Undead & Spirits
Medium very rare sentient evil humanoid spirit (9d6)
Ancient wraith lords who do their master's bidding.
STR 4 (2d6) AGI 8 (3d6) END 8 (3d6)
INT 18 (5d6) LOG 8 (3d6) WIL 8 (3d6) CHA 6 (3d6) LUC 0 (0d6) REP 22 (6d6)
|MAG 6 (3d6)
|compel 3 (2d6)
divine 3 (2d6)
MELEE DEFENSE 21; RANGED DEFENSE 11; MENTAL DEFENSE 18
SOAK 0 (incorporeal); VULN 1d6 (fire); IMMUNE physical damage except good and fire
PERCEPTION 5d6; lifesense 90'; superior darksight
SPEED 5; CLIMB 3; JUMP 16'/4'
CARRY 120lb (max lift 200lb)
NATURAL DAMAGE 2d6+2 cold
Icy touch 3d6 (2d6+2 cold)
Mastercraft longsword 9d6 (3d6+3 slashing/evil damage; wailing sickness)
Skills riding 6 (3d6), tracking 10 (4d6), history 3 (2d6), hardy 3 (2d6), tactics 6 (3d6), swords 8 (3d6), compulsion* 3 (2d6), divination* 3 (2d6), hardy 10 (4d6)
Gear mastercraft longsword
Invisible. Cloaked riders are naturally invisible. They typically cover themselves with dark robes which gives them form, but if they shed those robes they cannot be seen unless magical means or truesight are employed.
Fear aura. Cloaked riders have an aura of chilling fear which radiates from them to a distance of 40' in all directions. Those who enter or begin their turn in the aura suffer a MAG (3d6) vs. MENTAL DEFENSE attack or are made Apprehensive . The aura also automatically inflicts 1d6 cold damage to all creatures within 5' of the cloaked rider.
Wailing sickness. Those who suffer a critical hit from a cloaked rider's weapon contract wailing sickness.
Incorporeal. Like all spirits, cloaked riders are incorporeal. They are immune to physical attacks (except those which do good or fire damage).
Medium very rare evil sentient undead humanoid (12d6)
Nightmarish undead knights, fallen to evil.
STR 20 (5d6) AGI 6 (3d6) END 20 (5d6)
INT 10 (4d6) LOG 10 (4d6) WIL 10 (4d6) CHA 8 (3d6) LUC 0 (0d6) REP 39 (8d6)
|MAG 6 (3d6)
|evoke 6 (3d6)
MELEE DEFENSE 30; RANGED DEFENSE 10; MENTAL DEFENSE 14
SOAK 16 (mastercraft platemail); VULN 1d6 (good); IMMUNE fire
STATUS IMMUNITIES fear, cheer, tiredness
PERCEPTION 4d6; lifesense 50'
SPEED 8; CLIMB 4; JUMP 12'/20'
CARRY 400lb (max lift 1000lb)
NATURAL DAMAGE 1d6+5
Mastercraft zweihander 12d6 (4d6+5 slashing/evil damage)
Fireball 6d6 (3d6+3 fire/evil damage; range 6; 20' radius)
Icy touch 5d6 (2d6+5 cold/evil damage)
Skills heavy armor 10 (4d6), evocation* 6 (3d6), intimidation 10 (4d6), heraldry 10 (4d6), history 6 (3d6), hardy 10 (4d6), riding 6(3d6), religion 6 (3d6), tactics 6 (3d6), swords 10 (4d6), hardy 10 (4d6)
Gear mastercraft zweihander, mastercraft platemail, mastercraft helm
Fear aura. The death knight has an aura of chilling fear which radiates from it to a distance of 30' in all directions. Those who enter or begin their turn in the aura suffer a MAG (3d6) vs. MENTAL DEFENSE attack or are made Apprehensive .
Magic resistance. Ordinary spells crumble in a death knight's presence. The death knight gains +8 DEFENSE vs. magical attacks.
Control undead. Undead within 60' with a WIL attribute of less than the death knight's CHA attribute are automatically controlled by the death knight. They will obey all commands to the best of their ability.
Knockback (m). The target is pushed back 5' for a cost of 1d6. For 2d6, this can be increased to 10'.
Feint (1). A death knight can spend an action to gain +1d6 to a subsequent melee attack made in the same turn.
Summon undead minions (2). Once per day, a death knight can spend both of its actions to summon 3d6 skeletons to aid or fight for it. These skeletal minions appear within 30' of the death knight. They fade away after one hour.
Word of death (2). With a single word, a death knight can command a foe within 30' to die. A MAG (3d6) vs. MENTAL DEFENSE attack is made; if successful, the target is reduced to 0 HEALTH and falls unconscious and dying. Any given target can only be affected by this power once per day.
Medium rare evil sentient humanoid spirit (7d6)
Spectral figures who haunt the living.
STR 4 (2d6) AGI 12 (4d6) END 5 (2d6)
INT 10 (4d6) LOG 4 (2d6) WIL 10 (4d6) CHA 6 (3d6) LUC 0 (0d6) REP 14 (4d6)
MELEE DEFENSE 28; RANGED DEFENSE 25; MENTAL DEFENSE 14
SOAK 0; VULN 1d6 (good); IMMUNE physical damage except good damage (incorporeal)
PERCEPTION 4d6; lifesense 50'; superior darksight
SPEED 6; FLY+ 6 (hover); CLIMB -; JUMP -
CARRY 90lb (max lift 200lb)
NATURAL DAMAGE 1d6+2
Icy touch 6d6 (1d6+2 cold damage)
Telekinesis 4d6 (1d6 blunt damage; range 6)
Skills stealth 10 (4d6), thievery 4 (2d6), religion 3 (2d6), lifesense 6 (3d6), reactions 6 (3d6), dodging 6 (3d6), combat 3 (2d6)
Gear none, although gear may appear to be present
Banishment. Like most spirits (see spirit traits for more details), ghosts are extrmeeml hard to damage; and even when dispersed, they return the following day. However, every ghost has unfinished business - a task which, if fulfilled, permanently destroys the ghost. That task can be something trivial, or it might be almost impossible, but the task always exists.
Chill aura. Ghosts have a chill aura that can be felt out to 60'. Within 10' the aura causes 1d6 cold damage to any who enter or start their turn in it.
Telekinesis (1). A ghost's telekinesis attack allows it to fling nearby objects at its foes.
Unearthly keen (2). A ghost can emit an unearthly wailing keen which attacks CHA (3d6) vs. MENTAL DEFENSE to all who can hear it. Those successfully hit by the attack are made Apprehensive . For each victim successfully attacked in this way, the ghost recovers 1d6 HEALTH.
Medium very rare semi-sentient undead (5d6)
Headless zombies who just keep on coming.
STR 10 (4d6) AGI 4 (2d6) END 10 (4d6)
INT 10 (4d6) LOG 2 (1d6) WIL 2 (1d6) CHA 1 (1d6) LUC 0 (0d6) REP 7 (3d6)
HEALTH 32 (regeneration 1d6)
MELEE DEFENSE 14; RANGED DEFENSE 10; MENTAL DEFENSE 14
SOAK 5; VULN 1d6 (good)
PERCEPTION 5d6; lifesense 100'
SPEED 5; CLIMB 3; JUMP 8'/6'
CARRY 160lb (max lift 300lb)
NATURAL DAMAGE 1d6+3
Brawling 4d6 (1d6+3 blunt damage)
Skills perception 6 (3d6), hardy 6 (3d6)
Unstoppable. Headless zombies keep attacking even after reduced to zero HEALTH. Zero HEALTH simply incapacitates the headless until its HEALTH has regenerated to 1 or more HEALTH. However, a headless can be permanently destroyed by cremating the corpse completely so that noting but ash remains. This takes 30 minutes in a normal fire.
Medium super-sentient evil spirit (8d6)
Spirtual incarnations of you worst fears.
STR 0 (0d6) AGI 9 (3d6) END 7 (3d6)
INT 20 (5d6) LOG 5 (2d6) WIL 10 (4d6) CHA 10 (4d6) LUC 3 (2d6) REP 6 (3d6)
PSI/MAG 10 (4d6)
MELEE DEFENSE 32; RANGED DEFENSE 25; MENTAL DEFENSE 32
SOAK 0; VULN 1d6 (holy); IMMUNE incorporeal
PERCEPTION 8d6; truesight
FLY+ 8; CLIMB -; JUMP -
NATURAL DAMAGE 2d6+4
Incorporeal touch 6d6 (2d6+4 psionic damage)
Skills bluffing 10 (4d6), intimidation 10 (4d6), stealth 10 (4d6), insight 10 (4d6), perception 8 (3d6), conviction 10 (4d6), reactions 6 (3d6), dodging 10 (4d6)
Incorporeal. A living nightmare is immune to physical attacks which do not do psionic, light, or holy damage.
Telepathy. Living nightmares communicate via telepathy; this ability is independent of language and can be used to converse with any creature it can see.
Assume Nightmare. A living nightmare embodyies one of the below emotions. In addition to any specific effects of that transformation, assuming a nightmare transforms the living nightmare into a new form related to that emotion.
Anger. Mocking Gaze (2). The target is rendered enraged on a successful PSI/MAG mental attack.
Dread. Dread Visage. Any who can see the living nightmare immediately becomes nervous. Each round they begin within 30 feet of the living nightmare they must also make a Difficult  WIL check or become afraid until the start of their next turn.
Greed. Covetous Glance. As a single action, a living nightmare can look longingly at two targets, making a PSI/MAG mental attack against the target with the lowest MENTAL DEFENSE. If successful, the does not treat the second target as an ally for one minute, and cannot benefit from or provide bonuses such as flanking from them.
Shame. Secret Shame. As a free action, a living nightmare can cause a target within 30 feet to focus momentarily on their deepest shame. The living nightmare makes a PSI/ MAG mental attack, and if successful the target is rendered stunned.
Assume Shape. A living nightmare can assume any form it chooses, though this form always remains medium-sized, even if the creature or object it appears as would be larger or smaller. No matter what form it assumes, the change is entirely cosmetic and has no effect on the living nightmare’s statistics. For instance, if the living nightmare were to assume the form of a dragon, it would not gain any extra attacks or a breath weapon, and it would appear as a medium-sized dragon.
Unsettling aura. A living nightmare is unpleasant to look upon, even when it appears to be an entirely normal creature. Living creatures must make a Difficult  WIL check upon first seeing the living nightmare or be rendered nervous. This condition can be shaken off as normal.
Deep Slumber (2). A living nightmare renders one target sleeping, or all targets within 30' drowsy, with a PSI/MAG mental attack. The sleep is fitful and full of nightmares. This condition can be shaken off as normal.
Medium uncommon evil non-sentient undead humanoid (3d6)
Mindless skeletal minions.
STR 4 (2d6) AGI 4 (2d6) END 4 (2d6)
INT 3 (2d6) LOG 2 (1d6) WIL 2 (1d6) CHA 1 (1d6) LUC 0 (0d6) REP 3 (2d6)
MELEE DEFENSE 12; RANGED DEFENSE 12; MENTAL DEFENSE 10
SOAK 5; VULN 1d6 (good); immune poison, piercing weapons
STATUS IMMUNITIES pain, bleeding
PERCEPTION 2d6; lifesense 15'
SPEED 4; CLIMB 2; JUMP 8'/4'
CARRY 80lb (max lift 200lb)
NATURAL DAMAGE 1d6+2
Scimitar 3d6 (slashing damage)
Skills swords 1 (1d6)
Gear scimitar, small shield
Medium very rare sentient undead evil humanoid (9d6)
Undead bloodsucking creatures of the night.
STR 15 (5d6) AGI 15 (5d6) END 15 (5d6)
INT 15 (5d6) LOG 8 (3d6) WIL 8 (3d6) CHA 15 (5d6) LUC 0 (0d6) REP 22 (6d6)
|MAG 8 (3d6)
|charm 6 (3d6)
create 6 (3d6)
afflict 6 (3d6)
summon 6 (3d6)
HEALTH 48 (regeneration 2d6)
MELEE DEFENSE 32; RANGED DEFENSE 18; MENTAL DEFENSE 28
SOAK 5 (undead skin); VULN 1d6 (good); immune poison
STATUS IMMUNITIES bleeding
PERCEPTION 9d6; lifesense 75'; superior darksight
SPEED 10; CLIMB+ 10; JUMP 30'/15'
CARRY 300lb (max lift 750lb)
ACTIONS 2 (plus free move)
NATURAL DAMAGE 2d6+5
Bite 9d6 (2d6+5 piercing damage)
Skills history 8 (3d6), stealth 8 (3d6), disguise 8 (3d6), perception 10 (4d6), concentration 8 (3d6), hardy 10 (4d6), reactions 10 (4d6), brawling 10 (4d6), charm* 6 (3d6), afflicton* 6 (3d6), summoning* 6 (3d6), creation* 6 (3d6)
|CALLED SHOT. When reduced to zero
HEALTH, a vampire is not slain. Instead, it is paralysed. In order to
slay a vampire, it must either be beheaded or staked in the heart. A
vampire can remain paralysed for centuries, returning to unlife with a
drop of nourishing blood. A called shot to the heart with a wooden
stake can paralyse a vampire instantly.
Sunlight. Every turn that a vampire begins in direct sunlight, it suffers 1d6 fire damage. Even when not in direct sunlight, vampires suffer -2d6 to all dice pools during daylight hours.
Apotropaics. Certain items can ward off vampires. Good holy items, and garlic, inflict a -1d6 die penalty to any attribute check made by the vampire if within 10' of the offending object. This also causes considerable discomfort to the vampire.
Invitations. Vampires cannot enter a private dwelling without an invitation from somebody who lives there. Once an invitation has been extended, the vampire may enter freely thereafter.
Preternatural celerity. Vampires can move incredibly fast. Once per round, on its turn, a vampire can move its SPEED as a free action, appearing as little more than a blur to onlookers.
Spiderclimb. Vampires can scale vertical surfaces as though they were horizontal. A vampire gains a CLIMB speed equal to its regular SPEED.
Regeneration. Vampires regenerate 2d6 HEALTH at the start of every turn. This power only works at night.
Charm (1). Vampires can make a MAG vs. MENTAL DEFENSE attack (6d6, including charm skill) as a single action against any target within 30'. If successful, the target is Beguiled .
Children of the night (2). Once per day when in an outdoor environment, vampires can spend two actions to summon 1d6 wolves which arrive within 1d6 turns and remain under the vampire's control. This power only works at night.
Shapechange (2). Avampire can spend two actions to change into the shape of a wolf or a bat. It can change back by spending a further two actions. This power only works at night.
Dark arts (2). Vampires can create magical effects equivalent to a cantrip related to darkness or mists.
Blood drain (m). A bite attack taken with a -3d6 penalty allows he vampire to sink its teeth into its victim and drain its blood. This reduces the victim's END dice pool by 1d6 but does not do normal damage. When the dice pool reaches 0d6, the victim is slain. A creature slain by the drinking of its blood by a vampire rises three days later as a vampire under its creator's control. It remains forever under the control of its creator unless its creator is destroyed. The spawn is considered dominated by its creator (see Conditions).
Medium uncommon evil non-sentient undead humanoid (3d6)
Walking corposes who hunger for living flesh.
STR 4 (2d6) AGI 3 (2d6) END 6 (3d6)
INT 3 (2d6) LOG 1 (1d6) WIL 1 (1d6) CHA 1 (1d6) LUC 0 (0d6) REP 3 (2d6)
MELEE DEFENSE 10; RANGED DEFENSE 10; MENTAL DEFENSE 10
SOAK 10; VULN -
PERCEPTION 2d6 (scent 3d6); bloodsense 15'
SPEED 4; CLIMB 2; JUMP 6'/4'
CARRY 100lb (max lift 200lb)
NATURAL DAMAGE 1d6+2
Bite 2d6 (1d6+2 piercing damage; zombie fever)
Skills scent 6 (3d6)
|CALLED SHOT. Zombies keep going, no
matter how much physical damage is done to them. Even a zombie reduced
to zero HEALTH is usually still active, although incapable of moving.
The only way to kill a zombie is to destroy its brain with a single
called shot to the head. This will drop the creature instantly.
Zombie fever. Those who suffer a critical hit from a zombie's bite contract zombie fever. Additionally, any slain by a zombie rise one hour later as a zombie themselves.