kelpie 
  50. Kirk Grim 
  51. Lamia 
  52. Leshiye 
  53. Lindwurm 
  54. Nightmare 
  55. Nymph (Vila) 
  56. *Oakman 
  57. *Ogre 
  58. *Ogre, Two-Headed 
  59. Owl, Giant 
  60. *Phouka 
  61. *Pixie 
  62. Puk 
  63. Ratwife 
  64. *Rusalka 
  65. Spider, Gleaming Red 
  66. *Spriggan 
  67. Swan (Knight) 
  68. Swan (Maiden) 
  69. Swan (Woman) 
  70. Tarasque 
  71. Tatzlwurm 
  72. Tiger, Heraldic 
  73. *Troll, Dwarfish 
  74. *Troll, Giant Bridge 
  75. *Troll, Giant Stone 
  76. *Troll, Giant Two-Headed 
  77. *Troll, Wood 
  78. *Trow 
  79. *Vodyany 
  80. *Warg 
  81. *Were-Boar 
  82. *Were-Owl 
  83. *Werewolf 
  84. **Wild Huntsman 
  85. Will-o’-Wisp 
  86. Will-o’-Wyke 
  87. *Willow Tree 
  88. Wyrm 
  89. Wyvern 
  90. Yggr 
  
   
  The Bestiary Tables 
  154 
  154 
  Entrapment Weapons 
   
  Celtic Creatures 
  * Distinctive to area 
  1. 
  Ankou 
  2. 
  *Apple-Tree Man 
  3. 
  *Ash Tree 
  4. 
  *Banshee 
  5. 
  Bauchan 
  6. 
  *Birch Tree Spirit 
  7. 
  *Boogy-Man 
  8. 
  *Bugbear 
  9. 
  *Buggane 
  10. *Buttery Spirit 
  11. *Changeling 
  12. *Cockatrice 
  13. *Elder Tree 
  14. *Ellyl 
  15. *Fauchan 
  16. *Firbolg 
  17. Firedrake 
  18. *Fomorian 
  19. *Galley Beggar 
  20. *Ghost, Headless 
  21. *Giant, Cloud 
  22. *Giant, Cornish 
  23. *Giant, Highland 
  24. Giant, Two-Headed 
  25. *Glaistig 
  26. Greyff 
  27. Greyhound 
  28. *Guivre 
  29. *Hag, Black 
  30. *Hag, Ice 
  31. *Hag, Rock 
  32. *Hag, Water 
  33. Hag, Wood 
  34. Hazel Tree 
  35. *Headless Horseman 
  36. *Hell Hound 
  37. *Horse, Fairy 
  38. *Imp 
  39. *Incubus 
  40. *Jack-o’-Lantern 
  41. *Kelpie 
  42. Kirk Grim 
  43. Knocker 
  44. Lamia 
  45. *Leprechaun 
  46. Mermaid 
  47. *Merrow 
  48. *Nightmare 
  49. *Oakman 
  50. *Ogre 
  51. *Ogre, Two-Headed 
  52. Owl, Giant 
  53. *Phantom 
  54. Phantom Head 
  55. *Phouka 
  56. *Pixie 
  57. *Rowan Tree 
  58. *Screaming Skull 
  59. *Selkie 
  60. *Spriggan 
  61. Sprite (Hyter Sprite) 
  62. Sprite (Pillywiggin) 
  63. Sprite (Spunkie) 
  64. *Swan (Knight) 
  65. *Swan (Maiden) 
  66. *Swan (Woman) 
  67. Taxim 
  68. Tree of Ghostly Dread 
  69. *Troll, Dwarfish (Henke) 
  70. *Troll, Dwarfish (Sith) 
  71. Warg 
  72. Were-Boar 
  73. Were-Owl 
  74. Werewolf 
  75. White Lady 
  76. White Stag 
  77. *Wild Huntsman 
  78. *Will-o’-Wisp 
  79. *Will-o’-Wyke 
  80. *Willow Tree 
  81. Wraith 
  82. *Wyvern 
  City Dwellers 
  1. 
  Bauchan 
  2. 
  Boogy-Man 
  3. 
  Bugbear 
  4. 
  Buttery Spirit 
  5. 
  Changeling 
  6. 
  Dog, Black 
  7. 
  Doppelganger 
  8. 
  Ellyl 
  9. 
  Fauchan 
  10. Firbolg 
  11. Fomorian 
  12. Galley Beggar 
  13. Gargoyle (Horned Boar) 
  14. Gargoyle (Gorilla) 
  15. Gargoyle (Warg) 
  16. Gargoyle 
  (Sabre-Toothed 
  Feline) 
  17. Gargoyle (Spiked Constrictor) 
  18. Gargoyle (Stony Eagle) 
  19. Gargoyle (Winged Humanoid) 
  20. Ghost, Headless 
  21. Greyhound 
  22. Headless Horseman 
  
   
  The Bestiary Tables 
  155 
    
  Celtic Creatures & Nordic Nightmares 
  155 
  23. Imp 
  24. Incubus 
  25. Jack-o’-Lantern 
  26. Kirk Grim 
  27. Lamia 
  28. Lich 
  29. Nightmare 
  30. Phantom 
  31. Phantom Head 
  32. Ratwife 
  33. Screaming Skull 
  34. Spider, Gleaming Red 
  35. Spriggan 
  36. Swan (Knight) 
  37. Swan (Maiden) 
  38. Swan (Woman) 
  39. Troll, Dwarfish 
  40. Vampire 
  41. Were-Boar 
  42. Were-Leopard 
  43. Were-Owl 
  44. Werewolf 
  45. Will-o’-Wisp 
  46. Will-o’-Wyke 
  47. Wraith 
  Cloud Dwellers 
  * Distinctive to area 
  1. 
  Drasil 
  2. 
  *Giant, Cloud 
  3. 
  Lich 
  4. 
  Lion, Winged 
  5. 
  Swan (Knight) 
  6. 
  Swan (Maiden) 
  7. 
  Swan (Woman) 
  8. 
  *Valkyrie 
  9. 
  *Valraven 
  10. Were-Owl 
  11. Wyvern 
  12. Yggr 
  Combinatorial 
  Creatures 
  1. 
  Bauchan 
  2. 
  Buggane 
  3. 
  Chimera, Heraldic 
  4. 
  Cockatrice 
  5. 
  Gargoyle (Horned Boar) 
  6. 
  Gargoyle (Winged Humanoid) 
  7. 
  Glaistig 
  8. 
  Greyff 
  9. 
  Griffin, Heraldic 
  10. Harpy, Heraldic 
  11. Lamia 
  12. Lion, Winged 
  13. Mermaid 
  14. Merrow 
  15. Phouka 
  16. Pixie 
  17. Sea Lion, Heraldic 
  18. Swan (Knight) 
  19. Swan (Maiden) 
  20. Swan (Woman) 
  21. Tarasque 
  22. Unicorn, Heraldic 
  23. Valkyrie 
  24. Valraven 
  Dragons 
  Dragons appear in myths in all 
  lands 
  throughout 
  history.  
  Understand-ably, they take on a 
  myriad of forms that at first glance 
  seem 
  totally 
  random.  
  Nevertheless, 
  advocates 
  of 
  Darwin may like to know that the 
  legendary dragons evolved from 
  age to age and tale to tale.  
  Indeed, 
  dragon 
  genealogists 
  classify 
  dragons 
  in 
  several 
  categories.  These categories take 
  into account the number of the 
  dragon's legs, the presence or 
  lack of wings, and the form of the 
  dragon's body.  In addition, the 
  famed dragon's breath evolved 
  from a mere poisonous bite into 
  the fiery death powerful dragons 
  often used to set towns aflame. 
  If 
  characters 
  encounter 
  two 
  dragons in the same lair, you may 
  want to allow them to have mated.  
  If so, allow a 30% chance that the 
  female laid 1d4 eggs.  If so, a 25% 
  chance exists per egg that it has 
  hatched.  When a young dragon 
  hatches, consider it to have a 
  combat level of one, a spit causing 
  1d10 damage (if its parents have 
  a breath weapon), and bite attacks 
  exclusively.  These dragons gain 
  one Combat Level and one die of 
  breath/ spit damage per month 
  until reaching half their eventual 
  Combat Level.  It's Combat Level 
  then increases by one every time 
  its age doubles.  The encountered 
  young are 1d12 months old. 
  1. 
  Amphiptere 
  2. 
  Amphisbaena 
  3. 
  Drac 
  4. 
  Dragon, Heraldic 
  5. 
  Firedrake 
  
   
  The Bestiary Tables 
  156 
  156 
  Entrapment Weapons 
   
  6. 
  Gargouille 
  7. 
  Guivre 
  8. 
  Lindwurm 
  9. 
  Puk 
  10. Tarasque 
  11. Tatzlwurm 
  12. Wyrm 
  13. Wyvern 
  Earth Dwellers 
  1. 
  Cockatrice 
  2. 
  Galley Beggar 
  3. 
  Gargouille 
  4. 
  Gargoyle (Horned Boar) 
  5. 
  Gargoyle (Gorilla) 
  6. 
  Gargoyle (Warg) 
  7. 
  Gargoyle 
  (Sabre-Toothed 
  Feline) 
  8. 
  Gargoyle (Spiked Constrictor) 
  9. 
  Gargoyle (Stony Eagle) 
  10. Gargoyle (Winged Humanoid) 
  11. Ghost, Headless 
  12. Giant, Highland 
  13. Giant, Stone 
  14. Guivre 
  15. Hag, Black 
  16. Hag, Rock 
  17. Hell Hound 
  18. Knocker 
  19. Ogre 
  20. Ogre, Two-Headed 
  21. Ratwife 
  22. Spider, Gleaming Red 
  23. Spriggan 
  24. Tatzlwurm 
  25. Troll, Dwarfish (Henke) 
  26. Troll, Dwarfish (Sith) 
  27. Troll, Giant Bridge 
  28. Troll, Giant Stone 
  29. Troll, Giant Two-Headed 
  30. Troll (Huldra) 
  31. Warg 
  32. Will-o’-Wisp 
  33. Will-o’-Wyke 
  Enchanted Forest 
  Dwellers 
  * Distinctive to area 
  1. 
  *Apple-Tree Man 
  2. 
  *Ash Tree 
  3. 
  Bauchan 
  4. 
  Buttery Spirit 
  5. 
  *Changeling 
  6. 
  *Elder Tree 
  7. 
  Ellyl 
  8. 
  Giant, Highland 
  9. 
  Greyff 
  10. Greyhound 
  11. Griffin, Heraldic 
  12. Hazel Tree 
  13. *Horse, Fairy 
  14. Knocker 
  15. *Leprechaun 
  16. Lion, Winged 
  17. *Nixie 
  18. Owl, Giant 
  19. Rowan Tree 
  20. *Swan (Knight) 
  21. *Swan (Maiden) 
  22. *Swan (Woman) 
  23. Tiger, Heraldic 
  24. **Unicorn, Heraldic 
  25. Valkyrie 
  26. Were-Bear 
  27. Were-Owl 
  28. White Lady 
  Equestrian Creatures 
  1. 
  Buggane 
  2. 
  Drasil 
  3. 
  Horse, Fairy 
  4. 
  Kelpie 
  5. 
  Kirk 
  Grim 
  (sometimes 
  a 
  horse) 
  6. 
  Nightmare 
  7. 
  Phouka 
  8. 
  Sleipnir 
  9. 
  Unicorn, Heraldic 
  10. Valraven 
  11. Wild Huntsman 
  Faery Creatures 
  ? Faery status is debatable 
  1. 
  Apple-Tree Man 
  2. 
  Ash Tree 
  3. 
  ?Banshee 
  4. 
  Bauchan 
  5. 
  Birch Tree Spirit 
  6. 
  Boogy-Man 
  7. 
  Bugbear 
  8. 
  Buggane 
  9. 
  Buttery Spirit 
  10. Changeling 
  11. Dog, Black 
  12. Elder Tree 
  13. Ellyl 
  14. Fauchan 
  15. Firbolg 
  16. Fomorian 
  17. Glaistig 
  18. Hag, Black 
  19. Hag, Ice 
  
   
  The Bestiary Tables 
  157 
    
  Celtic Creatures & Nordic Nightmares 
  157 
  20. Hag, Rock 
  21. Hag, Water 
  22. Hag, Wood 
  23. Hazel Tree 
  24. Horse, Fairy 
  25. Kelpie 
  26. Kirk Grim 
  27. Knocker 
  28. Leprechaun 
  29. Leshiye 
  30. Mermaid 
  31. Merrow 
  32. Nixie 
  33. Oakman 
  34. Phouka 
  35. Pixie 
  36. Rowan Tree 
  37. ?Rusalka 
  38. Selkie 
  39. Snow Queen 
  40. Spriggan 
  41. Sprite (Hyter Sprite) 
  42. Sprite (Pillywiggin) 
  43. Sprite (Spunkie) 
  44. Swan (Knight) 
  45. Swan (Maiden) 
  46. Swan (Woman) 
  47. Troll, Dwarfish (Henke) 
  48. Troll, Dwarish (Sith) 
  49. Troll, Giant Bridge 
  50. Troll, Giant Stone 
  51. Troll, Giant Two-Headed 
  52. Troll (Huldra) 
  53. Troll (Skogsra) 
  54. ?Vodyany 
  55. ?White Lady 
  56. White Stag 
  57. Wild Huntsman 
  58. Willow Tree 
  Felines 
  1. 
  Chimera, Heraldic 
  2. 
  Gargoyle 
  (Sabre-Toothed 
  Feline) 
  3. 
  Greyff 
  4. 
  Griffin, Heraldic 
  5. 
  Lamia 
  6. 
  Lion, Winged 
  7. 
  Sea Lion, Heraldic 
  8. 
  Tiger, Heraldic 
  9. 
  Were-Leopard 
  Fire Breathers 
  1. 
  Chimera, Heraldic 
  2. 
  Dragon, Heraldic 
  3. 
  Firedrake 
  4. 
  Giant, Fire 
  5. 
  Hell Hound 
  6. 
  Kirk Grim 
  7. 
  Puk 
  8. 
  Tarasque 
  9. 
  Tatzlwurm 
  10. Wyrm 
  Forest Dwellers 
  1. 
  Amphiptere 
  2. 
  Amphisbaena 
  3. 
  Apple-Tree Man 
  4. 
  Ash Tree 
  5. 
  Bauchan 
  6. 
  Birch Tree Spirit 
  7. 
  Boogy-Man 
  8. 
  Bugbear 
  9. 
  Buggane 
  10. Changeling 
  11. Chimera, Heraldic 
  12. Cockatrice 
  13. Dragon, Heraldic 
  14. Elder Tree 
  15. Ellyl 
  16. Ettin 
  17. Fauchan 
  18. Firbolg 
  19. Firedrake 
  20. Fomorian 
  21. Gargoyle (in ruins) 
  22. Giant, Cornish 
  23. Giant, Highland 
  24. Giant, Stone 
  25. Giant, Two-Headed 
  26. Glaistig 
  27. Greyff 
  28. Greyhound 
  29. Griffin, Heraldic 
  30. Guivre 
  31. Hag, Black 
  32. Hag, Rock 
  33. Hag, Wood 
  34. Harpy, Heraldic 
  35. Hazel Tree 
  36. Headless Horseman 
  37. Lamia 
  38. Leprechaun 
  39. Leshiye 
  40. Lindwurm 
  41. Oakman 
  42. Ogre 
  43. Ogre, Two-Headed 
  44. Owl, Giant 
  45. Phouka 
  46. Pixie 
  47. Puk 
  48. Ratwife 
  
   
  The Bestiary Tables 
  158 
  158 
  Entrapment Weapons 
   
  49. Rowan Tree 
  50. Salamander 
  51. Spriggan 
  52. Sprite (Pillywiggin) 
  53. Sprite (Spunkie) 
  54. Swan (Knight) 
  55. Swan (Maiden) 
  56. Swan (Woman) 
  57. Tarasque 
  58. Tatzlwurm 
  59. Tiger, Heraldic 
  60. Tree of Ghostly Dread 
  61. Troll, Dwarfish (Henke) 
  62. Troll, Giant Bridge 
  63. Troll, Giant Stone (at night) 
  64. Troll, Giant Two-Headed 
  65. Troll (Skogsra) 
  66. Unicorn, Heraldic 
  67. Warg 
  68. Were-Bear 
  69. Were-Boar 
  70. Were-Leopard 
  71. Were-Owl 
  72. Werewolf 
  73. White Stag 
  74. Wild Huntsman 
  75. Will-o’-Wisp 
  76. Will-o’-Wyke 
  77. Willow Tree 
  78. Wyrm 
  79. Wyvern 
  Fresh Water Creatures 
  1. 
  Amphiptere 
  2. 
  Fauchan 
  3. 
  Firbolg 
  4. 
  Fomorian 
  5. 
  Gargouille 
  6. 
  Giant, Highland 
  7. 
  Glaistig 
  8. 
  Guivre 
  9. 
  Hag, Water 
  10. Kelpie 
  11. Merrow 
  12. Nixie 
  13. Rusalka 
  14. Selkie 
  15. Swan (Knight) 
  16. Swan (Maiden) 
  17. Swan (Woman) 
  18. Vodyany 
  Giants 
  1. 
  Buggane 
  2. 
  Ettin 
  3. 
  Fauchan 
  4. 
  Firbolg 
  5. 
  Fomorian 
  6. 
  Giant, Cloud 
  7. 
  Giant, Cornish 
  8. 
  Giant, Fire 
  9. 
  Giant, Frost 
  10. Giant, Highland 
  11. Giant, Stone 
  12. Giant, Two-Headed 
  13. Jotun 
  14. Leshiye 
  15. Ogre 
  16. Ogre, Two-Headed 
  17. Spriggan 
  18. Troll, Dwarfish 
  19. Troll, Giant Bridge 
  20. Troll, Giant Stone 
  21. Troll, Giant Two-Headed 
  Good-Aligned 
  Creatures  
  (by Reputation) 
  * Only some individuals are good 
  aligned 
  1. 
  Elder Tree 
  2. 
  *Ellyl 
  3. 
  *Leprechaun 
  4. 
  Lion, Winged 
  5. 
  Mermaid 
  6. 
  *Merrow 
  7. 
  Owl, Giant (Snowy) 
  8. 
  Selkie 
  9. 
  Sprite (Hyter Sprite) 
  10. Sprite (Pillywiggin) 
  11. Unicorn, Heraldic 
  12. Valkyrie 
  13. White Lady 
  14. White Stag 
  Heraldic Creatures 
  Heraldic creatures are beasts that 
  were used in the heraldic devices 
  of the knights of the Middle Ages. 
  1. 
  Chimera, Heraldic 
  2. 
  Dragon, Heraldic 
  3. 
  Griffin, Heraldic 
  4. 
  Harpy, Heraldic 
  5. 
  Lion, Winged 
  6. 
  Sea Lion, Heraldic 
  7. 
  Tiger, Heraldic 
  8. 
  Unicorn, Heraldic 
  
   
  The Bestiary Tables 
  159 
    
  Celtic Creatures & Nordic Nightmares 
  159 
  9. 
  White Stag 
  Mountain Dwellers 
  1. 
  Amphiptere 
  2. 
  Amphisbaena 
  3. 
  Apple-Tree Man 
  4. 
  Bauchan 
  5. 
  Birch Tree Spirit 
  6. 
  Boogy-Man 
  7. 
  Bugbear 
  8. 
  Buggane 
  9. 
  Chimera, Heraldic 
  10. Cockatrice 
  11. Dragon, Heraldic 
  12. Elder Tree 
  13. Ettin 
  14. Fauchan 
  15. Firbolg 
  16. Firedrake 
  17. Fomorian 
  18. Giant, Cloud 
  19. Giant, Cornish 
  20. Giant, Fire 
  21. Giant, Frost 
  22. Giant, Highland 
  23. Giant, Stone 
  24. Giant, Two-Headed 
  25. Glaistig 
  26. Greyff 
  27. Griffin, Heraldic 
  28. Lion, Winged 
  29. Hag, Black 
  30. Hag, Ice 
  31. Hag, Rock 
  32. Hag, Wood 
  33. Harpy, Heraldic 
  34. Jotun 
  35. Kelpie 
  36. Knocker 
  37. Lamia 
  38. Lindwurm 
  39. Oakman 
  40. Ogre 
  41. Ogre, Two-Headed 
  42. Pixie 
  43. Puk 
  44. Ratwife 
  45. Rowan Tree 
  46. Salamander 
  47. Spriggan 
  48. Swan (Knight) 
  49. Swan (Maiden) 
  50. Swan (Woman) 
  51. Tatzlwurm 
  52. Tiger, Heraldic 
  53. Tree of Ghostly Dread 
  54. Troll, Dwarfish 
  55. Troll, Giant Bridge 
  56. Troll, Giant Stone 
  57. Troll, Giant Two-Headed 
  58. Troll, Wood 
  59. Trow 
  60. Unicorn, Heraldic 
  61. Warg 
  62. Were-Bear 
  63. Were-Boar 
  64. Were-Leopard 
  65. Were-Owl 
  66. Werewolf 
  67. Wild Huntsman 
  68. Wyrm 
  69. Wyvern 
  Nocturnal Creatures 
  1. 
  Apparition, Repeating 
  2. 
  Banshee 
  3. 
  Boogy-Man 
  4. 
  Drasil 
  5. 
  Ghost, Headless 
  6. 
  Headless Horseman 
  7. 
  Incubus 
  8. 
  Jack-o’-Lantern 
  9. 
  Kirk Grim 
  10. Lich 
  11. Lion 
  12. Manes 
  13. Nightmare 
  14. Phantom 
  15. Phantom Head 
  16. Phouka 
  17. Puk 
  18. Ratwife 
  19. Screaming Skull (not that they 
  can do much about it) 
  20. Spider, Gleaming Red 
  21. Sprite (Spunkie) 
  22. Tiger, Heraldic 
  23. Tree of Ghostly Dread 
  24. Troll, Dwarfish (Sith) 
  25. Troll, Giant Stone 
  26. Troll (Huldra) 
  27. Utburd 
  28. Vampire 
  29. Warg 
  30. Were-Leopard 
  31. Were-Owl 
  32. Werewolf 
  33. Wight 
  34. Wild Huntsman 
  35. Will-o’-Wisp 
  
   
  The Bestiary Tables 
  160 
  160 
  Entrapment Weapons 
   
  36. Will-o’-Wyke 
  37. Willow Tree 
  38. Wolf 
  39. Wraith 
  40. Yggr 
  Nordic Creatures 
  (Germanic / Scandinavian) 
  * Distinctive to area 
  1. 
  Ash Tree 
  2. 
  *Bogle 
  3. 
  *Doppelganger 
  4. 
  *Dragon, Heraldic 
  5. 
  *Drasil 
  6. 
  *Elder Tree 
  7. 
  *Ettin 
  8. 
  *Firedrake 
  9. 
  Ghost, Headless 
  10. *Giant, Fire 
  11. *Giant, Frost 
  12. *Giant, Stone 
  13. Giant, Two-Headed 
  14. Greyff 
  15. Greyhound 
  16. Guivre 
  17. Hag, Black 
  18. *Hag, Ice 
  19. Hag, Rock 
  20. *Hag, Water 
  21. *Hag, Wood 
  22. Harpy, Heraldic 
  23. Headless Horseman 
  24. *Jotun 
  25. *Kobold 
  26. *Kraken 
  27. *Lich 
  28. *Lindwurm 
  29. Mermaid 
  30. Nightmare 
  31. *Nixie 
  32. Ogre 
  33. Ogre, Two-Headed 
  34. Puk 
  35. *Ratwife 
  36. *Sea Serpent 
  37. *Sleipnir 
  38. *Snow Queen 
  39. *Spider, Gleaming Red 
  40. *Swan (Knight) 
  41. *Swan (Maiden) 
  42. *Swan (Woman) 
  43. *Tatzlwurm 
  44. Taxim 
  45. Tree of Ghostly Dread 
  46. *Troll, Dwarfish (Henke) 
  47. *Troll, Dwarfish (Sith) 
  48. *Troll, Giant Bridge 
  49. *Troll, Giant Stone 
  50. *Troll, Giant Two-Headed 
  51. *Troll (Huldra) 
  52. *Troll (Skogsra) 
  53. *Utburd 
  54. *Valkyrie 
  55. *Valraven 
  56. *Warg 
  57. *Were-Bear 
  58. *Were-Boar 
  59. *Werewolf 
  60. White Lady 
  61. *Wight 
  62. *Wild Huntsman 
  63. *Willow Tree 
  64. Wraith 
  65. Wyrm 
  66. Yggr 
  Plains Dwellers 
  1. 
  Amphiptere 
  2. 
  Amphisbaena 
  3. 
  Apple-Tree Man 
  4. 
  Bauchan 
  5. 
  Birch Tree Spirit 
  6. 
  Boogy-Man 
  7. 
  Bugbear 
  8. 
  Buggane 
  9. 
  Changeling 
  10. Chimera, Heraldic 
  11. Cockatrice 
  12. Dragon, Heraldic 
  13. Elder Tree 
  14. Ellyl 
  15. Ettin 
  16. Gargoyle (in ruins) 
  17. Giant, Cornish 
  18. Giant, Two-Headed 
  19. Glaistig 
  20. Greyff 
  21. Greyhound 
  22. Griffin, Heraldic 
  23. Guivre 
  24. Hag, Black 
  25. Hag, Wood 
  26. Harpy, Heraldic 
  27. Horse, Fairy 
  28. Lamia 
  29. Leprechaun 
  30. Lindwurm 
  31. Lion, Winged 
  32. Ogre 
  33. Ogre, Two-Headed 
  
   
  The Bestiary Tables 
  161 
    
  Celtic Creatures & Nordic Nightmares 
  161 
  34. Phouka 
  35. Pixie 
  36. Ratwife 
  37. Salamander 
  38. Sleipnir 
  39. Spriggan 
  40. Sprite (Pillywiggin) 
  41. Sprite (Spunkie) 
  42. Swan (Knight) 
  43. Swan (Maiden) 
  44. Swan (Woman) 
  45. Tarasque 
  46. Tiger, Heraldic 
  47. Troll, Dwarfish (Henke) 
  48. Warg 
  49. Were-Bear 
  50. Were-Boar 
  51. Were-Leopard 
  52. Werewolf 
  53. Willow Tree 
  Powerful Spellcasters 
  * Selected individuals 
  1. 
  Angel of Death 
  2. 
  Ankou 
  3. 
  Apparition, Repeating 
  4. 
  Birch Tree Spirit 
  5. 
  Drac 
  6. 
  *Ellyl 
  7. 
  *Firbolg 
  8. 
  *Fomorian 
  9. 
  *Giant, Highland 
  10. Hag, Black 
  11. Hag, Ice 
  12. Hag, Rock 
  13. Hag, Water 
  14. Hag, Wood 
  15. Hazel Tree 
  16. *Jotun 
  17. Lamia 
  18. Leprechaun 
  19. Lich 
  20. *Lindwurm 
  21. Nightmare 
  22. Phouka 
  23. Pixie 
  24. Snow Queen 
  25. Spriggan 
  26. Swan (Woman) 
  27. *Troll, Dwarfish 
  28. Unicorn, Heraldic 
  29. Valkyrie 
  30. *Vampire 
  31. *Were-Bear 
  32. *Were-Boar 
  33. *Were-Leopard 
  34. *Were-Owl 
  35. *Werewolf 
  36. *Wraith 
  Reptilian/Amphibian 
  Creatures 
  * Has only minor reptilian features 
  1. 
  Amphiptere 
  2. 
  Amphisbaena 
  3. 
  *Chimera, Heraldic 
  4. 
  Cockatrice 
  5. 
  Drac 
  6. 
  Dragon, Heraldic 
  7. 
  Firedrake 
  8. 
  Gargouille 
  9. 
  Gargoyle (Spiked Constrictor) 
  10. Guivre 
  11. Lamia 
  12. Lindwurm 
  13. Puk 
  14. Salamander 
  15. Tarasque 
  16. Tatzlwurm 
  17. Wyrm 
  18. Wyvern 
  Repulsive Creatures 
  1. 
  Cockatrice 
  2. 
  Fauchan 
  3. 
  Fomorian 
  4. 
  Gargoyle (Winged Humanoid) 
  5. 
  Hag, Black 
  6. 
  Hag, Ice 
  7. 
  Hag, Rock 
  8. 
  Hag, Water 
  9. 
  Hag, Wood 
  10. Imp 
  11. Ogre 
  12. Ogre, Two-Headed 
  13. Ratwife 
  14. Spriggan 
  15. Troll, Dwarfish (Henke) 
  16. Troll, Giant Bridge 
  17. Troll, Giant Stone 
  18. Troll, Giant Two-Headed 
  19. Troll (Huldra male) 
  20. Troll (Skogsra male) 
  21. Trow 
  22. Vodyany 
  
   
  The Bestiary Tables 
  162 
  162 
  Entrapment Weapons 
   
  Sea Dwellers 
  1. 
  Fauchan 
  2. 
  Fomorian 
  3. 
  Gargoyle (Spiked Constrictor) 
  4. 
  Hag, Water 
  5. 
  Kraken 
  6. 
  Mermaid 
  7. 
  Merrow 
  8. 
  Nixie 
  9. 
  Rusalka 
  10. Sea Lion, Heraldic 
  11. Selkie 
  12. Vodyany 
  Sewer Dwellers 
  1. 
  Boogy-Man 
  2. 
  Cockatrice 
  3. 
  Ghost, Headless 
  4. 
  Guivre 
  5. 
  Jack-o’-Lantern 
  6. 
  Phantom 
  7. 
  Phantom Head 
  8. 
  Ratwife 
  9. 
  Spider, Gleaming Red 
  10. Vodyany 
  11. Will-o’-Wisp 
  12. Will-o’-Wyke 
  Shape Changers 
  * Shape change is illusionary 
  1. 
  Bauchan 
  2. 
  Buggane 
  3. 
  Changeling 
  4. 
  Doppelganger 
  5. 
  Incubus 
  6. 
  Kelpie 
  7. 
  *Lamia 
  8. 
  Leshiye 
  9. 
  Merrow 
  10. Nightmare 
  11. Nixie 
  12. Phouka 
  13. *Rusalka 
  14. Selkie 
  15. Spriggan 
  16. Sprite (Hyter Sprite) 
  17. Sprite (Pillywiggin) 
  18. Sprite (Spunkie) 
  19. Swan (Knight) 
  20. Swan (Maiden) 
  21. Swan (Woman) 
  22. Valkyrie 
  23. Valraven 
  24. Vampire 
  25. Were-Bear 
  26. Were-Boar 
  27. Were-Leopard 
  28. Were-Owl 
  29. Werewolf 
  Slavonic Creatures 
  * Distinctive to area 
  1. 
  Bogle 
  2. 
  Buttery Spirit 
  3. 
  Cockatrice 
  4. 
  Doppelganger 
  5. 
  Dragon, Heraldic 
  6. 
  Elder Tree 
  7. 
  Ghost, Headless 
  8. 
  Giant, Two-Headed 
  9. 
  Hag, Black 
  10. Hag, Ice 
  11. Hag, Rock 
  12. Hag, Water 
  13. Hag, Wood 
  14. Harpy, Heraldic 
  15. Kirk Grim 
  16. Knocker 
  17. Kobold 
  18. *Leshiye 
  19. Lich 
  20. Lindwurm 
  21. Mermaid 
  22. Nightmare 
  23. Phantom 
  24. Phantom Head 
  25. Puk 
  26. Ratwife 
  27. Rowan Tree 
  28. *Rusalka 
  29. Tatzlwurm 
  30. *Taxim 
  31. Tree of Ghostly Dread 
  32. Unicorn, Heraldic 
  33. *Vampire 
  34. *Vodyany 
  35. Warg 
  36. Were-Bear 
  37. Were-Boar 
  38. Were-Owl 
  39. Werewolf 
  40. Wight 
  41. Wild Huntsman 
  42. Wraith 
  43. Wyrm 
  
   
  The Bestiary Tables 
  163 
    
  Celtic Creatures & Nordic Nightmares 
  163 
  Swamp Dwellers 
  1. 
  Amphiptere 
  2. 
  Banshee 
  3. 
  Bauchan 
  4. 
  Boogy-Man 
  5. 
  Bugbear 
  6. 
  Changeling 
  7. 
  Cockatrice 
  8. 
  Ellyl 
  9. 
  Fauchan 
  10. Firbolg 
  11. Fomorian 
  12. Gargouille 
  13. Ghost, Headless 
  14. Guivre 
  15. Hag, Black 
  16. Hag, Water 
  17. Hag, Wood 
  18. Harpy, Heraldic 
  19. Headless Horseman 
  20. Jack-o’-Lantern 
  21. Kelpie 
  22. Lamia 
  23. Lindwurm 
  24. Nightmare 
  25. Nixie 
  26. Oakman 
  27. Ogre 
  28. Ogre, Two-Headed 
  29. Owl, Giant 
  30. Phantom 
  31. Phantom Head 
  32. Phouka 
  33. Pixie 
  34. Ratwife 
  35. Rusalka 
  36. Salamander 
  37. Spider, Gleaming Red 
  38. Sprite (Spunkie) 
  39. Spriggan 
  40. Swan (Knight) 
  41. Swan (Maiden) 
  42. Swan (Woman) 
  43. Tarantula 
  44. Tree of Ghostly Dread 
  45. Troll, Dwarfish (Henke) 
  46. Troll, Giant Bridge 
  47. Troll, Giant Stone 
  48. Troll, Giant Two-Headed 
  49. Troll (Skogsra) 
  50. Vodyany 
  51. Were-Owl 
  52. Wild Huntsman 
  53. Will-o’-Wisp 
  54. Will-o’-Wyke 
  55. Willow Tree 
  Undead Creatures 
  1. 
  Ankou 
  2. 
  Apparition, Repeating 
  3. 
  Banshee 
  4. 
  Drasil 
  5. 
  Galley Beggar 
  6. 
  Ghost, Headless 
  7. 
  Headless Horseman 
  8. 
  Jack-o’-Lantern 
  9. 
  Kirk Grim 
  10. Lich 
  11. Phantom 
  12. Phantom Head 
  13. Rusalka 
  14. Screaming Skull 
  15. Taxim 
  16. Tree of Ghostly Dread 
  17. Utburd 
  18. Vampire 
  19. Vodyany 
  20. White Lady 
  21. Wight 
  22. Will-o’-Wisp 
  23. Will-o’-Wyke 
  24. Wraith
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Legendary Quest/Legendary Quest Celtic Creatures & Nordic Nightmares.pdf