Bestiary

See system for various special attacks and notes on innate powers. Powers marked as (a) are 'at will' (max 1/round) and those with (s) are 'silent'. You may need to refer to power reference to find referenced powers.


HUMANOIDS

All normal humanoids, including big ones. All may use armor, weapons and various magic items like wands or potions. There always exist weaker (younger) and stronger versions, with extra HD, attacks and armor.

Creature BasicsAttacksAttributes PowersDescription
Bugbear HD: 5
move: 10
Armor: 3 (3)
big weapon (2) night vision - 2+ meter furry humanoid
Dwarf HD: 4
move: 8
Armor: 2 (2)
weapon (1) night vision, resistant to poison, disease, aging - -
Elf HD: 3
move: 12
Armor: 3 (2)
weapon (1) night vision, resistant to sleep, disease, aging, vulnerable to death, agile, perceptive - -
Gnoll HD: 4
move: 8
Armor: 2 (2)
big weapon (2) strong, night vision - Large 2 meter furry humanoid with a wolf head
Gnome HD: 2
move: 6
Armor: 2 (2)
weapon (1) night vision, resistant to magic, poison - Small subterranean humanoid, like a thin dwarf
Goblin HD: 2
move: 10
Armor: 3 (2)
weapon (1) agile, perceptive, night vision, resistant to poison, vulnurable to mind - Small vicious green humanoid
Human HD: 3
move: 10
Armor: 2 (2)
weapon (1) - - -
Kobold HD: 1
move: 10
Armor: 4 (3)
weapon (1) agile, perceptive, resistant to poison, vulnurable to mind - A small dog-faced humanoid.
Ogre HD: 6
move: 10
Armor: 3 (3)
huge weapon (3) strong x2, resistant to poison, disease - 2.5 meter muscular humanoid
Orc HD: 4
move: 8
Armor: 3 (3)
big weapon (2) strong, night vision, resistant to poison, disease - A large and broad green humanoid

Creature BasicsAttacksAttributes PowersDescription
Giant, Hill HD: 8
move: 8
Armor: 3 (3)
big implement (3) +1 saves, strong x2 - 3-4 meter giant
Giant, Frost HD: 12
move: 8
Armor: 3 (3)
big implement (4) +2 saves, strong x3, immune to cold - 4-5 meter arctic giant
Giant, Fire HD: 14
move: 8
Armor: 3 (3)
big implement (5) +2 saves, strong x4, immune to fire - 3.5 meter dark giant
Giant, Storm HD: 20
move: 8
Armor: 4 (4)
big implement (6) +3 saves, strong x5, immune to lightning, non-breathing Lightning Bolt (8 damage, 1/day, s), Levitate (2/day, s), Weather Magic, Call Lightning 6 meter giant. Weather Magic is various weather predicting and wind controlling
Minotaur HD: 12
move: 12
Armor: 4 (3)
3x big weapon (3) +2 saves, strong x2, perceptive - 3 meter very fast crossbreed of a human and a bull.
Troll, Rock HD: 10
move: 6
Armor: 5 (5)
big weapon (4) or 2x claws (1) +2 saves, strong x3, night vision, immune to poison, petrification, resistant to disease, cold, fire, death, vulnurable to mind regenerate 1 health level at d6 roll 4+/turn 2-3 meter moving rock with claws. If subjected to daylight, they are immediately petrified. Even a dead troll will regenerate, unless hacked to pieces.
Troll, Swamp HD: 8
move: 10
Armor: 5 (4)
big weapon (3) or 2x claws (1) +1 saves, strong x2, night vision, immune to poison, resistant to disease, cold, vulnurable to mind regenerate 1 health level/turn 2-3 meter skinny and rubbery creature. If hacked to pieces, still regenerates unless burnt, which causes toxic gases

MONSTERS, HUMANOID

Intelligent humanoid weird creatures of the dd'ish worlds.

Creature BasicsAttacksAttributes PowersDescription
Gargoyle HD: 5
move: 8
Armor: 4 (3)
4x claws/bite (1) +1 saves, resistant to physical, wings - Man-sized demonic figure with wings, of magic origin
Harpy HD: 4
move: 6
Armor: 3 (2)
2x claws/bite (1 + Charm Monster) wings Sing (a) Women with vulture legs and wings. Their singing calls for save vs. mind at -1 or all hearing it must proceed close to harpys and have 'held' armor.
Imp HD: 3
move: 6
Armor: 4 (3)
tail (1+poison) +2 saves, immune to fire, cold, lightning, resistant to magic Shapechange (animal), Detect good and evil, Invisiblity Half a meter small devil. A hit from tail causes death unless save vs. poison succeeds.
Mind Flayer
(Illithid)
HD:9
move: 10
Armor: 4 (3)
4x tentacle (see below) +2 saves, resistant to poison, disease, mental x2, perceptive Mind Blast (s), ESP (s), Levitate (s), Arcane Psionics (s) Humanoid with squid head. Roll d6 for each tentacle hit: 1-2: target loses one mental attribute, or if does not have any, becomes stupid, or if is already, dies! Those with helmet roll 2 dice, selecting higher. Damage is repaired with time (1/day) or Cure spell. Mental Blast does 4 mind damage to all in target 10x5m cone area, Arcane Psionics do various effects as determined by the GM.
Rakshasa HD: 10
move: 12
Armor: 5 (5)
3x slash (1) +2 saves, immune to magic ESP, Create Illusion Evil spirit encased in flesh.
Umber Hulk HD: 10
move: 6
Armor: 4 (4)
3x slash (2) +1 saves, burrow Gaze 2.5 meter broad creature that can quickly burrow through earth. A gaze of Umber Hulk calls for save vs. magical mind at -2 or target is stunned for the next action and then stupid for about one minute.

Common powers: vulnurable to mind.

ANIMALS

All normal and giant-sized animals with animal intelligence.

Creature BasicsAttacksAttributes PowersDescription
Ape, Huge Carnivorous HD: 10
move: 12
Armor: 3 (3)
2x paws (1+grab), bite (1) +2 saves, strong - if both paws hit, victim is grabbed and hugged for 1 damage each action, in addition to biting.
Bear, Brown HD: 8
move: 12
Armor: 3 (3)
2x paws (1+grab) +1 saves, strong - if both paws hit, victim is grabbed and hugged for 1 damage each action.
Bear, Giant HD: 14
move: 12
Armor: 3 (3)
2x paws (2+grab) +2 saves, strong x2 - if both paws hit, victim is grabbed and hugged for 2 damage each action.
Spider, Giant Poisonous HD: 4
move: 15
Armor: 5 (2)
bite (1 +4 poison) night vision, agile x2, resistant to poison, disease Shoot Web (3/hour) Up to 2 meter spider. A web woven has one strong attribute, and in combat, it may shoot up to 10 meters a sticky web, which ignores armor and drags the victim to spider in next action.

Common powers: vulnerable to mind (GM's discretion)

MONSTERS, MISCELLANEOUS

All weird creatures of the dd'ish worlds.

Creature BasicsAttacksAttributes PowersDescription
Achaierai HD: 8
move: 15
Armor: 2 (2)
3x bite,claws (1) +1 saves, immune to achaierai poison Gas Cloud This strange bird-creature has a huge spherical body, large beak and 4 chicken legs. If cornered, it may release a 5m cloud of thick black gas. All in the area take 2 poison damage and must save vs. poison at -1 or are affected as by Forgot (spell), for a few hours. Achaierai then tries to escape.
Carrion Crawler HD: 4
move: 10
Armor: 4 (3)
8x tentacle (paralyzation) resistant to disease, poison - 3 meter crawler. Each hit from head tentacle forces save vs. poison paralyzation at -1 or victim is paralyzed for around 10 minutes.
Cockatrice HD: 5
move: 6
Armor: 4 (3)
beak (petrification) +1 saves, stealth x2, wings - Small (less than 1m) mutation of a cock, serpentine and dragon. If its attack strikes or it is touched with a bare hand (skin), save vs. (polymorph) petrification at -2 or the toucher turns to stone.
Floating Eye HD: 1
move: (1)
Armor: 3 (3)
- fly Gaze A plain floating eye. If gazes any target or if attacked eyes open (otherwise armor 6), attacker must save vs. paralyzation at -4 or is paralyzed for at least 1 minute. On a d6 roll 1 at the start of each minute, the paralyzation wears off.
Hellcat HD: 8
move: 15
Armor: 3 (2)
3x claws,bite (2) +2 saves, immune to mind, resistant to magic, invisible unless in darkness, unholy - A tiger-sized cat serving unholy devils or similar creatures. Do not usually fight other unholy creatures.
Hell Hound HD: 6
move: 15
Armor: 4 (3)
bite (1) +1 saves, stealth x5, detect invisible, resistant to fire Breathe fire (produce flame) Large dog
Hydra HD: X
move: 10
Armor: 3 (3)
X x bite (1) +2 saves, resistant to poison - Hydra has X heads (5-12) and as many attacks as it has heads (HD) left. Lernaean hydra regenerates lost heads in 1-3 rounds to 2 heads, gaining more HD and attacks, unless fire causes the damage.
Manticore HD: 8
move: 12
Armor: 4 (3)
3x claws/bite (1) or tail spikes +1 saves, wings, strong x2 - 3 meter crossbreed of lion, bat and man. Can launch 4 times a day a volley of 6 tail spikes, each with range of 50 meters and doing 1 point of damage.
Nightmare HD: 10
move: 20
Armor: 5 (4)
3x hooves/bite (2) +2 saves, immune to fire, fly, strong x2, resistant to mind Spirit Shape A large jet black horse with flaming hooves.
Pyrolisk HD: 5
move: 6
Armor: 4 (3)
beak (d6 4+: 1) +1 saves, stealth x2, wings, immune to fire Gaze, Pyrotechnics (a/s) Cockatrice with reddish feathers. The gaze calls for save vs. fire at -2 or target burst into flames (death), otherwise 2 points of fire damage. If saved, immune from now on to that Pyrolisk.
Stench Kow HD: 5 (bull 6)
move: 12
Armor: 4 (4)
butt (1) (bull 2 + trample (d6)) immune to cold, fire, poison Stench Cattle of the Nine Hells. A bison-sized herd animal. Stench is continuous power and all within 5 meters must save vs. poison or hit only on '6'. Retest each 3 turns.
Will-o-Wisp HD: 9
move: 20
Armor: 5 (5)
2x touch (1 electricity) +1 saves, fly, mental, immune to all but physical, magic Temporal invisiblity (s) Small glowing light. Temporal invisiblity lasts for 1 minute or until Will-o-Wisp attacks.

Common powers: mindless, immune to poison, disease

MONSTERS, OOZES

Oozes, spores, fungi

Creature BasicsAttacksAttributes PowersDescription
Black Pudding HD: 10
move: 6
Armor: 3 (3)
touch (3 acid) +1 saves, immune to cold, acid, split from physical, cold - 2m diameter black blob. Attacking weapons may corrode. If hit by cold or physical, divides into two parts, each with half the remaining HD, rounded down. Acid damage is reduced accordingly. If reduced to 0, killed.
Gas Spore HD: 1
move: 3
Armor: 2 (2)
- fly - Resembles a beholder. If destroyed, explodes in 5m radius, causing 4 points of damage. Roll to-hit all, those hit must save vs. disease at -4 or contract disease that kills them in 24 hours, sprouting new gas spores.
Gray Ooze HD: 4
move: 1
Armor: 2 (2)
touch (2 acid) immune to cold, fire, acid, magic, resistant to physical - 2m gray ooze. Attacking weapons may corrode.
Green Slime HD: 2
move: 0
Armor: 2 (2)
- immune to physical, lightning - After attached, turns a living creature into green slime on a d6 roll 1 at the end of each target's turn. If the target has full armor, roll after second turn. If attacked, hits the affected creature, too.
Ochre Jelly HD: 6
move: 4
Armor: 3 (3)
touch (2 acid) +1 saves, immune to acid, resistant to physical, split from lightning - 1.5m diameter amoeba. If hit by lightning, divides into two parts, each with half the remaining HD, rounded down. Acid damage is reduced accordingly. If reduced to 0, killed.

All dragons have wings and are immune to own breath weapon (see below). In addition, they may use every 3rd turn their breath weapon. If the breath is a bolt, hit-dice equals to 2, 3 or 4 (young, adult, ancient).

Black dragons breathe corrosive acid (bolt, single-hit)
Red dragons breathe fire in a tear-shaped cone, with length of 10 meters and width 5 meter at end. Roll to-hit with one die, for full or half damage
White dragons breathe chilling cold. The area is identical to flame, but damage is halved. However, any target hit must save vs. cold, with -1 per 2 damage caused, or is paralyzed from chill.
Blue dragons breathe lightning (bolt)
Green dragons breathe a cloud of poisonous gas. This area is 5 meter in diameter in a front of dragon, causing poison damage.

DRAGONS

Dragons are ancient and huge reptiles, being greedy and evil in most cases.

When a dragon is killed, its hide can sometimes (d6 1-2) be used to create a dragon scale armor or dragon hide shield. This requires morph armor spell and item protection scroll, in addition to actual handiwork.

Dragons might have magic levels, up to HD/2.

Creature BasicsAttacksAttributes Description
Dragon, Young HD: 20
move: 10
Armor: 5 (4)
2x claws (2), bite (3), tail (2+stun) or breath (6) +3 saves, strong x3, wings The tail stuns a small target unless that saves at -2 vs. stun.
Dragon, Adult HD: 30
move: 8
Armor: 5 (4)
3x claws (3), bite (5), tail (3+stun) or breath (10) +5 saves, strong x4, mental, wings As young one, but stun save is at -3.
Dragon, Ancient HD: 40
move: 6
Armor: 4 (4)
4x claws (4), bite (7), tail (4+stun) or breath (14) +7 saves, strong x5, mental x2, wings As young one, but tail stun save is at -4.

General attributes: non-living, night vision, see invisible

If Banish tried and fails, healed to full health.

ELEMENTALS

Pure powers from various elemental planes plus similar powers.

Creature BasicsAttacksAttributes/Powers Description
Djinni HD: 8
move: 8
Armor: 3 (3)
fists (2) +1 saves, strong, fly, telepathy
Grant a Wish (3/day, noble only), Create Nutrition (1/day), Create Illusion (1/day), Invisiblity (1/day), Spirit Form (1/day), Major Conjuration (1/day), Whirlwind
3 meter bald giant. Can carry extra 300kg around. Whirlwind transforms Djinni into Air Elemental (see below) for the next 10 minutes.
Efreeti HD: 10
move: 8
Armor: 4 (4)
fists (3) +2 saves, strong x2, fly, telepathy, resistant to fire
Grant a Wish (3/day), Detect Magic (1/day), Enlarge (1/day), Invisiblity (1/day), Spirit Form (1/day), Change Self (1/day), Create Illusion (1/day), Wall of Fire (1/day), Produce Flame (a), Pyrotechnics (a)
3.5 meter dark giant. Can carry extra 400kg around.
Elemental, Air HD: 12
move: (30)
Armor: 4 (4)
swallow (see below) +2 saves, strong x2, fly, feed on lightning, mystical (magic), resistant to physical, cold, fire Whirlwind. Any creature hit takes 2 points of damage (if very big) or is swallowed, taking 2 physical damage each turn.
Elemental, Earth HD: 12
move: 6
Armor: 4 (4)
fists (4) +2 saves, strong x3, mystical (magic), resistant to fire, cold 3 meter man of stone and earth
Elemental, Fire HD: 12
move: 10
Armor: 4 (4)
touch (4 fire) +2 saves, feeds on fire, immune to physical, vulnerable to cold 3 meter humanoid of flame
Elemental, Water HD: 12
move: 6
Armor: 4 (4)
swallow (1 + see below) +2 saves, immune to physical, vulnerable to fire 3 meter moving column of water. Smaller target hit is swallowed and starts to suffocate, taking 1, 2, 3 and so on points of damage each turn until dies or ejected. In addition, any target hit or swallowed takes 1 point of damage from the physical force of the attack.

General attributes: non-living, mindless, night vision, see invisible

CREATIONS

Animated creations created by a great magician.

Creature BasicsAttacksAttributes PowersDescription
Golem, Clay HD: 12
move: 8
Armor: 3 (3)
weapon (4) or 2x fists (2) +2 saves, strong x3, mystical (magic blunt), immune to lightning, cold, fire, magic* Haste (s, 1/day) 2.5 meter man made of leather parts. *except polymorph magic
Golem, Flesh HD: 10
move: 10
Armor: 3 (2)
weapon (2) or 2x fists (1) +2 saves, strong, feed on lightning, mystical (magic), resistant to cold - 2 meter man made of leather parts. If becomes petrified, the armor raises to 5 (5), move drops to 6.
Golem, Iron HD: 20
move: 6
Armor: 5 (5)
weapon (5) or 2x fists (2) +3 saves, strong x4, feeds on fire, mystical (magic), immune to lightning, cold, petrification, magic Cloudkill (a/s, no range, 1/min) 3.5 meter statue made of iron.
Golem, Stone HD: 15
move: 6
Armor: 4 (4)
weapon (3) or 2x fists (2) +3 saves, strong x2, mystical (magic), immune to fire, lightning, cold, petrification, magic* - 3 meter stone statue. *except polymorph magic

General attributes: night vision, see invisible, unholy, mythical (magic, iron), immune to fear, resistant to aging, cold, disease, fire, lightning, mind and poison

Most demons with mental attribute can use multiple spells and have magic levels up to HD. All demons regenerate damage at one restoration each hour. In addition, all demons can use power of Dimension Door (s) and Cause Fear (s). They speak telepathically.

DEMONS

Outerplanar creatures from Abyss.

Creature BasicsAttacksAttributes PowersDescription
Vrock
(Type I)
HD: 8
move: 8
Armor: 4 (3)
6x claws (1) +1 saves, wings, strong, resistant to magic Telekinesis (200,s), Demon Gate (-1) 2.5 meter vulture. Gates one vrock
Hezrou
(Type II)
HD: 10
move: 6
Armor: 4 (3)
2x bite (1+poison) +1 saves, strong, resistant to magic Telekinesis (200,s), Demon Gate (0) 2 meter frog. Poison does 2 points of poison damage and causes paralyzation, unless saved at -1. Gates one Vrock or Hezrou.
Glabrezu
(Type III)
HD: 12
move: 8
Armor: 4 (3)
4x claws (2) +2 saves, scaring, strong, resistant to magic Steal mind (a/s), Telekinesis (300,s), Demon Gate (0) 3 meter dog-face. Gates one vrock, hezrou or glabrezu.
Nalfeshnee
(Type IV)
HD: 15
move: 8
Armor: 4 (4)
2x claws (2) +2 saves, scaring, strong x2, resistant to magic Telekinesis (400,s), Dispel Magic (a/s), Curse (a), Fly, Demon Gate (0) 3 meter hog, gates 1-2 vrock or hezrou or one glabrezu or nalfeshnee.
Marilith
(Type V)
HD: 15
move: 10
Armor: 5 (4)
6x weapons (2), tail (1+stun) +2 saves, strong, mental, perceptive, immune to magic Telekinesis (400,s), Suggest, Hold Monster, Demon Gate (0) Multiarm woman with reptile tail. The tail ignores armor and forces a small (less than 200kg) target hit to save vs. stun at -1. Gates 1-3 vrocks or hezrous, 1 glabrezu or nalfeshnee or very rarely a demon prince.
Balrog
(Type VI)
HD: 20
move: 8
Armor: 5 (4)
3x weapon (3), whip (1+flame 4) +3 saves, strong x2, mental, terror, wings, immune to fire, resistant to magic Telekinesis (500,s), Dispel Magic, Suggest (gaze), Demon Gate (0) 4 meter black demon with flames. Gates 1 glabrezu or nalfeshnee. Can use weapon attacks to hit better with the whip.

Babau HD: 10
move: 12
Armor: 4 (3)
3x weapon (2) or 4x claws (1) +2 saves, strong, resistant to pierce/cut Dispel Magic, Weakness (gaze), Demon Gate (1) 2 meter skinny demon, target gazed is enchanted and loses strong-ability or one attack, duration 1 hour, unless somehow resists the magical effect. Gates another babau.
Bar'Lgura HD: 8
move: 8 (12)
Armor: 4 (3)
bite (2), 2x claws (1+grab) +1 saves, strong Dispel Magic, Web, Telekinesis (200,s), Invisiblity, Demon Gate (1) Gorilla-demon. If both claws hit (ignore armor), small target is grabbed and crushed 1 point each turn while biting. Gates another Bar'Lgura
Chasme HD: 8
move: 12
Armor: 4 (3)
2x claws (1+fear) +1 saves, wings, may clinge on walls/ceiling Buzz (at will), Demon Gate (-1) Big fly-demon. Strike forces a (mind) fear save at -1 or target is scared, and buzz forces all within 10 meter to save vs. (mind) sleep at -1 or put to sleep. Once saved, a creature is immune to buzz for that encounter. Gates another chasme.
Dretch HD: 5
move: 8
Armor: 3 (3)
3x claws (1) +1 saves Stinking Could, Telekinesis (200, s), Demon Gate (-1) One meter humanoid with ugly head. Gates a vrock.
Manes HD: 2
move: 4
Armor: 3 (3)
claws (1) no Demon powers, but resistances apply - -
Rutterkin HD: 6
move: 10
Armor: 4 (3)
weapon (2) or 2x claws (1) +1 saves, strong Telekinesis (200, s), Demon Gate (0) Ugly humanoid. Gates one chasme.
Succubus HD:8
move: 10
Armor: 4 (3)
claws (1) +1 saves, strong Drain Life (kiss), ESP (s), Suggest (a), Charm Person, Shapeshift (humanoids only, s), Spirit Form (s), Demon Gate (1) Beautiful human female, except for wings and horns. Kiss drains 4 points, but victim must make mind save (at -2) to notice that. Against all powers, human males save at -1. Gates either one Nalfeshnee, Balrog or very rarely a demon prince

General attributes: night vision, see invisible, unholy, mythical (magic, silver), immune to fear and fire, resistant to aging, cold, mind, disease and poison

Most devils with mental attribute can use multiple spells and have magic levels up to HD. All devils regenerate damage at one restoration each hour. In addition, all devils can use power of Charm Monster, Suggest, Detect Evil, Dimension Door (s), Cause Fear (s), Animate Dead. They speak telepathically.

DEVILS

Outerplanar creatures from Nine Hells.

Creature BasicsAttacksAttributes PowersDescription
Abishai (Lesser devil) HD: 8
move: 10
Armor: 4 (3)
2x weapon (2) or 3x slashing (1) +1 saves, strong, wings, resistant to magic Change Self, Produce Flame, Devil Gate (0, 1/day) A reptile devil. Gate brings another abishai.
Barbed (Lesser devil) HD: 10
move: 10
Armor: 4 (3)
3x claws (1+fear) +2 saves, strong, resistant to magic Produce Flame, Hold Monster, Devil Gate (0) 2 meter barbed devil. Gates another barbed devil. If grabbed and constricted, deals 1 physical damage each turn to constrictor.
Bearded (Lesser devil) HD: 8
move: 12
Armor: 4 (3)
2x big weapon (2) or 2x claws (1+poison) +1 saves, strong, resistant to magic Produce Flame, Devil Gate (0) Acrouched and bearded devil. Any creature struct by claws must save vs. fire poison at -1 or develop a burning rash, causing him to hit only on a d6 roll '6' for 4 rounds. Gates another bearded devil.
Bone (Lesser devil) HD: 12
move: 12
Armor: 4 (3)
2x hook (2+poison) +2 saves, strong, resistant to magic Aura of Fear (a/s), Fly, Invisiblity (s), Devil Gate (1), Wall of Ice (a/s, 1/day) 3 meter skinny devil with large bone hook and scorpion tail. Any creature hit with hook is stinged and must save vs. poison at -2 or becomes weak (as with level 3 spell Slow) for an hour or until poison is removed. Gates another bone devil.
Erinyes (Lesser devil) HD: 8
move: 6
Armor: 3 (3)
magic dagger (1+poison) +1 saves, strong, wings, resistant to magic Cause Fear (sighted), Invisiblity (s), Shapechange (s), Produce Flame, Devil Gate (0). Naked female devil with wings. Dagger forces save vs. poison at -1 or target feints, regaining consicousness with d6 roll 1 each turn. Gates another erinyes.
Lemure HD: 4
move: 2
Armor: 3 (3)
claw (1, must roll 4+ to attack) immune to mind no normal devil powers Blob of a dead spirit.
Nupperibo (Least devil) HD: 2
move: 6
Armor: 2 (2)
slash (1) or by weapon - no normal devil powers As lemure, but more wretched, pathetic and harmless.
Spined Devil (Least devil) HD: 4
move: 6
Armor: 4 (3)
weapon, 2x spines (1+flame) wings Produce Flame, Change Self (s), Devil Gate (-1, 1/day) A meter long small winged devil, with multiple spines. It can cast these spines up to 10 meters away, each possibly bursting things into fire.

Creature BasicsAttacksAttributes PowersDescription
Horned (Malebranche) (Greater devil) HD: 10
move: 8
Armor: 5 (4)
2x weapon (2+stun) or 4x slash (1) +2 saves, strong, wings, resistant to magic Aura of Fear (a/s), Create Illusion, Detect Magic (a/s), ESP, Produce Flame, Devil Gate (1), Infernal Wall of Fire (a/s, 1/day) a 3 meter horned devil with fork and a whip. Any target hit must save vs. stun at -1 or be stunned next turn and must then make a second save to became active again. Devil gate brings another horned devil, whilst infernal wall of fire does 18 points of fire damage to anyone passing through it, and 4 damage to all within 5 meters.
Ice (Greater devil) HD: 16
move: 6
Armor: 5 (4)
4x slash (2) or 2x spear (3+cold) +3 saves, strong x2, perceptive, resistant to magic Aura of Fear (a/s), Fly, Wall of Ice, Detect Magic (a/s), Shapechange (s), Devil Gate (2), Cone of Cold (1/day, 10 damage) 3 meter standing ant-like devil with sharp mandibles and claws. Any hit from spear (if carried) causes slowness unless save vs. cold at -2 succeeds. Gate brings 2 bone devils (70% of time) or another ice devil.
Pit Fiend (Greater devil) HD: 20
move: 6
Armor: 5 (4)
4x weapon (3), tail (1+grab, 2 dice to-hit) +3 saves, strong x3, mental, wings, resistant to magic Aura of Fear (a/s), Wall of Fire, Produce Flame, Pyrotechnics, Detect Magic (a/s), Shapechange (s), Hold Person, Devil Gate (2), Symbol of Pain (a/s, 1/day) A 3.5 meter horrible devil with large bat-wings. Any creature hit with tail is held fast and constricted for 1 damage per turn. Escape from tail is against one strong-attribute, however. Gate brings 1-3 barbed devils (60%) or another pit fiend.
Styx Devil (Greater devil) HD:8
move: 6
Armor: 4 (4)
touch (1+imprison, 3 dice to-hit) +2 saves, strong, wings, resistant to magic - A humanoid with large head and wings. The touch causes imprisonment, target must save vs. magic at -5 or becomes freezen in time, and cannot act nor be affected until enchantment is removed. The enchantment has magic resistance.

General attributes: night vision, unholy, non-living.

Skeletal undead are immune to cold, lightning and piercing, and resistant to polymorph.

Incorporeal undead are immune to cold, mind, piercing and polymorph, resistant to physical. They see invisible and feed on death.

UNDEAD

Undead terrifying creatures. Any corporeal undead creature may wear armor, althought they are not very common except for skeletons.

Creature BasicsAttacksAttributes PowersDescription
Ghast HD: 5
move: 10
Armor: 2 (2)
weapon (1) or claws (1+poison) +1 saves, resistant to cold Nausea (-1 all attacks within 5m unless non-breathing) A foul smelling eater of the dead. A hit from claw forces a save vs. poison paralyzation at -2 or the victim is paralyzed.
Ghoul HD: 4
move: 10
Armor: 2 (2)
weapon (1) or claws (1+poison) +1 saves, resistant to cold - Pale eater of the dead. A hit from claw forces a save vs. poison paralyzation at -1 or the victim is paralyzed.
Skeleton HD: 3
move: 12
Armor: 3 (2)
2x weapon (1) +1 saves, mindless, skeletal, resistant to turning, magic, see invisible - Fast undead creature.
Spectre HD: 10
move: 6
Armor: 4 (4)
touch (cold 1, life drain 4, ignore armor) +2 saves, incorporeal, ethereal, fly Aura of Fear, regenerate 1 health at 4+ per turn. Ghostly apparition.
Vampire HD: 10
move: 10
Armor: 4 (2)
2x weapon (2) or claws (2) +2 saves, strong x2, agile, perceptive, mystical (magic, silver), immune to cold, resistant to piercing, turning, mind Charm Monster (gaze), Life Drain (suck), Shapeshift (bat, wolf or rat only) A long-fanged blood-drinker. When drinking blood, does 4 point life drain each turn.
Wight HD: 5
move: 10
Armor: 2 (2)
weapon (1) or claws (1 +life drain 2) +1 saves, immune to cold, mind, resistant to lightning, piercing - Skinny corpse with long claws.
Wraith HD: 6
move: 8
Armor: 3 (3)
touch (life drain 2, grab) +1 saves, incorporeal, resistant to fire, fly Cause Fear (gaze), regenerate 1 health at 4+ per turn. Dark smoky form with glowing red eyes. Any target hit is grabbed and drained each round until dead.
Zombie, Giant HD: 15
move: 6
Armor: 3 (3)
weapon (4) or claws (2) +2 saves, strong x3, mindless, immune to piercing, resistant to cold, lightning, see invisible - Slow enchanted giant undead creature.
Zombie, Human HD: 5
move: 6
Armor: 2 (2)
weapon (2) or claws (1) +1 saves, strong, mindless, immune to piercing, resistant to cold, lightning, see invisible - Slow enchanted undead creature.

edd2 RPG system © Kalle Marjola 1998, 2004. All rights reserved.