TEXT: 
  
  
  By Dave Morris and Oliver Johnson
  BESTIARY
  Being a compendium and catalogue of the 
  monstrous inhabitants of the Lands of 
  Legend, as they are known to scholars and 
  learned men, with full descriptions of their 
  habits and habitats, their behaviours and 
  weapons, arranged by name and genus. 
  Also given are the likelihoods of honest folk 
  meeting such creatures upon their travels, 
  and advice for besting their assailant 
  should such misadventure befall them.
  
  
  Dragon Warriors
  Cover
  Jon Hodgson
  Interior artwork
  Jon Hodgson
  Scott Purdy
  Erik Wilson
  Dragon Warriors logo
  Mark Quire
  Written by
  Dave Morris and Oliver Johnson
  Editing, revisions 
  and additional material
  Ian Sturrock
  James Wallis
  Layout & Publishing
  James Wallis
  DRAGON WARRIORS BESTIARY
  ISBN 978-1-906402-04-4
  All text is copyright © 1986, 2008 Dave Morris and Oliver 
  Johnson. All art and maps are copyright © 2008 the individual 
  creators. All other elements of design are copyright © 2008 
  Magnum Opus Press. All rights reserved. Dragon Warriors is 
  a trademark of Dave Morris and Oliver Johnson, used under 
  licence by Magnum Opus Press. Originally published in 
  different format by Corgi Books, 1986-1987.
  The authors have asserted their moral rights to be identified as
  the creators of this work.
  Digital edition published by Magnum Opus Press. Print edition 
  available from Mongoose Publishing/Flaming Cobra.
  Magnum Opus Press
  29a Abbeville Road
  London SW4 9LA
  United Kingdom
  hello@magnumopuspress.com
  For more information on the Dragon Warriors game and game-
  world, its creators, forthcoming products for it, and other 
  exciting games and game-related books, visit the Magnum 
  Opus Press website at http://www.magnumopuspress.com
  BESTIARY
  
  
  CONTENTS
  Chapter 1: Creatures of Legend 
  5
  Movement 
  5
  Rank-equivalent 
  5
  Senses 
  5
  Vision types 
  6
  Habitats and treasure 
  6
  Chapter 2: Chance Encounters 
  9
  Open country 
  11
  Forest 
  11
  Hills 
  11
  Swamp 
  11
  Arctic 
  12
  Desert 
  12
  Underworlds 
  12
  Encounters at sea  
  13
       Charted waters 
  13
       Uncharted waters 
  14
  Chapter 3: Men and Man-Like Creatures 
  Adventurers 
  17
  Apemen 
  18
  Dracomen 
  18
  Dwarves 
  18
  Elves 
  19
  Gnomes 
  19
  Grey Gnomes 
  19
  Goblins 
  19
  Halflings 
  20
  Hobgoblins 
  20
  Humans 
  21
  Ire Goblins (Bugbear) 
  21
  Kappa 
  22
  Ogres 
  23
  Orcs 
  23
  Snow Apes 
  24
  Swamp Folk 
  24
  Trolls 
  24
  Volucreth 
  25
  Chapter 4: Animals, Tame and Wild
  Bat 
  26
  Bear 
  26
  Bull 
  26
  Crocodile 
  27
  Dog (hunting) 
  27
  Dog (wild) 
  27
  Horse 
  27
  Mule 
  28
  Snake, Python 
  28
  Spider, Tarantula 
  28
  Wild Boar 
  28
  Wolf 
  28
  Chapter 5: Monsters of Legend
  Basilisk 
  29
  Centaur 
  30
  Chimera 
  30
  Chonchon 
  31
  Cloudspider 
  32
  Cyclops 
  32
  Dragon 
  32
  Elemental 
  33
  Frost Giant 
  34
  Gargoyle 
  34
  Giant Beetle 
  34
  Giant Eagle 
  34
  Giant Rat 
  34
  
  4
  Dragon Warriors
  Giant Scorpion 
  35
  Giant Spider 
  35
  Gryphon 
  36
  Harpy 
  36
  Hippogriff 
  37
  Hydra 
  38
  Hydra, small 
  38
  Ice Snake 
  39
  Ignis Fatuus 
  39
  Killer Bee 
  39
  Kraken 
  40
  Krask 
  40
  Manticore 
  40
  Mere-Gaunt 
  41
  Minotaur 
  41
  Nargut 
  42
  Obsidiak 
  42
  Sentinel Crab 
  43
  Shen Lun 
  43
  Snake, Giant Viper 
  44
  Snake, Winged 
  44
  Sphinx 
  44
  Thorn Demon 
  45
  Tiger (Sabre Tooth) 
  45
  Titan 
  47
  Vampire Bat 
  47
  Water Leaper 
  47
  Wyvern 
  48
  Yeti 
  49
  Chapter 6: The Supernatural
  Barghest 
  50
  Boggart 
  51
  Caitshee 
  52
  Grey Hood 
  53
  Hag 
  54
  Imp 
  56
  Lycanthrope 
  56
  Okeman 
  57
  Oni 
  58
  Pazuzu 
  59
  Phoenix 
  59 
  Rakshah 
  60
  Rimwolf 
  60
  Shadow Walker 
  61
  Spriggan 
  62
  Chapter 7: Creations of Sorcery
  Automaton 
  63
  Black Riders (Wadwos) 
  63
  Fang Warrior 
  64
  Golem 
  64
  Moon Dogs 
  64
  Shadow Gaunt 
  65
  Skullghast 
  66
  Tapestry Wards 
  66
  Chapter 8: Infernal Creatures
  Hell Hound 
  67
  Hell Hound (Greater) 
  67
  Hellion 
  67
  Hellrot 
  70
  Malgash 
  70
  Nightmare 
  71
  Succubi 
  72
  The Sufiriad 
  72
  White Lady 
  73
  Chapter 9: The Undead
  Barnacle Men 
  74
  Baraduth (Eaves Phantom) 
  74
  Blue Men 
  75
  Cadaver 
  76
  Death’s Head 
  77
  Fungus Man 
  78
  Ghost 
  78
  Ghoul 
  79
  Grave Gaunt 
  79
  Ice Spectre 
  80
  Jumbee 
  80
  Mordu (Headless Warrior) 
  81
  Mummy 
  81
  Necrochor 
  82
  Revenant 
  83
  Skeleton 
  83
  Spectre 
  83
  Vampire 
  84
  Wight 
  85
  Wraith 
  86
  Zombie 
  87
  Index  
   
   
   
    88
  
  
  NO FANTASY GAME would be complete with-
  out a selection of bizarre and dangerous creatures for 
  the players to encounter, and probably fight. Those 
  contained in this book are the most common ones 
  found in the Lands of Legend—which is not to say 
  that all of them are common at all—but you may 
  wish to devise others of your own. Many Games-
  Masters develop a particular theme for the fantasy 
  world where they set their games of Dragon War-
  riors. Medieval Europe is the usual one, but you may 
  prefer to use elements of Ancient Greek myth—or a 
  still more exotic setting such as the Aztec hegemony 
  or feudal Japan, as described in the rulebook. In the 
  folklore of these lands you will find a rich variety of 
  monsters with which to vex your players!
   
  If you are a player rather than a GamesMaster, 
  the temptation to read this book is huge. We urge 
  you to resist it. The information here will tell you 
  howe to defeat future foes, but at the same time will 
  rob you of much of the surprise, shock and even 
  pleasurable horror that you will feel encountering 
  these creatures for the first time in the game itself. 
   
  The descriptions in this book give the important 
  combat statistics—attack, defence and so forth, 
  sometimes abbreviated to ‘stats’—for every crea-
  ture, along with other information on their habitat, 
  behaviour and powers. Four of these points must be 
  clarified:—
  Movement: The first number listed is the normal 
  distance the creature will cover when walking (or 
  loping, lumbering, oozing or slithering along). The 
  second number, in brackets, is the maximum move 
  distance—i.e. when running, galloping, etc. Move 
  distances in the air or underwater are given where 
  applicable. All move distances are in metres per 
  Combat Round.
  Rank-equivalent: Most creatures are of fixed 
  ability, and cannot develop their fighting skills as 
  an adventurer can. Thus they do not have a rank. 
  Rank-equivalent is given so that the GM can award 
  experience for defeating the creature. Characters 
  who defeat a creature gain experience points equal 
  to its rank-equivalent. (These experience points are 
  divided between all the characters who actually took 
  part in fighting the creature. Fractions are rounded 
  to the nearest whole number, so nothing is gained 
  if seven player-characters gang up to slay a single 
  giant rat!) 
  Senses: stealth and perception scores are listed 
  here for all creatures. Of the two, perception will 
  be needed more often. (A tiger may sneak up on its 
  prey, but how often would a titan or a dragon try 
  the same thing? And it is hard to imagine a huge 
  hydra slithering quietly past a group of adventur-
  ers!) stealth is given in many cases for the sake 
  of completeness, even though it is not the way of 
  most monsters to be stealthy. Note, however, that 
  a character who is magically Transformed into 
  (for instance) a Sphinx temporarily loses his own 
  stealth and perception scores and instead uses 
  the scores appropriate to that creature.
  Chapter 
  CREATURES 
  Of LEgEND
  
  6
  Dragon Warriors
   
  As ever, these scores assume ‘typical’ conditions 
  of half-light (dusk, lanterns or whatever). Modifiers 
  for light and dark vary according to the type of sight 
  the creature has. In the case of creatures who may 
  wear armour (e.g. Centaurs), the stealth score 
  given takes into account the lightest armour usually 
  worn. 
  Vision types: This section also appears in the 
  rulebook, but bears restating here. Many creatures 
  have unusual visual or other senses, often capable of 
  seeing far beyond the usual human visual spectrum. 
  The game effects of these senses tend to be that 
  the creatures are better or worse (than humans) at 
  perceiving things under different light conditions. 
  The table below gives a full list of the different types 
  of vision that creatures can be listed as having, as 
  well as listing the modifiers applicable to each vision 
  type in various conditions of light and darkness.
  Normal vision sees best in daylight, is somewhat 
  impaired in low light levels (as in an underworld) 
  and is useless in complete darkness.
  Panoptical vision operates equally well in all condi-
  tions from total darkness to bright sunlight.
  Darksight, possessed by most undead and under-
  world creatures, is the reverse of normal vision: 
  the creature sees well in the dark but is dazzled by 
  light.
  Elfsight refers to vision that operates very well in 
  bright light or half-light, and is only marginally 
  impaired by pitch darkness.
  Gloomsight is restricted to a very few creatures. The 
  optimum illumination for this kind of vision is half-
  light. The creature sees slightly less well in darkness 
  or bright light.
  Perception Modifiers
   
   
   
   
  Illumination
  Vision type   
  no light  
  half-light  bright light
  normal  
   
  –7  
   
  (none)  
  +5
  panoptical  
  (none)  
  (none)  
  (none)
  darksight  
  +5  
   
  (none)  
  –7
  elfsight  
   
  –4  
   
  (none)  
  (none)
  gloomsight  
  –3  
   
  (none)  
  –5
  Habitats and Treasure
  The following table gives guidelines for habitat, 
  group size and treasure of all the monsters in this 
  book. An experienced GamesMaster will know 
  what his/her players can handle, however, and 
  should always use his own judgement in preference 
  to rolling dice to determine an encounter. The NPC 
  Equipment Table is on p. 133 of the Dragon War-
  riors rulebook; the Treasure Type table on p. 131.
  Creature  
  Category 
  Number 
  Territory  
  Typical Treasure
  Adventurer 
  man-like 
  usually 1–8 
  any 
  use NPC Equipment Table
  Apemen 
  man-like 
  2–20 
  mountain caves 
  none
  Automaton 
  sorcerous 
  usually 1  
  any  
  good jewellery; or use NPC  
    
   
   
  Equipment Table
  Barghest  
  supernatural 
  usually 1  
  any  
  average, if any
  Barnacle Men 
  undead 
  3–18 
  sea 
  good
  Barudath  
  undead 
  usually 1  
  any  
  varies
  Basilisk 
  monster 
  usually 1 
  usually temperate swamps 
  varies
    
   
   
  and forests, sometimes caves
  Bat 
  animal 
  3–30 
  caves, ruins 
  usually none
  Bear 
  animal 
  1–3 
  forests 
  usually none
  Black Riders 
  sorcerous 
  2–4 
  any 
  use NPC Equipment Table
  Blue Men  
  undead 
  30  
  sea  
  good (in longboat)
  Boggart  
  supernatural 
  1–4  
  open country; moorland; woods  
  moderate
  Bull 
  animal 
  usually 1 
  farmland, woods (as stags, elk,  
  usually none
    
   
   
  etc.), prairie (as buffalo, etc.)
  Cadaver  
  undead 
  1–3  
  any  
  good, and NPC Equipment
  Caitshee  
  supernatural 
  usually 1  
  woods; underworld; ruins 
  none
  Centaur  
  monster 
  1–80  
  plains  
  poor
  Chimera  
  monster 
  usually 1  
  underworld 
  good
  Chonchon  
  monster 
  1–6  
  forest; moors; open country 
  average (often miles away) 
   
  Cloudspider  
  monster 
  usually 1  
  underworld  
  none
  
  7
  Creature  
  Category 
  Number 
  Territory  
  Typical Treasure 
  Crocodile 
  animal 
  1–10 
  rivers; swamps 
  usually none
  Cyclops  
  monster 
  1–6  
  caves; hills  
  10–1,000 gold (as artifacts)
  Dog (hunting) 
  animal 
  with owner 
  any 
  none
  Dog (wild) 
  animal 
  2-8 
  cities, plains, grassland,  
  none
  Death’s Head 
  undead 
  usually 1 
  any 
  poor
  Dracoman  
  man-like 
  2–20  
  jungle  
  poor
  Dragon 
  monster 
  usually 1 
  mountains, caves 
  excellent jewellery and 1,000–
    
   
   
   
  100,000 gold (as worked metal: 
    
   
   
   
  cups, plates, armrings, etc.)
  Dwarf 
  man-like 
  1–20 
  mountains, caves, hills 
  use NPC Equipment Table
  Elemental 
  monster 
  usually 1 
  any (though may be dependent 
  usually none
    
   
   
  on elemental type)
  Elf 
  man-like 
  1–20 
  forest 
  use NPC Equipment Table
  Fang Warrior 
  sorcerous 
  varies  
  any  
  none
  Frost Giant 
  monster 
  1–6 
  tundra, sub-arctic forest  
  poor
  Fungus Man  
  undead 
  2–16  
  woods; ruins  
  poor
  Gargoyle 
  monster 
  1–8 
  ruins 
  usually none
  Ghost 
  undead 
  usually 1 
  any 
  usually none
  Ghoul 
  undead 
  3–12 
  ruins, graveyards 
  good
  Giant Beetle  
  monster 
  usually 1  
  underworld  
  none
  Giant Eagle 
  monster 
  usually 1 
  plains, prairies, grassland, 
  none
    
   
   
  mountains, light forest
  Giant Rat 
  monster 
  2–20 
  underworld 
  usually none
  Giant Scorpion 
  monster 
  usually 1 
  jungles, deserts 
  none
  Gnome 
  man-like 
  usually 1 
  woodland  
  usually none
  Gnome, Grey  
  man-like 
  usually 1 
  ruins 
  usually none
  Goblin 
  man-like 
  1–20 
  any, but usually forests  
  poor
    
   
   
  and caves
  Golem 
  sorcerous 
  usually 1 
  any 
  none
  Gorgon 
  monster 
  1–3 
  any 
  good
  Grave Gaunt  
  undead 
  1–12  
  desert; hills  
  average (in lair)
  Grey Hood 
  supernatural 
  1 per character 
  magical or evil underworlds 
  none
  Gryphon  
  monster 
  3–12  
  arctic; mountain peaks 
  good
  Hag  
  supernatural 
  usually 1  
  any (mostly fens), any hills 
  scant
  Halfling 
  man-like 
  2–40 
  hills, light woodland,  
  poor
    
   
   
  farmland, plains
  Harpy  
  monster 
  4–9 
  any moderate 
  (and befouled)
  Hellhound 
  infernal 
  5–12 
  any 
  usually none
  Hellhound, Greater 
  infernal 
  3–10 
  any 
  usually none
  Hellion  
  infernal 
  1–30  
  any 
  none
  Hellrot  
  infernal 
  1–10  
  any  
  none
  Hippogriff  
  monster 
  1–30  
  open country  
  none
  Hobgoblin 
  man-like 
  1 (possibly + 
  any, but usually forests 
  average
    
   
  1–20 goblins) 
  and caves
  Horse 
  animal 
  3–30 
  open country 
  none
  Human 
  man-like 
  2–20 
  any 
  usually poor
  Hydra  
  monster 
  usually 1  
  marsh; underworld 
  bountiful (small hydra: average)
  Ice Snake 
  monster 
  1-3 
  tundra, glaciers 
  none
  Ice Spectre 
  undead 
  1-2 
  ruins in frozen lands 
  none
  Ignis Fatuus 
  monster 
  1–4 
  marsh 
  none
  Imp  
  supernatural 
  1–12  
  woods  
  none
  Ire Goblin  
  man-like 
  10–15  
  hills  
  none
  Jumbee  
  undead 
  3 
  varies  
  none
  Kappa  
  man-like 
  about 50  
  coast  
  use NPC Equipment Table
  Killer Bees 
  monster 
  20–80 + Queen 
  woods 
  usually none
  Kraken 
  monster 
  usually 1 
  sea 
  usually none
  Krask 
  monster 
  1–3  
  underworld  
  none
  Lycanthrope  
  supernatural 
  usually 1  
  any  
  use NPC Equipment Table
  Malgash  
  infernal 
  1  
  underworld  
  none
  Creatures of LegenD
  
  8
  Dragon Warriors
  Creature  
  Category 
  Number 
  Territory  
  Typical Treasure 
  Manticore 
  monster 
  usually 1 
  deserts, moors, and other 
   good
    
   
   
  desolate places
  Mere-gaunt 
  monster 
  usually 1 
  lake, canal 
  good (underwater)
  Minotaur 
  monster 
  1–3 
  underworld 
  none
  Moon Dog 
  sorcerous 
  1-2 
  buildings; ruins 
  none
  Mordu 
  undead 
  1–8 
  ruined castle 
  none
  Mule 
  animal 
  1-2 
  in or near settlements 
  none
  Mummy 
  undead 
  usually 1 
  ruins, tombs, underworld 
  grand
  Nargut 
  monster 
  usually 1 
  underworld 
  poor
  Necrochor 
  undead 
  3–18 
  pyramid tomb 
  bountiful or grand
  Nightmare 
  infernal 
  1 
  forest; ruins 
  none
  Obsidiak 
  monster 
  usually 1 
  any 
  average
  Ogre 
  man-like 
  usually 1 
  usually ruins, but any 
  good
  Okeman 
  supernatural 
  1–6 
  forest 
  none
  Oni 
  supernatural 
  1–3 
  open country; woods; underworld moderate
  Orc 
  man-like 
  3–30 
  any 
  average
  Pazuzu 
  supernatural 
  usually 1 
  any (especially deserts) 
  moderate
  Phoenix 
  supernatural 
  1 
  any 
  none
  Rakshah 
  supernatural 
  1–20 
  underworld 
  each moderate; fabulous in lair
  Revenant 
  undead 
  1 
  ancient burial-grounds 
  good
  Rimwolf 
  supernatural 
  5-8 
  any 
  none
  Sentinel Crab 
  monster 
  1–12 
  coast 
  none
  Shadow Gaunt 
  sorcerous 
  1 
  any 
  none
  ShadowWalker 
  supernatural 
  1 
  underworld 
  none
  Shen Lun 
  monster 
  usually 1 
  any 
  average
  Skeleton 
  undead 
  2–20 
  any 
  usually none
  Skullghast 
  sorcerous 
  4–24 
  abandoned temple; tomb 
  good
  Snake, Giant Viper 
  monster 
  usually 1 
  any 
  usually none
  Snake, Python 
  animal 
  usually 1 
  jungles 
  usually none
  Snake, Winged 
  monster 
  usually 1 
  jungles, grasslands, rarely castles 
  none
  Snow Ape 
  man-like 
  1–6 
  tundra, pine forest, glaciers 
  usually none
  Spectre 
  undead 
  usually 1 
  any 
  usually none
  Sphinx 
  monster 
  usually 1 
  any 
  moderate
  Spider, Giant 
  monster 
  usually 1 
  caves, forests, underworld 
  usually none
  Spider, Tarantula 
  animal 
  usually 1 
  jungles 
  none
  Spriggan 
  supernatural 
  5–40 
  woods; ruins; open 
  good or bountiful
    
   
   
  country; underworld
  Succubus 
  infernal 
  1-3 
  any 
  none
  Sufiriad 
  infernal 
  1–4 
  ruined temples in cold lands 
  good
  Swamp Folk 
  man-like 
  3–12 
  swamps, marshes 
  scant
  Tapestry Ward 
  sorcerous 
  1–4 
  sorcerers’ lairs 
  none
  Thorn Demon 
  monster 
  2–16 
  woods, forests, scrubland 
  scant
  Tiger, Sabre-tooth 
  monster 
  usually 1 
  tropical plains and jungles 
  none 
   
   
   
  Titan 
  monster 
  usually 1 
  mountain peaks 
  none
  Troll 
  man-like 
  1–3 
  marshes 
  good
  Vampire 
  undead 
  usually 1 
  any (at night), crypt or 
  bountiful
    
   
   
  tomb (daytime)
  Vampire Bat 
  monster 
  3-18 
  caverns, mountains, jungles 
  none
  Volucreth 
  man-like 
  usually 1 
  tropical or sub-tropical 
  bountiful (in lair)
    
   
   
  jungles and deserts
  Water Leaper 
  monster 
  usually 1 
  river; lakes 
  average (underwater)
  White Lady 
  infernal 
  usually 1 
  any 
  grand
  Wight 
  undead 
  1–3 
  tomb 
  grand
  Wild Boar 
  animal 
  usually 1 
  forest, woods 
  usually none
  Wolf 
  animal 
  2–20 
  woods, open country 
  usually none
  Wraith 
  undead 
  usually 1 
  deserted places 
  usually none
  Wyvern 
  monster 
  usually 1 
  swamp; underworld 
  grand
  Yeti 
  monster 
  1–4 
  tundra, glacier, arctic  
  scant
  Zombie 
  undead 
  2–40 
  any 
  usually none
  
  9
  MOST OF THIS book is filled with all kinds of 
  different characters and creatures that adventurers 
  will encounter on their travels and adventures, but 
  exactly how will they come across these beings, or 
  discover that the beings have found them first? In 
  the musty depths of dungeons, most often, but also 
  in mists, moonlight and thunderstorm—and even 
  by the light of day in the wild and forsaken places 
  of the world. 
   
  How do you, the GamesMaster, determine which 
  creatures the players should meet? Ideally by choos-
  ing from the book, but sometimes it is simpler and 
  more fun to roll the dice. The tables in this chapter 
  are for times you feel your imagination is flagging—
  just roll the dice and see what comes up. (Always be 
  prepared to disregard the result and reroll, though, 
  if you think the first would be too tough for your 
  players.) Alternatively, you may decide to simply 
  select something from the tables that you think will 
  provide an interesting encounter.
   
  Chance encounters like this are useful to break 
  up long journeys, or to provide colour and incident 
  to otherwise dull patches. If you are guiding your 
  players through a carefully plotted adventure there 
  is no need to roll for chance encounters; in fact such 
  a random element would disrupt the atmosphere 
  and story that you have been creating so carefully. 
  The choice is always yours whether to provide an 
  chance encounter or not: if things are going well, it 
  may be best to leave the tables unused.
   
  The tables on the next few pages give a chance 
  of an encounter for each terrain type. You check for 
  this twice a day, at dawn and at dusk. If an encoun-
  ter is indicated, it will occur at some time in the next 
  twelve hours: you can use a d12 for this, or have 
  the creature appear when you think it’s dramatically 
  appropriate. Adventurers always take turns to stand 
  guard when camping for the night!
   
  Suppose we consider an example based around 
  the introduction to ‘The King Under The Forest’, 
  the first adventure scenario in the adventure-book 
  Sleeping Gods. The player-characters start in a vil-
  lage called Axbridge, where they meet the parish 
  priest who is to embroil them in the adventure. A 
  map shows the countryside round about.
   
  The characters set off on their adventure one 
  morning. They will be passing through open coun-
  try at first. The GamesMaster makes a secret roll of 
  the dice; no encounter is indicated for the first day 
  (although we may assume that they espy a few peas-
  ants tilling the fields near the village, or out gather-
  ing firewood). At dusk they are passing Igham and 
  decide to find shelter there for the night. A few cop-
  per pennies secure a bed of straw for the night and, 
  with a roof over their heads, no night-time encoun-
  ter is rolled for.
   
  They are up with cock-crow, hoping to put eerie 
  Norham Wood behind them by the evening. The 
  GM decides not to roll for an encounter today—any 
  delay might force them to spend the next night in 
  the open, for they have a long day’s travel ahead, 
  and he has no wish to see them weakened and hurt 
  before the main adventure has begun. Unaware of 
  this leniency on the part of their GM, the players 
  Chapter 
  CHANCE 
  ENCOUNTERS
  
  0
  Dragon Warriors
  hurry north and over the river, reaching the village 
  of Trefell shortly after dark. 
   
  Realizing that the game will be all-action once 
  they get to Fenring Forest, the GM decides to 
  introduce a little ‘light relief’—and at the same time 
  give the players a chance to act their roles. They find 
  that the honest peasants of Trefell mistake them for 
  thieving brigands! Doors are barred in their faces, 
  and for a while it seems they will get no lodging 
  this night. The situation is only aggravated by the 
  hot-tempered Barbarian, Carl, who soon resorts to 
  bellowed threats as he pounds the flimsy door of a 
  terrified cottager. Eventually the others calm him 
  down, however, and Bretwald manages to convince 
  the village priest that they are honest wayfarers. 
  They spend the night inside the church, and again 
  no encounter roll applies. 
   
  They take breakfast with the priest and then 
  depart, intending to set a leisurely pace to the next 
  village on the road. Unbeknown to any of them, the 
  GM’s dice have decreed an encounter.
   
   The GM’s first d100 roll on the Open Country 
  table is 99. A Vampire! Hardly plausible in broad 
  daylight, so he rolls again. A 26—a band of brigands. 
  He toys with the idea and then discards it. There 
  will be mayhem aplenty when they reach the for-
  est. An encounter with a certain whimsy to it would 
  be appropriate. A flash of inspiration gives the GM 
  what he wants: “Shortly after noon, as you sit by the 
  roadside for lunch and a short rest, you see a grandly 
  caparisoned group approaching from the east. As 
  they draw near, you see a haughty noblewoman 
  on a snow-white charger. Seven armoured knights 
  ride with her. You stand and bow, but she does not 
  deign to acknowledge you. The knights stare only 
  at her, enraptured, as though drained of any will of 
  their own. Once this strange entourage has passed, 
  Bretwald turns to you and says with hushed tones, 
  ‘I believe that was the Lady Samana, a fay enchant-
  ress. Tales of her bewitching evil have spread far 
  and wide. Those poor spellbound wretches are the 
  knights who have sought to vanquish her through 
  the years. She holds their souls in a silver chalice, so 
  it’s told.’ He hastily packs up his gear and gestures 
  for you to hurry away from here.” A cold shiver goes 
  up the players’ spines, and the GM smiles. 
   
  This episode has not merely built up an eerie 
  atmosphere; the GM can develop it into a recur-
  rent plot theme for later adventures. The player-
  characters may eventually try to take on Samana 
  themselves—though such a time must, for these 
  first-rank characters, be far in the future. Subdued 
  and thoughtful, they trudge on towards Saxton....
   
  A night in Saxton holds no terrors, so we rejoin 
  them on the morrow. For reasons explained in the 
  scenario, they must reach the forest at nightfall, so 
  they rise late and do not leave the village until mid-
  afternoon. The GM decides not to make a daytime 
  encounter roll. As the sun sets, they draw close to 
  the edge of Fenring Forest. Three and a half days 
  of game-time (and about twenty minutes of actual 
  playing-time) have elapsed since they left Axbridge. 
  The players are now comfortable in their ‘charac-
  ter roles’; they are beginning to see what it is that 
  makes fantasy roleplaying different from any other 
  game. The party lights lanterns and advances into 
  the dark forest. The GM rolls to see if there will be 
  an encounter tonight. Their adventure has begun. 
  
  
  Open Country
  Terrain Type: Rural areas, moorland 
  Chance of Encounter: 50% (check at dawn and dusk)
  d100 roll 
  Encounter
   
   
   
  Humans—
  01–05   
   
  Adventurers (2–8)
  06–10   
   
  Peasants (2–12)
  11–13   
   
  Minstrels (1–10)
  14–18   
   
  Lazars (1–10)
  19–22   
   
  Monks and/or Pilgrims (1–12)
  23–28   
   
  Outlaws (2–12)
  29–33   
   
  Lord/Lady with retinue of 2–12 Knights
  34–37   
   
  Merchants (1–6)
  38–46   
  Bull or Stag 
  47–54   
  Horses
  55–65   
  Goblins (1–3)
  66–70   
  Hobgoblin (20% chance of 1–3 Goblin 
   
   
   
  attendants)
  71–74   
  Ogre
  75–80   
  Trolls (1–3)
  81–85   
  Wild Boar 
  86–87   
  Basilisk
  88–90   
  Gargoyle
  91–95   
  Volucreths (2–8; warmer climates only, 
   
   
   
  otherwise reroll)
   
   
   
  Undead—
  96–97   
   
  Ghouls (1–3)
  98   
   
   
  Spectre
  99   
   
   
  Vampires (1–2)
  00   
   
   
  Wight
  forest
  Terrain Type: Woods, thick forest, jungle 
  Chance of Encounter: 35% (check at dawn and dusk)
  d100 roll  
  Encounter
  01–07   
  Wolves (3–18)
  08–12  
  Wild Boar
  13–16  
  Bears (1–3)
  17–21  
  Stag
  22–24  
  Bats (4 –24), 20% chance of Vampire Bats
  25–26  
  Basilisk
  27–28  
  Death’s Head
   
   
   
  Elves—
  29–48  
   
  Normal elven community (3–30)
  49–50  
   
  Elven adventurers (1–6)
  51–53  
  Giant Spider
  54–55  
  Gnome
  56–58  
  Goblins (1–6)
  59–61  
  Hobgoblins (1–3)
   
   
   
  Humans—
  62–63  
   
  Human adventurers (2–8)
  64–70  
   
  Peasants (3–18)
  71–73  
   
  Outlaws (3–12)
  74  
   
   
  Friar
  75–76   
  Ogre
  77–78  
  Python (in warm climate only)
  79–80  
  Pazuzus (1–4)
  81–84   
  Tiger (in warm climate only)
   
   
   
  Undead—
  85–86  
   
  Skeletons (2–12)
  87  
   
   
  Spectre
  88  
   
   
  Vampire
  89–92  
  Halflings(1–8)
  93  
   
  Air Elemental
  94–95   
  Gargoyles (1–3) 
  96  
   
  Ghost
  97–99  
  Gorgon
  00  
   
  Dragon
  Hills
  Terrain Type: Downs, craggy fells, mountains
  Chance of Encounter: 20% (check at dawn and dusk)
  d100 roll  
  Encounter
  01–07   
  Bats (4–24)
  08–10   
  Basilisk
  11–13   
  Death’s Head
   
   
   
  Dwarves—
  14–33   
   
  Normal Dwarven settlement (4–40)
  34–43   
   
  Dwarven fortress (several hundred   
   
   
   
   
  individuals)
  44–45   
   
  Dwarven adventurers (3–12)
  46–48   
  Earth Elemental
  49–50   
  Ghost
  51–57   
  Goblins (1–10)
  58–60   
  Manticore
  61–64   
  Ogre
   
   
   
  Humans—
  65   
   
   
  Hermit (often a Mystic)
  66–69   
   
  Outlaws (3–18)
  70–71   
   
  Human adventurers (2–8)
  72–78   
  Orcs (4–24)
  79–80   
  Pazuzus (1–3)
  81–84   
  Trolls (1–3)
   
   
   
  Undead—
  85–88   
   
  Skeletons (3–18)
  89   
   
   
  Spectre
  90   
   
   
  Wight
  91–93   
  Gargoyles (1–3)
  94–97   
  Apemen (2–12)
  98–99   
  Gorgon
  00   
   
  Dragon
  Swamp
  Terrain Type: Marshland, fens
  Chance of Encounter: 15% (check at dawn and dusk)
  d100 roll  
  Encounter
  01–07   
  Giant Rats (3–12)
  08–10   
  Death’s Heads (1–3)
  11–15   
  Crocodile (in warm climates only)
  ChanCe enCounters
  
  
  Dragon Warriors
  16–19   
  Giant Spider
  20–22   
  Gorgon
  23–30   
  Hobgoblin
  31–35   
  Obsidiaks (1–4)
  36–37   
  Pazuzus (1–3)
  38–45   
  Trolls (1–6)
  46–54   
  Wild Boar
  55–57   
  Water Elemental
   
   
   
  Humans—
  58–60   
   
  Adventurers (2–8)
  61–79   
   
  Peasants
  80–85   
   
  Outlaws
   
   
   
  Undead—
  86   
   
   
  Ghost
  87–89   
   
  Ghouls (1–4)
  90   
   
   
  Spectre
  91–94   
   
  Zombies (2–8)
  95–99   
  Marsh Beast
  00   
   
  Dragon 
  Arctic
  Terrain Type: Frozen wasteland, tundra 
  Chance of Encounter: 5% (check at dawn and dusk)
  d100 roll  
  Encounter
  01–06   
  Frost Giants (3–12)
  07–22   
  Elk (1–3 bulls with females and young)
  23–38  
  Wolves (2–16) 
  39–53   
  Bears (1–4) 
  54–59   
  Tigers (1–2)
  60–66   
  Snow Apes (2–20)
  67   
   
  The Sufiriad (1–6) 
   
   
   
  Undead—
  68–71   
   
  Skeletons (2–12)
  72–73   
   
  Zombies (2–12) 
  74–78   
  Manticore
  79–80   
  Ghosts (1–3) 
   
   
   
  Humans—
  81–90   
   
  Fishermen/Hunters (2–12) 
  91  
   
   
  Hermit
  92–96   
   
  Adventurers—may be Humans, Elves or 
   
   
   
   
  Dwarves (2–12) 
  97–99   
  Death’s Heads (1–8)
  00   
   
  Dragon
  Desert
  Terrain Type: Tropical desert and semi-desert
  Chance of Encounter: 5% (check at dawn and dusk)
  d100 roll  
  Encounter
   
   
   
  Humans—
  01–38   
   
  Nomads (5–60)
  39–44   
   
  Adventurers (2–8)
  45–52   
   
  Merchant caravan (3–30)
  53–55   
   
  Pilgrims (4–40)
  56–62   
  Manticore
  63–70   
  Obsidiaks (1–4)
  71–80   
  Pazuzu (2–8)
  81–84   
  Fire Elemental
   
   
   
  Undead—
  85–87   
   
  Ghouls (1–4)
  88–90   
   
  Skeletons (2–8)
  91   
   
   
  Vampires (1–3)
  92–93   
  Volucreths (3–12)
  94–95   
  Ghost
  96–98   
  Giant Scorpion
  99–00   
  Dragon
  Underworlds
  Encounters in an underworld happen more often 
  than out-of-doors (the encounter check is made 
  every thirty minutes of game-time), so you must be 
  very careful not to make them too powerful. Even if 
  the characters managed to survive one imbalanced 
  encounter, the effects of several in a row would soon 
  spell their doom.
  Underworld
  Terrain Type: Ruins, dungeons, ancient temples, tombs
  Chance of Encounter: 15% (check every half hour)
  d100 roll  
  Encounter
  01–05   
  Basilisk
  06–10   
  Bats (2–20)
  11   
   
  Dragon
  12–15   
  Dwarven adventurers (3–9)
  16–20   
  Elven adventurers (1–8)
  21–36   
  Human adventurers (2–8)
  37–40   
  Gargoyles (1–3)
  41–43   
  Ghost
  44–49   
  Giant Rats (2–16)
  50–54   
  Giant Spider
  55–58   
  Gorgons (1–3)
  59–63   
  Goblins (1–6)
  64–66   
  Hobgoblins (1–2, with 0–5 Goblin attendants)
  67–70   
  Manticores (1–2)
  71–73   
  Ogre
  74–80   
  Obsidiaks (1–6)
  81–87   
  Orcs (3–12)
   
   
   
  Undead—
  88–89   
   
  Ghouls (1–3)
  90   
   
   
  Mummies (1–2) 
  91   
   
   
  Spectres (1–2)
  92–94   
   
  Skeletons (3–18)
  95   
   
   
  Vampires (1–3)
  96   
   
   
  Wights (1–3)
  97   
   
   
  Wraiths (1–2)
  98–99   
   
  Zombies (2–12)
  00   
   
  Special (a unique monster of the GM’s own 
   
   
   
  devising)
  
  
  Encounters at sea 
  Two distinct encounter areas may be defined for sea 
  travel. Charted waters includes the Coradian Sea 
  and the trade routes up along both coasts of Elles-
  land and at least halfway up the Mercanian coast—
  and down the Gulf of Marazid to the Isis estuary. 
  Uncharted waters are all other regions: the Hadran 
  Sea, the navigable stretches of the Rymchaeld Sea, 
  the endless Silent Sea south-east of Minj, etc. These 
  are parts of the ocean where trading vessels venture 
  rarely—and never willingly.
   
  Ships will be sighted at a distance of roughly two 
  miles on a clear day. At 150 metres it is possible 
  to make out the details of flags and blazoning. At 
  night the sighting distance is no more than a mile 
  at best—and that only in strong moonlight or if the 
  other vessel unshutters her lamps. Dense fog brings 
  visibility down to between 5–50 metres.
   
  If the GamesMaster needs to know the nation-
  ality of an encountered ship, he may use his own 
  judgement or the following table:
  d100 roll 
  Nationality
  01–20  
  nearest country
  21–30  
  Mercanian
  31–35  
  Thulan
  36–42  
  Albish
  43–46  
  Cornumbrian
  47–49  
  Erewornian
  50–59  
  Chaubrettan
  60–65  
  Algandian
  66–70  
  Kurlish
  71–85  
  Ferromaine League
  86–90  
  New Selentine
  91–93  
  Marazid
  94–95  
  Opalarian
  96–00  
  Other
  Charted waters
  Chance of encounter: 20%, check at dawn and dusk
  d100 roll 
  Encounter
   
   
   
  Ship—
  01–36   
   
  Merchant vessel
  37–43  
    
  Soldiers
  44–55  
    
  Crusaders
  56–63   
   
  Pilgrims
  64–66  
    
  Adventurers
  67   
   
   
  Wizard
  68–69   
   
  Gorgons
  70–71  
    
  Ghouls (only off Ta’ashim coasts)
  72–75  
   
  Blue Men (only in northern seas)
  76–79   
   
  Priests
  80  
   
   
  Nobles
  81–90  
    
  Pirates
  91–95  
  Kappa (20–50)
  96–99  
  Castaways
  00  
   
  Sea Monster
   
  A merchant vessel will probably be a cog, perhaps 
  (45% chance) in a flotilla with 1–4 other ships. Its 
  cargo will be worth some 1000 to 10,000 florins 
  in one form or another. Grander treasures can be 
  transported, but always in convoys with a longboat 
  escort.
   
  Crusader ships can be an incredible sight. Some 
  are gigantic—built to carry a thousand men!—and 
  they are always crammed to the gunwales with eager 
  Crusaders and wretched animals.
   
  Adventurers are determined using the informa-
  tion and tables on pages 16-17; but discount rolls 
  of 50 or less and reroll (low-ranking adventurers 
  rarely put to sea). As on the player-characters’ own 
  ship, there will probably be a party of perhaps six 
  adventurers, and unranked characters will make up 
  the crew.
   
  The ship of a Wizard is taken in this context to 
  indicate a magic-user of 9th rank or higher. By pro-
  fession he might be a Sorcerer, Mystic, Elementalist 
  or Warlock. He may (30% chance) be accompanied 
  by an accomplice of 1st–6th rank and half a dozen 
  bodyguards (3rd–6th rank Knights). The balance of 
  his crew will be ordinary, unranked humans.
   
  A ship carrying Gorgons will probably hold 2–8 
  of these vile beings along with a crew of human 
  slaves. A Ghoul ship, on the other hand, will be full 
  of the creatures—perhaps as many as forty of them 
  if (as is likely) it is a stolen Ta’ashim merchantman.
   
  Priests travel with a bodyguard according to 
  their station, though never fewer than two or three 
  Knights of 1st–3rd rank. Similarly, nobles travel with 
  a retinue of warriors—usually twenty or thirty men-
  at-arms, of whom ten will be Knights of 1st–4th 
  rank or higher. Treasure carried in both cases will 
  amount to 300–3000 florins.
   
  Naturally, pirate ships are never obvious about 
  their intentions. They will show another flag or pre-
  tend to be in trouble until their prey draws near. Then 
  they hurl grappling irons, pull in close to the enemy, 
  and start to swarm aboard. Pirate ships are normally 
  cogs carrying at least thirty men—and sometimes 
  as many as a hundred. Pirates are unranked charac-
  ters for the most part, though their leaders may be 
  adventurers of any rank (if you wish to determine 
  this randomly, use the table on page 16).
  ChanCe enCounters
  
  4
  Dragon Warriors
   
  Castaways may be encountered on rafts or clinging 
  to drifting timbers, adrift in open boats or stranded 
  on small islands. The size of the castaway group is 
  left to the GamesMaster. Castaways appearing as the 
  result of a random encounter can make interesting 
  NPCs—the GamesMaster must ask himself what 
  they are doing here miles out to sea. Are they rival 
  adventurers? Shipwrecked Crusaders? Are the three 
  scruffy men with ragged beards actually Algandian 
  royalty? Or Marijah Assassins using a novel disguise 
  to meet and infiltrate the player-characters’ party?
   
  Kappa raiding parties rise straight up out of the 
  depths, so there is usually no warning of their attack. 
  They will clamber aboard, try to seize treasure and if 
  possible inflict a few casualties in the process, then 
  plunge back into the ocean when the tide of bat-
  tle turns against them. Sailors hate these beings as 
  one might expect, and even buy expensive stocks of 
  ‘St Elmo’s Embrace’—a sticky, corrosive chemical 
  mixture to fling at the Kappa which stings them and 
  reacts violently with water.
   
  Sea Monsters can have any size or fanciful shape 
  the GamesMaster wishes. An ‘average’ Sea Monster 
  (if there were such a thing) might have stats equiva-
  lent to a Dragon’s—attack 30, Health Points 70, 
  etc; see Book One. Each attack of such a creature 
  will have a 50% chance of inflicting 1 Ship Point 
  damage on the hull.
  Uncharted Waters
  Chance of encounter: 15%, check once a day
  d100 roll 
  Encounter
   
   
   
  Ship—
  01–02  
   
  Wizard
  03–09  
    
  Volucreths (only south of Mungoda estuary)
  10   
   
   
  Ghost Ship
  11–12   
   
  Orcs
  13   
   
   
  Skeleton Crew
  14–17   
   
  Blue Men (only in Rymchaeld Sea)
  18   
   
   
  Vampires
  19–23   
   
  Adventurers
  24  
   
  Automata
  25   
   
   
  Other (GM’s choice)
  26–30  
  Spirits of the Drowned
  31–38  
  Water Elements (1–8)
  39–43  
  Gryphons
  44–45  
  Grave Gaunts (only off the Azure Coast)
  46–55  
  Hellions
  56–59  
  Jumbees (only when becalmed)
  60–74  
  Kappa
  75–76  
  Nightmare
  77–80  
  Oni (southern and Oriental waters only)
  81–91  
  Sentinel Crabs (3–30)
  92  
   
  Sea Monster
  93–94  
  Shen Lun (only in Oriental waters)
  95–96  
  Island
  97–100  
  Special (GM’s choice)
   
  Ghost ships are deserted hulks found drifting in 
  the open sea. Often it is a complete mystery as to 
  why the crew abandoned ship. A ship of this sort 
  is not necessarily haunted. A ship with a Skeleton 
  Crew, on the other hand, is inhabited by Skeletons 
  or Zombies. Sometimes these creatures are surpris-
  ingly intelligent, and they may have magical pow-
  ers. (An example is the infamous leman ship of the 
  Gulf, crewed by silent slaves and carrying a hundred 
  voluptuous harem-girls as passengers. All of these 
  become hideous flesh-eating undead once a group 
  of poor sailors have been enticed aboard!) One 
  unpleasant encounter in my own campaign involved 
  an Eaves Phantom (see p. 74) which had arisen 
  from the sunken wreck of a pirate ship and latched 
  onto a passing merchantman. The player-characters’ 
  ship arrived on the scene to find the merchantman 
  drifting in open seas, apparently deserted except for 
  one wretched madman (formerly the ship’s priest) 
  crouched in the hold with a crucifix. The rest of the 
  adventure became a grim cat-and-mouse hunt for 
  the incarnate Eaves Phantom.
   
  A ship of Vampires may have 1–3 of these beings 
  on board. The crew will not always know about 
  it though they may be beginning to mutter about 
  ‘mysterious illnesses’ or the strange wooden boxes 
  in the hold. Sometimes Vampires of high rank (e.g. 
  Magus Lim of Krarth) have human servants whom 
  they can use to man their ships.
   
  Automata are occasionally found adrift in magi-
  cally propelled barges built by the ancients. One, 
  encountered by the ship carrying Cardinal Fus-
  tanor back to Selentium, spoke in a tinny voice and 
  claimed to be the sage Diomakalas, having trans-
  ferred his soul into a metal body to forestall death. 
  The cardinal, pointing out to his men that this Dio-
  makalas had been dead two thousand years, induced 
  them to destroy the Automaton as an instrument of 
  the Devil.
   
  The Spirits of the Drowned are raging, mind-
  less, tattered shades that flit about the mast dur-
  ing storms, plucking at sailors in the rigging. They 
  never make a concerted attack on the entire ship’s 
  company. The GamesMaster can use the stats for 
  Ghosts, Wraiths or Spectres. Jumbees are creatures 
  of cold grue and appear out of thick mists when a 
  
  
  ship lies becalmed.
   
  An encounter with flying creatures such as 
  Gryphons or Grave Gaunts obviously indicates that 
  there is land nearby, as larger beings cannot stay in 
  the air indefinitely. This does not hold true for Oni 
  or Shen Lun, which fly by means of magic.
   
  The GamesMaster should devise other encoun-
  ters for variety. Many encounters are actually entire 
  scenarios in themselves, or may turn out to be 
  threads in the main adventure. Consider the pos-
  sibility of one intriguing encounter: a figure appears 
  on a flying steed and careens towards the deck. He 
  lands just as the first rays of dawn touch the sky, and 
  his hippogriff dissolves from under him. How does 
  this Warlock come to be so far from land, using his 
  Flying Steed spell dangerously near dawn? Was he 
  in desperate pursuit of a mortal foe? Has he flown 
  unsuspectingly through an Astral Gate—perhaps 
  from the far side of the world? Did he take off from 
  a sinking ship (and if so, did he sink it)? Since he 
  does not speak any tongue the party recognize, the 
  mystery will not be cleared up easily...
  ChanCe enCounters
  
  6
  Dragon Warriors
  
  7
  ADVENTURERS
  Adventurers are not actually monsters, but they cer-
  tainly fit our description of ‘bizarre and dangerous’ 
  adversaries. Adventurers do not form a large per-
  centage of the population of the Lands of Legend, 
  of course. Most people prefer a simple life, and stick 
  to the comfort of their humble hearths. But, as the 
  player-characters wander the land in search of riches 
  and excitement, it follows that they will frequently 
  encounter parties of NPCs (non-player characters) 
  with similar intent.
   
  Adventurers encountered will most often be 
  Human, but Elves and Dwarves also quest. The 
  various adventuring Professions are represented in 
  different proportions according to race—Elves make 
  better spell-casters; Dwarves cannot use magic at all. 
  Roll d100 for each NPC adventurer encountered on 
  the table at the foot of this page. Tables for working 
  out the abilities and equipment of NPC adventurers 
  are given in the Treasure section of the Dragon War-
  riors rulebook, on pp. 117-120 and p. 133.
   
  Adventurers will usually be accompanied by 
  a few serfs or hired peasants. These will be acting 
  as guides, or carrying torches and treasure for their 
  masters. If there is any fighting, they will go and 
  cower in the bushes or other cover. If their masters 
  are defeated, they will surrender or run off.
   
  Meeting another group of adventurers is not 
  necessarily bad news. Adventurers are rough types, 
  but they have their own code of honour (more often 
  respected by Knights than by the other Professions, 
  it must be said). They rarely set traps or ambushes 
  and will never shoot another adventurer in the back. 
  At least, not without yelling a warning first. They 
  prefer to save their strength for the monsters rather 
  than fighting one another, and will sometimes sug-
  gest a temporary alliance (with appropriate division 
  of spoils) to this end.
   
  It is impossible to give precise ‘stats’ for NPC 
  adventurers. They vary so much in power—from 1st 
  rank up to 10th and beyond. A die roll on the fol-
  lowing table can be used to find the rank of NPCs in 
  a party. Apply your own judgement to this, however. 
  If you bring your novice players up against a group 
  of belligerent 8th-rank Barbarians, you can hardly 
  expect them to want to play in any of your games 
  again!
  Chapter 
  MEN  AND  MAN-
  LIkE  BEASTS
  Adventuring Professions by Race
   
   
   
  Knight  
  Barbarian  
  Elementalist 
  Sorcerer  
  Mystic 
  Warlock 
  Assassin
  Human  
  01–58  
  59–67 
  68–69 
  70–86  
  87–95 
  96–99 
  00
  Elf   
   
  01–45 
  —  
  46 
  47–75  
  76–90 
  91–00 
  — 
  Dwarf   
  01–80  
  81–00  
  — 
  —  
  — 
  — 
  —
  
  8
  Dragon Warriors
  d100   
  Average rank of adventuring group
  01–25   
   
  1st
  26–45   
   
  2nd
  46–65   
   
  3rd
  66–77   
   
  4th
  78–87   
   
  5th
  88–92   
   
  6th
  93–95   
   
  7th–8th
  96–98   
   
  9th–10th
  99–00   
   
  11th and up
  APEMEN
  These savage gorilla-like carnivores are a grotesque 
  evolutionary quirk, an offshoot from mankind’s own 
  distant ancestry. They are dull-witted but enor-
  mously strong. The strength of the Apeman trans-
  forms even a simple stone club into a deadly weapon. 
  These creatures live in small tribes or extended fam-
  ily-groups, usually in mountain caves.
  attack 12, Club (d6 +1, 5)  
  Armour Factor 0
  defence 5  
   
   
   
   
  Movement: 8m (20m)
  magical defence 2 
   
   
  evasion 3
  Health Points 1d6 +9  
   
  stealth 10 
  Rank-equivalent: 1st 
   
   
  perception 5 (normal)
  DRACOMEN
  Dracomen are bipedal saurians who dwell in small 
  tribal communities along the marshy, fertile fringes 
  of tropical rivers. Though of limited intellect, they 
  display considerable cunning in such matters as war-
  fare and hunting. They train small monkeys to act as 
  scouts and spies, and not infrequently these pets are 
  almost as intelligent as their lumbering masters.
   
  Dracomen use little magic, except for the occa-
  sional shaman who may have the powers of a 1st–3rd 
  rank Mystic. Their weapons are very crude—flint 
  axes and spears for the most part. Metal implements 
  stolen from human adventurers are regarded with 
  awe and wielded only by the tribal chiefs. The excep-
  tionally belligerent and barely controlled nature of a 
  Dracoman means that he has a 20% chance in any 
  Round of snapping with his reptilian jaws rather 
  than attacking with his axe.
   
  Any Fright Attack (see the Dragon Warriors rule-
  book, p. 122), used against a Dracoman (for instance, 
  an Evil Eye spell) has a 50% chance of driving the 
  creature into a killing frenzy rather than having the 
  desired effect. This insensate anger—which adds 6 
  to attack while subtracting 3 from defence—is 
  the Dracomen’s typical response to fear. 
  attack 17, Axe (d8 +1, 7)  
  Armour Factor 4
  or Bite (d6, 6)
  defence 6   
   
   
   
   
  Movement: 8m (16m)
  magical defence 2 
   
   
  evasion 2
  Health Points 1d6 +10  
   
  stealth 10 
  Rank-equivalent: 2nd  
   
  perception 6 (normal)
  DWARVES
  Dwarves are short, stocky and bearded—quite simi-
  lar to men in general appearance, but rather broader 
  and with proportionately short limbs. Dwarves 
  rarely grow taller than about 1.4m (the average for 
  humans is 1.8m), and perhaps this is one reason why 
  they can be short-tempered—particularly when they 
  have had too much to drink (which is often). 
   
  Dwarves are single-minded and pedantic. If they 
  have a sense of humour it is one which other races 
  cannot comprehend. They are famed for their greed 
  and love to hoard vast quantities of gold and gems. 
  They are accomplished weaponsmiths and crafts-
  men, though the artifacts they make excel in a func-
  tional rather than an aesthetic sense.
   
  Dwarves live in sprawling cavern complexes 
  under lofty mountains. These tunnels, where the 
  Dwarves mine gems and metals, are rarely lit; 
  Dwarves see well in darkness.
   
  The average Dwarf has much the same fighting 
  ability as an average Human. Dwarven adventurers 
  will be Knights or Barbarians, for this race cannot 
  use magic (although Dwarves who reach 7th rank 
  are able to forge magical arms and armour just as a 
  Mystic can).
   
  You may choose to allow one or more of your 
  players to be Dwarves. To qualify, a player must roll 
  a character with a Strength of at least 12 and neither 
  Psychic Talent nor Looks greater than 11.
   
  These stats are for a normal Dwarf with no spe-
  cial combat training:
  attack 11, damage  
   
  Armour Factor depends on
  depends on weapon used 
  type worn
  defence 5  
   
   
   
  Movement: 10m (15m)
  magical defence 3 
   
  evasion 3
  Health Points 1d6 +3   
  stealth 12 
  Rank-equivalent: 1st 
   
  perception 9 (gloomsight)
  
  9
  Man-Like
  ELVES
  Elves are elegant manlike beings who dwell in 
  woodland. They are no shorter than men, but very 
  much more slender. This, coupled with their pal-
  lid delicate features, may make them appear frail 
  to human eyes—an unwise assessment, for they are 
  often hardy fighters. Additionally, Elves tend to 
  make good Sorcerers and all Elves have the extra 
  senses of a Mystic.
   
  Elves prefer to wear green. This assists them in 
  merging with the foliage of their woodland home 
  when they do not wish to be seen. An Elf cam-
  ouflaging himself in this way will not be seen by 
  any non-Elf of below 5th rank. Elves are invariably 
  skilled archers and add 2 points to attack when 
  using a bow. 
   
  Elves have a very long natural lifespan—three 
  centuries or so—but they lack souls. This means 
  that they cannot be brought back from the dead by 
  magic. Conversely, they are not subject to possession 
  from an Amulet of Soul Storing. Over their long 
  lives, Elves may gather great treasure. The palaces of 
  the Elven Kings are famed in legend for their riches 
  and magic items. Of course, such riches are always 
  guarded by powerful magic. 
   
  As GamesMaster, you may allow your players to 
  be Elves. The player must roll a character with a 
  Strength of no greater than 13 and with Reflexes, 
  Psychic Talent and Looks all at least 12. An Elf 
  character cannot be a Barbarian. 
   
  Elven adventurers of all Professions use the 
  stealth and perception scores appropriate to an 
  Assassin. Also, Elves see equally well in half-light 
  as in full daylight (and suffer only a –4 perception 
  modifier in pitch darkness—see elfsight, p. 6). Thus 
  an 8th-rank Elven Knight will have stealth 25, 
  perception 20. 
   
  These stats are for a normal Elf with no special 
  combat training:
  attack 11, damage depends  Armour Factor depends 
  on weapon used  
   
   
   
  on type worn
  defence 5  
   
   
   
   
  Movement: 12m (25m)
  magical defence 4 
   
   
  evasion 4
  Health Points 1d6 +2  
   
  stealth 18 
  Rank-equivalent: 1st   
   
  perception 13 (elfsight)
  gNOMES
  These supernatural woodland entities are apt to react 
  violently against any they consider to be intruding in 
  their domain. A Gnome will usually tolerate a party 
  of Elves passing through its neck of the woods, but 
  is less lenient towards other races.
   
  Gnomes are creatures of the countryside. Their 
  bodies are like the gnarled boles of old trees, their 
  eyes glimmer like dewdrops, they have tangled roots 
  for fingers and their mouths resemble a dank hole in 
  a bank of earth. They can easily conceal themselves 
  in the forest depths, and when motionless will go 
  unnoticed by characters below 8th rank (or below 
  3rd rank, in the case of Elven characters).
   
  There is a special spell that Gnomes are able to 
  use: Embog. This spell will turn a tract of woodland 
  or meadow roughly 15m × 15m into a boggy mire. 
  Characters caught in such mud have their move-
  ment rates reduced to one-tenth normal (i.e. to 1m 
  per Combat Round in the case of a Human), but the 
  Gnome itself can move through the mud as normal. 
  Each Gnome is able to use the Embog spell once a 
  day; this spell has a duration of 1–6 hours.
  attack 15, Claws (d8, 5)  
  Armour Factor 3
  defence 9  
   
   
   
   
  Movement: 10m (15m)
  magical defence 8 
   
   
  evasion 4
  Health Points 2d6 +8  
   
  stealth 23 
  Rank-equivalent: 3rd  
   
  perception 15 (elfsight)
  grey gnomes
  Unlike their woodland brothers, grey gnomes 
  frequent the sides of buildings, bridges and old 
  monuments, disguising themselves as ornamental 
  masonry and like gargoyles, lying in wait for passers-
  by. Unfortunately, their extreme ugliness is such that 
  they are seldom overlooked by potential victims; as 
  a consequence, they cannot conceal themselves so 
  easily, and cannot usually pass unnoticed: they have 
  only a 1 in 6 chance of surprise. In other respects 
  they are identical to standard Gnomes.
  gOBLINS
  Goblins are malicious sprites renowned for their evil 
  ways. They relish cruelty, and their magical mischief 
  is blamed for many mishaps experienced by trav-
  
  0
  Dragon Warriors
  ellers along desolate country lanes. Their favourite 
  time to attack is at dusk, and they will customarily 
  begin with a sorcerous prank such as causing a horse 
  to go lame, or making a bat fly in a character’s face 
  so that he falls from the saddle. 
   
  Once the party is in disarray, the Goblins will 
  leap from the bushes to attack—hurling sharp flint 
  flakes from their slings or closing to stab with their 
  swords made of icicles.
   
  Goblins are small, never more than a metre tall, 
  with disproportionately large heads. Their faces are 
  warty, sallow and hollow-cheeked, with large hooked 
  noses and sunken eyes. They go about in hooded 
  jerkins which help them to blend into the shadowy 
  corners where they prefer to lurk. Although nimble 
  and crafty in battle, they are essentially of a craven 
  nature.
   
  An individual Goblin, captured and threatened, 
  abandoned when its fellows have fled, will resort to 
  all manner of whingeing promises in return for its 
  freedom. A promise wrung from a Goblin will be 
  followed to the letter once the creature is indeed 
  free, but it will always seek to twist the wording of 
  such a bond for its own foul purposes.
  attack 13, Shortsword 
   
  Armour Factor 1
  (d8, 3) or Sling (d6, 3)
  defence 7  
   
   
   
   
  Movement: 12m (25m)
  magical defence 5 
   
   
  evasion 5
  Health Points 1d6 +4  
   
  stealth 21 
  Rank-equivalent: 1st   
   
  perception 13 (darksight)
  HALfLINgS 
  At first glance Halflings might be mistaken for 
  children, as they seldom grow taller than a metre 
  tall. They are reclusive and shy, and prefer to hide 
  in their subterranean burrows or cottages when they 
  see men coming. 
   
  Halflings are skilled in woodlore and can track a 
  quarry through forest or wood with 60% efficiency. 
  Also, they surprise enemies on a roll of 1–2 on d6 
  when in woods, and cannot themselves be sur-
  prised. 
   
  Although stubborn and opposed to evil in all 
  its forms, Halflings are not physically brave. If they 
  must fight—and they will do so to protect others as 
  well as themselves—they try to keep out of mêlée. 
  The favourite weapon of a Halfling is his sling.
   
  A very few Halflings may choose an adventuring 
  life. They are treated as Knights, but with –1 from 
  attack owing to their small stature. No Halfling 
  can ever rise above 3rd rank, and for this reason 
  they are not considered as potential player-character 
  material. 
  attack 9, Sling (d6, 3)  
   
  Armour Factor 0 (or 1 for
  or Staff (d6, 3)  
   
   
   
  leather jerkin)
  defence 5  
   
   
   
   
  Movement: 8m (20m)
  magical defence 3 
   
   
  evasion 4
  Health Points 1d6 +1  
   
  stealth 18  
  Rank-Equivalent: 1st  
   
  perception 8 (elfsight)
  HOBgOBLINS
  Physically, Hobgoblins differ very little from their 
  subservient Goblin brethren. They are, however, 
  characterized by still greater guile, malice and 
  uncanny power. Hobgoblins are encountered singly 
  or as the leaders of a group of Goblins. Such are 
  their powers of stealth and enchantment that they 
  can always keep themselves hidden from normal 
  mortals (that is, those who do not belong to one 
  of the adventuring Professions), and will surprise a 
  
  
  Man-Like
  party of adventurers on 1–4 on d6. Hobgoblins can 
  ride wolves cross-country, and they will sometimes 
  lead a wolfpack to attack a party rather than risk a 
  confrontation themselves.
   
  Hobgoblins are excellent fighters, employing 
  not only the swords and slings favoured by normal 
  Goblins but also nets of spider-silk and poisonous 
  puffballs. A Hobgoblin can fling his cobweb net 
  up to 5m and if it hits (determined as per regular 
  Missile Combat rules, see p. 68 of the rulebook) the 
  victim will be unable to attack or cast a spell until 
  he has struggled free of the entangling strands. A 
  victim thus netted rolls 1d20 at the start of each 
  subsequent Combat Round; he must roll under his 
  Strength score to get free.
   
  A Hobgoblin will carry 1–4 poisonous puffballs, 
  and can hurl these up to 10m. If the puffball hits, 
  it bursts open to release a cloud of choking spores. 
  The victim must roll under his Reflexes score on 
  1d20 to avoid breathing these in. If he does breathe 
  them in, he must get a Cure Disease or Purification 
  spell within 1–8 Rounds or die as the spores spread 
  fungus throughout his body. 
   
  Hobgoblins have a number of curious magical 
  abilities. They can weave a spell to rot all food in a 
  character’s backpack, and turn the water in his hip-
  flask to stagnant muck. Another spell which they 
  can cast as often as they wish causes disfiguring 
  warts to appear on the victim’s face (the Hobgoblin 
  must make the usual magical attack roll, of course). 
  The same spell can be used in reverse, to rid a char-
  acter of warts. 
   
  A Hobgoblin also has the following special spells, 
  each usable once per day:
  Bats: This causes seven Bats (see p. 26) to appear 
  from nowhere out of shadows and moonlight and 
  attack a character at whom the Hobgoblin points. 
  After one Combat Round the Bats vanish as though 
  they had never been—though the wounds they 
  inflicted will remain. 
  Glissade: This makes the ground icy or slippery 
  within a 3m radius of where the Hobgoblin is 
  standing. Any character moving across this patch of 
  ground has a 40% chance of slipping. He must roll 
  under his Reflexes on 1d20 or fall over (and then 
  must take a Round getting up). The Glissade will 
  last until the Hobgoblin himself moves.
  Chill: This spell creates a waft of gelid air that affects 
  any characters mêléeing the Hobgoblin when it is 
  cast. Each character loses 1d4 +2 Health Points (but 
  only 1d4 HP if wearing armour of any type).
  Cure: By casting this spell, the Hobgoblin restores 
  up to 5 lost Health Points when wounded.
   
  As if all this were not bad enough, a very few 
  Hobgoblins (about one in twenty) display the spell-
  casting powers of a 3rd-rank Sorcerer!
   
  Hobgoblins, like Goblins, see perfectly in near-
  total darkness.
  attack 16, Shortsword (d8, 3)  Armour Factor 1
  or Sling (d6, 3) 
  defence 10 
   
   
   
   
  Movement: 12m (25m)
  magical attack 17 
   
   
  evasion 4 
  magical defence 7 
   
   
  stealth 23  
  Health Points 1d6 +9  
   
  perception 13 (darksight)
  Rank-equivalent: 4th
  HUMANS
  Humans who belong to one of the adventuring 
  Professions are able to rise in rank and become 
  very powerful. This is obviously not true of the vast 
  majority of non-player characters (NPCs). The 
  common peasants and townspeople who populate 
  your fantasy world will usually have scant fighting 
  skill. On the few occasions when such characters 
  might enter combat (e.g. in a tavern brawl), they 
  will usually do so with fists, or at best improvised 
  cudgels. 
   
  These are the stats for a normal Human with 
  no special combat training, such as a typical peas-
  ant, hireling or merchant. Stats for humans of other 
  ranks are given in the Dragon Warriors rulebook, on 
  pages 117-120:
  attack 11, damage by   
  Armour Factor depends on 
  weapon  
   
   
   
   
   
  type worn (usually 0)
  defence 5  
   
   
   
   
  Movement: 10m (20m)
  magical defence 3 
   
   
  evasion 3
  Health Points 1d6 +3  
   
  stealth 12  
  Rank-equivalent: 1st   
   
  perception 4 (normal)
  IRE gOBLINS (Bugbear)
  Despite their name, Ire Goblins do not particularly 
  resemble Goblins of the more common variety. They 
  are gangling creatures about 120cms in height, with 
  bulbous heads, large slit eyes, and fiercely grinning 
  mouths full of sharp triangular teeth. Matted hair 
  clumps their shrivelled bodies and long limbs, and 
  stands erect in a stiff comb above the bony ridges 
  
  
  Dragon Warriors
  of the Ire Goblin’s face. They appear equally com-
  fortable loping along on their hind legs or moving 
  on all fours, using the long claws on their splayed 
  hands and feet to find purchase in the cliffs of their 
  highland home.
   
  Ire Goblins are aggressive hunters, ravening 
  through the hills in troupes of some ten or fifteen 
  individuals, and will attack any party they outnum-
  ber. They prefer to hunt at night, but may also be 
  encountered on overcast days, or when storm clouds 
  darken the sky. They attack with whooping cries, 
  often hurling rocks as they run in. Sometimes they 
  spit blood as they close with their prey, having bitten 
  through their own lips in the frenzy of the hunt.
   
  They are of barely more than animal intelligence 
  and use no spells, though they do have one curi-
  ous magical talent. When wounded, an Ire Goblin 
  begins to swell in size. Each Round after taking the 
  wound, 3 points are added to its Health Point score, 
  2 points to attack, and 1 to its Armour Bypass 
  Rolls and damage scores. This continues for three 
  Rounds—by which time the Ire Goblin has more 
  than doubled in size—and then it rapidly returns to 
  normal. This will only happen once to an Ire Goblin 
  in any given battle.
   
  The etymology of the name ‘Bugbear’ for these 
  creatures may interest the scholar. Ecgric’s Com-
  pendium states that it is derived from Lughwyd bwg 
  (a goblin) and bar (spiteful, evil). Some adventurers, 
  however, maintain that Ire Goblins sometimes adopt 
  the shape of a bear while in the throes of battle. This 
  may be a case of a being of folklore acquiring magic 
  powers which are attributed to it in popular imagi-
  nation—in this case, because of a misunderstanding 
  over the origin of the Bugbear’s name.
   
  The basic stats for an Ire Goblin are as follows, 
  with scores when ‘swollen’ given in square brackets:
  attack 15 [21], Claws (d6, 3)  Armour Factor 0 (but 2 vs
  up to [d6 +3, 6)] 
   
   
   
  non-magical weapons)
  defence 6   
   
   
   
   
  Movement: 15m (30m)
  magical defence 4 
   
   
  evasion 4 
  Health Points 1d6 +3 [+9]   
  stealth 12  
  Rank-equivalent: 3rd   
   
  perception 7 (darksight)
  kAPPA
  If the writings of the ancients are to be believed, the 
  Kappa were originally a race akin to mankind. They 
  inhabited a floating island and from it ruled over 
  the primitive human tribes who then lived along 
  the shores of the southern sea. The sacerdotes of the 
  Kappa had knowledge of a group of other-planar 
  beings with godlike powers. They first worshipped 
  these beings and then, discovering a weakness, 
  enslaved them with magic. Centuries passed. The 
  god-things chafed at being bound in servitude to 
  the arrogant Kappa. Though unable to harm their 
  mortal masters directly, they began to subtly manip-
  ulate the forces of the Earth’s crust. The Kappa took 
  no action to quell the tremors that began to wrack 
  the coasts of the mainland, never suspecting that 
  any harm could befall their oceanic fortress. Then 
  storms began to rage over the seas, and the glow of 
  fires could be seen below the surface. 
   
  The Kappa called on their vassal-gods to save 
  them. It was too late—the latter had played their 
  hand cleverly, and the chain of cataclysms they had 
  set in motion was now beyond even their power to 
  stop. A vast rift opened on the seabed, thousands 
  of miles long, and the city of the Kappa was sucked 
  down in a terrible maelstrom. The panic-stricken 
  sacerdotes called for the last time on their bound 
  
  
  Man-Like
  gods, promising freedom if they were saved. With 
  hellish glee, the unearthly beings departed from this 
  plane. They saved their former masters, indeed, but 
  in this act they enjoyed a final stroke of vengeance. 
  For the Kappa who were pulled down into the ocean 
  depths were warped and transformed by their power, 
  becoming strange creatures of stony coral with 
  gleaming pearls for eyes. They did not drown, for 
  they became true beings of the sea. But even today, 
  many thousands of years later, the Kappa remember 
  that they were once men, and this is the cause of 
  their enmity with the human race.
   
  The Kappa as they exist today are eerie beings, 
  vaguely manlike but with long, many-jointed limbs. 
  Their bodies are mauve-pink and hard—more eas-
  ily chipped than cut. Out of saltwater they begin to 
  weaken within a few hours, and their gleaming pearl 
  eyes cannot tolerate bright sunlight. 
   
  They fight with spears or plum-leaf bladed short-
  swords—stabbing weapons, for normal swords, axes, 
  etc., are unsuited to their undersea environment. For 
  the same reason they do not employ slings or bows. 
  On land, their fighting style is quick but linear. 
  There are none of the deceptive ‘circular’ techniques 
  used by human fighters. A Kappa foot soldier is no 
  match for a well-trained Knight or Barbarian.
   
  Where the Kappa do excel is in their under-
  standing of tactics. They are organized militarily 
  into ‘squads’ comprising seven Kappa warriors (stats 
  given below) and a ‘septurion’ who has the abilities 
  of a 1st–4th rank Mystic. Three such squads con-
  stitute a ‘platoon’, whose overall leader will have the 
  magical prowess of a 5th–8th rank Sorcerer and the 
  fighting skill of a 5th-rank Knight. Very high-rank-
  ing Kappa (whom we may style ‘generals’, perhaps) 
  can be distinguished from their fellows by their pale-
  blue colour; they are also several heads taller than a 
  normal Kappa. The generals are equivalent to Sor-
  cerers of 9th rank or higher. They have the special 
  ability to hypnotize those whom they have caught 
  and subdued. This power operates like a Vampire’s 
  mesmerism (see p. 84), except that the Kappa can 
  completely alter the victim’s allegiance. A comrade 
  who has spent any time as a Kappa captive is thus 
  not to be trusted!
   
  Kappa are never to be encountered in small 
  groups, as they only venture on to dry land when 
  they have some specific objective in mind. They will 
  not waste time harrying travellers on the coastal 
  roads—they are more likely to mount an attack on 
  a lighthouse, warship or coastal fort. The hostility 
  between Kappa and Human has been further fos-
  tered by the uncertain position of prisoners of war 
  (whom the Kappa do not trade off for return of 
  their own troops, preferring to mesmerize them and 
  send them back as spies) and the fact that men can-
  not speak the strange, fluting tongue of the Kappa. 
  Parley and diplomacy are therefore impossible.
  attack 12, Spear (2d4, 4)   
  Armour Factor 3
  or Shortsword (d8, 3)
  defence 6   
   
   
   
   
  Movement: 10m (15m)
  magical defence 4 
   
   
  evasion 3
  Health Points 1d6 +5  
   
  stealth 11  
  Rank-Equivalent 1st 
   
   
  perception 4 (darksight)
  OgRES
  Brutish and surly, Ogres are tall, thickset and 
  extremely strong creatures of basically humanoid 
  appearance. They fight with axes or terrible iron 
  war-hammers. An Ogre will often make his lair in a 
  deserted citadel, and from this base will roam forth 
  to waylay travellers or terrorize peasants.
   
  Ogres are dull-witted and frequently drunk. 
  An Ogre will rarely try to take people prisoner—if 
  a defeated opponent looks wealthy the Ogre may 
  hold him to ransom, but a more likely fate is to wind 
  up in the monster’s larder!
  attack 20, Warhammer   
  Armour Factor: type worn, 
  (d8 +2, 8)  
   
   
   
   
  +1 for tough skin
  defence 12 
   
   
   
   
  Movement: 10m (15m)
  magical defence 8 
   
   
  evasion 4
  Health Points 2d6 +18  
   
  stealth 10  
  Rank-equivalent: 7th  
   
  perception 9 (elfsight)
  ORCS 
  Orcs are the archetypal henchthings of Evil, and 
  have been found in service to many masters: Sorcer-
  ers mad and mighty, undead Knights, dark Demons, 
  Priests of Chaos.... Orcs care not what or who they 
  fight, so long as they are given ample opportunity 
  to indulge their violent ways. The harsh brutality 
  of Orcs gives them a slight edge over the average 
  Human fighter, but they are too ill-disciplined to 
  properly hone their combat skills. Some Orc war-
  riors and chieftains may have the combat abilities of 
  a Barbarian, but they never rise beyond 4th rank.
  
  4
  Dragon Warriors
   
  Orcs see well in darkness, but they hate and 
  fear bright light. If forced to fight in sunlight, an 
  Orc must subtract 1 from his attack and defence 
  scores. Orcs often live below ground, so Dwarves 
  are particularly hated enemies.
   
  The stats for a typical Orc-at-arms are as fol-
  lows:
  attack 12, damage depends 
  Armour Factor depends on 
  on weapon used  
   
   
   
  type worn
  defence 5  
   
   
   
   
  Movement: 10m (20m)
  magical defence 3 
   
   
  evasion 3
  Health Points 1d6 +3  
   
  stealth 12 
  Rank-equivalent: 1st 
   
   
  perception 4 (darksight)
  SNOW APES
  Shaggy, white-furred primates that live in arctic 
  climes. Their colouring makes them hard to see 
  against the snow, meaning that they surprise char-
  acters on a roll of 1–3 on d6 and gain a +5 bonus to 
  stealth (giving them stealth 15 in snowy con-
  ditions). In all other respects they are identical to 
  Apemen (see p. 18).
  SWAMP fOLk
  Swamp folk have wrinkled green heads like toads 
  and yellow blinking eyes. They are flesh-eaters, will-
  ing to eat anything that is foolish enough to stray 
  into their swamps, but regarding human meat as an 
  especial delicacy. They reach out webbed hands to 
  drag their victims down into quagmires. 
   
  They will attack one victim at a time: roll ran-
  domly to see who this is. Each one must make a 
  successful attack roll to be able to grapple a victim. 
  Each round compare the combined average Strength 
  of all the swamp folk grappling with the Strength of 
  the victim: if it is greater the victim will have been 
  half-submerged. If this happens twice the victim is 
  presumed to have been dragged beneath the surface 
  and will have drowned within a turn. 
   
  Swamp folk have an average Strength of 10; if 
  more variability is required, roll 3d6 to determine 
  Strength, just as for humans.
  attack 12, Grapple (see above) Armour Factor 0
  defence 6  
   
   
   
   
  Movement: 10m— 
   
   
   
   
   
   
   
   
  swimming 15m 
  magical defence 3 
   
   
  evasion 4
  Health Points: 1d6 +4  
   
  stealth 17  
  Rank equivalent: 2nd  
   
  perception 6 (darksight)
  TROLLS
  Trolls are tall, gaunt creatures of morbid character. 
  Though unable to use sorcery, they share a distant 
  supernatural ancestry with Goblins and are quite 
  resistant to magic. The common abode of Trolls is 
  fen-land or marsh, where they supplement a diet of 
  raw toads and muddy eels with the warm flesh of 
  unfortunate travellers.
   
  Glimpsed capering madly along a distant ridge, 
  or loping sullenly in lonely places after the sun has 
  set, a Troll could almost be mistaken for a wiry man. 
  At close quarters, however, this resemblance disap-
  pears: Trolls have wrinkled grey-white skin, slimy 
  
  
  Man-Like
  and scabrous. Blank eyes stare from the Troll’s awful 
  face and an odour of spilled blood wafts from its 
  snaggle-toothed maw. Some Trolls, furthermore, 
  may have two or even three heads, and these heads 
  will chatter horribly to one another as the creature 
  wanders the night in search of prey.
   
  Trolls do not venture abroad during the day, as 
  the light of the sun would quickly transform them 
  into lumps of stone. A Troll will either find some 
  shadowy lair in which to pass the daylight hours or, 
  failing this, will simply squirm into a muddy river-
  bank hole.
   
  Trolls cannot be harmed by non-metallic weap-
  ons such as cudgels or staves. Their rubbery hide 
  turns blows from these weapons aside—though 
  iron and steel arms cut through the loathsome flesh 
  readily enough.
  attack 18, Talons (d6 +1, 5) Armour Factor 2
  defence 10 
   
   
   
   
  Movement: 10m (20m)
  magical defence 11  
   
  evasion 4
  Health Points 1d6 +15   
   
  stealth 14  
  Rank-equivalent: 5th   
   
  perception 6 (darksight)
  VOLUCRETHS
  Volucreths are a fearsome race believed to inhabit a 
  jungle-cloaked land deep in the tropics. They make 
  slaves of Humans, and this is one reason why they 
  sometimes make forays into the lands of men (the 
  other reason being plunder). Fortunately, Volucreths 
  never stray into the colder climes of the north, 
  requiring the sustaining heat of the tropics and sub-
  tropics to survive.
   
  Any Volucreth encountered is likely to have 
  some adventuring experience, otherwise it would 
  not have ventured beyond its native territories. Lit-
  tle is known of Volucreth civilization, but about 90% 
  of those encountered seem to belong to a warrior 
  caste which, in humanoid terms, closely approxi-
  mates to Barbarian in fighting skill. The remaining 
  10% are observers (priests? nobles?) who display lit-
  tle or no combat abilities. Some have been known to 
  use Mystic powers, though sometimes these work in 
  ways inexplicable to Human or Elven Mystics.
   
  An enraged Volucreth is a terrible creature to 
  behold. Its powerful sinews swell and its iridescent 
  silvery plumage bristles to display a glorious pattern 
  of reds, greens and blues. Volucreths usually stand 
  somewhat over 2m in height, and in the throes of 
  battle-rage they can appear disconcertingly larger 
  than a man. 
   
  Volucreths of the aforementioned warrior-caste 
  caparison themselves in war-harness of leather 
  sewn with metal discs. Their favoured weapon is the 
  two-handed sword, which they wield with skill and 
  strength. Volucreths have been seen with great bows 
  across their backs; their arrows are a metre long, but 
  they appear never to use these (or any other missile 
  weapon) in combat.
   
  The stats given here are for an average Volucreth 
  warrior of 1st rank. Higher skill-levels and other 
  Professions can be extrapolated.
  attack 16, Two-handed   
  Armour Factor 3 (harness
  Sword (d10 +1, 6)   
   
   
  gives 2, +1 for plumage/ 
   
   
   
   
   
   
   
   
  scales)
  defence 7  
   
   
   
   
  Movement: 10m (20m)
  magical defence 2 
   
   
  evasion 5
  Health Points 1d6 +10  
   
  stealth 11  
  Rank-Equivalent: 1st   
   
  perception 4 (normal)
  
  6
  Dragon Warriors
  BAT
  Bats come in many sizes, but the sort that may pose 
  a problem to adventurers are about the size of a 
  hawk. They lair in caverns and ruined buildings, and 
  will usually only fly out to attack a party which they 
  outnumber by at least two-to-one.
   
  A character bitten by a bat has a 5% chance of 
  contracting a wasting disease which will perma-
  nently reduce his Reflexes by 1d4 points within a 
  month, unless cured by sorcery.
   
  Adventurers—particularly Knights and Barbar-
  ians, encased in their good armour—will often dis-
  count bats as a mere nuisance. You could surprise 
  them: a flock of bats might include a metamor-
  phosed Vampire!
  attack 11, Bite (d3, 1)  
  Armour Factor 0
  defence 9   
   
   
   
  Movement: 1m (flying—20m)
  magical defence 2 
   
  evasion 6 
  Health Points 1  
   
   
  stealth 16
  Rank-equivalent: 1st 
   
  perception 15 (panoptical)
  BEAR
  Bears are encountered most often in forested areas. 
  If attacked or disturbed they will respond with the 
  proverbial ill temper, but they have the sense to flee 
  from a large and well-armed party. 
   
  There is a special rule for bears in combat. A 
  critical hit (i.e. a score of 1 on the d20 Hit Roll) 
  counts as a hug. The bear’s opponent takes 10 
  Health Points damage, armour not withstanding.
  attack 17, Claws (d8, 5) Armour Factor 1 (for thick fur)
  defence 7  
   
   
   
  Movement: 10m (25m) 
  magical defence 3   
  evasion 4
  Health Points 2d6 +20   
  stealth 10 
  Rank-equivalent: 6th   
  perception 6 (normal)
  BULL
  The term ‘bull’ is used here to include any large 
  male deer or bovine. The Stag and Elk are those 
  most often encountered in the wild. Bulls are found 
  close to a herd of females, and will deal ferociously 
  with anyone encroaching on their territory. 
   
  In combat, the Bull’s initial attack will usually 
  be a charge. There is no possibility of parrying 
  this! The only defence is to hurl oneself aside (the 
  Bull matches its charging speed of 14 vs the target 
  character’s evasion score). If struck, the character 
  takes 1d4 +5 Health Points damage (if armoured, 
  he subtracts his Armour Factor from this), is hurled 
  back 5m, and lies winded for the next 1–3 Combat 
  Rounds. The Bull will make only one such charge; 
  in subsequent Rounds it fights with hooves and ant-
  lers/horns.
  attack 16, Horns (d8, 4) Armour Factor 1
  defence 4  
   
   
   
  Movement: 10m (25m)
  magical defence 3 
   
  evasion 3
  Health Points 2d6 +16  
  stealth 9 
  Rank-equivalent: 5th  
  perception 5 (normal)
  Chapter 4
  ANIMALS,
  TAME & WILD
  
  7
  CROCODILE
  These lazy and inscrutable reptiles dwell in rivers 
  and swampland, where they hide in the rushes by 
  the water’s edge and attack anyone who should be 
  so unlucky as to fall from a passing boat or raft. If 
  hungry, a Crocodile may also attack a party on dry 
  land.
  attack 15, Bite (d6, 4)  
  Armour Factor 2
  defence 2  
   
   
   
  Movement: 5m (12m)  
   
   
   
   
   
   
   
  swimming—20m
  magical defence 2 
   
  evasion 2 
  Health Points 2d6 +11   
  stealth 11 
  Rank-equivalent: 3rd  
  perception 6 (normal)
  DOg (hunting)
  Domestic dogs in the Dragon Warriors world are 
  working animals, and this group includes most 
  of the large breeds, trained to hunt prey or act as 
  guards. They are loyal to their masters and will fight 
  to the death to protect them.
   
  Player characters may want to take hunting dogs 
  with them on adventures. This can work well against 
  the right enemies, but can also go badly wrong if the 
  character is inexperienced in controlling animals. 
  Each day a hunting dog will require fresh meat and 
  as much water as a human being, so extra provisions 
  must be carried, and on long journeys they will tire 
  before their master’s horse does. 
   
  An uncontrolled or badly trained dog’s barking 
  may alert enemies to the presence of the party; they 
  cannot climb usual underworld obstacles like walls 
  or ropes; and they are as susceptible as humans to 
  the attacks of creatures like Grey Hoods (p. 53) and 
  Shadow Walkers (p. 61). 
   
  Nevertheless having a well-trained dog at your 
  side can mean the difference between life and 
  death, and seeing an adversary with a pair of hounds 
  straining at their leads will cause most adventurers 
  to think twice about attacking.
  attack 15, Fangs (d4, 4)  
  Armour Factor 0
  defence 3  
   
   
   
   
  Movement: 12m (25m)
  magical defence 1 
   
   
  evasion 3 
  Health Points 1d6 +3  
   
  stealth 14 
  Rank-equivalent: 1st 
   
   
  perception 11 (nomal)
  DOg (wild)
  Wild dogs come in two sorts: species like the dingo 
  or the dhole that have never been tamed by man and 
  are similar to wolves; and formerly domesticated 
  animals that have gone feral. Both live and hunt in 
  packs, and have equivalent abilities.
  attack 12, Fangs (d4, 3)  
  Armour Factor 0
  defence 3  
   
   
   
   
  Movement 12m (25m)
  magical defence 1 
   
   
  evasion 3
  Health Points 1d6 +3  
   
  stealth 16
  Rank-equivalent: 1st 
   
   
  perception 11 (normal)
  HORSE
  A good horse is a necessity for the habitual adven-
  turer. Not only is it useful for getting easily from one 
  place to another, but it gives its rider a tremendous 
  advantage when he decides to turn tail and flee from 
  a battle.
   
  These are the stats for a normal riding horse:
  attack 11, Bite (d8, 3)  
   
  Armour Factor 0
  defence 2  
   
   
   
   
  Movement: 15m (30m)
  magical defence 2 
   
   
  evasion 4
  Health Points 2d6 +9  
   
  stealth 10  
  Rank-equivalent: 2nd   
   
  perception 6 (normal)
  Warhorses are larger and more intelligent than 
  standard riding horses. They are trained to respond 
  to whistles and hand signals, and will come to their 
  master’s side when called. Warhorses can wear bard-
  ing, giving them an Armour Factor of 3. 
   
  A character must be a Knight or Barbarian to 
  ride a Warhorse. A small number of Warlocks also 
  have the necessary training.
   
  These are the stats for a Warhorse:
  attack 17, Bite (d8, 4)  
   
  Armour Factor 0 (3 if 
  or Kick (d10, 6)  
   
   
   
  wearing barding) 
  defence 4   
   
   
   
   
  Movement: 15m (30m)
  magical defence 4 
   
   
  evasion 4
  Health Points 1d6 +16  
   
  stealth 10  
  Rank-equivalent: 5th   
   
  perception 6 (normal)
  aniMaLs
  
  8
  Dragon Warriors
  MULE
  Mules (and donkeys, which are slightly smaller) are 
  one of the two standard beasts of burden for trav-
  ellers and adventurers, the other being hirelings. A 
  typical mule can carry a full-grown man or a 100-
  kilogram load all day which, when you’re transport-
  ing loads of treasure and need your sword-arm free, 
  makes them a very useful part of any party. They are 
  also more intelligent than either horses or donkeys, 
  but have an innate dislike of dogs.
   
  Mules must be specially trained to venture into 
  underworlds, and will require a specialist hireling to 
  control them in that strange environment. Without 
  a trained handler they may shy or bolt at anything 
  that surprises them, shedding their load and gallop-
  ing away for up to half a mile.
   
  Like horses, hunting dogs and hirelings, mules 
  and donkeys need to be fed (grain/hay) and watered 
  at least once a day. 
  attack 9, Bite (d6, 2)  
   
  Armour Factor 0
  defence 2  
   
   
   
   
  Movement: 15m (25m)
  magical defence 2 
   
   
  evasion 4
  Health Points 2d6 +5  
   
  stealth 10  
  Rank-equivalent: 1st   
   
  perception 6 (normal)
  SNAkE, PYTHON
  Slithering down from the boughs of jungle trees, a 
  Python surprises its prey on a roll of 1–3 on 1d6. 
  The snake’s first attack will be to wind its muscular 
  coils around the victim. It will then try to squeeze 
  him to death, continuing to attack by biting while 
  doing so. On the first ‘hit’ scored by the Python, the 
  victim rolls to see if he manages to keep his sword 
  arm free of the enfolding coils; this roll requires a 
  score of less than or equal to the victim’s Reflexes 
  on 1d20, and if he fails then he is unable to attack 
  or defend. A trapped victim loses 1d3 Health Points 
  (armour, if any, makes no difference) and will sur-
  vive for 2d6 Combat Rounds. If not freed by then, 
  he dies of asphyxiation—the snake constricts his 
  chest so that he cannot draw breath. 
  attack 14, Bite (d3, 2)  
   
  Armour Factor 0
  defence 2  
   
   
   
   
  Movement: 15m 
  magical defence 0 
   
   
  evasion 2
  Health Points 1d6 +8  
   
  stealth 18
  Rank-equivalent: 2nd  
   
  perception 9 (normal)
  SPIDER, TARANTULA
  Tarantulas are large, hairy, poisonous spiders. The 
  same game stats can be used for other large, but 
  non-giant, poisonous spiders, such as Black Wid-
  ows.
  attack 12, Bite (d4, 2)  
   
  Armour Factor 0
  (treat as strong poison)
  defence 1  
   
   
   
   
  Movement: 5m
  magical defence 1 
   
   
  evasion 5
  Health Points 2 
   
   
   
  stealth 19
  Rank-equivalent: 1st 
   
   
  perception 5 (panoptical)
  WILD BOAR
  Though these powerful animals are not normally 
  aggressive, they can be more ferocious than Wolves 
  when aroused. The tusks of a Boar can inflict griev-
  ous wounds, but nevertheless hunting these beasts is 
  a popular sport for Knights.
  attack 17, Gore (d6 +1, 6)  
  Armour Factor 1
  defence 3   
   
   
   
   
  Movement: 8m (20m)
  magical defence 0 
   
   
  evasion 3
  Health Points 2d6 +11  
   
  stealth 11  
  Rank-equivalent: 3rd   
   
  perception 8 (normal)
  WOLf
  Wolves will be encountered in forested areas, usu-
  ally in packs robbing forays. They generally prefer 
  to go for wounded or solitary prey, but they will also 
  attack small parties who settle down in the woods 
  for the night. The keen senses of a Wolf make it 
  impossible to surprise these creatures.
  attack 15, Fangs (d4, 5)  
  Armour Factor 0
  defence 3  
   
   
   
   
  Movement: 12m (25m)
  magical defence 1 
   
   
  evasion 3 
  Health Points 1d6 +4  
   
  stealth 16 
  Rank-equivalent: 1st 
   
   
  perception 11 (elfsight)
  
  9
  THE MOnSTERS OF Legend are creatures of myth 
  whose forms and abilities—although outlandish and 
  sometimes extremely powerful—are contained in folk-
  tales and known to scholars, learned folk and some 
  adventurers. Should a party hear that a Basilisk is 
  menacing a remote outpost, for example, they should be 
  able to track down someone who can tell them what a 
  Basilisk is, what it does and how it can be defeated. The 
  same is unlikely to be true of the occupants of other chap-
  ters, such as the Supernatural or the Infernal.
  BASILISk
  These magical beasts resemble giant cockerels but 
  have a long sinuous tail, metallic feathers and four 
  legs like those of a lizard. The plumage of a Basilisk 
  shades from the coppery hue of the head and crest 
  to a greenish-black on the underbody. Its eyes swim 
  with unnatural colours, and anyone meeting its ter-
  rible gaze (see Gaze Attacks, on p. 123 of the Dragon 
  Warriors rulebook) may be turned to stone (magi-
  cal attack 20 vs the victim’s magical defence to 
  determine this). To view a Basilisk in safety a mirror 
  must be used; Basilisks are not affected by their own 
  reflected gaze. 
   
  Basilisks are nocturnal and will always return to 
  their lairs before the night is through because they 
  Chapter 
  MONSTERS
  Of LEgEND
  
  0
  Dragon Warriors
  fear the dawn. If a Basilisk hears a cock crow then 
  there is a 30% chance it will die of fright. 
   
  The claws and beak of the Basilisk carry a weak 
  poison. Any character wounded by one must roll 
  equal to or less than his Strength on two six-sided 
  dice (2d6). If this roll fails, the character loses an 
  additional 1d6 Health Points.
  attack 16, Beak/Claw (d8, 3 Armour Factor 2
  and poison)
  defence 5   
   
   
   
   
  Movement: 8m (16m)
  magical defence 10   
   
  evasion 3
  Health Points 1d6 +13   
   
  stealth 9 
  Rank-equivalent: 6th  
   
  perception 9 (darksight)
  CENTAUR
  These are hybrid nomads who range across grass-
  lands and open woodlands of warm, temperate cli-
  mates. They have the appearance of a horse with 
  the upper torso of a man or woman growing from 
  the animal’s shoulders. Consequently they combine 
  the fleetness and strength of a horse with the cun-
  ning of a human, and are skilled hunters. The males 
  sport long white beards; the beards of forest-dwell-
  ing centaurs are often tangled with moss and twigs. 
   
  Centaurs sometimes hire themselves out as mer-
  cenaries to the nations of men. They make excel-
  lent scouts, trackers and messengers, but in combat 
  they are unruly and their loyalty cannot be relied 
  upon. They are accomplished in the use of bows and 
  javelins, adding +2 to attack with these weapons. 
  For close combat they prefer spears, or swords and 
  shields. Warriors of high status in a Centaur tribe 
  will possess armour consisting of a cuirass, vam-
  braces and barding. This is usually bronze, giving an 
  Armour Factor of only 2.
   
  A medium-sized Centaur tribe (consisting of 
  perhaps eighty individuals, including about fifteen 
  warriors) will be ruled over by a chieftain of 4th–8th 
  rank fighting skill. Most tribes also have a shaman 
  who is their intermediary with the spirit-gods of the 
  plains. Shamans sometimes have the abilities of a 
  1st–6th rank Mystic. Centaurs have no written lan-
  guage, and this culturally inhibits the development 
  of sorcery. However, theoretically there is no reason 
  why a Centaur who left his tribe and lived among 
  men could not become a Sorcerer.
   
  The forest-dwelling Centaur tribes tend to be 
  smaller in number than the nomads of the grass-
  lands, and are usually extremely shy. Most will flee 
  the minute they spot a party of humans approach-
  ing. Unfortunately they have a predilection for a 
  heady alcoholic brew made of woodbark which is 
  sold to them by the mischievous forest goblins. The 
  centaurs become quite out of control when under 
  the influence of this drink (which is about a third of 
  the time). 
   
  They will then become overtly friendly when 
  sighting a party, and will frolic around with mock 
  stampedes at them, singing jolly centaur songs; their 
  mood will soon turn foul however, and they will 
  attempt to bear off any female in the party (if a lady 
  is present) or demand a payment of gold for more 
  drink. If the party resist they will attack them, using 
  their hooves as weapons.
   
  Normal Centaur stats are:
  attack 12, damage of   
   
  Armour Factor 0
  weapon used, or Kick (d8, 5) 
   
   
  defence 4   
   
   
   
   
  Movement: 15m (30m)
  magical defence 3 
   
   
  evasion 4 
  Health Points 3d6 +3   
   
  stealth 11 
   
  Rank-equivalent: 1st 
   
   
  perception 7 (normal)
  Warrior Centaur stats are:
  attack 14, damage of  
    
  Armour Factor 2
  weapon used, or Kick (d8, 5)
  defence 6   
   
   
   
   
  Movement: 15m (30m)
  magical defence 3 
   
   
  evasion 4 
  Health Points 1d6 +15   
   
  stealth 12
  Rank-equivalent: 3rd  
   
  perception 8 (normal)
  CHIMERA
  The Chimera is an exceptionally bizarre hybrid. It 
  has the forequarters of a lion growing from a pow-
  erful serpentine body. Strong, curving horns like 
  those of a ram adorn its head, while on its back are 
  dragonish wings with aquiline pinions. Small won-
  der, then, that the word ‘chimera’ has come to mean 
  anything that is unimaginably fantastic!
   
  The first sight of a Chimera, with its eyes of 
  white light blazing from a body that is otherwise 
  uniformly grey-green, is so astonishing that the 
  monster achieves automatic surprise against charac-
  ters of 6th rank and above. These of lower rank will 
  be even more flabbergasted and should be treated as 
  though they had been shock-attacked by an Assas-
  sin (rulebook, p. 42). The Chimera can seize up to 
  
  
  Monsters
  two characters in its snaky coils and will then crush 
  them to death (like a python’s constriction, but 
  doing 1d6 HP damage per Round) while attacking 
  their companions with its claws, horns and fangs. It 
  can butt or bite at the same time as clawing, and this 
  means that it gets two attacks each Combat Round 
  in addition to constricting with its tail.
   
  Three times a day, a Chimera is able to ‘breathe’ 
  out a flux of refulgent green rays. These rays will 
  hit a single target within 5m who, if he succumbs 
  to their effect (match the rays’ magical attack 
  of 25 vs the target’s magical defence), immedi-
  ately loses all fighting skill and spell-energy! His 
  attack and defence are reduced to those of a 1st 
  rank character, while his spellcasting ability (if any) 
  is reduced to nil. Fortunately, other scores (Health 
  Points, etc) are unaffected and the character can 
  still use any items he possesses. The duration of this 
  effect is determined by rolling a d8 at the beginning 
  of every Combat Round; on a roll of 8, the magical 
  rays wear off and the character returns to normal.
  attack 25, Claw (d12 +1, 7)  Armour Factor 4
  and Bite (d8, 7) or Butt (d12, 5) Movement: 12m
  defence 7   
   
   
   
   
  (flying—70m)
  magical defence 14  
   
  evasion 6
  Health Points 2d6 +24   
   
  stealth 8 
  Rank-equivalent: 14th  
   
  perception 9 (panoptical)
  CHONCHON
  Chonchons are swollen, disembodied heads that fly 
  by using their huge, blue-veined ears as wings. They 
  have magical powers and this has led to a popular 
  superstition among adventurers that Chonchons 
  are born when a Sorcerer uses Transformation to 
  take on a Chonchon’s form, for it is believed that 
  he then cannot resume his human shape. In prac-
  tice, a Chonchon may have the spellcasting power 
  of a 4th–9th rank Sorcerer. For the GamesMaster’s 
  convenience, 6th rank can be taken as suitable for an 
  ‘average’ Chonchon.
   
  Chonchons are invisible to the eyes of 1st–4th 
  rank characters until they cast a spell or swoop to 
  attack. They rarely surprise their prey, however, as 
  they announce their approach with an ominous 
  chant of slay, slay, slay—though possibly this is just 
  the low beating of their ‘wings’. They are unholy 
  creatures and can be driven off by challenging them 
  with a crucifix, in the same manner that a Vampire 
  may be repulsed (see p. 83). 
   
  Apparently there exists a charm which can strike 
  a Chonchon out of the air so that it lies helpless 
  on the ground until another Chonchon comes to its 
  aid. This charm counts as a fifth-level spell which 
  can be used by any Mystic or Sorcerer of 5th rank or 
  higher, but it is known by very few and is not part of 
  the usual canon of spells. Player-characters will not 
  find it easy to locate a mage who can teach them the 
  charm, nor will the information come cheaply.
   
  Chonchons are sly and cowardly, and prefer to 
  flit about their victims’ heads, beyond the reach of 
  sword or spear, while intoning their deadly spells. 
  When they see that a party of adventurers are resist-
  ant to their magic—or well-armed with bows, which 
  these detestable creatures fear—the Chonchons 
  plummet down to bite with their chisel-like teeth. 
  Their spittle is often contaminated and may (25% 
  chance) pass on the ague to anyone bitten.
  attack 15, Bite (d8, 2 and  
  Armour Factor 2
  possible infection)  
   
   
  Movement: flying—20m
  defence 12  
   
   
   
   
  evasion 5
  magical attack 21 
   
   
  stealth 9
  magical defence 11  
   
  perception 11 (darksight)
  Health Points 1d6 +7 
  Rank-equivalent: rank as Sorcerer  
  
  
  Dragon Warriors
  CLOUDSPIDER
  This horrible creature inhabits only the deepest 
  dungeons and underworlds. As it roams the sprawl-
  ing corridors it emits a high, rasping whine which 
  can strike icy terror into the hearts of those who 
  hear it. The Cloudspider’s cry can be heard at a 
  distance of 10–60 metres and causes a 1d10 Fright 
  Attack (see p. 122 of the rulebook), which if suc-
  cessful, drives the victim senseless with fear for 2–12 
  Combat Rounds. A terror-struck victim drops any 
  weapons or equipment he is carrying and flees in a 
  random direction—even, possibly, straight into the 
  Cloudspider’s waiting maw! 
   
  The Cloudspider appears as a roiling black 
  cloud of mist, within which the rugose body, spar-
  kling eyes and clacking limbs of a giant arachnid 
  are faintly visible. This mist, continually secreted by 
  the Cloudspider, obscures its exact position, and any 
  missile weapon aimed at it is subject to a –3 attack 
  penalty. The mist is also mildly corrosive and stings 
  the eyes of any character trying to mêlée the Cloud-
  spider. The character loses 1 point from attack and 
  2 points from defence every Round until virtually 
  blinded (i.e. at –4 attack, –8 defence). This effect 
  is only temporary, and the character’s sight will 
  return within 2–12 Rounds of leaving the mist (or 
  1–6 Rounds if he has water with which to bathe his 
  eyes).
   
  The mandibles of the Cloudspider run with a 
  virulent poison. A character who succumbs to this 
  is paralysed at once, dies within a minute, and then 
  rapidly decomposes into a putrid slime for the con-
  venience of the monster’s digestion. This poison 
  cannot be collected if the Cloudspider is slain, as 
  it corrodes any container and produces choking 
  fumes.
  attack 28, Bite (d10, 6 and 
  Armour Factor 4
  strong poison)
  defence 9   
   
   
   
   
  Movement: 15m (20m)
  magical defence 15  
   
  evasion 5
  Health Points 6d6 +10  
   
  stealth 1
  Rank-equivalent: 16th  
   
  perception 10 (darksight)
  CYCLOPS
  Cyclopes (the plural of the word ‘Cyclops’) are a race 
  of giants, much like gangling humans in general 
  appearance except that a Cyclops has only a single 
  eye in the centre of his forehead. Extremely bestial 
  by nature, Cyclopes have very limited intelligence 
  and are driven by wild urges which include a taste 
  for raw human flesh and an irrational love of gold. 
   
  Cyclopes go naked, or clad only in primitive 
  cloaks of animal-skin streaked with dried blood, 
  though they love to adorn their bodies with crudely 
  hammered golden artefacts. They usually carry flint 
  axes or stout logs as cudgels; when enraged, they 
  may hurl rocks at their enemies. 
   
  They are actually more accurate with the thrown 
  rocks than with mêlée weapons, suffering a –4 pen-
  alty to attack with mêlée weapons due to their 
  lack of binocular vision (which affects judgement of 
  mêlée range distances far more than it affects long-
  range attacks).
  attack 24, Log/Axe (d6 +3, 7),  Armour Factor 0
  Throw rock (d4 +3, 5)
  defence 15 
   
   
   
   
  Movement: 15m
  magical defence 11   
   
  evasion 6
  Health Points 4d6 +40   
   
  stealth 7 
  Rank-equivalent: 10th  
   
  perception 4 (normal)
  DRAgON
  These awesome reptilian creatures, kings of the 
  Earth in an earlier era, are now very rare. Some 15m 
  in length, and with a wingspan twice that, a fully 
  grown Dragon in flight with the sunlight limning 
  the azure blue or gold of its scales is an eerie and 
  breathtaking sight.
   
  Few would dare to challenge a Dragon to sin-
  gle combat. The scaly hide of these great beasts is 
  proof against any non-magical weapon and is as 
  effective as plate armour against even enchanted 
  blades. Every fifth Combat Round, a Dragon can 
  breathe a sheet of flame to a distance of 30m. This 
  will strike up to 2–12 victims who, if they fail to 
  dodge (match the flame’s speed of 16 against each 
  victim’s evasion), will each take 2d6 +12 damage. 
  (A victim may subtract his Armour Factor from this 
  damage—so a character in plate, for example, would 
  take only 2d6 +7 damage.) While rekindling its fire 
  between breaths, the Dragon is hardly helpless; its 
  talons strike for fearsome damage in combat, as 
  shown below. 
   
  As if this were not enough, 75% of all Dragons 
  are adept in the use of magic and will have the abili-
  ties of a 10th-rank Sorcerer or Mystic. All Dragons 
  
  
  Monsters
  can speak a variety of ancient and modern languages, 
  and although they are somewhat lacking in compas-
  sion or patience, they are not always hostile.
   
  Dragons are proud and crafty beasts, and will 
  respect a character who displays either of these traits. 
  One incident which illustrates typically dragonish 
  mentality is the tale of Cantos the priest. Cantos, 
  lost in the mountains and caught in a terrible bliz-
  zard, had the questionable good fortune to stumble 
  into a Dragon’s lair. Driven beyond fear by his cold 
  and hunger, he boldly asked it to fly him down out 
  of the mountains. Considering this request, the 
  Dragon demanded the magical ring on the priest’s 
  finger as payment for its assistance. But Cantos 
  protested, replying that the ring was a gift from his 
  father and he had sworn never to remove it. “Then 
  do not remove it,” said the Dragon with a cold-
  blooded smile, whereupon it severed his hand at the 
  wrist with a snap of its massive jaws. While Can-
  tos stood by half-fainting from shock, the Dragon 
  added his ring to its treasure hoard and then, much 
  pleased, it scooped him up and flew him to within 
  a few miles of the nearest city. At least, that is the 
  story Cantos tells, when asked why he wears a hook 
  in place of his left hand! 
  attack 30, Talons (d12, 8) Armour Factor 5 (immune to
   
   
   
   
   
   
   
  non-magical weapons)
  defence 25  
   
   
   
  Movement: 15m (25m) 
   
   
   
   
   
   
   
  (flying—150m)
  magical defence 15  
  evasion 6 
  Health Points 6d6 +50  
  stealth 8 
  Rank-equivalent: 20th   
  perception 21 (panoptical)
  ELEMENTAL
  Elementals are of four types: Earth, Fire, Air and 
  Water. All varieties have a total immunity to non-
  magical weapons.
   
  Earth Elementals are very strong and are useful 
  for digging purposes if brought under command, as 
  they can tunnel through the earth at 2m per hour. 
   
  Fire Elementals are invulnerable to damage from 
  flame of any sort, including a Dragon’s breath. They 
  can glide through the air at the same speed as they 
  walk, but cannot carry anything without igniting it. 
   
  Air Elementals appear as a shifting manlike 
  outline containing wisps of cloud and wind-tossed 
  leaves and dust. They are quite difficult to see with 
  any clarity, and those fighting them do so at –1 off 
  both attack and defence. They can also deflect 
  arrows and other light missiles with their control 
  of the wind, rendering such attacks useless against 
  them. They can fly at top speed only when out-of-
  doors, and can carry loads of up to 100kg while 
  doing so.
   
  Water Elementals travel freely on or through 
  their element, and can create water currents to pro-
  pel or capsize a small boat.
  attack 19, Attack (d10, 6) Armour Factor 0, immune to 
   
   
   
   
   
   
   
  non-magical weapons
  defence 14 
   
   
   
  Movement: Earth 10m; Fire 20m;
   
   
   
   
   
   
   
  Air 20m (200m); Water 15m
  magical defence 8 
   
  evasion 4 (Earth and Water); 
   
   
   
   
   
   
   
  8 (Fire and Air) 
  Health Points 3d6 +10  
  stealth 10
  Rank-equivalent: 8th  
  perception 14 (panoptical)
  
  4
  Dragon Warriors
  fROST gIANT
  Frost Giants are seldom encountered as they dwell 
  far from civilized lands, out on the icy tundra or in 
  sub-arctic forests. They live in villages of a few stone 
  or wooden huts. Sometimes a solitary Frost Giant, 
  cast out from his community for some transgression, 
  will make his home in a mountain cave.
   
  Frost Giants are a little over 2.5m in height, with 
  stature proportionately more muscular than a nor-
  mal man’s. They are fair of skin and their hair is red, 
  blond or white. They prefer to fight with axe or war-
  hammer, and disdain the use of bows as cowardly.
   
  Under their thick fur cloaks they may have no 
  better than leather armour—but this is thicker and 
  more effective than a man could wear. Frost Giants 
  have a strong if erratic sense of honour.
   
  Obvious disregard for danger secures a Frost 
  Giant his status in the community. A Bear or Snow 
  Tiger hunt will end with one of the hunters facing 
  the animal in single combat. It is possible for adven-
  turers to turn this sense of honour to their advantage: 
  if the Frost Giant leader is challenged to personal 
  combat, he is bound to accept. If the adventurer 
  wins, the Frost Giants will probably (80% chance) 
  allow him and his fellows to go in peace.
  attack 19, Battleaxe (d8 +2, 8) Armour Factor 4
  defence 11 
   
   
   
   
  Movement: 12m (20m)
  magical defence 7 
   
   
  evasion 4
  Health Points 3d6 +16  
   
  stealth 9 
  Rank-equivalent: 5th   
   
  perception 6 (normal)
  gARgOYLE
  These grotesque beings come in a wide variety of 
  shapes and sizes. Most are winged, and all have the 
  ability to remain motionless for very long periods. 
  A Gargoyle clinging to the wall of a ruined cloister 
  may remain still for so long that moss and creepers 
  cover its body. This creature’s dusky grey body, often 
  flecked with rusty brown, is readily mistaken for 
  stone. Characters will be surprised (rulebook p. 60) 
  on a roll of 1–3 on 1d6 when the mossy ‘statue’ they 
  were passing suddenly comes to life and attacks!
   
  When these monsters acquire a master, they can 
  be fiercely loyal. If a wounded Gargoyle is spared 
  and healed by magic, there is a 30% chance it will 
  serve its healer from then on. (But, of course, a 70% 
  chance it will merely accept the healing spell and 
  then attack again!) 
  attack 16, Talons (d10, 3) Armour Factor 7 (but only 2 vs 
   
   
   
   
   
   
   
  magic weapons) 
  defence 8  
   
   
   
  Movement: 8m (15m) 
   
   
   
   
   
   
   
  (flying—50m)
  magical defence 6 
   
  evasion 4 
  Health Points 3d6 +4  
  stealth 16 
  Rank-equivalent: 5th  
  perception 12 (panoptical)
  gIANT BEETLE
  These monstrous insects resemble stag beetles the 
  size of a large bull. With their rasping, saw-edged 
  mandibles, they can slice plate armour and burrow 
  through earth or even soft rock. They are too big to 
  fly, although they can use their wings to glide down 
  on their victims from a height of some 6m and bite 
  in the same Round. Because Giant Beetles are apt 
  to erupt suddenly from a grassy bank, or drop out of 
  the darkness from a cavern ledge, they surprise their 
  opponents on a d6 roll of 1–3.
  attack 17, Bite (d10, 4) 
  Armour Factor 5
  defence 3   
   
   
   
  Movement: 10m (15m)
  magical defence 4 
   
  evasion 3
  Health Points 4d6 +11  
  stealth 13 
  Rank-equivalent: 6th   
  perception 8 (panoptical)
  gIANT EAgLE
  Giant Eagles resemble their more normal-sized 
  counterparts, but are large enough to carry off a 
  child or slightly built adult.
  attack 16, Talons (d6, 4) Armour Factor 0
  defence 12 
   
   
   
  Movement: Flying 20m
  magical defence 3 
   
  evasion 5
  Health Points 1d6 +6  
  stealth 9
  Rank-equivalent: 3rd  
  perception 7 (normal)
  gIANT RAT
  These are the size of a dog and are to be found lurk-
  ing in sewers or subterranean burrows. They see well 
  in darkness and will scurry into hiding if they notice 
  a large group of adventurers approaching. Only if 
  
  
  Monsters
  they outnumber a group by at least two-to-one will 
  they attack, surging forward en masse out of the 
  darkness to engulf their opponents. 
   
  Rats are well known to be carriers of plague, and 
  after any encounter with them there is a 2% chance 
  for each character of contracting the Black Death 
  (fatal within 1–4 weeks unless cured by magic; see p. 
  126 of the main rulebook). For characters with open 
  wounds, the chance of infection is 5%. 
  attack 9, Bite (d3, 3)  
  Armour Factor 0
  defence 2  
   
   
   
  Movement: 12m (25m)
  magical defence 2   
  evasion 4
  Health Points 1d6 +1  
  stealth 17 
  Rank-equivalent: 1st   
  perception 8 (darksight)
  gIANT SCORPION
  These monsters can be up to three or four metres 
  long, and present a frightening menace to travellers 
  in the deserts or steaming jungles of the south. 
   
  Usually a Giant Scorpion will conceal itself in a 
  sand dune or rocky crevice with only its pincers pro-
  truding. It can sense the approach of beings when 
  they are still some distance off, by ‘listening’ to the 
  vibrations in the ground. It can also estimate the 
  size of a party in this way, and will not show itself if 
  there are more than five or six.
   
  The Scorpion’s colouring matches the terrain of 
  its habitat, ensuring that it will surprise prey on a roll 
  of 1–3 on d6. In combat the Scorpion gets a separate 
  strike with each pincer every Combat Round until 
  it hits. A successful hit indicates that the pincer has 
  seized its victim. After taking hold of the victim 
  with both pincers, the Scorpion attempts to rip him 
  apart. This inflicts 1d6 Health Points damage per 
  Round, with armour affording no protection.
   
   Only if the Giant Scorpion fails to seize its prey 
  within three Combat Rounds will it use its barbed 
  sting. The sting flicks forward over the monster’s 
  head with lightning speed and accuracy. It has an 
  attack of 27 with its sting, but cannot use its pin-
  cers in the same Round.
  attack 22, each Pincer (d6, 4) Armour Factor 2
  or Sting (d4 +1, 2 and strong
  poison)
  defence 3  
   
   
   
   
  Movement: 10m (15m)
  magical defence 4 
   
   
  evasion 3
  Health Points 3d6 +9  
   
  stealth 15 
  Rank-equivalent: 5th   
   
  perception 7 (panoptical)
  gIANT SPIDER
  Giant Spiders tend to make their lairs in lonely 
  places—in caverns, forests and haunted underworlds. 
  They will hang up in the shadows and drop onto the 
  backs of those unfortunate enough to stumble into 
  their web. These webs are very sticky, and struggling 
  will serve only to enmesh the victim more tightly. 
  Each Round that a character is trapped in the web 
  lowers his attack by 2 points and his defence by 1 
  point, until finally he cannot move or fight at all.
   
  Those trapped in this way may try to free them-
  selves, though in this case they cannot concentrate 
  on fighting the Spider and will have a defence of 
  0 against its attacks. The chance of a victim freeing 
  himself is 30% on the first Combat Round, 20% on 
  the second and 10% on the third; the victim gets a 
  bonus of +15% to these chances if he has a firebrand 
  or edged weapon (such as a sword) with which to 
  part the strands. (Once free of the web, of course, 
  the character’s attack and defence will return to 
  what they were before he was trapped.)
   
  The bite of a Giant Spider carries a power-
  ful venom. Anyone wounded by the Spider must 
  attempt to roll less than or equal to his Strength 
  on 3d6. If he fails, he will be paralyzed within 2–12 
  Combat Rounds and dead within ten minutes.
  attack 15, Bite (d6, 3)  
  Armour Factor 1
  defence 2  
   
   
   
  Movement: 15m (20m) 
  magical defence 4 
   
  evasion 4
  Health Points 1d6 +5  
  stealth 19
  Rank-equivalent: 2nd  
  perception 11 (panoptical)
  gORgON
  These creatures have the bodies of beautiful women, 
  but the face is that of a hideous crone and the head is 
  a writhing mass of long serpentine tresses. Gorgons 
  fight with swords, but rarely use shields or armour. 
  In combat, the ‘hair’ can also attack. 1–3 tresses will 
  strike at the Gorgon’s opponent, each with its own 
  attack of 10. These snakey tresses are, of course, 
  venomous and a character wounded by one must 
  roll less than or equal to his Strength on 3d6 or die. 
   
  Merely catching the glance of a Gorgon is peril-
  ous, as this will subject the character to a hex with 
  a magical attack of 19. If the attack is successful, 
  the character is turned to stone. Thus, it is best to 
  
  6
  Dragon Warriors
  insignia for this reason; and some daring adventur-
  ers, following the legend of the Amazon warrior 
  Samantria, have even tried to steal fledglings from 
  their parents’ eyrie to raise as steeds. No verified 
  account of a tamed Gryphon exists, however.
  attack 21, Bite (d8, 7)  
  Armour Factor 2
  and Claws (d12, 5)  
   
  Movement: 10m (25m)
  defence 9  
   
   
   
  (flying—90m)
  magical defence 9 
   
  evasion 7
  Health Points 4d6 +12   
  stealth 11
  Rank-equivalent: 8th  
  perception 7 (normal)
  HARPY
  The hideous appearance of these winged creatures 
  is outdone only by the repulsiveness of their habits. 
  They have the bodies of giant grey vultures but the 
  breasts and leering face of withered crones. They 
  converse with one another in loud caws. Cursed 
  with an unassuageable hunger, they will attack any 
  group of adventurers that they outnumber. If their 
  avert one’s eyes (see Gaze Attacks on p. 123 of the 
  rulebook) or use a mirror when fighting a Gorgon. 
  If a Gorgon sees its own visage in a mirror, it is itself 
  subject to the petrifying attack. 
   
  Traditionally, Gorgons are formerly beautiful 
  women who have been cursed by the Gods or other 
  great Powers for their sins—usually either for exces-
  sive pride or for misusing their good looks.
   
  In addition to their other abilities, Gorgons are 
  5th-rank Sorceresses (see the rulebook, p. 120). 
  attack 16, Sword (d8, 4)  Armour Factor 0
  and Snakebite (d4, 1)
  defence 10 
   
   
   
  Movement: 10m (15m)
  magical attack 19 
   
  evasion 4
  magical defence 9 
   
  stealth 15
  Health Points 1d6 +8  
  perception 11 (panoptical)
  Rank-equivalent: 5th 
  gRYPHON
  The Gryphon is a creature of the northern wastes 
  and desolate mountain crags, where it inhabits 
  almost inaccessible caves. It is a proud beast, slightly 
  larger than a warhorse, having the hindquarters of a 
  lion and the foreparts and wings of a majestic eagle. 
  Though ferocious, it prefers to feast on horseflesh or 
  cattle and will not usually risk an attack on a party of 
  well-armed adventurers unless provoked. However, 
  where Gryphons and Dwarves inhabit the same 
  region (as often occurs in mountainous areas), there 
  is often deep hostility between them. Dwarves hunt 
  Gryphons and pillage their treasure. For this rea-
  son, a Gryphon will invariably attack a party which 
  includes one or more Dwarves.
   
  Gryphons cannot speak, but are somewhat intel-
  ligent and are able to plan their attacks with con-
  siderable cunning. They may wait until adventurers 
  are scaling the cliffs to their lair before swooping 
  down upon them. Sir Giorn of Manterfield has a 
  tale of Gryphons circling above his ship for days 
  at a time: “Full well did they know the strength of 
  our longbows and they kept them beyond the reach 
  thereof, only flying down to snatch the unfortunate 
  lad we forced up to the crow’s-nest for a lookout.” 
  Some stories, probably exaggerated, see Gryphons 
  as minions of the Devil. Generally speaking, they 
  are widely admired for their qualities of dignity, 
  fearlessness and majestic beauty.
   
  The Gryphon often features in heraldry and regal 
  
  7
  Monsters
  opponents prove to be too powerful, they will seize 
  one character and bear him off to their lair to eat. 
   
  While attacking, they caw loudly and continu-
  ally to one another and emit a vile odour. Any char-
  acter mêléeing a Harpy must thus roll Strength or 
  less on 2d6 or suffer a combat penalty of –1 from 
  both attack and defence owing to nausea. Con-
  versely, this powerful stench means that Harpies 
  rarely achieve surprise (assume only 1 chance in 20 
  of this). Furthermore, harpies have such a horrible 
  appearance that a morale check is necessary when in 
  combat with them (see p. 122 of the rulebook).
   
  Their claws are iron-hard, and dirty with their 
  excrement, infecting any character wounded with 
  1–3 diseases (see p. 126 of the rulebook). Rather 
  than striking with its claws, a Harpy has a 20% 
  chance in any Combat Round to try to snatch up 
  its opponent and fly off with him. This requires a 
  successful Hit Roll, but inflicts no damage. A bur-
  dened Harpy gains altitude at the rate of 5m per 
  Round and will drop her victim if he struggles too 
  powerfully, or if the whim takes her. To break free, a 
  character must roll under his strength on d20.
   
  The plumage of a Harpy turns aside all blows 
  from non-magical weapons, although the naked, 
  humanlike parts are vulnerable. This accounts for 
  the creature’s high Armour Factor.
  attack 13, Claws (d8, 4) Armour Factor 2 (AF 7 vs  
   
   
   
   
   
   
   
  non-magical weapons)
  defence 4  
   
   
   
  Movement: 8m
   
   
   
   
   
   
   
  (flying—50m)
  magical defence 4 
   
  evasion 4
  Health Points 4d6  
   
  stealth 8  
  Rank-Equivalent: 3rd  
  perception 9 (elfsight)
  HIPPOgRIff
  Though they can be tamed with difficulty, Hippog-
  riffs are most likely to be met in the wild. They are 
  savage carnivores with two forms. The more natural 
  form is of a large black horse displaying some mon-
  strous or incongruous features: sharp, cloven hoofs, 
  curved fangs for rending flesh, flaring nostrils and 
  eyes that burn madly. Thus by day they roam the 
  dusty prairies that fringe the deserts of the south, 
  preying upon small animals and waiting for the sun-
  set. 
   
  At the approach of dusk, Hippogriffs become 
  restless. An individual will stamp and snort impa-
  tiently; in a herd, brief clashes occur as the animals 
  grow wilder. 
   
  After nightfall, Hippogriffs can adopt their other 
  form. Whinnying as if in pain, the beast rears up and 
  kicks at the air as great, ribbed pinions sprout from 
  its back. Glimpses of an older and more nightmar-
  ish ancestry can be seen now in the slightly ophidian 
  skull, the scything talons of its feet, and the leathery 
  scales that appear along its flanks. (Interestingly, 
  whereas most creatures with two forms do not alter 
  their shape under mortal scrutiny—or, if they do, 
  transform so swiftly that the eye cannot take it in—
  the Hippogriff’s transformation is almost leisurely, 
  taking some twelve seconds to effect. While switch-
  ing form it can defend itself but not take any other 
  action.)
   
  Hippogriffs can change between their two forms 
  at will during the hours of night, but by day they are 
  constrained in equine form. Once in the air, their 
  gold-glowing eyes can see for many miles, and they 
  can track a quarry with 70% efficiency.
   
  To tame a Hippogriff calls for considerable dar-
  ing. Obviously, it is safest to approach by day—pref-
  erably just after sunrise, when the creature is tired 
  from a night of hunting. If a spell such as Enslave 
  is not available, the character must creep close and 
  hurl a specially prepared bridle around the Hippog-
  riff’s neck.
   
  The bridle must be gilded and studded with pre-
  cious jewels, as the sight of these is enticing to the 
  Hippogriff and may dissuade it from fleeing. Inside, 
  the bridle should be sewn with sharp iron studs. 
  After flinging the bridle over its head (this requires 
  a Hit Roll followed by a d20 roll under Reflexes), 
  the character struggles to subdue it. To do this, he 
  rolls 1d20 each Round and attempts to score under 
  his Strength. Two successful rolls in a row indicate 
  that the Hippogriff is subdued, but on two succes-
  sive failures it will struggle free of the bridle and 
  attack.
   
  Subdual keeps the Hippogriff quiescent until it 
  can be taken to stables. Then it must be tamed, and 
  this can only be achieved by a Knight or a Barbar-
  ian (or the occasional specially trained Warlock), as 
  these Professions understand the ways of warhorses. 
  The character attempts, each day, to roll equal to or 
  less than the sum of his Strength + Reflexes + rank, 
  on d100. This roll must be made on three consecu-
  tive days to tame the Hippogriff. Each failed roll 
  requires the character to check for possible wounds 
  on the following table:
  
  8
  Dragon Warriors
  d12  
  Result
  1–5  
  Character suffers 1d6 HP wound
  6–8  
  Character suffers 1d10 HP wound
  9–10  sprained shoulder—character loses 1d4 HP and 
   
   
  fights as though Weakened for next  three days
  11   
  Broken arm/leg, takes 4–6 weeks to heal—
   
   
  training must stop, unless a Greater Healing is 
   
   
  available 
  12   
  Broken neck—character dies unless a Greater
   
   
  Healing is used at once; even then there is a 20% 
   
   
  chance of paralysis, requiring a Miracle Cure
  A tamed Hippogriff will serve its master with all the 
  ferocity of a Warhorse. It will not, however, suffer 
  barding to be placed on its body—any attempt to 
  armour the creature drives it into a killing frenzy. In 
  equine form the Hippogriff has the normal stats for 
  a Warhorse, except that it gets +1 on Armour Bypass 
  Rolls and has the magical defence score given 
  below. The stats for the flying shape are these:
  attack 20, Bite (d8 +2, 5) Armour Factor 3 (but 0 vs 
  or Claws (d12, 6)   
   
  magic weapons)
  defence 6   
   
   
   
  Movement: 15m (30m) 
   
   
   
   
   
   
   
  (flying—90m)
  magical defence 10  
  evasion 6
  Health Points 2d6 +18   
  stealth 10  
  Rank-equivalent: 8th   
  perception 11 (panoptical)
  HYDRA
  Dwellers only in the deepest pits of the underworld, 
  or in misty bogs where they thrive on the noxious 
  quagmire gases, Hydrae are among the most evil and 
  terrible of all the creatures of Legend. The Hydra 
  resembles a giant snake with scales of a coppery or 
  livid green hue. However, from its body sprout nine 
  long necks, each ending in an ophidian head with a 
  hideous womanlike face. We can only guess at the 
  ancestry that spawned this blasphemous hybrid—
  and perhaps such speculation is best avoided!
   
  Among several uncanny characteristics, the 
  strangest power that the Hydra possesses is that 
  of regeneration. When one of its heads is severed, 
  two heads grow with astonishing speed to replace it. 
  Attacking a Hydra with a cutting weapon—a sword 
  or axe—is an unrewarding exercise. Each wound 
  thus inflicted will lop off a head, to be sure, but in 
  the following Combat Round two more shall take 
  its place—replenishing the lost Health Points due 
  to the wound and giving the monster an extra set 
  of fangs into the bargain. This regrowth can only be 
  prevented if the Hydra is struck with a Dragonbreath 
  or Firestorm spell before the severed stump can 
  regenerate, since flame cauterizes and seals the open 
  wound. The wise adventurer will fight this monster 
  with blunt or stabbing weapons (e.g. a mace, spear 
  or arrows) to preclude regeneration, or else employ 
  sorcery.
   
  Each Combat Round, a Hydra will strike out 
  with several of its heads (roll 2d4 for the exact 
  number), attempting to sink venomous fangs into 
  its opponents’ flesh. The remaining heads hang back 
  and spit gobs of corrosive poison. These attacks are 
  similar to Dragonbreath spells in effect (speed 12, 
  range 20m, 1d6 +6 HP damage), except that each 
  hit on armour damages it, deducting 1 from its 
  Armour Factor permanently.
   
  There is a third hazard associated with the Hydra. 
  A heavy poisonous vapour seeps from its body con-
  tinually. If it remains stationary for a long period, 
  the air around it will gradually become tainted with 
  a choking cloud of this vapour, so that any character 
  approaching within 2m of the Hydra must hold his 
  breath. A character can normally hold his breath for 
  a number of Combat Rounds equal to his Strength, 
  but if he attempts any strenuous activity such as 
  fighting, this time is reduced to half his Strength. 
  A character who breathes in the vapour is subjected 
  to a normal poison attack (or only a mild poison, if 
  he has thought to wind a damp cloth across his face 
  beforehand). 
   
  If collected after its death, the Hydra’s venom can 
  be retained in a sealed bottle and later used to coat 
  weapons—rather like ‘Assassin’s Lotion’ (see p. 45 
  of the rulebook). Each maw yields enough venom 
  for two applications. Extracting the monster’s fangs 
  may also be worthwhile; see the entry for Fang War-
  riors on p. 64.
  attack 19, Each mouth  Armour Factor 3
  (d8, 3 & weak poison)
  defence 12  
   
   
   
  Movement: 10m (15m)
  magical defence 14  
  evasion 5 
  Health Points 4d6 +30  
  stealth 3  
  Rank-equivalent: 16th   
  perception 12 (panoptical)
  HYDRA, Small
  A small Hydra is a younger version of the adult 
  Hydra (above). The same rules apply, except as noted 
  otherwise, but the Hydra’s game stats are somewhat 
  less powerful. A small Hydra does not produce Fang 
  
  9
  Monsters
  Warriors from its fangs, and its corrosive gobs only 
  do 1d4 +4 damage with no permanent damage to 
  armour.
  attack 13, Each mouth  Armour Factor 1
  (d6, 2 and weak poison) 
  Movement: 10m (15m)
  defence 6   
   
   
   
  evasion 4
  magical defence 8 
   
  stealth 3
  Health Points 2d6 +10  
  perception 9 (panoptical)
  Rank-equivalent: 8th  
  ICE SNAkE
  These snakes are only found in the coldest of envi-
  ronments: such as tundra; snow-fields and glaciers. 
  They are the same size and shape as an ordinary 
  grass snake, except that they are made entirely of a 
  frosty, crystalline substance and powered by some 
  ancient sorcerous magic. Their armoured skin makes 
  them very difficult to kill despite their small size.
   
  Ice Snakes do not attack unless someone steps 
  very close to their nest. If their bite penetrates, the 
  victim will be subjected to a Freeze spell with a 
  magical attack behind it of 10.
  attack 14, Bite (d6, 2 and  
  Armour Factor 6
  see above)
  defence 6  
   
   
   
   
  evasion 0
  magical defence  15  
   
  stealth 16
  Health Points 3  
   
   
   
  perception 9 (normal)
  Rank-equivalent: 2nd  
   
   
  IgNIS fATUUS
  These are false lights that burn over treacherous 
  boggy ground. A party seeing them in the distance 
  will imagine they are looking at a torchlight proces-
  sion, and the noise of chatter and laughter will carry 
  to them on the night-time air. 
   
  If the player-characters follow the lights they will 
  find that they do not draw any closer to them. After 
  a mile or so, they will come to a quagmire where 
  many unwary travellers have perished. Here the 
  party will quickly become bogged down in a thick 
  swamp out of which there is little hope of return. 
  The leading members of the party will be sucked in 
  automatically. 
   
  Match the Strength of anyone sucked in against 
  the Strength of the bog of 18. If anyone is help-
  ing to pull the victim out, add their Strength to the 
  victim’s Strength. If the victim fails to roll under the 
  difference between the swamp’s Strength and their 
  friend’s Strength three times, the victim is assumed 
  to have been sucked under and drowned.
  kILLER BEE
  Killer Bees are approximately twice the size of nor-
  mal bees. Treat each swarm as a single entity of the 
  relevant rank. Like more normal bees, they are rela-
  tively peaceful unless their nest is disturbed, but if 
  it is they will pursue any interlopers till they are at 
  least 50m away from the nest. The swarm will attack 
  one victim only. 
   
  Each swarm will be led by a Queen Bee, who will 
  often be the last such creature encountered, since all 
  the rest will protect her. The Queen Bee is about 
  twice the size of the other bees and will also fight to 
  the death.
  20-bee swarm
  attack 10, Sting (d4, 1),  Armour Factor 0
  medium-strength poison
  defence 5   
   
   
   
  Movement: flying 10m
  magical defence 1 
   
  evasion 6
  HPs for all 20 Bees: 20  
  stealth 1  
  Rank-equivalent: 5th  
  perception 5 (panoptical)
  40-bee swarm
  attack 14, Sting (d4, 2),  Armour Factor 0
  medium-strength poison
  defence 5   
   
   
   
  Movement: flying 10m
  magical defence 1 
   
  evasion 5
  HPs for all 40 Bees: 40  
  stealth 1  
  Rank-equivalent: 8th  
  perception 6 (panoptical)
  60-bee swarm
  attack  18, Sting (d4, 3),  Armour Factor 0
  medium-strength poison
  defence 5   
   
   
   
  Movement: flying 10m
  magical defence 1 
   
  evasion 4
  HPss for all 60 Bees: 60 
  stealth 1  
  Rank-equivalent: 11th  
  perception 7 (panoptical)
  80-bee swarm
  attack 22, Sting (d4, 4),  Armour Factor 0
  medium-strength poison
  defence 5   
   
   
   
  Movement: flying 10m
  magical defence 1 
   
  evasion 3 
  HPs for all 80 Bees: 80  
  stealth 1 
  Rank-equivalent: 14th  
  perception 8 (panoptical)
  
  40
  Dragon Warriors
  queen bee
  attack 13, Sting (d4, 3),  Armour Factor 0
  medium-strength poison
  defence 7  
   
   
   
  Movement: flying 10m
  magical defence 3 
   
  evasion 7
  Health Points 2 
   
   
  stealth 2  
  Rank equivalent: 2nd  
  perception 5 (panoptical)
  kRAkEN
  The Kraken is a huge sea snake with a ravening 
  maw that can consume small ships at one gulp. Its 
  sides are covered with spongy growths and sickly 
  weeds. Its long snaking tongue can dart out and 
  grasp a man at the distance of 5m. After a success-
  ful Attack, the victim can be assumed to have been 
  sucked into the Kraken’s maw. The damage that its 
  jaws deal is listed below.
  attack 19, Jaws (d10, 10)  
  Armour Factor 4
  defence 9   
   
   
   
   
  Movement: swimming 20m
  magical defence 10  
   
  evasion 2
  Health Points 4d6 +20   
   
  stealth 12  
  Rank-equivalent: 10th   
   
  perception 14 (darksight)
  kRASk
  The Krask is a flying creature that resembles a manta 
  ray. Its flat, blood-red body moves through the air 
  with a strange, rippling ‘swimming’ action. Its move-
  ments are rapid and agile in the still atmosphere of 
  the underworld, but it loses stability in strong winds 
  (such as those produced by an Air Elemental) and 
  will then descend close to the floor for safety.
   
  The Krask has a single ink-black ‘eye’ with which 
  it perceives patterns of heat in its environment. It 
  cannot be surprised by living creatures, since their 
  body-heat shines like a beacon in the cold fastnesses 
  of an underworld. Because it does not see inani-
  mate objects very clearly, the Krask is loath to move 
  beyond the territories that it finds familiar and will 
  rarely give chase when a party flees from it.
   
  A Krask is able to deliver powerful electric 
  shocks with its long, sting-tipped tail. A character 
  wounded by the sting must roll under his Strength 
  score on 1d20. If this roll fails, the character blacks 
  out (regardless of his current Health Points score) 
  and must roll a 1 on 1d6 to come around. This d6 
  roll is attempted every ten Combat Rounds, just like 
  a normal recovery roll (see p. 68 of the Dragon War-
  riors rulebook).
   
  Rather like a chameleon, a Krask is able to shift 
  the shade of its skin to some extent. It cannot actu-
  ally alter its colour, but it can lighten its hue to an 
  ivory pink or darken itself with patches of shadow. 
  This provides it with good camouflage, and it will 
  surprise a party on a roll of 1–3 on 1d6. If it sur-
  prises its prey, it can also produce a disorientating 
  pattern of light and shade to flow across its body as 
  it descends to attack. This is resolved as follows: roll 
  3d6, subtract the rank of the character it is attack-
  ing, and the result is the number that the Krask 
  must roll equal to or under on 2d10 to befuddle the 
  character. A befuddled character will stand motion-
  less (defence 0) and allow the Krask to strike at 
  him, only snapping out of his trance when he suffers 
  a wound. A Krask can only use this mesmeric abil-
  ity when it is swooping down to attack a party, as it 
  can produce patterns only across the underside of its 
  body.
   
  The flesh of the Krask cannot be cut by edged 
  weapons, which will therefore inflict only half nor-
  mal damage. It takes normal damage from crushing 
  weapons (mace, morning-star, etc.) and stabbing 
  weapons (spear, arrow, etc.). The skin of the Krask 
  is prized for various uses—in particular, for making 
  gloves, capes and sword-hilts. A complete pelt may 
  be sold for about a hundred crowns.
  attack 20, Sting (d8, 8  
   
  Armour Factor 3
  & shock)
  defence 6   
   
   
   
   
  Movement: 10m
  magical defence 8 
   
   
  evasion 6 
  Health Points 3d6 +10   
   
  stealth 14  
  Rank-equivalent: 8th   
   
  perception 20 (panoptical)
  MANTICORE
  Manticores are bloodthirsty hybrids, having the tail 
  of a scorpion, the body of a lion and the head of a 
  man—though with serried ranks of pointed teeth 
  and glowing red eyes. Manticores dwell in deserts, 
  on wind-swept moors, and in other lonely places.
   
  In combat, a Manticore will either strike with 
  its claws or sting with its segmented tail. The latter 
  is envenomed, and any character who is stung must 
  immediately roll equal to or less than his Strength 
  on 3d6; if this roll fails, the character collapses at 
  once and will die within a minute.
  
  4
  Monsters
  attack 20, Claws (d10, 6)   
  Armour Factor 4
  or Sting (d6, 3, & venom)
  defence 12 
   
   
   
   
  Movement: 12m(30m)
  magical defence 11  
   
  evasion 5
  Health Points 3d6 +18  
   
  stealth 11  
  Rank-equivalent: 8th  
   
  perception 8 (panoptical)
  MERE-gAUNT
  These insane creatures inhabit weed-choked ponds, 
  lakes and canals, preferring stagnant water where 
  possible. They never arise from the muddy river-
  beds by day as sunlight causes them great pain, but 
  swim up by dusk or night to attack swimmers and 
  the occupants of small boats.
   
  The body of a Mere-gaunt is knobbly and hard, 
  and is often draped with matted reeds in a parody of 
  human clothing. The creature’s arms are very long 
  and multiple-jointed, ending in four-fingered hands 
  on which all the slender digits are mutually oppos-
  able. The face is a chitinous mask of overlapping 
  plates, behind which the eyes are visible as maca-
  brely rolling, slimy yellow orbs. 
   
  A Mere-gaunt will occasionally attack with rusty 
  knives (or even spells—about one Mere-gaunt in 
  twenty being equivalent to a 1st–5th rank Mystic) 
  but the favourite tactic is to grapple. A Hit Roll is 
  made for each of the monster’s arms, and for each 
  successful hit the victim is seized by one of its pow-
  erful hands. A seized victim may try to break free 
  by rolling under the average of his Strength and 
  Reflexes scores on 3d6; this roll must be made once 
  for each hand that grasps him. 
   
  If its victim is still held fast in the following 
  Combat Round, the Mere-gaunt unleashes its 
  deadly bite: the hard segments of its face open up 
  like a vile blossom, revealing the unendurable hor-
  ror of the true face beneath. The unfortunate victim 
  is subject to an immediate 1d8 Fright Attack (see 
  the rulebook, p. 122), and even if he survives this, is 
  paralysed with terror for 1–4 Rounds. This means 
  that he is unable to defend himself from the Mere-
  gaunt’s bite—its sharp, spine-edged ‘tongue’ lashes 
  out and impales the helpless character like a spear-
  thrust. 
   
  Having slain a victim, the Mere-gaunt will 
  attempt to return to its lightless lair with the 
  body. There it will devour him, often carving the 
  larger bones into obscene artifacts which it scatters 
  around the shores of its domain. A character who is 
  wounded by the Mere-gaunt’s bite, yet not slain, has 
  a 75% chance of contracting Swamp Fever (see the 
  rulebook, p. 126).
  attack 20, Bite (d10 +1, 7) 
  Armour Factor 4
  defence 12  
   
   
   
   
  Movement: 10m (20m)
  magical defence 12  
   
  evasion 6
  Health Points 3d6 +12  
   
  stealth 12  
  Rank-equivalent: 8th  
   
  perception 7 (darksight)
  MINOTAUR
  Sometimes, because of hubris, impiety or inveterate 
  cruelty, human parents may be cursed with a mon-
  strous offspring—a Minotaur, which is to say, a crea-
  ture with the body of a man but the head of a bull. 
  The usual fate of the Minotaur is to be sealed away 
  in dungeon or catacomb, hidden from the sight of 
  others by its horrified parents. This was what befell 
  the prince of Akrere, who was kept in seclusion and 
  
  4
  Dragon Warriors
  attended by servants wearing bovine masks. He 
  might have passed all his life without realizing his 
  affliction if the hero Atemydas had not assaulted his 
  lair, angry at the constant sacrifices the Akrerean 
  king demanded from among the populace. Another 
  Minotaur resulted from the illicit union between a 
  monk and a nun. The mother abandoned her hid-
  eous child in the hills, where a hermit found and 
  cared for him for many years. He returned to con-
  front his parents, but was slain by a Knight whom 
  the wretched pair prevailed upon. 
   
  The beast and the man are at constant war in 
  a Minotaur. By turns, he will be sullen, forlorn or 
  vicious. Vast quantities of wine may be consumed by 
  the creature in a bid to achieve solace. After tortur-
  ing his human captives, or disporting wildly in an 
  orgy of senseless combat with them, the Minotaur 
  lapses into a drunken slumber—only to awaken in 
  a contrite mood, shedding tears for the harm he has 
  done. But these calm moments never last long, for 
  the Minotaur eats human flesh and he prefers his 
  meat still steaming from the kill.
   
  Minotaurs are immensely strong. They always 
  begin a fight by charging, matching the charge’s 
  speed of 14 against the target’s evasion. A char-
  acter struck by a charging Minotaur suffers a 2d6 
  +1 HP wound (less Armour Factor, if any) and is 
  flung back to lie winded for the next 1–3 Combat 
  Rounds. Thereafter, the Minotaur will fight with an 
  axe (40% chance of using this in any given Round) 
  or by goring with its horns (60% chance). Mino-
  taurs go into a Bloodrage (see the Dragon Warriors 
  rulebook, p. 28) after four Rounds of combat. Apart 
  from complete immunity to the spell Enslave, they 
  have no magical abilities of any sort. 
  attack 28, Axe (d8 +2, 8)   
  Armour Factor: type worn, 
  or Horns (d12, 6)   
   
   
  +1 for tough skin
  defence 11  
   
   
   
   
  Movement: 10m (24m)
  magical defence 12  
   
  evasion 6
  Health Points 1d6 +22  
   
  stealth 10  
  Rank-equivalent: 12th   
   
  perception 10 (elfsight)
  NARgUT
  Narguts are grey, seething, glutinous masses with 
  eight toad-like eyes, four legs and four arms with 
  claws on them and four gaping mouths filled with 
  acidic spittle at each cardinal point of their squat, 
  bullish heads. Their skin is a grey mottled colour. 
   
  These creatures can imitate any voice they have 
  heard (even if they have only heard it once). They 
  often lure their victims to their dooms by trickery. 
  Narguts lurk in dark places where their four eyes are 
  shielded from the light of the sun, which is injurious 
  to them. They take 1 HP damage per round when 
  exposed to sunlight or any other form of intense 
  light.
  attack 16, Acid bite (d10, 3),  Armour Factor 0
  Claw (d8, 5) 
  defence 4   
   
   
   
   
  Movement: 10m (20m)
  magical defence 6 
   
   
  evasion 2
  Health Points 4d6 +12  
   
  stealth 14  
  Rank-equivalent: 6th   
   
  perception 7 (darksight)
  OBSIDIAk
  The Obsidiak is one of the most uncanny of all leg-
  endary beasts. In appearance it resembles a floating 
  and partly human head that seems to have been cut 
  out of harsh granite, from which trail three serpen-
  tine tentacles. It moves through the air quite slowly, 
  
  4
  Monsters
  with a horrible undulating motion of its tentacles, 
  rolling its bloated eyes about as if trying to peer 
  through the turgid depths of an ocean.
   
  In combat, the Obsidiak will either bite (70% 
  chance on any given Combat Round) or swoop to 
  envelop its victim. This latter attack comes quite 
  slowly, as the creature swings its tentacles around, 
  and may be dodged (match the Obsidiak’s descent 
  speed of 12 vs its opponent’s evasion). As with a 
  victim of a Python’s coils, a trapped opponent must 
  roll Reflexes or less on 1d20 to have his weapon arm 
  free—but he must make this roll three times (once 
  for each tentacle). Failure on any of the three means 
  his arm is trapped and he can no longer strike at the 
  monster. 
   
  As the Obsidiak gradually tightens its grip on 
  the sorry victim, it inflicts steadily greater damage; 
  1d4 on the first Combat Round, 1d6 on the second, 
  1d8 on the third, etc. Armour gives no protection 
  from this. Of course, while constricting a foe an 
  Obsidiak is no longer mobile and thus cannot attack 
  or defend against the victim’s companions. Such 
  companions must exercise caution while trying to 
  free their friend from this fiendish predator—any 
  blow that misses the monster will strike the char-
  acter enveloped, unless the attacker rolls Reflexes or 
  under on d20!
   
  A slain Obsidiak will quickly decompose into a 
  damp and evil-smelling ash.
  attack 14, Bite (d8, 3)  
   
  Armour Factor 3
  defence 6  
   
   
   
   
  Movement: flying—8m
  magical defence 6 
   
   
  evasion 3
  Health Points 1d6 +8  
   
  stealth 15 
  Rank-equivalent: 2nd  
   
  perception 6 (darksight)
  SENTINEL CRAB
  These are large crabs about the size of a dog. They 
  are kept as domestic animals by the Kappa (see p. 
  22), who train them to act as guards and fighters. As 
  such, they are usually to be encountered in packs, 
  guided by one or more Kappa handlers. Sentinel 
  Crabs also thrive in the wild, but these are seldom a 
  threat to men because they prefer to scavenge after 
  carrion meat.
   
  They are considered a delicacy, so fishermen 
  sometimes entice them out of the sea by placing 
  rotting flesh as bait. A fresh Sentinel Crab can 
  fetch up to 75 florins in the market of a good-sized 
  town. Trapping the Crabs involves a certain risk, 
  of course—and there is always a chance (as sneaky 
  GMs will have realized) that the Sentinel Crab one 
  is luring into the pot may actually be a Transformed 
  Kappa Sorcerer, out hunting for human flesh.
  attack 14, each pincer (d4 +2, 3) Armour Factor 5
  defence 5   
   
   
   
   
   
  Movement: 12m (20m)
  magical defence 2 
   
   
   
  evasion 3
  Health Points 1d6 +6  
   
   
  stealth 12
  Rank-equivalent: 2nd  
   
   
  perception 5 
  (darksight)
  SHEN LUN (Black Dragon)
  Dragons occur throughout the world in different 
  forms, and the Shen Lun is the species indigenous 
  to the Orient. Black Dragons, as they are more usu-
  ally called in the West, are slender, sinuous creatures 
  with the elongated snout typical of dragons every-
  where. The reptilian legs of the creature each bear 
  four strong claws and these, like its fangs, are quite 
  capable of shredding armour with ease. A straggly 
  ‘beard’—actually a mass of flexible tendrils—hangs 
  from the Black Dragon’s lower jaw and sharp spiked 
  horns form a proud crest atop its skull. The body 
  is some 8m–10m long, armoured with tough, blue-
  black scales and with a ridge of spines running from 
  neck to tail.
   
  Having no wings, the Black Dragon flies by mag-
  ical means—a power thought to reside in its horny 
  crest. In flight, it seems to dart and climb through 
  the air like a lizard on a pane of glass. Every fifth 
  Combat Round, it can discharge a bolt of lightning 
  up to a distance of 20m. This has a speed of 14, 
  forks to strike 2–8 targets, and inflicts 2d12 HP 
  damage (less Armour Factor) if it hits.
   
  Some Black Dragons (roughly one in four) have 
  the paranormal capabilities of a Mystic. At lower 
  ranks this has little effect on the Dragon’s outlook: 
  it has the arrogant and often violent attitude typical 
  of its species. As it progresses to the 5th rank and 
  higher, however, it begins to ponder the true Mystic 
  Way. Failure to attain enlightenment may turn the 
  Black Dragon sullen and ferocious at this point, and 
  it then becomes the deadliest of mankind’s bitter 
  foes. If wise, however, it seeks out a human teacher 
  and strives to become an Adept (see the Dragon 
  Warriors rulebook, p. 35). When this is attained it 
  transforms to become a Human, losing all its drag-
  
  44
  Dragon Warriors
  onish abilities in the process. The horns slough off; 
  if found, they can be used to create a flying device.
   
  A magical pearl is also created as a side-effect of 
  the transformation. Within this pearl resides much 
  of the Dragon’s former power (see the rulebook, p. 
  172).
  attack 24, Talons (d10, 7)  
  Armour Factor 4 (7 vs 
   
   
   
   
   
   
   
   
  nonmagical weapons)
  defence 19  
   
   
   
   
  Movement: 15m (25m) 
   
   
   
   
   
   
   
   
  flying—90m
  magical defence 15  
   
  evasion 6
  Health Points 3d6 +25  
   
  stealth 9  
  Rank-equivalent: 15th   
   
  perception 19 (panoptical)
  SNAkE, gIANT VIPER
  The giant viper is a venomous snake almost as large 
  as a python in size. It tends to have a less muscu-
  lar body than a python, but a broad, wedge-shaped 
  head and long, needle-like fangs.
  attack 13, Bite (d3, 2), treat  Armour Factor 0
  as a strong poison.
  defence 5  
   
   
   
   
  Movement: 15m
  magical defence 1 
   
   
  evasion 2
  Health Points 1d6 +8  
   
  stealth 18 
  Rank-equivalent: 2nd  
   
  perception 9 (normal)
  SNAkE, WINgED
  Winged snakes look as you would imagine: a large 
  venomous serpent with finely scaled wings a third of 
  the way along its length. They are normally found 
  in thick tropical forests and grasslands, though they 
  are prized by Sorcerers because they respond well to 
  spells and can be set as guards in castles and under-
  worlds. They spend very little time on the ground, 
  where they are slow and less able to defend them-
  selves.
   
  The serpent’s bite injects a strong venom which 
  causes the permanent loss of 1d3 Strength and 1 
  Health Point if the victim succumbs. It can also spit 
  this venom up to 5m (not in the same Round as 
  attacking with its fangs). Resolve this as a missile 
  attack at the victim’s eyes (add +4 to the d20 Hit 
  Roll because the Snake is aiming at a very small tar-
  get). If hit, the victim is automatically blinded for 
  2–8 Rounds but takes no other damage (Knights 
  sometimes wear full helms that cover the face. If a 
  character has previously established that he wears a 
  helm of this sort, apply an additional +2 Hit Roll 
  penalty when the Snake spits at him.)
  attack 19, Bite (d8 +1, 4 &  Armour Factor 4 
  venom) or Spit (see above)  
   
   
   
   
  defence 5  
   
   
   
   
  Movement: 15m 
   
   
   
   
   
   
   
   
  (flying—25m)
  magical defence 8 
   
   
  evasion 5
  Health Points 2d6 + 13  
   
  stealth 14
  Rank-equivalent: 9th  
   
  perception 13 (panoptical)
  SPHINX
  The Sphinx, with its lion’s body and human head, is 
  a very famous creature from the old myths. Sphinxes 
  have many powers. Mundanely, they possess enor-
  mous physical strength—standing taller than a man 
  at the shoulder, they are consequently some five 
  tunes bigger than a full-grown lion. They are adept 
  in the use of magic, and a Sphinx will either have the 
  abilities of a 6th–11th rank Mystic (75% chance) or 
  of a 5th–10th rank Sorcerer (25% chance). Also very 
  
  4
  Monsters
  knowledgeable in matters of history and arcane lore, 
  their pronouncements on such matters will generally 
  be accurate to within 80–90%. They are inscrutable 
  to such a degree that no telepathic means can detect 
  or read their thoughts. The thick hide of the Sphinx 
  turns aside blows from non-magical weapons and is 
  impervious to heat and cold.
   
  If hard-pressed in combat, a Sphinx can draw 
  all oxygen from the air around it to a distance of 
  8m. It can do this once a day, and the effect keeps 
  the air in the zone unbreathable for five minutes. A 
  character in the zone must roll under his Reflexes 
  on d20 to draw in a last lungful of air. If successful 
  with this roll, he can stay conscious for a number of 
  Rounds equal to his Strength. After this (or if he 
  failed to take a deep breath before all the oxygen was 
  gone), he must roll under his Strength on d20 every 
  Round or blackout. Once back in fresh air, normal 
  consciousness-recovery rolls apply (see the Dragon 
  Warriors rulebook, p. 68).
   
  Sphinxes adopt a rather haughty, even regal, 
  manner which is likely to irritate all but the most 
  servile characters. A Sphinx will not infrequently 
  try to take charge of a party for a while, arrogantly 
  presuming on their co-operation in some absurd 
  quest it has been following for centuries. Weaker 
  parties have little choice but to go along with the 
  creature—and, although they may be subjected to 
  considerable danger, and chafe at the Sphinx’s per-
  emptory ways, it is usually generous in dividing the 
  spoils. At other times, Sphinxes take up a position 
  adjacent to a lonely road and wander out to waylay 
  small groups. The travellers will be challenged with 
  a riddle, paradox or puzzle; if they cannot solve it 
  then the Sphinx rushes forward to slay them.
  attack 24, Claws (d12 +1, 8) Armour Factor 4 (immune
   
   
   
   
   
   
   
   
  to nonmagic weapons)
  defence 12  
   
   
   
   
  Movement: 12m (30m)
  magical defence  Varies   
  evasion 5
  according to rank as  
   
   
  Health Points 3d6 +35   
  Sorcerer/Mystic 
   
   
   
  stealth 13  
  Rank-equivalent: Mystic/   
  perception 15 (panoptical)
  Sorcerer rank +7
  THORN DEMON
  Thorn demons are spindly, black, insectoid crea-
  tures, whose arms and legs closely resemble the 
  spindly branches of thorn-bushes and briars. Their 
  heads resemble the knot-ridden tops of short, 
  stumpy trees, with even their eyes looking at first 
  glance like seeds or nuts from the local forest. Their 
  language is made up of screeches and bony click-
  clacking sounds, like branches knocking or scraping 
  against one another.
   
  Thorn demons are not demonic in origin or 
  nature, though their victims might be forgiven for 
  thinking they are, given the savagery and sudden-
  ness with which they attack. Thorn demons attack-
  ing from a thorny thicket have 5 chances in 6 of 
  achieving surprise, unless the party are specifically 
  watching out for thorn demons (even then, they 
  have only 3 chances in 6).
  attack 11, Raking Claws   
  Armour Factor 0
  (d6, 4)
  defence 6  
   
   
   
   
  Movement: 10m (20m)
  magical defence 5   
   
  evasion 3 
  Health Points 1d6 +4  
   
  stealth 18
  Rank-equivalent: 1st 
   
   
  perception 7 (normal)
  If a Thorn Demon successfully penetrates the 
  armour of a character wearing a gambeson or pad-
  ded armour three times, it is assumed that that 
  armour has been reduced to shreds, and now has an 
  Armour Factor of 0. 
  TIgER (Sabre Tooth)
  These great cats range across the plains of warm 
  southern lands and stalk prey through humid jun-
  gles. They eschew temperate climes, though a 
  snow-dwelling variety has been sighted by arctic 
  adventurers. 
   
  The Sabre-Tooth is a skilled hunter, surpris-
  ing its prey on 1–4 on 1d6. It can leap up to 8m to 
  attack, giving vent to a bloodcurdling roar as it does 
  so. All who hear this must roll their rank or less on 
  d10 or be rooted to the spot for the first Round of 
  combat (and thus have a defence of 0 against the 
  Tiger’s first attack). 
  attack 19, Bite (d8, 7)  
   
  Armour Factor 1
  or Claws (d12, 6)
  defence 5  
   
   
   
   
  Movement: 10m (30m)
  magical defence 2 
   
   
  evasion 6
  Health Points 2d6 +18   
   
  stealth 18  
  Rank-equivalent: 6th   
   
  perception 14 (panoptical)
  
  46
  Dragon Warriors
  
  47
  Monsters
  TITAN
  This race of warrior-giants originates in another 
  dimension, a Plane more rarified than the mundane 
  world. At certain times, in certain places, the two 
  worlds may impinge, allowing Titans to cross over 
  to our Plane or men to stray into theirs. This occurs 
  particularly in high mountains when the air is 
  charged with an impending electrical storm. Flashes 
  of sheet lightning may throw tall shadows against 
  the cliffs—the image of a Titan, in fact, though to 
  the superstitious these shadows are the ghosts of old 
  giants.
   
  Titans are powerfully muscled humanoids some 
  4m tall. Their skin has a bluish tinge and their eyes 
  glitter with violet sparks. Even against a sky black 
  with thunderclouds, they appear bathed in dazzling 
  sunlight, for the sun of their own world still shines 
  upon them when they enter the world of men. Their 
  magnificent weapons and armour are carved from 
  the ivory of the Sky Narwhal, a beast unique to their 
  own Plane. 
   
  Titans set great store by honour and correct 
  behaviour. Any obligation that a Titan incurs must 
  be repaid in full. The same applies to acts of retribu-
  tion. Some Sorcerers of high rank have spells which 
  can pull a Titan from his own world and constrain 
  him in service for a short while (rather like the Bat-
  tlemaster spell). The Titan will greatly resent such 
  violation of his self-respect, and may spend years 
  after his return to his own world searching for a way 
  back to this Plane in order to exact vengeance. Of 
  the other acts a Titan cannot forgive, the foremost 
  are: theft of his sword, murder of someone in his 
  protection, and insult to his ancestors.
   
  Titans cannot use magic, but they are strongly 
  resistant to it. Apart from the devastating force of 
  their physical attacks, they have two other tech-
  niques to unsettle an opponent. Titans can ‘blow up 
  a gale’. The Titan cannot attack or defend himself 
  while doing this. On the first Round of blowing, a 
  light breeze springs up, having no effect other than 
  ruffling characters’ clothing and hair. On the sec-
  ond Round, characters attack the Titan at –1. By 
  the third Round, the wind is very strong. Charac-
  ters are at –3 attack and –1 from Armour Bypass 
  Rolls against the Titan. The fourth Round sees 
  such a mighty gale that a character must roll under 
  his Strength on 1d20 to strike the Titan at all (and 
  the above penalties still apply). Movement directly 
  towards the Titan is at half normal speed, and fly-
  ing characters who approach to within 3m will be 
  knocked out of the air. When the Titan stops blow-
  ing, the gale dies away within four Rounds.
   
  The other power of a Titan is his ability to emit 
  an electrical discharge from his body when he is 
  struck. This is accompanied by an acrid odour and a 
  stream of sparks along his attacker’s weapon. If the 
  attacker fails to roll Strength or less on 3d6, he is 
  dazed for the next 1–4 Combat Rounds. This results 
  in a penalty of –4 from both attack and defence, 
  –1 from Armour Bypass and damage. Use of this 
  power costs the Titan 1d6 HP. It is never employed 
  against a foe the Titan considers honourable.
  attack 27, Sword (d8 +2, 8)  Armour Factor 5
  or Bow (d6 +1, 6) 
  defence 21  
   
   
   
   
  Movement: 10m (20m)
  magical defence 20  
   
  evasion 6
  Health Points 6d6 +30  
   
  stealth 8  
  Rank-equivalent: 15th   
   
  perception 9 (normal)
  VAMPIRE BAT 
  Vampire Bats should be treated as normal bats in 
  combat (see p. 26), except that their razor-sharp 
  teeth give them superior armour penetration. The 
  bats’ teeth are also infected with a strong poison 
  which, if it does not kill, will have the added effect of 
  making the victim’s skin turn a deathly pale and give 
  them a strong aversion to sunlight. If an infected 
  victim is forced to fight in sunshine, he must do so 
  at –3 to attack and defence.
  attack 11, Bite (d3 +3, 1)  
  Armour Factor 0
  defence 9   
   
   
   
   
  Movement 1m
   
   
   
   
   
   
   
   
  (flying—20m)
  magical defence 2 
   
   
  evasion 6
  Health Points 1 (i.e. any   
  stealth 16
  hit will kill a bat)
  Rank-equivalent: 2nd  
   
  perception 15 (panoptical)
  WATER LEAPER
  Water Leapers lurk in tarns and lakes, preying on 
  sheep or anything else that strays too close to their 
  watery lair. The gurgling shriek of a Water Leaper 
  holds a terrible spell—any who hear it are exposed 
  to a magical attack of 20 which, if it takes effect, 
  turns their bones to jelly. Naturally this means 
  
  48
  Dragon Warriors
  almost instant death, as the boneless victim is no 
  longer able to move or draw breath. Fortunately, a 
  character who hears the shriek of a Water Leaper 
  and survives will always be immune to it thereafter.
   
  A Water Leaper looks something like a huge, 
  leprous-white, limbless toad with a distended belly, 
  leathery wings and a long, tapering tail. Tiny, nee-
  dle-sharp fangs line its wide maw. These are coated 
  with poison, which it can also spit to a distance of 
  5m (speed 12; it seeps through the pores of the skin 
  to affect the victim if it strikes an exposed part of 
  the body—the chance of this is 80% for an unar-
  moured character, 60% for one in leather or mail, 
  50% if wearing plate). 
   
  The Water Leaper can also try to gulp down one 
  of its opponents whole. The chance of it attempting 
  this in any given Combat Round is about 20%. The 
  monster lurches towards its victim on its clumsy 
  wings. A normal Hit Roll is not used; instead, the 
  effective leaping speed of 12 is matched against the 
  victim’s evasion. If the character does not dodge, he 
  is swallowed. Immersed in the monster’s stomach sac, 
  he must hold his breath against its poisonous diges-
  tive juices. This is possible for a number of Combat 
  Rounds equal to his Strength. Every Round, the 
  juices burn his skin for 1d6 HP damage—or 1d4, if 
  he is wearing better than leather armour. If he does 
  not panic (check for this by rolling rank or less on 
  d10) and has a dagger or shortsword, he can cut at 
  the interior of the Water Leaper’s belly. This will 
  cause the creature to regurgitate him. Otherwise, he 
  can be cut free by his comrades once they have slain 
  the monster.
   
  Water Leapers are carriers of disease. A charac-
  ter wounded by one has a 5% chance of contracting 
  leprosy. This chance increases to 30% in the case of 
  a character who survives being swallowed.
  attack 19, Bite (d6 +1, 6   
  Armour Factor 1
  and normal poison)
  defence 4  
   
   
   
   
  Movement: 8m (12m)
   
   
   
   
   
   
   
   
  (flying—30m)
  magical defence 11  
   
  evasion 4
  Health Points 5d6 +20   
   
  stealth 7  
  Rank-equivalent: 10th   
   
  perception 9 (darksight)
  WYVERN
  These scaly beasts may be related to Dragons, 
  though they are rather smaller and certainly less 
  intelligent. The Wyvern’s body is long and coil-
  ing, armoured with black scales as hard as iron, and 
  its wings are strong and leathery. Unlike Dragons, 
  which have four legs, the Wyvern only has two. 
  Generally, Wyverns fight with their snapping jaws 
  or with the tail, which ends in a piercing sting. The 
  venom of the sting is extremely potent and causes 
  the permanent loss of 1d3 HP if the victim fails his 
  4d6 roll against Strength. Notwithstanding this, 
  however, the Wyvern lacks the true Dragon’s cun-
  ning, fiery breath and sheer brute strength, and is by 
  no means as deadly an opponent. Many a Knight 
  who lays boastful claim to having slain a Dragon 
  will turn out, on closer questioning, merely to have 
  bested this smaller cousin of the true breed!
   
  Wyverns are amphibious and thus tend to dwell 
  in marshland or in deep tarns. Often they will amass 
  rich treasures in their deep sinkholes, but they are 
  over-weening creatures (in this respect, at least, they 
  are the equal of any Dragon) and will bring their 
  fortune up out of the dark waters at least once a 
  year—often at Beltane or Lammas Eve—to show 
  
  49
  Monsters
  off to the world. It is at this time that a daring mor-
  tal has a chance to seize the Wyvern’s hoard.
   
  Wyverns spawn in water. History contains at 
  least one interesting tale on this theme. In his youth, 
  the son of Baron Shorvage was reckless and lacking 
  in piety. One Sabbath morning he sat fishing while 
  all good folk were at chapel. He caught no fish, but 
  only an ugly thing like a scaly eel, which he threw 
  into the well. The experience may have sobered his 
  youthful temperament, for he became a diligent 
  Knight and eventually left on the Crusade, spend-
  ing seven years fighting the infidels. 
   
  Upon his return, he discovered that the ‘eel’ had 
  grown into a monstrous Wyvern and had slain many 
  men when it emerged from the well. It lived now in 
  a dank cave in the hills, but before the Baron’s son 
  ventured forth to challenge it he took advice from a 
  Mystic woman. She equipped him with enchanted 
  sword and armour for his task, but warned him 
  that he must slay the first living thing that met him 
  after he had killed the Wyvern. He accordingly left 
  instructions with his retainers that they should loose 
  his favourite hound when they heard the sound of 
  his horn signalling victory. Then he rode up to the 
  Wyvern’s lair and killed it in a titanic battle. 
   
  Returning at dusk, he was almost too weak to 
  sound his horn. Then the old Baron, overcome with 
  relief at seeing his firstborn son still alive, ran forth 
  from the castle to greet him. The retainers had not 
  heard the young Knight’s horn, but now he blew 
  it again with desperate strength and they sent out 
  the dog, too late. Though he killed it, his father the 
  Baron had met him first, and accordingly the family 
  suffered under a curse for seven generations.
  attack 21, Bite (d8 +1, 5),  
  Armour Factor 5
  Sting (d8, 3 & strong poison)
  defence 6   
   
   
   
   
  Movement: 10m (25m) 
   
   
   
   
   
   
   
   
  (flying–80m)
  magical defence 12  
   
  evasion 5
  Health Points 10d6 
   
   
  stealth 12  
  Rank-equivalent: 10th  
   
  perception 15 (panoptical)
  YETI
  Yetis are shambling two-legged, white-haired crea-
  tures with a permanent hoar frost crusted in their fur. 
  They have blue ice for eyes and their teeth and claws 
  are like iron-hard icicles. They are permanently sur-
  rounded at a distance of 10m by a magically created 
  snowstorm. The temperature automatically drops 
  below zero in this area. Once the yeti is slain, the 
  blizzard will suddenly abate and a ghostly, echoing 
  howling will be heard. There will be no sign of the 
  yeti’s body on the snow-covered ground; it is as if 
  it has dissolved into snow and blown away on the 
  wind.
  attack 18, Claws (d8, 6)  
  Armour Factor 3
  defence 10 
   
   
   
   
  Movement: 8m (12m)
  magical defence 8 
   
   
  evasion 3
  Health Points 3d6 +10  
   
  stealth 16  
  Rank-equivalent: 5th   
   
  perception 7 (elfsight)
  
  0
  Dragon Warriors
  SUPERnATURAL BEInGS ARE those whose nature 
  goes beyond the wit of man. Your adventurers may have 
  heard of these creatures before they encounter one, but 
  even the most diligent scholars who have spent their 
  lives studying ancient manuscripts and illuminated bes-
  tiaries cannot say truly what they are, where they come 
  from, why or how they exist, what their powers are, and 
  how they can be placated, defeated or banished.
  BARgHEST
  The Barghest is a faerie hound larger than a wolf. 
  Its fur is black or green-black, its eyes stark and star-
  tling. It slips into our world in places of ill repute 
  and pads through the shadows like a ghost. Bargh-
  ests are thus found at the site of a murder or mas-
  sacre, under gibbets and in the torture chambers of 
  ramshackle castles. Folklore claims these hounds to 
  be spirits of retribution, ghostly fragments of inno-
  cents who avenge atrocities committed against them 
  when alive. This may be so (there are certainly innu-
  merable stories about Barghests who have torn the 
  life from evil men who more than deserved such a 
  fate), but the Barghest continues to linger even after 
  exacting retribution. Some guard hidden riches, and 
  any adventurer who tries to find their hoard—be he 
  worshipful and guiltless, or as black-hearted as Old 
  Nick himself—will be attacked.
   
  Any adventurer who ever met a Barghest will tell 
  how he came upon it without warning. These magic 
  hounds always surprise their foes, and there is an 
  80% chance that each character will meet the cold 
  green glare of its eyes. This subjects the character to 
  a stunning confusion (like a Transfix spell cast with 
  a magical attack of 22), and care must be taken to 
  avoid the gaze in subsequent Combat Rounds—see 
  Gaze Attacks, DW p. 123. The grinning jaws of the 
  beast slaver with a luminous spittle. This is deadly 
  poisonous, but it is a faerie poison and any charac-
  ter wounded must roll 3d6 equal to or less than his 
  Psychic Talent (not Strength as is usually the case) 
  to endure it. The bark is still worse than the bite: a 
  character who hears it receives a 1d12 Fright Attack 
  (see DW p. 122), which drives all strength from his 
  limbs if effective, and Weakens him (like the first-
  level spell) even if not. Either condition lasts until 
  negated by a Spell Expiry Roll. Luckily, the Bargh-
  est cannot attack in the same round as barking. 
   
  Barghests take only half-damage from weapons 
  that are not enchanted or forged of solid silver. 
   
  When it is slain, a Barghest utters an unearthly 
  howl. This has the effect of banishing the soul of 
  any dead character within 20m so that he can never 
  be raised from the dead. After death, the body of the 
  Barghest emits a sulphurous mist and transmutes 
  into a log, a moss-covered stone or a stagnant pool.
  attack 20, Fangs (d8, 6 
  Armour Factor 2 (and see 
  and special venom)  
   
  above)
  defence 6   
   
   
   
  Movement: 15m (30m)
  magical defence 15  
  evasion 6
  Health Points 1d6 +14  
  stealth 24 
  Rank-equivalent: 7th  
  perception 17 (panoptical)
  Chapter 6
  THE 
  SUPERNATURAL
  
  
  BOggART
  These wizened little sprites appear quite similar to 
  Goblins, and it is not in fact clear whether they are 
  actually a separate species or erstwhile Goblins who 
  have grown strong in magical power. At a height of 
  some seventy centimetres, they are slightly shorter 
  than Goblins and Hobgoblins. They have the same 
  narrow, pinched faces, but a Boggart’s skin is like 
  smooth ebony, delineated with highlights of grey-
  ish-green. The creature’s wine-dark eyes are flecked 
  with gold, and its teeth and nails are long and evilly 
  sharp. Boggarts often wear cowled mantles; these 
  are usually black or midnight blue and fastened with 
  a fine jewelled clasp. Silver, opal and moonstone are 
  the preferred treasure of the discerning Boggart.
   
  When they wish to stay hidden, they can always 
  prevent mortals of 1st to 3rd rank from seeing them. 
  They achieve automatic surprise against a party of 
  low-ranking adventurers, and surprise characters of 
  greater than 3rd rank on a roll of 1–4 on d6. An attack 
  by a Boggart will usually commence with a flock of 
  Bats swooping down out of the evening sky. Bog-
  garts are able to command Bats to do their bidding, 
  and even apparently ride on their backs (presumably 
  using some spell to make the Boggart smaller first). 
  Like Hobgoblins and even Goblins, Boggarts pos-
  sess a host of minor magical tricks which they may 
  use to harry a party before attacking. These include 
  the ability to make thick green smoke billow from 
  the adventurers’ campfire, cause serpents to writhe 
  out of wine-jugs and cooking pots, frighten horses 
  and cause a lazy sentry to doze off. 
   
  Their greater abilities are said to include the 
  power to take the form of a Bat at will (though a 
  Boggart cannot transform itself when any mortal is 
  watching) and to dance along moonbeams! This lat-
  ter ability is used to explain how a group of adven-
  turers can flee from a Boggart and ride hard across 
  miles of countryside—only to be attacked by the 
  creature again when they stop at last. There may be 
  other explanations, of course....)
   
  All Boggarts have the standard powers of a 4th-
  rank Sorcerer. However, they can brew any potion 
  or magical compound and usually carry three or four 
  such, contained in fragile gourds in their belt-pouch. 
  Dust of Transformation, Sands of Slumber and Vial 
  of Smoke are the potions they particularly favour, 
  though they also prepare and use others—and may 
  brew them for mortals if offered sufficient threat or 
  inducement.
   
  As well as its other powers, a Boggart has the fol-
  lowing special spells. Each may be cast once a night:
  Hoarfrost: This spell is direct-attack, with a range 
  of 10m. If affected, the victim suddenly becomes 
  deathly cold and his body is rimed with ice-crystals. 
  On the first Combat Round he loses 1d8 Health 
  Points and, if he survives that, must roll under his 
  Strength score on 4d6 or die. If still alive next Round, 
  an affected victim loses 1d6 HP and must now roll 
  under his Strength on 3d6. In the third Round after 
  being struck by the spell, the victim loses another 
  1d4 HP; the Strength roll is now made on 2d6. If 
  still alive after three Rounds, the warmth returns to 
  his body and the frost melts away. Note that armour 
  gives no protection from the effects of this spell. 
  Thorns: The Boggart gestures at an enemy within 
  10m and a thick bush of iron-hard thorns instantly 
  erupts out of the ground to envelop him. If the 
  character does not jump free (speed 16 to dodge) 
  he is trapped and will take 2–12 Combat Rounds to 
  pull free. Each Round of struggling causes him to 
  be scratched by 1–4 thorns, and each is equivalent 
  to a (d6, 2) weapon. If the character does not wish 
  to risk being ripped to tatters, he may simply wait 
  motionless until the spell wears off; this is deter-
  mined by a Spell Expiry Roll.
  Witchflame: Tendrils of emerald flame curl from the 
  Boggart’s thin fingers to strike a character within 
  5m. If not dodged (speed 16), the flames inflict 3d6 
  HP damage immediately and have a 25% chance of 
  setting the character’s clothes alight. If this happens, 
  the character rolls d6 at the end of every ensuing 
  Round; on a roll of 1–3 the fire keeps going, on a 
  roll of 4–6 he puts it out. For each Round that he 
  continues to burn, the character takes 1d8 HP dam-
  age. Armour protects from Witchflame by absorbing 
  its AF from the damage rolled.
  Mist: The Boggart breathes a thick cloud of grey 
  mist from his lungs. This obscures an area of 2½m 
  radius within which visibility is reduced to almost 
  zero. The main purpose of the mist is not conceal-
  ment, however. Anyone who enters it will quickly 
  become lost (unless he was holding a length of 
  twine, etc.), for the mist zone is actually a faerie 
  realm which is much bigger than it seems from out-
  side. A character who is wandering in the mist rolls 
  d6 at the start of each Round: 
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  Dragon Warriors
  1   
  He encounters the Boggart at the centre of the 
   
   
  mist (and can add +1 to his next d6 roll if he 
   
   
  immediately retreats away from it).
  2–5  
  He is still lost.
  6   
  He gets out of the mist. 
  When the mist dissipates (this being determined 
  by a Spell Expiry Roll) any character still lost in 
  it is also liable to fade away! The Boggart’s magi-
  cal attack of 19 is matched against the charac-
  ter’s magical defence, and success means that the 
  character can only be restored to the mortal world 
  by Dispel Magic.
  Befuddlement: This direct-attack spell affects 1–6 
  characters within 20m. Those overcome by the Bog-
  gart’s magical attack become confused, and each 
  Round must roll d10 before taking their action: 
  1–3  
   
  The character can act normally this Round. 
  4   
   
  The character stands still and tries to 
   
   
   
  remember what he’s doing.
  5   
   
  The character runs in a random direction, 
   
   
   
  suddenly convinced he has some vital message
   
   
   
   to deliver. 
  6   
   
  The character removes part of his armour, 
   
   
   
  reducing AF by 1 (if unarmoured, reroll).
  7–9  
   
  Bewildered, the character turns to fight his 
   
   
   
  comrades. 
  10   
   
  He snaps out of the spell.
  Phantasmal Claw: A huge, luminous talon appears 
  in the air and strikes at one of the Boggart’s foes 
  within 20m. The Claw’s attack is 28, it uses d10 
  for its Armour Bypass Roll and inflicts 6 HP dam-
  age on a successful blow. It fades without trace after 
  making its attack. 
  Fortunately, despite all this sorcery at its beck and 
  call, the Boggart is not a very strong fighter:
  attack 12, Sling (d6, 3)  Armour Factor 1
  or Shortsword (d8, 3)
  defence 6   
   
   
   
  Movement: 12m (25m)
  magical attack 19 
   
  evasion 4
  magical defence 9   
  stealth 23
  Health Points 1d6 +4  
  perception 15 (darksight)
  Rank-equivalent: 4th
  CAITSHEE
  The Caitshee, or Faerie Cat, lurks in cemeter-
  ies, woods and ruined abbeys. It moves with great 
  stealth, and in darkness it will not be seen by any 
  character below 4th rank. The Caitshee’s usual habit 
  is to attach itself to a party of adventurers and follow 
  them unseen. The effect of its presence is to jinx 
  any spells cast by members of the party. There is a 
  50% chance that a Sorcerer will miscast any spell he 
  attempts, while for a Mystic the chance of bungling 
  a spell is 35%.
   
  If detected, the Caitshee can be fought. In dark-
  ness or poor light, characters of 3rd rank and below 
  must deduct 4 from attack and 8 from defence 
  while fighting it. For higher-ranking characters, the 
  penalty is –2 attack and –4 defence. These penal-
  ties can be nullified by using a spell which enables 
  one to see in darkness (or to see invisible creatures).
   
  Only enchanted or solid silver weapons can 
  strike a Caitshee; others will always miss. With 
  much hissing, spitting and howling, it can leap up to 
  5m and attack in the same Combat Round. Its claws 
  pass through normal armour as though it were not 
  
  
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  there, and only when attacking a character in magi-
  cal armour does it need to make an Armour Bypass 
  Roll. The touch of its claws conveys a Weaken spell 
  with a magical attack of 17. The creature’s spell-
  jinxing ability continues to apply throughout the 
  battle; additionally, any damage-inflicting spell that 
  is successfully cast on it will do the minimum dam-
  age possible (e.g. Firestorm would inflict only one 8 
  HP wound).
   
  The character who deals the fatal wound to a 
  Caitshee takes a curse for his action. The effect of 
  this curse may be delayed for 1–6 months. The GM 
  should roll d10 and refer to the table below: 
  d10 Curse Effect
  1  Any item of iron or steel the character tries to use 
  (including weapons and armour, unless magical) will 
  rust to uselessness within a day.
  2 
  The character suffers a run of bad luck in combat from 
  time to time. There is a 20% chance this will apply in 
  any given fight. His enemy’s first blow against him will 
  be a critical hit, while his own first blow will go wide.
  3  The character is particularly susceptible to magic 
  at night-time. From sunset to sunrise, his magical 
  defence is reduced by 3 points.
  4  Any party the character is travelling with has twice the 
  usual chance of an encounter (see pp11-12) each day. 
  Animals and monsters encountered in this way will 
  concentrate their attacks on the character if possible.
  5  The character accidentally sprains an arm or leg. If an 
  arm, he temporarily loses 2 points from both attack 
  and defence. If a leg, he loses 1 from attack and 
  defence, halves his evasion score and movement rate, 
  and is unable to run. The torn ligaments and muscles 
  can be reknitted by Miracle Cure, but if the curse is 
  not lifted then the injury will recur within a month. 
  Natural recovery from the sprain requires the character 
  to roll d12 at the end of each week; on a roll of 12, he 
  recovers normal use of the limb.
  6  There is a 35% chance on every adventure that the 
  character will lose his most useful weapon or magic 
  item. 
  7  No steed (except for a Destrier) will allow the 
  character to ride it.
  8  The character’s eyes become sensitive to light. He 
  cannot go about during the day. 
  9 
   Whenever he sees a black cat, the character is subject 
  to a 1d8 intensity Fright Attack (see DW rulebook, p. 
  122). If this takes effect, he dies of heart failure. 
  10  Any treasure the character touches becomes debased. 
  Gold is changed to silver, silver becomes copper, 
  copper becomes bronze (which is worth one-tenth as 
  much) and gems turn to wood or glass.
  The death-curse of a Caitshee can be lifted by the 
  application of a 20-Magic Point spell of Dispel 
  Magic, or by touching a sacred relic.
   
  The Caitshee’s stats are:
  attack 14, Claws (d8, 3 and Armour Factor 0 (but see 
  Weaken spell)   
   
   
   
  above)
  defence 21  
   
   
   
   
  Movement: 12m (25m)
  magical defence 16  
   
  evasion 10 
  Health Points 1d101   
   
  stealth 26 
  Rank-equivalent: 4th  
   
  perception 18 (elfsight)
  gREY HOOD
  Grey Hoods may have been creations of sorcery, 
  or beings summoned from another dimension, or 
  things that have evolved out of magic itself. They 
  are very rare, existing only in the depths of under-
  worlds and usually near to some source of powerful 
  magic or evil.
   
  The first sign of the presence of a Grey Hood is 
  a barrier of grey, nacreous energy, undulating and 
  opaque, that blocks a corridor or doorway. Solid 
  objects will penetrate this barrier without resist-
  ance. However, the moment any living being passes 
  through the energy field, they will feel part of it 
  congeal around their head. The character will be 
  subjected to a high-pitched screaming sound as the 
  creature begins to suck away its victim’s life force. 
   
  The Grey Hood endeavours to penetrate its vic-
  tim’s brain through his eyes, ears, nose and mouth 
  and there suck away until the brain is totally replaced 
  by the Hood’s own grey matter. Although it does 
  this physically, the spell to remove its victim’s brain 
  actually kills the victim, so roll the creature’s magi-
  cal attack against its victim’s magical defence 
  each Round. Failure means instant death.
   
  The character, to all intents and purposes, will 
  look perfectly unharmed after the Grey Hood has 
  disappeared down one of his orifices. However, the 
  character will be under the Hood’s control perma-
  nently. The only visible sign of his possession will be 
  a greyish film covering his eyes. 
   
  Grey Hoods can only be removed by metal, 
  as bare flesh passes through them. However, it is 
  extremely dangerous to attempt to remove them 
  from a victim’s head with a weapon, as the blow is 
  just as likely to hit the victim’s head as it is to slice 
  through the Grey Hood. To avoid this, the attacking 
  character must roll under his Reflexes on a d20. If he 
  fails, assume the victim has taken twice the weapon’s 
  1 
  The Cat shows no sign of how badly wounded it is until the mortal blow 
  lands, whereupon it fades away like a shadow in sunlight.
  
  4
  Dragon Warriors
  normal damage rating as the blow will have struck 
  him on the head. The best way to get rid of a Grey 
  Hood is to rip it off with a mailed glove: this deals 2 
  points of damage per round. 
   
  The Grey Hood, once it has possessed a body, 
  will do all in its power to slay the rest of the party 
  and then return to the surface to lure as many peo-
  ple as possible into its grey web.
   
  The relationship between the Grey Hood and 
  its energy-barrier is unknown. Some such barriers 
  are protected by a seemingly unending number of 
  Hoods; others have but one. There are said to be 
  ways to pass safely through the energy-barrier, but 
  what those might be is unclear. 
  attack n/a  
   
   
   
   
  Armour Factor 0
  defence n/a 
   
   
   
   
  evasion 0 (when attached
  magical attack 16 
   
   
  to victim)
  magical defence 8 
  Health Points 8
  Rank-equivalent: 4th
  HAg
  These are supernatural beings in the form of 
  decrepit crones. Wrapped in ragged, filthy cloaks, 
  they go shrieking through the night sky on broom-
  sticks or in flying cauldrons, searching for mortals 
  to torment. All Hags are unspeakably ugly, with lice 
  infesting their matted grey hair, grotesque snags of 
  decayed teeth, and pasty skin that is liver-spotted 
  and stained blue by fumes from the noxious potions 
  they concoct. 
   
  Hags have a number of malign magical pow-
  ers. Firstly, all Hags count as 4th-rank Sorceresses 
  except that their reserves of magic power fluctuate 
  with the phases of the moon. Over the three nights 
  of the full moon a Hag will have 21 Magic Points. 
  This is when she is most likely to be encountered. 
  On nights of the gibbous moon she has 17 Magic 
  Points. On nights of the crescent or half-moon she 
  has the regular power of a 3rd-rank Sorceress: 15 
  Magic Points. For the three nights of the new moon, 
  her energies are considerably dimmed—at this time 
  she has only 7 Magic Points.
   
  The glaring eyes of a Hag are ghastly to behold, 
  and any character who meets the Hag’s gaze may 
  be struck dumb with fright. This is treated as a 
  Gaze Attack (see the Dragon Warriors rulebook, p. 
  123), with the effect, if the Hag’s gaze is met, of a 
  Fright Attack (rulebook, p. 122) of 1d8 intensity. 
  The effect wears off after 1–6 days, though it can be 
  cured instantly by giving the character holy water to 
  drink. 
   
  The rank stench that wafts off a Hag is so sick-
  ening that characters fight her at –1 from attack. 
  Anyone who strikes a Hag is subject to a hex that 
  causes warts and sores to cover his body. The Hag’s 
  magical attack is matched against his magical 
  defence to determine whether the hex takes effect. 
  If affected, the character’s Looks score is temporar-
  ily reduced to 2; this condition persists until the next 
  new moon, regardless of treatment. Anyone whom 
  the Hag wounds in combat is exposed to the Black 
  Death and must roll to avoid contracting it (see the 
  DW rulebook, p. 126).
   
  Hags are, of course, creatures of the night. The 
  first rays of dawn will strike a Hag dead or trans-
  form her into a fused lump of stone. She can go 
  about at other times of the day, but her spells and 
  keen senses only work after nightfall and so she 
  will usually retreat to her lair (often a ramshackle 
  hovel in the fens or wild hills) during the hours of 
  daylight. Here she may be found leaning over her 
  cauldron, preparing some vile brew—for Hags are 
  knowledgeable in the art of alchemy, and a Hag will 
  always have 2–8 potions randomly rolled from the 
  following list: Potion of Dreams, Dust of Transfor-
  mation, Evaporating Potion, Love Philtre, Sands of 
  Slumber, Vial of Smoke, Poison and Potion of Hate. 
  (The last of these requires explanation. It is a vola-
  tile fluid which gives rise to a roiling black vapour 
  if the container is smashed. The character at whom 
  it was thrown rolls d20—if the score is greater than 
  or equal to his Reflexes then he has breathed it in 
  and is immediately crazed with uncontrollable rage. 
  He will attack the nearest person, friend or foe, and 
  continue to fight until slain or the effect wears off. 
  This is determined by a Spell Expiry Roll.)
   
  All Hags have a special item which enables them 
  to fly. As mentioned above, this is usually a broom-
  stick or a cauldron. It will come when the Hag calls 
  and may try to knock one character to the ground as 
  it does so. (Match its speed of 16 vs the character’s 
  evasion.) This item will not function for anybody 
  but the Hag. If it is stolen from her, she will always 
  know where it is, and if it cannot return to her 
  then she will go to recover it—and, it need hardly 
  be added, punish the thief quite horribly when she 
  does! If her flying item is destroyed, the Hag must 
  spend seven months enchanting a new one.
  
  
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  6
  Dragon Warriors
   
  Some Hags (perhaps one in six) possess a magic 
  item called a Night Bridle. This is made from a noose 
  with which a man hanged himself. The Hag may 
  fling it to encircle an opponent’s neck. This requires 
  a normal Hit Roll, and the target is also allowed a 
  d20 roll against Reflexes to dodge free before the 
  noose draws tight. If she catches her victim, the Hag 
  is able to cast a special fourth-level spell, The Riding 
  of the Witch, which causes the victim (subject to the 
  usual magical attack vs magical defence roll) to 
  fly up into the air with the Hag on his back. She can 
  then ride him through the skies until nearly dawn, 
  and when he touches the ground at last he suffers 
  1d10 HP damage and, if he survives, is reduced by 3 
  points in Strength for the rest of that day.
   
  The sight of the cross can drive a Hag back (see 
  the entry for Vampires on p. 83). If she can be tricked 
  into eating salt, she loses her spellcasting ability for 
  four hours. Hags are troubled by the touch of iron 
  and steel, for these metals burn them. Apart from 
  cudgels and staves, therefore, most weapons inflict 
  an extra +1 HP damage. A Hag will herself fight 
  with a quarterstaff or a dagger of bronze or flint.
  attack 16, Staff (d6, 3) 
   
  Armour Factor 3 (takes +1  
   
   
   
   
   
   
   
   
  damage from iron and steel
  defence 10  
   
   
   
   
  weaponry)
  magical attack 18 
   
   
  Movement: 10m (20m) 
   
   
   
   
   
   
   
   
  (flying—50m)
  magical defence 8 
   
   
  evasion 4
  Health Points 2d6 +7  
   
  stealth 13  
  Rank-equivalent: 6th   
   
  perception 13 (darksight)
  IMP
  This is one name for the tiny sprites who are some-
  times to be found in rural areas and rustic woodland. 
  They are about the size of a man’s thumb, with long 
  pointed ears and spindly legs, but little pot bellies 
  because of the mead they drink from acorn cups. 
  Imps often dress themselves in caps and jerkins of 
  garish red, which contrasts strangely with the green-
  sallow hue of their skin—but in spite of this they 
  are rarely seen by mortals, as they are able to make 
  themselves invisible to any character below 5th rank 
  (though an Elven character will still be able to see 
  them) and are very stealthy in any case.
   
  Imps fly around the woods on the backs of dragon-
  flies and use mice as steeds for travel through fields 
  and meadows. They always know of anything that 
  happens in their domain, or of anyone who passes 
  through. Notorious gossips, they may pass on what 
  they hear to anyone they meet, often embellishing 
  the information with imaginative flourishes of their 
  own. A party may thus bargain for useful rumours 
  if they meet an Imp—the creature rarely asks more 
  than a little gold for its trouble. Imps are extremely 
  nervous, however, and will never disclose the secrets 
  of any creature or powerful character whose anger 
  they fear.
   
  The manner of Imps is often irritating and cryp-
  tic, though they never mean real harm. A person who 
  shows patience and a good heart will be befriended, 
  while any display of sourness or irascibility incites 
  them to mischief. One of the ways in which they 
  may prove vexatious is by sneaking into the money-
  pouch or backpack of a character and filching small 
  items—which may be returned later, if the charac-
  ter does something to please them. The character 
  may hear a piping voice uttering a stream of curses 
  from his backpack, as an Imp who fails in its pil-
  fering attempt cannot control its annoyance. If the 
  character is very dextrous (Reflexes 16 or higher) he 
  might be able to grab the Imp then before it makes 
  its getaway. Like a Goblin, an Imp must adhere to 
  any promise made while bargaining for its freedom.
   
  An Imp can be made to shriek and flee in panic 
  by presenting a crucifix towards him and address-
  ing the Imp as ‘Robin’, inviting him to kiss it. This 
  method of dealing with an Imp is apt to make it 
  sullen and vindictive. It may send a bee to sting the 
  character, or pelt him with a hail of pine cones. More 
  dangerously, Imps can obscure trails and pathways, 
  resulting in a party getting lost in the woods over-
  night.
  stealth 28  
   
   
   
   
  perception 30 (elfsight)
  LYCANTHROPE
  Lycanthropes are humans who are able to transform 
  themselves into beasts. The most common form 
  of lycanthropy is Werewolfism, but other types are 
  known, including Weretigers, Werebears, Were-
  snakes, Wereboar and Wereapes. The condition is a 
  disease, and any character who is wounded but not 
  slain by a lycanthrope may contract it. 
   
  At first, the afflicted character remains unaware 
  of his condition. He feels feverish as the full moon 
  
  7
  supernaturaL
  approaches and may retire to bed and awaken the 
  next day feeling tired, plagued by bad dreams. He 
  is likely to become melancholy and reclusive. As 
  rumours of a ravening were-animal follow him 
  from village to village, and the theme of his recur-
  rent nightmares becomes clear—only then will the 
  truth dawn on him.
   
  The transformation to animal cannot take place 
  in sunlight, and the touch of the sun’s rays on the 
  animal form will reverse the change instantly and 
  stun the Lycanthrope for 1–12 Combat Rounds. 
  The transformation is triggered automatically by 
  the full moon, whether or not the Lycanthrope can 
  see its disc. The three nights of the full moon must 
  thus always be spent in animal form. Apart from 
  this, a Lycanthrope who is aware of his affliction can 
  voluntarily make the transformation at other times 
  by concentrating for two Combat Rounds. Having 
  done so, he cannot revert to human form until he 
  has killed an intelligent creature (or unless he is 
  touched by sunlight, as mentioned earlier).
   
  In animal form, the Lycanthrope retains his full 
  intelligence, though he becomes bestial and almost 
  uncontrollably bloodthirsty. He is still able to dis-
  tinguish between friend and foe, to some extent. 
  (Any ally for whom he has a deeply rooted dislike 
  is apt to be seen as an enemy by the animal-self.) 
  The animal form looks much like a normal ani-
  mal—Wolf, Python, or whatever—but with some 
  unusual feature such as glaring red eyes to mark it as 
  a were-beast. 
   
  The animal form has twice the normal Health 
  Points score of the animal it resembles (i.e. 2d6 +8 
  HP in the case of a Werewolf, etc.), though never 
  fewer HP than the Lycanthrope possesses in human 
  form. attack, defence and evasion are each 2 
  points higher than for the natural animal. Armour 
  Bypass Rolls are made at +2, while magical 
  defence remains that of the human-self. stealth 
  and perception scores are identical to those of the 
  natural animal.
   
  Most Lycanthropes are normal humans, and 
  although a few belong to the adventuring Profes-
  sions they cannot use any of their special abilities 
  (including spells) while in animal form. Equipment 
  and armour are not transformed, and must usually 
  be discarded before the change to animal form.
   
  A Lycanthrope takes only half damage (round 
  up fractions) from non-magical weapons when in 
  animal form. Enchanted weapons, and also those of 
  solid silver, score full damage. A wound taken from a 
  non-magical, non-silver weapon automatically heals 
  when the Lycanthrope reverts to his human form. 
  Other wounds do not, and it is therefore possible for 
  a Lycanthrope who has been badly hurt by magi-
  cal or silver weapons to die upon switching back 
  to human form (if the human form’s Health Point 
  score is lower than the total HP damage sustained). 
   
  Slaying a Lycanthrope is worth twice the experi-
  ence points that would be awarded for slaying the 
  natural animal.
  OkEMAN
  Woodland spirits that have taken up permanent 
  residence in trees, Okemen are indistinguishable 
  from normal trees in their dormant state. Only an 
  Elven Mystic of at least 8th rank can tell, by using 
  ESP, when Okemen are near. They awaken from 
  their slumber on certain nights of the year, when a 
  daring woodsman might hear them afar off, holding 
  conclave in their rumbling, cavernous voices. They 
  are also roused by the presence of hostile forces in 
  their domain—avaricious adventurers, hunters, men 
  with fire and axe. They are protectors of their for-
  est, but will usually respond to intrusion by send-
  ing a host of 4–40 Wolves, Stags, Snakes and Boar 
  to deal with those responsible. They enter combat 
  themselves only when the threat is very great and 
  their own powers are needed to fend it off.
   
  Uprooting themselves to move with surprising 
  speed and stealth through the trees, Okemen look 
  simply like gnarled and ancient trees. An imagi-
  native character might, on second glance, fancy a 
  resemblance to a human face, with deep hollows 
  forming eyes and mouth and a beard of ivy tangled 
  with twigs. As they swing down to seize and rend, 
  what had appeared to be branches can now be seen 
  as woody claws. An earthy breath of primordial cold 
  may be felt.
   
  Spears, swords and arrows do little against a 
  mighty Okeman; weapons such as axes or flails, 
  which chop or crush the bark and green wood 
  beneath, are quite effective. Okemen are vulnerable 
  to fire which causes them +2 HP damage, but only a 
  very powerful attack of this sort—a Firestorm spell, 
  for instance—will ignite one. If it catches alight, an 
  Okeman takes 1d6 HP damage on the first Round, 
  2d6 HP on the next, etc. To beat out the spreading 
  flames, the Okeman must roll 5–6 on 1d6; this roll 
  
  8
  Dragon Warriors
  is made at the end of each Round. If it has not got 
  the fire out within four Combat Rounds, the Oke-
  man will have become a living inferno. Unless there 
  is a stream or lake at hand, it now has no hope of 
  survival. At this moment it will call upon the ele-
  ments in a final act of retribution against its mur-
  derers. A titanic lightning bolt flashes down from 
  the sky to strike the Okeman, immolating it and 
  sending crackling forks out from its charring body 
  to strike 2–8 enemies within 15m. This is equivalent 
  to a Deathlight spell. 
   
  Note that Okemen have no quarrel with normal 
  hunters or woodsmen who kill and cut wood to live, 
  for they are creatures of the forest just as much as any 
  beast or plant is. They may even be very friendly and 
  helpful to Elves and men of good character. They 
  reserve their wrath for those who would despoil the 
  forests and sacred groves the druids left, and the 
  wrath of the Okemen is a terrible thing indeed.
  attack 27, Claws (d8 +2, 7) Armour Factor: 7 (vs spears &
   
   
   
   
   
   
   
  swords, etc.) or 4 (vs axes, 
   
   
   
   
   
   
   
  flails, maces, etc.)
  defence 18  
   
   
   
  Movement: 12m (25m)
  magical defence 18  
  evasion 5
  Health Points 8d6 +30  
  stealth 25 
  Rank-equivalent: 14th  
  perception 25 (panoptical)
  ONI
  Oni are the Ogres of the Far East, and are rarely to 
  be encountered in other parts of the world. Fully as 
  blood-thirsty as normal Ogres, they also have con-
  siderable magical powers and a kind of wily intel-
  ligence which makes them very much more danger-
  ous.
   
  Oni are invisible by daylight, but usually gain lit-
  tle advantage from this fact because they continue 
  to cast a shadow, and consequently find it difficult to 
  surprise their victims. After dark, the Oni is visible 
  as a tall apparition in flowing robes, gliding along 
  eerily as though its feet were barely making con-
  tact with the ground. Its face is almost indescrib-
  ably gruesome, with leering mouth, sharply curving 
  horns, and eyes smouldering with evil.
   
  Oni can take the form of a human or animal, 
  though they must resume their normal shape in 
  order to enter combat. Since they are impatient, and 
  not particularly bright by human standards, they 
  often make some slip-up which gives them away. 
  Characters thus have a 5% chance per minute of 
  noticing something wrong with an Oni’s disguise. 
  The Knight that the Oni is impersonating may have 
  suspiciously long fingernails, for instance. The nun 
  may have a rather hairy face. The cat or dog may be 
  lacking a tail.
   
  The true appearance of an Oni is so horrible that 
  it gets an automatic Shock Attack (see the rulebook, 
  p. 42) on any character below 8th rank. Every fifth 
  Combat Round it can breathe poisonous fumes on 
  a single character it is fighting. The character must 
  roll under his Reflexes on 1d20 to avoid inhaling 
  the fumes, which count as a strong poison which 
  permanently reduces the victim’s Intelligence by 
  half unless treated by Miracle Cure or Purification 
  within five minutes. The monster’s claws sap life-
  energy, and a character wounded loses five experi-
  
  9
  ence points permanently (and may even be reduced 
  in rank accordingly—see the Dragon Warriors rule-
  book, p. 130) Lastly, all Oni have the spellcasting 
  power of a 6th-rank Mystic, except that it is never 
  possible for an Oni to Enthrall a character.
  attack 22, Sword (d8 +1, 5)  Armour Factor 4
  or Claws (d8, 4 and energy- 
  Movement: 15m (25m)
  drain)  
   
   
   
   
   
  (flying—50m)
  defence 16  
   
   
   
   
  evasion 6
  magical attack 20 
   
   
  stealth 15
  magical defence 13  
   
  perception 8 (panoptical)  
   
   
   
   
   
   
   
   
  (+3 in daylight)
  Health Points 1d6 +15   
   
  Rank-equivalent: 12th
  PAZUZU
  The Pazuzu is a spiteful monster of unnatural origin. 
  They are better known in warmer, southern climes, 
  but some few have found their way north in the 
  bilges of ships returning from the Crusade. In their 
  own lands they amuse themselves by hovering above 
  the hot desert sands and swooping down to drive 
  thirsty travellers away from oases. Those that have 
  ranged abroad quickly adapt to their new home: 
  they will lope on the sparsely populated fringes of 
  civilization, near fells or wild forests, and scurry 
  down upon any straggling wayfarer who passes by.
   
  A Pazuzu is fundamentally of humanoid form, 
  though tall and wiry to a most unhuman extent. The 
  creature’s hands and feet are much like the padded 
  claws of a lion, and with them it is capable of rend-
  ing an unarmoured man limb from limb. Its face 
  is also somewhat leonine, with a long, dusty grey 
  mane, and its taut, glistening skin is ruddy bronze 
  in colour. Across its back it has black plumed wings 
  which enable it to sweep at great speed across the 
  desert skies; in colder regions it can fly for only short 
  distances (30m at a time, at most) and will usually 
  keep its wings folded close to its back. 
   
  Taking the guise of battle-sickened Knights or 
  forsaken lazars (for they are masters of deceitful 
  illusion), Pazuzus will trick their way close to an 
  adventuring party and consider its strengths before 
  launching its attack. There is only a 5% chance of 
  seeing through a Pazuzu’s illusory disguise—and 
  this only if a character has reason for suspicion and 
  scrutinizes the being carefully—and so it will sur-
  prise its foes on a roll of 1–4 on 1d6. Pazuzus have 
  other magical abilities as well. They can breathe 
  flame (like a Dragonbreath spell, but for only 1d6 +3 
  HP damage) every other Combat Round, and can 
  cast the Sorcery spell Image once per day.
   
  A Pazuzu which grapples a foe may choose to 
  soar aloft with the intention of dropping him from a 
  great height. It will attempt this only when fighting 
  in desert or mountains, for without thermal currents 
  it cannot attain much altitude. The seized character 
  is able to strike freely at the Pazuzu as it bears him 
  up, of course. 
   
  (NB: a Pazuzu carrying another character in this 
  way flies at only half normal speed.)
  attack 16, Claws (d8, 5) Armour Factor 1
  defence 10 
   
   
   
  Movement: 10m (15m)
   
   
   
   
   
   
   
  (flying 30m)
  magical defence 9 
   
  evasion 5
  Health Points 1d6 +11  
  stealth 14  
  Rank-equivalent: 5th  
  perception 10 (elfsight)
  PHOENIX
  This majestic bird of prey looks something like an 
  eagle, but with a wingspan of nearly 8m. The plum-
  age on its back is a gleaming orange-red, while the 
  feathers of its proud breast shine like molten gold. 
  supernaturaL
  
  60
  Dragon Warriors
  With sparks of fury in its eyes, it attacks any who 
  invade its lair, slashing with its adamantine beak 
  and uttering terrible shrieks to unnerve the faint-
  hearted. A character of below 4th rank who hears its 
  shrill cry will be at –1 from attack whenever she 
  attacks the Phoenix.
   
  Though a ferocious fighter and highly resistant 
  to sorcery, the Phoenix’s greatest power lies in its 
  ability to resurrect itself if slain. Moments after it 
  has fallen, its body will begin to glow with incan-
  descent heat and then burst into flames. Only a 
  large quantity of human blood or volcanic ash can 
  douse the fire, which will consume the dead Phoe-
  nix within five Combat Rounds. The white-hot ash 
  then swirls up, and the Phoenix arises reborn from 
  its pyre. The first time it rises from the dead it will 
  be at full strength, but successive regenerations in 
  too short a time drain its power, and for each slaying 
  after the first it loses 1d4 HP permanently.
   
  The sharp eyes of the Phoenix are able to see 
  invisible objects and creatures. It is said that no 
  mortal thief can creep past one of these birds with-
  out being noticed.
  attack 23, Beak (d10, 4)  Armour Factor 3
  or Talons (d6 +1, 6) 
  defence 6   
   
   
   
  Movement: 8m (15m)
   
   
   
   
   
   
   
  (flying—20m)
  magical defence 18  
  evasion 6
  Health Points 2d6 +14   
  stealth 4  
  Rank-equivalent: 7th   
  perception 22 (panoptical)
  RAkSHAH
  Groups of Rakshahs are sometimes found guard-
  ing fabulous treasure-halls in the deeper levels of 
  the underworld. Individuals of this immensely evil 
  species usually haunt barrows, tombs and burial 
  grounds, where they gnaw at the bones of the dead 
  and occasionally sally forth in search of fresher meat. 
  The two great desires of a Rakshah are for human 
  flesh and for gems and precious metals. An adven-
  turer who is about to fall victim to the monster’s first 
  desire may, if he is rich enough, appeal to the second 
  and thus buy his safety. A Rakshah always garners 
  treasure for the day when it can seek out others of 
  its kind and ‘buy its way’ into one of the communal 
  treasure-halls.
   
  The natural form of a Rakshah is of a central 
  head with thick, leonine mane from which its five 
  powerful legs grow radially, like the spokes of a 
  wheel. During the hours of night it can take on the 
  appearance of an animal or human in order to trick 
  its prey. It may even adopt the form of a specific 
  person, though there is a good chance that its vic-
  tims will notice faults in its disguise: the cruel cast to 
  its features, the sadistic amusement at any misfor-
  tune, the hungry drooling whenever it smells newly 
  spilled blood. In any case, it does not acquire the 
  memories of the person it is impersonating, and will 
  not long fool anyone who knows him well.
   
  The Rakshah will usually resume its normal 
  shape before attacking, as it cannot cast its spells 
  while transformed. It moves rapidly with a rolling 
  motion to kick at its opponents with sharply clo-
  ven hoofs. A character who is hit will, in fact, be 
  struck by 1–3 of the hoofs simultaneously, and a 
  separate Armour Bypass Roll is made for each. The 
  hoofs carry deadly magic, so a character wounded 
  is exposed to a magical attack of 20 which, if it 
  takes effect, reduces him to 0 Health Points imme-
  diately. (Only one such roll is made, regardless of 
  how many of the hoofs actually wound him.) 
   
  In its normal form, a Rakshah can use Sorcery 
  spells of the first to sixth levels. It is particularly fond 
  of Reanimating the corpses strewn about its lair to 
  fight for it, but since these corpses are often chewed 
  or half-eaten, the Zombies created will have only 
  
  6
  supernaturaL
  4d6 Health Points. During the day, the Rakshah’s 
  Magic Points do not regenerate, but it becomes 
  most powerful after nightfall; during the night, it 
  recovers expended Magic Points at the rate of 1 per 
  Combat Round.
   
  These creatures have two other strange magical 
  powers—both of which operate only at night. A 
  Rakshah has a 20% chance of catching in its wide 
  mouth any lightning- or fire-spell that hits it. It can 
  then spit the spell back at the caster and his com-
  panions in the following Combat Round. The spell’s 
  speed is reduced by 2 and the damage it inflicts by 
  1 HP. The Rakshah’s other property is that, having 
  once been struck by a given spell, it cannot again be 
  affected by that same spell cast by the same Sorcerer. 
  This immunity lasts until sunrise.
  attack 24, Hoofs (d8 +1,   
  Armour Factor 6 (but only
  5) × 1–3 
   
   
   
   
   
  3 vs magic weapons)
  defence 11  
   
   
   
   
  Movement: 15m (30m)
  magical attack 20 
   
   
  Magic Points 9 (and see 
   
   
   
   
   
   
   
   
  above)
  magical defence 10  
   
  evasion 8
  Health Points 2d6 +23  
   
  stealth 8  
  Rank-equivalent: 8th (by day),  perception 12 (darksight)
  12th (by night)
  RIMWOLf
  Rimwolves are larger and stronger than normal 
  wolves. They are also faerie beasts with a curious 
  magical ability: at any given time only one mem-
  ber of the pack will be vulnerable to the characters’ 
  weapons, but any wound inflicted on this Rimwolf 
  will also appear on all the others. Start the combat by 
  deciding at random which of the Rimwolves is the 
  vulnerable one. Blows struck against the others will 
  have no effect, but if and when the vulnerable one 
  takes a wound then the fur of all of them will start 
  to run with blood. When this happens, the vulner-
  ability transfers to one of the other Rimwolves—roll 
  a dice to determine which. If any of the characters 
  casts See Enchantment or Detect Aura he will be able 
  to see that one of the creatures has a slightly differ-
  ent aura from the others. 
  attack 17, Bite (d6, 6)  
  Armour Factor 1
  defence 3  
   
   
   
  evasion 5
  magical defence 12  
  stealth 16
  Reflexes all 16   
   
   
  perception 13 (elfsight)
  Health Points: all 12 
   
  Movement: 15m (28m)
  SHADOW WALkER
  Shadow Walkers are creatures of the half-world 
  where Reality shades into Illusion. Probably no one 
  has ever seen the true form of a Shadow Walker. It 
  may be that they do not even have a ‘true’ form. A 
  Shadow Walker will always adopt the appearance 
  of one individual in a party of adventurers before 
  manifesting itself. The first they know of its pres-
  ence will be when they notice that one of them has 
  acquired an identical ‘twin’.
   
  Shadow Walkers dwell normally in a murky 
  dimension from which they can occasionally peer 
  into our world. Glimpsing a party of adventurers, 
  the Shadow Walker is able to select one (chosen 
  at random by the GamesMaster) and attune itself 
  totally to him or her. It acquires the outward appear-
  ance of the character, and also his Combat Factors, 
  Health Points, arms and armour, equipment, etc. 
  Thus cloaked in the semblance of another, it joins 
  the party’s ranks by stepping out of the very shadow 
  of the character it has copied. It has all of the origi-
  nal’s memories and can simulate his mannerisms 
  perfectly, so unless the rest of the party saw it appear 
  (10% chance if the selected character is at the back 
  of the party, 80% otherwise) they will not be able to 
  distinguish the original from the copy. If possible, 
  the Shadow Walker will dissimulate, using all its 
  guile to convince the others that it is the original and 
  that their comrade is actually the fay duplicate. The 
  adventurers must rely on their own wits here, for no 
  spell can penetrate the Shadow Walker’s deception. 
   
  Having manifested itself, the creature remains 
  bound to the first form it took. It cannot switch to 
  copying another character if it sees he is more pow-
  erful. The famous explorer Sir Huw of Garathorn 
  relates that a Shadow Walker once infiltrated the 
  adventuring party he was with by assuming the form 
  of a serf torch-bearer. He dealt with the problem by 
  putting both of them to the sword; if the Shadow 
  Walker could have changed its form then, duplicat-
  ing Sir Huw himself or one of his companions, it 
  would certainly have done so!
   
  The Shadow Walker is only able to discard its 
  stolen guise and return to its shadowy dimension 
  when all those who witnessed its manifestation are 
  dead. (Some have conjectured that this is because 
  Shadow Walkers are, in fact, only demon-sent 
  nightmares that step into the minds of adventurers, 
  and have no real existence themselves.)
   
  When the Shadow Walker attacks, it does so 
  
  6
  Dragon Warriors
  with all of the simulated character’s skills and abili-
  ties. It is armed with working copies of all his equip-
  ment, including magical items, and will use these 
  as needed. If slain, its form immediately begins to 
  shimmer and swim with cloudy motes like a soap 
  film. Then it—and any items it duplicated—van-
  ishes without trace. 
  SPRIggAN
  Spriggans are grotesquely ugly and dangerously 
  spiteful faerie creatures that prance across the coun-
  tryside around old ruins, barrows, deserted castles and 
  haunted woods. They have a gnarled, spiky appear-
  ance, their brown-black integument is tough like an 
  acorn husk, and their little red eyes can penetrate 
  the deepest darkness. Though only 30cm tall, their 
  small size is deceptive. Spriggans make up for a lack 
  of fighting skill by weight of numbers and, as several 
  of them swarm like spiders across a struggling foe, 
  they show a vicious cunning in finding chinks in his 
  armour through which to inflict stinging scratches 
  with their talons and barbed tail. Wounds caused 
  by a Spriggan take three times longer than usual to 
  heal naturally and are best treated by magic.
   
  Spriggans have other abilities too. Out of doors 
  they can always remain hidden from any character 
  below 5th rank (except for Elves, who never fail to 
  spot them), while in dungeons and underworlds 
  they creep with the stealth of an accomplished thief. 
  They can pilfer, picklock (with their tails) and climb 
  like a 7th-rank Assassin. They have some magic 
  which allows a Spriggan to Curse four times a day, 
  create Moonglow thrice a day, and cast Weaken and 
  Illusion both once a day. These are like the sorcery 
  spells in effect, except for Curse, which only strikes 
  one character instead of the usual 1–4, and Illusion 
  which, at four cubic metres, covers a greater volume 
  than the usual version.
   
  Spriggans were sometimes set to guard buried 
  treasure—though whose treasure, no one knows. If 
  the secret of where their treasure is hidden can be 
  wrung from a group of Spriggans then characters 
  may achieve considerable wealth, as any such hoard 
  will contain a minimum of three magic items.
  attack 9, Barbs (d10, 2) Armour Factor 1
  defence 9  
   
   
   
  Movement: 15m (25m)
  magical attack 14 
   
   evasion 8
  magical defence 6 
   
  stealth 24  
  Health Points 1d4 +1  
  perception 14 (darksight)
  Rank-equivalent: 1st
  
  6
  AUTOMATON
  Automata are artificial warriors of metal, constructed 
  long, long ago by the scholars of the Emphid-
  ian Empire—who were themselves drawing on 
  immeasurably older lore from the secret books of 
  Kaikuhuru. Automata have humanoid form and can 
  move with as much speed and grace as any flesh-
  and-blood fighter.
   
  They appear to wear elaborately ornate armour 
  (actually part of the Automaton’s body), and the 
  artistically fashioned limbs are often gilded or 
  bejewelled. Fancifully, their faces were made to 
  resemble the serene masks used in classical theatre. 
  Many adventurers have spoken of the eeriness of 
  battling a foe whose countenance remains calm and 
  emotionless even at the moment of destruction.
   
  Automata possess considerable intelligence, 
  but have no free will and are bound to follow 
  with relentless logic the commands of their long-
  dead masters. A few were gifted with the power of 
  speech; these have clear, resonant voices and use 
  only the Emphidian tongue—incomprehensible to 
  the average, barely literate adventurer, of course. 
  The learned monk Emric of Cornumbria, who 
  once held an Automaton in disputation through-
  out a whole night while waiting for his friends to 
  come to his aid, apparently found its conversation 
  inhumanly didactic and unimaginative. Farouk the 
  Slayer, on the other hand, told that he once fought 
  an Automaton which recited marvellous poems as 
  the battle raged, so that in the end he had no heart 
  to destroy it and was forced to retreat from the tomb 
  he was trying to rob.
   
  Automata fight with swords and shields, appar-
  ently having no skill with other weapons. An 
  Automaton cannot be affected by direct-attack 
  spells, and so has no magical defence score.
  attack 25, Sword (d8 +1, 5) 
  Armour Factor 5
  defence 19 
   
   
   
   
  Movement: 10m (20m)
  magical defence – 
   
   
  evasion 6
  Health Points 2d6 +25   
   
  stealth 15 
  Rank-equivalent: 13th  
   
  perception 19 (panoptical)
   
  BLACk RIDERS 
  (WADWOS)
  Clad in jet-black armour and mounted on fierce 
  black warhorses, the Black Riders are the brutal 
  emissaries of despots ruling over rural areas, espe-
  cially those with large regions of forest. They scour 
  the woods and the surrounding land seeking out 
  those opposed to their patron’s evil wishes. 
   
  Black Riders never raise the visors of their jet-
  black helms. Behind them lies a ghastly secret, 
  for the Black Riders are actually Wadwos, strange 
  half-human, half-animal hybrids. Thick fur covers 
  their humanoid bodies, and they have ugly, snout-
  like noses. They converse in a language of their own 
  which consists of grunts and barks. However, they 
  can also speak with humans in a coarse guttural 
  tongue which echoes hollowly from their helmets. 
  Chapter 7
  CREATIONS
  Of SORCERY
  
  64
  Dragon Warriors
   
  The Wadwos are, in fact, the hybrids resulting 
  from a sorcerer’s failed experiment in the distant 
  past. They are excluded from human society because 
  of their violent tempers and animalistic tendencies. 
  Consequently they have a deep hatred for humans 
  and will fight to the death without giving quarter.
   
  The Black Riders appear to find female humans 
  attractive. Female Wadwos are unknown. It is pos-
  sible that another sorcerer might craft similar crea-
  tures in his laboratory, though, or that the Wadwos 
  are somehow capable of breeding more of their 
  kind. 
  attack 14, Sword (d8, 4),   
  Armour Factor 4 (Mail 
  Bow (d6, 4); sometimes  
   
  armour)
  Spear (2d4, 4) or Two-   
  Handed Sword (d10, 5) 
   
   
   
   
  defence 5 (Shield ) 
   
   
  Movement: 10m (20m)
  magical defence 4   
   
  evasion 4
  Health Points 9 
   
   
   
  stealth 13
  Rank equivalent: 2nd  
   
  perception 6 (normal)
  fANg WARRIOR
  Fang Warriors are created from a Hydra’s teeth. 
  Nine of the Hydra’s teeth will have this property 
  and these can be distinguished from the rest by 
  Detect Aura or See Enchantment. Each of the nine 
  teeth can be used by a Sorcerer or Mystic to create 
  a single Fang Warrior. The character flings a tooth 
  to the ground, activating it with a burst of magical 
  energy which counts as though he had cast a fourth-
  level spell. Within 1–8 Combat Rounds the tooth 
  enlarges to the size of a man and is transformed to 
  become a Fang Warrior.
   
  White and wiry, the superficially human appear-
  ance of a Fang Warrior is quickly belied by its sharp 
  claws and teeth and the glare of animal-like hatred 
  in its eyes. A Fang Warrior is attuned to its creator’s 
  thoughts and will fight as he/she wishes. It can per-
  form no other function—e.g., stand guard, open a 
  chest, carry a message.
   
  All Fang Warriors have a Reflexes score of 18. 
  They are berserk fanatics who have no fear of dan-
  ger and are immune to morale-affecting spells like 
  Evil Eye. Fang Warriors created from a given Hydra 
  are brethren, so to speak—they will not attack each 
  other, whatever their commands.
   
  A Fang Warrior remains in existence for a period 
  determined by a special dice roll. Roll 2d4 at the 
  start of every Combat Round and, on a score of 
  8, the Fang Warrior fades, leaving in its place the 
  Hydra’s tooth used to create it. Once a tooth has 
  been used it is drained of all magic.
  attack 24, Claws (d6 +1, 7) Armour Factor 2
  defence 4  
   
   
   
  Movement: 12m (25m)
  magical defence 9 
   
  evasion 4
  Health Points 2d6 +10  
  stealth 14
  Rank-equivalent: 7th  
  perception 10 (panoptical)
  gOLEM
  A Golem is a mighty warrior of clay or stone con-
  structed and animated by a Sorcerer of 12th rank 
  or higher. The whole process of creating the Golem 
  and breathing life into it is quite complex, requir-
  ing 221 uninterrupted days’ work. The culmination 
  of this work requires the Sorcerer to cast Resurrect 
  upon his being, at which point it acquires the dim 
  half-life that is the Golem’s lot. The Sorcerer suffers 
  a considerable and permanent weakening of his own 
  
  6
  life-force, represented by a loss of 500 experience 
  points (and consequent loss of two ranks)!
   
  The Golem is clumsy and dull-witted. It can-
  not comprehend any instruction of more than six 
  words. These factors must be balanced against its 
  strength, endurance and utter loyalty. It will obey 
  any command given to it by its creator—or by one 
  who resembles him....
   
  A Golem is a difficult opponent to overcome. 
  Having a body of stone or rock-hard clay makes it 
  almost impervious to physical damage. Lacking true 
  sentience, it is unaffected by mind-controlling spells 
  or potions. Techniques such as ESP do not detect 
  it. Golems do have one Achilles heel, however: the 
  arcane glyph carved into the creature’s forehead, by 
  which it absorbs sustaining life-energy from the cos-
  mos. If this glyph is obliterated the Golem becomes 
  inanimate within 1–4 Combat Rounds. This weak-
  ness is not common knowledge. Even if a character 
  is aware of it, he still needs great dexterity to strike 
  the glyph in combat. A successful Hit Roll must be 
  followed by the character rolling under his Reflexes 
  on 7d6. Only if he prevails (and then follows it with 
  a successful Armour Bypass Roll, indicating that the 
  blow chipped away part of the Golem rather than 
  glancing off its stony body) will he manage to erase 
  the glyph.
   
  Even allowing for the scarcity of 12th-rank Sor-
  cerers, why are there not more Golems in the world? 
  The answer is that intricate formulae must be used 
  to construct one. In particular, the Incantations of 
  the Myriad Gates must be employed—and these 
  are notoriously easy to mispronounce. To determine 
  whether this occurs, the GamesMaster rolls 3d20. 
  If the number rolled exceeds the total of the Sor-
  cerer’s Intelligence, Psychic Talent and rank, he has 
  built his Golem imperfectly. (Only if a second roll, 
  of under the Sorcerer’s Intelligence on d20, succeeds 
  does he realize his error.) An incorrectly constructed 
  Golem will function normally for days or even years, 
  but eventually it will run amok—or, still worse, it 
  may be possessed by an evil spirit of great cunning. 
  In either event, its first aim will be to destroy the 
  hapless Sorcerer who gave it life.
  attack 24, Fists (d6 +3, 7)  
  Armour Factor 7
   or any weapon, +3 on 
  Armour Bypass and damage 
  Movement: 4m
  defence 10  
   
   
   
   
  evasion 1 (Reflexes 
  magical defence 12  
   
  always 3)
  Health Points 3d6 +35  
   
  stealth 5  
  Rank-equivalent: 11th   
   
  perception 6 (panoptical)
  MOON DOgS
  Moon Dogs are statues of fierce dogs, usually about 
  twice life-size, carved in an unfamiliar style, that 
  sit in pairs beside the steps leading to temples and 
  other important or ritual buildings, or outside the 
  main door of such places. They are magical guard-
  ians that will come to life and attack anyone who 
  tries to pass them and enter the temple. They will 
  attack only that character (or characters) and will 
  ignore attacks made on them by any others. 
   
  Moon Dogs will fight until slain, or until their 
  victim(s) is dead, unconscious or driven from the 
  building steps—whereupon they will lope back to 
  their positions beside the door and revert to stone. 
  When they turn back to flesh, they will have regained 
  any lost hit points. 
  attack 18, Bite (d8 +1, 5)  
  Armour Factor 6
  defence 4   
   
   
   
   
  Movement: 12m (25m)
  magical defence 10   
   
  evasion 4 
  Health Points: 23  
   
   
  reflexes: 14
  Rank-equivalent: 6th  
   
  perception  (panoptical)
  SHADOW gAUNT
  Gaunts are creatures of shadows, brought together 
  by the highest necromancy known in the occult arts. 
  A mage will enter an unconsecrated burial ground 
  and, using a summoning ritual, bring the shades 
  from the graves and merge them together till they 
  form a dark, almost solid body. This gradually takes 
  a humanoid shape with two small holes where light 
  can pass through, where the creature’s eyes should 
  be. Someone seeing a Gaunt flitting down a dark 
  alleyway would take it to be a tall, cloaked figure 
  until it turned and they saw the hollowness of the 
  creature’s eyes. Sometimes, if there is light behind 
  them, rays of light will pass through these eyeholes, 
  but no light will pass through the creature’s inky-
  black body.
   
  Gaunts do not have Health Points as such. Being 
  creatures of shadow, they are insubstantial and can 
  move under shut doors and through the narrowest 
  of cracks. However, a magical weapon will dispel 
  them instantly if it strikes successfully. Unfortu-
  nately Shadow Gaunts are evasive and difficult to 
  see clearly; any blow struck at a Gaunt, be it with a 
  magical or non-magical weapon, has a 25% chance 
  Creations
  
  66
  Dragon Warriors
  of failing to inflict any damage, even if the Hit 
  Roll succeeds. If the Gaunt does evade in this way, 
  the attacker will suddenly find that he has struck 
  through thin air; the Gaunt is now behind him 
  and ready to attack with surprise next Round. The 
  Gaunt will always get surprise in this manner even 
  if a character has challenged it previously. At the 
  instant the Gaunt is dispelled, a curse (see the rule-
  book, p. 123) will be cast on the person who struck 
  the blow, with the Gaunt’s full magical attack.
   
  Gaunts fight with shadowy talons. If they strike
  Gaunts fight with shadowy talons. If they strike 
  a blow, automatically deduct 4 points from their 
  opponent’s Health Points (armour is ineffective). All 
  Health Points thus lost will be recovered once the 
  Gaunt is defeated. However, if a character’s points 
  are reduced to –3 by this damage, he will stay dead. 
  All Gaunts have the magical powers of a 6th-rank 
  Darkness Elementalist. In this particular instance, 
  the Gaunt has cast Shadowfall on the cavern, caus-
  ing the premature darkness. 
  attack 22, Talons (automatic 4  
  Armour Factor –
  points damage: see below)  
   
  (only magic weapons)
  defence 22 
   
   
   
   
   
  evasion 10
  magical attack 22 
   
   
   
  stealth 25
  Health Points (see above)   
   
  perception 15
  Rank-equivalent: 4th
  SkULLgHAST
  Skullghasts were left in dormant form as guardians 
  in many ancient temples. As such, they appear to 
  be inanimate grey skulls, often set in high niches 
  above an altar or the lintel of an archway. When any 
  intruder dares to violate their fane, these ancient 
  skulls acquire a halo of pale-gold flame and float 
  into the air, gliding swiftly to snap at the transgres-
  sor with their fiery jaws.
   
  It is harrowing to meet the grisly stare of a 
  Skullghast’s hollow sockets. If a character should do 
  so, he suffers a 1d12 intensity Fright Attack, which 
  though not fatal, can leave him weak and trembling 
  with fear (–3 from both Strength and Reflexes for 
  the duration of the battle). The burns caused by 
  these monsters’ occult flames are difficult to heal 
  with magic, refusing to respond to Lesser Healing or 
  Invigorate. 
   
  Moreover, the flames do not just sear a character’s 
  material self: a Sorcerer wounded by a Skullghast has 
  his Magic Point score reduced by 1, while a Mystic 
  is subject to a Psychic Fatigue Roll as though he had 
  used a first-level spell.
   
  Skullghasts function just as well in daylight as 
  in the underworld’s gloom. The temples they guard 
  are often encircled by dense jungle, and if their vic-
  tims elude them at first then they will fly in pursuit, 
  even if the chase leads them out of the temple and 
  through the tropical undergrowth. Curiously, they 
  are not affected by Hold Off The Dead spells; conjec-
  turally, this may mean they are not undead, despite 
  their appearance.
  attack 16, Flame (d10, 3   
  Armour Factor 0
  and see above)  
   
   
   
  Movement: flying—30m
  defence 15  
   
   
   
   
  evasion 7
  magical defence 8 
   
   
  stealth 15
  Health Points 3 
   
   
   
  perception 12  (panoptical)
  Rank-equivalent: 4th  
   
  TAPESTRY  WARDS
  Tapestry Wards are magically created creatures that 
  are used by high-ranking Sorcerers to guard rooms. 
  They appear as two-dimensional images woven 
  into the fabric of a tapestry on the walls or floor 
  of a chamber. They take many forms, but favoured 
  shapes are fierce armour-clad warriors, or classical 
  demons complete with horns, wings, and claws. 
  When the room they guard is entered, they will sud-
  denly spring into life, becoming three-dimensional 
  beings. Their cloth surrounds will float down to the 
  ground behind them as they attack with whatever 
  weapons their weavers have given them. Tapestry 
  Wards will return to a two-dimensional shape when 
  slain. 
  Tapestry demons
  attack 13 Claws (d6, 3)  
  Armour Factor 0
  defence 9  
   
   
   
   
  Movement: 10m
  magical defence 4 
   
   
  evasion 6
  Health Points: 1d6 +6  
   
  stealth 20  
  Rank equivalent: 2nd  
   
  perception 7 (darksight)
  Tapestry warriors
  attack 14  Shortsword (d8, 3) Armour Factor 4
  defence 5   
   
   
   
   
  Movement: 10m
  Movement: 10m
  magical defence 5   
   
  evasion 4 
  Health Points: 1d4 +8  
   
  Reflexes: 12
  Rank equivalent: 2nd
  
  67
  InFERnAL CREATURES ARE those which have 
  come to the Lands of Legend from the depths of Hell, 
  whether at their own volition, at the behest of their 
  diabolical masters, or summoned by mortals who believe 
  that these beings can be controlled or will grant boons to 
  those who enslave them. 
   
  The Infernal are not malicious, like the creatures of 
  the supernatural, they are malevolent. They are alien to 
  this world, seeking not just the destruction of an indi-
  vidual but the damnation of all intelligent races. They 
  are not to be trusted, no matter how beguiling their 
  offers or how dreadful the alternative. Those who make 
  deals with the infernal will pay an eternal price, and 
  those who think they can outsmart them forget how long 
  these beings have had to shape their schemes. 
  HELL HOUND
  Hell Hounds are the size of Doberman Pinschers. 
  They have black lustrous fur, and are distinguish-
  able from other dogs by their particularly eerie bay-
  ing and their blood-red eyes, which burn, it is said, 
  with the fires of hell. They hunt in packs, and once 
  their leader has selected a victim, all the hounds will 
  attack that victim at once.
  attack 12, Bite (d4, 5)  
  Armour Factor 0
  defence 5  
   
   
   
  Movement: 15m (30m)
  magical defence 3 
   
  evasion 5
  Health Points 1d6 +4  
  stealth 15  
  Rank-equivalent: 1st   
  perception 10 (panoptical)
  HELL HOUND, greater
  Greater Hell Hounds are larger, more obviously 
  supernatural versions of Hell Hounds. They are the 
  size of wolfhounds, with the build of great stocky 
  mastiffs. Greater Hell Hounds have a distinctive 
  sulphurous reek, but still surprise opponents 4 times 
  in 6 unless downwind of them.
  attack 16, Fangs (d4 +1,  Armour Factor 1
  5 and strong poison) 
  defence 6  
   
   
   
  Movement: 15m (30m)
  magical defence 8 
   
  evasion 4
  Health Points 2d6 +4  
  stealth 15  
  Rank-equivalent: 2nd  
  perception 10 (panoptical)
  HELLION
  Hellions are soulless, cackling monstrosities from 
  the nether realm. By the power of their master, 
  the Prince of Darkness, they are able to enter the 
  mundane world for short periods in order to gather 
  mortal souls for him. They do this either by slaying 
  a man and carrying his soul down to the inferno 
  with them, or, more subtly, by perverting an already 
  dissolute character with hollow promises of power 
  and wealth. The ghostly emanations from such a 
  death may linger for centuries—as in the case of 
  Lukwyrd the Enchanter, whose terrified form can 
  still sometimes be glimpsed at night out on the bar-
  ren moors where he met his doom, pursued by a 
  Chapter 8
  INfERNAL 
  CREATURES
  
  68
  Dragon Warriors
  
  69
  screeching horde from Hell. Fortunately, Hellions 
  always choose people with some fault of character 
  for their prey; rarely will a man who is completely 
  without vice or blame be troubled by them. 
   
  There is nothing constant about these fiends 
  from the pit. They display a hideous array of shapes 
  and sizes. At their most normal they may seem to 
  be no more than a grotesquely malformed human, 
  but more usually they appear like the very dreams of 
  the Devil himself. A pinched face may sport a rook’s 
  beak or an insect’s proboscis; spindly or squat limbs 
  may terminate in claws, hooks or obscene tendrils. 
  Some Hellions fly on wings leathery, plumed or 
  membraneous; others lope along or slither on their 
  bellies. From this procession of the damned issues 
  such a cacophony of shrieks, gibbers and howls that 
  anyone they encounter is subject to a 1d8 Fright 
  Attack, which could strike him dead on the spot.
   
  Hellions vary in power as wildly as they do in 
  appearance. The Devil Spawn of Wrecker Island in 
  the adventure-book The Elven Crystals are perhaps 
  Hellions of one of the weaker sorts, though it will 
  be seen from the following tables that many others 
  exist. At their mightiest, they are a fearsome chal-
  lenge for the greatest heroes. To determine the pow-
  ers of a given Hellion, roll once on each table:
  d100 
   
   Fighting ability
  01–18  
  1st-rank Barbarian
  19–30  
  2nd-rank Barbarian
  31–40  
  3rd-rank Barbarian
  41–58  
  4th-rank Barbarian
  59–72  
  5th-rank Barbarian
  73–75  
  6th-rank Barbarian
  76–80  
  7th-rank Barbarian
  81–84  
  7th-rank Knight
  85–88  
  8th-rank Barbarian
  89–91  
  8th-rank Knight
  92–93  
  9th-rank Barbarian
  94–95  
  9th-rank Knight
  96  
   
  10th-rank Knight
  97  
   
  11th-rank Knight
  98  
   
  12th-rank Knight
  99  
   
  13th-rank Knight
  00  
   
  14th-rank Knight
  d100 
   
  Natural weaponry
  01–35  
  d6, 3
  36–60  
  d8, 4
  61–68  
  d8, 5
  69–78  
  d10, 4
  79–89  
  d10, 5
  90–95  
  d12, 4
  96–98  
  d12, 5
  99–00  
  d20, 6
   d100  
  Spellcasting ability
  01–60  
  none
  61–65  
  1st-rank Sorcerer
  66–70  
  2nd-rank Sorcerer
  71–74  
  3rd-rank Sorcerer
  75–78  
  4th-rank Sorcerer
  79–82  
  5th-rank Sorcerer
  83–87  
  6th-rank Sorcerer
  89–92  
  7th-rank Sorcerer
  93–95  
  8th-rank Sorcerer
  96–97   
  9th-rank Sorcerer
  98   
   
  10th-rank Sorcerer
  99  
   
  11th-rank Sorcerer
  00  
   
  12th-rank Sorcerer
  d100   
  Magical Attack & Defence
  01–40  
  ma 2d8 +6; md 2d4
  41–70  
  ma 4d6 +4; md 2d6
  71–85  
  ma 6d6; md 3d6
  86–95  
  ma, 4d12; md 4d4
  96–00  
  ma 3d8 +16; md 2d12 +5
   d100  
  Armour
  01–10  
  Armour Factor 1
  11–20  
  Armour Factor 2
  21–35  
  Armour Factor 3
  36–55  
  Armour Factor 4
  56–70  
  Armour Factor 5
  71–85  
  Armour Factor 6
  86–95  
  Armour Factor 7
  96–99  
  Armour Factor 8
  00  
   
  Armour Factor 9
  d100 
   
  Health Points
  01–15  
  1d6 HP
  16–35  
  1d6 +4 HP
  36–55  
  2d6 +5 HP
  56–75  
  3d6 +6 HP
  76–85  
  4d10 HP
  86–90  
  5d6 +8 HP
  91–95  
  6d10 HP
  96–00  
  8d10 HP
  d100 
   
  Movement/Evasion
  01–10  
  10m/evasion 3
  11–25  
  12m/evasion 4
  26–50  
  15m/evasion 5
  51–75  
  20m/evasion 6
  76–90  
  25m/evasion 7
  91–00  
  30m/evasion 8
  d100   
  Special abilities
  01–06   
  venomous (normal poison strength)
  07–09   
  Evil Eye (as the spell)
  10–11   
  invisible
  12–24   
  able to fly
  25–30   
  surprises on 1–4 on d6
  31–40   
  breathes fire (as Dragonbreath)
  41–49   
  carries disease
  50–57   
  touch carries Curse
  the infernaL
  
  70
  Dragon Warriors
  58–62   
  immune to normal weapons
  63–70   
  mesmerism (like a Vampire)
  71–77   
  can change shape at will
  78–80   
  gaze petrifies (like a Gorgon)
  81–85   
  regenerates 1 HP each Round
  86–90   
  can see invisible beings
  91–95   
  roll twice on this table
  96–99   
  roll three times
  00   
   
  other power (GM’s choice)
  stealth 10  
   
   
   
  perception 8 (darksight)
  Regardless of its powers, a Hellion cannot approach 
  within 2m of a sacred relic or harm a character who 
  possesses one. Like Vampires and Hellrots, Hellions 
  can be driven off by the sight of a crucifix (see the 
  entry for Vampires, p. 83).
  HELLROT
  Hellrots are employed as earthly emissaries by cer-
  tain evil demons who cannot themselves gain entry 
  to our world. They are particularly found in service 
  to the crazed Black Priests of the arch-demon Rim-
  fax. They are released at night (for they are burned 
  and shrivelled by the sun’s rays), and flap across the, 
  land, blighting crops and polluting streams and wells. 
  The bite of a Hellrot conveys the Black Death, and 
  if they chance upon a sleeping vagabond or pilgrim 
  alone by the roadside, they may alight and infect 
  him without his knowledge. Thus do they give rise 
  to ravaging plagues. 
   
  The body of a Hellrot is a bloated, scabrous 
  sac supported in the air by leathery black wings. 
  Its four limbs bear some resemblance to human 
  arms, though very stunted and misshapen. Folds of 
  suppurating flesh conceal the monster’s neck and 
  envelop its purple-grey jowls. The face is manlike at 
  first glance, but so horribly coarse and flattened that 
  it has many of the characteristics of a turtle’s hard 
  beak. The creature gurgles incessantly, all the while 
  drooling its infected spittle.
   
  Hellrots can be driven back by the sight of a cru-
  cifix, in just the way that Vampires are (see p. 83). By 
  reason of their extreme unholiness, Hellrots can do 
  no harm to a character using a relic. The mere touch 
  of a relic slays a Hellrot at once.
  attack 15, Bite (d8, 3 and  
  Armour Factor 2
  plague) or may use weapon
  defence 7   
   
   
   
   
  Movement: 8m (15m) 
   
   
   
   
   
   
   
   
  (flying—60m)
  magical defence 8 
   
   
  evasion 4 
  Health Points 5d6  
   
   
  stealth 13  
  Rank-equivalent: 3rd   
   
  perception 6 (darksight)
  MALgASH
  The Malgash is a demon of fire and darkness, pos-
  sessed of great power. It is a challenging adversary 
  for even the most skilled adventuring parties and is 
  only to be encountered in the most inaccessible and 
  dangerous underworld shrines. 
   
  It appears as a gigantic gaunt figure of congealed 
  shadow, wreathed in spouting flames, with a long 
  mane of blue smoke. It gives vent to a mad battle-
  roar as it strides to attack, blowing out a spittle of 
  hot cinders from its red maw. Its sword is a sliver of 
  incandescent lava, and in its other hand it swings a 
  whip of white sparks. The appearance of the Mal-
  gash is so awful as to strike terror into the brav-
  est heart. When it is encountered, every character 
  in the party is subject to a 1d10 Fright Attack (see 
  the rulebook, p. 122). If this takes effect, the char-
  acter will either run in abject fear for 1–6 Combat 
  Rounds (90% chance) or be petrified with fright for 
  1–4 Rounds (10% chance).
   
  The fiery sword of this demon inflicts dreadful 
  wounds, but its whip is perhaps the more deadly 
  weapon. It can strike with the whip to a distance 
  of up to 12m. A Hit Roll is not used—the whip’s 
  speed of 16 is matched against the target’s eva-
  sion score. The white-hot lash is not impeded by 
  non-magical armour, and even enchanted armour 
  offers scant protection (i.e. Armour Bypass Roll on 
  1d12). A character struck by the whip can be pulled 
  towards the Malgash; it is not easy to escape the 
  clutches of this demon.
   
  The Malgash has other powers as well. The heat 
  coming off its body is like an open furnace—any 
  character within 2m must roll 1d20 at the start of 
  each Round, and if the roll exceeds his Strength 
  score then he loses 1 point of Strength owing to 
  heat exhaustion. (A Mystic using the Survival spell 
  is protected against this for the first five Rounds of 
  combat.) When a character’s Strength reaches 0, he 
  collapses and is unable to fight or move. If the Mal-
  gash is defeated and the stricken character is taken 
  
  7
  the infernaL
  to a cool place, given water, etc, then he will recover 
  within a minute or so—although he must fight as 
  though Weakened (the Sorcery spell of the first level) 
  for the next hour.
   
  The Malgash can see invisible objects and crea-
  tures and, in point of fact, it can even see the true 
  shape of a Transformed character. By sheer thrust of 
  will, it can shatter spells that are operating within 
  5m. This power differs from Dispel Magic in that 
  the Malgash can only negate one spell at a time. 
  It cannot attack in the same Round. It can negate 
  a spell of up to 10 Magic Points (or MP-equiva-
  lent, in the case of a Mystic spell), and this drains its 
  negating capability, which then recovers at the rate 
  of 1 MP per Round. 
   
  Suppose that the Malgash were under attack 
  from a Sorcerer using Vorpal Blade, Warding and 
  Armour. In the first Round, the Malgash dispels the 
  Vorpal Blade, and in the second dispels the Ward-
  ing. Having dealt with a total of 9 Magic Points, 
  its power is depleted to the point where it could 
  only knock down a first-level spell. After another 
  five Rounds, it could dispel the Sorcerer’s Armour as 
  well—presupposing he survives that long.
  attack 32, Sword (d8 +4,  AF 6 (immune to non-magical 
  9) or Whip (d121, 12)   
  weapons)
  defence 25  
   
   
   
  Movement: 12m (25m)
  magical defence 24  
  evasion 7 
  Health Points 60   
   
  stealth 1 
  Rank-equivalent: 25th  
  perception 20 (panoptical)
  Special note: As afficionados of Professor Tolkien’s work 
  will recognize, our inspiration for this demon derives 
  from the Balrog. The GamesMaster is recommended to 
  consider the Moria episode from The Lord of the Rings 
  as an indication of how the Malgash could be used.
  NIgHTMARE
  Wild heaths and glades, moonlit meadows and 
  secluded abbeys. These are the places where the 
  demons called Nightmares are imagined to skulk. 
  Malignant and hungry for souls, they wait and 
  watch for wayfarers to stray upon their haunts. 
  When the characters go to sleep for the night, the 
  Nightmare invades their dreams. The Nightmare 
  cannot be detected because it has no physical pres-
  1 
  An Armour Bypass Roll is not required for the whip when striking a 
  character in non-magical armour.
  ence in the real world. An Eye of Foreboding may 
  (60% chance) flicker as it approaches, but by this 
  time the Eye’s wearer will be asleep and unable to 
  heed the warning. If one of the characters has stayed 
  awake on watch, the Nightmare will try to put him 
  to sleep, matching its magical attack of 2d6 +14 
  against his magical defence. (This is because he 
  could otherwise awaken his sleeping comrades as 
  soon as he saw they were having an abnormally hor-
  rific dream.) If the Nightmare’s sleep spell fails to 
  work, the character can (if he has any sense) instantly 
  arouse his comrades and thus drive off the demon. 
   
  Having entered the sleeping minds of its victims, 
  the Nightmare takes control of their dreams. It may 
  or may not allow them to know they are dreaming, 
  as it can make its dream-images utterly realistic. 
  One way for the GamesMaster to handle this is to 
  start a gaming session in the normal way, gradually 
  introducing a succession of increasingly bizarre ele-
  ments until the players guess that their characters 
  are actually caught in a Nightmare’s dreamworld. 
  Only then do they remember how they happened to 
  be camping out for the night, and the GM narrates 
  in ‘flashback’ what they did between the end of the 
  previous adventure to the beginning of the dream 
  sequence. (The GM is not advised to use this tech-
  nique more than once. ‘Tricks’ of GamesMastering 
  are effective the first time they are used, but wear 
  thin with repetition.)
   
  The Nightmare will toy with its victims, subject-
  ing them to a horde of weird and disturbing expe-
  riences. As it reigns supreme in the dreamworld, 
  it may cancel out some of their powers—or alter 
  various abilities so that weaker characters become 
  strong while their former leaders become weak. 
  Beings who appear to be characters in their dream-
  adventure may be friend or foe, the advice they 
  offer may be for good or ill. Normal perceptions are 
  perverted; an apparent pushover like a Goblin may 
  turn out to have the powers of a Master Sorcerer. 
  The Nightmare always appears in the dream itself, 
  usually as an archetypal figure such as an evil Wiz-
  ard-King in a high fortress, whom the characters 
  must slay to obtain their safety. It may feature in 
  other ways—as a legendary treasure the characters 
  must find, a haunted place, a secret truth they must 
  comprehend. In a spirit of malicious caprice, it may 
  even enter the dream in a relatively weak persona, 
  perhaps as a friend of the characters—if they can 
  guess its real identity, they would easily be able to 
  destroy it and awaken from the dream.
  
  7
  Dragon Warriors
   
  Whatever the Nightmare’s choice of dream—a 
  prolonged imaginary adventure or a brief battle—
  the time will come when it tries to slaughter its vic-
  tims or drive them mad. When a character dies in 
  the dream (or suffers a similarly conclusive fate such 
  as maiming, insanity or imprisonment) he must roll 
  to wake up. He rolls 1d20, adds his rank, and must 
  exceed his Psychic Talent score. Psychically gifted 
  but inexperienced characters are the most prone to 
  suffer at the Nightmare’s clutches. Failure to make 
  the roll means that the character suffers in reality 
  whatever befell him in the dream—a slain character 
  never wakes, a character chained in the Nightmare’s 
  dungeon becomes catatonic, and so on. At the same 
  time, all other characters trapped in the dream get 
  to roll to see whether their companion’s fate shocks 
  them into waking up; a roll of under Intelligence on 
  2d20 is needed for this. 
   
  Instead of entering the dreams of an entire party, 
  the Nightmare sometimes singles out one charac-
  ter. By successfully matching its magical attack 
  against his magical defence, it can cause him to 
  sleepwalk. The character may run amok through 
  the camp, hacking at his companions as it seems in 
  his dream that a throng of monsters surround him. 
  Alternatively, the Nightmare can make repeated 
  visitations to the character night after night. Until 
  the demon is exorcized, the character spends all his 
  waking hours tired and drained—represented by 
  reducing both his Strength and Health Points by 3. 
  The exorcism will allow these scores to recover, but 
  the character’s hair turns stark white and he remains 
  nervous and uneasy (+2 on Fright Attacks against 
  him) for the rest of his life.
   
  Many people assume that the Nightmare’s ‘true’ 
  form is a great black horse. In fact, the name is 
  derived from niht and mara, a demon that preys 
  on the living. If Nightmares sometimes appear to 
  their victims as horses, it is only because they are 
  responding to the fears and superstitions on which 
  they thrive.
   
  A Nightmare has effectively an infinite stealth, 
  and a perception of 20, with panoptical vision (see 
  p. 6).
  SUCCUBI
  Succubi are naked, pink-skinned creatures, with 
  four long arms, a tail and a monkey-like face. They 
  have the ability to pass intangibly through walls. 
  They serve demonic masters or powerful demon-
  serving magicians, to whom they are indentured for 
  a certain number of tasks. 
   
  With their four arms, Succubi get two attacks 
  per round with their shortswords (d8, 3) and will 
  attempt to grapple once per round with their other 
  two hands. The target character is held if the Suc-
  cubi roll under their Strength + Reflexes minus the 
  character’s Reflexes on 1d20. The succubus can stab 
  a character it is holding once every round, without 
  needing to make a Hit Roll.
   
  A relic, when touched to their skin, will reduce 
  them to a pile of ashes. They regenerate 1 Health 
  Point per Round if they have taken damage from a 
  non-magical weapon.
  attack 18, Shortsword (d8, 3) Armour Factor 0
  defence 14 
   
   
   
   
  Movement 8m (16m)
  magical defence 10  
   
  evasion 4
  Health Points: 12  
   
   
  stealth 18
  Rank-equivalent: 3rd  
   
  perception 10 (panoptical)
  THE SUfIRIAD
  Minor demons motivated by the spirits of long-dead 
  priests, the Sufiriad could perhaps be thought of as 
  a snow-dwelling variety of Spectre. They are not, in 
  fact, undead—merely invisible monsters energized 
  with exotic sorcery. The position of a Sufiriad can 
  be determined by the terrible screeching, moaning 
  wail it makes, and the swirling whirlwind in which 
  it is cloaked. The Sufiriad have no weapons with 
  which to smite their foes. They attack instead by 
  moving right up to a character and imploding their 
  freezing whirlwind upon him. The character suffers 
  1d10 HP damage (subtracting his Armour Factor 
  from this, if any), and must roll equal to or less than 
  his Strength on d20 or die! Even if he survives, the 
  scream the monster emits during this attack has a 
  10% chance of shattering the victim’s eardrums.
   
  Fire (as, for instance, of a Dragonbreath spell) 
  scores +2 HP damage against the Sufiriad, but 
  direct-attack magic of any kind is useless. 
   
  The Sufiriad constantly sweep and glide through 
  the broken, snow-choked ruins of their ancient 
  temples. Their task is to guard these ruins, and they 
  never move far from them.
   
  Those able to see beyond the visible spectrum 
  will find the appearance of these creatures macabre 
  
  7
  the infernaL
  and disturbing: an ultraviolet, ophidian body and 
  a head, wreathed in cold white fire, resembling a 
  horned but human skull.
  attack Whirlwind  
   
  Armour Factor 5
  (see above)
  defence 0  
   
   
   
  Movement: 10m
  magical defence –   
  evasion 4 
  (see above)
  Health Points 5d10 +5  
  stealth 7  
  Rank-equivalent: 10th   
  perception 16 (panoptical)
  WHITE LADY
  These are creatures from the demonic planes that 
  take the form of beautiful women dressed in gowns 
  of white samite and adorned with costly pearls 
  and bejewelled circlets. They are actually disgust-
  ing worm-like entities, servants of the grim demon 
  Fengris who stalks the planes beyond, slavering for 
  the souls of men.
   
  White Ladies seek to trap potential victims of 
  their master’s soul-lust by using a potent version of 
  the Enslave spell. Unlike the spell cast by sorcerers, 
  however, this form of it can be used on more than 
  one victim at a time and is not subject to the usual 
  Spell Expiry Rolls. The spell will hold its victim in 
  unreasoning subservience for exactly a year and a 
  day. During this time, the souls of the victims are 
  spirited away to a pool in a lichen-covered tower. 
  This tower will appear magically in any secluded 
  place within a mile of where the White Lady is 
  encountered, usually in shaded groves or swamps or 
  other unvisited places. Anyone touching the water 
  in the pool will activate a Banish Rune at its bot-
  tom; anyone failing to save against the spell (magi-
  cal attack of 22) will be transported to the nether 
  planes. If anyone casts Dispel Magic on the surface 
  of the water, the enslaved warriors following the 
  lady will immediately be released from their spell. 
  Once the White Lady has collected ten victims she 
  will return to the demonic planes with them where 
  their souls will be consumed by Fengris.
   
  If characters encounter a White Lady, she typi-
  cally will be protected by 1–6 average 2nd-rank 
  warriors. She may pretend that she is being attacked 
  by her guards to lure the party into trying to rescue 
  her. If the Lady is slain, she will slowly turn into the 
  image of a hideous worm before disappearing from 
  this plane altogether; not a trace of her will be left 
  behind. If the Lady is slain and the party do not find 
  her tower and release their souls from the pool, the 
  warriors will wander the lands like crazed loons for 
  the remaining length of their servitude.
   
  White Ladies are powerful magic-users, with all 
  the abilities of 7th-rank Sorcerers.
  attack 13, Dagger (d4, 3)  
  Magic points 25
  defence 7  
   
   
   
   
  Movement 10m (15m)
  magical attack 22   
   
  evasion 4
  magical defence 12  
   
  stealth 15  
  Health Points 11  
   
   
  perception 7 (normal)
  Rank-equivalent: 7th
  
  74
  Dragon Warriors
  THE UnDEAD ARE beings who have died but who 
  continue to ‘live on’, after a fashion, because their life 
  force (and sometimes their physical form) is replaced by 
  necromantic sorcery. Undead creatures are not subject 
  to poison, disease or spells which only affect the living. 
  They are creatures of the gloom; all Undead can see in 
  darkness, and most abhor the light of day. 
  BARNACLE MEN 
  These undead creatures swarm up from the depths 
  of the ocean during storms and cling to the hulls of 
  ships. Their bodies are completely covered with bar-
  nacles, giving them a high Armour Factor. Anyone 
  succeeding in cracking this near-impervious layer 
  will find a calcified white skeleton beneath. Barnacle 
  Men will often break through the bottoms of ships 
  to get at treasure hoards of jewels and gold, which 
  they then embed in their jewel-encrusted bodies. 
  Characters encountering them they will see at first 
  only a glint of jewellery and gold in the darkness. 
  Barnacle men are reputed to be the ghostly remains 
  of undead pirates who are too rapacious to lie qui-
  etly in death where they sank. They are intent on 
  terrorising the merchant ships that ply the shores. 
  attack 12, Cutlass (d8, 4) Armour Factor: 4
  defence 6   
   
   
   
  Movement: 10m
  magical defence 3 
   
  evasion 3
  Health Points 1d6  
   
  stealth 13  
  Rank-equivalent: 1st   
  perception 7 (gloomsight)
  BARUDATH (Eaves Phantom)
  The Eaves Phantom, or Barudath, is a kind of 
  vampiric ghost believed to arise from the forgotten 
  grave of a suicide. Sensing the life-force of those on 
  whom it would prey, it attaches itself to a dwelling 
  or encampment. Usually this will be an out-of-the-
  way place such as a margrave’s castle or a fortified 
  manor house.
   
  Night after night, the Eaves Phantom returns to 
  flit about the boundaries of its chosen domicile. At 
  this time it may appear to the inhabitants in a vari-
  ety of forms—often as a gaunt man lingering at the 
  threshold, or as a hairy bestial being that stares in 
  through windows or growls unseen from among the 
  bushes. Its manifestations always cause a shudder of 
  dread, and anyone seeing it for the first time suffers 
  a 1d4 Fright Attack (see the rulebook, p. 122).
   
  The Eaves Phantom cannot enter the dwelling it 
  has come to haunt unless the way is opened for it or 
  it is invited in by someone inside. It constantly tries 
  to trick its way in by such ploys as appearing to be 
  a rain-soaked wounded traveller, or causing a loud 
  hammering at the door and calling for admittance 
  in a commanding voice. Its eager death-lust and 
  inhuman nature often give it away, however, and a 
  character who rolls under his Intelligence score on 
  1d20 will realize he is being tricked. 
   
  Denied entry, an Eaves Phantom may continue 
  its haunting for many years—even becoming a 
  ‘fixture’ of some old, high-born families. This only 
  serves to make it more dangerous. In becoming 
  Chapter 9
  THE
  UNDEAD
  
  7
  familiar with its ways, the inhabitants may become 
  lax and forget to guard against its wiles. One old 
  nobleman, lying abed with the gout, was kept awake 
  night after night by the howling of the Eaves Phan-
  tom that had haunted his family for generations. 
  At last it appeared as a grinning white face at the 
  windowpane. Tormented and tired beyond reason, 
  the old warrior seized an axe and hurled it through 
  the glass at the apparition. Evidently this particular 
  Eaves Phantom favoured an open interpretation of 
  the terms of its haunting—it entered through the 
  shattered casement and slew all within.
   
  Until it has gained entry, an Eaves Phantom 
  cannot be harmed and can only hurt the living by its 
  Fright Attack. If tracked to its grave by day it can be 
  exorcized, but this is no easy task in that the grave 
  is likely to be remote and overgrown with weeds. 
  (Pursuit spells prove ineffective unless the Mystic 
  casting them is at least 8th rank.) The moment it 
  enters the place it has been haunting, the monster 
  becomes substantial and can be harmed with magi-
  cal weapons or spells. In its undead incarnation, it 
  now appears as a tall figure with bone-white skin, 
  eyes of gleaming jade and a long mane of flowing 
  green hair. Any character looking into its glowing 
  eyes may be Transfixed—a magical attack of 23 is 
  matched against the character’s magical defence 
  to determine this. Though it may fight with any 
  weapon to hand, it usually disdains such: the mere 
  touch of its fingers unleashes deathly sorcery into 
  its opponent’s body, causing the loss of 2d4 HP. 
  No Armour Bypass Roll is needed for the touch, 
  though enchanted armour will absorb its magical 
  bonus from the damage rolled.
   
  Having killed all within the place it has entered, 
  it takes up residence permanently in order to absorb 
  the psychic residue of their deaths. It cannot leave, 
  and will seek to destroy any who come to disturb its 
  solitude. Apart from the use of enchanted weapons 
  and spells, its destruction may be accomplished by 
  locating its grave and bringing its mortal remains 
  to the place where it resides. Upon looking into the 
  empty sockets of its own skull, the Barudath gives 
  vent to an unholy shriek and disappears forever.
  attack 24, Touch inflicts  Armour Factor 2 (immune to 
  2d4 HP damage 
   
   
  non-magical weapons)
  defence 17 
   
   
   
  Movement: 15m
  magical defence 13  
  evasion 6
  Health Points 3d6 +21  
  stealth 15 
  Rank-equivalent: 15th   
  perception 10 (gloomsight) 
   
   
   
   
   
   
   
  (once incarnate)
  BLUE MEN
  By night in the sailors’ taverns of many a port, with 
  salt spray lashing the windowpanes, one may hear 
  old adventurers in their cups whispering seafar-
  ers’ tales. Sometimes the talk is of the Blue Men, 
  who plough through the cold northern seas in their 
  dragon-prowed warships, and plunder riches and 
  souls from the living. 
   
  They come out of churning grey waves with the 
  gnawing icy gale of an approaching storm billow-
  ing out their sail. A pallid flare of phosphorescence 
  limns the rotted timbers of their vessel—an ancient, 
  barnacle-encrusted hulk, waterlogged and impos-
  sibly afloat, like a grim wreck that has been raised 
  by sorcery from the ocean depths. The grisly mari-
  ners of this ship stand silent on her creaking decks, 
  blankly observing the terror-struck faces of their 
  human prey. Chilled to the marrow of their bones 
  by a cold no earthly fire could dispel, they possess 
  the hunger of the dead for the living. Their flesh 
  is shivery blue and their long beards are tangled 
  with kelp, and in his hand each grips a longsword of 
  brine-corroded bronze.
   
  The Blue Men hold a course alongside the cho-
  sen ship, whereupon it is soon clear that they cannot 
  be outrun or evaded no matter what the steersman’s 
  skill. Standing by the fierce prow, the Blue Men’s 
  chieftain addresses his prey. In a voice like thun-
  der he calls out couplets of verse that describe the 
  terrible fate that shall be meted out to them, but 
  if a spokesman from among the adventurers can 
  immediately reply with a rhyming couplet refuting 
  his words then the Blue Men will be temporarily 
  balked from attacking. So the chieftain might say:
   
  ‘Our prow shall split your ship like kindling,
   
  Your own bright blood shall wash the decks.’
  And be countered by:
   
  ‘We have no fear of cold blue dead men
   
  Blustering from their sodden wrecks.’
  The adventurers then get the opportunity for a 
  riposte, which the chieftain must likewise deny in 
  rhyme. The contest of verse continues until one 
  side falters or is forced to make an unconvincing or 
  clumsy rejoinder. 
   
  If the chieftain wins, his Blue Men board the 
  adventurers’ ship and fight like demons, untouched 
  by lesser sorcery and all but impervious to wounds. 
  They may be driven back if the adventurers man-
  age to inflict more than 25% casualties, returning 
  to their own vessel which then sinks rapidly below 
  the unDeaD
  
  76
  Dragon Warriors
  the waves. Any character they slew will be beyond 
  resurrection—his soul taken down with them to the 
  depths, as the legends have it. If the rhyming con-
  test is won by the adventurers’ spokesman, the Blue 
  Men will depart at once.
   
  Hardy adventurers will perhaps refuse to play 
  the Blue Men’s game. Ignoring the verse, they may 
  attempt to take the battle on to the planks of the 
  dragon-ship. The Blue Men will respond by lower-
  ing the vessel below the waves, and each adventurer 
  who boarded them must roll under his Reflexes on 
  2d20 or be sucked down with them. The chieftain 
  will hurl a final weird upon those who survive: 
  their vessel will lie becalmed and stricken by plague 
  unless every adventurer aboard can resist his magi-
  cal attack of 16. (In game-terms, the effect of the 
  weird is to leave the vessel becalmed for 3–30 days, 
  during which time careful check must be kept on 
  rations and supplies of fresh water. The adventurers 
  are exposed to 1–3 random diseases each day the 
  weird lasts—see pp. 126-127 of the rulebook.)
  attack 23, Longsword (d8 +2, 6) Armour Factor 11
  defence 10  
   
   
   
   
  Movement: 10m (20m)
  magical defence 82   
   
  evasion 6 
  Health Points 1d6 +16   
   
  stealth 14
  Rank-equivalent: 7th  
   
  perception 10 (panoptical)
  CADAVER
  Many secrets of necromancy have been lost since 
  ancient times. Sorcerers today can now reanimate 
  the dead only as Zombies—mere shambling, mind-
  less husks—or as puny (and barely more intelligent) 
  Skeletons. No trace of the corpse’s former identity is 
  retained when it is raised from its grave. The might-
  iest Knight becomes, in undeath, no more skilled a 
  fighter than the lowliest peasant.
   
  More powerful undead do exist, of course—
  Mummies, Vampires, Wights, Night Stalkers, 
  Eidolons. If mortal Sorcerers ever had the power to 
  force these states of undeath on others, that knowl-
  edge has vanished in the mists of time. Such crea-
  tures need not have been created by spells, in any 
  case. The strongest magic comes directly from the 
  human mind, and one who refuses to submit meekly 
  to death—or who nurses thoughts of vengeance on 
  the living—may rise spontaneously from the crypt.
   
  This seems likely to be the case with Cadavers, 
  the name applied in Ecgric’s Compendium to the 
  “ranks of the mighty dead, heroes of the distant 
  past”. These are the corpses of heroes, elite fighters 
  and warrior-saints. Through sheer force of determi-
  nation and the exalted status they held in life, their 
  bodies resist decay. After lying for centuries in the 
  tomb, they may be ashen grey and clad in dusty har-
  ness, but they show no trace of corruption. They 
  remain in the sleep of death for hundreds or even 
  thousands of years, to awaken when their unearthly 
  nature decrees they must. Generally, this will be to 
  deal with a profanation of the shrine or tomb in 
  which they are buried, but they are also aroused (so 
  the myths say) when their people or gods have great 
  need of them. (Thus the citizens of Ongus, in Elle-
  sland, believe that the revered dead will burst from 
  their burial mounds if any pretender ever sits upon 
  the throne; the Edducian Panalect declares that the 
  Apostles would again stride the land if infidels were 
  allowed through the gates of Cantorbridge, etc.)
  1 
  Blue Men take half-damage from arrows, slingshots, etc.
  2 
  Blue Men are immune to Sorcerer spells of 1st–4th level.
  
  77
  the unDeaD
   
  Although unmarked by decay, a Cadaver can 
  easily be distinguished from a living man. Its eyelids 
  snap open to reveal a pupilless ivory gaze. The skin 
  is livid and clearly not alive. The Cadaver’s face is 
  cast in a stark and deathly grimace. It animates with 
  clumsy, spasmodic movements at first, as it becomes 
  accustomed to fighting again after so many years. 
  For the first Combat Round after animating, it thus 
  fights at –5 attack and –5 defence, then –4 in the 
  second Round and so on. Adventurers must fight 
  desperately or flee while it is weak, for it soon gains 
  control of its lifeless limbs, becoming macabrely 
  graceful and fighting with all the skill that it pos-
  sessed when alive.
   
  Almost always buried in the gilded finery of bat-
  tle, bedecked with talismans and armed with exotic 
  weaponry, Cadavers get two rolls on the NPC Weap-
  ons & Equipment Table (see the rulebook, p. 133) 
  to determine whether they have any special magical 
  items. A roll indicating potions is discounted.
   
  Cadavers are not always hostile. They might seek 
  aid from characters whose interests are sympathetic 
  to their own. For instance, if the characters are hunt-
  ing an evil priest who is trying to summon a demon, 
  a Cadaverous Knight who is particularly opposed 
  to the demon could rise up and help them in their 
  quest. Note, however, that Cadavers do not speak 
  (possibly because they cannot regain the delicate 
  control needed for their vocal cords). If a Cadaver 
  wants something of the players it will illustrate 
  this by means of action—in the example above, by 
  charging in to attack the evil priest. The true horror 
  of a Cadaver (even a ‘friendly’ one) must always be 
  maintained. It should not behave like a fellow who 
  ‘just happens’ to have been dead for five centuries.
   
  Obviously, the fighting skill of Cadavers will 
  vary. To some extent it should be adjusted to suit 
  the strength of the player-characters, though no 
  Cadaver will be below 10th rank. The stats below 
  assume a Cadaver of 12th rank.
  attack 26, damage depends 
  Armour Factor varies, +1 
  on weapon (Str 18)  
   
   
  for dead skin
  defence 19  
   
   
   
   
  Movement: 10m (18m)
  magical defence 141  
  evasion 6 
  Health Points 4d6 +18  
  stealth 16 
  Rank-Equivalent 12th   
  perception 17 (panoptical)
  1 
  The mind of a Cadaver can never be controlled; the unswerving fanati-
  cism which has brought it back from the dead will not be overcome by any 
  spell.
  DEATH’S HEAD
  These vile supernatural creatures have the appear-
  ance of a human head with a long horn sprouting 
  from the forehead and black bat-like wings behind 
  the ears. They flap swiftly about their opponents, 
  presenting a very difficult target (hence the high 
  defence) and attacking with stabs of their sharp 
  horn. 
   
  However, during the hours of daylight, the 
  wings and horn of a Death’s Head become invis-
  ible and intangible, rendering it unable to fly. The 
  monster gets around this problem by acquiring a 
  ‘host’ body for itself. It devours the head of a victim 
  and binds itself magically to the severed neck, using 
  its dire sorcery to animate the body as a Zombie. 
  The Death’s Head then uses this host body to move 
  around by day, passing itself off as human. It will 
  always be on the lookout for a new host, however, 
  as the decomposition of the body becomes obvious 
  after a few days. A Death’s Head’s disguise is thus 
  90% perfect on the first day after taking a new host, 
  then 80% on the next day, and so on.
   
  Note that if attacked before sunset, the Death’s 
  Head is bound to its stolen body and is thus less 
  
  78
  Dragon Warriors
  dangerous. It will use its host body to fight, using 
  any weapon to hand, but the host body will have 
  only the fighting skill of a normal Zombie instead 
  of the Death’s Head’s own abilities given below. The 
  fight is resolved just as though it were a combat with 
  a normal Zombie, except that any successful blow 
  struck against the monster has a 10% chance of hit-
  ting the head and inflicting a wound on the Death’s 
  Head itself. Otherwise the blow strikes the Zombie 
  body and reduces its Health Points.
   
  The moment the sun sinks below the horizon, 
  the Death’s Head regains its wings and horn and 
  takes to the air. It will then scour the forests and 
  lonely hill roads seeking a new host. It has a special 
  spell, Spellbind, to help it overcome a foe without 
  damaging his/her body. This spell is usable once per 
  night, and cast with a magical attack of 13. It 
  has a range of 10m and, if successful, will cause the 
  victim to stand in place while the Death’s Head kills 
  him.
   
  Note that a Hold Off the Dead spell will keep the 
  stolen body of a Death’s Head at bay but will not 
  affect the Death’s Head itself.
  attack 16, Horn (d10, 4) Armour Factor 3
  defence 18 
   
   
   
  Movement: 6m as Zombie; 
   
   
   
   
   
   
   
  flying—30m
  magical defence 7 
   
  evasion 7 
  Health Points 1d6 +2  
  stealth 14
  Rank-equivalent: 6th  
  perception 13 (panoptical)
  fUNgUS MAN
  Fungus Men, or Black Caps as they are sometimes 
  called, might be mistaken for a particularly gruesome 
  form of undead. They are mouldering skeletons, 
  clumped and caked with fungi, that lurch around 
  forested ruins and abandoned burial grounds. In the 
  dark they give off a sickly, yellow-green phosphores-
  cence and this, along with their sweet, musky odour, 
  ensures that they rarely (1 chance in 12) attack with 
  surprise.
   
  The Fungus Man is brought to its semblance of 
  undeath by a saprophytic mould which, entrenching 
  itself in the body tissues of a corpse or (more rarely) 
  a living man, gradually rots and consumes the flesh. 
  By the time most of the body is replaced by fungus, 
  with only the skeleton remaining as a frame within 
  it, the Fungus Man is able to rise up. It prefers the 
  damp places where its fungoid body can thrive, 
  and haunts the shadowed earthy tunnels of many 
  an underworld, though it can tolerate the bleached 
  sunlight of the winter months.
   
  The experience of meeting a Fungus Man is one 
  to chill the blood. As it fights, the cracked jaw of the 
  skeleton gapes open, breathing forth decay as the 
  soft, unemotional voice of the dead host whispers 
  of the torments and terrible delights of the grave. 
  Characters with a high degree of psychic sensitivity 
  are the most likely to find this particularly disturb-
  ing. A d20 roll is made when combat begins, and 
  unless the character scores equal to or higher than 
  his Psychic Talent, he fights the Fungus Man at –2 
  attack, –1 defence.
   
  Anyone who fights a Fungus Man is exposed to 
  the vaporous wisps of ochre spores they emit when-
  ever they are struck. There is a 10% chance that 
  the spores will take root in the character’s flesh, in 
  which case he must attempt a d20 roll of under his 
  Strength score every day. For each failure he loses 
  1d6 HP, and although Healing spells and Invigorate 
  will temporarily restore him, a Miracle Cure or Puri-
  fication is the only way to eradicate the mould. If the 
  character’s Health Points reach –3 then he dies, only 
  to rise again in the Fungus Man’s travesty of exist-
  ence after a week or so. This is the inevitable fate of 
  any fallen adventurer left in the Fungus Men’s lair.
  attack 13, damage depends 
  Armour Factor 1 (but 3 vs
  on weapon1  
   
   
   
   
  stabbing weapons)
  defence 6   
   
   
   
   
  Movement: 8m (15m)
  magical defence 62  
   
  evasion 3 
  Health Points 1d6 +8   
   
  stealth 3 
  Rank-equivalent: 2nd  
   
  perception 9 (panoptical)
  gHOST
  Ghosts are spirits of the dead that have chosen to 
  linger on the earthly plane for some reason. Often 
  the reason is to give guidance to the living or to exact 
  revenge on an enemy—often the Ghost’s murderer.
   
  Ghosts exude an aura of terror, and when they 
  encounter living beings there is an automatic Fright 
  Attack (see the Dragon Warriors rulebook, p. 122) of 
  1d12 intensity. 
   
  Having once survived a Fright Attack by a Ghost, 
  a character becomes inured to that Ghost and is in 
  1 
  Usually a rusty sword or mace
  2 
  Fungus Men are immune to all mind-controlling spells and devices by 
  reason of the fact that they have no mind in any natural sense of the word.
  the unDeaD
  
  79
  no danger from it in future (though he may still be 
  scared to death by other Ghosts). For this reason, 
  a Ghost will usually depart after encountering a 
  party of adventurers, unless it has some message for 
  them. Sometimes (20% chance) a Ghost will decide 
  to haunt a party; its presence will swamp out the 
  danger sense of any Mystics in the party, cause a 
  clammy unease that will double the chance of the 
  party being surprised in, encounters, and bring bad 
  luck in the form of a temporary 1-point penalty 
  to attack and defence for each character in the 
  party. Apart from Exorcism, there is no way to harm 
  or drive off a Ghost.
  gHOUL
  Ghouls are transformed Humans (or sometimes 
  Dwarves or Elves) who have entered a twilight 
  existence between life and death as a result of their 
  warped appetites—they gorge themselves on the 
  rotting flesh of corpses. Ghouls present a ghastly 
  sight to those who encounter them: shrivelled forms 
  loping from the shadows, their olive-hued flesh 
  puckered and leprous, yellow eyes glinting with 
  the fever-light of insane hunger, mouths gaping to 
  reveal the chipped uneven fangs with which they 
  rend their prey. Any NPC (non-player character) 
  below 3rd rank encountering a Ghoul must roll his 
  Intelligence or less on 1d20 or else flee in panic. 
   
  Ghouls fight with a berserk fury, using whatever 
  weapons they may have gathered from their tomb-
  robbing forays. Their lair, if it can be found (it will 
  often be a ruined mausoleum or abandoned cottage), 
  may contain rich treasures, for Ghouls love to hoard 
  their spoils.
  attack 17, damage depends  Armour Factor: type worn
  on weapon  
   
   
   
   
  (usually none)
  defence 9  
   
   
   
   
  Movement: 12m (25m)
  magical defence 7 
   
   
  evasion 4
  Health Points 1d6 +10  
   
  stealth 15 
  Rank-equivalent: 4th   
   
  perception 9 (darksight)
  gRAVE gAUNT
  These are scavenging, winged undead whose ori-
  gins are lost in the mists of antiquity. Hunchbacked 
  and emaciated, they have grey-black papery skin 
  stretched taut over a bony frame, and narrow skull-
  faces fixed in fleshless rictus. Grave Gaunts cannot 
  stand the light of day, but emerge from their hidden 
  lairs by night to feast on corpses or even attack small 
  parties of adventurers. A Grave Gaunt’s tattered 
  wings enable it to fly quite swiftly for long distances. 
  These creatures often inhabit the remote warrens of 
  cave-tombs in the canyons where they were buried 
  and may range as far as a hundred miles in a single 
  night.
   
  In combat, a Grave Gaunt will land and fold its 
  thin wings closely against its back for protection. It 
  cannot easily take to the air again in the thick of 
  battle, as one Combat Round is required to extend 
  the wings ready for flight. On the ground, Grave 
  Gaunts have an uneven, loping gait. They usually 
  fight with spears, for these do not unbalance them 
  in flight and may also be hurled down from the 
  night skies when a dangerous enemy is encoun-
  tered. Spiked and twisted antlers protrude from the 
  Grave Gaunt’s bony brow. It may try to rake these 
  across an opponent’s flesh. A wound inflicted by the 
  antlers quickly becomes puckered and may fester, 
  
  80
  Dragon Warriors
  exposing the character to Wasting Disease (see the 
  Dragon Warriors rulebook, p. 126); also, sorcery will 
  not restore the damage inflicted by Grave Gaunt 
  antlers, so the character must rely on natural heal-
  ing.
  attack 16, Spear (2d4, 4)   
  Armour Factor 1
  or Antlers (d6, 3)
  defence 9   
   
   
   
   
  Movement: 8m 
   
   
   
   
   
   
   
   
  (flying—90m)
  magical defence 9 
   
   
  evasion 7 (in flight), 
   
   
   
   
   
   
   
   
  3 (on ground)
  Health Points 2d6 +6  
   
  stealth 13  
  Rank-equivalent: 4th  
   
  perception 6 (darksight)
  ICE SPECTRE
  Ice spectres only appear in frozen climes, or occa-
  sionally in other lands during hard winters or par-
  ticularly frosty nights. They usually exist within 
  buildings or ruins, though whether they are the 
  spirits of those who perished there it is hard to say.
   
  Ice spectres appear as a pair of spectral arms 
  reaching out from a frozen section of wall or floor, 
  striking with a speed of 14. Anyone failing to evade 
  will be grabbed by one of them and drained of 2d6 
  HP if they fail to save against a magical attack of 
  19. The icy, spectral hands feed upon the warmth of 
  the living, drawing away life to sustain themselves. 
  Once the arms have drawn away 10 Health Points 
  in this fashion, an Ice Spectre will suddenly congeal 
  in the icy air and attack.
   
  Ice Spectres feed off the life heat of the living. 
  They become progressively more powerful as they 
  do this, increasing their own Health Point total by 
  the number that they drain from their victims. As 
  can be imagined, an Ice Spectre that has defeated 
  many victims is a truly horrendous entity and nigh 
  invincible apart from in magical combat. Ice Spectres 
  can only be manifested by human contact, however, 
  and can therefore often be found as frozen puddles 
  barring a passageway or clusters of ice clinging to 
  the walls. 
  attack 19, Icy claws: when these strike, treat as a 
  magical attack. Chill claws will clutch at the victim’s 
  heart and they will take damage as shown by the table 
  below.  
   
   
   
   
   
  Armour Factor: 0
  defence 9  
   
   
   
   
  evasion 4
  magical attack 19 
   
   
  Health Points 10 (but see 
  magical defence 9 
   
   
  below)
  Rank-equivalent: 6th
  Roll (2d6):  
   
   
   
   
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 11 12
  Damage (Health Points): 
   
  1 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  Death
  JUMBEE
  Jumbees linger in thorn-tangled ruins and under-
  worlds for the most part, though they are sometimes 
  encountered in forests, jungles or moors. They seem 
  to be a variety of undead and always manifest in 
  groups of three—a young man, a maiden, and an 
  aged figure so withered that its sex is unclear. They 
  float above the ground, lank grey beings with sunken 
  eyes and unnaturally long limbs. No feet can be dis-
  cerned, as the legs seem to end in a misty blur.
   
  The three Jumbees latch on to a single victim in 
  the party they have encountered. To this one they 
  appear with awful, stark clarity, looming like angels 
  of death through the air, though his comrades will 
  see them only as a trio of shadowy outlines. As the 
  Jumbees drift to claim their chosen victim, their 
  ghastly voices can be heard as a whispering on the 
  very edge of hearing. (One legend states that the 
  Jumbees are foretelling how each character in the 
  group will eventually meet his or her death, but it is 
  never possible to make sense out of the hushed and 
  jumbled words. And perhaps that is, after all, no bad 
  thing!)
   
  If their chosen victim willingly surrenders him-
  self to the Jumbees, they surround him and gradu-
  ally leech all life and substance from him so that he 
  fades forever from this world. This course of action 
  ensures his comrades will not be affected by the 
  Jumbees’ domnassi, a curse which otherwise affects 
  every member of the party whether the Jumbees are 
  destroyed or not. The effect of a domnassi is to cause 
  a haunting unease which effectively increases the 
  next Fright Attack made against them (whether by 
  a Ghost’s appearance, an Evil Eye spell, or any other 
  means; see p. 122 of the rulebook) by 1d6 intensity.
   
  If resisted, the Jumbees sweep through the air 
  to reach their victim. Clustering around, they 
  reach out with their grave-cold hands to touch 
  him. No Armour Bypass Rolls are needed, as the 
  fell power of these beings reaches through to the 
  very soul—each touch of the man-Jumbee drains 1 
  point of Strength from the victim, each touch of the 
  girl-Jumbee drains a Reflexes point, and the elder-
  Jumbee’s touch drains an experience point. The first 
  the unDeaD
  
  8
  two scores will recover, at the rate of one point a 
  day, if the Jumbees are destroyed or driven off, but 
  any experience point loss is permanent. If any score 
  reaches zero, the character dies.
   
  Additionally, the attack of the Jumbees may drive 
  their victim mad with fright. This is resolved as a 
  Fright Attack (see the rulebook, p. 122), of 1d10 
  intensity, applied when the character is first touched 
  by one of the Jumbees. If he goes mad, the character 
  will do one of the following: 
  d8  
  Maddened behaviour
  1 
   
  giggle uncontrollably while the Jumbees slay him.
  2 
   
  throw down his weapon and fight them hand to 
  hand.
  3 
   
  ignore the Jumbees and attack his friends.
  4 
   
  cast spells at random (if a Sorcerer or Mystic).
  5 
   
  attempt to kill himself.
  6 
   
  become catatonic. 
  7-8  
  roll on the Madness Table on p. 124 of the Dragon 
  Warriors rulebook.
   
  This madness is incurable by most magical or mun-
  dane means, but the GM may allow a specific relic 
  to provide temporary relief to a character close to it, 
  and other means might be found to reduce (but not 
  eliminate) the effect.
   
  Other characters in the party may try to help 
  their comrade, but any action they take is likely to 
  be ill-starred because of the hex that protects the 
  Jumbees. A physical attack against the Jumbees has 
  a 40% chance of causing the weapon used to shatter. 
  Sorcerers and Mystics have a 40% chance of mis-
  casting a spell. A magical item—a ring, for exam-
  ple—used against the Jumbees has a 10% chance of 
  losing its enchantment permanently.
  attack 17, Touch (see  
  Armour Factor 0, but immune 
  above)   
   
   
   
   
  to non-magical weapons
  defence 7  
   
   
   
  Movement: 8m (30m)
  magical defence 10  
  evasion 7
  Health Points 4d6   
   
  stealth –  
  Rank-equivalent: 6th  
  perception 15 (panoptical)
  MORDU (Headless Warrior)
  According to many sources, the word ‘mordu’ was 
  originally applied to any morbid or repugnant per-
  son. Over the centuries it has come to be used for 
  the headless spectres that are sometimes seen roam-
  ing the galleries and passageways of ancient castles. 
  Beheading is a not uncommon form of execu-
  tion in the Dragon Warriors world, particularly for 
  enemy Knights captured in battle, and perhaps this 
  accounts for the Mordus. Many believe that these 
  undead creatures constantly seek their lost heads, 
  while another supposition is that the Mordu’s bones 
  lie hidden in the dungeon of the castle it haunts, 
  and that by disinterring the bones and giving them 
  proper burial one may lay the phantom.
   
  As a Mordu looms out of the shadows, as though 
  stepping from thin air, every character who sees it 
  suffers a 1d10 Fright Attack (see the rulebook, p. 
  122). The effect of this is rarely fatal (10% chance 
  of heart failure), but causes the character to stand 
  terror-struck for 2–8 Combat Rounds. The Mordu’s 
  entire body seems to glow faintly and occasional 
  flickers of cold white fire dance across its armour. It 
  swings its weapon—usually a two-handed sword—
  with stunning force, and can only be harmed itself 
  by enchanted weapons.
   
  A Mordu can sense (presumably we should not 
  use the word ‘see’) opponents all around it—stealth 
  or Invisibility spells notwithstanding. Spells con-
  sisting of destructive energy (Shadowbolt, Thunder-
  clap, etc.) are able to affect it, but to direct-attack 
  enchantments it is immune.
   
  This is one of the few types of undead that are 
  not hindered by the light of day.
  attack 20, Two-handed 
  Armour Factor 5 (immune to
  Sword (d10 +1, 6)  
   
  non-magical weapons)
  defence 14 
   
   
   
  Movement: 12m
  magical defence –   
  evasion 5
  (see above)
  Health Points 3d6 +11   
  stealth 11  
  Rank-equivalent: 8th  
  perception 17 (panoptical)
  MUMMY
  The embalmed bodies of those long dead are some-
  times encountered stalking the passages of their 
  ancient tombs. They usually fight with spears, or 
  with swords and shields, and are often clad in cer-
  emonial armour. Having rather desiccated bodies, 
  Mummies are vulnerable to fire. 
   
  If a Mummy is struck with a flaming torch, a 
  Dragonbreath spell or other type of fire-attack, 
  there is a 20% chance that it will catch alight. The 
  
  8
  Dragon Warriors
  Mummy will then lose 1d4 HP per Combat Round 
  until it can extinguish the flames (it rolls d6 at the 
  end of each Round, and succeeds in putting out the 
  flames on a roll of 5 or 6).
   
  Although these are the combat statistics for a 
  ‘typical’ Mummy, more powerful ones have been 
  known—particularly in the oldest and grandest 
  tombs.
  attack 18, damage  
   
  Armour Factor: type worn, 
  depends on weapon  
   
  +1 for leathery skin
  defence 12 
   
   
   
  Movement: 10m( 15m)
  magical defence 9 
   
  evasion 4
  Health Points 4d6 +5  
  perception 12 (darksight)
  Rank-equivalent: 6th  
  stealth 15  
  Special attack: When a Mummy is ‘slain’, it has one 
  chance to afflict the character who destroyed it with 
  a Doom, a type of curse with a magical attack of 
  18. If the Doom takes hold, the character will die 
  horribly within one month unless he can get the 
  curse lifted. (This requires a Dispel Magic of at least 
  6 Magic Points intensity.)
  NECROCHOR
  These wizened undead were sometimes placed in 
  the pyramids of the God-Emperors of Kaikuhuru 
  to act as tomb guardians. In life they were ritual 
  priests, and retain much of their magical power in 
  the undead state.  
   
  Necrochors typically have the spell-knowledge 
  of a 6th-rank Sorcerer, though with lower reserves 
  of spellcasting energy (represented as Magic Points) 
  because much of their magical power is expended 
  to maintain the condition of undeath. When cast-
  ing spells, a Necrochor must perform an elaborate 
  sequence of weaving, ritual motions (‘the Arcane 
  Dance’). This means that the spell always takes 
  effect at the end of the Combat Round in which it 
  is cast, regardless of the Necrochor’s Reflexes score.
    Necrochors have skin like cracked leather, small 
  glassy eyes, and their embalmed bodies are tightly 
  wound with wads of dusty grave-cloth. They fight 
  with the oddly shaped sacrificial swords of the Kai-
  kuhuran priesthood and wear no armour. 
   
  Some Necrochors were impregnated with scor-
  pions, made dormant by magic. This was particu-
  larly the practice with the embalmers of the XII-
  Ith and XIVth dynasties. An edged weapon which 
  strikes a Necrochor will usually cut a rent in its 
  dessicated body, and any dormant scorpions within 
  may be scattered into the attacking character’s face. 
  1–4 scorpions will land on the character, instantly 
  awakening to attack with their deadly stings. A 
  1d8 Armour Bypass Roll is made for each sting (to 
  see if the scorpion finds an exposed area of flesh), 
  and for each that strikes home the character suf-
  fers a strong poison attack. Given one free Combat 
  Round, the character can brush the scorpions from 
  him—assuming he survives their attempt to sting. 
  On the ground, they present a threat only to char-
  acters with bare feet.
   
  Like Mummies, Necrochors are prone to dam-
  age by fire. Fire will also destroy any scorpions 
  within the Necrochor’s body. Naturally, spells such 
  as Dragonbreath are anathema to Necrochors and 
  are not used. Necrochors do not have the Mum-
  my’s ability to lay a Doom on the one who destroys 
  them.
  the unDeaD
  
  8
  attack 13, Sword (d8, 4) Armour Factor 1
  defence 7   
   
   
   
  Movement: 10m (15m)
  magical attack 21 
   
  15 Magic Points
  magical defence 11  
  evasion 4
  Health Points 3d6 +4  
  stealth 16  
  Rank-equivalent: 6th   
  perception 10 (darksight)
  REVENANT
  The Revenant is the corpse of a long-dead warrior 
  king, buried in ceremonial armour but too defen-
  sive of his territory to lie quietly under the earth. It 
  exists within ancient barrows or beneath unmarked 
  tumuli. They are often mistaken for Cadavers, even 
  by scholars of the undead.
   
  Characters who disturb a Revenant will be able 
  to see a green-faced, humanoid creature with white 
  flowing hair and long claw-like nails, dressed in 
  verdigris-stained armour of an antique fashion and 
  swinging at them wildly with a halberd. A thick 
  mist will rise from the ground all around the mound, 
  completely blocking out the horrid sight. 
   
  Characters fighting the Revenant must do so as 
  if blind (–4 from attack and –8 from defence). 
  Anyone who steps out of mêlée will find that they 
  can no longer see or hear their comrades and that 
  all they can see of the ancient undead’s grave is a 
  tranquil hump of grass. This is, of course, an illusion 
  and the scene of battle will return to them once they 
  have disbelieved it. 
   
  The Revenant can only be dispersed forever by 
  being ‘killed’ in combat. If this happens, its body will 
  disappear in a cloud of greenish gas. Any treasure it 
  has that has not been derstroyed by the ravages of 
  the ages will lie below the corpse’s coffin, and will 
  usually take hours of backbreaking excavation to 
  uncover.
  attack 26, Halberd (d10 +2, 7) 
  Armour Factor: 4
  Ancient hauberk etc.
  defence 19  
   
   
   
   
   
  evasion 6
  magical defence 15  
   
   
  stealth 16
  Health Points 28   
   
   
   
  perception 17
  SkELETON
  Animated Skeletons are sometimes used as serv-
  ants by reclusive and powerful wizards who distrust 
  human vassals. Skeletons usually fight with swords, 
  and although they occasionally use shields, are rarely 
  equipped with armour. They are rather feeble fight-
  ers, relying on tenacity and weight of numbers to 
  overcome their opponents.
   
  Stabbing weapons, such as spears, daggers, and 
  arrows, may easily pass between the bony ribs of a 
  Skeleton without effect. Count a Skeleton as hav-
  ing an effective Armour Factor of 2 against such 
  attacks.  Skeletons take only half damage from fire-
  based attacks.
  attack 11, damage  
   
  Armour Factor 0 (except as 
  depends on weapon used 
  indicated above)
  defence 5  
   
   
   
  Movement: 10m (20m)
  magical defence 3 
   
  evasion 3
  Health Points 1d6 +1  
  stealth 13  
  Rank-equivalent: 1st   
  perception 7 (gloomsight)
  SPECTRE
  Spectres are the non-corporeal undead remnants 
  of strong-willed persons whose lives were twisted 
  
  84
  Dragon Warriors
  by dark hateful passions. Their gliding, translucent 
  forms are often mistaken for Ghosts, but in fact they 
  are far more dangerous. If a Spectre surprises a party 
  of adventurers (4 chances in 6 of this, as the monster 
  is apt to drift straight out of a stone wall!), everyone 
  in the party is subject to a Fright Attack (see the 
  Dragon Warriors rulebook, p. 122), but with a Fright 
  Attack strength of 1d6. The Spectre will then close 
  with the party to combat them physically. Its dead 
  white hands are potent with destructive energy. 
  Since the Spectre is itself ethereal, however, it dif-
  ficult to harm; non-magical weapons do not affect 
  it, and neither do physical spells (like Dragonbreath 
  or Shadowbolt). 
  attack 19, Touch (d12, 5)  
  Armour Factor 0 (but 
   
   
   
   
   
   
   
   
  immune to non-magical 
   
   
   
   
   
   
   
   
  weapons)
  defence 12  
   
   
   
   
  Movement: 12m
  magical defence 11  
   
  evasion 4
  Health Points 4d6 +4  
   
  stealth 18  
  Rank-equivalent: 8th   
   
  perception 13 (darksight)
  VAMPIRE
  Vampires are the class of undead most difficult to 
  distinguish from living beings. They stalk the night 
  in search of blood, but are rendered powerless by 
  sunlight and so must return to their crypts by day. 
   
  Vampires retain the skills, memories, intelligence 
  and rank that they had in life. All Vampires have 
  superhuman strength, and add 2 to their Armour 
  Bypass Rolls and to the damage they inflict with a 
  weapon. After defeating its opponents, a Vampire 
  will attempt to drain their blood. Then, satiated, it 
  returns to its tomb, there to lie torpid for 2–8 hours. 
   
  Some Vampires adopt a more subtle approach to 
  their prey, using their mesmeric ability. A Vampire 
  can use its mesmeric power against any victim of 
  lower rank than itself. The Vampire must engage its 
  intended victim in conversation for at least thirty 
  seconds, and the two must be within 8m of one 
  another throughout this time. The Vampire first 
  determines the strength of its mesmerism by rolling 
  3d6 and adding its rank to the number rolled. After 
  subtracting the victim’s rank, the final total is the 
  number that the Vampire must equal or be less than 
  on 2d10 in order to succeed. A mesmerized victim 
  will stand passive until killed or until the Vampire 
  departs.
   
  Vampires have partial immunity to non-magi-
  cal weapons. Such a weapon will inflict only half 
  the usual damage on a Vampire—so a sword, for 
  example, causes the creature a 2HP wound. Magical 
  weapons, Shadowbolt spells etc. score full damage. 
  A wounded Vampire must have fresh blood to heal 
  itself. Two pints will act on the Vampire like a Lesser 
  Healing spell, four pints are equivalent to a Greater 
  Healing, and draining all a victim’s blood will restore 
  the Vampire to full health. Even a powerless Vam-
  pire (i.e. one at 0 Health Points or under) can be 
  restored if fresh blood is made to gush over its body; 
  the monster is only permanently destroyed if a stake 
  is driven through its heart, its head is cut off with 
  a sword that has been blessed, and the remains are 
  then burned to ashes. 
   
  Apart from vulnerability to the light of day, 
  a Vampire has three major weaknesses. Adven-
  turers would do well to take note of these. Fresh 
  garlic flowers exude a scent which is repugnant to 
  the Vampire, causing it to deduct 1 point from its 
  attack for the first 1–6 Combat Rounds against a 
  character so protected. Presenting a cross to a Vam-
  pire will cause it to flinch back, giving the character 
  an opportunity to escape. If the character contin-
  ues to present the cross for thirty seconds, he can 
  the unDeaD
  
  8
  attempt to drive the Vampire away. This attempt is 
  resolved exactly like the Vampire’s own mesmerism 
  attack, but in reverse—moreover, Sorcerers roll only 
  1d6 plus rank for the strength of the attack. If the 
  attempt to drive off the Vampire is successful, it will 
  depart by any available escape route. If the attempt 
  fails, or if the Vampire has no means of getting away, 
  it will dash the cross aside in a berserk rage. The 
  third of the Vampire’s vulnerabilities is to pure run-
  ning water; it cannot pass through running water, 
  though it may travel across by boat or bridge. Stag-
  nant water presents no obstacle. 
   
  The victim of a Vampire will sometimes rise 
  from the dead as a Vampire himself. This costs the 
  first Vampire a part of its ‘life’ force—represented by 
  the loss of 2d100 experience points. The new Vam-
  pire will be subservient (not necessarily loyal) to the 
  one who ‘created’ it.
   
  About 90% of all Vampires are ‘ranked’—i.e. they 
  belong to one of the adventuring Professions. Roll 
  percentile dice on the following table to randomly 
  determine whether a given vampire is ranked or not, 
  and what profession she belongs to if she is:
  d100 
   
   
  Profession
  01–35  
   
  Knight
  36–48  
   
  Barbarian
  49–50  
   
  Elementalist
  51–80  
   
  Sorcerer
  81–85  
   
  Mystic
  86–89  
   
  Warlock
  90  
   
   
  Assassin 
  91–00  
   
  No profession
  It is difficult to give the mortal statistics of a ‘typical’ 
  Vampire because the creature might be of any rank. 
  In brief, the changes that ensue on passing to the 
  vampiric state are:
  Strength increases to 19 
  Reflexes increase to 18  
  magical defence increases by 1
  stealth and perception both increase by 2
  Health Points increase by 4d4  
  The Vampire gains darksight.
  For a 1st-rank Vampire Knight, this yields:
  attack 16, Sword (d8 +2, 6) Armour Factor as worn
  defence 10 
   
   
   
   
  evasion 6
  magical defence 4 
   
   
  stealth 15  
  Health Points 1d6 +7 +4d4  
  perception 7 (darksight)
  (average: 21)
  Lastly, the traditional shape-changing powers are 
  available to Vampires of higher rank. A 4th-rank 
  Vampire can transform itself into a bat; at 6th rank, 
  the transformation can also be into the shape of 
  a wolf; when the Vampire reaches 8th rank it can 
  change into a mist and seep through narrow cracks. 
  Whenever a Vampire transforms itself in this way, or 
  returns to its normal form, it loses 1 Health Point. 
  WIgHT
  Wights are ancient undead, greatly feared because 
  of their passionless evil and strange magical pow-
  ers. They are the shamans and wizard-kings of a 
  bygone age, and dwell in the bowels of their lonely 
  burial-mounds. Transformed and sustained by their 
  own necromantic magic, Wights appear sallow and 
  desiccated, sunken eyes glittering with an eldritch 
  light. 
   
  Wights occasionally go clad in antique mail, but 
  they really have little need of armour. Though they 
  can be harmed by enchanted weapons or those of 
  solid silver, normal weapons will score half-damage 
  for one blow only and then shatter as though from 
  centuries of rust. 
   
  Much of a Wight’s former power is attenuated by 
  the effort of maintaining its macabre unliving state, 
  but the creature is still capable of formidable magic. 
  It has the spellcasting ability of a 5th-rank Mystic 
  and the following special powers (usable once per 
  day):
  Portal (the Sorcerer spell of that name)
  Mephitic Breath—a black, noxious vapour 
  roils from the Wight’s mouth. Any character 
  within 5m who fails to roll Reflexes or less 
  on 1d20 breathes this in, and is then subject 
  to a normal strength poison. This poison 
  causes its victims to die and rot away within 
  moments.
  Apparitions—the Wight matches its magi-
  cal attack against the magical defence 
  scores of 1–4 characters within 10m. Any 
  character affected sees hideous apparitions 
  from his worst nightmare lurking at the edge 
  of his vision. He must try to roll his rank 
  or less on did each Round; if he fails, he is 
  paralyzed with terror and can do nothing that 
  Round. A Spell Expiry Roll applies; this is 
  
  86
  Dragon Warriors
  considered to be a 7 MP spell with respect to 
  Dispel Magic.
  Raise Fog (the Sorcerer spell of that name)
  Once expended, the Wight’s magical powers return 
  at moonrise. Gaunt and awful in their rotting tab-
  ards, Wights venture forth from their barrows at 
  night, or under cover of the freezing fog they can 
  summon up from the bleak moors, but they cannot 
  tolerate the direct light of day.
   
  Rather than striking with its weapon (usually 
  a two-handed sword), a Wight will sometimes 
  attempt to physically touch an opponent. This 
  subjects the character to a numbing sorcery, for 
  the Wight’s touch is chill and deadly. No Armour 
  Bypass Roll is needed for the touch—the Wight 
  merely matches its magical attack against the 
  victim’s magical defence and, if this attack takes 
  effect, the latter loses 3–13 (roll 2d6+l) Strength 
  points. When a character’s Strength reaches 2 he 
  falls helpless, too weak to move. The Wight will 
  seek to slay him then, and, given time to work its 
  exotic magic, can raise the body as a Zombie. If the 
  Wight is destroyed before this, however, its victim’s 
  Strength can be restored by taking him out into the 
  sunlight.
  attack 17, damage depends 
  Armour Factor: type 
  on weapon used 
   
   
   
  worn (and see above)
  defence 10 
   
   
   
   
  Movement: 12m
  magical attack 20 
   
   
  evasion 3
  magical defence 10  
   
  stealth 13  
  Health Points 1d6 +15  
   
  perception 11 (darksight)
  Rank-equivalent: 7th
  WRAITH
  As far as most people are concerned, ‘wraith’ is just 
  another word for a Ghost. The scholar-monk Ecg-
  ric, composing his Entire Compendium of Creatures 
  Malign & Mischievous, uses the term in a precise 
  way, however.
   
  He writes that a Wraith is “the riven remnant of 
  a hoary dead wiht”. The creature he describes is the 
  thing that results when a Ghost haunts a place that 
  is steeped in powerful sorcery. Gradually, over the 
  course of millennia, the Ghost absorbs the magical 
  energy from the very air and stones around it; in the 
  process it forms a partially substantial ‘body’, and 
  thus passes from the truly dead state of a Ghost to 
  the undead existence of a Wraith.
   
  Wraiths appear as wild ragged figures, shadowy 
  and dim within a wreath of colourless cold fire. They 
  stalk their secluded haunts without a sound, seeking 
  prey with the desperate eagerness of a tortured ani-
  mal. When they come out of the night, upon strag-
  gling wayfarers or those who dare to camp in their 
  dank ruins, it is without warning. 
   
  All who behold the Wraith at that moment 
  are subject to a 1d8 Fright Attack (see the Dragon 
  Warriors rulebook, p. 122). It then closes with a vic-
  tim (selected at random), and standing before him 
  begins a deathly shriek. 
   
  At first its thin jaws seem to gape noiselessly, 
  but then a distant keening becomes audible. The 
  the unDeaD
  
  87
  Wraith is building up for a Death spell against its 
  chosen victim, and each Combat Round that it 
  delays accumulates +1d10 magical attack. After 
  three Rounds (the maximum the Wraith can delay 
  before unleashing the hex) it will thus cast its Death 
  spell with a magical attack of 3–30. 
   
  If its spell fails, the Wraith will depart; if it suc-
  ceeds, the victim is slain (in a manner similar to the 
  Dishearten spell, except that his soul is devoured by 
  the Wraith and can never be restored to life in this 
  world) and the monster fixes upon another. 
   
  This terrible hex is the only way in which a 
  Wraith can harm its prey. It can itself only be 
  affected by magical weaponry or by a Hold Off The 
  Dead or Banish spell. 
  attack — (see above)  
  Armour Factor 0 (but immune
   
   
   
   
   
   
   
   to non-magical weapons) 
  defence 4  
   
   
   
  Movement: 15m
  magical attack 1d10 / 
  Combat Round attack is 
  delayed
  magical defence 11  
  evasion 4
  Health Points 1d20 
   
  stealth 10  
  Rank-equivalent: 5th   
  perception 13 (darksight)
  ZOMBIE
  Perhaps the most gruesome of all the undead, these 
  are the true ‘walking corpses’ of legend and night-
  mare. Zombies are apt to evoke a shudder in even 
  the bravest fighter as he gazes on their haunted 
  faces. They are usually to be encountered in deserted 
  places—shambling out of graveyard mists, per-
  haps, or wandering between the broken stones of 
  an ancient henge—doomed to follow the curse or 
  command of a pitiless necromancer.
   
  The Zombie is a poor but persistent fighter. It 
  will take a lot of hacking before it goes down, and 
  the intelligent adventurer will capitalize on its slug-
  gish reactions (roll 1d6 for a Zombie’s Reflexes) and 
  slow speed.
  attack 10 Damage  
   
  Armour Factor 0
  depends on weapon used 
  (with Strength 16)
  defence 4  
   
   
   
  Movement: 6m
  magical defence 1 
   
  evasion 1
  Health Points 2d6 +131  
  stealth 5  
  Rank-equivalent: 1st   
  perception 4 (gloomsight)
  1 
  This HP score is for a freshly created Zombie. Decomposition and the 
  wounds sustained in various encounters gradually take their toll; roll Health 
  Points for a randomly encountered Zombie on 3d6 +7
  
  88
  Dragon Warriors
  Index of creatures
  Adventurers 
  17
  Apemen 
  18
  Automaton 
  63
  Baraduth 
  74
  Barghest 
  50
  Barnacle Men 
  74
  Basilisk 
  29
  Bat 
  26
  Bat, Vampire 
  47
  Bear 
  26
  Black Riders 
  63
  Blue Men 
  75
  Boggart 
  51
  Bugbear 
  21
  Bull 
  26
  Cadaver 
  76
  Caitshee 
  52
  Centaur 
  30
  Chimera 
  30
  Chonchon 
  31
  Cloudspider 
  32
  Crocodile 
  27
  Cyclops 
  32
  Death’s Head 
  77
  Dog, hunting 
  27
  Dog, moon 
  64
  Dog, wild 
  27
  Dracomen 
  18
  Dragon 
  32
  Dwarves 
  18
  Eaves Phantom 
  74
  Elemental 
  33
  Elves 
  19
  Fang Warrior 
  64
  Frost Giant 
  34
  Fungus Man 
  78
  Gargoyle 
  34
  Ghost 
  78
  Ghoul 
  79
  Giant Beetle 
  34
  Giant Eagle 
  34
  Giant Rat 
  34
  Giant Scorpion 
  35
  Giant Spider 
  35
  Giant Viper 
  44
  Gnomes 
  19
  Goblins 
  19
  Golem 
  64
  Grave Gaunt 
  79
  Grey Gnomes 
  19
  Grey Hood 
  53
  Gryphon 
  36
  Hag 
  54
  Halflings 
  20
  Harpy 
  36
  Headless Warrior 
  81
  Hell Hound 
  67
  Hell Hound, Greater 
  67
  Hellion 
  67
  Hellrot 
  70
  Hippogriff 
  37
  Hobgoblins 
  20
  Horse 
  27
  Humans 
  21
  Hydra 
  38
  Hydra, small 
  38
  Ice Snake 
  39
  Ice Spectre 
  80
  Ignis Fatuus 
  39
  Imp 
  56
  Ire Goblin 
  21
  Jumbee 
  80
  Kappa 
  22
  Killer Bee 
  39
  Kraken 
  40
  Krask 
  40
  Lycanthrope 
  56
  Malgash 
  70
  Manticore 
  40
  Mere-Gaunt 
  41
  Minotaur 
  41
  Moon Dog 
  64
  Mordu 
  81
  Mule 
  28
  Mummy 
  81
  Nargut 
  42
  Necrochor 
  82
  Nightmare 
  71
  Obsidiak 
  42
  Ogres 
  23
  Okeman 
  57
  Oni 
  58
  Orcs 
  23
  Pazuzu 
  59
  Phoenix 
  59
  Python 
  28
  Rakshah 
  60
  Revenant 
  83
  Rimwolf 
  60
  Sabre-Tooth Tiger 
  45
  Sentinel Crab 
  43
  Shadow Gaunt 
  65
  Shadow Walker 
  61
  Shen Lun 
  43
  Skeleton 
  83
  Skullghast 
  66
  Snake, Giant Viper 
  44
  Snake, Python 
  28
  Snake, Winged 
  44
  Snow Apes 
  24
  Spectre 
  83
  Sphinx 
  44
  Spider, Giant 
  35
  Spider, Tarantula 
  28
  Spriggan 
  62
  Succubi 
  72
  Swamp Folk 
  24
  Tapestry Wards 
  66
  The Sufiriad 
  72
  Thorn Demon 
  45
  Tiger (Sabre Tooth) 
  45
  Titan 
  47
  Trolls 
  24
  Vampire 
  84
  Vampire Bat 
  47
  Viper, Giant 
  44
  Volucreth 
  25
  Wadwos 
  63
  Water Leaper 
  47
  White Lady 
  73
  Wight 
  85
  Wild Boar 
  28
  Winged Snake 
  44
  Wolf 
  28
  Wraith 
  86
  Wyvern 
  48
  Yeti 
  49
  Zombie 
  87
  
  
  Dragon Warriors
  Human Beings think they rule the Lands 
  of Legend, but they do not. Even the most 
  powerful live in terror of the things that lurk in 
  the shadows, or prowl the wild country, or creep 
  into the depths of a guilty man’s dreams. 
  The spirits of long-dead kings and chieftains 
  guard their ancient barrows, or lie waiting under 
  the soil for the call to protect their homeland 
  once again. An Eaves Phantom can torment a 
  family for generations. Sailors live in terror of 
  the Blue Men whose rotted longships rise from 
  the deep to issue fearsome challenges.
  Stranger still are the automata, created by the 
  scholars of ancient empires, who may reveal lost 
  secrets for an awful price; or the Obsidiak, a 
  human head carved from granite, with tentacles 
  for a neck; or the malicious creatures of the faerie: 
  goblins, caitshee, spriggan and many others.
  And the less said about the Jumbees, the Hellrots 
  or the terrifying Grey Hood, the better. In the 
  Lands of Legend, being eaten alive is often the 
  least of an adventurer’s fears.
  The Dragon Warriors BesTiary contains full 
  descriptions and game-information for more than 
  120 of the races and species that inhabit the Lands 
  of Legend. 
  The book is divided into seven sections including 
  the man-like races, the monsters of folklore, the 
  supernatural, strange beings created or summoned 
  by sorcery, the inhabitants of the Abyss, and the 
  undead in all their ghastly forms. 
  Be warned that the creatures of the Lands of Legend 
  are not what you expect. The Dragon Warriors 
  BesTiary takes classic monsters back to their roots 
  in mythology and superstition, puts a new spin on 
  well-worn fantasy archetypes, and introduces new 
  races and species that will challenge and threaten 
  your players. The rich background and atmosphere 
  in the descriptions is perfect for building exciting 
  adventures and rich, evocative campaign-settings.
  This book also contains information on creatures’ 
  habitats and treasure, random encounter tables for 
  different environments, and great artwork from 
  Jon Hodgson, Scott Purdy and Erik Wilson.
  This digital edition designed and published in the 
  united kingdom by magnum opus press. copyright 
  986, 008. all rights reserved. isbn 978--90640-04-4
  http://www.magnumopuspress.com
  Monsters of Myth for the Lands of Legend
  
SOURCE: textdata/thevault/Dragon Warriors (osr)/Dragon Warriors Revised/Dragon Warriors Revised - Bestiary.pdf