BESTIARY

NOTES

TAIL ATTACKS
Some creatures have a tail attack that causes target to save vs. stun (with modifier, sometimes) or becomes stunned. These attacks usually do not work against heavy or sturdy creatures, but are ideal against humanoids. Apply +1 to save for each full 100 kgs in weight, starting from 200.
TRAMPLE
Trample is an attack done by creature when it charges regardless of what is in path. Small creatures may fall to feet and get trampled; usually an agility save is sufficient to jump aside, otherwise use damage listed.

HUMANOIDS
All normal humanoids, including big ones. All may use armor, weapons etc.
Creature Basics AttacksAttributes PowersDescription
Gnoll HD: 4
mv: 8
Armor: 3 (3)
To-hit: +1
weapon (2) strong, night vision - Large 2 meter furry humanoid with a wolf head
Goblin HD: 2
mv: 10
Armor: 4 (3)
To-hit: -
weapon (1) agile, perceptive, night vision, resistant to poison - Small vicious green humanoid
Kobold HD: 1
mv: 10
Armor: 4 (3)
To-hit: -
weapon (1) agile, perceptive, resistant to poison - A small dog-faced humanoid.
Orc HD: 4
mv: 8
Armor: 4 (4)
To-hit: +1
weapon (2) strong, night vision, resistant to poison, disease - A large and broad green humanoid

Giant, Hill HD: 8
mv: 8
Armor: 4 (4)
To-hit: +1
big implement (3) +1 saves, strong x2 - 3-4 meter giant
Giant, Hill HD: 8
mv: 8
Armor: 4 (4)
To-hit: +1
big implement (3) +1 saves, strong x2 - 3-4 meter giant
Giant, Frost HD: 12
mv: 8
Armor: 5 (5)
To-hit: +2
big implement (4) +2 saves, strong x3, immune to cold - 4-5 meter arctic giant
Minotaur HD: 10
mv: 12
Armor: 6 (4)
To-hit: +3
3x big weapon (3) +2 saves, strong x2, perceptive - 3 meter crossbreed of a human and a bull
Troll, Rock HD: 10
mv: 6
Armor: 7 (6)
To-hit: +2
big weapon (4) or 2x claws (1) +2 saves, strong x3, night vision, immune to poison, petrification, resistant to disease, cold, fire, death 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
mv: 10
Armor: 5 (4)
To-hit: +2
big weapon (3) or 3x claws (1) +1 saves, strong x2, night vision, immune to poison, resistant to disease, cold regenerate 1 health level/turn 2-3 meter skinny and rubbery creature. If hacked to pieces, still regenerates unless burnt, which causes toxic gases

ANIMALS
All normal and giant-sized animals with animal intelligence.
Creature Basics AttacksAttributes PowersDescription
Ape, Huge Carnivorous HD: 10
mv: 12
Armor: 5 (4)
To-hit: +2
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
mv: 12
Armor: 4 (4)
To-hit: +1
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
mv: 12
Armor: 5 (4)
To-hit: +2
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
mv: 15
Armor: 6 (3)
To-hit: +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 stivky web, which ignores armor and drags the victim to spider in next action.

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. This requires morph armor spell and item protection scroll, in addition to actual handiwork.
All dragons have wings and are immune to own breath weapon (see below). In addition, they may use every 3rd turn their breath weapon.
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 damage dice to-hit all in area, with +4 to-hit.
White dragons breathe chilling cold. The area is identical to flame, but damage dice 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 might have magic levels, up to HD/2.
Creature Basics AttacksAttributes Description
Dragon, Young HD: 20
mv: 8
Armor: 8 (6)
To-hit: +3
2x claws (2), bite (3), tail (2+stun, ignore armor) 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
mv: 8
Armor: 9 (7)
To-hit: +4
2x claws (3), bite (5), tail (3+stun, ignore armor) or breath (8) +5 saves, strong x4, mental, wings As young one, but stun save is at -3.
Dragon, Ancient HD: 40
mv: 8
Armor: 10 (8)
To-hit: +5
2x claws (4), bite (7), tail (4+stun, ignore armor) or breath (10) +7 saves, strong x5, mental x2, wings As young one, but tail stun save is at -4.

DEMONS
Outerplanar creatures.
General attributes: night vision, unholy, resistant to aging, cold, death, disease, fire, lightning, magic, mind and poison, immune to fear, see invisible.

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. Demon gate has chance with d6 to open and bring described demon(s). In addition, all demons can use power of Dimension Door (silent) and Cause Fear (silent). They speak telepathically.
Creature Basics AttacksAttributes PowersDescription
Vrock (Type I) HD: 8
mv: 8
Armor: 6 (5)
To-hit: +2
5x claws (1) +1 saves, wings, strong Telekinesis (200,silent), Demon Gate (6+) 2.5 meter vulture. Gates one vrock
Hezrou (Type II) HD: 10
mv: 6
Armor: 6 (5)
To-hit: +2
1 bite (1+poison) +1 saves, strong Telekinesis (200,silent), Demon Gate (5+) 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
mv: 8
Armor: 7 (6)
To-hit: +3
2x claws (2) +2 saves, scaring, strong Steal mind (at will), Telekinesis (300,silent), Demon Gate (5+) 3 meter dog-face. Gates one vrock, hezrou or glabrezu.
Nalfeshnee (Type IV) HD: 15
mv: 8
Armor: 6 (6)
To-hit: +3
2x claws (1) +2 saves, scaring, strong x2 Telekinesis (400,silent), Dispel Magic (at will), Curse (at will), Fly, Demon Gate (4+) 3 meter hog, gates 1-2 vrock or hezrou or one glabrezu or nalfeshnee.
Marilith (Type V) HD: 12
mv: 10
Armor: 8 (6)
To-hit: +3
6x weapons (1), tail (1+stun, ignore armor) +2 saves, immune to magic, strong, mental, perceptive Telekinesis (400,silent), Suggest, Hold Monster, Demon Gate (4+) multiarm woman with reptile tail. The tail forces a small target hit to save vs. stun at -1. Gates 1-3 vrocks or hezrous, 1 glabrezu or nalfeshnee and very rarely a demon prince.
Balrog (Type VI) HD: 20
mv: 8
Armor: 9 (7)
To-hit: +4
2x weapon (3), whip (1+flame 2) +3 saves, strong x2, mental, terror, wings, immune to fire Telekinesis (500,silent), Dispel Magic, Suggest (gaze), Demon Gate (3+) 4 meter black demon with flames. Gates 1 glabrezu or nalfeshnee.

Babau HD: 10
mv: 12
Armor: 6 (5)
To-hit: +2
2x weapon (2) or 3 claws (1) +2 saves, strong, resistant to pierce/cut Dispel Magic, Weakness (gaze), Demon Gate (5+) 2 meter skinny demon, target gazed is enchanted and loses strong-ability or -1 to-hit, duration 1 hour. Gates another babau.
Bar'Lgura HD: 8
mv: 8 (12)
Armor: 6 (5)
To-hit: +1
bite (2), 2x claws (1+grab) +1 saves, strong Dispel Magic, Web, Telekinesis (200,silent), Invisiblity, Demon Gate (5+) gorilla. 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
mv: 12
Armor: 6 (5)
To-hit: +2
2x claws (1+fear) +1 saves, wings, may clinge on walls/ceiling Buzz (at will), Demon Gate (6+) big fly. Strike forces a fear-save, and buzz forces all within 10 meter to save vs. sleep. Once saved, a creature is immune to buzz for that encounter. Gates another chasme.
Dretch HD: 5
mv: 8
Armor: 5 (5)
To-hit: +1
3x claws (1) +1 saves Stinking Could, Telekinesis (200, silent), Demon Gate (6+) one meter humanoid with ugly head. Gates a vrock.
Manes HD: 2
mv: 4
Armor: 4 (4)
To-hit: -
claws (1) no powers, but resistances apply - -
Rutterkin HD: 6
mv: 10
Armor: 6 (5)
To-hit: +1
weapon (2) or 2x claws (1) +1 saves, strong Telekinesis (200, silent), Demon Gate (6+) ugly humanoid. Gates one chasme.
Succubus HD: 8
mv: 10
Armor: 6 (5)
To-hit: +1
claws (1) +1 saves, strong Drain Life (kiss), ESP, Suggest (at will), Charm Person, Shapeshift (humanoids only), Spirit Form, Demon Gate (4+) beautiful human female, except for wings and horns. Kiss drains 4 points, but victim must 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

CREATIONS
Animated creations created by a great magician.
General attributes: non-living, mindless
Creature Basics AttacksAttributes PowersDescription
Golem, Flesh HD: 10
mv: 10
Armor: 5 (4)
To-hit: +2
weapon (2) or 2x fists (1) +2 saves, strong, immune to lightning, magic, resistant to cold, see invisible, night vision. - 2-meter man made of leather parts. If becomes petrified, the armor raises by 2, move drops to 6.
Golem, Stone HD: 15
mv: 6
Armor: 7 (7)
To-hit: +2
weapon (3) or 2x fists (2) +3 saves, strong x2, immune to fire, lightning, cold, petrification, magic, see invisible, night vision. - 2.5 meter stone statue

UNDEAD
Undead terrifying creatures. Any corporeal undead creature may wear armor, althought they are not very common except for skeletons.
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, impaling and polymorph, resistant to physical. They see invisible and feed on death.
Creature Basics AttacksAttributes PowersDescription
Ghast HD: 5
mv: 10
Armor: 5 (4)
To-hit: +1
weapon (1) or claws (1+poison) +1 saves, resistant to cold Nausea (-1 all attacks within 5m unless non-breathing) A smelling eater of the dead. A hit from claw forces a save vs. poison paralyzation at -1 or the victim is paralyzed.
Ghoul HD: 4
mv: 10
Armor: 5 (4)
To-hit: +1
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 or the victim is paralyzed.
Skeleton HD: 3
mv: 12
Armor: 6 (4)
To-hit: +3
2x weapon (1) +1 saves, mindless, skeletal, resistant to turning, magic, see invisible - Fast undead creature.
Spectre HD: 10
mv: 6
Armor: 5 (5)
To-hit: +1
touch (cold 1, energy drain 4, ignore armor) +2 saves, incorporeal, ethereal, fly Aura of Fear, regenerate 1 health at 4+ per turn. Ghostly apparition. Any creature within 5m of it must save vs. magical fear or are scared, testing each combat turn before acting.
Vampire HD: 10
mv: 10
Armor: 6 (4)
To-hit: +2
weapon (2) or claws (1) +2 saves, strong x2, perceptive, immune to cold, resistant to piercing, turning, mind Charm Monster (gaze), Energy Drain (suck), Shapeshift (bat, wolf or rat only) A long-fanged blood-drinker. When drinking blood, does 4 point energy drain each turn.
Wight HD: 5
mv: 10
Armor: 5 (4)
To-hit: +1
weapon (1) or claws (1 +energy drain 2) +1 saves, immune to cold, mind, resistant to lightning, piercing - Skinny corpse with long claws.
Wraith HD: 6
mv: 8
Armor: 5 (5)
To-hit: +1
touch (energy drain 2, grab, ignore armor) +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
mv: 6
Armor: 5 (5)
To-hit:+1
weapon (4) or claws (2) +2 saves, strong x3, mindless, immune to to piercing, resistant to cold, lightning, see invisible - Slow enhanced giant undead creature.
Zombie, Human HD: 5
mv: 6
Armor: 4 (4)
To-hit:-
weapon (2) or claws (1) +1 saves, strong, mindless, immune to to piercing, resistant to cold, lightning, see invisible - Slow enhanced undead creature.

edd RPG system (c) Kalle Marjola 1997. All rights reserved.