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Critters 2

The document is a gaming resource titled 'Critters Issue #02' that provides a variety of creatures and animals for use in role-playing games, particularly designed for the Against the Darkmaster system. It includes detailed descriptions, combat stats, and special abilities for each creature, aiding Game Masters in integrating these beings into their campaigns. The content is unofficial and released under the Open00 license, emphasizing the flexibility for GMs to adapt the creatures to their game settings.

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cabellaire
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0% found this document useful (0 votes)
36 views16 pages

Critters 2

The document is a gaming resource titled 'Critters Issue #02' that provides a variety of creatures and animals for use in role-playing games, particularly designed for the Against the Darkmaster system. It includes detailed descriptions, combat stats, and special abilities for each creature, aiding Game Masters in integrating these beings into their campaigns. The content is unofficial and released under the Open00 license, emphasizing the flexibility for GMs to adapt the creatures to their game settings.

Uploaded by

cabellaire
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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C

Issue #02
ritters
July 2023

Table of Contents Introduction


System Information.........................................2 Every game needs creatures and beasts for the adventures
Name & Description...................................................... 2 to test themselves against. In this product, the second of
Combat Stats................................................................... 2 this series, we produce just that. A plethora of animals and
Combat Tactics........................................................... 2 creatures that you, as Game Master (GM), can throw against
Special Abilities........................................................... 2 your player’s characters to either hunt or be hunted by.
Critter Stats & Descriptions............................3 The information provided in this work is designed
Basilisk............................................................................. 3 specifically, and unofficially, to be used with Against the
Blood Bird....................................................................... 3 Darkmaster, but it can also be used with many other fantasy
Carrion Beast.................................................................. 4 role-playing systems. The material presented in Critters is
Dragonette....................................................................... 4 meant to aid a GM in running their game.
Eye Beast.......................................................................... 5 The contents of this product are not endorsed by, nor
Fossivore.......................................................................... 5 should they be considered official in any capacity. They are,
Gargoyle........................................................................... 6 however, released under the Open00 license.
Grannock......................................................................... 6 As a GM, you should always consider how a particular
Griffon/Gryphon............................................................ 7 creature fits into their world system. If such a creature is
Imp................................................................................... 7 inappropriate, you should feel free not to use it and use
Kobolds............................................................................ 8 another in its place.
Manticore......................................................................... 9
Pegasus............................................................................. 9
Pixie................................................................................ 10
Rock Squid.................................................................... 10
Satyr................................................................................ 11
Skeleton Warrior........................................................... 11
Slithering Maw.............................................................. 12
Sobekor (Winged Crocodile)...................................... 12
Spriggan......................................................................... 13
Terror Bird..................................................................... 13
Troll, Forest................................................................... 14
Unicorn.......................................................................... 14
Ursator........................................................................... 15
Ursoc.............................................................................. 15
Vampyri......................................................................... 16
Zombie........................................................................... 16

Critters — Copyright © 2023 by Tim Dugger and Firehawk Games. All rights reserved. No reproductions without permission.
https://www.firehawkgames.biz — Powered by Open00 is a Open Ended Games, Inc copyright. — https://www.vsdarkmaster.com
All Interior Artwork copyrighted to their respective creators: Storn Cook, Jeff Ward, JM Woiak & Heather Shin, William McAusland, Jeffery
Koch, Jeremy Mohler, VShane, Yuri Perkowski, Bruno Balixa, Colin Throm, Forrest Imel, Dean Spencer, Mario Zuccarello, Brett Neufeld,
Dave Allsop, Matt Morrow FHG9802

Critters — Powered by Open00 1 Issue #02


System Information

Our sole purpose here is to provide animals and creatures The number in the Attacks entry is the CMB of the attack,
for you to use in your games. However, to be able to use followed by its Size (if relevant) and by a description of the
that information, you will need some guidance on how the type of attack used (i.e.: Weapon, Claw, Bite, etc), indicating
information is presented. the Attack Table that should be used to resolve it.
In game terms, monsters and creatures are treated much A value between parentheses after the attack type indicates
like the Player Characters, with their HPs, Combat Bonus, and that the creature can use the attack that many times in a Round
other characteristics. However, since each of these creatures as part of the same action. For example, an attack followed by
will often appear only for brief periods of time during the (x2) would mean that the creature can make up to two different
campaign, and since their statistics tend to really matter only Attack Rolls with the same action when using that attack.
during combat or action scenes, their stats usually don’t need Special: A summary of the most important special attacks or
to be as detailed as those of the PCs. abilities possessed by the creature are listed here.

Name & Description Creature Type (CT): First letter of the two-letter code
indicates the tier of the creature to determine Critical Strike
Creatures are listed in alphabetical order, their name fol- reduction: N = Normal (no reduction), H = Heroic (-1
lowed by a few sentences describing their appearance, char- severity to all Critical Strikes taken), E = Epic (-2 severity
acteristics, and in some cases, origins and typical behavior. to all Critical Strikes taken). The second letter indicates the
If multiple variants of the same creature are present, their type of the creature: H stands for Humanoid creature, B
names will be written in bold and italics the first time they stands for Beast (or beast-like).
appear in the description. Skills: This is given as a reference for the average Skill
Bonus the creature has when using any Skills from the
Combat Stats corresponding Skill Category: Rog = Roguery, Adv =
Level: The Level of the creature. Adventuring, Lor = Lore. Please note that the GM is free
to both modify these values for a particularly skilled/
Move Rate (MR): The Move Rate (in meters/Round) of the
unskilled specimen, or apply a bonus or penalty from the
creature. The first value represents the primary, preferred
bonus listed to better reflect the creature’s specific Skills.
means of movement of the creature. The second value
For example, Wolves have +50 Perception bonus, but their
indicates others types of movement possessed by the
bonus to other Roguery Skills is much lower.
creature. Codes are: L = Land, F = Flight, S = Swim.
Armor Type (AT): Armor Type of the creature (either natural Combat Tactics
armor or typical armor worn): NA = No Armor, LA = Light This section describes the creature’s standard approach
Armor, ME = Medium Armor, HE = Heavy Armor. The to combat, and how they’re likely to use their abilities. Note
lowercase “s” after the Armor Type acronym indicates the that these are only suggestions, though, and are only meant
creature usually carries a shield (and it is already factored to give the GM an idea of how those creatures behave in a
in the creature’s DEF bonus). fight. The GM and the players should always keep in mind
Defense (DEF): DEF bonus of the creature. It already factors that each creature is an individual, and that their tactics will
the creature’s SWI, shield, magical or special bonuses. vary depending on their personality and on the situation.
TSR: Toughness Save Roll bonus. Special Abilities
WSR: Willpower Save Roll bonus. Many creatures have special abilities, representing unusual
HPs: The average number of Total Hit Points for the creature. skills, traits, or innate powers that can give them an edge (or
Attacks: Describes the type and bonus of the creature’s most put them at a disadvantage) in certain situations. Each special
commonly used attacks: 1st Atk is the preferred (and often ability has a name (written in bold) and a short description
best) form of attack; 2nd Atk and 3rd Atk are backup attacks of its effects.
the creature may decide to use in special occasions or when First are listed special abilities common to all creatures
their primary attack is unavailable. If the secondary attack of a given type. Abilities specific to a particular subtype are
is preceded by a * symbol, then the creature can perform listed separately.
this attack as a Free Action immediately after its primary
attack scores a Critical Strike of any severity.

Critters — Powered by Open00 2 Issue #02


Critter Stats & Descriptions
Basilisk Blood Bird
The Basilisk is a large Level: 6 Level: 1
reptilian creature that may MR: 25 MR: 12F/3L
be related to the Cockatrice,
as both are what are known AT: MA AT: NA
as petrifactors, meaning that DEF: 30 DEF: 30
they have the capability to TSR: 75 TSR: 15
turn other creatures to stone.
WSR: 60 WSR: 10
The Basilisk can petrify
creatures who meet its eyes. HPs: 110 HPs: 25
A Swiftness based Saving 1st Atk: 80 Lg Bite 1st Atk: 25 Md Bite
Roll against a target number
2nd Atk: 60 Lg Claw (x2) 2nd Atk: *50 Md Grapple
of 75 will allow a target to
avoid meeting the gaze of the 3rd Atk: ­­— 3rd Atk: —
Cockatrice. Failure on this Special: Special A single Blood Bird is Special: Special
save determines how long rarely more than a minor
CT: EB nuisance. Unfortunately, CT: NB
one is petrified. The duration
of petrification can often be Rog: 30 they tend to swarm in packs Rog: 45
lessened through the use of Adv: 50 of up 20 in a group. Adv: 20
herbs, spells, or even rituals. Their tactics are relatively
Lor: 0 Lor: 0
simple overall. They stab
Failed By Result with their long sharp beaks, and if their attack is successful,
it will always do at least 1 to 5 points of Bleeding Damage (if
01-25 Petrified 1d100 (open-ended)Minutes the attack does a critical, roll 1d10 and divide by 2, rounding
26-50 Petrified 2d10 Hours up, to determine how much Bleeding damage they do). They
51-100 Petrified 1d100 (open-ended) Days then follow this up by grabbing their prey tightly while they
continue to drain the foe of blood.
100+ Petrified 1d100 (open-ended) Years
Once they have drained an amount of blood equal to the
Unlike its smaller cousin, the Basilisk does turn creatures number of Hit Points that they have, the Blood Bird will
to stone on purpose. Those that it transforms petrify from detach and go find a place to sleep off the lethargic effects
the outside in, and the target is in a kind of stasis until the of this feeding. Until they have slept for at least an hour, the
petrification wears off. However, this does not bother the Blood Bird is limited to half their normal Move Rates once
Basilisk as they eat both the petrified flesh and and the soft they finish feeding.
tissues both. As one scholar once quipped, Basilisks like their While Blood Bird tend to go after prey that cannot defend
dinner crunchy on the outside and squishy on the inside. itself, like cattle or other herd beasts, they are not above
Basilisks can be found in almost any terrain, though they attacking humans and others if they are hungry enough.
tend to prefer more temperate climates. And quite luckily,
they tend to be solitary creatures, except during their mating
season, and their young do not possess the petrification ability
until they reach maturity.

Critters — Powered by Open00 3 Issue #02


Carrion Beast Dragonette
There are many creatures Level: 6 Level: 3
that feast upon the remains
that can be found in the MR: 12 MR: 20F/10L
wilderness and other locations. AT: MA AT: LA
Often, many such creatures DEF: 30 DEF: 60
are insects of various types.
TSR: 50 TSR: 30
However, every once in a
while, you can encounter a WSR: 50 WSR: 30
much larger type of insect HPs: 85 HPs: 55
called a Carrion Beast. 1st Atk: 60 Md Bite 1st Atk: 25 Sm Claw (x2)
It resembles a centipede and
other similar creatures, except 2nd Atk: 45 Sm Claw (x2) 2nd Atk: 20 Sm Bite
that it is from 3 to 5 meters in 3rd Atk: — 3rd Atk: 35 Fire Bolt
length, often being about half Special: — Special: —
a meter in height when it is
CT: NB CT: NB
crawling along on the ground. Dragonettes look like
Unfortunately, especially for Rog: 60 Rog: 75
miniature Dragons, rarely
adventurers, the Carrion Beast Adv: 35 reaching a meter in length Adv: 55
is not above making a fresh kill
Lor: 0 from their nose to the tip Lor: 0
in order to eat. of their tail. The even come
When it attacks, it will rear up, lifting the front half of its body in many of the same colors as full sized Dragons. However,
up to attack the softer parts of what it attacks. Dragonettes never have any sort of breath weapon other than
Rural towns and villages dread having one attracted to their fire, shooting a small bolt of it up to a dozen times each day.
area as they are decidely hard to get rid of, especially for those While Dragonettes can be found in almost any climate,
who are unused to dealing with such creatures. they return to warm locales for mating, laying eggs in the
It is rumored that there are some versions of this creature that sand and burying them to keep them warm.
also have acidic saliva (does an additional Fire Critical of same Upon first hatching, Dragonettes are ravenously hungry,
severity as critical dealt by its bite), and scholars even came across and they can bond with someobody who is on hand and able
one report of a Carrion Beast that had small bolts of lightning to feed them. This bond creates an empathic link between
arcing between its antenna and which could actually fling this the Dragonette and the person, and once formed, the bond
at those it attacked (treat as Thunderbolt, CMB 50). lasts for the life of both parties. A bonded Dragonette will
stay with and follow its friend, protecting them if need be.
Another unique ability of Dragonettes is that they are
able to teleport. There is no known limit to how far that the
Dragonette is able to teleport. Scholars have noticed, however,
that Dragonettes never seem to teleport from a stationary
location. That they always seem to be be in the air when they
wink out or back in. There also seems to be no limit to how
often they can teleport, though doing it too often in a short
period does seem to tire them out and make them hungry.
There have also been reports of Dragonettes sharing images
across the bond, which makes some scholars think that there
might be some telepathic elements to the empathic link that
is formed at hatching. Because some of the images appear to
be things from the distant past, Scholars also believe that the
Dragonettes may also possess some sort of racial memory
of things that have happened to or been witnessed by other
Dragonettes. They also believe that all Dragonettes have access
to this collective memory.
When fighting, Dragonettes tend to use diving tactics,
using their claws to rake their foes as this allows them to
retain the mobility and allows them the best chance to use
their teleporting abilities in conjunction with their attacks,
allowing for them to attack from unexpected directions.

Critters — Powered by Open00 4 Issue #02


Eye Beast Fossivore
The Eye Beast is called that Level: 5 T h e Fo s s i vo re i s a n Level: 8
because of the huge single unusual creature at the very
eye in the middle of the MR: 30F least. It got this name because MR: 30
floating sphere that makes AT: LA it devours that which is often AT: HA
up its body, located just DEF: 45 found in mines. DEF: 25
above the huge maw filled This includes metals such
TSR: 45 TSR: 65
with teeth the size of daggers. as iron, silver, or gold, as
The main sphere of the WSR: 45 well as minerals such as coal WSR: 50
creature is about one meter HPs: 80 or sulfer, and anything else HPs: 160
in diameter, and on its top 1st Atk: 80 Md Claw (x4) that might be mined from 1st Atk: 70 Lg Bite
are ten stalks, about 0.45 the ground.
meters (18 inches) in length, 2nd Atk: 95 Huge Bite While found most often 2nd Atk: 60 Lg Claw (x2)
that appear to be tipped in 3rd Atk: 75 Lightning Bolt attacking mines and other 3rd Atk: —
additional eyes, something Special: — underground structures, Special: —
that also adds to the name it has been spotted above
CT: HB CT: EB
given to this creature. ground often enough that
The stalks are not actually Rog: 55 many have encountered this Rog: 40
eyes though. The lowest Adv: 50 solitary creature. If any have Adv: 30
two stalks on either side are encountered it in its lair, they
Lor: 20 Lor: 0
actually retractable, hooked have not lived to tell about it.
claws, and the stalks themselves The Fossivore has the ability to become immaterial and
can extend out to a total length of phase through solid matter, such as dirt and rock as another
about 2 meters to strike out at foes might swim through water. Since it is an air breathing
to hold them so that it can creature, it often travels near the surface, with only the bony
drag the prey to its mouth. plate on its back sticking up out of the ground, much like the
The other six stalks are fin of a shark in the ocean. This has earned this creature the
actually eyes, or so scholars nickname of landshark.
believe, since they have never had The Fossivore cannot attack or consume its food while it is
an example to take a closer look at. phasing through the ground, thus it has to emerge fully into
Since the eyes are actually on stalks that the open air before it can attack. While it is phasing, it can
can bend and wave freely in any direction, only be affected by magical weapons. Many are thankful that
the Eye Beast is impossible to surprise. it has never learned to phase while in battle.
Especially since there have been reports from As mentioned, it emerges to feed up metals and minerals
adventurers that it can see invisible creatures and beings where ever they might be found, such as in a mine or in a
with no problem at all. sword being carried by a warrior, or even a plow in a farmer’s
Some scholars think that the huge eye on its body is not field. It does not seek out conflict, except with those that
actually an eye since it can can generate a beam of energy to keep it from its meal. However, very hungry Fossivore have
strike out at more powerful foes. This energy beam should be been known to attack adventuring parties to get the metal
treated as if it were a Lightning Bolt (see Spell Lore, Eldritch that they carry.
Storm). It may use this powerful attack a number of times per
day equal to its level.

Critters — Powered by Open00 5 Issue #02


Gargoyle Grannock
Gargoyles are an unusual Level: 5 Grannock are predators Level: 8
creature because as long that operate almost
as the sun shines on them, MR: 25F/15L completely in subterranean MR: 15
they are indistinguishable AT: HA locales. They are intelligent, AT: LA
from statuary. Sculpters like DEF: 35 a n d h a v e t h e i r o w n DEF: 50
to add statues as guardians language. Their favorite
TSR: 65 TSR: 75
of portals or on the cornices prey are those races that
of large buildings. These WSR: 50 live or work underground, WSR: 65
statues are often patterned HPs: 80 such as gnomes, dwarves, HPs: 105
on gargoyles, even if the 1st Atk: 60 Lg Claw and human miners. They 1st Atk: 95 Lg Claw (x2)
sculpters do not realize it. also prey on various other
Some scholars believe that 2nd Atk: 40 Md Bite underground creatures. 2nd Atk: 75 Huge Bite
Gargoyles are a type of minor 3rd Atk: — Grannock are able to 3rd Atk: —
devil that has escaped the Special: — use their their iron-like Special: Mist
Nine Hells. Others believe claws and mandibles to
HH HH
that they are over-sized CT: burrow through normal CT:
homonculi or magically Rog: 55 sedimentary rock at a rate of Rog: 75
created race that are able to Adv: 60 3 meters per minute. Harder Adv: 60
breed true. Or it could be substances will take longer,
Lor: 40 Lor: 65
something else all together, but burrowing through
nobody knows for sure, and those gargoyles willing to talk normal dirt is done at a rate of 15 meters per minute.
to scholars refuse to discuss their origins. In addition to their formidable claws and mandibles, the
Gargoyles, as mentioned, resemble terrifying statues. Most Grannock are to spray a mist from the openings above their
have wings, leathery or feathered. No two gargoyles have the mouths. Scholars say that this is not their nose, but just a
same features. Some have fangs while others might have beaks, delivery system for their mist. They can expell enough to fill a
but all have claws which they can use to attack. They range 3 meter sphere directly in front of themselves, and any those
in size from the size of a fox to larger than human. it falls upon must make a Will Save or be confused for 1d10
One thing that they all have in common is that sunlight rounds. A confused foe cannot make any decisions except
transforms them to stone. Should their form be destroyed to defend themselves. Foe in combat at the time that they
while in stone form, the gargoyle will come back to life encounter the mist or who are attacked after being affected get a
whole and healthy once the sun goes down, as long as all of special +25 to a second WSR to shake off the effects of the mist.
the pieces are within a meter or two of each other. They can It has been reported that Grannocks like to bury any shiny
only be truly killed while in their flesh form. objects that they get from victims in their lairs, whichare often
Gargoyles like to collect shiny objects and stash them near lined with the carapaces and bones of their prey.
where they roost. And where you find one Gargoyle, you Grannock have been known to conceal the burrows that
are sure to find anywhere up to 20 more in the same area, lead to their lairs, which means that they could be encoutered
wilderness or city. above ground as they move from burrow to burrow. They have
also been know to undermine the floors of their burrows, and
other underground tunnels to create pit traps.

Critters — Powered by Open00 6 Issue #02


Griffon/Gryphon Imp
G r y p h o n s a r e o f t e n Level: 8 Imps have tough leathery Level: 1
considered to be savage skin and small, but functional
creatures that are compelled MR: 30F/20L bat-like wings. They stand MR: 30
by a horrendous bloodlust AT: LA about one meter tall, have AT: lA
at the mere smell of blood. DEF: 35 slightly bulbous heads with DEF: 20
This is not true, this is long pointy ears and sinister
TSR: 60 TSR: 20
simply what the Gryphons facial features. Their bodies
want the humanoid races to WSR: 65 are often covered w ith WSR: 25
believe of them. HPs: 160 tiny barbs and spikes, and HPs: 35
T h e i r c o u s i n s , t h e 1st Atk: 90 Lg Claw their hands and feet end in 1st Atk: 40 Sm Claw (x2)
Griffons, however are exactly wicked, razor sharp claws.
this. The Gryphons use that 2nd Atk: 60 Lg Bash And to top it all off, they 2nd Atk: 30 Dagger/Club
reputation to help protect 3rd Atk: 100 Lg Pincer have a 1.5 meter long, thin, 3rd Atk: 30 Sm Bite or
themselves. (beak) prehensile tail that ends in Stinger
Standing a meter and a Special: — a barbed stinger that has Special: Poison
half tall, and slightly over 2 potent venom.
CT: NB CT: NH
meters in length, they have If struck with this venom,
a 10 meter wingspan. Rog: 65/80 (Gryphon) the target must make a Rog: 30
T he main difference Adv: 65/75 (Gryphon) Toughness Save Roll against Adv: 20
between the two is sometimes a level5 poison or else they
Lor: 0/50 (Gryphon) Lor: 50
difficult to see, but it is there. will take 2d10 each round for
The Gryphons have a mild brindled pattern to their fur of 3 rounds plus an additional round for every point that the
their lion-like hindquarters, and the feathers of their eagle-like Save is failed by. During this period, the target will also be at
heads, forequarters, and wings tend to have a metalic sheen. -25 from the pain that the poison also causes.
Griffons on the other hand, have unpatterned tawny fur and Imps are prized as superior familiars because they are
simply colored feathers. among the most versatile of the lesser Devils. They can fly, and
Griffons are highly prized if captured in the egg or as young turn invisible at will (they turn visible when making attacks).
cubs, since they can be trained as mounts that are fiercely loyal Once per day, they can shape change into any small animal
and obedient to none but their rider. that does not exceed 1 meter in either height or length. They
Gryphons fiercely protect their nests and would hunt can sense magic with a normal Perception roll at ranges of
down any who attempt to steal their eggs or young. They up to 20’ and they regenerate 5 Hits of damage each hour.
have a cunning and intelligence to make them much more Some Imps even know how to use weapons that have been
dangerous than their wild cousins. Gryphons will use tactics scaled down to their size. They can use tiny swords that are
such as diving with the sun behind them, making it harder to treated as Daggers for attacks or small Clubs or lead filled
see them coming. blackjacks (treat as Daggers, but use Impact criticals. These
Gryphons also have their own language and if you can small weapons all have the Backstab Quality for Imps.
get one to trust you, they can provide you with insights and The Imp can also, no more than once per month, provide its
information that they have gleaned from their centuries of life. master with the given name of any one lesser Devil. However,
they cannot provide the names of greater Devils like some
other Devils can.

Critters — Powered by Open00 7 Issue #02


Kobolds
Kobolds are a small race. They stand just barely over a Archer Spearman Swordsman
meter tall. They have a canine shaped head and face, and
are covered in tiny reddish-brown scales, much like the Level: 1 1 1
skin of a snake. This makes thier skin tougher to penetrate MR: 10 10 10
than one might expect. AT: LA LA LA
This is often complimented by the soft leather tabards
DEF: 20 35 (target shield) 35 (target shield)
and small shields that they often use. Add in their natural
claws and their Nightvision (equal to that of a Dwarf), TSR: 20 20 20
and their natural Stealth when outdoors, and they start WSR: 15 15 15
looking much more formidable than one would think at HPs: 30 30 30
first glance.
Kobolds are as intelligent as humans or any similar race. 1st Atk: 40 Ranged 50 Polearms 45 Blades
In fact, while many of the other races think of Kobolds 2nd Atk: 20 Blades 10 Brawl 20 Brawl
as cowardly, the truth is that they simply do not wish to 3rd Atk: — — 10 Ranged
throw their lives away.
— — —
This sense of self-preservation has also given them an Special:
extreme cunning, and a great understanding of the use CT: NH NH NH
of traps and the concepts of ambushing foes whenever Rog: 35 35 35
possible. One of the most common tactics used by Kobolds
Adv: 20 20 20
is to lay a trap of some kind and when that stops their prey,
they then attack from ambush, using ranged attacks for as Lor: 20 20 20
long as possible before sending in their Spearmen, backed It is rumored that some bands of Kobolds will willingly
up by other Kobolds wielding short swords. serve a supremely dangerous creature in exchange for
It is not unusual for a raiding party of Kobolds to number protection. There are rumors of several tribes of Kobolds
up to 20 individuals, with them only revealing 6 to 8 of their serving a Dragon. According to the rumors, the tribes inhabit
group at a time, as needed. This way, they ensure that at least a mountain, with the Dragon’s lair being at the top of a multi-
some survive, even if they have miscalculated the odds. level cave complex.
This is also an indicator of another of their racial traits, Whatever the truth of these various tales of Kobolds, one
that of vengeance. Kobolds have been known to track foes for thing is clear, they are not the easy pushovers that many
weeks or months, following them and waiting for the perfect adventurers think that they are and that to underestimate
moment to exact their revenge. them has led to the doom of quite a few adventurers over
This could come in the form of alerting another enemy the years.
of their foe of that foe’s presence at an inopportune time
or attacking that foe in a moment of extreme vulnerability.
Scholars have recorded the account from one group of
adventurers about how they escaped one Kobold ambush,
only to later find that the Kobolds had followed them into
a city. They knew this because they would have a Kobold
reveal itself to them at intervals, just long enough to get
their attention, and then disappear again, driving them
crazy because they could never catch this Kobold who was
tracking them.
There is another tale of adventurers escaping a Kobold trap,
and the surviving Kobolds apparently tracked them for nearly
a year, again leaving the occasional clue of their presence. This
band of adventurers eventually went to raid a local bandit,
who always stationed a pair of gaurds outside his lair with an
alarm gong. The adventurers were very stealthily sneaking past
these guards when suddenly several arrows came flying out of
the wilderness, striking the gong and alerting the bandits that
there was trouble. Only one of the adventurers survived the
resulting battle and was able to sneak away to relay this story.
When it comes to their homes, Kobolds lay traps in
abunance, many of which are meant to simply alert them of
intruders, so that the tribe can escaped if needed.

Critters — Powered by Open00 8 Issue #02


Manticore Pegasus
The Manticore is a scary Level: 5 The Pegasus is a winged Level: 6
beast at best. It has the body horse. They are almost always
of a lion, with a head that MR: 30 a white or light grey in color MR: 50F/30L
sort of resembles that of AT: LA and tend to have wingspans AT: LA
a human, large bat-like DEF: 40 of up to 11 meters. DEF: 40
wings, and a tail like that of Wild Pegasi (the plural
TSR: 60 TSR: 70
a scorpion. of Pegasus) tend to roam
They are coarse, slovenly WSR: 50 in small herds of 20 to 50 WSR: 60
beasts that favor the flesh HPs: 170 strong, staying to the high HPs: 150
of the sentient races. They 1st Atk: 80 Lg Stinger meadows and fields when 1st Atk: 50 Huge Bash
often reek of fresh blood and they land.
decaying flesh. This odor 2nd Atk: 100 Lg Claw (x2) These beautiful creatures 2nd Atk: *60 Md Trample
often giving notice of their 3rd Atk: — just want to be left alone with 3rd Atk: 40 Md Bite
presence. Special: Poison their simple lives. They enoy Special: —
Manticores tend to roam soaring high above the fields
HB NB
in small packs, consisting of CT: and forests and of flying CT:
a mated pair and up to half a Rog: 30 through the peaks with their Rog: 30
dozen young of various ages. Adv: 45 challenging crosswinds. Adv: 50
Their preferred habitat The lure of excitement
Lor: 0 Lor: 0
i n c l u d e s u n d e r g ro u n d and change will sometimes
sewers, caverns, crypts, and ruins. draw a few from their remote homes into the wider world.
Those who are stung by their tail stinger must make a save These few may find and form friendships, finding pleasure in
against a 10th level poison or they will take 1d10 hits per aiding their friends by allowing them to ride upon their backs.
round for 1 round for every 5 points that they have failed the Men, driven by greedy hearts, will sometimes track Pegasi
Save by. The poison also causes those affected by it to also herds and attempt to capture them, to raise them to be steeds.
receive a -25 to all actions for the 24 hours it takes for the Often attempting to go after young foals who are less adept
poison to work its way out of their systems. at protecting themselves.
There are rumors of variations of Manticores that have a Should they survive the fury of the herd for attempting to
tail that looks like it is covered in porcupine quills. Those steal a child, that foal will often grow to adulthood and then
who claim to have seen this variation swear that the beast can find some way to kill thier crual masters, or escape, all so that
whip its tail and shoot forth an iron-like quill (treat as if an they can return home.
arrow shot from a short bow, use Stinger CMB) coated in the Pegasus are deeply protective of their young and will fight
same poison described above. to the death to protect or rescue them. Their normal tactic is
In either case, it is clear that the Manticore is a dangerous to ram into a foe, knocking them prone and then to use their
beast and that one must be very careful should they encounter hooves to trample them into the dust.
one, as there are likely others nearby. It is also clear that
Alchemists tend to like to use bits of the Manticore in their
experiments and often pay a good price to adventurers who
can bring them those bits and pieces.

Critters — Powered by Open00 9 Issue #02


Pixie Rock Squid
Pixies look like tiny elves, Level: 3 This subterranean creature Level: 12
standing from 0.3 to 0.45 is about 3 meters long and its
meters (12 - 18 inches) tall, MR: 30F/1L cylindrical body is about a MR: 3
with a 0.6 meter (2 foot) AT: NA meter thick on average. AT: HA
wingspan, from tip to tip. DEF: 50 When holding still it can DEF: 30
These wings appear much look like any other stalagmite
TSR: 25 TSR: 90
like those of a dragonfly, or a or stalactite, depending on
butterfly. Which type of wing WSR: 15 where it is, since it can easily WSR: 75
that they have depends upon HPs: 30 stick to walls and ceilings in HPs: 115
the individual Pixie. the natural caverns that it 1st Atk: 110 Large
1st Atk: 45 Melee
Pixies have a strong love of loves to inhabit. Grapple (x 6)
fun and pranks. There is no 2nd Atk: 50 Ranged The creature has 3 eyes,
true malice in those pranks, 3rd Atk: — allowing it to see in all 2nd Atk: 100 Large Bite
and a benevolent interest in Special: Special directions, and a single 3rd Atk: —
certain mortals may lead a large mouth that it uses to Special: Poison
NH
Pixie to provide some helpful CT: consume what it catches.
50 CT: HB
guidance or even to abandon Rog: From its rocky looking
their own people for a few years Adv: 30 body, the Rock Squid can Rog: 60
to accompany and aid a mortal
Lor: 30
extrude six tentacles that Adv: 50
companion for a few years, are about 15 meters (45 feet)
Lor: 15
especially if that companion is interesting or long, and each is tipped in a
is doing interesting things. rocky claw. It uses these tentacles to reach out and grab prey
Pixies have a number and then drag that prey to its mouth so that it can consume it.
of special abilities that These tentacles are coated in a resinous poison that, should
allow them to survive in the target fail its save against the Rock Squid’s level, will cause
a world where everybody him to become Weary, and give a -10 to his Brawn.
is larger than themselves. The tentacles are covered in the same rough, rocky-looking
Pixies are able turn hide as its body, but delivering a critical result against a
invisible a number of times tentacle will cause it to release whatever that tentacle is
per day equal to their level. holding and have the Rock Squid attack whomever attacked it.
However, making an attack, While the Rock Squid does not collect treasure, such can
casting a spell, or using often be found nearby since the Rock Squid does not consume
one of their other natural metals of any type, so such are left behind.
abiltiies will cause the While it moves slowly, it can still move and if one location
Pixie to become becomes dangerous or less likely to provide it with the
visible again, as soon as they start such occassional meal, it will move to someplace where
an action. Additionally, once per day, they prey is more likely to be found.
are able to create an illusion that has both visual and auditory Rock Squids are solitary creatures, they
components that will last for up to 10 minutes per level that they reproduce by fissioning
have, and which can be made to move in a pre-set pattern so that into two smaller
they need not concentrate on it. creatures which then go
When it comes to physical attacks, Pixies wield tiny swords their own ways.
that are treated as Daggers. For their ranged attacks, they use
bows and arrows sized for them. These are treated as Short
Bows for range, and have a maximum result of 120.
Pixies are able to shake a magical dust from their wings once per
day for each level that they have. This Pixie Dust has several uses.
If their arrows are dipped into it, they create a level 8 poison
that will put anybody who fails thier Save Roll into a magical
slumber for 1-10 hours. If this dust is sprinkled on a person,
it can allow the Pixie to share their power of flight with the
person for up to 12 hours. This ability will only work on a
willing person once a month.

Critters — Powered by Open00 10 Issue #02


Satyr Skeleton Warrior
Standing as tall as most Level: 3 Skeletons are one of the Level: 3
Humans, Satyrs have upper two most common types of
bodies and heads that look MR: 30 undead that adventurers are MR: 20
like humans, except for the AT: LA likely to encounter. Many AT: NA
goat-like horns growing DEF: 30 magic users, especially those DEF: 35 (full shield)
from their head. Their lower who learn towards the darker
TSR: 45 TSR: 30
bodies resemble the legs of side of things, often summon
a horse, including hooves WSR: 30 or create them to use as WSR: 25
rather than feet. HPs: 60 guardians of some sort. HPs: 55
Satyrs are usually a happy 1st Atk: 50 Melee Skeleton Warriors are able 1st Atk: 40 Short Sword
and merry being, loving to to regenerate just like many or Spear
play and frolic through the 2nd Atk: 50 Ranged other undead. They heal any
woods in which they live. 3rd Atk: 60 Small Horn damage received at 1 Hit per 2nd Atk: 50 Medium Bash
Satyrs carry and play a Special: — minute, unless they have 3rd Atk: —
musical instrument called taken enough damage to put Special: Special
NH
Pan Pipes. They are able to CT: them below zero Hit Points.
50 CT: NH
cast spells from the Spell Lore, Rog: At this point, their skeletal
Mind Control, up to their Adv: 45 remains are considered to be Rog: 20
level using the music from
Lor: 45
shattered, and they will only Adv: 25
their pipes. A Satyr of the heal at a rate of 1 Hit Point
Lor: 0
listed level has 20 Magic Points to use in casting these spells. per every 10 minutes, until
Satyrs move twice as fast as a human when running, although its Hits Points are once again above zero.
their normal walking speeds tend to be comparable. Anybody with a 2 meter radius of the Skeleton must make
Satyrs appear to live their entire lives with joyful abandon, a Toughness Save Roll every round or they will lose one point
filling their lives with wild stamping dances, and their own of Fortitude each round. Persons so affected can regain those
festivals and feasts. points at a rate of 1 for every hour spent resting.
It is rare, but not unheard of for a Satyr to leave his forest Skeleton Warriors are also completely immune to Pierce
home, but it usually takes a tragic event to pry them from Criticals, and they only take half damage from Cut Criticals.
their home lives. However, scholars do report a few cases of Skeleton Warriors cannot regenerate damage from fire or acid.
Satyrs who develop a bit of wanderlust and who join bands If the pieces of the Skeleton are separated, that could hinder
of adventurers for a few years to explore and see the world or slow their recovery rate.
before returning home and settling down.
In combat, Satyrs prefer weapons like staves and spears and
occassionally smaller blades like Short Swords or Smallswords.
For ranged combat, they prefer
short bows over other types
of ranged weapons.
Scholars also report that
even in combat, nobody
has ever reported Satyrs
wearing any type of
metal based armor,
almost as if they had
an allergy or aversion to it,
but neither has ever been
proved to be true.

Critters — Powered by Open00 11 Issue #02


Slithering Maw Sobekor (Winged Crocodile)
The Slithering Maw was Level: 5 The Sobekor is a very Level: 3
given that name because it is, unusual and rare creature. It
essentially, a very very large MR: 15 is a two meter long creature MR: 20F/20S/10L
snake-like creature. It is half AT: NA that resembles a crocodile AT: MA
a meter (2 feet) in diameter, DEF: 25 with a pair of feathered DEF: 30
and about 3 to 4 meters (10 wings about midway down
TSR: 50 TSR: 45
to 12 feet) in length. its back.
Around its large, beak-like WSR: 40 The creature is equally at WSR: 30
mouth, it has four tentacles, HPs: 90 home in the water as it is in HPs: 120
each about 1 meter (3 feet) 1st Atk: 65 Small Claw the air. On land, however, it 1st Atk: 80 Large Bite
in length, that it uses to help is slightly slower overall.
catch its prey. 2nd Atk: 50 Large Bite Scholars think that this 2nd Atk: 65 Md Claw
The Slithering Maw shuns 3rd Atk: — creature was the creation 3rd Atk: 50 Md Tail Bash
daylight, living in caverns, Special: — of an insane priest of the Special: —
caves and other shadowy crocodile god known as
CT: NB HB
locations under the earth. Sobek, and it is from this CT:
Its lair is usually some Rog: 60 deity that the creature gets Rog: 30
small crevice, burrow or high Adv: 25 its name. Adv: 30
ledge that is difficult to get to. The creature itself lairs
Lor: 0 Lor: 0
Its ability to stick to nearly in slow moving rivers or
any surface allows the Slithering Maw to use such locations bogs, usually in an underwater cave of some sort since it is
to its benefit. an air breather. This is because the creature is found almost
Slithering Maws only attack when hungry or threatened. exclusively in such environments. A favorite tactic of this
They lurk near high traffic areas looking for prey. If it kills beast is to dive out the sky while its prey is near the edge of
the prey, it does not eat it there, but it drags it back to its lair the water and if it can get a good hold with its bite, drag the
to eat later, a small bit at a time. prey into the water, rolling it around and around until the
While the Slither Maw does not collect trasure, it is likely prey stops moving. It then drags it to its lair to eat at its leisure.
that there are items in its lair that it cannot digest, so just get According to these same scholars, Sobekor are solitary
tossed to the side. creatures, except when they are mating, and then they retreat
It is rare to encounter more than one Slithering Maw at a back to their solitary life. The female then lays up to a dozen
time, except for mated pairs with young. They do not work eggs about a month later. And after a few more months they
together when attacking. Each attacks its own chosen target, hatch tiny crocodiles about 15 centimeters (6 inches) long.
leaving the fight once it brings down its prey, to drag it back These hatchlings do not get their wings until they are about
to its lair. a year old, at which point, they fly away to find their own
nesting ground.
If there are too many Sobekor in a given region, they will
fight each other until only the strongest is left. Thankfully,
this instinct has kept their population from exploding over
the years.

Critters — Powered by Open00 12 Issue #02


Spriggan Terror Bird
Spriggans are grotesquely Level: 4 Many scholars claim that Level: 5
ugly, wizened looking old Terror Birds have a much
men with large childlike MR: 15 more scientific name, but MR: 30
heads. They only stand AT: NA few ever remember it, going AT: NA
about a meter (3 feet) tall DEF: 25 mainly with their more DEF: 40
on average. They usually colloquial name.
TSR: 45 TSR: 60
appear in ragged clothing, These flightless birds
and carrying a long knife WSR: 25 are very large, averaging 3 WSR: 45
or dagger of some unusual HPs: 60 meters (10 feet) in height on HPs: 150
metal (strong as iron, but not 1st Atk: 50 Melee average. They are also very 1st Atk: 100 Large Bash
iron, and not magnetic) as if carnivourous, subsisting on
it were a sword. Others walk 2nd Atk: 45 Brawl a diet of meat and little else. 2nd Atk: *90 Large Claw
with a staff as tall as they are 3rd Atk: — These creatures tend to 3rd Atk: 120 Large Bite
(treat as a cudgel or club) Special: — be found alone or in mated Special: —
and use it to attack if needed. pairs with 2-5 young with
NH HB
Although they are of CT: them at any given time.
CT:
small stature, some scholars Rog: 75 Their preferred habitat is Rog: 30
believe that they are the Adv: 50 the open plains or in light Adv: 40
reincarnated ghosts of giants forests where they can move
Lor: 30 Lor: 0
and that they have retained quickly and build up speed.
their strength in their new form. It is also said that they They have also been known to inhabit forests of giant trees,
can be found in old ruins, cairns, and barrows guarding and will attack anything on the ground.
buried treasure. Whatever, the truth, these fey creatures are Their normal hunting and combat tactic is to move at their
dangerous at best, due to their foul tempers and willingness top speed and ram into prey, knocking it over and then raking
to go after foes larger than themselves. it with their claws. If they cannot topple their prey, they will
The Spriggan can use the Spell Lore, Eldritch Storm, up to its attack by biting. Both their beaks and claws are very strong,
level, using its Lore bonus to case the spells. They have 3 times able to rend metal, to get at the soft bits underneath.
their level in Magic Points to spend on casting these spells. Scholars have theorized that there may be smaller versions
Like many fey, Spriggans are able turn invisible a number of of the Terror Bird, but they are unsure if the sightings of such
times per day equal to their level. However, making an attack, were of a cousin of this great beast, or just a young version
casting a spell, or using one of their other natural abiltiies of it that had been seperated from its parents.
will cause the Spriggan to become visible again, as soon as There are even stories of adventurers attempting to capture
they start such an action. Additionally, once per day, they are Terror Birds to use as mounts, but unless they are raised from
able to create an illusion that has both the time of hatching, and sometimes even then, they have a
visual and auditory components bad tendency to eat those who try to ride them.
that will last for up to 10
minutes per level that
they have, and which
can be made to move
in a pre-set pattern
so that they need not
concentrate on it.

Critters — Powered by Open00 13 Issue #02


Troll, Forest Unicorn
Standing nearly 3 Lesser Greater Legends abound about Level: 10
meters (8 to 10 feet) in the Unicorn. Many believe
height, the Forest Troll Level: 6 12 that they are highly magical MR: 50
is both an unusual and MR: 25 20 and would make stupendous AT: LA
terrifying creature. AT: MA MA mounts with their shining DEF: 50
Some scholars white coats, pearl-like
DEF: 10 25 TSR: 75
believe that Forest rolls spiralling horn, and tails and
are related to the other TSR: 80 100 manes of silky hair. Legends WSR: 60
creatures that have WSR: 70 85 also tell that only virgins can HPs: 130
been called Troll in HPs: 150 220 tempt the beast into captivity. 1st Atk: 140 Lg Horn
the past, but there has Nothing could be further
never been any proof 1st Atk: 70 Lg Claw 100 Lg Claw from the truth. Yes, they are 2nd Atk: 70 Lg Bash
of that. Other scholars 2nd Atk: 60 Lg Bite 85 Melee beautiful creatures, but they 3rd Atk: *110 Md Trample
believe that Forest 3rd Atk: 50 Lg rock 80 Lg rock are also very bloodthirsty as Special: Special
Trolls are twisted and well. They enjoy skewering
— — HB
cursed version of the Special: hapless prey on their horns
CT:
ancient Treants of lore, CT: HH EH and then devouring their Rog: 75
but again there is no Rog: 50 75 remains in a leisurely manner. Adv: 80
proof of that. Unicorns do have a natural
Adv: 80 100 Lor: 30
Regardless of where grace to go along with that
they come from, the Lor: 30 50 ethereal beauty that they possess, but that is just the lure that
Forest Trolls are huge, hulking beings with long limbs and they use to draw prey, usually humans, into striking distance.
craggy, stone-like claws. Their bodies are a splotchy green and They do have some magical ability. For example, their horns
brown in color, and the sparse patches of hair covering their automatically neutralize any poison or disease with a 3 meter
bodies looks more like moss than true hair. (10 feet) radius. Should the horn be removed or the Unicorn
Forest Trolls love the taste of raw flesh, and will often charge slain, the neutralizing radius is only 15 centimeters (6 inches).
prey just to rip and rend their flesh, throwing rocks if the foe is This, along with other properties that the horn of a Unicorn
too powerful or distant to catch easily. The Greater Forest Troll are purported to have make them highly prized by alchemists
have also been reported to use mannish weapons, treating a two- and many an adventurer have been hired to procure them,
handed sword as if it were but an Arming Sword (i.e. wielding it provinding lots of food for the Unicorn’s slaughter.
one handed without penalty). Additionally, Unicorns are so finely in tune with their natural
Forest Trolls shun direct daylight, staying to the shadows and surroundings that they are never Surprised, and they will always
preferring the forest canopies and overcast days to sunny. They are spot any traps that are laid for them in their forest home.
at -50 if in full sunshine, but they can also see in total darkness out Most of the time, Unicorns are solitary creatures, but during
to 100’ as if it were daylight. mating season, they tend to pair up and have a single foal. The
Forest Trolls do fear fire since that is something that their mated pair remain together until the foal is big enough to take
unnatural regeneration (heals 1 hit/ care of itself.
round) cannot heal. Every 10 years or so, according to scholars, Unicorns will
Alchemists have been known form a herd as they migrate to a new region, which take
to pay large sums for the flesh of anywhere from a few weeks to up to a year or two. This also
Forest Trolls, and villages have often results in the loss of any settlements in their path, or
been known to hire adventurers a drop in local wildflife in the path of their travels. Once in
to rid themselves of trolls their new region, they once
within nearby forests to again take off on their own
protect their citizens. until their next migration.
Not every Unicorn joins this
migration, only about half
of those in a given region
leave, until their population
on again increases. Some
scholars believe that
thisperiodic migration is
because Unicorns each
need a minimum amount
of territory.

Critters — Powered by Open00 14 Issue #02


Ursator Ursoc
These large predators Level: 8 Ursoc are a feral race of Level: 2
resemble a large bear, with creatures that scholars claim
extra large claws, but with a MR: 15 are not intelligent enough MR: 20
head that resembers a bird AT: LA to be civilized. Though they AT: LA
of prey, usually that of some DEF: 50 have learned the use of certain DEF: 20
type of raptor. However, tools, especially weapons,
TSR: 65 TSR: 30
scholars report that there often taken from those that
have sightings of Ursator WSR: 40 they attack. Though their WSR: 20
with heads that resemble HPs: 110 normal weapon is a spear, HPs: 75
other bird of prey, like an 1st Atk: 75 Lg Claw (x2) and sometimes thrown rocks 1st Atk: 40 Melee
owl or an eagle, or even that if they run out of spears. Some
of some species of vulture. 2nd Atk: 65 Lg Bite have even learned how to wear 2nd Atk: 20 Ranged
T h e s e c r e a t u r e s a r e 3rd Atk: — bits and pieces of armor. 3rd Atk: 30 Small Claw
primarily forest dwellers, Special: — Ursoc are bear-like in their Special: —
though they have been appearance, covered in fur
HB NH
found on mountainsides and CT: from head to foot, and they CT:
broken hills as well, so long Rog: 55 have very sharp claws on Rog: 30
as prey has been plentiful. Adv: 45 their hands. They are about Adv: 30
When pre y has been the size of a burly human
Lor: 15 Lor: 25
scarce, Ursator have been and tend to be very ferocious
known to wander into civilized lands. They have also been to all but those of their own tribe. Ursoc do not make their
known to change their habitat if another, larger predator, homes, living in caves or under certain types of trees, like
such as a dragon or wyvern moves into their home region. those with branches thick enough to provide protection
In combat, the Ursator tend to go after the most dangerous from the elements.
melee opponents first. Scholars tend to argue over whether Most Ursoc have not yet discovered how to start a fire, though
this is due to their attraction to shiny objects, such as armor they know what it is, and if they have one, there will usually be
and swords, or if they are smart enough to determine who is some Ursoc of the tribe whose sole job is to tend that fire at all
the biggest threat. times to make sure it does not go out. Other Ursoc would be
Mated Ursator tend to have anywhere from 2 to 6 cubs at a tasked with going and finding wood to feed the fire.
time, either parent will hunt for food for thier young. If both Scholars will tell you also that Ursoc cannot be domesticated
parents have to leave their young for any length of time, they or civilized at all, and that all attempts at doing so have usually
tend to block the entrance to their lairs enough to prevent resulted in a slaughter of some sort, either of the Ursoc or
the cubs from leaving. those keeping one.
Scholars also caution that if you come across untended Some scholars refer to Ursoc as cannibals because they
Ursator cubs, your smartest move is to turn around and leave will eat members of civilized races, but others dispute this as
before the parents return, and to not hurt the cubs in any way the Ursoc do not eat their own dead, but only that of other
as Ursator have been known to track those who hurt their races. Those that points this latter out tend to believe that
young for weeks or months in order to destroy them. Ursoc recognize other races as such, thus making them fair
game as food stock.

Critters — Powered by Open00 15 Issue #02


Vampyri Zombie
The Vampyri, otherwise Level: 10 Zombies are often the tools Level: 2
known as Vampire Spawn and ser vants of p ower ful
are among the weakest of the MR: 40 necromancers, or more powerful MR: 10
various types of vampires. AT: NA undead creatures. AT: NA
They are what normal mortals DEF: 100* Zombies are nothing more DEF: 15
become when they have been than the rotted, shambling
TSR: 60 TSR: 25
turned by a more powerful remains of some pour soul that
vampire. And it will take the WSR: 60 has either been cursed by an WSR: 15
Vampire Spawn decades to HPs: 110 evil magic user, brought back HPs: 45
progress to becoming one of 1st Atk: 90 Melee (cold) to the mortal world by an evil 1st Atk: 30 Md Bash
the more powerful types. magic user, or who was bitten
Luckily, Vampyri, cannot 2nd Atk: 70 Md Bite by and later died from the bite 2nd Atk: 30 Md Claw
shape-shift or cast spells like 3rd Atk: — of another Zombie. 3rd Atk: 25 Small Bite
many more powerful types Special: Special When attacking, Zombies will Special: Special
of vampires. Vampyri tend either strike out with their fists,
HH NH
to spend their time learning CT: or claw foes with what remains CT:
and then branching out on Rog: 75 of thier finger bones, depending Rog: 20
their own and establishing Adv: 60 on how far their rotting has Adv: 20
their own feeding grounds. progressed. Either type of attack
Lor: 65 Lor: 0
They also cannot create new can cause severe nausea in those
vampires or the world might be overrun as Vampyri also tend that they touch. The target of such attacks must make a
to have massive egos and that sometimes leads them to take Toughness Save Roll against a 5th level effect or they will
foolish risks. Smarter Vampyri will often move from town to receie a -20 to all actions for 1 minute for every point that
town, feeding, but not killing their victims, so as to not arouse they failed the Save Roll by.
suspicion. They must spend the day in their coffins, as sunlight Zombies are drawn to the life force of the living, and their
will cause them to burst into flame and eventually kill them. attacks are all to get them close enough for them to bite and
In combat, Vampire Spawn can near instantly grow long sharp attempt to consume the flesh of the living. Every point of
claws that they use for attacking, often eschewing the need for damage dealt by the bite will heal 1 point of damage that the
such crutches as weapons. Their attacks are accompanied by a Zombie has received.
cold critial of the same severity as their claw attacks. If a target of a bite attack should receive a critical result,
If the Vampyri bites their prey, that target must make a Will they must succeed at an 8th level Toughness Save Roll or
Save or be Held as the Vampyri drains their blood, and also they will be infected with Zombie Rot. This Zombie Rot will
doing 1d10+1 points of Soul Damage each round, healing make the person progressively sicker and sicker until they die
any damage that they have received. The victim can attempt a week after being bitten, only
to escape using an Athletics Conflicting Action. The Vampyri to rise 1d10 minutes later as a
cannot take action while they are feeding. Zombie themselves. Once a
Vampyri also have the ability to cloud the minds of those person has been affected by
that they feed upon, making them forget being fed upon. Zombie Rot, the only way to
heal them is through the use
of magic or through the use
of rare herbs found only in
enchanted graveyards.

Critters — Powered by Open00 16 Issue #02

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