Fey

basalisk_-_Sade.jpg

BASILISK    
Large sentient fey reptile (7d6)

Legendary poisonous fey snake-kings with a gaze of death.    

STR 10 (4d6) AGI 10 (4d6) END 10 (4d6)
INT 10 (4d6) LOG 10 (4d6) WIL 10 (4d6) 
CHA 10 (4d6) LUC 10 (4d6) REP 10 (4d6)

MELEE DEFENCE 19
RANGED DEFENCE 17
MENTAL DEFENCE 28
VITAL DEFENCE 23

HEALTH 42
SOAK 12; VULN 1d6 cold
IMMUNE poison

INITIATIVE 6d6
PERCEPTION 6d6
SPEED 7; CLIMB+ 7; JUMP 20'/10'
CARRY 200lb (max lift 500lb)

REACH 5-ft
ACTIONS 2

Bite 6d6 (3d6+4 piercing/poison damage)
Poison breath 6d6 (3d6 poison damage; cone 3)

Skills hardy 6 (3d6), combat 3 (2d6), perception 3 (2d6), reactions 3 (2d6)
Gear
-    

Fey.  Fey creatures can sense magic within 10' of them. Fey creatures are highly magical.

Death gaze. Basilisks can use all of their actions to meet the gaze of a creature facing it, making a 3d6 mental attack. If successful, the target is immediately reduced to 0 HEALTH.   

Stench. A basilisk's poisonous stench means that it can never gain access to the ambush turn. Even if its target cannot smell the basilisk, the creature is conditioned not to use such tactics.


cyclops.jpg

CYCLOPS    
Enormous sentient fey humanoid (8d6)  

One eyed giants with the power of true sight.    

STR 21 (6d6) AGI 10 (4d6) END 21 (6d6)
INT 10 (4d6) LOG 10 (4d6) WIL 10 (4d6) 
CHA 10 (4d6) LUC 10 (4d6) REP 10 (4d6)

MELEE DEFENCE 20
RANGED DEFENCE 16
MENTAL DEFENCE 32
VITAL DEFENCE 28

HEALTH 72
SOAK 8; VULN none
IMMUNE lightning

INITIATIVE 6d6
PERCEPTION 8d6; truesight
SPEED 8; CLIMB 4; JUMP 20'/20'
CARRY 420lb (max lift 1050lb)

REACH 10-ft
ACTIONS 3

Trident 6d6 (3d6+6piercing damage)

Skills hardy 10 (4d6), combat 3 (2d6), perception 10 (4d6), reactions 3 (2d6), insight 10 (4d6), blacksmithing 10 (4d6)
Gear trident, studded leather armor   

Fey. Fey creatures can sense magic within 10' of them. Fey creatures are highly magical.

Truesight. Truesight enables the cyclops to see through illusions, invisibility, disguises, and to clearly see a creature's virtue. They can also see in the dark, and through obscuring effects like smoke, although not through cover.

Opportunist stomp. The cyclops can stomp on an adjacent prone opponent as a free action. This is an unarmed attack and uses its natural damage value.

Prophetic. A cyclops cannot be ambushed. Additionally, it cannot be bluffed or deceived in any way.


ENT    
Gigantic sentient fey plant (8d6)

Mighty oaks and firs, guardians of the woodland.

STR 30 (7d6)  AGI 2 (1d6)  END 30 (7d6)
INT 4 (2d6)  LOG 6 (3d6)  WIL 30 (7d6) CHA 4 (2d6)  LUC 0 (0d6)  REP 18 (5d6)

HEALTH 144    
MELEE DEFENSE 10; RANGED DEFENSE 10; MENTAL DEFENSE 25
SOAK 15; VULN fire (1d6)

INITIATIVE 1d6    
PERCEPTION 2d6    
SPEED 6; CLIMB -; JUMP -    
CARRY 2400lb (max lift 6000lb)     
                                                           
ACTIONS 4 (2 in its turn; 1 every 5 INIT points later)   
NATURAL DAMAGE 4d6+7  
REACH 15'
                                                           
Bash 7d6 (4d6+7 blunt damage)    
Throw boulder 5d6 (3d6 blunt damage; range 10)

Skills camouflage 10 (4d6), history 10 (4d6), nature 10 (4d6), singing* 3 (2d6),  hardy 10 (4d6), throwing 6 (3d6)
Gear -     

Ponderous. Ents are extremely slow and deliberate, and very set in their ways.  They suffer a -1d6 INITIATIVE penalty (included, above) and have half the normal SPEED that their attributes might offer.    

Grab. With a 7d7 melee attack, the target gains the Restrained condition, requiring an unarmed attack or an attack with a small-sized weapon to escape. At the start of its turn, a grabbed creature suffers 4d6+7 crushing damage.

Woodland entities. Ents have minor magical control over plants.  They use magic as normal, but access it through the singing skill rather than regular magical skills. The singing skill can act as any magical skill, but only in connection with the secret of plants.


FIRE DRAGON
Gigantic super-sentient fey reptile (15d6)

Avaricious, highly intelligent fire breathing serpents.

STR 45 (9d6) AGI 15 (5d6) END 45 (9d6)
INT 21 (6d6) LOG 21 (6d6) WIL 36 (8d6) 
CHA 15 (5d6) LUC 6 (3d6) REP 36 (8d6)
MAG 15 (5d6)

MELEE DEFENCE 52
RANGED DEFENCE 14
MENTAL DEFENCE 30
VITAL DEFENCE 66

HEALTH 300
SOAK 35 (gem-encrusted hide; VULN 1d6 cold
IMMUNE fire

INITIATIVE 8d6
PERCEPTION 8d6; lairsense
SPEED 8; FLY+ 16; CLIMB 4; JUMP 30'/30'
CARRY 900lb (max lift 2250lb)

REACH 15-ft
ACTIONS 4

Claw 15d6 (8d6+9 slashing damage)
Fire breath 12d6 (6d6 fire damage; cone 8)
Tail swipe 8d6 (6d6 blunt damage; cone 8)

Skills combat 21 (6d6), perception 6 (3d6), tactics 6 (3d6), bluffing 10 (4d6), appraisal 10 (4d6), history 10 (4d6),  linguistics 10  (4d6)
Gear -   

Gem-encrusted hide. Fire dragons lair on great mounds of treasure.  Their hides, already almost invulnerable, are further hardened by gems which have become logged and encrusted into the dragon's scales.

Lairsense. Fire dragons are particularly attuned to their lairs, where they keep their great hoards.  A fire dragon can automatically sense the presence of an intruder in their lair no matter how far away they are, although it does not know the number or type of intruder.

Tail swipe. The dragon's tail swipe affects all targets in a 40' cone to the rear of the creature. On a successul hit, the target is flung 3 squares plus one square for each size category the dragon exceeds the target (so a medium-sized creature is flung 6 squares) and lands prone.

Breath weapon. The dragon's fiery breath fills a 40' cone, attacking all creatures in the area. 

Roar. Dragons can unleash a roar so loud that its victims are stricken with fear. A roar is an 8d6 mental attack, and attacks any creature within 75'. Victims successfully attacked gain the Afraid condition.    

Control fire. The fire dragon can control natural flames within 60', raising, shaping, or stifling them at-will. The fire dragon is able to produce minor magical effects (equivalent to a cantrip) related to fire at will.

Beguile. The dragon can make an 8d6 mental attack attack to beguile a single target within 30'. If successful, the target is becomes Charmed. Those affected by this ability twice, even if they recover, contract Wailing Sickness (see illnesses), becoming paranoid and prone to outbursts and violence.

Dive. When making a melee attack, the dragon can swoop down at a foe and make the melee attack before swooping up again.  This works like a Charge (+1d6 damage), but carries the dragon onwards afterwards. This attack knocks the target prone.      


fire_drake_-_Egil_Thompson.jpg

FIRE DRAKE
Enormous semi-sentient fey beast (10d6)

Smaller, bestial cousins of fire dragons.

STR 21 (6d6) AGI 6 (3d6) END 21 (6d6)
INT 6 (3d6) LOG 3 (2d6) WIL 15 (5d6)
CHA 6 (3d6) LUC 3 (2d6) REP 15 (5d6)

MELEE DEFENCE 36
RANGED DEFENCE 12
MENTAL DEFENCE 20
VITAL DEFENCE 44

HEALTH 150
SOAK 20; VULN 1d6 cold iron
IMMUNE fire

INITIATIVE 5d6
PERCEPTION 5d6
SPEED 5; FLY+ 10; CLIMB 3; JUMP 12'/12'
CARRY 420lb (max lift 1050lb)

REACH 10-ft
ACTIONS 3

Claws 10d6 (5d6+6 slashing damage)
Spit fire 8d6 (4d6 fire damage; range 15)

Skills combat 10 (4d6), perception 3 (2d6), reactions 3 (2d6),

Fey. Fey creatures are automatically able to sense magic within 10' of them. Fey not native to the real world are vulnerable (1d6) to cold iron and tend to be highly magical.


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FIRE SPIRIT (SALAMANDER)
Large sentient fey spirit (6d6)        

Elemental spirits of fire and magma.

STR 4 (2d6)  AGI 15 (5d6)  END 6 (3d6)    
INT 10 (4d6)  LOG 5 (2d6)  WIL 6 (3d6) CHA 5 (2d6)  LUC 0 (0d6)  REP 10 (4d6)

HEALTH 48 (regen 1d6)       
MELEE DEFENSE 21; RANGED DEFENSE 14; MENTAL DEFENSE 14
SOAK 10 (blunt, piercing, slashing); VULN 1d6 (cold, water); immune fire

INITIATIVE 6d6
PERCEPTION 4d6; blindsight
SPEED 7; CLIMB+ 7 ; JUMP 30'/4'
CARRY 240lb (max lift 750lb)    

ACTIONS 2
NATURAL DAMAGE 2d6+4

                                                          
Firebolt 6d6 (2d6+4 fire damage; range 5; combust)        

Skills combat 3 (2d6), reactions 3 (2d6)
Gear -

Fey. Fey creatures can sense magic within 10' of them. Fey creatures are highly magical.    

Amorphous. Fire spirits are made of fire, and as such are immune to critical hits, any attacks or exploits which require targeting a specific hit location, and flanking, and cannot be grabbed or restrained.

Combust. A fire spirit inflicts the Burning condition with a successful attack.

Immersion.  When immersed in water, a fire spirit takes 2d6 damage per round and cannot regenerate.

Fiery aura. Any creature which begins its turn adjacent to the fire spirit takes 1d6 fire damage. Any creature which makes an unarmed attack against it takes 2d6 fire damage.


FIRE SPRITE
Small sentient fey humanoid (3d6)

Nasty little fireflinging imps.

STR 4 (2d6)  AGI 9 (3d6)  END 5 (2d6)    
INT 6 (3d6)  LOG 6 (3d6)  WIL 6 (3d6) CHA 9 (3d6)  LUC 0 (0d6)  REP 3 (2d6)

HEALTH 20
MELEE DEFENSE 12; RANGED DEFENSE 12; MENTAL DEFENSE 11
SOAK 5 (fire); VULN -

INITIATIVE 5d6
PERCEPTION 3d6; spellsense 30'
SPEED 6; CLIMB 3; JUMP 18'/4'        
CARRY 90lb (max lift 200lb)        

ACTIONS 2
NATURAL DAMAGE 1d6+2 fire
REACH 5'                                                               

Claws 3d6 (1d6+2 fire damage)
Firebolt (3d6) (1d6 fire damage; range 6)

Skills bluffing 4 (2d6), stealth 10 (4d6),  reactions 3 (2d6), running 3 (2d6), acrobatics 5 (2d6)
Gear -

Death from on high (1).  The fire sprite pays 2d6 and drop down on its opponent from at least 5' above him. This knocks the victim prone and does 2d6 extra damage.


frog_-_Sade.jpg

FROGFOLK
Medium sentient fey humanoid (6d6)

Tribal toadlike humanoids.

STR 6 (3d6)  AGI 10 (4d6)  END 6 (3d6)
INT 5 (2d6)  LOG 4 (2d6)  WIL 5 (2d6) CHA 3 (2d6)  LUC 0 (0d6)  REP 10 (4d6)

HEALTH 20    
MELEE DEFENSE 24; RANGED DEFENSE 24; MENTAL DEFENSE 10
SOAK 3 (hide armor); VULN -    

INITIATIVE 2d6
PERCEPTION 2d6
SPEED 7; SWIM 7; CLIMB 4; JUMP 30'/30'    
CARRY 120lb (max lift 300lb)        

ACTIONS 2    
NATURAL DAMAGE 1d6+3    
                                                            
Bite 4d6 (1d6+3damage)
Spear 6d6 (2d6+2 piercing damage; range 6)    

Skills jumping 10 (4d6), stealth 10 (4d6),  survival 6 (3d6),  swimming 10 (4d6), dodging 4 (2d6), spears 4 (2d6), herbalism 3 (2d6), nature 3 (2d6)
Gear spear, medium wooden shield, hide armor

Fey. Fey creatures can sense magic within 10' of them. Fey creatures are highly magical.

Jump. Once per turn, frogfolk can leap 30' vertically or horizontally with a single action.

Amphibian. Frogfolk can breathe both underwater and in air. Swimming is a natural movement mode for them, and they gain a SWIM speed equal to their regular speed.

Camouflage. In swampy environments, frogfolk can turn effectively invisible as long as they do not move or take any actions.

Frogspeak. Frogfolk can speak to all amphibious creatures.


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GIBBERMOUTH
Medium semi-sentient fey monstrosity (6d6)

Horrific insane monstrosities from another realm.    

STR 5 (2d6)  AGI 6 (3d6)  END 22 (6d6)    
INT 6 (3d6)  LOG 2 (1d6)  WIL 6 (3d6) CHA 6 (3d6)  LUC 0 (0d6)  REP 10 (4d6)

HEALTH 36    
MELEE DEFENSE 24; RANGED DEFENSE 18; MENTAL DEFENSE 11
SOAK 8 (amorphous hide); VULN -; immune acid  

INITIATIVE 3d6    
PERCEPTION 5d6; all-around vision
SPEED 5; SWIM 5; CLIMB 3; JUMP 12'/5'
CARRY 270lb (max lift 250lb)        

ACTIONS 3 (2 in its turn; 1 in 10 INIT points later)   
NATURAL DAMAGE 1d6+2  
                                                            
Bite 5d6 (1d6+2 piercing/acid damage)
Spit 6d6 (1d6 acid; blindness damage; range 4)

Skills   perception 4 (2d6),  swimming 4 (2d6), dodging 3 (2d6), combat  5 (2d6)
Gear -                                                                     

Fey. Fey creatures can sense magic within 10' of them. Fey creatures are highly magical.

Gibber. Gibber mouths speak insane nonsense constantly; the insanity of the words is such that any who enter or begin their turn in a 30' aura around the creature are subject to a mental attack which uses the creature's CHA (3d6) or become confused. Once a target has resisted this attack, it cannot be affected again by the same gibbermouth for one day.

Acid spit. The gibber mouth's acid spit blinds (extreme Sight track) any creature which it successfully hits unless the creature does not use sight to act.

Amorphous. A gibber has a roiling, amorphous body. It cannot be flanked, it has all-around vision, and is not affected by exploits such as Deadly Strike and Achilles Heel, which require specific locations to be targeted.        

Protoplasm string. A gibber can shoot out a string of flesh to a range of 30' and grab a target with it. This is a bite attack with a -2d6 cost, and the target is grabbed until they escape (a STR or AGI check vs. the gibber mouth's MELEE DEFENSE). It costs the gibbermouth one attack each round to maintain the grab, but further attack checks are not required. However, with a second attack (in a subsequent round), the gibbermouth can pull its victim in and engulf as long as it is medium sized or smaller. An engulfed victim automatically suffers 2d6 acid damage each round, until it escapes using the same method as escaping a grab.


GOBLIN
Small sentient fey goblinoid (4d6)

Cunning fey creatures known for their cruelty.                                              

STR 3 (2d6)  AGI 6 (3d6)  END 4 (2d6)    
INT 6 (3d6)  LOG 3 (2d6)  WIL 3 (2d6) CHA 2 (1d6)  LUC 0 (0d6)  REP 5 (3d6)

HEALTH 16    
MELEE DEFENSE 16; RANGED DEFENSE 16; MENTAL DEFENSE 11
SOAK 3 (hide armor); VULN -    
STATUS IMMUNITIES -

INITIATIVE 4d6
PERCEPTION 3d6; spellsense 30'
SPEED 4; CLIMB 3; JUMP 12'/3'    
CARRY 70lb (max lift 150lb)    

ACTIONS 2
NATURAL DAMAGE 1d6+2
REACH 5'

Shortsword 4d6 (1d6 slashing damage)    
Shortbow 3d6 (1d6+2 piercing damage; range 12)

Skills thievery 1 (1d6), climbing 3 (2d6), reactions 1 (1d6), dodging 3 (2d6), shortsword 1 (1d6)
Gear shortsword, shortbow, hide armor                            

Light sensitive.  Goblins suffer -1d6 to all checks during bright light.

Feint (1).  Goblins can take a feint action which grants them +1d6 to a subsequent melee attack made in the same turn.


GREMLIN    
Small sentient fey humanoid (6d6)        

Vicious little sneaks and sadists who cause bad luck.

STR 3 (2d6)  AGI 12 (4d6)  END 5 (2d6)
INT 7 (3d6)  LOG 7 (3d6)  WIL 7 (3d6) CHA 8 (3d6)  LUC 1 (1d6)  REP 10 (4d6)

HEALTH 20    
MELEE DEFENSE 24; RANGED DEFENSE 24; MENTAL DEFENSE 11
SOAK -; VULN -; IMMUNE all physical damage not caused by cold iron

INITIATIVE 6d6
PERCEPTION 5d6; spellsense 35'  
SPEED 5; CLIMB+ 5; JUMP 24'/3'    
CARRY 80lb (max lift 150lb)        

ACTIONS 2
NATURAL DAMAGE 1d6+2
REACH 5'                                                               

Claw 6d6 (1d6+2 slashing damage)
Knife 6d6 (2d6+2 slashing damage)                                                           

Skills bluffing 3 (2d6), thievery 4 (2d6), stealth 8 (3d6), perception 3 (2d6), climbing 6 (3d6), reactions 6 (3d6), dodging 6 (3d6), combat 3 (2d6)
Gear knife

Aura of bad luck. Things go wrong when gremlins are around. Creatures within 10' of a gremlin cannot access their LUC pool. Additionally, whenever a gremlin successfully hits a foe, it drains one LUC die from the victim's LUC pool (to a minimum of 0 LUC dice).

Sneaking attack (m).  An attack made against an unaware foe gets +2d6 to its damage roll.

Teleport (2). A gremlin can teleport to any location it can see by spending both its actions.


HARPY    
Medium sentient fey humanoid (7d6)            

Sadistic winged female thieves.  

STR 4 (2d6)  AGI 10 (4d6)  END 6 (3d6)
INT 10 (4d6)  LOG 4 (2d6)  WIL 4 (2d6) CHA 6 (3d6)  LUC 0 (0d6)  REP 14 (4d6)

HEALTH 20    
MELEE DEFENSE 21; RANGED DEFENSE 14; MENTAL DEFENSE 14
SOAK 0; VULN -

INITIATIVE 6d6
PERCEPTION 4d6 (insight 6d6)
SPEED 6; FLY+ 12; CLIMB 3; JUMP 20'/4'    
CARRY 100lb (max lift 200lb)    

ACTIONS 2
NATURAL DAMAGE 1d6+2                                                               

Talons 6d6 (1d6+2 slashing damage)                                                               

Skills thievery 6 (3d6), stealth 6 (3d6), insight 3 (2d6),  reactions 3 (2d6),  combat 3 (2d6), appraisal 3 (2d6)
Gear -

Dive (m). When making a melee attack, the harpy can swoop down at a foe and make the melee attack before swooping up again.  This works like a Charge (cost 2d6, +1d6 damage), but carries the harpy onwards afterwards. This attack knocks the target prone.   

Snatch (m). Instead of attacking a foe, a harpy can attempt to snatch an object with a Dive. The harpy makes an AGI (thievery) check (7d6) vs. the target's MELEE DEFENSE, and if successful carries away a medium sized or smaller object.


HILL GIANT
Gigantic sentient fey humanoid (10d6)

Dull-witted giant hill-dwellers.    

STR 40 (8d6)  AGI 4 (2d6)  END 40 (8d6)
INT 3 (2d6)  LOG 3 (2d6)  WIL 3 (2d6) CHA 3 (2d6)  LUC 0 (0d6)  REP 27 (6d6)

HEALTH 160       
MELEE DEFENSE 16; RANGED DEFENSE 10; MENTAL DEFENSE 10
SOAK 13 (hide armor); VULN -
STATUS IMMUNITIES -

INITIATIVE 2d6
PERCEPTION 2d6 (scent 5d6)    
SPEED 14; CLIMB 7; JUMP 8'/40'
CARRY 3,600lb (max lift 10,000lb)    

ACTIONS 4 (2 in its turn; 1 every 5 INIT points later)   
NATURAL DAMAGE 4d6+8  
REACH 15'                                                            

Brawling 8d6 (4d6+8 bludgeoning damage)    
Giant club 10d6 (3d6 blunt damage)    
Thrown rock 4d6 (3d6 blunt damage; range 20)        

Skills clubs 4 (2d6), rocks 4 (2d6),  scent 6 (3d6), hardy 10 (4d6),  carrying 10 (4d6),  brawling 1 (1d6)

Gear giant club, hide armor        

Opportunist stomp (0). Hill giants can stomp on an adjacent prone opponent as a free action. This is an unarmed attack and uses the giant's natural damage value (4d6+8).

Knockdown (m). The target is knocked prone for a cost of 2d6. Hill giants cannot Knockdown targets of Titanic size.

Grab. With an 8d6 melee atatck, the target gains the Restrained condition, requiring an unarmed attack or an attack with a small-sized weapon to escape. At the start of its turn, a grabbed creature suffers 4d6+8 crushing damage.

Mighty fling (2). A hill giant can use two of its actions to make a melee attack, performing a mighty fling, picking up an adjacent foe and throwing it 3d6 squares in a random direction. The vicitm lands prone, and suffers 4d6+8 blunt. If a barrier prevents the victim from being thrown the full distance rolled, the victim slams into the barrier.


HYDRA
Gigantic semi-sentient fey reptile (12d6)

Monstrous serpents with many heads.

STR 40 (8d6)  AGI 4 (2d6)  END 30 (7d6)    
INT 50 (9d6)  LOG 3 (2d6)  WIL 4 (2d6) CHA 2 (1d6)  LUC 0 (0d6)  REP 37 (8d6)

HEALTH 120 (regen 2d6 when growing new heads)
MELEE DEFENSE 26; RANGED DEFENSE 10; MENTAL DEFENSE 32
SOAK 10; VULN -
                                                 
INITIATIVE 9d6
PERCEPTION 12d6 (-1d6 for each head removed)
SPEED 14; CLIMB 7; JUMP 8'/40'    
CARRY 2800lb (max lift 8000lb)    

ACTIONS 7 (1 for each head) (2 in its turn; 1 every 5 INIT points later)   
NATURAL DAMAGE 5d6+8  
REACH 15'
                                                             
Bite 12d6 (5d6+8 piercing/poison damage; nausea)  
                                                             
Skills  perception 6 (3d6), combat 10 (4d6), hardy 10 (4d6_
Gear

CALLED SHOT. A hydra starts with 7 heads. A called shot with a slashing weapon can remove a single head.  The number of actions a hydra has available is equal to its number of heads; it may use its bite attack as many times as it has heads, although no more than three attacks can be directed at any given target in one turn. The hydra's high perception score is based on its many heads; each time a head is removed, its perception check is reduced by 1d6.

Venomous blood.  The hydra's blood is venomous, and makes an excellent poison. A hydra's corpse provides 2d6 doses of this poison, which causes 3d6 poison damage when ingested. 

All-round sight. The hyrda is not affected by crossfire or flanking as long as it has two or more heads.

Regenerate heads (all). The hydra can use all of its actions in a round to regenerate a lost head. It grows two heads in the place of one (with a corresponding increase in actions) and regains +2d6 HEALTH. It cannot regenerate a head which has been cauterized, however. A stump can be cauterized by making a called shot (-2d6) and doing at least 5 fire damage. The hydra's SOAK does not apply to cauterization attempts, but it does not lose any HEALTH: all damage simply goes to cauterize the stump.                                                   


MINOTAUR    
Large sentient fey humanoid (8d6)  

Mighty bull-headed hunters and sailors.    

STR 15 (5d6)  AGI 4 (2d6)  END 12 (4d6)
INT 15 (5d6)  LOG 4 (2d6)  WIL 10 (4d6) CHA 3 (2d6)  LUC 3 (2d6)  REP 18 (5d6)

HEALTH 68  
MELEE DEFENSE 24; RANGED DEFENSE 10; MENTAL DEFENSE 25
SOAK 0; VULN -                                    

INITIATIVE 7d6
PERCEPTION 5d6 (scent 9d6); darksight 150'    
SPEED 8; CLIMB 4; JUMP 8'/15'    
CARRY 450lb (max lift 1,350lb)

ACTIONS 2    
NATURAL DAMAGE 2d6+5                                                               

Gore 5d6 (2d6+5 piercing damage)
Trident 8d6 (2d6+5 piercing damage; reach, set)                      

Skills navigation 6 (3d6), sailing 6 (3d6), tracking 6 (3d6), scent 10 (4d6), concentration 3 (2d6), carrying 3 (2d6), tactics 3 (2d6), tridents 6 (3d6), hardy 10 (4d6)
Gear trident    

Indomitable. Minotaurs are immune to the Cognizance and Alertness status tracks.

Feint (m). The minotaur can spend an action to gain +1d6 to a melee attack in an immediate subsequent action.

Charge (1).  As a single action, the minotaur moves its speed in a straight line and then attack with its horns at the end of it, paying 2d6. It gains +1d6 damage to this attack. The target is impaled, and takes 2d6 piercing damage each round until it escapes or the minotaur releases it. The minotaur must use on action per round to maintain the impale, and the victim can escape with a STR check vs. the minotaur's MELEE DEFENSE.   


MOUNTAIN TROLL
Enormous sentient fey goblinoid (7d6)  

Dull-witted, ugly, giant, vicious mountain dwellers.

STR 18 (5d6)  AGI 4 (2d6)  END 30 (7d6)
INT 3 (2d6)  LOG 3 (2d6)  WIL 3 (2d6) CHA 3 (2d6)  LUC 0 (0d6)  REP 14 (4d6)                     

HEALTH 92 (regenerate 1d6)    
MELEE DEFENSE 17; RANGED DEFENSE 10; MENTAL DEFENSE 10
SOAK 5; VULN -    

INITIATIVE 2d6; spellsense 15'
PERCEPTION 2d6 (scent 4d6); darksight 30'
SPEED 9; CLIMB 5; JUMP 8'/18'        
CARRY 960lb (max lift 1800lb)

ACTIONS 3 (2 in its turn; 1 in 10 INIT points later)
NATURAL DAMAGE 3d6+5    
REACH 10'                                                           

Claws 5d6 (3d6+5 blunt damage)    
Large club 7d6 (3d6+5 blunt damage)                                                                   

Skills scent 3 (2d6),  hardy 15 (5d6), clubs 3 (2d6)
Gear large club

Regeneration. All trolls regenerate 1d6 HEALTH at the start of their turn. Trolls can be reduced to less than zero HEALTH, but their regeneration power continues, and they wake up again when their HEALTH rises above zero. If dismembered, the troll still regenerates from the largest of the remaining body parts.

Turned to stone. If trolls are exposed to sunlight, they immediately turn to stone. This is the only way to permanently kill a troll.

Charge. Trolls charge eagerly into batte, confident in their regeneration powers. Once per turn, when making a melee attack, the troll can move its speed in a straight line and then attack at the end of it. This costs 2d6 and grants +1d6 damage to the attack.

Knockback. On a successul hit, the target is knocked 1 square plus one square for each size category the troll exceeds the target (so a medium-sized creature is pushed 3 squares).

Knockdown. The target is knocked prone and gains the Downed condition (making it unable to stand until that condition has been shaken off). It still takes 3d6+5 blunt damage.


MOUNTAIN TROLL KING
Enormous sentient fey goblinoid (10d6)    

STR 25 (6d6)  AGI 4 (2d6)  END 40 (8d6)    
INT 6 (3d6)  LOG 4 (2d6)  WIL 6 (3d6) CHA 3 (2d6)  LUC 6 (3d6)  REP 22 (6d6)

HEALTH 120 (regenerate 2d6)    
MELEE DEFENSE 27; RANGED DEFENSE 10; MENTAL DEFENSE 21
SOAK 10 (stony hide); VULN -

INITIATIVE 4d6    
PERCEPTION 3d6 (scent 5d6); darksight 60'    
SPEED 10; CLIMB 5; JUMP 8'/25'        
CARRY 1300lb (max lift 2500lb)    

ACTIONS 3 (2 in its turn; 1 in 10 INIT points later)                                      
NATURAL DAMAGE 3d6+6  
REACH 10'
                                                             
Claws 6d6 (3d6+6 slashing damage)    
Great Club 10d6 (3d6+6 blunt damage)    

Skills  scent 3 (2d6), rulership 6 (3d6), hardy 15 (5d6), tactics 1 (1d6),  clubs 10 (4d6)
Gear large club   

Regeneration. Troll kings regenerate 2d6 HEALTH at the start of their turn. Trolls can be reduced to less than zero HEALTH, but their regeneration power continues, and they wake up again when their HEALTH rises above zero. If dismembered, the troll still regenerates from the largest of the remaining body parts.

Turned to stone. If trolls are exposed to sunlight, they immediately turn to stone. This is the only way to permanently kill a troll.

Charge. Trolls charge eagerly into batte, confident in their regeneration powers. Once per turn, when making a melee attack, the troll can move its speed in a straight line and then attack at the end of it. This costs 2d6 and grants +1d6 damage to the attack.

Knockback. On a successul hit, the target is knocked 1 square plus one square for each size category the troll exceeds the target (so a medium-sized creature is pushed 3 squares).

Knockdown. The target is knocked prone and gains the Downed condition (making it unable to stand until that condition has been shaken off). It still takes 3d6+6 blunt damage.

Great rend. The troll king can use all three of its actions to pick up a foe and attempt to rend it with its great claws. The foe is then discarded, landing prone 10' away in a random direction. The great rend costs 2d6 and does double the troll king's normal natural damage (6d6+12 slashing damage). If the rend succeeds in reducing the target to zero HEALTH, it is ripped in two and killed instantly.


NIGHT ELF  
Medium evil sentient fey humanoid (7d6)    

Pale, wicked elves steeped in treachery.

STR 4 (2d6)  AGI 10 (4d6)  END 6 (3d6)    
INT 10 (4d6)  LOG 6 (3d6)  WIL 6 (3d6) CHA 10 (4d6)  LUC 3 (2d6)  REP 14 (4d6)

HEALTH 24
MELEE DEFENSE 25; RANGED DEFENSE 25; MENTAL DEFENSE 14
SOAK 6 (high quality leather); VULN -    

INITIATIVE 7d6
PERCEPTION 7d6; superior darksight
SPEED 9; CLIMB 5; JUMP 20'/4'    
CARRY 100lb (max lift 200lb)    

ACTIONS 2
NATURAL DAMAGE 1d6+2                                            
High quality rapier 7d6 (2d6+3 piercing damage; blinding poison)    

Skills stealth 10 (4d6), bluffing 6 (3d6),  perception 6 (3d6), running 6 (3d6), climbing 6 (3d6), reactions 6 (3d6), dodging 6 (3d6), swords 6 (3d6)
Gear high quality rapier, high quality leather armor                                                    

Poison. Night elves poison their rapiers with a blinding poison. Any target hit by the rapier is pushed one stage down the Blindness status track.


OGRE
Large sentient fey goblinoid (7d6)    

Mighty, towering, slow-witted brutes.    

STR 12 (4d6)  AGI 4 (2d6)  END 12 (4d6)    
INT 4 (2d6)  LOG 3 (2d6)  WIL 3 (2d6) CHA 3 (2d6)  LUC 0 (0d6)  REP 14 (4d6)

HEALTH 36    
MELEE DEFENSE 24; RANGED DEFENSE 10; MENTAL DEFENSE 10
SOAK 5 (hide armor, natural); VULN -

INITIATIVE 2d6
PERCEPTION 2d6; superior darksight    
SPEED 8; CLIMB 4; JUMP 8'/15'    
CARRY 450lb (max lift 1350lb)    

ACTIONS 2
NATURAL DAMAGE 3d6+5     
                                                           
Brawling 6d6 (3d6+5 blunt damage)
Oversized spiked club 7d6 (3d6+7 piercing/blunt damage)    

Skills hardy 6 (3d6), carrying 3 (2d6), brawling 3 (2d6), clubs 6 (3d6)
Gear oversized spiked clube, hide armor    

Goblinoid. Goblinoids have darksight.      

Acid blood. Ogres have acidic blood. In addition to gaining an additional 5 SOAK (acid), melee attackers which cause more than 10 slashing or piercing damage in a single blow take 1d6 acid damage from the blood splash.   


ORC
Medium sentient fey goblinoid (6d6)    

Tribal, warlike goblinoids.

STR 9 (3d6)  AGI 4 (2d6)  END 8 (3d6)    
INT 6 (3d6)  LOG 3 (2d6)  WIL 3 (2d6) CHA 3 (2d6)  LUC 0 (0d6)  REP 10 (4d6)

HEALTH 28    
MELEE DEFENSE 21; RANGED DEFENSE 10; MENTAL DEFENSE 11
SOAK 3 (hide armor); VULN -    

INITIATIVE 3d6
PERCEPTION 3d6 (scent 4d6); superior darksight    
SPEED 7; CLIMB 3; JUMP 8'/9'
CARRY 200lb (max lift 600lb)        

ACTIONS 2    
NATURAL DAMAGE 2d6+3  
                                                             
Brawling 3d6 (2d6+3 blunt damage)    
Battleaxe 6d6 (3d6+3 slashing damage)    

Skills tracking 3 (2d6), scent 1 (1d6),  hardy 3 (2d6), running 3 (2d6), carrying 3 (2d6), axes 6 (3d6)
Gear battleaxe, hide armor    

Goblinoid. Goblinoids have darksight.  

Battlerage. When an orc falls below half (14) HEALTH, it enters a battlerage and gains +1d6 to all attack rolls until it is either killed or raised above half HEALTH again.


PIXIE
Tiny sentient fey evil avian humanoid (7d6)    

Tiny evil fey creatures with enchanted bows.

STR 2 (1d6)  AGI 20 (5d6)  END 4 (2d6)
INT 10 (4d6)  LOG 4 (2d6)  WIL 4 (2d6) CHA 6 (3d6)  LUC 10 (4d6)  REP 14 (4d6)

HEALTH 16    
MELEE DEFENSE 28; RANGED DEFENSE 28; MENTAL DEFENSE 14
SOAK 0; VULN -        
STATUS IMMUNITIES -     

INITIATIVE 6d6
PERCEPTION 7d6; spellsense 50'; truesight
SPEED 5; FLY 5; CLIMB 3; JUMP 40'/2'
CARRY 30lb (max lift 50lb)    

ACTIONS 2
NATURAL DAMAGE 1d6+1      
REACH 5'                                                       

Knife 5d6 (1d6 piercing damage)    
Pixie bow 7d6 (1d6 piercing damage; range 4; special)    

Skills dancing 8 (3d6), singing 8 (3d6), bows 3 (2d6), stealth 4 (2d6),  perception 6 (3d6), reactions 4 (2d6), dodging 6 (3d6), charm* 3 (2d6), illusion* 3 (2d6)
Gear tiny shortbow, tiny knife    

Enchanted arrows. A pixie bow (which only works when used by a pixie) automatically enchants arrows it fires. An arrow which damages a target renders it Drowsy, Distracted, or Tipsy [24] as chosen by the pixie.

Truesight. Pixies can clearly see invisible creatures, through illusions and disguises, and see clearly in the dark.

Invisibility (1). Pixies can become invisible at-will by simply spending an action. Becoming visible again does not require an action.

Cantrips (1). Pixies can cause any minor effect with the power level of a cantrip. This only costs them one action.


SATYR    
Medium sentient fey humanoid (5d6)

Woodland fey who love wine and song.        

STR 6 (3d6)  AGI 8 (3d6)  END 6 (3d6)    
INT 8 (3d6)  LOG 4 (2d6)  WIL 3 (2d6) CHA 10 (4d6)  LUC 6 (3d6)  REP 7 (3d6)

HEALTH 20    
MELEE DEFENSE 20; RANGED DEFENSE 20; MENTAL DEFENSE 11
SOAK 0; VULN -
STATUS IMMUNITIES -

INITIATIVE 3d6
PERCEPTION 3d6; spellsense 40'      
SPEED 6; CLIMB 3; JUMP 16'/6'        
CARRY 120lb (max lift 300lb)        

ACTIONS 2    
NATURAL DAMAGE 1d6+3  
REACH 5'
                                                           
Brawling 3d6 (1d6+3  damage)    
Shortbow 3d6 (1d6+2 piercing damage (special); range 12)

Skills music* 6 (3d6), nature 6 (3d6), carousing 6 (3d6), dancing* 6 (3d6), charm* 3 (1d6)
Gear musical instrument, shortbow

Enchanted arrows. An arrow fired by a satyr pushes this hit damages one stage along the Drowsiness status track.

Performers. A satyr's dancing skill counts towards DEFENSE, and its music abilities count towards any magical attacks.

Hypnotic music (2). By playing a  musical instrument and making a MAG (5d6, including skills) vs. MENTAL DEFENSE attack, satyrs can render all creatures within earshot Beguiled [17].


SIREN    
Medium sentient aquatic fey humanoid (6d6)

Beautiful creatures which lure travellers to their deaths.    

STR 4 (2d6)  AGI 6 (3d6)  END 4 (2d6)    
INT 8 (3d6)  LOG 4 (2d6)  WIL 4 (2d6) CHA 20 (5d6)  LUC 3 (2d6)  REP 10 (4d6)

HEALTH 16        
MELEE DEFENSE 21; RANGED DEFENSE 21; MENTAL DEFENSE 11
SOAK 0; VULN -
STATUS IMMUNITIES -

INITIATIVE 3d6
PERCEPTION 5d6; spellsense 40'   
SPEED 2; SWIM+ 5; CLIMB 1; JUMP 12'/4'    
CARRY 80lb (max lift 200lb)    

ACTIONS 2    
NATURAL DAMAGE 1d6+2  
REACH 5'                                                            

Claws 3d6 (1d6+2 slashing damage)

Skills singing 10 (4d6), stealth 1 (1d6), perception 3 (2d6), dodging 6 (3d6), charm* 6 (3d6), compulsion* 6 (3d6)
Gear

Captivating song (2). A siren's song, which affects any who can hear it, attacks with MAG (6d6) vs, MENTAL DEFENSE. If successful, victims are rendered Beguiled [21] and Agreeable [21]. Those victims who reach the extreme stage of both tracks (Besotted and Controlled) are usually made to kill themselves by whatever means is expedient, although sirens may sometimes use enchanted victims for other purposes.                                           

Variants.  Some sirens have bird features, rather than aquatic.  These sirens have a fly speed instead of a swim speed.


SPHINX
Large super-sentient fey beast (9d6)    

Riddle-loving fey guardians of gates and tombs.                                          

STR 18 (5d6)  AGI 10 (4d6)  END 12 (4d6)
INT 20 (5d6)  LOG 20 (5d6)  WIL 8 (3d6) CHA 20 (5d6)  LUC 10 (4d6)  REP 22 (6d6)

HEALTH 40
MELEE DEFENSE 14; RANGED DEFENSE 10; MENTAL DEFENSE 32
SOAK 10; VULN -; IMMUNE special

INITIATIVE 5d6
PERCEPTION 5d6; truesight
SPEED 10; FLY+ 10; CLIMB 5; JUMP 20'/18'    
CARRY 450lb (max lift 1,350lb)

ACTIONS 2
NATURAL DAMAGE 3d6+5

Bite 7d6 (3d6+5 piercing damage)                                                               

Skills riddles 15 (5d6), bluffing 7 (3d6), insight 10 (4d6), spellcraft 10 (4d6), history 12 (4d6), meditation 12 (4d6), hardy 6 (3d6), tracking 20 (5d6), aburation* 6 (3d6), divination* 6 (3d6)
Gear -     

Aura of bad luck. LUC pools cannot be accessed within 100' of a sphinx.

Riddler. Sphinxes are tasked by the gods. A sphinx cannot be harmed by a non-legendary quality weapon, and is completely immune to magical attacks, unless the attacker first answers the sphinx's riddle. The sphinx is compelled to ask this riddle. Those who fail to answer are attacked and killed by the sphinx (tracked, if they attempt to flee); those who answer the riddle are able to attack the creature normally.  The GM may choose to set a specific riddle; or opposed LOG checks (9d6 for the sphinx, including its riddles skill) can be made instead, depending on the GM's preferred style of play.

Dive (1). When making a melee attack, the sphinx can swoop down at a foe and make the melee attack before swooping up again.  This works like a Charge (cost 2d6, +1d6 damage), but carries the sphinx onwards afterwards. This attack knocks the target prone.    

Pounce (1). With a single leap, the sphinx leaps upon its victim, bearing it to the ground and inflicting its regular natural damage. The target must be within the sphinx's horizontal jump distance (20'). This costs 2d6.        

Roar (2). The sphinx can unleash a roar so loud that its victims are stricken with fear. The roar uses two actions. A roar uses END (4d6) as its attack, and attacks any creature within 10'. Victims successfully attacked are made Apprehensive [14].


SWAMP DRAGON    
Gigantic sentient aquatic fey reptile (13d6)

Mighty, devious serpent lords of swamp and marsh.

STR 50 (9d6)  AGI 20 (5d6)  END 40 (8d6)    
INT 25 (6d6)  LOG 15 (5d6)  WIL 10 (4d6) CHA 10 (4d6)  LUC 10 (4d6)  REP 45 (9d6)

HEALTH 224
MELEE DEFENSE 30; RANGED DEFENSE 10; MENTAL DEFENSE 35
SOAK 20 (dragonscale); VULN 1d6 (cold); immune poison
STATUS IMMUNITIES -

INITIATIVE 6d6
PERCEPTION 10d6; superior darksight; spellsense 125'
SPEED 18; SWIM+ 18; FLY+ 36; CLIMB 9; JUMP 40'/50'
CARRY 3,600lb (max lift 10,000lb)    

ACTIONS 4 (2 in its turn; 1 every 5 INIT points later)   
NATURAL DAMAGE 5d6+9
REACH 15'    

Bite 13d6 (5d6+9 piercing/poison damage; nausea)    
Claws 13d6 (4d6+9 slashing/poison damage; nausea)    
Tail swipe 13d6 (3d6+9 blunt damage)
Poison breath cloud (2) 8d6 (4d6 poison damage; 60' cone; nausea) 
Roar (2) 8d6 (special; 60' aura)   

Skills nature 10 (4d6), bluffing 10 (4d6), stealth 10 (4d6),  perception 10 (4d6), concentration 10 (4d6), combat 10 (4d6), creation* 4 (2d6), hardy 10 (4d6)
Gear -   

Camouflage. The swamp dragon blends in perfectly wth its surroundings.  When in swampy terrain, the dragon is considered invisible as long as it does not move.

Poison.  All poison damage from the dragon render the victim Sick. This includes successful attacks from its claws, bite, or breath weapon.

Disease. Any creature reduced to 0 HEALTH by the dragon, even if it recovers, contracts Moor Plague (see illnesses).

Tail swipe (1). The dragon's tail swipe affects all targets in a 30' cone to the rear of the creature. On a successul hit, the target is flung 3 squares plus one square for each size category the dragon exceeds the target (so a medium-sized creature is flung 6 squares) and lands prone.

Roar (2). Dragons can unleash a roar so loud that its victims are stricken with fear. The roar uses two actions. A roar uses an 8d6 mental attack against any creature within 60'. Victims successfully attacked gain the Afraid condition].

Breath weapon (2).  The dragon can breath a poison gas cloud in a 60' cone by using two actions. This attacks all creatures in the area and uses END (8d6) as its attack.

Beguile (2). The dragon can make a MAG mental attack to Charm a single target within 30'.

Control nature (2). The dragon can control the surrounding area, making it difficult terrain in a circle with a 60' radius entered on the dragon.  It is immune to the effects of this terrain. 

Swamp mastery (2). The dragon is able to produce minor magical effects (equivalent to a cantrip) related to water, mist, and plants, at will.

Raise mists (2). Swamp dragons can raise mists sound them in a 60' radius area entered on on the dragon by spending two actions. The vision of any creature which begins its turn in the mist is made Blind.


swamp_drake_-_Egil_Thompson.jpg

SWAMP DRAKE
Enormous semi-sentient fey beast (9d6)

Smaller, bestial cousins of swamp dragons.

STR 15 (5d6) AGI 21 (6d6) END 15 (5d6)
INT 15 (5d6) LOG 3 (2d6) WIL 15 (5d6)
CHA 15 (5d6) LUC 1 (1d6) REP 15 (5d6)

MELEE DEFENCE 32
RANGED DEFENCE 19
MENTAL DEFENCE 18
VITAL DEFENCE 31

HEALTH 81
SOAK 9; VULN 1d6 cold iron
IMMUNE poison

INITIATIVE 9d6
PERCEPTION 7d6
SPEED 9; FLY+ 18; CLIMB 5; JUMP 42'/15'
CARRY 300lb (max lift 750lb)

REACH 10-ft
ACTIONS 3

Claws 9d6 (5d6+5 slashing/poison damage)

Skills hardy 10 (4d6), combat 10 (4d6), perception 3 (2d6), movement 6 (3d6), reactions 10 (4d6), stealth 8 (3d6)

Fey. Fey creatures are automatically able to sense magic within 10' of them. Fey not native to the real world are vulnerable (1d6) to cold iron and tend to be highly magical.

Poison. Attacks inflict the Sick condition.


SYLVAN ELF
Medium sentient fey humanoid (6d6)

Fierce, nature-loving elves.

STR 6 (3d6)  AGI 10 (4d6)  END 8 (3d6)                                                                
INT 8 (3d6)  LOG 4 (2d6)  WIL 4 (2d6) CHA 4 (2d6)  LUC 0 (0d6)  REP 10 (4d6)

HEALTH 20        
MELEE DEFENSE 25; RANGED DEFENSE 25; MENTAL DEFENSE 11
SOAK 4 (leather); VULN -    

INITIATIVE 5d6        
PERCEPTION 6d6    
SPEED 10; CLIMB+ 10; JUMP 20'/6'
CARRY 140lb (max lift 300lb)                                                        

ACTIONS 2    
NATURAL DAMAGE 1d6+3    

Longbow 6d6 (2d6+2 piercing damage; range 18)    

Skills herbalism 3 (2d6), tracking 6 (3d6), nature 6 (3d6), stealth 6 (3d6),  perception 6 (3d6), running 6 (3d6),  reactions 3 (2d6), dodging 6 (3d6), bows 3 (2d6)
Gear longbow, leather armor

Unimpeded. Sylvan elves are not affected or slowed by difficult terrain while outdoors.

Tree-dwellers. Sylvan elves gain a climb speed equal to their regular speed.

Nature magic. Sylvan elves can use two actions to produce any cantrip-level effect related to plants or beasts.


UNICORN        
Large good super-sentient fey beast (8d6)    

Saintly horned forest lords.   

STR 15 (5d6)  AGI 8 (3d6)  END 12 (4d6)    
INT 21 (6d6)  LOG 10 (4d6)  WIL 20 (5d6) CHA 15 (5d6)  LUC 10 (4d6)  REP 10 (4d6)
MAG 10 (4d6)

HEALTH 72 (regen 1d6)
MELEE DEFENSE 28; RANGED DEFENSE 10; MENTAL DEFENSE 35
SOAK 0; VULN -; IMMUNE poison    

INITIATIVE 6d6        
PERCEPTION8d6    
SPEED 9; CLIMB -; JUMP 16'/15'        
CARRY 555lb (max lift 1875lb)            

ACTIONS 2    
NATURAL DAMAGE 2d6+5
                                                               
Horn 8d6 (2d6+5 piercing/good damage)    

Skills insight 10 (4d6), healing* 10 (4d6), creation* 10 (4d6), summoning 10 (4d6), nature 10 (4d6), conviction 10 (4d6), carrying 10 (4d6), combat 10 (4d6), perception 10 (4d6)
Gear -

Fey. The unicorn can detect magic within 30'.

Good. The unicorn can detect evil within 100'.

Blessed mount. A unicorn may grant its rider 1d6 regeneration when mounted.

Healing. The touch of a unicorn's horn can heal 2d6 HEALTH, neutralise poison, and cure any disease. Any given creature can only benefit from this ability once per day.

Super-sentient. As a super-sentient creature, the unicorn has truesight, which allows it to see invisibility, see through disguises and illusions, and even concealment such as smoke, for, and darkness.

Pure. A unicorn will always obey the commands of a non-evil virgin.

Forest lord. No semi-sentient beast will ever harm a unicorn or its rider, even under the most powerful enchantments.

Magic. Unicorns know the secrets of life, plants, and beasts.


water_elemental_-_Huy_Mai_Van.png

WATER SPIRIT (UNDINE)
Large sentient fey spirit (6d6)        

Minor spirits of lakes, lochs, and seas.

STR 10 (4d6)  AGI 8 (3d6)  END 6 (3d6)    
INT 5 (2d6)  LOG 5 (2d6)  WIL 6 (3d6) CHA 5 (2d6)  LUC 0 (0d6)  REP 10 (4d6)

HEALTH 48       
MELEE DEFENSE 17; RANGED DEFENSE 10; MENTAL DEFENSE 11
SOAK 10 (fire, blunt, piercing, slashing); VULN 1d6 (electricity, cold); immune poison

INITIATIVE 2d6
PERCEPTION 2d6; blindsight
SPEED SWIM 8; CLIMB -; JUMP -
CARRY 240lb (max lift 750lb)    

ACTIONS 2
NATURAL DAMAGE 2d6+4
                                                               
Wave 6d6 (2d6+4 blunt damage; reach 10'; constrict)        

Skills combat  3 (2d6), stealth 6 (3d6)
Gear -

Fey. Fey creatures can sense magic within 10' of them. Fey creatures are highly magical.    

Amorphous. Water spirits are made of water, and as such are immune to critical hits, any attacks or exploits which require targeting a specific hit location, and flanking, and cannot be grabbed or restrained.

Constrict. A medium or smaller creature hit by a water spirit's wave attack is grabbed. The spirit can only grab one target at a time. Grabbed targets can be pulled into the spirit with a second attack, at which point the victim starts drowning and must form a drowning countdown pool.

Immersion.  When immersed in water, a water spirit is completely invisible.


Werewolf_-_Sade.png

WEREWOLF

A werewolf uses the statistics of a Wolf and a Peasant (or other humanoid). See the appropriate stat blocks for each.

When in wolf form, use the regular wolf statistics with the following alterations:

  • A werewolf can only be harmed by silver weapons.
  • Those who receive a critical hit from a werewolf contract lycanthropy.
  • A dose of belladonna (wolfsbane) taken within one hour of contracting lycanthropy negates the condition if correctly prepared with a Demanding [21] LOG check. Only one such attempt can be made.
  • If slain, the werewolf reverts back to its natural humanoid form.

Lycanthropy is a disease which is contacted from a bite or other injury caused by a lycanthrope such as a werewolf. The victim forms an END countdown pool and follows the normal disease process.

Transmission Scratch or bite
Pool END
Interval Daily
Difficulty Strenuous [21]
Effect Permanant lycanthope

Once the lycanthopy become permanent, the victim involuntarily changes form at the next full moon and every full moon thereafter. He or she becomes aggressive when in that form.