Creatures

Morrus

Well, that was fun
Staff member
[h=2]Creatures & Intelligence[/h] A creature with a randomly determined INT is considered sentient – it is a rational creation capable of logical thought and self-determination. A creature with a fixed INT (any INT listed as a single number, rather than a die roll) is not sentient.


[h=2]Traits[/h] The full description of creature Traits and their effect on the game is covered here.


[h=5]Breathe Flame[/h] The creature may breathe flame over an area as a Combat Action. The flame will cover a cone in front of the creature, which stretches for its POW in metres. At its furthest extent, the cone is equal to ½ the creature’s POW in width.


Any character caught in the flame suffers the noted fire damage to all hit locations, though a character may dive for cover to halve this damage and armour points count as normal.


A creature may only breathe flame once in a specified time period (usually once per hour or once per day). Further attempts to breathe flame within this time period requires the creature to make a Resilience test, with a cumulative –20% penalty for every attempt.


[h=5]Dark Sight[/h] Allows the character to treat pitch black conditions as darkness.


[h=5]Earth Sense[/h] By sensing heat and air pressure, a creature with Earth Sense can fight and make Perception tests with no penalty, so long as their target is no more than ten metres away.


[h=5]Excellent Swimmer[/h] The creature gains a +30% bonus to its Athletics skill whenever swimming. In addition, the creature uses its normal Movement score when swimming.


[h=5]Formidable Natural Weapons[/h] This creature’s natural weapons are as tough and durable as metal. As such they may parry weapon attacks.


[h=5]Life Sense[/h] If the creature touches another and makes a successful Perception test, it will learn of the target’s current hit points, Fatigue level and whether it is currently afflicted by any poison or disease.


[h=5]Night Sight[/h] Allows the character to treat partial darkness as illuminated and darkness as partial darkness.


[h=5]Poison[/h] One of the creature’s attacks, or possibly its very form, is poisoned. The description will describe the particular poison or venom the creature employs.


[h=2]Creature Descriptions[/h] Each statistic block is divided into four sections.


Characteristics: Both random and average Characteristic scores are listed here.


Hit Locations: As well as the random scores for determining which Hit Location is struck in combat, there are two scores listed – the first is the natural armour points of the location (if any) and the second is its hit points.


Weapons: This features the creature’s Strike Rank, attacks and damage.


Special Rules: Skills, Combat Actions, Strike Rank modifier, Movement, Traits, typical armour and special rules are noted here. The skills are the basic skills for the creature type – individual creatures may well possess enhanced scores or additional skills.


[h=3]Brown Bear[/h]

[h=4]Characteristics[/h] STR 3D6+15 (25)
CON 2D6+6 (13)
DEX 3D6 (10)
SIZ 3D6+15 (25)
INT 5 (5)
POW 3D6 (10)
CHA 5 (5)


Brown Bear Hit Locations
D20
Hit Location
AP/HP
1–2
Right Rear Leg
3/8
3–4
Left Rear Leg
3/8
5–7
Abdomen
3/9
8–10
Chest
3/10
11–13
Right Front Leg
3/8
14–16
Left Front Leg
3/8
17–20
Head
3/8
[h=4]Weapons[/h] Type Weapon Skill Damage
Bite 60% 1D8+1D10
Claw 50% 1D6+1D10


[h=4]Special Rules[/h] Combat Actions: 2
Strike Rank: +7
Movement: 6m
Skills: Athletics 60%, Perception 50%, Resilience 45%, Stealth 15%, Survival 60%, Tracking 25%
Typical Armour: Tough Hide (AP 3, no Skill Penalty)


[h=3]Centaur[/h] Instead of adding SIZ to STR to determine the centaur’s Damage Modifier, the centaur’s STR should be doubled. However, if the centaur is kicking, charging or striking with a lance or longspear, the Damage Modifier should be figured normally (STR + SIZ).


[h=4]Characteristics[/h] STR 3D6+6 (17)
CON 3D6 (10)
DEX 3D6+3 (14)
SIZ 4D6+12 (26)
INT 2D6+6 (14)
POW 3D6 (10)
CHA 3D6 (10)


Centaur Hit Locations
D20
Hit Location
AP/HP
1–2
Right Hind Leg
2/7
3–4
Left Hind Leg
2/7
5–6
Hindquarters
2/8
7–8
Forequarters
2/8
9–10
Right Front Leg
2/7
11–12
Left Front Leg
2/7
13–14
Chest
2/9
15–16
Right Arm
2/6
17–18
Left Arm
2/6
19–20
Head
4/7
[h=4]Weapons[/h] Type Weapon Skill Damage AP
Long Bow 62% 2D8+1D4
Lance 42% 1D10+1D8 2
Target Shield 32% 1D6+1D4 8
War Sword 42% 1D8+1D4 4
Kick 32% 1D6+1D8


[h=4]Special Rules[/h] Combat Actions: 3
Strike Rank: +14
Movement: 6m
Skills: Athletics 52%, Dodge 22%, Lore (World) 35%, Play Instrument 40%, Resilience 60%, Stealth 22%, Survival 40%, Tracking 40%
Typical Armour: Leather armour (AP 2, Chest, Hindquarters, Forequarters and Legs only) and helmet (AP 4, Head only); Skill Penalty –18%


[h=3]Dragon[/h] [h=4]Characteristics[/h] STR 20D6 (70)
CON 10D6 (35)
DEX 4D6 (14)
SIZ 10D6+30 (65)
INT 6D6 (21)
POW 4D6+12 (26)
CHA 6D6 (21)


Dragon Hit Locations
D20
Hit Location
AP/HP
1–2
Tail
12/20
3–4
Right Hind Leg
12/20
5–6
Left Hind Leg
12/20
7–8
Hindquarters
12/21
9–10
Forequarters
12/21
11–12
Right Wing
12/19
13–14
Left Wing
12/19
15–16
Right Front Leg
12/20
17–18
Left Front Leg
12/20
19–20
Head
12/20
[h=4]Weapons[/h] Type Weapon Skill Damage AP
Bite 125% 1D10+3D12 4
Claw 95% 1D8+3D12 6
Tail 90% 1D20+3D12 8


[h=4]Special Rules[/h] Combat Actions: 3
Strike Rank: +14
Movement: 6m, 10m when flying
Traits: Breathe Flame (4D6, 1/hour), Dark Sight, Formidable Natural Weapons, Night Sight
Skills: Athletics 120%, Evaluate 100%, Influence 150%, Lore (all) 100%, Persistence 180%, Resilience 120%, Tracking 110%
Typical Armour: Dragon scale (AP 12, no Skill Penalty)
Runes: A typical dragon has integrated with a number of runes equal to half its POW. It will also know an equal number of Rune Magic spells.


[h=3]Duck[/h] [h=4]Characteristics[/h] STR 2D6+3 (10)
CON 2D6+6 (13)
DEX 2D6+6 (13)
SIZ 1D6+6 (9)
INT 2D6+6 (13)
POW 3D6 (10)
CHA 2D6 (7)


Duck Hit Locations
D20
Hit Location
AP/HP
1–3
Right Leg
—/5
4–6
Left Leg
—/5
7–9
Abdomen
—/6
10–12
Chest
—/7
13–15
Right Arm
—/4
16–18
Left Arm
—/4
19–20
Head
—/5
[h=4]Weapons[/h] Type Weapon Skill Damage AP
Shortsword 50% 1D6–1D2 3
Sling 60% 1D6–1D2
Buckler 40% 1D4–1D2 5


[h=4]Special Rules[/h] Combat Actions: 3
Strike Rank: +12
Movement: 3m
Traits: Excellent Swimmer
Skills: Boating 40%, Influence 30%, Sleight 40%, Stealth 30%


[h=3]Dwarf[/h] [h=4]Characteristics[/h] STR 4D6 (14)
CON 2D6+12 (19)
DEX 2D6 (7)
SIZ 1D6+6 (9)
INT 2D6+6 (13)
POW 3D6 (10)
CHA 3D6 (10)


Dwarf Hit Locations
D20
Hit Location
AP/HP
1–3
Right Leg
5/6
4–6
Left Leg
5/6
7–9
Abdomen
5/7
10–12
Chest
5/8
13–15
Right Arm
5/5
16–18
Left Arm
5/5
19–20
Head
5/6
[h=4]Weapons[/h] Type Weapon Skill Damage AP
War Hammer 75% 1D8+1 3
Battleaxe 65% 1D6+1 3
Light Crossbow 45% 2D6
Target Shield 65% 1D6 8


[h=4]Special Rules[/h] Combat Actions: 2
Strike Rank: +10
Movement: 3m
Traits: Earth Sense, Dark Sight
Skills: Athletics 50%, Craft (stone or metal working) 70%, Engineering 35%, Evaluate 60%, Lore (Mineral) 80%, Mechanisms 40%, Persistence 40%, Resilience 55%
Typical Armour: Chainmail (AP 5); Skill Penalty –35%


[h=3]Elf[/h] [h=4]Characteristics[/h] STR 2D6+3 (10)
CON 3D6 (10)
DEX 3D6+6 (16)
SIZ 2D6+3 (10)
INT 3D6+6 (16)
POW 2D6+6 (13)
CHA 3D6 (11)


Elf Hit Locations
D20
Hit Location
AP/HP
1–3
Right Leg
2/4
4–6
Left Leg
2/4
7–9
Abdomen
2/5
10–12
Chest
2/6
13–15
Right Arm
2/3
16–18
Left Arm
2/3
19–20
Head
3/4
[h=4]Weapons[/h] Type Weapon Skill Damage AP
Longbow 80% 2D8–1D2
Longspear 60% 1D10–1D2 2


[h=4]Special Rules[/h] Combat Actions: 3
Strike Rank: +16
Movement: 5m
Traits: Life Sense, Night Sight
Skills: Acrobatics 56%, Athletics 46%, Dodge 56%, First Aid 40%, Lore (Plant) 80%, Perception 50%, Persistence 55%, Stealth 56%, Survival 55%, Tracking 30%
Typical Armour: Leather (AP 2); Skill Penalty –14%


[h=3]Giant[/h] Because of the sheer size of a giant, characters of SIZ 20 or less only roll 1D10 to determine hit location when attacking it in close combat.


The following Characteristics are determined for a giant that stands six metres tall. For every two metres of height, a giant rolls 3D6+6 for STR, 2D6+6 for CON and 3D6+6 for SIZ.


[h=4]Characteristics[/h] STR 9D6+18 (49)
CON 6D6+18 (39)
DEX 2D6+3 (10)
SIZ 9D6+18 (49)
INT 3D6 (10)
POW 3D6 (10)
CHA 2D6 (7)


Giant Hit Locations
D20
Hit Location
AP/HP
1–3
Right Leg
5/18
4–6
Left Leg
5/18
7–10
Abdomen
5/19
11–12
Chest
3/20
13–15
Right Arm
3/17
16–18
Left Arm
3/17
19–20
Head
3/18
[h=4]Weapons[/h] Type Weapon Skill Damage AP
Huge Club 84% 2D6+2D12 3


[h=4]Special Rules[/h] Combat Actions: 2
Strike Rank: +10
Movement: 6m (a giant’s Movement is equal to its height in metres)
Skills: Athletics 44%, Lore (World) 20%, Perception 40%, Survival 30%
Typical Armour: Tough Hide (AP 3, no Skill Penalty), Heavy Leather Apron (AP 2, Abdomen and Legs only); Skill Penalty –6%


[h=3]Great Troll[/h] [h=4]Characteristics[/h] STR 4D6+12 (26)
CON 2D6+12 (19)
DEX 3D6 (10)
SIZ 4D6+12 (26)
INT 2D6 (7)
POW 3D6 (10)
CHA 2D6 (7)


Great Troll Hit Locations
D20
Hit Location
AP/HP
1–3
Right Leg
2/11
4–6
Left Leg
2/11
7–9
Abdomen
7/12
10–12
Chest
7/13
13–15
Right Arm
7/10
16–18
Left Arm
7/10
19–20
Head
2/11
[h=4]Weapons[/h] Type Weapon Skill Damage AP
Club 60% 1D6+1D12 2
Great Hammer 50% 1D10+1D12 3
Kite Shield 45% 1D6+1D12 10


[h=4]Special Rules[/h] Combat Actions: 2
Strike Rank: +8
Movement: 4m
Traits: Dark Sight, Earth Sense
Skills: Athletics 60%, Perception 30%, Resilience 50%, Stealth 15%, Survival 30%
Typical Armour: Thick Troll Skin (AP 2, no Skill Penalty), Chainmail shirt (AP 5, Abdomen, Chest and Arms only); Skill Penalty –20%


[h=3]Griffin[/h] [h=4]Characteristics[/h] STR 8D6 (28)
CON 3D6+12 (22)
DEX 3D6+12 (22)
SIZ 8D6 (28)
INT 6 (6)
POW 2D6+6 (13)
CHA 7 (7)


Griffin Hit Locations
D20
Hit Location
AP/HP
1–2
Right Hind Leg
3/11
3–4
Left Hind Leg
3/11
5–7
Hindquarters
3/12
8–10
Forequarters
3/12
11
Right Wing
3/10
12
Left Wing
3/10
13–14
Right Front Leg
3/11
15–16
Left Front Leg
3/11
17–20
Head
3/11
[h=4]Weapons[/h] Type Weapon Skill Damage AP
Bite 60% 1D8+1D12 2
Claw 70% 1D6+1D12 4


[h=4]Special Rules[/h] Combat Actions: 4
Strike Rank: +14
Movement: 6m, 10m when flying
Traits: Formidable Natural Weapons, Night Sight
Skills: Athletics 80%, Dodge 40%, Persistence 80%, Resilience 70%, Survival 60%, Tracking 50%
Typical Armour: Tough Hide (AP 3, no Skill Penalty)


[h=3]Horse[/h] [h=4]Characteristics[/h] STR 2D6+18 (25)
CON 3D6+6 (16)
DEX 2D6+3 (10)
SIZ 2D6+18 (25)
INT 4 (4)
POW 3D6 (10)
CHA 5 (5)


Horse Hit Locations
D20
Hit Location
AP/HP
1–2
Right Hind Leg
2/9
3–4
Left Hind Leg
2/9
5–7
Hindquarters
2/10
8–10
Forequarters
2/10
11–13
Right Front Leg
2/9
14–16
Left Front Leg
2/9
17–20
Head
2/9
[h=4]Weapons[/h] Type Weapon Skill Damage
Kick 40% 1D6+1D10


[h=4]Special Rules[/h] Combat Actions: 2
Strike Rank: +8
Movement: 6m
Skills: Athletics 75%, Resilience 40%, Survival 20%
Typical Armour: Hide (AP 2, no Skill Penalty)


[h=3]Lion[/h] [h=4]Characteristics[/h] STR 3D6+12 (24)
CON 3D6 (10)
DEX 3D6+6 (16)
SIZ 2D6+12 (19)
INT 5 (5)
POW 3D6 (10)
CHA 5 (5)


Lion Hit Locations
D20
Hit Location
AP/HP
1–2
Right Hind Leg
2/6
3–4
Left Hind Leg
2/6
5–7
Hindquarters
2/7
8–10
Forequarters
2/7
11–13
Right Front Leg
2/6
14–16
Left Front Leg
2/6
17–20
Head
2/6
[h=4]Weapons[/h] Type Weapon Skill Damage
Bite 60% 1D8+1D8
Claw 60% 1D6+1D8


[h=4]Special Rules[/h] Combat Actions: 3
Strike Rank: +10
Movement: 6m
Traits: Night Sight
Skills: Athletics 70%, Dodge 45%, Resilience 40%, Perception 55%, Stealth 50%, Survival 40%
Typical Armour: Hide (AP 2, no Skill Penalty)


[h=3]Manticore[/h] [h=4]Characteristics[/h] STR 4D6+12 (26)
CON 4D6+6 (20)
DEX 3D6 (10)
SIZ 4D6+12 (26)
INT 7 (7)
POW 3D6 (10)
CHA 7 (7)


Manticore Hit Locations
D20
Hit Location
AP/HP
1–2
Right Hind Leg
3/10
3–4
Left Hind Leg
3/10
5–6
Tail
3/10
7–9
Hindquarters
3/11
10–12
Forequarters
3/11
13–14
Right Front Leg
3/10
15–16
Left Front Leg
3/10
17–20
Head
3/10
[h=4]Weapons[/h] Type Weapon Skill Damage
Claw 70% 1D6+1D12
Gore 50% 1D8+1D12
Poison Sting 50% 1D6+1D12+poison


[h=4]Special Rules[/h] Combat Actions: 2
Strike Rank: +8
Movement: 5m
Traits: Night Sight, Poison (sting, see page XX for details on Manticore Venom)
Skills: Athletics 60%, Dodge 45%, Resilience 60%, Perception 55%, Persistence 50%, Stealth 50%, Survival 40%, Tracking 40%
Typical Armour: Tough Hide (AP 3, no Skill Penalty)


[h=3]Skeleton[/h] Skeletons have a score of 0 for INT, POW and CHA, as they have no intelligence, will or personalities of their own. As such, attempts to control a skeleton’s mind or influence its personality will automatically fail. Skeletons are also immune to fatigue, disease and poisons.


Skeletons are immune to damage from weapons that cause impaling critical hits, though an attacker’s damage modifier will still cause damage on a successful hit.


A skeleton has the same Movement the creature had in life, but as a skeleton it cannot fly or swim.


[h=4]Characteristics[/h] STR 2D6+6 (12)
CON 1D6 (3)
DEX 3D6 (10)
SIZ 3D6 (10)
INT 0 (0)
POW 0 (0)
CHA 0 (0)


Skeleton Hit Locations
D20
Hit Location
AP/HP
1–3
Right Leg
7/3
4–6
Left Leg
7/3
7–9
Abdomen
7/4
10–12
Chest
7/5
13–15
Right Arm
7/2
16–18
Left Arm
7/2
19–20
Head
7/3
[h=4]Weapons[/h] Type Weapon Skill Damage AP
Longspear 36% 1D10 2
Shortsword 36% 1D6 3


[h=4]Special Rules[/h] Combat Actions: 2
Strike Rank: +5
Movement: 4m
Traits: Dark Sight, Night Sight
Typical Armour: Skeletal (AP 5, no Skill Penalty), Leather Armour (AP 2); Skill Penalty –14%


[h=3]Unicorn[/h] A unicorn can heal wounds with its horn by touching the wound, exactly as the Heal 8 spell, save that it costs the unicorn only 6 Magic Points and any requisite casting test are automatically succeeds.


[h=4]Characteristics[/h] STR 2D6+12 (19)
CON 3D6+12 (22)
DEX 3D6+3 (13)
SIZ 2D6+12 (19)
INT 2D6+6 (13)
POW 2D6+12 (19)
CHA 3D6+6 (16)


Unicorn Hit Locations
D20
Hit Location
AP/HP
1–2
Right Hind Leg
3/9
3–4
Left Hind Leg
3/9
5–7
Hindquarters
3/10
8–10
Forequarters
3/10
11–13
Right Front Leg
3/9
14–16
Left Front Leg
3/9
17–20
Head
3/9
[h=4]Weapons[/h] Type Weapon Skill Damage AP
Horn 70% 1D8+1D6 4
Kick 50% 2D6 2


[h=4]Special Rules[/h] Combat Actions: 3
Strike Rank: +13
Movement: 6m
Traits: Formidable Natural Weapons, Life Sense, Night Sight
Skills: Athletics 75%, Dodge 50%, Perception 75%, Persistence 75%, Resilience 60%, Survival 50%
Typical Armour: Tough Hide (AP 3, no Skill Penalty)


[h=3]Wolf[/h] [h=4]Characteristics[/h] STR 3D6 (10)
CON 3D6+3 (13)
DEX 3D6+3 (13)
SIZ 2D6+3 (10)
INT 5 (5)
POW 3D6 (10)
CHA 5 (5)


Wolf Hit Locations
D20
Hit Location
AP/HP
1–2
Right Hind Leg
2/5
3–4
Left Hind Leg
2/5
5–7
Hindquarters
2/6
8–10
Forequarters
2/6
11–13
Right Front Leg
2/5
14–16
Left Front Leg
2/5
17–20
Head
2/5
[h=4]Weapons[/h] Type Weapon Skill Damage
Bite 60% 1D8–1D2
Claw 30% 1D6–1D2


[h=4]Special Rules[/h] Combat Actions: 3
Strike Rank: +8
Movement: 5m
Traits: Night Sight
Skills: Athletics 80%, Dodge 55%, Resilience 40%, Perception 60%, Stealth 55%, Survival 40%, Tracking 60%
Typical Armour: Hide (AP 2, no Skill Penalty)


[h=3]Wyrm[/h] Upon hatching, a wyrm is about two metres long and has 3D6 SIZ and STR. The wyrm will grow at the rate of 1D6 SIZ and STR every five years until it reaches the age of 35, when the creature’s grow slows dramatically. By this point the creature is some nine metres in length. After 35, a wyrm will continue to gain 1D6 SIZ and STR every 50 years.


The statistics given here are for a wyrm between 35 and 85 years old.


[h=4]Characteristics[/h] STR 10D6 (35)
CON 4D6 (16)
DEX 3D6 (10)
SIZ 10D6 (35)
INT 3D6 (10)
POW 3D6+6 (24)
CHA 3D6 (10)


Wyrm Hit Locations
D20
Hit Location
AP/HP
1–4
Tail
8/11
5–8
Abdomen
8/12
9–12
Chest
8/13
13–14
Right Wing
8/10
15–16
Left Wing
8/10
17–20
Head
8/11
[h=4]Weapons[/h] Type Weapon Skill Damage AP
Bite 85% 1D10+2D6 4
Tail 60% 1D20+2D6 8


[h=4]Special Rules[/h] Combat Actions: 2
Strike Rank: +10
Movement: 3m, 6m when flying
Traits: Dark Sight, Formidable Natural Weapons, Night Sight
Skills: Athletics 80%, Influence 60%, Persistence 70%, Resilience 70%
Typical Armour: Wyrm scale (AP 8, no Skill Penalty)


[h=3]Wyvern[/h] [h=4]Characteristics[/h] STR 4D6+12 (26)
CON 2D6+12 (19)
DEX 2D6+6 (13)
SIZ 4D6+12 (26)
INT 7 (7)
POW 3D6 (10)
CHA 6 (6)


Wyvern Hit Locations
D20
Hit Location
AP/HP
1–3
Right Leg
5/9
4–6
Left Leg
5/9
7–8
Abdomen
5/10
9–11
Chest
5/11
12
Tail
5/9
13–14
Right Wing
5/8
15–16
Left Wing
5/8
17–20
Head
5/9
[h=4]Weapons[/h] Type Weapon Skill Damage
Bite 55% 1D10+1D12
Sting 70% 1D6+1D12+poison


[h=4]Special Rules[/h] Combat Actions: 3
Strike Rank: +10
Movement: 3m, 6m when flying
Traits: Dark Sight, Formidable Natural Weapons, Night Sight, Poison (sting, see page XX for details on Wyvern Venom)
Skills: Athletics 60%, Resilience 70%, Survival 40%
Typical Armour: Wyvern scale (AP 5, no Skill Penalty)


[h=3]Zombie[/h] Zombies very low INT, POW and CHA, as they have virtually no intelligence, will or personalities of their own. As such, attempts to control a skeleton’s mind or influence its personality will suffer a –50% penalty. Zombies are also immune to fatigue, disease and poisons.


[h=4]Characteristics[/h] STR 3D6+12 (22)
CON 1D6 (3)
DEX 1D6+3 (7)
SIZ 3D6 (10)
INT 1D3 (2)
POW 1D3 (2)
CHA 1D3 (2)


Skeleton Hit Locations
D20
Hit Location
AP/HP
1–3
Right Leg
—/3
4–6
Left Leg
—/3
7–9
Abdomen
—/4
10–12
Chest
—/5
13–15
Right Arm
—/2
16–18
Left Arm
—/2
19–20
Head
—/3
[h=4]Weapons[/h] Type Weapon Skill Damage
Unarmed 50% 1D3+1D4


[h=4]Special Rules[/h] Combat Actions: 1
Strike Rank: +4
Movement: 2m
Traits: Dark Sight, Night Sight
 

log in or register to remove this ad

Remove ads

AD6_gamerati_skyscraper

Remove ads

Recent & Upcoming Releases

Top