Sword World 2.0 - Barbarous Tales

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1
M ONSTERS

2
3
DRAKE

4
DARK T ROLL, L AMIA

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L YCANTHROPE , K OBOLD

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SITUATION COMBAT

7
8
Contents
Monsters ........................................................ 2 Constructs .................................................. 144
Drake............................................................. 4 Mythical Beasts........................................... 170
Dark Troll, Lamia ......................................... 5 Fairies ......................................................... 189
Lycanthrope, Kobold..................................... 6 Daemons .................................................... 200
Situation Combat ........................................... 7 Humanoids ................................................ 217
Part 1 Characters........................................ 10 Part 3 Situation Combat ........................... 221
Drake....................................................... 11 Situation Combat.................................... 222
Dark Troll ............................................... 12 Situation 1: Duel in the Vaulted Mansion225
Lamia....................................................... 13 Situation 2: “Pinned Down on the Street”
........................................................................ 227
Lycanthrope............................................. 14
Situation 3: “Deadly Battle in the Snowfield”
Kobold .................................................... 15
........................................................................ 230
Guidelines for playing a barbarous PC ..... 16
Situation 4: “All-out War” ....................... 233
Part 2 Monsters .......................................... 19 Situation 5: “Labyrinth of Poisonous Fog”
Natural History of Monsters ..................... 20 ........................................................................ 236
Description of the Monster Stats .............. 31 Situation 6: “Escaping the Swamp” .......... 238
How to Read Monster Stats ...................... 36 Applications of Situation Combat ............ 241
Barbarous .................................................... 39 Monster Index ............................................ 243
Animals ....................................................... 88 Monsters by Level ...................................... 246
Plants ......................................................... 112 Designer's Notebook .................................. 250
Undead ...................................................... 122

How to Use This Book


This book is a supplement that contains monster In this book, references to some terms are given in
data for SW2.0. It also contains new barbarous races the form of (see XX, p. YY). These should be handled
for PCs. as follows.
To use this book, you will need “Sword World 2.0 (see p. YY): If there is no abbreviation and only the
Core Revised Rulebooks I, II, and III”. page is indicated, it is a reference within this book.

9
(see CR I/II/III, p. YY): See book “Core Rulebook
I/II/III Revisited”
Part 1 Characters

10
Part 1 Characters

DRAKE
from Sword Shards and processing it to make it
DRAKE PCS easier for Swords Of Protection to absorb it. The
Drakes are usually leaders in the barbarous Drake PC can use Sword Crystals to activate their
society, but sometimes they are expelled from it. [Limited Dragonification]. However, Sword
Those drakes do not have the magical sword, Crystal cannot be traded, and Drake PC can
that allows them to change their form obtain one by spending 10 reputation points.
(Dragonification). Usually, Drakes have this [Limited Dragonification] requires a number
sword from birth. But banished Drakes had their of Sword Crystals equal to the Adventure Level
magic sword taken away during banishment or of the Drake. Total Reputation will be reduced
lost it even earlier. by 10 points for each Sword Crystal used.
So, because of this, they can only live in
humanoid form. Their wings are small and UNIQUE SKILL
degenerated, and they have lost the ability to fly. Light Breath / Adventurer Level + Vitality
However, by using an item called “Sword Modifier / Fortitude / Half
Crystals” (see below), they can regain their With “Range: 30m” and “Area: Shot”, Drake
original form, albeit on a limited basis. When this spits a blast of energy at “Target: 1 Character”,
happens, they can fly, breathe out “Light Breath”, dealing Power 20 + Adventurer level + Vitality
and show off their mighty power. modifier energy magic damage. The Drake uses
They reach adulthood at the age of 15. They their Adventurer Level + Vitality Modifier as their
are considered immortal and have a lifespan of success value, opposed to the target's Fortitude.
over 1000 years. Light Breath must be used with Major Action,
and the user can move only with Normal Move
Starting Languages: Drakes can read and write or Limited Move. This ability cannot be used in
Trade Common, Barbaric, and Drakish. consecutive rounds.
Restricted Classes: None If the Drake has learned the [Guided Magic]
combat feat, they can breathe into a skirmish
R ACIAL ABILITIES without misfiring.
[Darkvision]: Drakes can see in the darkness
as well as they can during daytime. ABILITY SCORES
[Limited Dragonification]: Drakes can change A: 1d B: 1d C: 2d D: 2d E: 2d+6 F: 2d
into the form of a dragon by taking a Major
Action to absorb a number of Sword Crystals WEAKNESS (DURING COMBAT WEAKNESS
equal to the character's Adventurer Level. Their CHECK TO HIDE WEAKNESS)
forehead horns elongate, Drake's face becomes Magic Damage +2 pts.
that of a dragon, their wings grow large, and their
skin becomes covered in scales. During this time, Drake Background
the Drake will be able to fly at the same speed as Starting
2d Background Skill/Body/Mind Experience
Classes
their movement speed, and they can also use the Scout or
“Light Breath” Unique Skill. 2-4 Spy 14/11/5 2500
Ranger
After transforming using [Limited 5-6 Shaman Conjurer 10/12/8 2000
Dragonification], the Drake cannot return to 7 Warrior Fighter 12/14/4 2000
their original form for one hour, after which it is 8-9 Magician Sorcerer 11/12/7 2000
a Minor Action to revert to their humanoid form. 10-
Scholar Sage 11/13/6 2500
12
Additionally, the [Limited Dragonification] will
automatically end after 24 hours, whether the
Drake wishes to revert or not. HOW TO PLAY DRAKE PC
Description: Sword Crystal Drake PCs, in their human form, have a low
Sword Crystals were originally created to risk of being detected because of their
power up Swords of Protection, extracting mana appearance. The horns on their forehead and

11
back can be adequately concealed by a hat or in this form, they risk being attacked. Also, Drake
loose clothing. However, if they use [Limited PCs have 3 soulscares, so if they enter a large city
Dragonification], their appearance will become that is protected by Swords of Protection, they
dragon-like, and they will be easily recognizable will feel strong pain in their body, though it is not
as barbarous. If Drake PC is seen by a humanoid unbearable.

DARK T ROLL
WEAKNESS (DURING COMBAT WEAKNESS
DARK TROLL PC
CHECK TO HIDE WEAKNESS)
As a whole, Trolls are a race devoted to self- Magic Damage +2 pts.
improvement through strength and are often
showing off their prowess to one another through Dark Troll Background
combat. Dark Trolls are the upper echelon of the 2d Background
Starting Starting
Experience
Troll race, over 3 meters tall with a toned Classes Abilities
physique and rock-solid skin dyed a deep black Martial
2-4 Enhancer 9/13/8 2500
Artist
color. 5-6 Brawler Grappler 10/14/6 2000
To a Troll, strength brings justice, and they 7 Warrior Fighter 9/14/7 2000
respect those with significant strength, whether 8-9 Cleric Priest 8/13/9 2000
Barbaros or otherwise. However, this does not 10-
Spy Scout 10/13/7 2500
mean that they kill the weak, as weakness can 12
become stronger over time. This sense of honor
doesn't spare the weak from being put down for HOW TO PLAY DARK TROLL PC
what the Dark Trolls believe to be insolent
behavior. Dark Trolls are around 3 meters tall, so they
This behavior sometimes leads Dark Trolls to cannot enter tight spaces such as humanoid
form friendships with some humanoids or to houses. It is also difficult for them to hide their
collaborate with a group of adventurers to combat huge bodies, and if they approach a humanoid
danger. settlement, they will almost certainly be driven
Dark Trolls are considered to be adults at the back. Dark Trolls also have 4 soulscares and
age of 15 and will often go off to train as warriors cannot enter any city protected by Swords of
and mercenaries. They reach their physical peak Protection.
at around 200 years of age, with a life expectancy When playing with Dark Troll PCs, both the
of around 300 years. players and GM should be aware of the race
feature [Weakened]. The GM should make the
Starting Languages: Dark Trolls can read and final decision on whether Dark Troll is under
write Barbaric and Giantish. sunlight or not.
Restricted Classes: None

R ACIAL ABILITIES
[Darkvision]: Dark Trolls can see in the
darkness as well as they can during daytime.
[Weakened]: While under direct sunlight, a
Dark Troll takes a -2 penalty to Accuracy and
Evasion checks.
[Troll Physique]: Dark Trolls have a large,
strong body, giving them +1 Defense.

ABILITY SCORES
A: 2d B: 1d C: 2d D: 2d+6 E: 1d F: 2d

12
Part 1 Characters

LAMIA
[Transformation]: As a Minor Action, the
LAMIA PC Lamia can instantly change their body into that of
Lamias are barbaros with the upper body of a a specific humanoid race or revert back to their
beautiful woman and the lower body of a giant original form. While transformed, they take a -1
snake, Lamias have the ability to transform penalty to Accuracy, Evasion, Fortitude, and
themselves into humans, with many of them Willpower, and their maximum HP and MP are
blending into human villages to live. Lamias reduced by -5 points. In addition, they lose the
cannot live without sucking the blood of young Racial Trait “Lamia's Physique”. This ability can
humans, and this allows them to feed covertly. only be used for a cumulative total of 18 hours
Despite being barbarous, some Lamias do not per day.
like to fight with humanoids and are willing to
cooperate. ABILITY SCORES
They reach adulthood at the age of about 20 A: 1d B: 2d C: 1d D: 2d E: 2d F: 2d
and are said to live around 200 years.
Starting Languages: Lamias can read and write WEAKNESS (DURING COMBAT WEAKNESS
Trade Common, Barbaric, and Drakish. WEAKNESS)
CHECK TO HIDE
Restricted Classes: None Earth Damage +3 pts.
R ACIAL ABILITIES Lamia Background
[Darkvision]: Lamias can see in the darkness 2d Background
Starting
Skill/Body/Mind Experience
as well as they can during the daytime. Classes
[Lamia's Physique]: A Lamia can use the 2-4 Scholar Sage 9/9/13 2500
5-6 Necromancer Conjurer 8/7/16 2000
Wrestling weapons Bite (see CR III: p. 193-197) 7 Mage Sorcerer 8/8/15 2000
and Tail (see CR II: p. 162-172), regardless of Fighter
class. 8-9 Warrior or 10/9/12 2000
[Drain Blood]: When the Lamia successfully Grappler
hits with a Bite attack, they can suck blood from 10-
Cleric Priest 9/8/14 2500
the attack target. When choosing to suck blood, 12
the attack's Calculated Damage is reduced by -6
points, and the Lamia heals HP equal to the HOW TO PLAY LAMIA PC
Applied Damage.
Lamias generally live in human settlements.
They have 2 soulscares, and the Swords of
Protection only causes discomfort.
When creating a Lamia PC, decide what kind
of humanoid (not necessarily human, as long as it
is humanoid) it will be using for [Transformation]
ability. In most cases, the appearance will be
similar to the character's true form sharing the
same upper body as in their true form with some
minor changes.

13
LYCANTHROPE
1) Attacks that cause magical damage will
LYCANTHROPE PC ignore the increased Defense (with some
To be a Lycanthrope is to come face to face exceptions, see p. 32).
with their dual nature, combining both man and 2) If the attacking monster is strengthened by
beast into a single body. The Lycanthrope PC has a Sword Shard, treat their attacks as though they
the advantage of being able to take human form were made by a magic weapon, regardless of
and contact with humanoid society. attack method.
Lycanthropes in their beast form are covered 3) If the description of the Unique Skill says
with bristly hair all over their entire body and to “treat the ability as a silver/magic weapon”, that
have the face and hands of an animal. attack will ignore the increased Defense.
Originally, Lycanthropes were once human, 4) If the monster's description mentions they
though they were kidnapped by the Barbaros and may use silver or magic weapons, the GM may
transformed by dark rituals that implanted a rule that the monster has that weapon at hand.
bestial soul within. It is believed that this ritual has 5) At the GM's discretion, monsters may have
extended their lifespan much farther than that of silver or magic weapons at hand that they could
a normal human, with some Lycanthropes having use, and weapon attacks from that monster could
lived over 150 years. be made with those weapons.
6) Regardless of the scenario, neither the GM
Starting Languages: Lycanthropes can read nor the players should feel that the availability of
and write Trade Common, Barbaric, and silver or magical weapons should be limited due
Lycanthrope. to the presence of a Lycanthrope PC. At the same
Restricted Classes: None time, the Lycanthrope PC shouldn't feel like
they're getting singled out due to an
R ACIAL ABILITIES overabundance of monsters with silver or magic
[Darkvision]: Lycanthropes can see in the weapons (but these weapons can be looted by
darkness as well as they can during daytime. PCs as additional loot).
[Power of the Beastmen]: On the night of a
full moon, gain a +1 bonus to Accuracy and ABILITY SCORES
Evasion checks. While in the sun, take a -1 A: 2d※ B: 2d※ C: 2d※ D: 2d+6 E: 2d F:
penalty to Accuracy and Evasion checks. 2d
[Beastify]: As a Major Action, the ※After rolling the dice to determine the
Lycanthrope can change the upper half of their ability value, add +6 points to any one of A, B, or
body into the form of a specific beast, or revert C.
back to their original human form. When in WEAKNESS (DURING COMBAT WEAKNESS
Beast Form, the Lycanthrope can use the CHECK TO HIDE WEAKNESS)
Wrestling weapons Bite (see CR III: p. 193-197), Silver Weapon Damage +3 pts.
and their Defense increases by their Adventurer
Level when attacked with normal (non-silver or Lycanthrope Background
magic) weapons. Starting
2d Background Skill/Body/Mind Experience
Description: Determining Resistance to Classes
Monster Attacks and Conventional Weapons Agile
2-4 Fencer 10/7/5 2500
Warrior
While in Beast Form, the GM should 5-6 Brawler Grappler 9/9/4 2000
determine whether or not the increased Defense 7 Warrior Fighter 8/8/6 2000
applies when fighting against certain monsters 8-9 Spy Scout 7/8/7 2500
(such as those with the Unique Skill “Normal 10-
Hermit Ranger 6/10/6 2500
Weapon Immunity”). In such cases, there are a 12
few guidelines the GM may consider.

14
Part 1 Characters

HOW TO PLAY LYCANTHROPE PC There are several types of Lycanthropes, and


the type of beast they take depends on their type.
When Lycanthrope is in human form, it is
The player must decide on the form of the beast
unlikely to be identified just by being seen.
beforehand. Werewolf, Werebear, Weretiger,
Lycanthropes will not become the target of and Wererat are the well-known types, but other
Detect checks unless they behave suspiciously. forms are also acceptable (they do not affect the
Initially, Lycanthropes have 2 soulscars, and game values).
Swords of Protection make them feel When Lycanthrope is using [Beastify], they
uncomfortable, but their actions are not affected. are instantly recognized as barbarous.

KOBOLD
Starting Languages: Kobold can read and write
KOBOLD PC Trade Common and Barbaric.
Kobolds are a tribe of Barbaros that appear to Restricted Classes: None
be upright dogs, standing about 1.2 meters tall.
They are considered to be the weakest of the R ACIAL ABILITIES
Barbaros tribes. Many of them flee to humanoid [Species Limit]: A Kobold can only advance
society to escape the scorn and mistreatment they to the 5th level in any class.
receive. [Disregard]: When a Kobold is the target of an
Because they have lived with humanoids for a attack or unique skill, they may ask the GM to
long time, Kobolds are patient, good at simple divert it to another character; the GM will change
tasks, and loyal and faithful to orders. For this the target to another character, to the extent that
reason, they are valued as laborers in humanoid the game rules allow. This ability can only be
societies. With dexterous hands and a well- used once per combat.
developed taste for food, Kobolds are highly [Attention to Detail]: Kobolds are experts at
regarded as chefs. detailed, careful work, gaining a +2 bonus to
Kobolds are treated as adults within 5 years of Dexterity checks while not in combat. Kobolds
their birth and reach the end of their life span in can also learn Work Skills (see AW, p. 75), up to
about 30 years. a total of 15 levels at character creation (though
they are limited to 5 levels in a single skill, as
though it were a class).

ABILITY SCORES
A: 2d B: 2d C: 1d D: 1d E: 2d F: 2d

WEAKNESS (DURING COMBAT WEAKNESS


CHECK TO HIDE WEAKNESS)
Magic Damage +2 pts.

Kobold Background
Starting
2d Background Skill/Body/Mind Experience
Classes
Sage or
2-4 Hobbyist 7/4/7 2500
Bard
5-6 Spy Scout 9/4/5 2500
Agile
7 Fencer 8/5/5 2500
Warrior
8-9 Hermit Ranger 7/5/6 2500
10-
Magician Sorcerer 6/4/8 2000
12

15
HOW TO PLAY KOBOLD PC in determining the target of the attack. For
example, the following is a case this ability won’t
Kobolds are barbarous, but some have live
work.
humanoid societies and can be found on the
- A Kobold PC is attacked in melee with no
streets. However, they are rarely recognized by other allies in the melee.
nobles or government officials, and most of them - Kobold PC was attacked by the enemy
live in the suburbs. because Kobold used [Taunting Strike] combat
Kobold PCs initially have 1 soulscar, which feat.
means that they are almost unaffected by Swords - Kobold was targeted by a spell that affects a
of Protection. range, there were more than the maximum
With the [Disregard] Racial Trait, targets
number of targets in the range, so the targets were
cannot be changed if it would contradict the rules.
randomly selected.
The GM should only allow [Disregard] to come
into play if the enemy's free will can be involved

GUIDELINES FOR P LAYING A B ARBAROUS PC


In this section, you can find the guidelines for 3-1 You were raised by a humanoid.
running a session using a barbarous PC. 3-2 Your clan is after you.
3-3 You have a vendetta against a specific person.
3-4 You are famous among humanoids.
GUIDELINES FOR CREATION 3-5 You've helped a humanoid before.
The barbarous PCs have many similar to 3-6 You owe a debt to humanoid.
humanoid PCs' abilities, but some of them are 4-1 You’ve watched humanoids for some time.
Your family has always been friends with
more complicated. Therefore, players of 4-2
humanoids.
barbarous PCs should be aware of their race 4-3 You were bought by a humanoid.
abilities and discuss them beforehand with the 4-4 You are a barbarous spy.
GM. 4-5 You came to humanoid society to train as a warrior.
4-6 You'd rather fight barbarous than weak humanoids.
Barbarous History Table 5-1 You don’t have memories of your past.
The barbarous history represents the event 5-2 Ancestors were humanoids
5-3 You fell in love with humanoid.
that the barbarous PC has experienced in the
5-4 Barbarous gave you a scar you'll never forget.
past, and the events that led to its current 5-5 You became highly creative.
whereabouts. Please use histories as a reference 5-6 You did/doing research about humanoid races.
when deciding on personal traits and backstory of 6-1 Humanoids had you in their crosshairs.
barbarous PC. You can choose any of them or 6-2 You are moved by love.
roll the dice to decide. If you don't like the result, 6-3 You want to be a humanoid.
you can roll again. 6-4 You were/are a humanoid prisoner.
6-5 Can’t eat humanoid flesh.
You can have up to three histories. 6-6 Pessimistic about the future of barbarous

Barbarous History Table


2d Personal Experience GUIDELINES FOR PLAYING
1-1 You were picked up by humanoid.
1-2 Abandoned by parents The barbarous PCs differ from the humanoid
1-3 You've been banished for your crimes. PCs in the way the character is treated by the
1-4 You’ve started to be kind. NPCs. For more information on those
1-5 Heard the voice of the First God. differences of each race, please refer to the
1-6 You didn’t fit with the rest of barbarous. description of each race.
2-1 As a child, you were physically inferior.
Except for Kobolds, barbarous usually have
2-2 You were impressed by the humanoid's way of life.
2-3 You became tired of killing. no place in humanoid society, and it is almost
2-4 You were left behind on the battlefield. impossible for them to gain position or standing.
2-5 You like humanoid culture. The barbarous are essentially the enemies of
2-6 One parent or ancestor was humanoid the humanoids and rarely cooperate with them.

16
Part 1 Characters

Friendships are limited to individuals and small Position Reputation Notes


groups. Accepted within a
Friend 20
small community.
GMs and PCs should pay attention to the Accepted within a
following points when running barbarous Exceptional
70 single village or
Person
characters. hamlet.
Honorary Accepted within a
250
HUMANOID AND B ARBAROUS PARTY Humanoid city.
More Than Accepted within a
When barbarous PCs and humanoid PCs are Humanoid
900
nation.
in the same party, the barbarous PCs need to No Longer Accepted within a
have an appropriate backstory and a reason for 3000
Barbarous region/superstate.
why they are working with the humanoids (see
history table for examples). Other players should
WEAKNESSES
think about what they think of the barbarous PCs,
and backward what the barbarous PCs think of Like the weak points in the monster data, if an
the humanoid PCs and think about the reason intelligent character sees a weak point of
they stay together. barbarous PC, the damage caused by particular
It is not advisable for barbarous PCs to contact types of attacks will increase.
a large number of humanoids or to travel into the At the start of the combat, all barbarous PCs
city because of potential conflicts and the need to make a Weakness check.
influence of Swords of Protection on them. If a
barbarous PC travels to such a place, the best is WEAKNESS CHECK
that they try to hide their identity. If their identity Calculation: Adventurer Level + Intelligence
is revealed, humanoids with whom barbarous PC modifier
is working may be considered a “foreign enemy”. Use Time: Instant
Effect: On success, your enemy will not spot
About Gaining Reputation your weak point. If you fail, the enemy will see
The barbarous PCs can also give the Sword your weak point.
Shards to the Adventurer's Guild to gain Details: This check allows you to prevent your
reputation, but to do so, they must either hide weak points from being detected during combat.
their true identity or get the adventurer's guilds At the start of the combat, the GM needs to
master to agree to welcome barbarous PC into check if any enemies are:
the guild. The more reputation barbarous PC 1) Has a Sage class and has clearly defined
gain and the more famous they become, the Sage Level and Intelligence modifier in its stats.
greater the risk that their true identity will be Then use its Sage Level + Intelligence modifier as
revealed, and if their hidden identity is revealed, success value.
they may face serious problems. 2) If the enemy uses magic, use the monster's
However, if barbarous PCs completed some Magic Power as success value.
adventures and gained a reputation, it is not 3) In other cases, an enemy cannot spot a weak
surprising that they will be recognized and point. If all characters on the enemy side cannot
accepted by humanoids, even if they are spot weak points, then check is considered
barbarous. The following positions are available successful automatically.
only to barbarous PCs via reputation, allowing
them to work officially even if their true identity GM should roll only once using the highest of
was exposed. their success values for the entire enemy side (2d
Barbarous PC can have multiple positions but + success value).
must pay for each position. If they betray ideals On the other hand, each barbarous PCs need
of position, they will lose their position and their to roll their Weakness check. If they succeed, the
total reputation will be reduced. enemy side will not spot their weak point. If they
However, barbarous PC must be prepared fail, the weak point will become active for this
that gaining this position will further intensify the combat for them.
antipathy from the barbarous in general and This check is only made by barbarous PCs.
increase the possibility of being hunted as a For weak points please refer to the respective
traitor. race description.

17
GUIDELINES FOR GROWTH ●11th Level
Once per day, after calculating damage, the
After completing the session, the barbarous
Lamia can recover MP instead of HP when using
PCs can grow in the same way as the humanoid
[Drain Blood].
PCs, by gaining experience points and using them
to increase the level of the class. Barbarous PCs LYCANTHROPE
also can grow their ability scores in the same way ●6th Level
as humanoid. [Beastify] now requires only a Minor Action to
Experience points cost of classes and the change shape.
growth of ability scores are the same as for ●11th Level
humanoid PCs. New combat feats gain is also When transforming with [Beastify], gain a +1
done in the same way. bonus to Accuracy and Evasion if it is night, even
if it is not a full moon.
ENHANCED R ACIAL ABILITIES
The barbarous PC's racial abilities are KOBOLD
enhanced with the increase of their adventurer There are no enhancements to Kobold’s
level. But these abilities are optional if GM finds Racial Abilities.
them cumbersome.

DRAKE
●6th Level
The Drake's [Light Breath] now has a Range
of 50m, and deals Power 30 + Adventurer Level
+ Vitality Modifier damage.
●11th Level
The Drake's [Light Breath] becomes “Radiant
Breath”, now has an Area of 6m/20, and deals
Power 40 + Adventurer Level + Vitality Modifier
damage.
If the Drake has learned the [Magic Control]
combat feat, they can exclude any number of
characters from the affected area. If the Drake
has learned the [Magic Convergence] combat
feat, they can condense the area of effect to a
single target.

TROLL
●6th Level
Gain a new racial trait: [Limited
Regeneration].
[Limited Regeneration]: Once per day, as a
Major Action, heal [Adventurer Level X 5] HP.
●11th Level
Activating [Limited Regeneration] is now a
Minor Action.

LAMIA
●6th Level
The calculated damage is no longer reduced
when using [Drain Blood].

18
Part 1 Characters

Part 2 Monsters

19
NATURAL HISTORY OF MONSTERS
My name is Allister Dourje.
CLASSIFICATION OF MONSTERS
I’m an adventurer and a scholar who travels
throughout Raxia. There is a classical way of classifying monsters.
I set out on my journey because I felt that I There are ten major categories, including us
had reached my limit in my studies in my ivory humanoids: barbarous, animals, plants, undead,
tower, and I wanted to actually see many constructs, mythical beasts, fairies, daemons,
monsters with my own eyes. divine beings, and humanoids.
My fellow scholars seemed to think I was a bit I don't have to tell you that this is a bit of a
of an oddity. It was only natural since they seem crude classification. Even for us humanoids,
to think that accumulating knowledge is their there are many different races. In addition, there
reason for living. are such unique barbarous and mythical beasts
But when I went out into the field and saw the that it is doubtful whether they can even be
world with my own eyes, I was immediately lumped together.
impressed by its magnificence. However, there are reasons why this
The world was full of wonders, full of classification has been used as a basis since
knowledge, and insights that books could not ancient magic civilization. Here, I would like to
teach us. write about those reasons.
I was immediately captivated by the world, and
I'm still traveling. BASIC PRINCIPLES OF
However, as a scholar, it is unacceptable for
CLASSIFICATION
me to keep the beauty of this world to myself.
Therefore, I would like to write down what I can The fundamental idea behind the
and hope that it will be useful to future classification of monsters comes from the
generations of scholars and adventurers. biological history of Raxia. To put it another way,
What I'm about to write is like a journal of the classification system on when categories
mine, and I’m still in the middle of my journey. appeared in the world.
But I hope it will be of some help to others. I'll leave the creation myth of Raxia and the
origins of the world to another section, but
From the preface to “Allister 's Natural scholars agree on the idea that three magic swords
History” created this world.
These three magical swords, called Swords of
Creation, attempted to create beings that could
HISTORY OF STUDYING MONSTERS
survive in this barren land of Raxia. It is said that
My original field of study was monsterology. this is how the first creatures were born.
I studied monsters, their characteristics,
habits, origins, and everything in between. The BIRTH OF PLANTS
knowledge that forms the basis of this book was In a barren land, the first thing to be born were
obtained from the research materials and books plants.
left behind by the great predecessors of the past. There is still a lot of disagreement as to
This book is the result of adding to that whether this was a failed attempt to create magical
knowledge and what I actually saw and swords, or whether it was a setup to support
experienced. In some cases, I have been able to subsequent creatures... Anyway, there is no doubt
clarify previously unknown matters, and in other that the plant was the first to be born in this world.
cases, I may add to the confusion. The world was covered with greenery and that
That is why I would like to begin by describing is still the case.
the origins of the monsters that exist in the world
of Raxia. This is because this is the basis for
understanding Raxia's monsters.

20
Part 2 Monsters

BIRTH OF ANIMALS But even the creation of monsters as close to


In the minds of many scholars, this is where perfection as dragons is still a failure for the
the first creatures that could operate magic Swords of Creation.
swords appeared. This is because they cannot wield swords.
Animals are creatures that move by
themselves, can hunt, and eat other creatures. INTO THE AGE OF HUMANOIDS
Why Swords of Creation created animals or Then we, the humanoid race that had finally
do what they did is beyond us. Therefore, it is come into the world.
impossible to know what they were thinking when Unfortunately, there is no way to be sure
created animals. But at least, they were better at whether or not humanoids were created as
wielding magic swords than plants. intended by Swords of Creation or were the
However, even after more than 10,000 years, results of a mistake. However, of all the creatures
animals still have no intelligence. They can only that have appeared in the Raxia, there is no doubt
eat and give birth to more and more animals as that the humanoids are the most diverse and
their instincts droves them. promising.
Humanoids have intelligence similar if not
EVOLUTION TOWARDS M YTHICAL B EASTS more than mythical beasts and have amazing
After that, we don't know if the magic swords potential for ingenuity.
meddled with animals or not. However, at some It must be said that humanoids are physically
point, mythical beasts began to appear. weaker than animals and mythical beasts.
The distinction between animals and mythical However, they have been able to make up for
beasts troubles not only students of monster their lack of strength through their adaptability
science but also scholars and researchers. This is and creativity.
because there is some room for ambiguity. Finally, the humanoid found the “Swords of
In monster science, the distinction between Creation”. Or maybe the mythical beast had
animals and mythical beasts is based on the found it before that. Or animals may have passed
presence or absence of intelligence. However, no by them.
matter how many fossils are dug up this cannot However, only humanoids could wield, use,
be confirmed. Therefore, it tends to be a source and comprehend the Swords of Creation.
of controversy. Thus, it is known to all that the humanoid who
Fortunately, many of the mythical beasts are took possession of the “First Sword” Lumiere
surprisingly long-lived, and it is still possible to became the “Divine Ancestor” Lyphos.
meet and even talk with the legendary creatures -
though, of course, it is a life-threatening R ISE OF A N EW R ACE
endeavor. Humanoids asked for more power.
Anyway, the big difference between animals With the discovery of Ignis, the Second
and mythical beasts is their intelligence. While Sword, and the birth of Dalkhrem, the God of
most animals can only act on instinct, mythical War, the first war broke out in Raxia.
beasts have the same or higher intellect than us It was an age of warfare where humanoids
humanoids. killed and were killed. It might be said that it is an
In addition, mythical beasts are long-lived. instinct for living beings to seek power to survive
Most animals live only a few years to a dozen and overcome.
years. Even the longest-lived animals rarely live In the midst of all this, the god Dalkhrem
more than 100 years, but mythical beasts live for realized that he could greatly enhance his body
hundreds or thousands of years. Some of them, and abilities by distorting his soul. Using this idea,
like dragons, even seem to be immortal. the Dalkhrem strengthened his army one after
However, perhaps due to changes over the another.
years, some animals, such as Golden Gorgol, And so barbarous was born.
have some intelligence although still low, and Barbarous originally were humanoids. The
conversely, some mythical beasts, such as skeletal and physical components of the body
Hippogriff, have only animal intelligence. make this clear. However, distortion of their
However, these are exceptions to the rule, and souls – soulscars had effects on their bodies and
points of debate among scholars.

21
now some barbarous don’t look like humanoids Transformation” that seems to make it possible
at all. to create a one-time physical mutation.
As a result of altering their bodies or Anyway, the physical abilities of the barbarous
weaponizing their bodies for combat, barbarous changes by the soulscars greatly exceed those of
has become a diverse race comparable to the humanoid. Most of them are less intelligent,
mythical beasts. However, it is difficult to learn but some, like Drake, are quite intelligent.
about the barbarous lifestyle, customs, and If barbarous and humanoid were to simply
history, because they are even more reluctant clash, humanoid would not stand a chance.
than mythical beasts contact with us, humanoids. However, there is a reason why these two forces
This war between us and barbarous that are still fighting for the supremacy of the world.
started at the age of mythology may never cease Due to their outstanding individuality,
until one of us is destroyed. barbarous are often selfish and egoistic (or
clannish). They never will sacrifice themselves to
OTHER CATEGORIES save others, and their top priority is their own
Before we classified creatures using their survival.
origin history. While the humanoids have figured out how to
The other categories, however, are classified cultivate the earth and grow crops efficiently, the
based on clearer differences between them. barbarous have yet to find a way to obtain food
The undead is those who are still active after beyond hunting and gathering.
death. The constructs who have been given Of course, there are excellent barbarous
pseudo-life by magic. The fairies are connected blacksmiths, architects, and artists. However, they
to nature. And then there are daemons, uninvited do not systematize, document, or teach these
visitors from the other world, and divine beings, skills to others.
descendants of the gods. Most of the barbarous have a vertical social
Each of them has a completely different structure based on strength. This is, in effect, the
nature and originated from a different place in law of the weak and powerful. A strong leader
history. leads the clan, and if that leader is overthrown,
Now let's look at the characteristics of each the overthrown one becomes the new leader.
category. Hence, there is no respect for the elderly, and tug
of war is a common occurrence. Highly
coordinated humanoids have an advantage over
BARBAROUS
disorganized barbarous because of that.
The most diverse and powerful beings in However, there are many different barbarous
Raxia are barbarous. races, and there are exceptions. And when a
The term barbarous can be used to describe leader powerful enough to reign over all the
anything from humanoid-like Boggarts to unique barbarous appears, it might become a significant
creatures like Androscorpion that look like a thread. That's what happened 300 years ago with
mythical beast. the Great Catastrophe, and that's the
The most important factor in classifying unfathomable thread of barbarous.
barbarous is soulscars.
In the Raxia, only the undead and barbarous YOUMA - THE INEXHAUSTIBLE THREAT
have many soulscars. Among the barbarous, the largest group is
The undead are the ones who have become so Youma.
soulscarred that they are literally the living dead. Youma is a group name for Kobolds, Goblins,
However, barbarous find use for soulscars. They Redcaps, and Boggarts. They have a similar
transformed their bodies and acquired abilities so physical ability as average humanoid. However,
foreign for humanoids. the biggest advantage they have is their numbers.
Of course, the method of mutating the body Youma are fertile and fast-growing. Twins and
by soulscarring has since been long lost. Or triplets are commonplace, and some of Youma
perhaps it was a miracle that only the gods of Ignis have given birth to five or more at a time. The
could do. Therefore, a humanoid or someone Youma children born become full-fledged
else can't become mutant or gain barbarous-like warriors within five years, and start attacking the
powers. But there is a technology called “Magic humanoids. This is the reason why no matter

22
Part 2 Monsters

how many barbarous creatures you fight off, they Troll warrior, and he was the most reliable and
will soon come back in numbers. trustworthy ally I've ever had. Unfortunately, he
In addition, they are cruel and like to kill. left us in search of new battles, but I'm sure he's
Youma hates to work and take the lives of others still out there fighting somewhere.
for entertainment. Therefore, it is unlikely that
will ever work with humanoids. THOSE WHO HIDE IN P LAIN SIGHT
However, Kobolds are an exception to this Among the barbarous, there are a few that
rule. They are the only ones who are forced to have the ability to transform themselves into
work in Youma society and often are killed at a humanoids.
whim. However, because of this, they are known The Ogre, a lower-ranking barbarous, is a
as one of the few barbarous who can work with typical example. Before the time of magic
humanoids. civilization, Ogres could not transform
Kobolds are patient, good at simple tasks, and themselves into humanoids, as they are only
loyal. Kobold chefs are well known in humanoid described in the literature of the magic civilization
society because they have excellent abilities and a as just strong barbarous warriors.
well-developed sense of taste. They are an Later, in the Magitech Civilization era, the
exception because they lived tens of thousands of barbarous were thoroughly eliminated. In all of
years with humanoids. Raxia's history, there has probably never been a
I should note that I have tried to contact more difficult time for barbarous to live in than
Youma, but with disastrous results. They don’t the Magitech Civilization era.
want to change their minds and will only negotiate Against this backdrop, to survive in the ever-
with you in order to trick you. growing realm of humanoids, or perhaps to strike
back one day, the Ogres may have transformed
THE WARRIOR CLANS themselves into a species with the ability to
Unlike the evil and despicable Youma, some change into humanoids. Nowadays, the majority
barbarous take great pride in their strength. of the barbarous can change into humanoids and
Typical examples are Trolls and Centaurs. lose many of their warrior/honorable spirit of the
They are, in a sense, the rightful descendants past.
of the Ignis gods. They love to fight, they live for Lamias, on the other hand, is said to have
self-improvement, and they fight to prove gained the ability to change into humanoids in
themselves. Rarely do they fear, but rather they order to live in humanoid villages, since they
are honorable and dignified reminiscent of cannot survive without drinking humanoid blood.
knights. They have a similar psyche to humanoid females.
They are known as the Warrior Clans among It seems that there are many Lamias who are
the barbarous. Their overwhelming physical loyal to others, and I was once rescued by Lamia
abilities and combat skills surpass those of the when I was seriously injured, and she urged me
Youma, and their zeal for the battle is displayed to stay with her. It was difficult for me to refuse
to the fullest in the war against humanoids. her offer, as she was beautiful and charming.
Therefore, in many battles, they have been the Of course, there are vicious Lamias, and there
core of the barbarous army, serving as troop have been violent cases documented of Lamia
leaders. leading Youma to attack human villages and
Most of them are honest and respectable. But create human farms for themselves. However,
they consider that creatures were born to fight this seems to be a rather rare case.
and to make themselves strong. They can't live in And Scylla, which at first glance seems to be
a world without battles. It’s exceedingly difficult one of the same kind, has the opposite nature.
for humanoids to live with these barbarous. Scylla knows the weakness of humans and
However, some of them may leave the takes human form to take advantage of it. In
barbarous society for more exciting battles and other words, Scylla tickles the chivalrous heart of
become allies of the humanoid, the weaker ones. a human trying to save a girl being attacked by a
This is another value unique to barbarous monster in a river or tempting humans with a
individualism, but it seems that as long as the woman bathing in the water. In other words, she
fights are exciting, it doesn't matter who the is using her beautiful upper body's catch her prey.
opponent is. I once went on an adventure with a

23
Unlike Lamias, Scyllas are brutal and cunning. Therefore, the group of barbarous that they
The older the Scylla, the more intelligent they lead grows to be incredibly large and is highly
are, and the more they are able to understand trained in military affairs. They are naturally
music and art. However, some believe that their capable of overwhelming the other barbarous in
resemblance to humans is not an attempt to battle, and they are surprisingly long-lived.
understand such high culture, but simply a form Therefore, they are in no hurry to build up their
more suitable for catching prey. forces and usually train generations of
Lycanthropes are also somewhat unusual subordinate leading barbarous. Some say that the
barbarous. Instead of reproducing on their own, Boggarts were the result of the continuous
they keep the species alive by kidnapping breeding of best Goblins.
humans, performing rituals, to transform them They are the worst enemies for humanoids
into the Lycanthropes. Hence, the Lycanthrope and their worst nightmare. It is easy to understand
can take both human and beast forms, and use that the Great Catastrophe was staged by a
them to their advantage. cunning ruling class of barbarous.
Lycanthropes are very independent and do Fortunately, their birth rate is extremely low,
not interact much with other barbarous races, and probably because they are don’t want to increase
they don’t seem to want to get involved in their population to create opponents. In addition,
conflicts between humanoid and barbarous, they have unusually high pride. As a result, they
often remaining neutral. They are a proud race, rarely cooperate with other Drakes or Basilisks.
and often they think they are above the other This makes them feel that they are also
races. The Weretiger girl I met said that she came barbarous. As a result, the number of rulers
to humanoids to train herself, but she often got rarely exceeds ten thousand, which helps
into trouble because of her high pride. Thanks to humanoid kingdoms to survive.
her, she's had trouble getting into some towns. However, the low-ranked barbarous -
However, most lycanthropes can live with especially Youma - have a great fear of the rulers.
humanoids without many troubles. But I still The swordless Drake I've met in my travels has
don't know if they are trying to coexist with driven away Boggart and Goblin with nothing
humanoids or trying to become better than them. more than a glare. However, he said, “Once they
I'd like to talk to some old Lycanthrope at some realize that I'm drake without the sword, they'll
point, but I'm not sure if he'll let me go back change their attitude.” In a barbarous society,
safely… even a Drake with a deficiency would have a hard
time surviving.
R ULERS
Barbarous are fundamentally about ultimate THOSE WHO ADAPTED
individualism and selfishness. There are many different barbarous.
They don’t help each other, and the Youma Barbarous can transform their bodies
just follow the strong. They follow the stronger themselves, just as humanoids change their
leader because they can survive longer that way. clothing, housing, and lifestyles to adapt to their
Because of their nature, they rarely gather in environment. As a result, barbarous are
large groups. Huge settlements were never extremely individualistic.
formed, and little social and cultural The underwater Gilman's are perhaps one of
development took place. the best examples of this. At first glance, they look
However, there are few barbarous that deserve like fish. They can live underwater, and their
to be called rules. thoughts are unknown. In fact, their mental
These are the barbarous elites such as Drake, structure is far removed from that of a humanoid.
Basilisk and Nosferatu. Lizardman are somewhat understandable, but
They are more intelligent than humanoid, once you've almost been sacrificed in one of their
they understand the benefits of efficient group weird rituals, you'll be in no mood to befriend
dynamics and the effectiveness of methods other them.
than brute force, they have a sense of learning Some barbarous, like Ardler, have acquired
and understand humanoid culture, and they the ability to fly. Some scholars that they are birds
absorb a lot from the humanoid civilization. that have undergone transformations. They are

24
Part 2 Monsters

proud warriors and more akin to barbarous than ANIMALS


to animals.
The world of Raxia is home to a wide variety
Formica looks like ants. Their social behavior
of animals, including giant reptiles such as Kyplox
and thinking are similar to that of ants. However,
and Dolgiras.
when they are dissected, they have a normal spine
There is a theory that they were created by
and many skeletal features in common with
Gods as a subproduct of mythical beasts, but this
humanoids and barbarous. What appears to be
is somewhat unreasonable. What makes a
an exoskeleton is simply a hardened epidermis.
mythical beast a mythical beast is its intelligence,
Did they acquire their current appearance as a
its distinctive individuality, and its long-life span.
result of adaptation to the deserts?
Giant reptiles certainly have long life spans.
Their society is very unique and they do not
Especially large herbivorous ones, according to
have much contact with other barbarous. But
one theory, do not have a definite lifespan.
even they follow the powerful. Their ability to
However, they continue to grow throughout their
specialize locally often allows them to operate
lives, eventually becoming unable to support their
beyond the expectations of the humanoids. The
own weight and die. Before that, they are usually
fact that they rarely cooperate with other
preyed upon by other animals when they become
barbarous undoubtedly makes them all the more
too slow. This is not the case with mythical beasts.
surprising.
One of the reasons they can be mistaken for
GIANTS mythical beasts is that they can breathe fire and
discharge electricity. However, specialists believe
Although few in number, the giants are a
that, unlike mythical beasts, which use mysterious
distinctive group among the barbarous.
and magical means for their unique skills,
Some giants have distinctive forms, such as the
Kyplox's fire and Dolgiras' discharge are all
myriad-armed Hecatoncheires. The majority of
produced by the body's internal organs. If you
the Giants, however, are looking like enlarged
encounter them in the course of your adventures,
humanoids.
there is not much difference in the degree of
Many Giants are primitive. Some make jokes
threat they pose.
that their brains could not keep up with their
growing bodies, but they may not be so far off the
mark. PLANTS
Giants have voracious appetites and high Plants, which can be considered primitive
fighting capabilities. Some are mild-mannered, organisms, can be found anywhere in the world,
but most behave in a manner similar to animals, if not in barren deserts.
letting their instincts guide their actions. Because But once you leave the area where humanoids
of their huge size and gluttony, it is difficult for live, you will encounter something quite different
more than one Giant to live in one area, so Giants from mere flowers and grasses.
had no room for the development of culture and Plants that we come into contact with daily do
technology. not move on their own and do not cause trouble
On the other hand, Trolls, who are small for us. At best, you may inadvertently eat
Giants, developed their own unique fighting something poisonous by mistake and suffer
techniques to compensate for their size, severe consequences because of that.
disadvantage for the Giants. As a result, they are However, in deep forests where no one has
now rarely mentioned as Giants. ever set foot, you will find an astonishing number
However, by analogy with the fact that the of strange plants. They can attack with their vines
Giants have their own language, they may have and set a wide variety of traps for unwary
once had an advanced civilization. In fact, there travelers.
are Giants with brilliant minds in Raxia today. What is even more astonishing is that some
These giants are intelligent and imposing, with plants are highly intelligent. The fact that these
culture similar to Trolls. When I visit the ruins of primitive creatures can be highly intelligent
huge building from the age of divine civilization, makes one wonder why they are called “primitive
I cannot help but think that the kingdom of giants creatures”.
may have existed in the age of mythology far back
in time.

25
I once tried to converse with an Entlet I met in their hatred, they cannot end their torment
in the woods for several weeks. They have a living in constant pain and agony. It is a very
lifespan of thousands of years, and they talk very disturbing existence.
slow, so it takes a lot of patience to communicate Of course, some of them can assent to heaven
with them. However, it was a valuable experience by accomplishing their goals. It would be better if
to be exposed to their deep contemplation, their goal could be solved by such peaceful
kindness, and value of the whole over the means, but it often does not work that way... This
individual. Moreover, they were surprisingly is the trouble with the hateful undead.
knowledgeable about the world and aware of
many historical facts. I tried to explain to it in so TOWARD ULTIMATE IMMORTALITY - KINGS OF
many words how they came to know such THE DEAD
information and to understand it, but in the end Finally, there are those who, in their pursuit of
I was left in the dark. immortality, have chosen to become undead
This is only my theory, but plants may share themselves.
information with the rest of the world, and as with Many of them were excellent ancient
the legend of Yggdrasil, which exists from the age magicians. Their mind and research are more
of mythology and bestows knowledge on those important to them than soulscarred soul or even
who touch it, suggests, plants may be observers of the concept of being alive. They are frightening
the world. in my view.
What is most frightening about them is that
UNDEAD they are highly intelligent, have acquired a variety
of unique skills, and can manipulate magic at will.
The undead, the abominable wicked They are also extremely cautious, sly, and
incarnation, can be also called “soulscarred insidious. If you set foot in their territory, it will
ones”. be difficult to return home alive. And if you try to
Although they are often recognized as to-be- defeat them, you will have to be prepared to fight
destroyed-monsters, undead can also be broadly an inexhaustible army of undead.
classified into three types. Some scholars believe that Nosferatu are the
result of this research into immortality. However,
THE LIVING DEAD - ZOMBIE AND SKELETONS Nosferatu were already in existence during the
The most common undead is that of a corpse period of the Divine Civilization, so it is
that has been left unattended without proper implausible to assume that they were created by
burial, and then becomes a Zombie or Skeleton. the magic of later civilizations.
These undead have no real intelligence. They act The technology and knowledge to make
out of hatred for the living, and seek to take their oneself an immortal has long since been lost.
lives. Worse, they can instinctively do many of However, the Kings of the Dead with ancient
the things they were able to do in life, such as use knowledge still exist, and their secrets may be
weapons and open doors. They can even ambush hidden somewhere in the world. And it has
or intentionally drive their prey into a corner. always been humanoids who seek their
One must be on one's guard. This type can also knowledge. Considering this, I cannot help but
be created and used by conjurers. An undead think that the greed of the humanoids is no less
controlled by a good caster may pose a greater than that of the barbarous.
threat.

ANGRY SPIRITS – HATRED OF LIVING AS A LIFE CONSTRUCTS


GOAL Constructs are being created and brought to
The next type of undead is the unsubstantial, life by humanoids' hands.
hateful undead. This type is, in a sense, the most At every age, there has always been a demand
dangerous. Because of their intense resentment for a being that can work for you. This has
toward the living, their attacks are harsh and resulted in the creation of constructs of different
unrelenting. Banshee is the best example of this types in the two latest civilizations that have died
type, and their hatred can reach peak thread out.
levels. Moreover, once they become entrenched These are the golems and magitech soldiers.

26
Part 2 Monsters

THE ETERNAL K EEPERS – GOLEMS Such technology was lost in the Great
Golems are construct created in the ancient Catastrophe, but some of it has often been found
magic civilization era. in the ruins.
These artificial humans were created from Nowadays, the technology to create such
clay, stone, iron, and other materials in an magitech soldiers has been lost, and it is difficult
attempt to create a substitute for humans, a to even for a good artificer to operate them, but
creature that resembles a human being. at the time of Magitech Civilization, the process
Golems have no emotions. They were given was so simple that anyone could handle it. And
only the mind to hear, understand, and execute like golems, these magitech soldiers continue to
commands, and rare materials were used in their guard the ruins of magitech civilization.
creation to make them sturdy. Some golems were Sometimes you can encounter these soldiers
even made of mithril. wandering in the wilderness, ready to attack, with
On the other hand, it seems that magicians in the order to attack still being inputted into the
the age of magic civilization did not try to give system. I was so terrified when I stumbled upon
golems much more functionality than that. It a large DOOM in the plains.
seems that all they wanted was a faithful servant Many scholars still claim that the runefolk
that would carry out their commands forever created in this period are also constructs and
without complains. Therefore, they were runefolk also do not deny this. My traveling
extremely sturdy and durable, and could fight companion, Ignace, was once half killed by a
only to silently protect their treasured ruins and client who treated him like a lowly servant. While
research facilities. runefolk are generally known for their patience,
If you still explore the ruins of the ancient my partner's temper is on par with that of a water-
magic civilization era, you will often encounter heater. I think it is nonsense to call runefolk
golems. They faithfully try to carry out their role constructs. It is not practical to create constructs
for the sake of the civilization that perished 3,000 whose motivation and mood can affect their
years ago. It’s both admirable and pathetic. performance.
In addition, the magic to create a golem is still I sometimes wonder if he is a good partner,
in use by conjurers of today. It may be a crude but I'll keep quiet about it...
compared to the advanced spells used by wizard-
kings of the past, but it is still a useful magic if GHASTS
mastered. However, for those who are not kings, Among the constructs, it would be impossible
the cost of materials is a little high, which is a not to mention Ghasts.
concern. Apparently, it was not even an ancient magical
civilization that created the Ghast, which looks
EXCELLENT KILLING WEAPONS - MAGITECH like a black humanoid-like creature.
SOLDIERS I don't know for sure, but it seems to be a
The Magitech Civilization arose after the barbarous construct - a construct created by
demise of the ancient magic civilization. Drakes.
It was only natural that construct production One of the reasons why Ghasts are considered
would flourish in this civilization that had to be particularly unique among constructs is that
succeeded in creating numerous magical objects they are self-propagating. It is said to be born
and comfortable living for all living creatures. from the fusion of shadows and miscellaneous
One of the major differences between the souls wandering the world, but the process is not
constructs of this period and the golems of the well understood. If this is true, it seems closer to
magic civilization period is their diversity. Unlike undead than to constructs.
golems, which were mainly created as guardians, Most Ghasts do not pose much of a threat. But
various types of magitech soldiers were created it is troubling to note that they can grow in large
for different purposes. numbers and attack all at once.
Therefore, unlike golems, most magitech What's more, surprisingly, Ghasts gets bigger
soldiers are not even humanoid-like. They were and stronger with each passing year, as the
created as weapons, and therefore their design is darkness becomes more concentrated. Once, for
efficient. They could be powered by magispheres example, Ghasts appeared in the labyrinth
and compactly transported in storage spheres.

27
shadows, and it took several days to destroy them Many mythical beasts prefer to live alone and
before we could even walk down the maze. spend their time in seclusion in remote places far
Some Drakes still make Ghasts and have from human habitation. This is one of the
inherited the method of sealing them in a stone reasons why their birth rate is low and their
called a Magic Stone. They have their numbers are not very large. However,
subordinates carry it as a weapon for considering their strength, low life-support costs,
emergencies. Ghasts summoned from the Magic the intelligence they seem to be the most
Stones tend to follow the orders of their users. complete creatures of all. The perfection of the
Although basically a weakling, Ghast, dragon, in particular, is incomparable to that of
condensed for hundreds or thousands of years, our humanoid species.
may be a formidable enemy to be reckoned with. Before humanoids were born and gods were
It is dangerous to approach it carelessly. born, dragons must have been the greatest beings
in Raxia.
But even the dragon was a failure in the eyes
MYTHICAL BEASTS
of the creator, the Magic Swords. But the only
I have always believed that there is no more reason for this was that it could not hold a magic
perfect creature than the mythical beasts. sword.
The difference between them and animals is
as mentioned above, but the more one learns
about them, the less one can think of them as FAIRIES
animals. Fairies are mysterious beings.
Most mythical beasts live a long life, with You can think of them as natural phenomena
lifespans of over 100 years. In addition, for their if you will. They dance with the wind, burst with
large bodies, they eat extremely little. There have the fire, sleep with the earth, and flow with the
been cases in which they lived for decades water; fairies are everywhere, according to the
without eating or drinking. fairy tamers. But I rarely notice fairies, and my
Even after years of research, there seems to be partner, Ignace, can't see them at all – for the
no clear answer as to why they can sustain life on runefolk they are invisible.
such a small diet. One theory that is considered It is said that fairies prefer nature and dislike
to be somewhat plausible is the relationship artificial things. Therefore, wearing metal
between mythical beasts and mana. Mythical processed goods - mainly armor - weakens fairy
beasts do not mainly supply themselves with magic, and even fairy tamers rarely see fairies on
energy through oral intake, but rather use mana the streets.
contained in the atmosphere as an energy source The existence of a soul is often discussed as a
by breathing it into their bodies. reason why runefolk cannot see fairies. Indeed,
This theory is supported by the fact that the runefolk is artificial life. The fact that they
mythical beasts are often found dealing with cannot be reincarnated and don’t get soulscars
breathing techniques that allows them to power seems to confirm this. Some researchers have
with mana their techniques. However, according concluded that a creature must have a soul in
to the myth, the world was filled with mana only order to see fairies; others have suggested that the
after the third sword Cardia was shattered. How runefolk's very existence is artificial and that this
did they survive before that? This contradiction is why fairies do not show themselves to them.
is the main reason why this theory cannot be Some fairies are intelligent. If you talk to these
settled. fairies, you will find that they do not avoid or
Nevertheless, mythical beasts actually can live dislike runefolk in any way. Rather, fairies seem
an unimaginable amount of time without eating to dislike soulscars and they feel comfortable with
or drinking. And for their dragon-like size they runefolk that do not have them. When he
rarely hunt and eat small considering their size. wandered into Fairyland in the past, Ignace
These facts suggest that the myth may in fact received a warm welcome. He remembers that
be false and that Raxia may have been full of the place was surprisingly entertaining because it
mana before the War of the Gods. Or perhaps wasn't visible to him.
mythical beasts acquired these qualities after the It is believed that fairy is created by the
shattering of Cardia. interference of nature with mana. However, there

28
Part 2 Monsters

are many who do not seem to be so simple. found in the literature of the ancient magical
There are Muryans, which looks like a swarm of civilization period.
ants, and the Bannik, which looks like a flying hot Moreover, it is troublesome to note that there
spring. There is a theory that these fairies may are some magic civilization period ruins that are
have been artificially created during the ancient still sealed with the daemons that were
magic civilization period. I, however, reject this summoned at the time of the magic civilization. It
theory. Rather, I believe that they are the result of is extremely dangerous to listen to the words of
a mixture of humanoid desires, illusions, fears, these daemons. But they are adept at penetrating
and other spiritual elements, nature, and mana. the cracks of people's hearts and arousing their
Otherwise, Dryad, a beautiful fairy, would not desires, leading them to believe that they can
have appeared in the forests. Ignace seems to easily dominate the daemons. And when they get
think that I am just being too imaginative with this carried away, they betray at the worst possible
story. moment.
Incidentally, there are several documented
instances of barbarous dealing with daemons in
DAEMONS
the Great Catastrophe. Despite their evil and
In Raxia, daemons may be the most fearsome hideous appearance, daemons do not have
beings of all. soulscars. Hence, daemons were sometimes used
Originally, the daemons are not from Raxia. to destroy Swords of Protection that repel
They were summoned from another world called barbarous. However, it is said that the barbarous
the Daemon World and appeared in this land. army was sometimes destroyed by the inadequate
With strong bodies, a wide variety of unique daemons. There are also rumors that some
skills, and cunning and brutal minds, they love to daemons have become barbarous kings and are
make people suffer, regardless of whether they still scheming in the dark.
are humanoid or barbarous. What is most surprising is the fact that most of
We cannot understand their motives clearly. these powerful daemons are in reality lesser
However, the higher the level of daemons, the daemons. The Greater Daemons, the higher
closer they seem to us. They can trade with us, species, and the Daemon Generals who
and sometimes give us various kinds of command them are said to be as powerful as the
knowledge. There are even daemons that can Minor Gods. The Daemon King, moreover, is
become allies. But even this may be a lie created thought to be as powerful as Major or Ancient
by daemons to lead astray. Gods.
It is thought that daemons appeared in Raxia The daemons throw surprisingly luscious and
in the middle ages of the ancient magical tempting proposals at us. But don't listen to them.
civilization. It is thought that wizard-kings Because all that awaits is tragedy and despair.
developed the technique of summoning
daemons. The main purpose that seems to be to
DIVINE BEINGS
use them as strategic weapons to destroy enemy
nations. In the beginning, it seems that a large- Those who are connected to the gods, or
scale ritual was required and seals and contracts those who are on the verge of attaining divine
were made to restrict the movements of the power, are called divine beings.
daemons. As a result, many of them would have In the first place, it may be a mistake to think
destroyed themselves. I believe that the ancient of divine beings as monsters. In fact, there have
magic civilization Durandal was destroyed in no been countless protests from temples to
small part because of daemons. researchers about this.
I have many reasons to believe this, but the And even among researchers, nothing more
most frightening thing about daemons is that they than speculation has emerged about the
are willing to settle in Raxia even though they substance of Gods. If you learn how to become
have been forcibly summoned from the other God, anyone can become one. God is God
world. In fact, the higher daemons can summon because mortal beings cannot understand it.
lower daemons one after another to form a But no one in Raxia doubts the existence of
daemon army. Examples of daemon armies God, and some Minor Gods have been known to
destroying defenders and attackers are often appear in public.

29
Since ancient times, there have been several God needs a large number of followers to
documented cases of people who have aspired to maintain its power. In view of this, God is not
become gods and have come to be called divine something that one tries to become, but rather
beings. However, I believe if the attempt to something that one has become.
become a divine being has failed it still can be
called a “divine being” instead of a “god”.

30
Part 2 Monsters

DESCRIPTION OF THE M ONSTER STATS


Starting on page, you'll find stats of many monster itself. In particular, anything that is
monsters you'll encounter in the world of Raxia. detrimental to the monster will always be active.
In total, the book contains data on over 350 Nevertheless, the GM may rule that the
monsters, including those in the existing unique skill does not work in exceptional
rulebooks. circumstances, at their discretion. No player is
going to complain because GM removed the
MONSTER’S UNIQUE SKILLS [○Flight] skill from a monster in a place with a low
ceiling and no free space at all.
Monsters living in Raxia have a variety of Also, depending on the monster and its
unique skills. Some of them have been described abilities, there may be cases where it is explicitly
in the previous rulebooks, but when we compiled stated that it can be lost. The most common case
the stats in this book, we changed some of them is a multi-section monster that loses it when it
for the sake of convenience and consistency. loses some of its sections (section HP drops to 0
Many unique skills have been renamed. or below). If this is the case, the GM should
However, in most cases, the game rules are follow the skills description.
exactly the same as before. Even if the name of
Medusa (see p. 43) unique skill was changed ↝MAJOR ACTION TYPE
doesn't change the fact that anyone who sees her The skills marked with “↝” tags are those that
will be turned to stone. And rules of petrification can be used only with Major Action. If this
are still exactly the same. Please consider that this unique skill is used, the monster (section) cannot
revision of the notation was made to easy-to-read use melee attacks or other unique skills that are
skills and to prevent confusion in interpretation. also Major Action Unique Skills.
Unless otherwise noted, Major Action Unique
(Change in Monster Stats) Skills cannot be used with Full Move on the same
As already mentioned, for monsters published turn.
in existing rulebooks or related books and
reprinted in this book, we have tried to keep the ☆MINOR ACTION TYPE
numerical stats unchanged.
Only a few of the changes have been made. Skills with a “☆” at the beginning can be used
This is due to some errors in the previously only with Minor Action. Unless otherwise stated,
published data, which forced us to make some they can be used any number of times during one
changes here. turn, and do not interfere with the use of other
See SNE Group website for a list of changes skills.
(http://www.groupsne.co.jp/). These skills can also be used with Full Move
on the same turn, unless otherwise noted.

SKILL CLASSIFICATION TAGS ☑DECLARED TYPE


In this book, all the unique skills of monsters The skills marked with “☑” tags are the same
have been given a classification tag to indicate as some of the combat feats that can be used by
their characteristics. Until now, it was unclear PCs, and their can be used with Minor Action.
whether or not some monsters could use multiple Their effect of the use lasts until the start of the
unique skills at the same time, which sometimes monster's next turn.
put a strain on the GM's ability to run the game. The declared unique skills can only be used
Here are all the classification tags. once per round. Rarely, some monsters can use
them more than one in a round (indicated by the
○PASSIVE TYPE passive unique skill called “Multiple Actions = X
A skill with a “○” tag at the beginning of its times”), but even these monsters cannot use the
name indicates that the effect is always active. same unique skill multiple times to double its
Basically, this effect cannot be canceled by the effect only to combine various effects.

31
The declared unique skills can be used (Classification Tag) Unique Skill Name / X(Y) /
regardless of the movement method. Target Standard Value/Resistance
Example: ↝Fire Breath / 11(18) / Fortitude /
▽CONDITIONAL TYPE Half
Skills tagged with a “▽” tag are those that So Unique Skills have the following format.
generate an effect when some condition is met. First comes the tag that classifies the unique
The [▽Poison] unique skill, which creates an skill, as already explained. This is followed by the
effect when a monster hits with a melee attack, is name of the unique skill. In this book, when
a typical example of these skills. referring to a unique skill, the classification tag
This unique skill is essentially automatic. and the name of the unique skill are enclosed
Some of them are detrimental to the monsters. with square brackets. In this case, the reference
There may be cases where the GM, after would be [↝Fire Breath].
carefully examining the situation and conditions, The next part, X(Y), is the number used to
may decide that this skill will not occur. calculate the target number for resistance check
(save). X is the standard value, which the GM
▼CONDITIONAL CHOICE TYPE rolls 2d and adds to it to get the actual target
The skills tagged with “▼” tags are those that number. The Y part is a fixed success value.
can produce an effect when some condition is Calculated at X + 7, GM does not roll the dice
met, but the monster (GM) can choose whether and may use this number to speed up the combat.
or not to actually use it or not. There are several After that, a standard value is specified to
possible patterns, such as a limited number of counter it. Most of them are either Evasion
uses, risk as well as a benefit, or a choice of one check, Fortitude, or Willpower save. In rare
of several types of effects. cases, something else will be specified, but the
usage is the same: roll 2d, add it and compare it
to the target number mentioned above. If there is
NOTATION OF UNIQUE SKILLS
a tie or a higher success value, then the target is
In general, the unique skills of a monster, saved against a unique skill.
written in monster stats, is headed by a The last part is the opposite result, which can
classification tag, the name of the unique skill, be either Neg or Half, where Neg means that if
and its basic stats if necessary, followed by a the target was able to oppose it, they are not
detailed description of its effects. The GM can affected by unique skill at all. Half is often found
then proceed with the game by simply looking at in unique skills that inflict damage, where the
the monster's stats. target suffers half (rounded up) of the damage
Some of the skills that can be easily and specified for each unique skill. Some unique
completely understood from the headings alone skills have negative effects along with the damage,
are not described in detail (see “Skills not and if the damage is half, the target takes the half
Described in Detail” on page 33). damage but is not affected by negative effects. For
There are also cases where monsters have the example, if it says, “You take 2d+8 water/ice
same skills in different forms, and the detailed magic damage and the target has a -2 penalty to
description of one is left to the other and just their Accuracy and Evasion checks for 30
referenced in another, but in these cases, stats are seconds (3 rounds)”. If the target is saved against
on nearby pages, so there will be no trouble in this unique skill with Half resistance the damage
searching. must be calculated as “2d+8” and then halved,
and they will not receive a penalty to their
UNIQUE SKILLS HEADERS Accuracy and Evasion.

Many unique skills provide the target with the CAN’T


opportunity to resist or avoid them. They are Some unique skills have “/ Can't” immediately
handled as follows. after the unique skill name. In this case, the effect
will always affect the target.

32
Part 2 Monsters

SPECIAL HEADERS ↝BOWS ↝SHOOTING


Some unique skills have special headers that These unique skills allow the monster to make
need to be comprehensively explained. ranged attacks, but when it makes a ranged attack,
it can only use Limited Move.
↝A MAGIC X LEVEL/MAGIC POWER Y(Z)
↝A MAGIC, B MAGIC X LEVEL /M AGIC POWER SKILLS NOT DESCRIBED IN DETAIL
Y(Z)
Some unique skills do not have a detailed
This unique skill allows monsters to cast description, because their meaning is clear from
truespeech, spiritualism, divine, fairy, or the header alone. Here is a description of them.
magitech magic. “A Magic” indicates a type of
magic system. Level indicates the maximum level ↝A MAGIC X LEVEL/MAGIC POWER Y(Z)
of spells monster can cast and Magic Power The magic unique skills have already been
described is used for Spellcasting checks and explained in the previous section. If you know the
Extra Damage. Z is the fixed value for the system to be used, its level, and Magic Power, you
Spellcasting check, which is always calculated as can handle it using magic rules, so the
Magic Power +7. explanation is omitted.
When monsters can use multiple magic
systems at the same level, they are written on a ○FIRE IMMUNITY , ○WATER /I CE IMMUNITY ,
single line. On the other hand, when multiple ETC.
magic systems have different maximum levels,
A unique skill named [X Immunity] means
they are written as separate abilities on multiple
that the monster is immune to all the effects and
lines.
damage caused by X.
In general, spells are cast with Major Action,
which means that if a monster casts a spell, the However, the next description, [○ Normal
monster cannot use melee attacks or unique skills Weapon Immunity] provides immunity, not
that use Major Actions. But some spells can be from a specific type.
cast with Minor Actions.
○NORMAL WEAPON IMMUNITY
Also, as with characters, when casting spells,
monsters must use only Limited Move. This is Monster with this unique skill is immune to
also true when casting spells with Minor Action. the damage of non-silvered and non-magic
The monster can cast spells without magic weapons.
implement and other Usage Conditions met (see Weapons that inflict magic damage, such as
CR I: p. 149-157). weapons created with [Create Weapon] spell (see
CR I: p. 269-278), can generally inflict damage on
↝SPELLSONG/X(Y) monsters with this unique skill.
The use of spellsong is also similar to the use But some Tangling weapons (see AW, p. 81)
of magic. The monster cannot use other that even deal magic damage weapon needs still
movements other than Limited Move, and when to be silvered or magic to deal damage to
a monster uses spellsong. Also, the monster may monsters with this immunity.
ignore the conditions of needing the instrument
and other conditions. ○MULTIPLE ACTIONS = X TIMES
This means that the monster can use the
☆TECHNIQUES declared unique skills power as many times as
When using the technique, the monster can indicated, which is generally allowed only once
use Normal Move or Limited Move. In general, per round. The monster cannot use the same
for a monster with multiple sections, if one unique skill multiple times to double its effect. If
section uses technique all sections may or may the unique skill has a different name, the effect
not be affected by the technique. In this case, for will cumulate.
each section cost of the technique is multiplied by
the number of affected sections. If the HP of a
section with the [☆Technique] unique skill falls
to 0 or below, this unique skill cannot be used.

33
COMMON SKILL RULES there is more than one specified ability score, one
of them will be determined at random. This
There are some unique skills in the monster
decrease in ability scores is accumulative, and
that differ in some details but have the same
when it reaches 0 (it does not go below 0, just
general rules in common. Among these, the stops at 0), the character is completely petrified.
following two, which appear frequently, are Once petrified, the character can no longer move
described independently here. or act at all.
For a fixed-value character, the penalty
DE-BONDING
modifier is applied to the checks associated with
Some monsters can attack targets by
the specified ability score: Accuracy check for
entangling them in their tentacles or holding
Dexterity, Evasion check for Agility, and
them in their strong arms. These abilities have
Spellcheck for Intelligence. The GM may apply
disadvantages for the target, such as restricting the
this to other unique skills as well, as long as they
character's movement or actions or causing a
are clearly related to the ability score. The size of
penalty or automatic failure to the skill checks.
the penalty depends on the amount of the ability
While there are minor disadvantage
score reduction (-X). If the reduction score is -6,
differences (explained individually), the process
the penalty modifier is 1. If the score is -12, the
for escaping entangling is the same. This is called
penalty modifier is -2. A character with a fixed
de-bonding and is explained here.
value will be petrified after being subjected to this
In order to capture a character, entangle or
effect a total of three times.
hold, an Accuracy check or similar check must
If a character is in the process of petrification,
be made first specified in the unique skill. GM
the [Remove Curse] spell (see CR I: p. 248-255)
should write the monster’s success value as the
can remove it, but once a character is completely
target number for escaping. In case of multiple
petrified, only [Cure Stone] spell (see CR II: p.
hits choose the lowest success value.
127-131) or similar magic can undo it.
A character in an entangled state can try to
A petrified character can return to life, as long
escape by de-bonding as a Major Action. This
as it is freed from its petrified state. However, if
character needs to do a check 2d + Adventurer
the damage was done to the statue, it will be
level + Strength modifier, and the target number
applied to the character. If its neck was broken, it
is the success value of the monster that GM wrote
is impossible to return the character to return
down earlier. If the success value is greater than
alive. Also, if it has been exposed to the elements
or equal to the target number, the de-bonding was
for too many years and has become weathered, it
successful, and the character is no longer
also will be difficult to bring it back to life.
entangled.
Another character also can de-bond. The
same check needs to be made, and if successful, ADDITIONAL ELEMENTS
the target character escapes and is free to act Here you can find other common rules that
immediately afterward. Of course, another are already described in the rules, but we
character will still have to use its Major Action. collected them to unify their description.
If the GM forgets to write down the success
value, they can roll the dice again to determine it, ACTION (SKILL) CHECK
or use a fixed success value. Action checks (see CR I: p. 109) include all
skill checks except Fortitude, Death Check, and
PETRIFACTION Willpower checks. It is used in the description of
These are unique skills that some monsters unique skills. You will often see phrases like “-X
have that slowly dampens the character's abilities, penalty to any action checks”.
eventually leading to petrification. Many of them
- in fact, all in this book – is of curse type. INVISIBILITY
If the character has this unique skill, the Some monsters have the ability to make
description should say “petrification progress themselves invisible. Also, runefolk can't see
(ability score name/-X)”. If a character is affected fairies.
by this effect, the specified ability score will be These invisible characters are handled as
reduced by X's specified number of points. If follows.

34
Part 2 Monsters

LINE AND BREAKTHROUGH IN THE SAME


If you are attacked by an invisible character, SKIRMISH
whether it is melee or ranged, you take a -4 If the magic or unique skill of “Area: Line” or
penalty to your Evasion check. “Area: Breakthrough” targets character in the
When you make a melee attack against an same skirmish you are in, it should be ruled as
invisible character, you suffer a -4 penalty to your follows.
Accuracy check.
You can target an invisible character with a Anything that is directly targeted will always be
ranged attack as long as it is within the skirmish included as the target.
in which you are present. In this case, you take a Anything else on that skirmish has a 1/2
-4 penalty to Accuracy checks. chance of being the target, by definition.
Invisibility doesn’t affect Spellcasting checks. If the spell or unique skill caster and the direct
Spells and magic effects with Target: 1 Character target are both in the same skirmish, their
can target only be its target if the invisible object coordinates are in the center of the skirmish. In
is in the same skirmish. this case, the direction of the breakthrough is
When using “Area: Line” spells or effects, arbitrarily determined by the GM. If you are
only objects in the same skirmish can be directly using hexes, squares, etc., then they may decide
targeted (see the next section, “Line and at random, but otherwise, unless there is a
Breakthrough in the same skirmish” for more specific reason, the direction should affect the
information on this). Of course, even if the target least extra targets as possible.
is invisible, there is still a risk of getting caught in If the spell or unique skill caster and the direct
its linear path. target have the same coordinates but not in the
You cannot make skirmishes directly against same skirmish, the caster can draw a straight line
an invisible character. It is possible to join a in any direction as they wish.
skirmish that already contains an invisible
character.
COMMON ABILITIES OF MONSTERS
If you are invisible to all enemies in the
skirmish, you can leave the skirmish by moving, Undead, construct, and fairy monsters have
without the need for a Retreat action. However, each their common abilities. They are described
if the move removes the invisibility itself, you together at the start of their sections, and these
cannot do so. common abilities are omitted for each individual
Note that a blind character is treated as if all monster.
characters other than themselves are invisible to If an individual monster has a unique skill with
it. the same name or negates common ability, the
individual monster's unique skill will take
PSYCHIC TYPE (WEAK) precedence.
Psychic Type (Weak) can be easily removed
by bludgeoning damage. This effect is
immediately removed when the target under its
effect suffers damage to HP or MP. Also, other
characters can use a Major Action per character
to remove this effect. To remove effect both
characters must be in melee attack range. No
Accuracy check is required.
Note that spells, spellsongs, and other effects
that are supposed to be canceled by damage to
HP or MP are treated as psychic type (weak)”.
Normal sleep is also categorized as such.
Also [Sanity] spell removes psychic type
(weak) (see CR I: p. 248-255).

35
HOW TO R EAD MONSTER STATS
① LEVEL
The monster's level.

② NAME
The monster's name.

③ FIRST PUBLISHED
Indicates the first occurrence of the monster.
Each symbol has the following meaning:
I-III: “Sword World 2.0 Core Rulebook I-III”
MC: Supplement “Mist Castle”
FG: Supplement “Fairy Garden”
Misc.: Replays, novels, web and “Role&Roll”
magazine.
New: Newly added in this book

④INTELLECT
Expresses how well the monster's ability to
make rational decisions is.
None: Not able to think logically, behaving
only through instinct.
Animal: Has instincts like an animal. Attacks
and defends out of instinct and can run away
during a critical situation.
Low: Almost completely behaves out of
instinct, thinks selfishly of profit, and is able to
speak.
Average: Humans and other races have
similar intelligence. They use money-making
tactics and negotiate until a decision can be made.
High: Has a higher intellect than most
humans.
Servant: Obeys each command given but is
not functional without someone to order it.

⑤PERCEPTION
The use of a monster's senses.
Five Senses: General sight, hearing and touch,
and being able to grasp one's environment. Sight,
Hearing, and Touch are the senses with the most
emphasis. Having abilities like Darkvision is
similar to Sight during the daytime.
Magic: Recognizing the activity of Mana in an
environment. Light and illusions cannot delude
someone with this type of perception.
Mechanical: Sensors and cameras scan the
perimeter of their location. Light and illusions are
not deceiving to them.

36
Part 2 Monsters

⑥DISPOSITION ⑫MOVEMENT SPEED


If a monster would happen to meet the party, The speed at which a monster moves during a
this is what behavior they would show. Normal Move. A Full Move is three times this
Friendly: Basically, they side with the party's distance. A monster's means of movement is
purpose. If the injury was inflicted upon them, assumed to be Walking unless otherwise noted.
they would retaliate and become an enemy. If there is more than one method listed, it means
Neutral: Their disposition toward the party there are multiple methods of movement.
may change due to the party's attitude, becoming
either friendly or hostile. ⑬FORTITUDE
Hostile: They wish only to harm the party and This is the standard value for Fortitude for the
act on this intent. A hostile enemy will not monster and is also used when the GM performs
attempt to understand the party's intent. a Death Check for the monster. The number in
Hungry: A monster may feel hungry for the parentheses is the one used as a fixed success
party's loot and food and will battle without value that can be used without a dice roll.
thinking. The GM decides on the condition of
each monster. ⑭WILLPOWER
Instructed: The instruction received This is the standard value of the monster's
determines the monster's reaction towards PCs. Willpower. The number in parentheses is the
If the instruction was to hinder the PC's progress, one used as a fixed success value that can be used
the monster is hostile. Otherwise, PCs will tend without a dice roll.
to be ignored.
⑮ATTRIBUTES
⑦LANGUAGE The basic combat abilities of the monster are
Indicates which language a monster use. Some listed here. For a monster with multiple sections,
monsters even know multiple languages. A there will be as many of these columns as there
monster labeled as having none cannot use them. are sections.
Fighting Style: The monster's method of
⑧HABITAT attack. If a monster has multiple sections, each
Indicates the location where the monster is section has its own method of attack, which will
primarily found. But some can appear outside of be listed. If it says “None”, then the monster or
the normal habitat. its sections cannot make melee attacks.
Accuracy: The standard value of Accuracy
⑨R EPUTATION /WEAKNESS checks for the monster’s attack. The number in
This is the target number for the Monster parentheses is for use as a fixed success value that
Knowledge check (see CR I: p. 117-137) to find can be used without a dice roll. If the attack
out who the monster is and to find its weak point. method is “None”, no value will be written here
either.
⑩WEAK POINT Damage: The physical damage that the attack
The weakness of the monster. If any deals with when it hits. It is determined by rolling
character's Monster Knowledge Check rolling 2d for each hit of the attack.
with Sage class is equal to or greater than the Evasion: This is the standard value when the
Weakness value (listed above), that character and monster (section) performs an Evasion check.
any of their allies know of and can utilize this The number in parentheses is for use as a fixed
weakness. success value that can be used without a dice roll.
Defense: Whenever the monster (section)
⑪INITIATIVE suffers physical damage, it is reduced by this
Initiative check (see CR I: p. 117-137), the number.
target number required for the PC to take the HP: The maximum HP of the monster. It is
initiative and act first. up to the GM whether or not to roll a Death
Check when the monster drops to 0 HP or lower.
Otherwise, the monster is destroyed when its HP
is at or below 0.

37
MP: The maximum MP of the monster For monsters with multiple body sections, if
(section), which may or may not be present for the name of the monster is listed, all of the unique
some monsters (sections). skills listed underneath apply to all sections of the
monster.
⑯SECTION STATS
In the case of a monster with multiple sections, ⑱LOOT
the number of sections, the name of each section, Here are the loot PCs can get when they kill
and the main section is listed here. the monster. If it says Always, they will get it
If a monster has multiple sections, the entire automatically. If the number is written, roll 2d to
monster will become disabled (dead or get the corresponding loot.
unconscious) when the HP of the main section In the case of a monster with multiple sections,
drops below 0. If there are multiple main PCs may roll as many times as there are sections.
sections, or if the main section is “All”, the In that case, Always-loot can only be acquired
monster will be disabled only when the HP of all once.
the sections falls to 0 or below. On the other The “number G” that accompanies the loot
hand, if the main section is “One” is written, the name indicates the price at which it can be sold.
monster will become disabled when the HP of The “Color name Symbol” part is the data for
even one of its sections falls to 0 or below. using it as a crude material card (see AW, p. 13).
In the case of the monster, which has only one
section, this part does not exist. ⑲ DESCRIPTION
Ecology of the monster, including a
⑰UNIQUE SKILLS description of physical characteristics.
The unique skills that the monster has are
listed here. In the case of a monster with multiple
sections, each section is separated.

38
Part 2 Monsters

B ARBAROUS
1 Kobold [I] p. 439 Description
Int: Low Perc: Five senses Disp: Neutral This barbarous is Redcap (see p. 41) that had become
Lang: Trade Common, Barbaric, Youma slaves used by higher-ranking barbarous. They are bad
Hab: Forests, Mountains, Caves fighters, but in groups, they become more dangerous with
Rep/Weak: 6/11 W.P.: Magic damage + 2 points higher morale.
Initiative: 10 Movement Speed: 12
Fortitude: 2 (9) Willpower: 3 (10)
2 Gremlin [I] p. 440
Int: Average Perc: Five senses (Darkvision) Disp: Hostile
F Style Accuracy Damage Evasion Def. HP MP Lang: Trade Common, Barbaric, Arcana, Youma
Weapon 2(9) 2d+1 1(8) 1 13 10 Hab: Highlands, Mountains
Rep/Weak: 9/12 W.P.: Wind damage +3 points
Initiative: 11 Movement Speed: 16/32 (Flying)
Unique Skills Fortitude: 2 (9) Willpower: 5 (12)
None.
F Style Accuracy Damage Evasion Def. HP MP
Loot
Bite 2(9) 2d-2 4(11) 0 14 14
Always Crude Weapon (10G/Black White B)
2–9 None
10+ Bag of Silver (30G/-) x 1d Unique Skills
↝Truespeech Magic 2 Level/Magic Power 4
Description (11)
The kobold is the weakest monster in the Barbarous
family. ○Flight
Standing about 1m20cm, they are close to a dog's A Gremlin receives a +1 bonus to Accuracy (only for
length when standing upright. Among other Barbarous, melee attacks) and Evasion while flying.
they are treated like a slave and may escape to humanoid
towns where they help with cooking. As perpetual Loot
servants, kobolds are surprisingly good at cooking, and an 2–7 None
adventurer will often spot a kobold in a restaurant's 8+ Strange Necklace (160G/White A)
kitchen.
Description
1 Redcap Slave New Gremlins appear to be small children with hair
Int: Low Perc: Five senses (Darkvision) Disp: Hostile covering their entire body, with small fangs and bat-like
Lang: Barbaric, Youma Hab: Forest, Mountain wings.
Rep/Weak: 6/11 W.P.: Physical damage + 2 points They are often very mischievous and dexterous
Initiative: 9 Movement Speed: 12 creatures. However, the reason for this has not yet been
Fortitude: 2 (9) Willpower: 2 (9) discovered and people often simply say that gremlins like
to ridicule.
F Style Accuracy Damage Evasion Def. HP MP
Weapon 1(8) 2d 1(8) 1 12 10

Unique Skills
○Gather Together
It gains a +1 bonus to Accuracy checks and +1 point of
damage for every two redcaps (of any type) other than itself
in the skirmish it is in.
The bonus modifier and damage increase from this
effect is limited to +4.

Loot
Always Red Hair (10G/Red B)
2–9 None
10+ Weapon (30G/Black White B)

39
On the other hand, they are extremely bad at hand-to-
2 Goblin [I] p. 441 hand combat, so once they get caught up in a melee, they
Int: Low Perc: Five senses (Darkvision) Disp: Hostile can be easily defeated by even a newbie enemy. They are
Lang: Barbarous, Youma Hab: Forests, Mountains, Caves usually working with Androscorpions (see later) who
Rep/Weak: 5/10 W.P.: Magic damage + 2 points taught them Magitech.
Initiative: 11 Movement Speed: 11
Fortitude: 3 (10) Willpower: 3 (10)
2 Sahagin [II] p. 292
F Style Accuracy Damage Evasion Def. HP MP Int: Low Perc: Five senses (Darkvision) Disp: Hostile
Lang: Barbaric, Gilman Hab: Coast, River Delta
Weapon 3(10) 2d+2 3(10) 2 16 12 Rep/Weak: 10/13 W.P.: Earth damage +3 points
Initiative: 10 Movement Speed: 12/16 (Swimming)
Fortitude: 4 (11) Willpower: 3 (10)
Unique Skills
None.
F Style Accuracy Damage Evasion Def. HP MP
Loot Weapon 3(10) 2d+2 3(10) 2 20 10
2–3 Crude Weapon (10G/Black White B)
4–9 Weapon (30G / Black White B)
10+ High-quality Weapon (150G/Black White A) Unique Skills
○Underwater Aptitude
A Sahagin is able to move in water without penalty.
Description
A goblin is shorter in height than a human and has
Loot
much shorter arms and legs. Goblins usually have big eyes
2–7 None
and long noses. If it sees you as superior, it fears for its life
and without thought, it begins to obey commands 8 – 10 Sahagin Trident (30G/Black White B)
immediately. They are rather unintelligent creatures and 11+ Ornate Trident (120G/Black White A)
often steal and rob to survive. In addition, they completely
lack the reflex to flee from danger. Description
An aquatic barbarous, Sahagin are a slave tribe to
2 Kobold Marksman New Gilman (see p. 45), often used as labor and soldiers. Their
appearance is little more than that of a fish with limbs, so
Int: Low Perc: Five senses (Darkvision) Disp: Neutral
as a race Sahagin are very self-conscious and timid.
Lang: Trade Common, Barbaric, Youma, Magitech
However, when ordered, they will move out of the deeper
Hab: Forests, Mountains, Caves
waters towards the shore and attack, sometimes going after
Rep/Weak: 7/13 W.P.: Magic damage + 2 points
smaller boats, sometimes attacking those who may be on
Initiative: 10 Movement Speed: 12
the shore.
Fortitude: 2 (9) Willpower: 4 (11)

F Style Accuracy Damage Evasion Def. HP MP


Weapon 3(10) 2d+2 0(7) 0 12 12

Unique Skills
↝Magitech 1 Level / Magic Power 2 (9)
↝Gunfire / 3(10) / Evasion/Neg
Performs a ranged attack with a gun. Gun’s range is
20m, magazine capacity is 2.

○Precise Shot
Attacks fired into a skirmish cannot misfire.

Loot
Always Crude Weapon (10G/Black White B)
2–7 None
8+ Bag of Silver (30G/-) x 1d

Description
This Kobold (see p. 39) learned Magitech and can
attack using their gun at long ranges.

40
Part 2 Monsters

chooses to appear (or is killed), appears to be a bizarre


2 Redcap [I] p. 442 humanoid creature with transparent skin and horribly
Int: Low Perc: Five senses (Darkvision) Disp: Hostile sharp claws.
Lang: Barbaric, Youma Hab: Forest, Mountain
Rep/Weak: 7/12 W.P.: Accuracy +1
Initiative: 9 Movement Speed: 13 3 Centaur [II] p. 293
Fortitude: 4 (11) Willpower: 4 (11) Int: Average Perc: Five senses Disp: Neutral
Lang: Barbaric, Centaur, Sylvan Hab: Meadow
F Style Accuracy Damage Evasion Def. HP MP Rep/Weak: 10/13 W.P.: Earth damage + 3 points
Initiative: 12 Movement Speed: 22
Weapon 3(10) 2d+3 3(10) 1 18 10 Fortitude: 5 (12) Willpower: 4 (11)

Unique Skills F Style Accuracy Damage Evasion Def. HP MP


None. Weapon 5(12) 2d+2 3(10) 2 25 18

Loot
Always Red Hair (10G/Red B) Unique Skills
2–4 None ↝Fairy Magic 2 Level / Magic Power 4 (11)
5–8 Weapon (30G/Black White B)
↝Charge / 5 (12) / Evasion / Neg
9+ High-quality Weapon (150G/Black White A)
This attack can only be used after Normal Move.
Centaur charges, spearing an enemy character with a
Description melee attack, dealing 2d+7 physical damage.
Redcaps grow deep-red hair on their head like a hat
and are approximately the size and shape of a goblin. Loot
Redcaps have slender limbs and carry small knives. They 2–7 None
are very patient and often attack humans in groups. 8 – 10 Battle Gear (30G/White B)
In addition, small redcaps have white hair, but it is said 11+ Fine Outfit (120G/White A)
to be dyed a deep red with repeated murders.
Description
3 Invisible Beast [I] p. 443 A tribe of barbarous whose upper body is connected
Int: Animal Perc: Five senses (Darkvision) Disp: Hostile to the body of a horse. While considered to be one of the
Lang: Barbaric Hab: Unknown many tribes of barbarous, Centaurs are incredibly proud
Rep/Weak: 12/15 W.P.: Accuracy +1 and independent, rarely interacting willingly with other
Initiative: 12 Movement Speed: 16 barbarous. Centaurs also tend to be excellent soldiers,
Fortitude: 4 (11) Willpower: 5 (12) their pride leading them to be among the first to charge
into battle.
F Style Accuracy Damage Evasion Def. HP MP
Claw 4(11) 2d+3 4(11) 2 19 10

Unique Skills
☆Invisibility
An Invisible Beast may turn its body invisible (see p.
34). Outside of combat, it may remain invisible
indefinitely. In combat, however, it may become invisible
for a maximum of 20 seconds (2 rounds), after which it
cannot use this unique skill again unless it takes a full rest
for 3 minutes (18 rounds).
If it is attacked or received damage, it is no longer
considered invisible, as blood or other substances will be
attached to its body.

Loot
2–7 None
8+ Clear Jewel (200G/Gold Red A)

Description
A rare beast with a transparent body, not much is
known about its ecology. An invisible beast, when it

41
3 Goblin Sister MC 3 Boggart [I] p. 444
Int: Average Perc: Five senses (Darkvision) Disp: Hostile Int: Low Perc: Five senses (Darkvision) Disp: Hostile
Lang: Barbaric, Youma Hab: Forests, Mountains, Caves Lang: Barbaric, Youma Hab: Forests, Mountains, Caves
Rep/Weak: 9/12 W.P.: Magic damage + 2 points Rep/Weak: 7/13 W.P.: Physical + 2 points
Initiative: 12 Movement Speed: 12 Initiative: 11 Movement Speed: 14
Fortitude: 5 (12) Willpower: 6 (13) Fortitude: 4 (11) Willpower: 4 (11)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Weapon 5(12) 2d+2 5(12) 3 26 26 Weapon 4(11) 2d+5 4(11) 3 21 10

Unique Skills Unique Skills


↝Divine Magic 3 Level / Magic Power 5 (12) ▽Continuous Attack
If a Boggart successfully hits a target in melee, they may
○☑Magic Aptitude make a second attack against the same target.
They can use the Combat Feats [Guided Magic] and
[Metamagic/Targets]. Loot
2–6 Weapon (30G/Black White B)
Loot 7+ High-quality Weapon (150G/Black White
2–7 Bag of Silver (30G/-) x 1d A)
8 – 10 Gems (150G/Gold A) x 1d
11+ Luxury Ornaments (500g/Gold White A) x 1d
Description
Lithe and slender, a boggart uses its wiry form to cause
Description incredible bloodshed. About the size of a human, boggarts
They are female Goblins (see p. 40), clad in black have no productivity to speak of, and make a living killing
vestments, and are able to cast Divine Magic. They are few and stealing from others. In addition, boggarts are often so
in number among goblins and are rarely seen near caught up in their bloody revels that they will not
humanoid settlements. surrender, instead of fighting to the death.
Boggarts will capture humans, goblins, and redcaps
3 Sahagin Warrior New with no impunity, and force their captives to obey their
every whim. Boggarts are also able to domesticate wolves,
Int: Low Perc: Five senses (Darkvision) Disp: Hostile as there are often wolf packs following a band of boggart
Lang: Barbaric, Gilman Hab: Coast, River Delta hunters.
Rep/Weak: 11/14 W.P.: Earth damage +3 points
Initiative: 11 Movement Speed: 13/21 (Swimming)
Fortitude: 5 (12) Willpower: 4 (11)

F Style Accuracy Damage Evasion Def. HP MP


Weapon 4(11) 2d+3 4(11) 3 23 13

Unique Skills
○Underwater Aptitude
A Sahagin is able to move in water without penalty.

Loot
2–6 None
7–9 Sahagin Trident (30G/Black White B)
10+ Ornate Trident (120G/Black White A)

Description
They are a larger-than-usual Sahagin (see p. 40) who
excels at swimming and fights following Gilman’s orders.

42
Part 2 Monsters

☆Techniques
4 Deep Gremlin [II] p. 294
A Boggart Swordsman may use the [Cat's Eyes]
Int: Average Perc: Five senses (Darkvision) Disp: Hostile Technique (see CR II: p. 88-94).
Lang: Trade Common, Barbaric, Arcana, Youma
Hab: Highlands, Mountains
Loot
Rep/Weak: 8/13 W.P.: Wind damage +3 points
2–5 Weapon (30G/Black White B) x 2
Initiative: 11 Movement Speed: 10/18 (Flying)
Fortitude: 4 (11) Willpower: 5 (12) 6+ Keen Weapon (100G/Black White A) x 2

F Style Accuracy Damage Evasion Def. HP MP Description


Much leaner than most Boggarts (see p. 42), these
Claw 4(11) 2d 5(12) 0 21 27
Boggart Swordsmen more than make up for it in speed
and agility. They leverage this improved agility by dual-
wielding weapons, turning them into extremely dangerous
Unique Skills
opponents. Even among Boggarts, a Boggart Swordsman
↝Spiritualism Magic 4 Level / Magic Power 7 is often involved in scouting and covert operations.
(14)

○Flight 4 Medusa [I] p. 445


A Deep Gremlin receives a +1 bonus to Accuracy Int: Average Perc: Five senses (Darkvision) Disp: Hostile
(only for melee attacks) and Evasion while flying. Lang: Barbaric, Youma Hab: Labyrinths
Rep/Weak: 10/15 W.P.: Physical damage + 2 points
Loot Initiative: 13 Movement Speed: 14
2–6 None Fortitude: 4 (11) Willpower: 6 (13)
7 – 10 Strange Necklace (160G/White A)
11+ Beautiful Necklace (300G/Gold White A) F Style Accuracy Damage Evasion Def. HP MP
Mane 6(13) 2d+2 4(11) 2 28 22
Description
A variant of Gremlin (see p. 39), these barbarous have
strikingly purple skin. They are also a bit larger than their Unique Skills
kin, ending up roughly the size of a human child. Deep ↝Simultaneous Attack
Gremlins are also much more brutally cunning, going A Medusa's Mane attacks all characters in the skirmish,
above and beyond what would normally be considered but a separate Accuracy Check is needed for each
harmless pranks. For example, a Deep Gremlin “prank” character.
will see them kill some livestock, [Disguise] itself as one of
the dying animals, and call out to human children in order ▽Snake Venom / 5 (12) / Fortitude / Neg
to scare and terrify them. If the Mane attack hits, it inflicts 3 poison magic
damage to the target.

4 Boggart Swordsman [II] p. 295 ▽Eyes of Stone / 4 (11) / Willpower / Neg


Int: Low Perc: Five senses (Darkvision) Disp: Hostile At the end of each round, if a character is facing a
Lang: Barbaric, Youma Hab: Forest, Mountain Medusa, they need to roll a Willpower Check or receive
Rep/Weak: 9/14 W.P.: Physical damage + 2 points effects of Petrification (Dexterity, Agility/-6) (see p. 34).
Initiative: 11 Movement Speed: 20 This effect is treated as a curse type.
Fortitude: 4 (11) Willpower: 4 (11)
Loot
Always Viper of Medusa (50G/Red B)
F Style Accuracy Damage Evasion Def. HP MP
2–9 None
Weapon 5(12) 2d+3 6(13) 2 21 14 10 – 12 Gems (150G/Gold A) x 1d
13+ Eyes of Stone (1,200G/Gold, Red, Black S)
Unique Skills
↝Twin Strike & Double Attack Description
A Boggart Swordsman can make two Weapon attacks Often mistaken for a human female, Medusae are
each round, though each attack requires its own Accuracy really barbarous with multiple thin snakes for hair. Not
check. They may choose to attack different characters with only can a Medusa slowly petrify unlucky adventurers, but
each attack. the hair-snakes are poisonous as well.
Rarely, do a Medusa's eyes may retain their fearsome
▽Continuous Attack gaze after death. These magical eyes can be used to make
If a Boggart Swordsman successfully hits a target in magical armor to protect against petrification and
melee, they may make a second attack against the same command a high price in the markets.
target.

43
Loot
4 Lizardman [II] p. 296
2-3 None
Int: Average Perc: Five senses Disp: Hostile 4–8 Bag of Silver (30G/-) x 1d
Lang: Barbaric, Lizardman, Dragonic
9 – 10 Bag of Silver (100G/-) x 1d
Hab: Swamps, Wetlands
11+ Gems (150G/Gold A) x 1d
Rep/Weak: 11/14 W.P.: Earth damage +3 points
Initiative: 10 Movement Speed: 13/13 (Swimming)
Fortitude: 6 (13) Willpower: 5 (12) Description
Standing about 2m tall, a Lesser Ogre is a fearsome
F Style Accuracy Damage Evasion Def. HP MP flesh-eating behemoth of pure muscle. Even though a
Lesser Ogre is slight in build (compared to other Ogres),
Weapon 6(13) 2d+4 4(11) 5 22 15 they make up for their shortcomings by being proficient
with magic. Lesser Ogres can also shapechange into a
humanoid race and can speak fluently enough to blend in.
Unique Skills A Lesser Ogre can only shapechange into a humanoid
○Underwater Aptitude whose heart he's eaten and gains the knowledge of that
A Lizardman is able to move in water without penalty. person.
Transformed Lesser Ogres often attempt to infiltrate
☑Tail Sweep
the higher ranks of society in an attempt to learn all they
A Lizardman can use their tail to attack up to 5 targets
can. Once they feel this mission has been accomplished,
in the same skirmish. Accuracy and Damage are the same
the Ogres return to the barbarous for debriefing.
as a normal attack, and this attack cannot be used in
It is rather difficult to detect a transformed Lesser
consecutive rounds.
Ogre, as the transformation is nearly perfect to normal
observation. A handful of spells, including [Sense Enemy]
Loot and [Banish], can pierce through the illusion. However,
2–9 None the spellcaster must be vigilant, as an Ogre is still a
10+ Seven-color Scales (220G/Gold Red A) dangerous enemy...

Description 5 Ardler New


Lizardmen are one of the more aquatically inclined
Int: Low Perc: Five senses Disp: Hostile
barbarous, preferring to spend time in swamps and other
Lang: Barbaric, Ardler Hab: Forest, Mountain
wetlands worshiping their dragon gods. Standing just shy
Rep/Weak: 12/15 W.P.: Fire damage +3 points
of 2m, they look like upright lizards, though they take
Initiative: 14 Movement Speed: 15/30 (Flying)
offense if mistaken for lildraken.
Fortitude: 6 (13) Willpower: 7 (14)
While they are unable to breathe underwater,
Lizardmen can hold their breath for up to an hour, like F Style Accuracy Damage Evasion Def. HP MP
elves, and similarly have houses with both dry and wet Weapon 7(14) 2d+6 8(15) 2 25 12
sections.

4 Lesser Ogre [I] p. 446 Unique Skills


☑Arm Wings
Int: Average Perc: Five senses (Darkvision) Disp: Hostile
Ardler uses its wings, which are integrated into its arms,
Lang: Trade Common, Barbaric, Ogre, Drakish, Arcana,
to dance. It gains a +1 bonus to Accuracy checks for melee
Hab: Various Rep/Weak: 9/14 W.P.: Accuracy +1
attacks and Evasion checks, but its damage is reduced by -
Initiative: 13 Movement Speed: 14
4 points.
Fortitude: 5 (12) Willpower: 6 (13)
Loot
F Style Accuracy Damage Evasion Def. HP MP 2–6 None
Weapon 5(12) 2d+4 5(12) 2 36 20 7–9 Beautiful Feather (30G/Gold Red B)
10+ Seven-colored Feather (200G/Gold Red A)

Unique Skills
Description
↝Truespeech Magic 3 Level / Magic Power
They are bird-like barbarous that inhabit steep
5(12)
mountainous terrain and deep forests.
☆Personification They are about 2 meters tall and armed with spears
A Lesser Ogre may take on the appearance and and other weapons. Their entire body is covered with
mannerisms of a character they have eaten or can change feathers, and their sharply defined legs resemble those of
back. When transformed, the Lesser Ogre's maximum an eagle or hawk. Their arms function as both arms and
HP and MP are decreased by 5. Accuracy, Evasion, wings.
Fortitude, and Willpower are also reduced by 1 point They build primitive dwellings in cliff caves or in the
each. This form can be held up to a total of 18 hours per tops of large trees, and most of the time they live in herds.
day.

44
Part 2 Monsters

Although their intellect is not remarkably high, they Description


are known to hunt in groups with a leader. They are
These odd barbarous have a humanoid upper body
particularly fond of humanoid meat and are belligerent
growing out of the lower body of a giant scorpion.
and ferocious. As mentioned above, since their arms and
Living in deserts and around ruins, androscorpions are
wings are integrated, they cannot use weapons while flying,
fairly capable Artificers in their own right, and they will
but attack with their foot claws.
often be seen carrying and wearing the various spoils of
They are highly territorial, and often scouts fly near
their expeditions, whether armor, weapons, or strong
their territories to keep an eye out.
magical artifacts.

5 Androscorpion [II] p. 297


5 Gilman [I] p. 447
Int: Average Perc: Five senses (Darkvision) Disp: Hostile
Int: Average Perc: Five senses (Darkvision) Disp: Hostile
Lang: Barbaric, Androscorpion, Magitech
Lang: Barbaric, Gilman Hab: Coast, River Delta
Hab: Desert, Ruins
Rep/Weak: 13/16 W.P.: Fire damage +3 points
Rep/Weak: 12/15 W.P.: Physical damage + 2 points
Initiative: 13 Movement Speed: 18/18 (Swimming)
Initiative: 12 Movement Speed: 15
Fortitude: 7 (14) Willpower: 7 (14)
Fortitude: 7 (14) Willpower: 7 (14)

F Style Accuracy Damage Evasion Def. HP MP


F Style Accuracy Damage Evasion Def. HP MP
Weapon Weapon 7(14) 2d+7 7(14) 3 32 23
(Upper 7(14) 2d+5 7(14) 6 24 26
Body)
Tail Unique Skills
(Lower 8(15) 2d+4 6(13) 5 28 12 ○Underwater Aptitude
Body) A Gilman is able to move in water without penalty.
☑Feint Attack
SECTIONS A Gilman receives a +1 Accuracy bonus to the next
Sections: 2 (Upper Body / Lower Body) attack. Characters wearing Metal Armor are unaffected.
Main Section: Upper Body
Loot
Unique Skills 2–3 None
●Upper Body 4–8 Mysterious Shells (130G/Gold Red A)
9+ Gems (150G/Gold A) x 1d
↝Magitech 4 Level / Magic Power 6 (13)
↝Gunfire / 6 (13) / Evasion / Neg Description
An Androscorpion is able to attack with a readied gun, Gilmen are humanoid in shape, with fish-like faces and
whose Max. Magazine is 4 and range is 20m. covered in fine scales from head to toe. Able to breathe
and move in water without penalty, Gilmen tend to live
○Precise Shot close to, if not in, the water. Caves and estuaries near rivers
Attacks fired into a skirmish cannot misfire. are common Gilman settlements, but there are also
underwater civilizations as well.
●Lower Body Gilmen tend to share few to no values with humanoid
races and are fairly emotionless. In combat, a Gilman will
▽Poison / 5 (12) / Fortitude / Neg
fight to win, and will stick around to protect allies even if it
If the Androscorpion's Lower Body hits with their Tail
becomes disadvantageous to do so. They are also rather
attack, the target will receive an extra 6 Poison-type
stoic and will not panic, even if abandoned by their allies.
damage.
▽Weakening
When the Lower Body section is reduced to 0 HP or
fewer, the Androscorpion receives a -2 penalty to Evasion.

Loot
Always Scorpion Shell (50G/Red B)
2–6 None
7 – 11 Poison Stinger (100G/Red A)
12+ Poison Stinger with Intact Poison Sac
(800G/Red A)

45
5 Goblin Shaman [III] p. 300 5 Satyr New
Int: Average Perc: Five senses (Darkvision) Disp: Hostile Int: Average Perc: Five senses Disp: Hostile
Lang: Barbaric, Youma, Sylvan Hab: Forest, Mountain Lang: Trade Common, Barbaric, Youma
Rep/Weak: 13/16 W. P.: Magic damage + 2 points Hab: Forests, Mountains, Hills
Initiative: 12 Movement Speed: 11 Rep/Weak: 12/15 W.P.: Physical damage + 2 points
Fortitude: 7 (14) Willpower: 8 (15) Initiative: 11 Movement Speed: 13
Fortitude: 7 (14) Willpower: 7 (14)
F Style Accuracy Damage Evasion Def. HP MP
Weapon 6(13) 2d+4 7(14) 5 31 38 F Style Accuracy Damage Evasion Def. HP MP
Weapon 5(12) 2d+7 8(15) 6 44 44

Unique Skills
↝Fairy Magic 5 Level / Magic Power 8(15) Unique Skills
↝Spellsong / 8(15)
↝Divine Magic 2 Level / Magic Power 5(12) Satyr can sing [Ambience], [Summon Small Animals],
☑Magic Aptitude [Ballad], [Lullaby], and [Love Song] spellsongs (see CR II:
A Goblin Shaman can use the Combat Feat p. 106-114). The area of their effect is a 50-meter radius
[Metamagic/Targets]. centered on the Satyr.

○Pet
Loot Satyr has a Bird pet.
2–5 Bag of Silver (30G/-) x 1d
6–9 Gems (150G/Gold A) x 1d ○Phantom Lover
10+ Luxury Ornaments (500G/Gold White A) x 1d A character who receives the effect of [Love Song]
spellsong while Satyr is in sight, will have romantic feelings
Description for this monster, regardless of gender. The affected
character will try to help Satyr in any way as long as they
A high-ranking Goblin (see p. 40) that can use Fairy do not directly harm their own life. In the event of combat,
Magic in addition to their usual combat prowess. While the character will act to protect Satyr and will consider
they look like normal Goblins, Goblin Shamans are often anyone who harms Satyr as an enemy.
adorned with colorful feathers and flashy jewelry to help
them stand out from other low-ranking Goblins.
Loot
Always Broken Horn (30G/Red B)
2–8 None
9+ Decorated Flute (500G/White A)

Description
They are barbarous with a hairy human-like upper
body and a goat-like lower body. They have a pair of horns
on their heads. Satyrs live mainly in the forests and use
spellsongs to bewitch people's minds and take them away
to the strange realm.

46
Part 2 Monsters

☑Cover
5 Boggart Trooper [II] p. 298
Merman can use [Cover] combat feat (see CR I: p.
Int: Low Perc: Five senses (Darkvision) Disp: Hostile 286-291).
Lang: Barbaric, Youma Hab: Forest, Mountain
Rep/Weak: 10/15 W.P.: Earth damage +3 points Loot
Initiative: 10 Movement Speed: 12
Always Rusty Spear (50G/Black White B)
Fortitude: 6 (13) Willpower: 5 (12)
2–6 None
7+ Beautiful Shell (180G/Gold Red A)
F Style Accuracy Damage Evasion Def. HP MP
Weapon 7(14) 2d+5 5(12) 7 32 17 Description
Also called mermaids, these barbarous have the lower
half as that of a fish. Since they lived in the sea, they had
Unique Skills
little contact with other barbarous and humanoids, so they
☑Power Attack have remained neutral and have not been eradicated in the
A Boggart Trooper can deal an additional 4 damage Magitech Civilization era.
on their next attack. However, any Evasion Check made As a race, Mermen tend to avoid fighting except in self-
by the Boggart Trooper this turn receives a -2 penalty. defense and are often neutral towards most other races.
▽Continuous Attack They do have a hostile relationship with Gilmen, however,
If a Boggart Trooper successfully hits a target in melee, which could theoretically be leveraged into an alliance with
they may make a second attack against the same target. Elves against the other aquatic races.

☆Techniques
They may use the [Beetleskin], [Bear Muscle], 6 Centaur Impaler [II] p. 300
Techniques (see CR II: p. 88-94). Int: Average Perc: Five senses Disp: Neutral
Lang: Barbaric, Centaur, Sylvan Hab: Meadow
Loot Rep/Weak: 11/17 W.P.: Earth damage + 3 points
2–7 High-quality Weapon (150G/Black White A) Initiative: 15 Movement Speed: 30
8+ Extravagant Weapon (500G/Black White A) Fortitude: 8 (15) Willpower: 7 (14)

F Style Accuracy Damage Evasion Def. HP MP


Description
This particular breed of Boggart (see p. 42) is twice as Weapon 8(15) 2d+8 7(14) 6 43 28
tall as normal Boggarts and is just as muscular. Often seen
at the head of Boggart groups, Troopers are often in
charge of defending their home base, if not leading the Unique Skills
attack. A favorite hobby is seeking out the largest and most ↝Fairy Magic 4 Level / Magic Power 6 (13)
foolhardy braggarts and taking them down with little effort.
↝Charge / 7 (14) / Evasion / Neg
This attack can only be used after Normal Move.
Centaur charges, spearing an enemy character with a
5 Merman [II] p. 299 melee attack, dealing 2d+14 physical damage.
Int: Average Perc: Five senses (Darkvision) Disp: Neutral
Lang: Merman, Elven Hab: Ocean Loot
Rep/Weak: 11/14 W.P.: Fire damage +3 points 2–6 Spear (50G/Black White B)
Initiative: 12 Movement Speed: 5/20 (Swimming) 7–9 Heraldic Spear (150G/Black White A)
Fortitude: 6 (13) Willpower: 7 (14) 10+ Well-Balanced Spear (600G/Black White A)

F Style Accuracy Damage Evasion Def. HP MP Description


Weapon 7(14) 2d+6 7(14) 4 30 19 Spear cavalry of centaurs, Impalers are often young
and anxious to show off their military training. Despite
their youth, Centaur Impalers are the equivalent of knights
Unique Skills in their hierarchy and will often have subordinates
○Water/Ice Immunity following their commands. In combat, a Centaur Impaler
will often seek out and fight the strongest enemy in the
○Underwater Specialization skirmish, looking to prove themselves on the field of
A Merman can breathe and vocalize while underwater battle.
and does not suffer any penalties for moving while
underwater.
While outside of water, all actions receive a -2 penalty.

47
6 Goblin Lord New Description
Int: Average Perc: Five senses (Darkvision) Disp: Hostile These barbarous, resembling human women, live out
Lang: Barbaric, Youma Hab: Forests, mountains, caves on open water, often on a reef, small island, or another
Rep/Weak: 9/14 W.P.: Magic damage + 2 points isolated area. Sirens have an entertaining personality and
Initiative: 13 Movement Speed: 14 will often create mischief and have fun using their
Fortitude: 9 (16) Willpower: 9 (16) Spellsongs with visitors, regardless of if they're humanoids
or barbarous.
Sirens are extremely dangerous to those at sea,
F Style Accuracy Damage Evasion Def. HP MP however, as their beautiful, nearly nude appearance and
Weapon 9(16) 2d+9 8(15) 7 39 24 powerful Spellsongs can cause the entire crew of a ship to
jump overboard. It's also said that the feathered kimonos
of sirens are what gives them the ability to fly, and so
Unique Skills people go out to try and trade for these kimonos.
☑Power Strike
A Goblin Lord can deal an additional 4 damage on
their next attack. However, any Evasion Check made by
6 Troll [I] p. 450
them this turn receives a -2 penalty. Int: Average Perc: Five senses (Darkvision) Disp: Hostile
Lang: Barbaric, Giantish Hab: Cave
↝War Cry / 8(15) / Willpower /Neg Rep/Weak: 11/16 W. P.: Magic damage + 2 points
A Goblin Lord unleashes a powerful yell, causing fear Initiative: 14 Movement Speed: 18
in those who fail to resist. This fear is treated as a Psychic- Fortitude: 9 (16) Willpower: 8 (15)
type of effect and gives a -2 penalty to all Action rolls for
the next 30 seconds (3 rounds). F Style Accuracy Damage Evasion Def. HP MP
Loot Weapon 9(16) 2d+10 7(14) 5 40 26
2–7 Bag of Silver (50G/-) x 1d
8 – 12 Gems (150G/Gold A) x 1d
Unique Skills
13+ Goblin Crown (700G/Gold White A)
↝Divine Magic 5 Level / Magic Power 7 (14)

Description ☑Power Strike


Goblin Lords are kings of the Goblins. Goblin Lords A Goblin Lord can deal an additional 4 damage on
rarely appear in the realm of humanoids, as they prefer to their next attack. However, any Evasion Check made by
live protected in the Goblin villages. them this turn receives a -2 penalty.

○Weakening
As long as a Troll is under sunlight, it receives a -2
6 Siren [II] p. 301 penalty to all Accuracy and Evasion Checks.
Int: High Perc: Five senses Disp: Hostile
Lang: Trade Common, Barbaric, Elven, Youma Loot
Hab: Coast, Ocean Always Troll Blood (100G/Red A)
Rep/Weak: 11/15 W.P.: Wind damage +3 points 2–8 Large Weapon (300G/Black White A)
Initiative: 12 Movement Speed: 12/24 (Flying) 9+ Gems (150G/Gold A) x 1d
Fortitude: 7 (14) Willpower: 8 (15)
Description
F Style Accuracy Damage Evasion Def. HP MP A Troll's stature is like that of a boulder; standing taller
Claw 7(14) 2d+4 8(15) 3 26 26 than 3m, its skin is tougher than that of a rock. For a
barbarous, Trolls have incredible discipline and take great
pride in maintaining their physique. Although this bulk
Unique Skills prevents Trolls from being fast, they have made up for it
↝Spellsong / 10 (17) in advancing their technology level to be able to forge
A Siren can use Spellsongs that require the 10th Bard quality weapons. It is not uncommon to see Trolls with
level (see CR II: p. 106-114). Spellsongs have an effective fine swords or maces in hand. Trolls also tend to be rather
range of 50m, centered on the Siren. spiritual, praying to the Malevolent Gods more often than
most other barbarous.
○Flight Troll blood is said to be a symbol of power as well, and
A Siren receives a +1 bonus to Accuracy (only for it is often used as a sort of paint. When applied by a Troll,
melee attacks) and Evasion while flying. it will strengthen weapons, armor, even a Troll's skin can
be toughened by their own blood. Trolls are often
Loot nocturnal creatures as well, and dislike bright lights.
2–8 Siren's Feathered Kimono (100G/White A) Sunlight, in particular, will significantly weaken a Troll,
9 – 10 Beautiful Feathered Kimono (300G/White A) and they abhor going out during the daytime.
11+ Shining Feathered Kimono (1000G/White S)

48
Part 2 Monsters

Loot
6 Formica Soldier New
Always Beetle Shell (30G/Red B)
Int: Low Perc: Five senses (Darkvision) Disp: Hostile 2–6 Sharp Weapon (100G/Black White A) x 2
Lang: Formica Hab: Desert, Ruins
7 – 10 High-quality Weapon (150G/Black White
Rep/Weak: 12/15 W.P.: Water/ice damage +3 points
A) x 2
Initiative: 13 Movement Speed: 14
11+ Extravagant Weapon (500G/Black White
Fortitude: 9 (16) Willpower: 8 (15)
A) x 2

F Style Accuracy Damage Evasion Def. HP MP


Description
Weapon 8(15) 2d+7 7(14) 8 37 12 Formica look like an upright ant with four arms.
Covered with a hard outer shell, their bodies are extremely
tough. They are not much taller than humans, but with
Unique Skills four arms, they can masterfully wield two weapons.
↝Twin Strike & Double Attack Their language is difficult to learn, and even if
A Formica Soldier can make two Weapon attacks each someone can speak it, they can hardly communicate with
round, though each attack requires its own Accuracy them. They are pack-driven and follow the orders of their
check. They may choose to attack different characters with leaders. They have no emotions and feel no fear.
each attack. Although their intelligence is low, they are able to
↝Formic Acid / 7(14) / Fortitude / Neg communicate quickly and empathically with other
Formica spits acid at an enemy character in the same animals, and they work in groups to hunt down their
skirmish, dealing 2d+6 poison magic damage. enemies.
Their biology is also similar to that of ants, building
○Shared Senses huge underground nests in deserts and dry areas. They
If there is another Formica (of any type) in the skirmish consider all living things other than themselves as food and
this monster is in, it gains a +1 bonus to all of its Accuracy attack them. They also have an excellent sense of smell to
checks. This effect is not cumulative. track their prey.

↝Sensitive Olfaction
Track check made by Formica is performed with a
standard value of 9 (fixed success value of 16) when
tracking prey.

49
Physical damage, recovering HP equal to the applied
6 Merman Bishop [II] p. 302 damage dealt. In that case, Tail deals no damage (2d+8).
Int: Average Perc: Five senses (Darkvision) Disp: Neutral
Lang: Merman, Elven Hab: Ocean ☆Transformation
Rep/Weak: 12/15 W.P.: Fire damage +3 points A Lamia may take on a human shape or back. While
Initiative: 12 Movement Speed: 5/20 (Swimming) transformed, the Lamia receives a -1 penalty to Accuracy,
Fortitude: 7 (14) Willpower: 8 (15) Evasion, Fortitude, and Willpower. In addition, both
maximum HP and maximum MP are reduced by 5 points.
While transformed, the Lamia cannot use a Tail attack. A
F Style Accuracy Damage Evasion Def. HP MP
Lamia may be transformed for up to 18 hours a day.
Weapon 6(14) 2d+4 7(14) 4 28 38
Loot
2–4 None
Unique Skills 5–8 Strange Necklace (160G/White A)
↝Divine Magic 6 Level / Magic Power 8(15) 9+ Armband of Spirit (500G/White A)
○Water/Ice Immunity
Description
○Underwater Specialization Lamia are barbarous with the upper body of an
A Merman Bishop can breathe and vocalize while attractive human female, but the lower body of a huge
underwater and does not suffer any penalties for moving serpent. They tend to live not far from humanoid
while underwater. While outside of water, all actions settlements, as they require blood to live. Despite this
receive a -2 penalty. sanguine reliance, not every Lamia wishes to kill, and
some even despair at the thought of having to suck blood
Loot to live. However, many humanoids feel that having a
Always Rusty Spear (50G/Black White B) Lamia live with them is a horrible idea, and so those Lamia
2–6 None who live in relative peace with humanoids are rare.
7 – 12 Beautiful Shell (180G/Gold Red A)
13+ Silver Pearl (3,000G/Gold Red S)
6 Lizardman Tamer MC
Int: Average Perc: Five senses Disp: Hostile
Description Lang: Barbaric, Lizardman, Dragonic, Sylvan
Bishops are one of the strongest Merman (see p. 47), Hab: Swamps, Wetlands
they follow the gods and lead their tribes in the manner Rep/Weak: 13/16 W.P.: Earth damage +3 points
prescribed by their words. Bishops even have the ear of Initiative: 10 Movement Speed: 13/13 (Swimming)
Merman chiefs, giving them considerable political power Fortitude: 8 (15) Willpower: 8 (15)
as well.
While Merman Bishops tend to follow the Ancient
F Style Accuracy Damage Evasion Def. HP MP
Gods, regardless of whether they're gods of the First
Sword, Lumiere, or the Second Sword, Ignis, some follow Weapon 8(15) 2d+4 8(15) 7 33 46
gods that have recently found apotheosis and are thus
unknown among the land-swelling races.
Unique Skills
↝Fairy Magic 6 Level / Magic Power 8(15)
6 Lamia [I] p. 451
Int: High Perc: Five senses (Darkvision) Disp: Neutral ○☑Magic Aptitude
Lang: Trade Common, Barbaric, Drakish, Arcana They can use the Combat Feats [Guided Magic],
Hab: Human settlements [Metamagic/Targets].
Rep/Weak: 12/16 W. P.: Earth damage +3 points ○Underwater Aptitude
Initiative: 12 Movement Speed: 12 A Lizardman Tamer is able to move in water without
Fortitude: 7 (14) Willpower: 9 (16) penalty.

F Style Accuracy Damage Evasion Def. HP MP Loot


Tail 8(15) 2d+8 7(14) 3 28 42 2–7 None
8 – 11 Seven-colored Scales (220G/Gold Red A)
12+ Shining Seven-colored Scales (570G/Gold
Unique Skills Red A)
↝Truespeech Magic, Spiritualism Magic 5
Level / Magic Power 9(16) Description
▼Drain Blood They are Lizardman Fairy Tamers who became close
If the Lamia successfully hits with a Tail attack, it may with the fairies. Within the tribe, they serve as councilors
wrap around the target and bite the target for 2d + 2 and banner-bearers.

50
Part 2 Monsters

☆Personification
7 Ardler Hunter New
An Ogre may take on the appearance and mannerisms
Int: Low Perc: Five senses Disp: Hostile of a character they have eaten or change back. When
Lang: Barbaric, Ardler Hab: Forest, Mountain transformed, the Ogre's maximum HP and MP are
Rep/Weak: 14/17 W.P.: Fire damage +3 points decreased by 5. Accuracy, Evasion, Fortitude, and
Initiative: 16 Movement Speed: 15/30 (Flying) Willpower are also reduced by 1 point each. This form
Fortitude: 9 (16) Willpower: 9 (16) can be held up to a total of 18 hours per day.

F Style Accuracy Damage Evasion Def. HP MP Loot


Weapon 10(17) 2d+10 10(17) 3 35 15 2–8 Bag of Silver (100G/-) x 1d
9 – 12 Gems (150G/Gold A) x 1d
13+ Sword Shard (200G/-) x 3
Unique Skills
↝Archery Description
Ardler Hunter can make a ranged attack with its bow,
Much larger than the Lesser species, Ogres wield
with a range of 30m, and it has the same Accuracy and
significantly more power, both physically and magically.
Damage as a Weapon attack.
Standing close to 3m tall, they are able to use larger
○Precise Shot equipment, to the point that an Ogre's sword seems to be
Attacks fired into a skirmish cannot misfire more a slab of metal with a handle than a forged sword.
Ogres want to act as though they are master tacticians,
☆Techniques using Lesser Ogres and other barbarous as fodder for their
Ardler Hunter may use the [Cat's Eyes] and [Owl evil (and often cowardly) operations to attack humanoid
Sight] Techniques (see CR II: p. 88-94). races. However, their success rate isn't the greatest and
those who fail often tend to be sent on those same suicide
☑Arm Wings missions by other Ogres.
Ardler uses its wings, which are integrated into its arms,
to dance. It gains a +1 bonus to Accuracy checks for melee
attacks and Evasion checks, but its damage is reduced by - 7 Caesarscorpion [II] p. 304
4 points. Int: Average Perc: Five senses (Darkvision) Disp: Hostile
Ardler Hunter cannot use [↝Archery] in the same Lang: Barbaric, Androscorpion, Magitech
round it uses this unique skill. Hab: Desert, Ruins
Rep/Weak: 13/18 W.P.: Physical damage + 2 points
Loot Initiative: 14 Movement Speed: 17
Always Bag of Silver (50G/-) x 1d Fortitude: 9 (16) Willpower: 9 (16)
2–8 Beautiful Feather (30G/Gold Red B)
9+ Seven-colored Feather (200G/Gold Red A) F Style Accuracy Damage Evasion Def. HP MP
Weapon
Description (Upper 9(16) 2d+6 9(16) 7 36 35
Body)
Ardler Hunter is Ardler (see p. 44) armed with a bow
Pincers
and spear. They hunt their prey from treetops and cliffs. 9(16) 2d+10 8(15) 4 22 14
(Pincers)
Tail
7 Ogre [II] p. 303 (Lower 8(15) 2d+7 8(15) 8 42 16
Int: Average Perc: Five senses (Darkvision) Disp: Hostile Body)
Lang: Trade Common, Barbaric, Ogre, Drakish, Arcana
Hab: Various Rep/Weak: 12/15 W.P.: Accuracy +1 SECTIONS
Initiative: 14 Movement Speed: 18
Sections: 3 (Upper Body / Pincers / Lower Body)
Fortitude: 10 (17) Willpower: 9 (16)
Main Section: Upper Body

F Style Accuracy Damage Evasion Def. HP MP Unique Skills


Weapon 10(17) 2d+11 10(17) 7 48 30 ●Upper Body
↝Magitech 5 Level / Magic Power 7(14)
Unique Skills ↝Gunfire / 7(14) / Evasion / Neg
↝Truespeech Magic 5 Level / Magic Power A Caesarscorpion is able to attack with a readied gun,
8(15) whose Max. Magazine is 4 and range is 30m.
○Magic Aptitude ○Precise Shot
An Ogre can use the Combat Feats [Guided Magic] Attacks fired into a skirmish cannot misfire.
and [Wordbreak].

51
●Lower Body 6 Drake (Human Form) [I] p. 448
▽Poison / 8 (15) / Fortitude / Neg Int: High Perc: Five senses (Darkvision) Disp: Hostile
If the Caesarscorpion's Lower Body hits with their Tail Lang: Trade Common, Barbaric, Drakish, Arcana
attack, target will receive an extra 8 Poison-type damage. Hab: Various
▽Weakening Rep/Weak: 10/17 W.P.: Magic damage + 2 points
When the Lower Body section is reduced to 0 HP or Initiative: 16 Movement Speed: 20/40 (Flying)
fewer, the Upper Body and Pincers sections of the Fortitude: 9 (16) Willpower: 10 (17)
Caesarscorpion receive a -2 penalty to Evasion.
F Style Accuracy Damage Evasion Def. HP MP
Loot Sword 9(16) 2d+8 7(14) 4 38 36
Always Scorpion Shell (50G/Red B)
2–6 None
7 – 10 Poison Stinger with Intact Poison Sac Unique Skills
(800G/Red A) ↝Spiritualism Magic 5 Level / Magic Power 8
11+ Poison Stinger with Deadly Poison Sac (15)
(1,200G/Red S)
☑Mana Strike = +8 damage
A Drake can deal an additional 8 damage on their next
Description attack. However, any Evasion, Fortitude or Willpower
A warrior branch of the Androscorpions (see p. 45), Check made by the Drake this turn receives a -1 penalty.
Caesarscorpions have often seen leading groups in sorties,
or at the head of a squadron of Androscorpions in ○Flight
emergencies. As the name says, Caesarscorpions have a A Drake receives a +1 bonus to Accuracy (only for
pair of large pincers that can cut through enemies like melee attacks) and Evasion while flying.
scissors through paper.
↝Dragonification
The Drake transforms into a draconic form, healing all
HP and MP. Any lingering magical effects are removed as
Drake's Aristocracy
well. For more information, see the Drake (Dragon Form)
stats.
Among the Drakes, the more powerful reign as
A Drake cannot transform for an hour after using this
aristocrats (nobles). Their philosophy is based on
unique skill.
complete meritocracy, and among the Drakes, the Noble
positions are held by those who have shown their ability
Loot
and talent through training and actual combat. All young
Drakes start at the same social position. No matter how Always Sword Shard (200G/-)
good or how highly ranked a parent may be, this does not
directly determine the position of the child. They are
placed equally in the lowest position among the Drakes.
Depending on the size and composition of the society to
which they belong, the first position given to a young
Drake is generally that of a platoon commander, leading a
few lowly barbarous.
From this bottom (for Drake), the race to the top
begins. Pretense and deception rarely work. They will
never achieve a high position unless they not only gain
recognition from their superiors through their
achievements but also gain popularity from below by
demonstrating their abilities. If they are not seen as strong
enough for the position, the barbarous subordinates will
quickly desert and sometimes even attempt to rebel.
Believing in meritocracy and having a strong upward
trajectory, Drakes are constantly training and learning.
This constant competition creates powerful Drake
Knights. It is said that only one in several dozen Drakes
can claim the rank of Baron. And from there, the same
narrow and difficult path continues. Since the Great
Catastrophe, no Drake has been known to achieve the title
of a Marquis or higher.

52
Part 2 Monsters

Since the dragon form is huge and can cause some


7 Drake (Dragon Form) [I] p. 449 inconvenience, they usually take the human form. Drake
Int: High Perc: Five senses (Darkvision) Disp: Hostile will change into dragon form if in danger. They always
Lang: Trade Common, Barbaric, Drakish, Arcana carry a magical sword, that allows them to transform. The
Hab: Various Drake, while it is transformed, takes on a silvery-white
Rep/Weak: 12/18 W.P.: Magic damage + 2 points sheen of razor-edged scales. Its physique becomes sleek
Initiative: 18 Movement Speed: 20/40 (Flying) and streamlined, and its wings become as sharp as a sword.
Fortitude: 10 (17) Willpower: 11 (18) Other barbarous look to Drakes as natural leaders and
huge forces have been known to gather at Drake's disposal.
F Style Accuracy Damage Evasion Def. HP MP While there is often little cooperation between Drakes, in
Bite rare cases a powerful “king” Drake appears, followed by
9(16) 2d+12 9(16) 7 52 46 many other Drakes.
(Body)
Wing
11(16) 2d+9 7(14) 4 28 16
(Wing)
Wing
7 Minotaur [II] p. 305
11(16) 2d+9 7(14) 4 28 16 Int: Low Perc: Five senses (Darkvision) Disp: Hostile
(Wing)
Lang: Barbaric, Minotaur Hab: Various
Rep/Weak: 10/17 W.P.: Magic damage + 2 points
SECTIONS Initiative: 12 Movement Speed: 12
Sections: 3 (Body / Wing x2) Fortitude: 9 (16) Willpower: 7 (14)
Main Section: Body
F Style Accuracy Damage Evasion Def. HP MP
Unique Skills Weapon 9(16) 2d+12 7(14) 9 82 18
●All Sections
☆Humanification
A Drake can change from a draconic form to a human. Unique Skills
However, any HP lost by the Body section is carried over ○Multiple Actions = 2 times
as a human and any lingering magical effects remain
☑Cleave
affecting the Drake, which may cause death or make them
unconscious if enough HP is lost. For more information, A Minotaur's Weapon attacks up to 5 characters in the
see the Drake (Human Form) stats. same skirmish, but a separate Accuracy Check is needed
for each character. Each Accuracy Check is made with a -
●Body 2 penalty.
↝Spiritualism Magic 5 Level / Magic Power 8
☑Power Attack
(15)
A Minotaur can deal an additional 4 damage on their
↝Light Breath / 8 (15) / Fortitude / Half next attack. However, any Evasion Check made by the
The Drake may vomit a mass of pure energy, directed Minotaur this turn receives a -2 penalty.
towards a single target. The energy travels to a range of
50m and deals 2d + 10 energy magic damage. ☆Techniques
This unique skill cannot be used in consecutive turns. A Minotaur may use the [Bear Muscle], [Beetleskin],
[Cat's Eyes], [Gazelle Feet], and [Recovery (5 HP)]
●Wing Techniques (see CR II: p. 88-94).
○Flight
All section receives a +1 bonus to Accuracy (only for Loot
melee attacks) and Evasion while flying. Always Minotaur Axe (475G/Black White A)
If one of the wings falls to 0 HP or lower, this unique 2–6 None
skill cannot be used. 7–9 Big Horn (150G/Red A)
10+ Beautiful Horn (600G/Red A)
Loot
2–6 Sword Shard (200G/-)
Description
7 –
Sword Shard (200G/-) x 2 A giant monster with a cow's head on a humanoid
10
body, Minotaurs are incredibly powerful and dangerous
11 Sword Shard (200G/-) x 3
monsters. Their intelligence is fairly low, but they are
12+ Decayed Magic Sword (4,000G/Gold Black
quick to anger, and when riled they are difficult to deal
White S)
with. Adept at finding sword labyrinths, they will often take
up residence inside and quite often become the warden of
Description such labyrinths. A minotaur will only really need to eat
Drakes are similar in appearance to beautiful young every few days but will often lure young women to the
men and women, though horns gracefully sweep from labyrinth in order to be devoured.
their heads and membranous wings sprout from their
backs. Drakes are able to transform into huge dragons that
wield massive swords infused with magic.

53
7 Lizardman Mariner [III] p. 301 8 Ardler Prayer New
Int: Average Perc: Five senses Disp: Hostile Int: Average Perc: Five senses Disp: Hostile
Lang: Barbaric, Lizardman, Dragonic Lang: Barbaric, Ardler, Sylvan Hab: Forest, Mountain
Hab: Swamps, Wetlands Rep/Weak: 15/18 W. P.: Fire damage +3 points
Rep/Weak: 12/16 W. P.: Earth damage +3 points Initiative: 16 Movement Speed: 15/30 (Flying)
Initiative: 15 Movement Speed: 14/14 (Swimming) Fortitude: 10(17) Willpower: 11 (18)
Fortitude: 10 (17) Willpower: 10 (17)
F Style Accuracy Damage Evasion Def. HP MP
F Style Accuracy Damage Evasion Def. HP MP Weapon 10(17) 2d+8 10(17) 3 40 42
Weapon 10(17) 2d+6 9(16) 8 54 20

Unique Skills
Unique Skills ↝Fairy Magic 8 Level / Magic Power 11(18)
○Underwater Aptitude
A Lizardman Mariner is able to move in water without ○☑Magic Aptitude
penalty. They can use the Combat Feats [Guided Magic],
[Hawk Eye], [Metamagic/Targets] and
○Coordination [Metamagic/Distance].
A Lizardman Mariner gains a bonus to their Accuracy
☑Arm Wings
equal to the number of other Lizardman Mariners in the
Ardler uses its wings, which are integrated into its arms,
same skirmish, up to a maximum of +4.
to dance. It gains a +1 bonus to Accuracy checks for melee
▽Rage attacks and Evasion checks, but its damage is reduced by -
When another Lizardman in the same skirmish is 4 points.
defeated, the Lizardman Mariner gains a cumulative +2
bonus to damage for 10 seconds (1 round). Loot
The GM decides when a Lizardman is defeated Always Gems (150G/Gold A) x 1d
(incapacitated or dead). 2–7 Beautiful Feather (30G/Gold Red B)
8+ Seven-colored Feather (200G/Gold Red A)
Loot
2–9 None Description
10+ Silver Medal (700G/Gold A)
They are an Ardler priestess. They are mainly
responsible for rituals and may be leaders of the tribe.
Description They are also responsible for laying and nurturing eggs.
A member of an elite group of Lizardmen, trained to They are smarter than average Ardler and may also
rush into enemy territory and create openings for other create strategies and negotiate. They are cunning and
Barbarous from within. In the past, there was worry that attack the weak and vulnerable at divergent points.
these elite Lizardmen would take down cities under a
united leadership. However, with no central power to
unite them, they pose less of a threat nowadays.

54
Part 2 Monsters

8 Invisible Assassin New 8 Gory [II] p. 306


Int: Average Perc: Five senses (Darkvision) Disp: Hostile Int: Low Perc: Five senses (Darkvision) Disp: Hostile
Lang: Barbaric Hab: Unknown Lang: Barbaric, Giantish Hab: Forests, Mountains, Caves
Rep/Weak: 14/20 W.P.: Accuracy +1 Rep/Weak: 13/17 W.P.: Magic damage + 2 points
Initiative: 17 Movement Speed: 19 Initiative: 15 Movement Speed: 26
Fortitude: 9 (16) Willpower: 10 (17) Fortitude: 9 (16) Willpower: 8 (15)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Arm 10(17) 2d+9 9(16) 7 48 16 Fist 10(17) 2d+11 10(17) 8 58 12

Unique Skills Unique Skills


☆Invisibility ▽Enrage
An Invisible Assassin may turn its body invisible (see Gory’s damage varies depending on the remaining HP.
p. 34). Outside of combat, it may remain invisible When the Gory's HP is 35 or less, their Fist damage
indefinitely. In combat, however, it may become invisible increases to 2d+14. When the Gory's HP is 20 or less,
for a maximum of 20 seconds (2 rounds), after which it their Fist damage increases to 2d+17. When the Gory's
cannot use this unique skill again unless it takes a full rest HP is 5 or less, their Fist damage increases to 2d+20.
for 3 minutes (18 rounds).
If it is attacked or received damage, it is no longer ↝Blow Away / 9(16) / Evasion / Neg
considered invisible, as blood or other substances will be The Gory unleashed a massive blast of air, attacking
attached to its body. everyone in the skirmish and dealing 2d+10 damage.
Anyone hit by this attack is ejected from the skirmish and
○Invisible Assassin / 15 / Danger Sense / Neg blown 10m in the direction of the Gory's choice separate
If a character approaches a location where this for each target.
monster is lurking, they need to make a Danger Sense
check with target number 15. If they fail, they will be taken Loot
by surprise by this monster. 2–6 None
7 – 10 Bag of Silver (100G/-) x 1d
▽Continuous Attack 11+ Gems (300G/Gold A) x 1d
If an Invisible Assassin successfully hits a target in
melee, they may make a second attack against the same
target. Description
An incredibly strong monster, the Gory stands around
Loot 3m tall, with arms dangling to the ground even when
2–4 None standing upright. Its hairless body is a dark brown, and
5–9 Transparent Stone (200G/Gold Red A) with hands larger than a man's head it can be extremely
10+ Transparent Crystal (500G/Gold Red A) dangerous in melee combat. While a Gory is usually seen
with a smile that's almost pasted on, when serious they will
take on a ferocious grimace.
Description Usually found alone, Gorys can also be found in the
It is a particular more ferocious kind of Invisible Beast. service of other barbarous as a bouncer. However, due to
It hides in the shadows waiting for its prey to come closer. their fierce love of fighting, it is often hard to control a
They carry over assassination missions from Ogres and Gory when they get riled up.
Drakes.

55
8 Scylla [II] p. 307 ○☑Magic Aptitude
A Scylla can use the Combat Feats
Int: High Perc: Five senses (Darkvision) Disp: Hostile
[Metamagic/Targets], [Magic Convergence], [Magic
Lang: Barbarous, Youma, Arcana Hab: Swamp
Control], [Guided Magic] and [Wordbreak].
Rep/Weak: 13/16 W.P.: Magic damage + 2 points
Initiative: 13 Movement Speed: 10/16 (Swimming) ●Tentacle
Fortitude: 10 (17) Willpower: 11 (18) ▽Entangling Tentacles
A successful hit from a Tentacle entangles the target.
F Style Accuracy Damage Evasion Def. HP MP Each round, the entangled target is hit automatically by the
Weapon Tentacle and makes all Accuracy and Evasion Checks with
9(16) 2d+6 10(17) 8 40 52 a -2 penalty. This penalty is not cumulative.
(Body)
Tentacle When the target tries to escape, use de-bonding (see p.
10(17) 2d+9 8(15) 3 22 10 34).
(Tentacle)
Tentacle While entangled by this unique skill, the Tentacle
10(17) 2d+9 8(15) 3 22 10 section cannot attack other characters. If the monster itself
(Tentacle)
Tentacle wants to release the target, it can do so with a Minor
10(17) 2d+9 8(15) 3 22 10 Action.
(Tentacle)
○Soft Body
SECTIONS Bludgeoning weapons treat the Defense of Tentacle
Sections: 4 (Body / Tentacle x3) section as 3 points higher.
Main Section: Body
Loot
Unique Skills Always Strange Cane (150G/White A)
2 – 10 None
●All Sections 11+ Skull Necklace (2,000G/White S)
○Underwater Aptitude
A Scylla is able to move in water without penalty. Description
●Body The upper half of this particular barbarous is similar
↝Spiritualism Magic 8 Level / Magic Power to that of a beautiful human woman, while the lower body
11(18) is a mass of a dozen octopus-like tentacles. Living in
swamps and rivers, Scyllas will have their upper bodies
above the water line in order to lure victims closer.
Rather intelligent, a Scylla will use the full extent of
their Truespeech Magic in order to raise an undead army
to do their bidding as well. While normally quite cunning
and brutal, a Scylla will occasionally treat their favorite
people as pets and allow them a little more leniency than
they would victims they plan on eating right away.

56
Part 2 Monsters

8 Dark Troll [II] p. 308 8 Faceless [II] p. 313


Int: Average Perc: Five senses (Darkvision) Disp: Hostile Int: High Perc: Five senses (Darkvision) Disp: Neutral
Lang: Trade Common, Barbaric, Giantish Hab: Ruins Lang: Barbaric, Youma, Drakish, Arcana Hab: Ruins
Rep/Weak: 13/18 W.P.: Magic damage +2 points Rep/Weak: 15/20 W.P.: Accuracy +1
Initiative: 14 Movement Speed: 17 Initiative: 14 Movement Speed: 22
Fortitude: 12 (19) Willpower: 10 (17) Fortitude: 9 (16) Willpower: 11 (18)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Weapon 11(19) 2d+12 9(16) 9 66 44 Weapon 9(16) 2d+4 9(16) 7 43 72

Unique Skills
↝Divine Magic 7 Level / Magic Power 10(17) Unique Skills
↝Truespeech Magic, Spiritualism Magic 6
☑↝Magic Aptitude
Level / Magic Power 9(16)
A Dark Troll can use the Combat Feats
[Metamagic/Targets], [Multi-Action] and [Wordbreak]. ○Multiple Actions = 2 times
☑Mana Strike = +10damage ☑Flash of Insight / Magic Power 11(18)
A Dark Troll may deal an additional +10 damage to With this unique skill Faceless can use higher-level
their next melee attack. If they do, they receive a -1 penalty spells that it can't normally use and with higher Magic
to Evasion, Fortitude, and Willpower checks until their Power. Once per turn, A Faceless can roll a 1d. On a result
next turn. of 1-2, the Faceless can use 8th level Truespeech spells.
On a result of 3-4, the Faceless can use 8th level
○Dark Regeneration = 5 points Spiritualism spells. On a result of 5-6, the Faceless can use
At the end of each round, a Dark Troll recovers 5 HP.
8th level Basic Divine spells.
This has no effect if the Dark Troll is at 0 HP or lower or
Once Faceless has used this unique skill, they cannot
is under sunlight.
use spells other than those from the list they have rolled
○Weakened for the remainder of the round. At the end of the round,
As long as a Dark Troll is under sunlight, it receives a Faceless loses access to these extra spells.
-2 penalty to all Accuracy and Evasion Checks. ○☑↝Magic Aptitude
A Faceless can use the Combat Feats [Hawk Eye],
Loot [Metamagic/Targets], [Metamagic/Distance],
Always Troll Blood (100G/Red A) [Metamagic/Time], [Metamagic/Area], [Magic
2 – 11 Gems (300G/Gold A) x 1d Convergence], [Magic Control], [Guided Magic] and
12+ Strange Holy Symbol (3,300G/White S) [Wordbreak].

Description Loot
Much leaner than a typical Troll (see p. 48), a Dark Always Mysterious Mask (200G/White A)
Troll has both an intense sense of faith as well as a 2–8 Tattered Grimoire (300G/White A)
powerful love for combat. A high-ranking member of 9 – 12 Ordinary Grimoire (500G/White A)
Troll society, they stand out with their jet-black skin and 13+ Rare Grimoire (3,000G/White S)
dangerous aura. Dark Trolls violently hate cowardice and
will respect those who show their strength, even if they're Description
humanoids who'll end up getting crushed under the Dark
Standing at nearly 2m, this slender creature has an
Troll's immense power.
unnerving face like that of a blank white mask and strange,
awkward movements.
The Faceless are incredibly powerful evil spellcasters,
often seen with various magical books in hand. They are
constantly experimenting with numerous dark magics,
often without discriminating between friend and foe.
It is believed to be a race born as a result of the
soulscarring of humans during the ancient magic
civilization, and they are always looking for more magic to
play with. Occasionally, they can be seen as officers of
barbarous armies, allowing them to experiment as much
as they'd like.

57
8 Formica Chief New Unique Skills
☑Power Strike
Int: Low Perc: Five senses (Darkvision) Disp: Hostile
A Boggart Commander can deal an additional 4
Lang: Barbaric, Formica Hab: Desert, Ruins
damage on their next attack. However, any Evasion Check
Rep/Weak: 14/17 W.P.: Water/ice damage +3 points
made by them this turn receives a -2 penalty.
Initiative: 16 Movement Speed: 16
Fortitude: 12 (19) Willpower: 11 (18) ☆Techniques&○Muscle Mystery
A Boggart Commander may use the [Gazelle Feet],
F Style Accuracy Damage Evasion Def. HP MP [Cat’s Eye], [Beetleskin], [Bear Muscle], [Meditation],
Weapon 11(18) 2d+9 10(17) 10 55 35 [Centaur Legs], [Giant Arms], and [Daemonfinger]
Techniques (see CR II: p. 88-94).
These techniques have doubled duration.
Unique Skills ○Counter
↝Divine Magic 5 Level / Magic Power 7(14) A Boggart Commander can use [Counter] combat feat
↝Twin Strike & Double Attack (see CR II: p. 156-161).
A Formica Chief can make two Weapon attacks each
round, though each attack requires its own Accuracy Loot
check. They may choose to attack different characters with 2–8 Brass Knuckles (150G/Black White A)
each attack. 9 – 12 Iron Knuckles (500G/Black White A)
13+ Mithril Knuckles (3,000G/Gold Black White
↝Formic Acid / 9(16) / Fortitude / Neg S)
Formica spits acid at an enemy character in the same
skirmish, dealing 2d+8 poison magic damage.
Description
○Shared Senses The Boggart Commander is an elite Boggart (see p.
If there is another Formica (of any type) in the skirmish 42) who is not much different from an ordinary Boggarts
this monster is in, it gains a +1 bonus to all of its Accuracy in appearance but is a well-trained, well-equipped one.
checks. This effect is not cumulative. They can speak Trade Common and is also intellectually
superior to usual Boggarts. He wears his mithril knuckles
Loot on his chest as a symbol of leadership.
Always Good Quality Shell (150G/Red A)
2–4 Sharp Weapon (100G/Black White A) x 2
5–8 High-quality Weapon (150G/Black White A)
8 Lizardman Gunner New
x2 Int: Average Perc: Five senses Disp: Hostile
9+ Extravagant Weapon (500G/Black White A) Lang: Barbaric, Lizardman, Dragonic, Magitech
x2 Hab: Swamp, Wetland
Rep/Weak: 13/16 W. P.: Earth damage +3 points
Initiative: 13 Movement Speed: 15/15 (Swimming)
Description Fortitude: 9 (16) Willpower: 10 (17)
It is the leaders who unite the in the Formica tribe.
Many of them are believers of the Dalkhrem, the God of F Style Accuracy Damage Evasion Def. HP MP
War.
They usually stay in the nest, often guarding the Weapon 10(17) 2d+8 8(15) 8 52 30
nurseries, and if an enemy appears that they lead soldiers
to defeat the enemies.
They may also coexist with Androscorpions. Unique Skills
Magitech 5 Level / Magic Power 7(14)
↝Gunfire / 9(16) / Evasion / Neg
8 Boggart Commander New A Lizardman Gunner is able to attack with a readied
Int: Average Perc: Five senses (Darkvision) Disp: Hostile gun, whose Max. Magazine is 3 and range is 20m.
Lang: Trade Common, Barbaric, Youma
☑Tail Sweep
Hab: Forest, Mountain
A Lizardman can use their tail to attack up to 5 targets
Rep/Weak: 12/17 W.P.: Earth damage +3 points
in the same skirmish. Accuracy and Damage are the same
Initiative: 14 Movement Speed: 18
as a normal attack, and this attack cannot be used in
Fortitude: 12 (19) Willpower: 11 (18)
consecutive rounds.
○Underwater Aptitude
F Style Accuracy Damage Evasion Def. HP MP
A Lizardman Mariner is able to move in water without
Weapon 12(19) 2d+10 11(18) 8 63 29 penalty.

58
Part 2 Monsters

Loot When in their humanoid form, they would very easily


Always Seven-colored Scales (220G/Gold Red A) be able to pass among civilized folk without issue.
Always Extravagant Weapon (500G/Black White A) However, they can turn into a bestial form, growing fur
2–9 None over their body, their face turning to that of a wolf, and
10+ Gunner Badge (1,500G/Gold White S) sharp claws growing from both hands. They form their
own clans, with strict hierarchies based on age, so that the
young Werewolves help the elders out when necessary.
Description While Werewolves cannot breed on their own, they
They are Lizardman (see p. 44) who fights with a gun create more by kidnapping humans and forcing them to
and a sword. They are relatively rare among primary perform dark rituals. Some of these newly created
melee Lizardman. Although they cannot breathe Werewolves are more than happy to accept their new
underwater, they are not penalized for their actions abilities and do their best to infiltrate human society to
underwater because they can operate without breathing for advance whatever secret plans they have. For humanoid
one hour. Werewolves, the “Bandit Chief” data will work in a pinch.
However, they generally cannot fire their gun
underwater, so GMs should be aware of this.
9 Ardler Striker New
Int: Average Perc: Five senses Disp: Hostile
8 Werewolf [II] p. 314 Lang: Barbaric, Ardler Hab: Forest, Mountain
Int: Average Perc: Five senses (Darkvision) Disp: Hostile Rep/Weak: 16/19 W.P.: Fire damage +3 points
Lang: Trade Common, Barbaric, Lycanthrope Initiative: 18 Movement Speed: 15/30 (Flying)
Hab: Various Fortitude: 12 (19) Willpower: 12 (19)
Rep/Weak: 11/16 W.P.: Silver weapon damage +3 points
Initiative: 16 Movement Speed: 21 F Style Accuracy Damage Evasion Def. HP MP
Fortitude: 11 (18) Willpower: 10 (17)
Talons 12(19) 2d+10 12(19) 3 45 18
F Style Accuracy Damage Evasion Def. HP MP
Claw 12(19) 2d+10 11(18) 9 62 15 Unique Skills
▽Fast Action
During the first round of combat, if Ardler Striker won
Unique Skills the initiative, it may take two Major Actions that round.
○Normal Weapon Immunity
↝Twin Strike
○Beast Power An Ardler Striker can make two Talons attacks each
Werewolf receives a +1 bonus to Accuracy and round against the same target. Each attack requires its own
Evasion on the night of a full moon. Conversely, they Accuracy check.
receive a -1 penalty to Accuracy and Evasion while under
sunlight. ☆Techniques
They may use the [Cat's Eyes], [Owl Sight], [Bear
↝Twin Strike & Double Attack Muscle], [Gazelle Feet], and [Recovery (5 HP)]
A Werewolf can make two Claw attacks each round, Techniques (see CR II: p. 88-94).
though each attack requires its own Accuracy check. They
may choose to attack different characters with each attack. ▼Counter
An Ardler Striker can use [Counter] combat feat (see
☆Techniques CR II: p. 156-161).
They may use the [Beetleskin] and [Strong Blood]
Techniques (see CR II: p. 88-94). ☑Taunting Strike
An Ardler Striker can make an attack with reduced
☆Beastification damage by -2.
A Werewolf can turn from a humanoid to a bestial If the attack hits, the opponent must attack Ardler
form, and back again. The Werewolf can only make Claw Striker as much as possible on their next turn. This does
attacks while in beast form. not work for characters with an Intellect score of 18 or
higher or on monsters with “Intellect: High”.
Loot
2–6 None ☑Flying Kick
7 – 10 Beastman Fur (200G/Red A) Immediately after Normal Move, the Ardler Striker
11+ Shining Fur (1,200G/Gold Red S) can attack with his Talons. After that, it can still make
Major Action.

Description ○Flight
One of many different shapeshifters that fall under the An Ardler Striker receives a +1 bonus to Accuracy
classification “lycanthrope”, a Werewolf is the most (only for melee attacks) and Evasion while flying.
common of the beastmen.

59
Loot Ogre Wizard often orders Lesser Ogre to disable
Always Gems (300G/Gold A) x 1d Swords of Protection in humanoid cities without being
2–6 Beautiful Feathers (30G/Gold Red B) seen. They often secretly work to replace part of the
7+ Seven-colored Feather (200G/Gold Red A) humanoid population with Ogres, and one day suddenly
reveal their are true nature and destroy the city. By the
time you find an Ogre Wizard in town, it is often too late.
Description
They are Ardlers (see p. 44) who have mastered
advanced wrestling techniques. They are particularly good 9 Centaur Heavy Knight New
at moving quickly, and while flying, they attack with their Int: Average Perc: Five senses Disp: Neutral
claws at will. Lang: Barbaric, Centaur Hab: Meadow
They are especially well known for their rapid attacks Rep/Weak: 13/19 W.P.: Earth damage +3 points
(they can attack 5 times if they won Initiative using Initiative: 18 Movement Speed: 26
[☑Flying Kick] then [▽Fast Action] and [↝Twin Strike]!). Fortitude: 11 (18) Willpower: 10 (17)
They often take positions of the leaders as other
Ardlers see them as brave warriors that fight without F Style Accuracy Damage Evasion Def. HP MP
weapons.
Weapon 11(18) 2d+12 9(16) 13 61 50
Most of them combine calm judgment, but they still
can be belligerent and brutal. They prefer to strike down
their opponents with their overwhelming skills and eat Unique Skills
them alive. Perhaps this is why Ardler often locks up
↝Charge / 11 (18) / Evasion / Neg
captured humanoids alive in their prisons.
This attack can only be used after Normal Move.
Centaur Heavy Knight charges, spearing an enemy
character with a melee attack, dealing 2d+18 physical
9 Ogre Wizard New damage.
Int: Average Perc: Five senses (Darkvision) Disp: Hostile This unique skill can only be used once per round.
Lang: Trade Common, Barbaric, Ogre, Drakish, Arcana ▽Rampage
Hab: Various Rep/Weak: 14/17 W.P.: Accuracy +1
After [↝Charge], Centaur Heavy Knight can make
Initiative: 15 Movement Speed: 18
additional Major Action.
Fortitude: 12 (19) Willpower: 12 (19)
Loot
F Style Accuracy Damage Evasion Def. HP MP 2–7 Heraldic Spear (150G/Black White A)
Weapon 12(19) 2d+13 12(19) 10 57 65 8 – 10 Well-Balanced Spear (600G/Black White A)
11+ Well-Kept Weapon (1,000G/Black White S)

Unique Skills
Description
↝Truespeech Magic, Spiritualism Magic 8
It is a Centaur (see p. 41) that prefers physical strength
Level / Magic Power 11(18) over magic. They are responsible for taking the lead on
○☑↝Magic Aptitude the battlefield and razing the enemy's defenses to the
They can use the Combat Feats [Guided Magic], ground.
[Magic Convergence], [Magic Control], [Wordbreak].
☆Personification
An Ogre Wizard may take on the appearance and
mannerisms of a character they have eaten or changed
back. When transformed, the Ogre's maximum HP and
MP are decreased by 5. Accuracy, Evasion, Fortitude, and
Willpower are also reduced by 1 point each. This form
can be held up to a total of 18 hours per day.

Loot
2–6 Bag of Silver (100G/-) x 1d
7 – 11 Gems (150G/Gold A) x 1d
12+ Gold Bracelet (2,500G/Gold White S)

Description
It is a high-ranking Ogre that excels in magical abilities,
can cast Truespeech Magic and Spiritualism Magic, and
often blends in with humanoids to do their evil deeds.

60
Part 2 Monsters

9 Scorpion Sniper New 8 Basilisk (Human Form) [II] p. 309


Int: Average Perc: Five senses (Darkvision) Disp: Hostile Int: High Perc: Five senses Disp: Neutral
Lang: Barbaric, Androscorpion, Magitech Lang: Trade Common, Barbaric, Drakish, Youma,
Hab: Desert, Ruins Arcana Hab: Desert, Ruins
Rep/Weak: 13/18 W.P.: Physical damage + 2 points Rep/Weak: 13/16 W.P.: Water / ice damage +3 points
Initiative: 15 Movement Speed: 18 Initiative: 14 Movement Speed: 18
Fortitude: 11 (18) Willpower: 11 (18) Fortitude: 9 (16) Willpower: 9 (16)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Weapon Weapon 10(17) 2d+12 9(16) 9 49 45
(Upper 11(18) 2d+8 11(18) 10 45 48
Body)
Tail Unique Skills
(Lower 12(19) 2d+9 10(17) 9 53 19
↝Truespeech Magic 7 Level / Magic Power
Body)
10(17)

SECTIONS ☑↝Magic Aptitude


A Basilisk (Human Form) can use the Combat Feats
Sections: 2 (Upper Body / Lower Body)
[Metamagic/Distance], [Metamagic/Time], [Multi-Action]
Main Section: Upper Body
and [Wordbreak].
Unique Skills ☆Petrifying Gaze / 9 (16) / Willpower / Neg
●Upper Body As a Minor Action once per round, the Basilisk
(Human Form) can attempt to petrify a target within 50m
↝Magitech 8 Level / Magic Power 11(18) with this Curse-type effect. The target needs to roll a
↝Gunfire / 12(19) / Evasion / Neg Willpower Check or receive effects of Petrification
A Scorpion Sniper is able to attack with a readied gun, (Dexterity, Agility/-6) (see p. 34).
whose Max. Magazine is 3 and range is 50m. The target can reflect the gaze with a mirror in hand
and with a successful Willpower check 4 or higher than
○Precise Shot & Hawk Eye the target number. With successful reflection, Basilisk was
Attacks fired into a skirmish cannot misfire. Also, it affected by Petrification instead of the target without
can shoot through covers. Willpower check.
This unique skill works even if Basilisk is blinded. This
●Lower Body unique skill can be used only once per round.
▽Poison / 10 (17) / Fortitude / Neg
▽Poison Blood / 11 (18) / Fortitude / Neg
If the Scorpion Sniper's Lower Body hits with their
Anyone who deals damage to this monster in the same
Tail attack, the target will receive an extra 10 Poison-type
skirmish will receive 2d poison magic damage at the end
damage.
of their turn.
▽Weakening
↝Monstrous Form
When the Lower Body section is reduced to 0 HP or
Basilisk (Human Form) can change into a monstrous
fewer, the Scorpion Sniper receives a -2 penalty to
form, restoring HP and MP to maximum and removing
Evasion.
any lingering magical effects.
For more information, see the Basilisk (Monstrous
Loot Form) stats. Once transformed, the Basilisk cannot return
Always Fine Scorpion Shell (250G/Red A) to human form for 1 hour.
2–9 None
10 – 12 Poison Stinger with Deadly Poison Sac Loot
(1,200G/Red S) Always Basilisk Blood (200G/Red A)
13+ Lethal Poison Stinger with Deadly Poison 2 – 10 None
Sac (4,000G/Red S) 11+ Petrifying Eyes (1,200G/Gold Red Black S)

Description
It is an Androscorpion that excels in the Magitech and
long-range guns. It is also good at ambushes, as it often
leads other Androscorpions to their victory.

61
Loot
9 Basilisk (Monstrous Form) [II] p. 311
Always Basilisk Blood (200G/Red A)
Int: Low Perc: Five senses Disp: Hostile 2 – 10 None
Lang: Trade Common, Barbaric, Basilisk, Drakish,
11 – 12 Petrifying Eyes (1,200G/Gold Red Black S)
Youma, Arcana Hab: Desert, Ruins
13+ Petrifying Fangs (3,200G/Gold Red Black S)
Rep/Weak: 11/16 W.P.: water / ice damage +3 points
Initiative: 15 Movement Speed: 12
Fortitude: 10 (17) Willpower: 10 (17) Description
Indistinguishable from humans at first glance, a
F Style Accuracy Damage Evasion Def. HP MP Basilisk is a Barbarous with the power of petrification.
None Basilisks are often seen wearing blindfolds in order to
(Evil - - 13(20) 3 30 22 suppress their petrifying gaze until they find the right
Eyes) target. Even then, the petrifying gaze can be used through
Bite the blindfold, and petrified animal remains can often be
10(17) 2d+10 11(18) 8 48 45 found around a Basilisk den.
(Head)
Talon Often found in deserts, they collect various lesser
11(18) 2d+14 10(17) 10 57 33 Barbarous as followers and slaves, though they have a
(Body)
rivalry with Drakes as to who is stronger.
Despite this, if the situation calls for it, a Basilisk and
SECTIONS Drake may work together for a greater goal, and woe
Sections: 3 (Evil Eyes / Head / Body) comes to those who stand in their way.
Main Section: Head The true identity of a Basilisk, this eight-legged beast
looks like a lizard 5m long. While the Basilisk's
Unique Skills intelligence and speed are a little lower, the ability to
petrify foes has increased, making the Basilisk even more
●All Sections dangerous. However, most Basilisks feel that this form is
○Poison Immunity, ○Disease Immunity quite ugly, and hate being seen by others in this form. As
such, they will almost certainly try and either kill or petrify
▽Poison Blood / 11 (18) / Fortitude / Neg those who see this hideous form.
Anyone who deals damage to this monster in the same
skirmish will receive 2d poison magic damage at the end
of their turn. 9 Formica Mother New
Int: Low Perc: Five senses (Darkvision) Disp: Hostile
●Evil Eyes Lang: Barbaric, Formica Hab: Desert, Ruins
☆Petrifying Gaze / 10 (17) / Willpower / Neg Rep/Weak: 15/18 W.P.: Water / ice damage +3 points
It is the same as the unique skill of Basilisk (Human Initiative: 13 Movement Speed: 5
Form), except for a different target number. Fortitude: 13 (20) Willpower: 12 (19)

●Head F Style Accuracy Damage Evasion Def. HP MP


↝Truespeech Magic 7 Level / Magic Power
8(15) Weapon 10(17) 2d+7 9(16) 7 60 45

☑↝Magic Aptitude
A Basilisk (Monstrous Form) can use the Combat Unique Skills
Feats [Metamagic/Distance], [Metamagic/Time], [Multi- ↝Divine Magic 8 Level / Magic Power 10(17)
Action] and [Wordbreak].
○☑Magic Aptitude
●Body They can use the Combat Feats [Guided Magic],
☆Humanification [Amber Eyes], and [Metamagic/Distance].
A Basilisk (Monstrous Form) can change from a ↝Formic Acid / 10(17) / Fortitude / Neg
monstrous form to a human. However, any HP lost by the Formica spits acid at an enemy character in the same
Body section is carried over as a human and any lingering skirmish, dealing 2d+9 poison magic damage.
magical effects remain affecting the Basilisk, which may
cause death or make unconscious if enough HP is lost. For ○Shared Senses
more information, see the Basilisk (Human Form) stats. If there is another Formica (of any type) in the skirmish
this monster is in, it gains a +2 bonus to all of its Accuracy
▽Weakening
checks. This effect is not cumulative.
When the Body section is reduced to 0 HP or fewer,
the Evil Eyes and Head sections of the Basilisk ▽Distress Call
(Monstrous Form) receive a -2 penalty to Evasion. If this character suffers even a single point of damage,
all Formica within a 500m radius will sense it, along with
the exact location of this character.

62
Part 2 Monsters

Loot
Always Superior Shell (750/Red A)
10 Yeti [III] p. 302
2–8 None Int: Low Perc: Five senses Disp: Hostile
Lang: Giantish Hab: Cold regions, Snowy Mountains
9+ Glittering Feathers (340G/Gold Red A)
Rep/Weak: 14/17 W. P.: Fire damage +3 points
Initiative: 15 Movement Speed: 17
Description Fortitude: 15 (22) Willpower: 12 (19)
She is the queen of the Formica tribe. She has a huge
abdomen and lays two to three eggs per month. She can F Style Accuracy Damage Evasion Def. HP MP
hardly move and remain quiet at the back of the nests to Claw
lay their eggs. In the absence of the Formica Lords, they (Upper 13(20) 2d+11 12(19) 10 60 21
can become the chief of the tribe. Body)
Formica juveniles spend about five years in the egg, Kick
most of which are born as Formica Soldiers. When the (Lower 12(19) 2d+9 10(17) 12 72 12
mother feels that her death is near (Formica live around Body)
30 years), she lays a special egg to produce the next
mother.
They have low intelligence, and they have no interest SECTIONS
in anything other than gathering food and producing more Sections: 2 (Upper Body / Lower Body)
offspring. However, they are blessed by Dalkhrem, the Main Section: Upper Body
God of War, and use powerful magic to heal their allies or
rebuke their enemies. Unique Skills
●All Sections
9 Minotaur Caster [II] p. 318 ○Water/Ice Immunity
Int: Average Perc: Five senses (Darkvision) Disp: Hostile
Lang: Barbaric, Minotaur, Arcana Hab: Various ●Upper Body
Rep/Weak: 11/18 W.P.: Magic damage + 2 points ▽Continuous Attack
Initiative: 12 Movement Speed: 12 If a Yeti successfully hits a target in melee, they may
Fortitude: 11 (18) Willpower: 10 (17) make a second attack against the same target.

F Style Accuracy Damage Evasion Def. HP MP ●Lower Body


Weapon 9(16) 2d+12 7(14) 8 77 60 ○Attack Obstacle = +4 • None
Yeti’s height prevents enemies from attacking it. The
Upper Body receives a +4 bonus to Evasion checks against
Unique Skills melee attacks.
↝Magic (2 Systems) 8 Level / Magic Power When the Lower Body falls to 0 HP or lower, this
effect disappears.
11(18)

○☑Magic Aptitude Loot


A Minotaur Caster can use the Combat Feats [Magic 2–6 None
Convergence], [Magic Control], and [Guided Magic]. 7 – 12 White Fur Pelt (1,000G/Red S)
13+ Silver Fur Pelt (9,000G/Gold Red S)
☑Cleave
A Minotaur Caster's Weapon attacks up to 5
characters in the same skirmish, but a separate Accuracy Description
Check is needed for each character. Each Accuracy Check A snow giant covered in white hair, a Yeti stands tall at
is made with a -2 penalty. over 5m. Often found in cold and snowy areas, Yetis are
quite territorial, and will mercilessly defend their territory
Loot from any invaders. Their arms are larger than their body,
Always Minotaur Axe (475G/Black White A) and their devastating claw attacks can rend steel with little
2–6 Big Horn (150G/Red A) effort, so retreat is recommended if accidentally angering
7–9 Beautiful Horn (600G/Red A) one.
10+ Majestic Horn (3,500G/Red S)

Description
A much smarter variety of Minotaur, these masters of
magic are ferociously cunning. Willing to lie in wait in their
labyrinth, a Minotaur Caster will use a variety of traps,
spells, and other monsters to wear down any intruders
before joining the fray themselves.

63
10 Zerkela New 10 Dark Troll Adept New
Int: High Perc: Five senses (Darkvision) Disp: Neutral Int: Average Perc: Five senses (Darkvision) Disp: Neutral
Lang: Trade Common, Barbaric, Drakish, Ogre, Lang: Trade Common, Barbaric, Giantish Hab: Ruins
Giantish, Arcana, Magitech Rep/Weak: 15/19 W.P.: Magic damage + 2 points
Rep/Weak: 18/22 W.P.: Physical damage + 2 points Initiative: 17 Movement Speed: 20
Initiative: 19 Movement Speed: 16 Fortitude: 13 (20) Willpower: 11 (18)
Fortitude: 12 (19) Willpower: 15 (22)
F Style Accuracy Damage Evasion Def. HP MP
F Style Accuracy Damage Evasion Def. HP MP Weapon 12(19) 2d+13 11(18) 10 72 54
Weapon 7(14) 2d+4 7(14) 4 42 90

Unique Skills
Unique Skills ↝Divine Magic 10 Level / Magic Power 13(20)
↝Truespeech Magic, Spiritualism Magic 9
Level / Magic Power 13(20) ○☑↝Magic Aptitude
Dark Troll Adept can use the Combat Feats [Multi-
○☑Magic Aptitude Action], [Guided Magic], [Magic Convergence], [Magic
They can use the Combat Feats [Guided Magic], Control], [Hawk Eye], [Metamagic/Number],
[Magic Convergence], [Magic Control]. [Metamagic/Distance], [Metamagic/Area] and
[Metamagic/Distance], [Metamagic/Time] and [Wordbreak].
Metamagic/Area].
☑Mana Strike = +13damage
○Continuous Magic A Dark Troll Adept may deal an additional +13
Zerkela may cast one Truespeech Magic spell and one damage to their next melee attack. If they do, they receive
Spiritualism Magic spell per round with one Major Action. a -1 penalty to Evasion, Fortitude, and Willpower checks
It may not use the same type of magic system twice. until their next turn.

○Magic Resistance ○Dark Regeneration = 7 points


If Zerkela succeeds in Willpower save against any At the end of each round, a Dark Troll Adept recovers
magic, treat the result as Neg so it doesn’t receive half of 7 HP. This has no effect if the Dark Troll Adept is at 0
the damage or any other effects in case of successful save. HP or lower or is under sunlight.
This unique skill doesn’t apply to non-magic abilities (such ○Weakened
as techniques, spellsongs, evocations, and non-magical
As long as a Dark Troll is under sunlight, it receives a
unique skills of monsters).
-2 penalty to all Accuracy and Evasion Checks.
○Sage Master
Zerkela can make Sage skill checks with standard value Loot
14 (2d+14 or use fixed success value 21). Always Troll Blood (100G/Red R)
2–8 Gems (300G/Gold A) x 1d
Loot 9+ Strange Holy Symbol (3,300G/White S)
Always Old Cloak (200G/White A)
2–6 Tattered Grimoire (300G/White A) Description
7 – 10 Ordinary Grimoire (500G/White A) It is a Troll (see p. 48) priest. They are capable warriors
11+ Rare Grimoire (3,000G/White S) that a typical Dark Trolls and is also highly skilled as a
priest.
Description Unusually for the Trolls, they are sworn to serve the
Zerkela is a strange creature, over two meters tall, yet gods rather than to fight themselves, serving as judges of
its body is shriveled and slender, with only its head the Troll clan's divine battles and presiding over rituals.
bloated. Usually, it is kept apart by its robes and cloak and They can serve as advisers and blessing Troll officers, and
discreetly tucked away behind other barbarous. they thoroughly support their allies with spells when faced
Zerkela is the keeper of the barbarous records, never with powerful enemies.
forgetting and remembering everything. Originally thought
to be an Ogre, but not certain, Zerkela does not actively
work on its own, as it considers its role to remember and
record. In most cases, they follow another barbarous clan
as their advisers.

64
Part 2 Monsters

9 Drake Baron (Human Form) [II] p. 315 10 Drake Baron (Dragon Form) [II] p. 316
Int: High Perc: Five senses (Darkvision) Disp: Hostile Int: High Perc: Five senses (Darkvision) Disp: Hostile
Lang: Trade Common, Barbaric, Drakish, Arcana Lang: Trade Common, Barbaric, Drakish, Arcana
Hab: Various Hab: Various
Rep/Weak: 12/19 W.P.: Magic damage + 2 points Rep/Weak: 13/20 W.P.: Magic damage + 2 points
Initiative: 17 Movement Speed: 20/40 (Flying) Initiative: 19 Movement Speed: 20/40 (Flying)
Fortitude: 12 (19) Willpower: 13 (20) Fortitude: 13 (20) Willpower: 14 (21)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Weapon 9(16) 2d+13 10(17) 10 53 48 Bite
12(19) 2d+15 11(18) 12 70 58
(Body)
Wing
14(21) 2d+12 9(16) 9 39 26
Unique Skills (Wing)
↝Spiritualism Magic 7 Level 7 / Magic Power Wing
14(21) 2d+12 9(16) 9 39 26
(Wing)
10 (17)

○☑↝Magic Aptitude SECTIONS


A Drake Baron (Human Form) can use the Combat Sections: 3 (Body / Wings x 2)
Feats [Guided Magic], [Metamagic/Targets], [Magic Main Section: Body
Convergence], [Multi-Action] and [Wordbreak].
☆Techniques Unique Skills
A Drake Baron can use the [Beetleskin], [Cat's Eyes], ●All Sections
and [Recovery (5 HP)] Techniques (see CR II: p. 88-94).
☆Humanification
☑Mana Strike = +10 damage A Drake Baron can change from a draconic form to a
A Drake Baron may deal an additional +10 damage to human. However, any HP lost by the Body section is
their next melee attack. If they do, they receive a -1 penalty carried over as a human and any lingering magical effects
to Evasion, Fortitude, and Willpower checks until their remain affecting the Drake, which may cause death or
next turn. make them unconscious if enough HP is lost. For more
information, see the Drake Baron (Human Form) stats.
○Flight
A Drake Baron (Human Form) receives a +1 bonus to ●Body
Accuracy (only for melee attacks) and Evasion while flying.
↝Spiritualism Magic 7 Level / Magic Power
↝Dragonification 10(17)
The Drake Baron (Human Form) transforms into a
draconic form, healing all HP and MP. Any lingering ○☑↝Magic Aptitude
magical effects are removed as well. For more A Drake Baron can use the Combat Feats [Guided
information, see the Drake Baron (Dragon Form) stats. Magic], [Metamagic/Targets], [Magic Convergence],
A Drake Baron cannot transform for an hour after [Multi-Action] and [Wordbreak].
using this unique skill.
↝Light Breath / 11 (18) / Fortitude / Half
The Drake Baron may vomit a mass of pure energy,
Loot
directed towards a single target. The energy travels to a
Always Sword Shard (200G/-) x 5
range of 50m and deals 2d + 16 energy magic damage.
2–9 Draconian Horn (500G/Red A)
This unique skill cannot be used in consecutive turns.
10+ Majestic Draconian Horn (4,200G/Red S)
☆Techniques
A Drake Baron can use the [Beetleskin], [Cat's Eyes],
and [Recovery (5 HP)] Techniques (see CR II: p. 88-94).

●Wing
○Flight
A Drake Baron (Dragon Form) receives a +1 bonus to
Accuracy (only for melee attacks) and Evasion while flying.
If one of the wings falls to 0 HP or lower, this unique
skill cannot be used.

Loot
Always Sword Shard (200G/-) x 5
2–9 Draconian Horn (500G/Red A)
10+ Majestic Draconian Horn (4,200G/Red S)

65
Description strength, it's also fairly easy to exploit the poor giants, and
more than a few end up as butts of jokes.
Similar in appearance to the Drakes, yet with a much
more regal presence, Drake Barons are imposing leaders
of the barbarous. While it's rumored there are little more 10 Lizardman Captain New
than 100 of these Drake Barons throughout the entirety of Int: Average Perc: Five senses Disp: Hostile
Raxia, even those few are enough to bring much of Lang: Barbaric, Lizardman, Dragonic
humanity to its knees. Hab: Swamps, Wetlands
A much larger form of the smaller Drakes, the Rep/Weak: 14/18 W.P.: Earth damage +3 points
draconic form of the Drake Baron is as impressive and Initiative: 17 Movement Speed: 17/17 (Swimming)
menacing as their human form. Their scales deepen and Fortitude: 14 (21) Willpower: 12 (19)
take on a steelier shine from the original silver-white, and
the abilities of the Drake Baron are overall much more
powerful than lesser Drakes. F Style Accuracy Damage Evasion Def. HP MP
Weapon 13(20) 2d+11 12(19) 11 71 30
10 Hill Giant [II] p. 319
Int: Low Perc: Five senses Disp: Hostile Unique Skills
Lang: Giantish Hab: Hills ○Underwater Aptitude
Rep/Weak: 15/18 W.P.: Physical damage + 2 points
A Lizardman Captain is able to move in water without
Initiative: 15 Movement Speed: 18
penalty.
Fortitude: 14 (21) Willpower: 11 (18)
○Coordination
F Style Accuracy Damage Evasion Def. HP MP A Lizardman Captain gains a bonus to their Accuracy
Weapon equal to the number of other Lizardman Mariners in the
(Upper 12(19) 2d+14 11(18) 10 55 20 same skirmish, up to a maximum of +4.
Body)
Kick ○Leadership
(Lower 13(20) 2d+10 10(17) 12 68 10 It gains a +2 bonus to the Accuracy checks to any
Body) Lizardman Mariners in the same skirmish as Lizardman
Captain. This effect is not cumulative even if there is more
than one Lizardman Captain (it is cumulative with the
SECTIONS Lizardman Mariner's [○Coordination]).
Sections: 2 (Upper Body / Lower Body)
Main Section: Upper Body ▽Rage
When another Lizardman in the same skirmish is
Unique Skills defeated, the Lizardman Captain gains a cumulative +2
bonus to damage for 10 seconds (1 round).
●Upper Body The GM decides when a Lizardman is defeated
↝War Cry / 12 (19) / Willpower / Neg (incapacitated or dead).
The Hill Giant unleashes a powerful yell, causing fear
in those who fail to resist within a 10-meter radius around ☑Tail Sweep
Hill Giant. This fear, treated as a Psychic effect, gives a -2 A Lizardman Captain can use their tail to attack up to
penalty to all Action rolls for the next 30 seconds (3 5 targets in the same skirmish. Accuracy and Damage are
rounds). the same as a normal attack, and this attack cannot be used
○Attack Obstacle = +4 • None in consecutive rounds.
Hill Giant’s height prevents enemies from attacking it.
The Upper Body receives a +4 bonus to Evasion checks Loot
against melee attacks. When the Lower Body falls to 0 HP Always Nautical Chart (500G/White A)
or lower, this effect disappears. 2–8 Gems (150G/Gold A) x 1d
9+ Gems (500G/Gold A) x 1d
Loot
2-7 None Description
8 – 12 Gold Bracelet (2,500G/Gold White S) They are the captains of the Lizardman Mariners.
13+ Giant Helmet (9,000G/Black White S) They are good at group combat, leadership, and they are
more powerful the more allies around them.
Description The humanoids are used as rowers of Lizardman
ships, and the ship can move at high speed even when
Standing around 5m tall, the Hill Giant is actually the
there is no wind or waves are high. But rowers do not live
smallest of the giants. Not too bright either, a Hill Giant
long, so they are always looking for humanoids to row their
will chase down prey and will attempt to eat just about
ships.
anything once. While other barbarous do use the services
The ship may carry tens of thousands of gamels of
of Hill Giants because of their immense power and
treasure, much of it hidden in their lairs, and they use

66
Part 2 Monsters

complex rock formations, remote islets, and caves hidden SECTIONS


in precipitous cliffs as hiding places. They are also good at Sections: 4 (Upper Body / Pincer x 2 / Lower Body)
reading the tides, making them difficult to track for the Main Section: Upper Body
average sailor.
Unique Skills
11 Ogre Berserker [III] p. 303 ●Upper Body
Int: Low Perc: Five senses (Darkvision) Disp: Hostile ↝Magitech 10 Level / Magic Power 13(20)
Lang: Barbaric, Ogre, Drakish Hab: Various
Rep/Weak: 15/19 W.P.: Magic damage + 2 points ↝Gunfire / 13(20) / Evasion / Neg
Initiative: 17 Movement Speed: 19 A Scorpion General is able to attack with a readied
Fortitude: 16 (23) Willpower: 13 (20) gun, whose Max. Magazine is 4 and range is 30m.

○Precise Shot & Hawk Eye


F Style Accuracy Damage Evasion Def. HP MP
Attacks fired into a skirmish cannot misfire. Also, it
Weapon 15(22) 2d+14 12(19) 13 88 13 can shoot through covers.
☑Shield Cover
Unique Skills Scorpion General gains +4 points to the Defense for
▽Continuous Attack II Upper Body section. At the same time, it takes a -2 penalty
If an Ogre Berserker successfully hits a target in melee, to the [↝Gunfire] check.
they may make a second attack. If a second attack hits they
can make a third attack against the same target.
●Pincer
↝Double Pincers / 13(20) / Evasion / Neg
☑Power Strike II Scorpion attacks enemy characters with both Pincers
An Ogre Berserker can deal an additional +12 damage dealing 2d + 20 physical damage.
on their next attack. However, any Evasion Check made This unique skill can only be used if both Pincer
by the Ogre Berserker this turn receives a -2 penalty. sections use their Major Action to activate this unique skill.

Loot ●Lower Body


2–8 Bag of Silver (200G/-) ▽Poison / 15 (22) / Fortitude / Neg
9 – 12 Gems (500G/Gold A) x 1d If the Scorpion General's Lower Body hits with their
Golden Berserker Accessory (4,500G/Gold Tail attack, the target will receive an extra 12 Poison-type
13+
White S) damage.
▽Weakening
Description When the Lower Body section is reduced to 0 HP or
While these Ogres cannot shapeshift or use magic like fewer, the Upper Body and Pincer sections receive a -2
their brethren, their relentless attacks and savage strength penalty to Evasion.
more than make up for those shortcomings. While dumb
in comparison, Ogre Berserkers are quite happy to just be Loot
able to fight and will find joy in running down those weaker Always Superior Scorpion Shell (1,000G/Red S)
than them. 2–6 None
7–9 Poison Stinger with Deadly Poison Sac
11 Scorpion General Misc.
10+
(1,200G/Red S)
Lethal Poison Stinger with Deadly Poison Sac
Int: Average Perc: Five senses (Darkvision) Disp: Hostile (4,000G/Red S)
Lang: Barbaric, Androscorpion, Magitech
Hab: Desert, Ruins
Rep/Weak: 16/21 W.P.: Physical damage + 2 points Description
Initiative: 18 Movement Speed: 19 They are superiors of Caesarscorpions, they lead
Fortitude: 14 (21) Willpower: 14 (21) groups of Androscorpions. Their scorpion's lower body is
exceptionally large, supporting vicious scissors and a stout
F Style Accuracy Damage Evasion Def. HP MP upper body. Their weapons and armor are of the highest
Weapon grade, especially their gun-toting shield, a symbolic
(Upper 14(21) 2d+11 14(21) 11 72 58 armament.
Body) Even in large groups, their sightings are rare, and they
Pincer can lead up to 100 individuals.
15(22) 2d+15 12(19) 9 48 20
(Pincer)
Pincer
15(22) 2d+15 12(19) 9 48 20
(Pincer)
Tail
(Lower 15(22) 2d+10 13(20) 12 66 24
Body)

67
11 Formica Lord New 11 Hercules MC
Int: Average Perc: Five senses (Darkvision) Disp: Hostile Int: High Perc: Five senses (Darkvision) Disp: Hostile
Lang: Barbaric, Formica Hab: Desert, Ruins Lang: Barbaric, Youma, Arcana Hab: Swamps, Ruins
Rep/Weak: 17/20 W. P.: Water/ice damage +3 points Rep/Weak: 15/18 W.P.: Magic damage + 2 points
Initiative: 18 Movement Speed: 20 Initiative: 16 Movement Speed: 12/18 (Swimming)
Fortitude: 16 (23) Willpower: 14 (21) Fortitude: 13 (20) Willpower: 14 (21)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Weapon 14(21) 2d+13 13(20) 13 70 50 Weapon
13(20) 2d+12 13(20) 14 51 65
(Body)
Bite
14(21) 2d+15 10(17) 7 34 12
Unique Skills (Tentacle)
↝Divine Magic 8 Level / Magic Power 10(17) Bite
14(21) 2d+15 10(17) 7 34 12
(Tentacle)
○☑Magic Aptitude Bite
14(21) 2d+15 10(17) 7 34 12
Formica Lord can use the Combat Feats [Guided (Tentacle)
Magic] and [Metamagic/Targets].

○2 Actions SECTIONS
Formica Lord can perform two Major Actions in one Sections: 4 (Body / Tentacle x 3)
round. Main Section: Body

↝Formic Acid / 13(20) / Fortitude / Neg Unique Skills


Formica spits acid at an enemy character in the same
skirmish, dealing 2d+12 poison magic damage. ●All Sections
○Underwater Aptitude
○Shared Senses A Hercules is able to move in water without penalty.
If there is another Formica (of any type) in the skirmish
this monster is in, it gains a +2 bonus to all of its Accuracy ●Body
checks. This effect is not cumulative. ↝Spiritualism Magic 10 Level / Magic Power
13(20)
Loot
Always Superior Shell (750G/Red A) ○☑Magic Aptitude
Always Glittering Feathers (340G/Gold Red A) x 2 They can use the Combat Feats [Guided Magic],
2–8 Extravagant Weapon (500G/Black White A) [Magic Convergence], [Magic Control],
x2 [Metamagic/Targets] and [Wordbreak].
9+ Well-kept Weapon (1,000G/Black White S)
●Tentacle
Description ↝Three Breaths
The mouth at the end of the tentacle spits one of the
He is the king of the Formica tribe. He is the largest of following breaths: Fire Breath, Blizzard Breath, or
the Formica, has better intellect than the others, and can Noxious Breath. All of them have “Target: 6m Radius/20”
even negotiate for the tribe. However, he is still around the tentacle.
emotionless and thinks rationally. They are also strong The tentacle can choose any breath to use (or whether
believers of Dalkhrem, the God of War, and are powerful to attack with Bite without using breath). If more than one
priests. They are the leaders of the entire tribe, and their tentacle breathes the same kind of breath, it is treated as a
subordinates absolutely obey the orders of the Formica single attack with increased success value. If two tentacles
Lord, even if they are suicidal. breathe the same breath, the breath's success value has a
The Formica Lord's greatest love is the Formica +1 bonus, and the calculated damage is increased by +2. If
Mother, and the highest priority for them is to increase the all three tentacles breathe the same breath, the success
number of the entire tribe. If the Mother is harmed or value has a bonus of +2 and the calculated damage is
killed, he can go crazy and attack everyone. If a Mother is increased by +4.
taken hostage, he may be willing to negotiate if it is the last 1: Fire Breath / 11(18) / Fortitude / Half Tentacle
Mother in the tribe. exhales fire, dealing “2d+8” points of fire magic damage to
the affected targets.
2: Blizzard Breath / 10 (17) / Fortitude / Half Tentacle
spits out a blizzard, dealing 2d+6 points of water/ice magic
damage to the targets and reducing their Defense by -5
points for 30 seconds (3 rounds). This Defense reduction
is non-cumulative and does not reduce Defense below 0.
3: Noxious Breath / 9(16) / Fortitude / Half Tentacle
spits poison, inflicting 2d+4 points of poison magic

68
Part 2 Monsters

damage to the targets and they incur a -3 penalty to their 7: The target exists solely to serve the Leanan Sidhe,
Evasion checks for 30 seconds (3 rounds). This effect is and would die for the Leanan Sidhe, were they to
not cumulative. command it.
This effect is of the curse type and lasts until it is
○Soft Body removed. The curse can also be removed by spells (see
Bludgeoning weapons treat the Defense of Tentacle [Remove Curse] spell) but can also be broken if the target
section as 5 points higher. drinks the blood of the same Leanan Sidhe that has drunk
theirs without contested check.
Loot This unique skill can only be used once per day per
Always Luxury Staff (500G/Gold White A) target.
2–5 None
6 – 11 Skull Necklace (2,000G/White S) Loot
12+ Black Skull Necklace (6,800G/White S) Always Leanan Sidhe Blood (1,000G/Red S)
2–8 None
Description 9 – 12 Barbarous Decree (500G/White A)
13+ Ring of Ruddy Complexion (9,500G/Gold
It is a mutant of Scylla with three fierce heads on the
White S)
tips of its tentacles. It is larger than the normal Scylla and
leads near-water tribes.
Description
11 Leanan Sidhe [III] p. 304 A Barbarous created by the whims of an immortal
Nosferatu, the Leanan Sidhe appears as a beautiful woman
Int: High Perc: Five Senses (Darkvision) Disp: Hostile with pale skin, a slim body, and sharp fangs. Usually seen
Lang: Trade Common, Barbaric, Nosferatu Hab: Various as a servant to the highest-ranking Barbarous in the area,
Rep/Weak: 15/22 W.P.: Accuracy +1 they can also slip past the protection offered by Swords of
Initiative: 18 Movement Speed: 18 Protection in order to carry out espionage missions.
Fortitude: 13 (20) Willpower: 16 (23) Unlike other Nosferatu, the Leanan Sidhe can walk
around in sunlight without any ill effects, making them
F Style Accuracy Damage Evasion Def. HP MP incredibly dangerous foes if they need to dirty their hands
Claw 15(22) 2d+11 14(21) 11 72 33 in combat.
Leanan Sidhe, when working in human territory, will
try and find their target, get close to them, and then drink
Unique Skills their blood. Doing so puts their target under their thrall,
while the target thinks of the Leanan Sidhe as a new lover,
○Spy Knowledge living their life as normal otherwise. Due to the effects of
The Leanan Sidhe is immune to the effects of Swords the curse, however, the target will become weakened and
of Protection. pale as time passes.
▼Bloody Temptation / 14 (21) / Willpower /
Neg
On a successful Claw attack, the Leanan Sidhe can Where Have Ancestors Disappeared To?
choose to drink blood instead of dealing damage. This bite
can charm the target. When doing so, the target must One of Raxia's greatest mysteries is the ancestors of
make a Willpower check or be affected by the Leanan Nosferatu. They were supposed to have attained
Sidhe's curse, whose effects depend upon how many times immortality, but now, not a single one of them is to be
they have failed the Willpower check. seen. They have already climbed the ladder to godhood,
1 - 3: The target will act as though the Leanan Sidhe is they lost the will to interfere in the world and withdrew,
a trusted ally and will try to sabotage any combat between they were conspired against and destroyed in clan wars, or
the Leanan Sidhe and the party. The target will help the by one of their “children”. There are many speculations,
Leanan Sidhe, so long as it does not cause any loss of life, but the truth is not known.
property, or status. The Nosferatu clans are currently led by the
4 - 5: The Leanan Sidhe's wants, and needs will be the appointment of one of their clan chiefs as Grand Chief.
highest priority, with even the target's own life, property, This has sparked power struggles not only between clans
and status being secondary. When in combat, the target but also within clans. Since simple warfare only benefits
will at first take no action against the Leanan Sidhe but will the other clans and the Drakes are also immortal, their
move to help them as an ally once their HP has been struggles are primarily information and psychological
reduced. warfare, with a lot of intrigues.
6: The Leanan Sidhe appears as a lover to the target,
who is willing to part with everything short of their own life
in order to keep the Leanan Sidhe alive and happy. The
target will not hesitate to join the Leanan Sidhe should
combat break out.

69
11 Lesser Vampire [II] p. 320 Description
Int: High Perc: Five senses (Darkvision) Disp: Hostile Immortalized by a Blood Kiss from an older
Lang: Trade Common, Barbaric, Nosferatu, Arcana, Nosferatu, these Lesser Vampires are incredibly powerful,
Regional Dialect Hab: Various even among the Barbarous. Often, followers of Metissier,
Rep/Weak: 12/20 W.P.: Silver weapon damage +3 points these were once humans that have fallen into the good
Initiative: 18 Movement Speed: 18/36 (Flying) graces of other vampires and have left their humanity
Fortitude: 14 (21) Willpower: 14 (21) behind. Despite this, they are often incredibly beautiful,
and even their gaze can paralyze and fascinate lesser
creatures.
F Style Accuracy Damage Evasion Def. HP MP Lesser Vampires must still drink blood on a daily basis
Claw 14(21) 2d+14 13(20) 11 77 77 in order to keep themselves at peak performance. The
actual source of the blood can be any living being, but
oftentimes, they will prey upon beautiful members of the
Unique Skills opposite gender. Occasionally, they will even starve
↝Divine Magic 10 Level / Magic Power 14 (21) themselves in order to fit into society and get closer to their
desired target, making the drinking all the sweeter. Care
↝Truespeech Magic, Spiritualism Magic 8 has to be taken, however, as it is extremely easy to drain a
Level / Magic Power 12(19) target entirely and raise them as a subordinate Blood
Sucker, and often a Lesser Vampire has a small retinue of
☆Gaze / 13 (20) / Willpower / Neg followers.
Lesser Vampire may attempt to paralyze with “Target: Despite their powers, sunlight is the bane of the Lesser
1 Character” within “Range: 50m”. If the target fails to Vampire, reducing them to ash in a small amount of time.
resist the Gaze, they are paralyzed for 10 seconds (1 After only a few minutes outside during the day, all that
round) and cannot take any Minor Actions. If the target's will be left of the Lesser Vampire is a pile of ashes and
resistance roll is 16 or less, the target is instead charmed possibly some clothing. Because of this, Lesser Vampires
by the Lesser Vampire and will move to aid and defend it will be loath to move out of their roost during daylight
for the next minute (6 rounds). hours.
This effect is treated as a psychic type.
↝Vampire Bite / 13 (20) / Evasion / Neg 11 Werewolf Elder New
The Lesser Vampire bites the target, dealing 2d+10
Int: Average Perc: Five senses (Darkvision) Disp: Neutral
Physical damage. The Lesser Vampire heals HP equal to
Lang: Trade Common, Barbaric, Lycanthrope
the applied dealt.
Hab: Various
If the target is reduced to 0 HP or lower from this
Rep/Weak: 13/19 W.P.: Silver weapon damage + 3 points
attack, they receive a -10 penalty to their next Death
Check. If the character fails this Death Check, they receive Initiative: 19 Movement Speed: 23
an extra 5 soulscars and rise as a Blood Sucker. Fortitude: 14 (21) Willpower: 13 (20)
Lesser Vampires lose 6 HP and MP per day
(cumulative) that they do not drain blood via Vampire F Style Accuracy Damage Evasion Def. HP MP
Bite, and also cannot use their [○Regeneration] unique Claw 15(22) 2d+14 14(21) 12 78 25
skill. These penalties immediately go away once the Lesser
Vampire successfully drains blood via Vampire Fangs.
○Normal Weapon Immunity Unique Skills
○Regeneration = 7 points ○Normal Weapon Immunity
At the end of each round, a Lesser Vampire recovers
○Beast Power
7 HP. This has no effect if the Lesser Vampire is at 0 HP
Werewolf receives a +1 bonus to Accuracy and
or lower.
Evasion on the night of a full moon. Conversely, they
○Vampire Body receive a -1 penalty to Accuracy and Evasion while under
As long as a Lesser Vampire is under sunlight, it takes sunlight.
7 magic damage at the end of its turn and receives a -2
penalty to all Accuracy and Evasion Checks. This damage ↝Twin Strike & Double Attack
cannot be reduced in any way. Additionally, the Lesser A Werewolf can make two Claw attacks each round,
Vampire cannot use their [○Regeneration] or [○Normal though each attack requires its own Accuracy check. They
Weapon Immunity] abilities. may choose to attack different characters with each attack.
○Flight ☆Techniques
A Lesser Vampire receives a +1 bonus to Accuracy They may use the [Beetleskin], [Bear Muscle, [Strong
(only for melee attacks) and Evasion while flying. Blood] and [Recovery (5 HP)] Techniques (see CR II: p.
Loot 88-94).
Always Corrupted Ash (300G/Red A)
2–8 None
9 – 12 Vampire Cloak (1,000G/White S)
13+ Jet-Black Cloak (3,000G/White S)

70
Part 2 Monsters

Loot ↝Wind-Edge Blade / 15 (22) / Fortitude / Half


2–6 Beastman Fur (200G/Red A) The Garuda uses a blade made of feathers to deal with
7+ Shining Fur (1,200G/Gold Red S) Target: 1 Character Range: 30m dealing 2d+15 slashing
magic damage.
Description ○Flight II
All sections receive a +2 bonus to Accuracy (only for
They are the elders of the Lycanthropes, living around
melee attacks) and Evasion while flying.
100 years, and are highly skilled than the usual Werewolf.
If the Body section is reduced to 0 or less HP, this
The important role of the Elders is to pass on the
unique skill is lost.
secret of Werewolf reproduction, abduction of humans
they deem worthy of joining them, and perform rituals to
transform them into new Werewolves. This ritual takes Loot
one day and one night and is performed mainly on the full 2–5 None
moon night. The abductees are painted with intricate 6 – 11 Large Feathers (200G/Red A)
runes all over the body and then bitten to match the runes. 12+ Wind-Edge Feathers (3,500G/Red S)
After these procedures, they are transformed into
Lycanthrope by the light of the full moon. Description
Before the transformation, the process can be stopped
A 3m tall barbarous with a bird-like head and large
by successfully casting the [Remove Curse] spell (see CR
wings on their back, Garudas are masters of the winds. In
I: p. 248-255) with target number 20. Once transformed,
fact, they are known as “Sky Kings” among lower ranks of
however, it is no longer possible to reverse the
the barbarous, and with good reason. They despise any
transformation.
others flying in what they consider their airspace and will
often go out alone in order to drive out or kill the
12 Garuda [II] p. 322 interlopers.
Int: Average Perc: Five senses Disp: Hostile
Lang: Barbaric, Lycan Hab: Mountains
Rep/Weak: 14/19 W.P.: Bludgeoning damage +3 points
12 Succubus [III] p.305
Initiative: 20 Movement Speed: 25/50 (Flying) Int: Average Perc: Five senses (Darkvision) Disp: Hostile
Fortitude: 15 (22) Willpower: 15 (22) Lang: Trade Common, Barbaric, Arcana Hab: Various
Rep/Weak: 17/20 W.P.: Magic damage + 2 points
Initiative: 19 Movement Speed: 19/38 (Flying)
F Style Accuracy Damage Evasion Def. HP MP Fortitude: 15 (22) Willpower: 17 (24)
Beak
14(21) 2d+13 14(21) 7 61 19
(Head)
Weapon F Style Accuracy Damage Evasion Def. HP MP
18(25) 2d+10 13(20) 9 72 26
(Body) Claw 13(20) 2d+14 13(20) 10 88 108

SECTIONS Unique Skills


Sections: 2 (Head / Body) ↝Spiritualism Magic, Divine Magic 12 Level /
Main Section: Head Magic Power 16(23)
○☑Magic Aptitude
Unique Skills A Succubus can use the Combat Feats [Guided
●Head Magic], [Magic Convergence], [Magic Control],
▽Continuous Attack II [Metamagic/Targets], and [Wordbreak].
If a Garuda successfully hits a target in melee, they may
↝Indecent Dreams / 16 (23) / Willpower / Neg
make a second attack. If a second attack hits they can
Succubus lures target to sleep showing them lewd
make a third attack against the same target.
dreams and absorbing their energy. A Succubus can drain
☆Techniques energy from a target within a 20m radius, dealing them 2d
A Garuda can use the [Cat's Eyes], [Bear Muscle] and Curse magic damage to either their HP or MP and causing
[Beetleskin] Techniques (see CR II: p. 88-94). them to fall asleep immediately. The Succubus must
choose whether to target HP or MP for each use of
●Body Indecent Dreams and will regain HP or MP equal to the
☆Turbulent Winds / 15 (22) / Fortitude / Half damage dealt. This unique skill will still affect those who
At the end of the turn, the Garuda creates an area of don't normally sleep.
turbulent winds around itself, affecting up to 20 characters This effect is both curse type and psychic type (weak);
within a 6m radius dealing 2d+12 wind magic damage and it cannot have any effect on those who have Psychic
fall prone. Those that successfully resist do not fall prone Immunity.
but do still receive half damage. ○Flight
This unique skill can be used only once per turn, at the
A Succubus receives a +1 bonus to Accuracy (only for
end of each turn.
melee attacks) and Evasion while flying.

71
This unique skill is lost when HP of Eyes section
Loot becomes 0 or less.
Always Succubus Perfume (400G/Red A)
2–8 None ●Body
9 – 12 Beautiful Tail (3,000G/Red S) ○3 Actions
13+ Captivating Tail (7,000G/Red S) Spelljammer can perform three Major Actions in one
round.
Description ↝Weapon Throw
Appearing as a beautiful person with bat wings, these Spelljammer uses telekinetic powers to throw a
Barbarous are commonly called a Succubus, though weapon within 20m Radius. Accuracy and damage are the
technically males of the species are Incubus. Regardless of same as for a normal Weapon attack. Regardless of the
the name, these Barbarous will invade dreams and turn success or failure, the weapon will return to Spelljammer’s
them quite salacious, draining energy from their victims hand.
through lewd acts. They can even cause sleep in those who This unique skill can be used only once per round.
would not normally sleep, meaning no one is off-limits to
their energy-draining abilities. Loot
Always Large Scythe (600G/Black White A)
12 Spelljammer New 2 – 10
11+
None
Deceptive Eyes (4,100G/Gold Red S)
Int: Average Perc: Five senses (Darkvision) Disp: Hostile
Lang: Trade Common, Barbaric, Drakish, Arcana
Hab: Various Description
Rep/Weak: 19/21 W.P.: Bludgeoning damage +3 points They are strange-looking barbarous with one
Initiative: 18 Movement Speed: 16 extremely enlarged eye. They are hunched back and have
Fortitude: 15 (22) Willpower: 16 (23) a poor appearance, but when standing upright, they are
nearly two meters high can use their powerful telekinetic
F Style Accuracy Damage Evasion Def. HP MP powers to manipulate space around them.
None It is believed to be a mutant Boggart and may also lead
- - 15(22) 8 45 20 the barbarous hordes. They hate magic and take great
(Eyes)
Weapon pleasure in killing wizards. They usually hide in dim caves
15(22) 2d+14 14(21) 12 72 22 and labyrinths and work mainly at night.
(Body)

SECTIONS 12 Lizardman Leader New


Sections: 2 (Eyes / Body) Int: Average Perc: Five senses Disp: Hostile
Main Section: Body Lang: Barbaric, Lizardman, Dragonic, Sylvan
Hab: Swamps, Wetlands
Unique Skills Rep/Weak: 14/19 W.P.: Earth damage +3 points
Initiative: 19 Movement Speed: 16/16 (Swimming)
●Eyes Fortitude: 16 (23) Willpower: 16 (23)
○Jamming Gaze
Spelljammer's Gaze severely disrupts concentration F Style Accuracy Damage Evasion Def. HP MP
and lowers Magic Power. All characters within a Radius of
30m of the monster are treated as if they were 4 levels low Weapon 16(23) 2d+15 15(22) 14 92 62
in all Wizard-Type Classes when considering the spells,
they can cast and when calculating their Magic Power.
Only spell levels and Magic Power are affected; adventurer Unique Skills
level, HP, MP, combat feats, etc. are unaffected. ↝Fairy Magic 10 Level / Magic Power 14(21)
This unique skill is lost when the HP of Eyes section ○☑↝Magic Aptitude
becomes 0 or less. They can use the Combat Feats [Multi-Action],
[Guided Magic], [Magic Convergence], [Magic Control],
○Magic Resistance [Metamagic/Targets] and [Wordbreak].
If Spelljammer succeeds in Willpower save against any
magic, treat the result as Neg so it doesn’t receive half of ☑Tail Sweep
the damage or any other effects in case of successful save. A Lizardman Leader can use their tail to attack up to
This unique skill doesn’t apply to non-magic abilities (such 5 targets in the same skirmish. Accuracy and Damage are
as techniques, spellsongs, evocations, and non-magical the same as a normal attack, and this attack cannot be used
unique skills of monsters). in consecutive rounds.
This unique skill is lost when the HP of Eyes section ○Underwater Aptitude
becomes 0 or less. A Lizardman Leader is able to move in water without
penalty.
○Mana Resistance
Reduce all Magic Damage Spelljammer receive by -5.

72
Part 2 Monsters

Loot
Always Ten Thousand Colors (450G/Gold Red A)
12 Drake Viscount (Human Form) Misc.
2–6 None Int: High Perc: Five senses (Darkvision) Disp: Hostile
Lang: Trade Common, Barbaric, Drakish, Arcana
7 – 12 Gems (500G/Gold A)
Hab: Various
13+ Barbarous Decree (8,000G/Gold White S)
Rep/Weak: 14/21 W.P.: Magic damage + 2 points
Initiative: 19 Movement Speed: 25/50 (Flying)
Description Fortitude: 15 (22) Willpower: 15 (22)
They are the commander of a hundred-strong
Lizardman. They have strong bodies and spirits fit to lead F Style Accuracy Damage Evasion Def. HP MP
Lizardman clans.
Weapon 16(23) 2d+16 14(21) 14 95 73

13 Ogre Warlord [III] p. 307


Int: Average Perc: Five senses (Darkvision) Disp: Hostile
Unique Skills
Lang: Trade Common, Barbaric, Ogre, Drakish, ↝Spiritualism Magic 11 Level / Magic Power
Magitech 15(22)
Hab: Various ○☑↝Magic Aptitude
Rep/Weak: 16/20 W.P.: Physical damage + 2 points They can use the Combat Feats [Multi-Action],
Initiative: 20 Movement Speed: 20 [Guided Magic], [Magic Convergence], [Magic Control],
Fortitude: 18 (25) Willpower: 18 (25) [Metamagic/Targets] and [Wordbreak].
☆Techniques
F Style Accuracy Damage Evasion Def. HP MP A Drake Viscount can use the [Beetleskin], [Cat's
Weapon 17(24) 2d+15 14(21) 16 121 69 Eyes], [Giant Arms], and [Recovery (7 HP)] Techniques
(see CR II: p. 88-94).

Unique Skills ☑Mana Strike = +15 damage


A Drake Viscount may deal an additional +15 damage
○Multiple Actions = 2 times to their next melee attack. If they do, they receive a -1
↝Truespeech Magic 10 Level / Magic Power penalty to Evasion, Fortitude, and Willpower checks until
14(21) their next turn.
○☑↝Magic Aptitude ↝Dragonification
They can use the Combat Feats [Multi-Action], The Drake Viscount (Human Form) transforms into a
[Guided Magic], [Magic Convergence], [Magic Control], draconic form, healing all HP and MP. Any lingering
[Metamagic/Targets] and [Wordbreak]. magical effects are removed as well. For more
information, see the Drake Viscount (Dragon Form) stats.
☑Mana Strike = +14 damage A Drake Viscount cannot transform for an hour after
An Ogre Warlord may deal an additional +10 damage using this unique skill.
to their next melee attack. If they do, they receive a -1
penalty to Evasion, Fortitude, and Willpower checks until
Loot
their next turn.
Always Sword Shard (200G/-) x 10
2–7 Draconian Horn (500G/Red A)
Loot
8+ Majestic Draconian Horn (4,200G/Red S)
2–8 Bag of Gold (1,400G/-)
9 – 12 Luxury Ornaments (500G/Gold White A) x
2d
13+ Royal Treasured Sword (8,000G/Gold
Black White S)

Description
Though unable to transform, Ogre Warlords are a
higher breed of Ogre (see p. 51), able to learn combat and
become master tacticians as no other Ogre can. While not
much different in outward appearances, Ogre Warlords
will often stand out due to an abundance of various
crowns, necklaces, and other such ornamentation they
wear. Additionally, every Ogre Warlord has a fancy sword,
more treasure than a weapon, that shows their dedication
to the Barbarous cause.

73
Loot
13 Drake Viscount (Dragon Form) Misc.
Always Sword Shard (200G/-) x 10
Int: High Perc: Five senses (Darkvision) Disp: Hostile 2–7 Draconian Horn (500G/Red A)
Lang: Trade Common, Barbaric, Drakish, Arcana
8+ Majestic Draconian Horn (4,200G/Red S)
Hab: Various
Rep/Weak: 15/22 W.P.: Magic damage +2 points,
Initiative: 20 Movement Speed: 25/50 (Flying) Description
Fortitude: 16 (23) Willpower: 16 (23) It is Drake with the title of Viscount. They can lead a
clan of several hundred. They can destroy a small country
F Style Accuracy Damage Evasion Def. HP MP if are not stopped.
Bite In human form, it is not much different from a normal
16(23) 2d+17 15(22) 16 103 78 Drake, but in dragon form, the sheer presence of the
(Body)
Wing Drake Viscount far surpasses that of the lesser Drakes.
18(25) 2d+14 13(20) 13 60 36 The dragon's body shines with reflected light, and its
(Wing)
Wing physical strength rivals that of a Draconet.
18(25) 2d+14 13(20) 13 60 36 Once it starts rampaging, it will not stop until the
(Wing)
surrounding area is turned into scorched earth.

SECTIONS
Sections: 3 (Body / Wing x 2)
13 Forest Giant New
Main Section: Body Int: Average Perc: Five senses Disp: Neutral
Lang: Giantish Hab: Forest
Rep/Weak: 15/20 W.P.: Physical damage + 2 points
Unique Skills
Initiative: 18 Movement Speed: 19
●All Sections Fortitude: 18 (25) Willpower: 15 (22)
○Energy Immunity
F Style Accuracy Damage Evasion Def. HP MP
☆Humanification Fist
A Drake Viscount can change from a draconic form to (Upper 16(23) 2d+18 14(21) 13 76 31
a human. However, any HP lost by the Body section is Body)
carried over as a human and any lingering magical effects
Gun
remain affecting the Drake, which may cause death or
(Lower 17(24) 2d+16 13(20) 13 89 18
make them unconscious if enough HP is lost. For more
Body)
information, see the Drake Viscount (Human Form) stats.

●Body SECTIONS
↝Spiritualism Magic 11 Level / Magic Power Sections: 2 (Upper Body / Lower Body)
15(22) Main Section: Upper Body

○☑↝Magic Aptitude Unique Skills


A Drake Viscount can use the Combat Feats [Guided
Magic], [Metamagic/Targets], [Magic Control], [Magic ●Upper Body
Convergence], [Multi-Action] and [Wordbreak]. ☆Techniques
A Forest Giant can use the [Gazelle Feet], [Strong
↝Radiant Breath / 16 (23) / Fortitude / Half Blood], [Cat's Eyes], [Bear Muscle] and [Recovery (5 HP)]
The Drake Viscount may vomit a mass of pure energy, Techniques (see CR II: p. 88-94).
directed towards a single target. The energy travels
“Range/Area: 50m/Shot” and deals 2d + 18 energy magic ↝War Cry / 12 (19) / Willpower / Neg
damage in “Radius 6m/20”. The Forest Giant unleashes a powerful yell, causing
This unique skill cannot be used in consecutive turns. fear in those who fail to resist within a 10-meter radius
around Forest Giant. This fear, treated as a Psychic effect,
☆Techniques gives a -2 penalty to all Action rolls for the next 30 seconds
A Drake Viscount can use the [Beetleskin], [Cat's (3 rounds).
Eyes], [Giant Arms], and [Recovery (7 HP)] Techniques
(see CR II: p. 88-94). ●Lower Body
●Wing ○Attack Obstacle = +4 • None
Forest Giant’s height prevents enemies from attacking
○Flight it. The Upper Body receives a +4 bonus to Evasion checks
A Drake Viscount (Dragon Form) receives a +1 bonus against melee attacks. When the Lower Body falls to 0 HP
to Accuracy (only for melee attacks) and Evasion while or lower, this effect disappears.
flying.
If one of the wings falls to 0 HP or lower, this unique
skill cannot be used.

74
Part 2 Monsters

Loot Description
Always Massive Weapon (300G/Black White A) They are upper-level Dark Trolls and are in charge of
2 – 11 Gold Bracelet (2500G / Gold White S) leading the Trolls. He always trains his body without
12+ Giant's Treasure (10,000G /Gold SS) compromise.
Fighting is the highest priority in their life, and they
Description teach other Trolls how to fight and how to defeat any
It is a giant about 6 meters tall who lives in the forest. opponent.
It is usually found deep in the forest, living with nature,
and is rarely seen. They are usually calm and quiet among 14 Gory Champion New
giants, but once it considers someone an enemy, it has no Int: Low Perc: Five senses (Darkvision) Disp: Hostile
mercy for them and will crush them with its well-trained Lang: Barbaric, Giantish Hab: Forests, Mountains, Caves
strikes and techniques. Rep/Weak: 15/20 W.P.: Magic damage + 2 points
They are by no means stupid and can negotiate. Initiative: 21 Movement Speed: 29
However, they are very territorial and will not tolerate Fortitude: 16 (23) Willpower: 14 (21)
intrusion by others. They usually live alone, but rarely can
travel in search of mates. They have no concept of money
and consider everything as their own, so they sometimes F Style Accuracy Damage Evasion Def. HP MP
get into trouble by eating livestock without permission. Fist 18(25) 2d+19 16(23) 14 131 15

13 Blood Troll MC Unique Skills


Int: High Perc: Five senses (Darkvision) Disp: Hostile ↝Twin Strike & Double Attack
Lang: Trade Common, Barbaric, Giantish Hab: Ruins A Gory Champion can make two Fist attacks each
Rep/Weak: 17/20 W.P.: Magic damage + 2 points round, though each attack requires its own Accuracy
Initiative: 18 Movement Speed: 21 check. They may choose to attack different characters with
Fortitude: 18 (25) Willpower: 16 (23) each attack.

F Style Accuracy Damage Evasion Def. HP MP ▽Enrage


Gory’s damage varies depending on the remaining HP.
Weapon 18(25) 2d+14 15(22) 14 111 88 When the Gory's HP is 40 or less, their Fist damage
increases to 2d+24. When the Gory's HP is 25 or less,
their Fist damage increases to 2d+29. When the Gory's
Unique Skills HP is 10 or less, their Fist damage increases to 2d+34.
↝Divine Magic 13 Level / Magic Power 17(24)
↝Blow Away / 17(24) / Evasion / Neg
☑↝Magic Aptitude The Gory unleashed a massive blast of air, attacking
A Blood Troll can use the Combat Feats everyone in the skirmish and dealing 2d+18 damage.
[Metamagic/Targets], [Multi-Action] and [Wordbreak]. Anyone hit by this attack is ejected from the skirmish and
☑Greater Mana Strike = +4 Accuracy, +17 blown 20m in the direction of the Gory's choice separate
for each target.
damage
A Blood Troll may deal an additional +17 damage to
their next melee attack and gain +4 to this Accuracy check. Loot
If they do, they receive a -2 penalty to Evasion, Fortitude, 2–6 None
and Willpower checks until their next turn. 7 – 10 Bag of Silver (200G/-) x 2d
11+ Gems (500G/Gold A) x 2d
○Dark Regeneration = 10 points
At the end of each round, a Blood Troll recovers 10
HP. This has no effect if the Blood Troll is at 0 HP or Description
lower or is under sunlight. It is by far the most powerful Gory (see p. 55). They
○Weakened are overconfident in their own strength and are quick to
As long as a Dark Troll is under sunlight, it receives a use force to solve problems. They are violent and short-
-2 penalty to all Accuracy and Evasion Checks. tempered, and when angered, become uncontrollable.
They are also known for their foolishness in falling for
Loot traps and tricks.
Always Troll's Black Blood (500G/Red A)
2–6 Gems (300G/Gold A) x 1d
7 – 11 Strange Holy Symbol (3,300G/White S)
12+ Strange God Statue (6,200G/Gold White S)

75
14 Restructured New F Style Accuracy Damage Evasion Def. HP MP
Int: High Perc: Five senses (Darkvision) Disp: Hostile Weapon 18(25) 2d+16 16(23) 15 98 91
Lang: Barbaric, Youma, Drakish, Sylvan
Hab: Forest, Mountain
Rep/Weak: 20/23 W.P.: Physical damage + 2 points Unique Skills
Initiative: 20 Movement Speed: 16 ↝Truespeech Magic 13 Level / Magic Power
Fortitude: 16 (23) Willpower: 17 (24) 17(24)
☑↝Magic Aptitude
F Style Accuracy Damage Evasion Def. HP MP
They can use the Combat Feats [Multi-Action],
Weapon 9(16) 2d+7 9(16) 5 73 105 [Metamagic/Distance], [Metamagic/Time] and
[Wordbreak].

Unique Skills ☆Jade Gaze / 16(23) / Willpower / Neg


↝Fairy Magic 14 Level / Magic Power 18(25) As a Minor Action once per round, the Jade Basilisk
(Human Form) can attempt to petrify into a jade statue
○☑↝Magic Aptitude instead of stone one a target within 50m with this Curse-
They can use the Combat Feats [Guided Magic], type effect. The target needs to roll a Willpower Check or
[Magic Convergence], [Magic Control], receive effects of Petrification (Dexterity, Agility/-6) (see p.
[Metamagic/Distance], [Metamagic/Time] and 34). This effect can be cured with [Cure Stone] (see CR II,
[Wordbreak]. p. 127).
The target can reflect the gaze with a mirror in hand
☆Fairy Absorption / 16 (23) / Willpower / Neg and with a successful Willpower check 4 or higher than
Restructured can select 1 Character within the target number. With successful reflection, Jade
“Range/Area: 20m/Target” and specify fairy magic type. Basilisk was affected by Petrification instead of the target
Target characters cannot use fairy magic with the specified without Willpower check.
type. The effect lasts for 3 minutes and is cumulative. If This unique skill works even if Basilisk is blinded. This
the target receives the same effect and with a different type unique skill can be used only once per round.
during the duration, the target will not be able to use fairy
magic with a new type for the duration. ↝Reviving Gaze / 15(22) / Willpower / Neg
This unique skill can only be used once per round. Jade Basilisk can gaze at the target with “Range: 10m”,
“Area: Shot” for 10 minutes to revive it.
Loot The unique skill works the same way as [Resurrection]
Always Mako Stone (5 pts) (250G/-) x 1d spell (see CR II, p. 122) and increases the number of
2–8 Gems (500G/Gold A) x 1d soulscares by 1 as usual.
This effect is of the curse type, which means that if the
9 – 12 Gems (500G/Gold A) x 2d
target fails Willpower, even if they don't want to, they will
13+ Rare Gems (1,500G/Gold S) x 1d
be forcibly revived.

Description ▽Poison Blood / 17 (24) / Fortitude / Neg


Anyone who deals damage to this monster in the same
The Restructured is a bizarre race whose entire bodies
skirmish will receive 2d+8 poison magic damage at the end
are covered with grains of gems. They are usually covered
of their turn.
with a cape or similar covering, and only a slight flicker of
gems can be seen. ↝Monstrous Form
As gems are sealed in their bodies, they able to use very Basilisk (Human Form) can change into a monstrous
high-level Fairy Magic. They are often accompanied by form, restoring HP and MP to maximum and removing
fairies, which they use as meat shields. any lingering magical effects.
Restructured likes the sound of fairies crying and will For more information, see the Jade Basilisk
happily beat a humanoid fairy tamer to death if it sees one. (Monstrous Form) stats. Once transformed, the Basilisk
It is said that those who understand sylvan always hear the cannot return to human form for 1 hour.
sobs of fairies coming from the Restructured.
Loot
14 Jade Basilisk (Human Form) MC Always
2–5
Basilisk Pureblood (1,000G/Red S)
None
Int: High Perc: Five senses (Darkvision) Disp: Neutral
Lang: Trade Common, Barbaric, Drakish, Youma, 6 – 10 Jade Eyes (4,000G/Gold Red S)
Basilisk, Arcana Hab: Desert, Ruins 11+ Reviving Eyes (10,000G/Red SS)
Rep/Weak: 14/20 W.P.: Water/ice damage +3 points
Initiative: 20 Movement Speed: 15
Fortitude: 17 (24) Willpower: 17 (24)

76
Part 2 Monsters

magical effects remain affecting the Jade Basilisk, which


15 Jade Basilisk (Monstrous Form) MC may cause death or make unconscious if enough HP is
Int: Low Perc: Five senses (Darkvision) Disp: Hostile lost. For more information, see the Jade Basilisk (Human
Lang: Trade Common, Barbaric, Basilisk, Drakish, Form) stats.
Youma, Arcana Hab: Desert, Ruins
Rep/Weak: 12/20 W.P.: Water/ice damage +3 points Loot
Initiative: 21 Movement Speed: 12 Always Basilisk Pureblood (1,000G/Red S)
Fortitude: 18 (25) Willpower: 18 (25)
2–9 Jade Eye (4,000G/Gold Red S)
10 – 12 Reviving Eyes (10,000G/Red SS)
F Style Acc. Damage Evasion Def. HP MP 13+ Jade Evil Eye (20,000G/Gold Red SS)
None
(Right - - 19 (26) 6 45 30
Evil Eye) Description
None Jade Basilisk is a Basilisk with the jade evil eye. Jade
(Left Evil - - 19(26) 6 45 30 evil eye can turn sone one into a jade statue instead of the
Eye) stone one. Jade Basilisks enjoys transforming creatures
Bite into statues with their evil eye.
19(26) 2d+14 17(24) 12 84 65 This monster also has a second evil eye, the Reviving
(Head)
Claw Eye. This evil eye forces the dead to come back to life and
18(25) 2d+18 16(23) 16 96 73 is often used in a disrespectful manner.
(Body)
Jade Basilisk, in its true form, is a large lizard over 5
meters in length, with its left and right evil eyes dulled to
SECTIONS an exposed milky white and green color. Unlike its rational
Sections: 4 (Right Evil Eye/Left Evil Eye/Head/Body) human form, Jade Basilisk in this form is a ravaging
Main Section: Head monster that destroys anything in its path.

Unique Skills
●All Sections Basilisk Growth

○Poison Immunity, ○Disease Immunity Basilisks with the Evil Eye of Petrification increase
their abilities as they age. This is manifested in their
▽Poison Blood / 18 (25) / Fortitude / Neg transformed form and their Evil Eye.
It is the same as Jade Basilisk (Human Form) except The Evil Eye of an aged Basilisk will turn the target
for the different target number. into a jade statue, rather than simple petrification.
Currently, the Jade Evil Eye and the Sapphire Evil Eye
●Right Evil Eye have been identified, but the sages insist that there are
☆Jade Gaze / 17(24) / Willpower / Neg many more different types of Basilisk Gemstone Evil
It is the same as Jade Basilisk (Human Form) except Eyes. It also appears that some individuals change the type
for the different target number. of Evil Eyes multiple times during their lifetime.
When the Evil Eye Of Petrification turns into the
●Left Evil Eye Gemstone Evil Eye, Basilisk acquires a second Evil Eye.
↝Reviving Gaze / 16(23) / Willpower / Neg The Reviving Evil Eye, which brings the dead back to life,
It is the same as Jade Basilisk (Human Form) except and the Evil Eye of Rebirth, which rejuvenates the target,
for the different target number. are strongly connected to life. Whether this is inevitable or
coincidental is a matter of opinion, yet the sages are in
●Head agreement that there may be yet other kinds of Evil Eyes.
Basilisks are said to live more than 500 years, but in a
↝Truespeech Magic 13 Level /Magic Power barbarous society, it is impossible to avoid an inconvenient
15(22) death due to conflict or accident. Therefore, individuals
who can acquire a third Evil Eye are extremely rare; only
☑↝Magic Aptitude
one case of a third Evil Eye has been confirmed, but no
They can use the Combat Feats [Multi-Action],
one thinks that is the limit.
[Metamagic/Distance], [Metamagic/Time] and
Basilisk with more than four Evil Eyes has not yet been
[Wordbreak].
identified. It is thought that this may be because Basilisk's
●Body lifespan runs out first, or because it exceeds the soulscar
limit.
▽Weakening But Basilisks are immortal. Even those that have
When the Body section is reduced to 0 HP or fewer, acquired multiple Evil Eyes through the years remain, in
all other sections receive a -2 penalty to Evasion. appearance, young.
☆Humanification
A Jade Basilisk (Monstrous Form) can change from a
monstrous form to a human. However, any HP lost by the
Body section is carried over as a human and any lingering

77
15 Hecatoncheires [III] p. 308 Description
Int: Average Perc: Five senses (Darkvision) Disp: Hostile A giant with 12 arms, 6m tall, the Hecatoncheires is
Lang: Barbaric, Giantish Hab: Various built solely for war. With six arms holding weapons and
Rep/Weak: 16/22 W.P.: Physical damage + 2 points six holding shields, it will honor those who are willing to
Initiative: 20 Movement Speed: 20 stand firm and challenge his might, while spurning those
Fortitude: 21 (28) Willpower: 19 (26) who would use cowardly tactics. These giants are often
entrusted to guard important locations, often vaults and
other valuable storerooms, and are rarely encountered
F Style Accuracy Damage Evasion Def. HP MP outside.
None
(Upper - - 19(26) 12 98 35
Body) 15 Leanan Sidhe Assassin [III] p. 309
Weapon Int: High Perc: Five senses (Darkvision) Disp: Hostile
21(28) 2d+19 21(28) 9 63 18
(Arm) Lang: Trade Common, Barbaric, Nosferatu Hab: Various
Weapon Rep/Weak: 18/25 W.P.: Accuracy +1
21(28) 2d+19 21(28) 9 63 18
(Arm) Initiative: 22 Movement Speed: 20
Weapon Fortitude: 19 (26) Willpower: 22 (29)
21(28) 2d+19 21(28) 9 63 18
(Arm)
Weapon F Style Accuracy Damage Evasion Def. HP MP
21(28) 2d+19 21(28) 9 63 18
(Arm)
Weapon Claw 21(28) 2d+16 20(27) 16 108 96
21(28) 2d+19 21(28) 9 63 18
(Arm)
Weapon
(Arm)
21(28) 2d+19 21(28) 9 63 18 Unique Skills
Kick ○Spy Knowledge
(Lower 19(26) 2d+21 18(25) 12 87 23 The Leanan Sidhe is immune to the effects of Swords
Body) of Protection.
▼Bloody Temptation / 20 (27) / Willpower /
SECTIONS Neg
Sections: 8 (Upper Body / Arm x6 / Lower Body) It is the same as Leanan Sidhe except for the different
Main Section: Upper Body target number.
Cannot be active at the same time as [▼Bloody
Unique Skills Change]
●Arm
↝Swords Dance / Can't ▼Bloody Change / 20 (27) / Willpower / Neg
The Hecatoncheires does a strange, flailing dance that On a successful Claw attack, the Leanan Sidhe can
deals “2d x (Remaining Arms) + 5 Physical damage” to one choose to drink blood and memories of the target instead
target in the same skirmish. of dealing damage. When doing so, the target must make
Because of the weird movements of the dance, this a Willpower check or be affected by the Leanan Sidhe's
attack cannot be Evaded. All remaining Arms must be able curse, whose effects depend upon how many times they
to take a Major Action to use this unique skill. have failed the Willpower check. Cannot be active at the
same time as [▼Bloody Temptation].
○Limited Attacks 1st time: The Leanan Sidhe knows the target's name
Due to the size of the Hecatoncheires, only two Arms and will be able to take their appearance. Target has no
can attack the same target during a single round. shadows.
2nd time: The Leanan Sidhe knows the target's most
●Lower Body common mannerisms, quirks, and tone and can
○Attack Obstacle = +4 • None reproduce them, though close friends and family will
Hecatoncheires’ height prevents enemies from notice something off. Additionally, Leanan Sidhe knows
attacking it. The Upper Body receives a +4 bonus to the target's family and close acquaintances. There is no
Evasion checks against melee attacks. When the Lower noticeable effect on the target.
Body falls to 0 HP or lower, this effect disappears. 3rd time: The Leanan Sidhe can perfectly copy all of
the target's mannerisms, quirks, and tone, undetectable to
Loot even close friends and family of the target. The target
begins to notice they are becoming more forgetful but will
Always Massive Weapon (1,800G/Black White
rationalize it away.
A) x 6
4th time: The Leanan Sidhe gains a wide range of the
2–7 None
target's memories and can call upon a good deal of the
8 – 12 Lump of Silver (3,600G/Gold S)
character's knowledge. The target now suffers from
13+ Lump of Gold (18,000G/Gold SS) significant memory loss and will have some trouble with
everyday life. Past experiences, old promises, and even

78
Part 2 Monsters

locations of stored items and equipment are all difficult, if Unique Skills
not impossible, to recall.
5th time: The Leanan Sidhe gains the lowest-level class
●All Sections
of the target (randomly determined if more than one), ○Fire Immunity
while the target loses access to that class entirely.
6th time: The Leanan Sidhe knows all of the target's ▽Continuous Attack
memories, as well as the highest-level class of the target If a Fire Giant successfully hits a target in melee, they
(randomly determined if more than one). The target will may make a second attack against the same target.
have lost enough memory and ability to the point where ●Upper Body
even daily life is difficult.
7th time: The Leanan Sidhe has access to all of the ↝Divine Magic 13 Level / Magic Power 17 (24)
target's combat abilities, Combat Feats, all classes, etc., and
for all intents and purposes can become an exact copy of ○☑↝Magic Aptitude
the target. Meanwhile, the target is little more than a living They can use the Combat Feats [Multi-Action],
corpse. [Guided Magic], [Metamagic/Targets] and [Wordbreak].
This effect is of the curse type and lasts until it is
removed. The curse can also be removed by spells (see ↝War Cry / 20 (27) / Willpower / Neg
[Remove Curse spell) but can also be broken if the target The Fire Giant unleashes a powerful yell, causing fear
drinks the blood of the same Leanan Sidhe that has drunk in those who fail to resist within a 10-meter radius around
theirs without contested check. Fire Giant. This fear, treated as a Psychic effect, gives a -2
This unique skill can only be used once per day per penalty to all Action rolls for the next 30 seconds (3
target. rounds).

●Lower Body
Loot
Always Leanan Sidhe Blood (1,000G/Red S) ○Attack Obstacle = Impossible • +4
2–8 None The Upper Body cannot be attacked in melee. Against
9 – 12 Sanguine Vow (5,000G/White S) any ranged attacks, Upper Body receives a +4 bonus to
13+ Ring of Crimson Complexion Evasion checks.
(12,000G/Gold White SS) When the Lower Body falls to 0 HP or lower, this
effect disappears.

Description Loot
Among the Leanan Sidhe (see p. 69), there are only a Always Flame Crystal (1,600G/Gold S) x 4
few elites who are skilled enough to call themselves 2–7 Giant Helmet (9,000G/Black White S)
“Assassins”. Under the command of older Nosferatu, 8+ Giant's Treasure (10,000G/Gold SS)
these Assassins will infiltrate large cities in order to find
and impersonate important targets, whether high-ranking
officials or famous adventurers. Once this impersonation Description
is complete, the Assassin will open the city to Barbarous It is a giant of about 7m tall and lives near volcanoes.
invasions, taking down civilization from the inside. They resemble dwarves in appearance and customs. They
worship the “Flame Warrior” Grendal and forge huge
weapons. They have immunity to fire, and their hair and
16 Fire Giant New beards shimmer with flames. Their skin is reddish-bronze,
Int: Average Perc: Five senses Disp: Neutral and they wear clothes made of asbestos and metal armor.
Lang: Barbaric, Giantish Hab: Caves, Volcanoes They are not hostile to everyone but will warn anyone
Rep/Weak: 17/21 W.P.: Water/ice damage +3 points who approaches the mine, which is their territory and will
Initiative: 21 Movement Speed: 25 show no mercy to those who still try to sneak in.
Fortitude: 23 (30) Willpower: 23 (30) They may possess extremely powerful magic swords,
either forged by themselves or found on the 1,000 years
F Style Accuracy Damage Evasion Def. HP MP old corpses. Some of these swords are legendary. Many
Weapon people challenge the fire giants, but none ever return.
(Upper 21(28) 2d+23 19(26) 20 139 82
Body)
Kick
(Lower 20(27) 2d+21 18(25) 20 157 27
Body)

SECTIONS
Sections: 2 (Upper Body / Lower Body)
Main Section: Upper Body

79
16 Blood Troll Tyrant New Description
Int: High Perc: Five senses (Darkvision) Disp: Neutral They are the highest chiefs of the Trolls. The most
Lang: Trade Common, Barbaric, Giantish Hab: Ruins skillful and fearsome warriors among the trolls.
Rep/Weak: 16/20 W.P.: Magic damage + 2 points They are also known as the Warrior Kings, many
Initiative: 20 Movement Speed: 23 Trolls rally around their names, naming armies in their
Fortitude: 21 (28) Willpower: 18 (25) stead. Tyrants prefer to quickly crush the enemy with all
their might and without mercy.
They are not only skilled fighters, but also military
F Style Accuracy Damage Evasion Def. HP MP strategists, and there are records of them leading an army
Weapon 20(27) 2d+20 18(25) 16 134 60 of 10,000 barbarous into battle. Legend has it that they are
the first to leap into the enemy lines and can kill 1,000
alone.
Unique Skills
↝Divine Magic 10 Level / Magic Power 14 (21)
17 Vampire Lily (Vampire Form) FG
☑↝Magic Aptitude Int: High Perc: Five senses (Darkvision) Disp: Hostile
They can use the Combat Feats [Multi-Action], Lang: Trade Common, Barbaric, Nosferatu, Arcana
[Metamagic/Targets] and [Wordbreak]. Hab: Various
○Multiple Actions = 2 times Rep/Weak: 19/25 W.P.: Physical damage + 2 points
Initiative: 24 Movement Speed: 22/44 (Flying)
☑Mana Strike = +14 damage Fortitude: 22 (29) Willpower: 22 (29)
A Blood Troll Tyrant can deal an additional 8 damage
on their next attack. However, any Evasion, Fortitude, or
Willpower Check made by the Blood Troll Tyrant this F Style Accuracy Damage Evasion Def. HP MP
turn receives a -1 penalty. Claw 22(29) 2d+20 22(29) 19 112 112
☑Power Strike II
A Blood Troll Tyrant can deal an additional +12 Unique Skills
damage on their next attack. However, any Evasion Check
↝Truespeech Magic, Spiritualism Magic,
made by the Blood Troll Tyrant this turn receives a -2
penalty. Divine Magic 14 Level / Magic Power 21 (28)
▽Continuous Attack II ○☑↝Magic Aptitude
If a Blood Troll Tyrant successfully hits a target in They can use the Combat Feats [Magic Convergence],
melee, they may make a second attack. If a second attack [Metamagic/Targets], [Metamagic/Time],
hits they can make a third attack against the same target. [Metamagic/Area], [Hawk Eye], [Multi-Action],
[Wordbreak].
▼Counter ○Flight
A Blood Troll Tyrant can use [Counter] combat feat A Vampire Lily receives a +1 bonus to Accuracy (only
(see CR II: p. 156-161). for melee attacks) and Evasion while flying.
☆Techniques &○Muscle Mystery ○Normal Weapon Immunity
They may use the [Gazelle Feet], [Cat's Eyes], [Strong
Blood], [Beetleskin], [Bear Muscle], Techniques (see CR ○Regeneration = 8 points
II: p. 88-94). At the end of each round, a Vampire Lily recovers 8
These techniques have doubled duration. HP. This has no effect if the Vampire Lily is at 0 HP or
lower.
○Dark Regeneration = 13 points
At the end of each round, a Blood Troll Tyrant ○Vampire Body
recovers 13 HP. This has no effect if the Blood Troll As long as a Vampire Lily (Vampire Form) is under
Tyrant is at 0 HP or lower or is under sunlight. sunlight, it receives a -2 penalty to all Accuracy and
Evasion Checks. Additionally, the Vampire Lily cannot
○Weakened
As long as a Blood Troll Tyrant is under sunlight, it use their [○Regeneration] or [○Normal Weapon
receives a -2 penalty to all Accuracy and Evasion Checks. Immunity] abilities, and at the end of each round, the
Vampire Lily is dealt 9 Magic damage. This damage
Loot cannot be reduced in any way.
Always Troll's Black Blood (500G/Red A) ○Lily Scent / 20 (27) / Willpower / Neg
2–6 Strange Holy Symbol (3,300G/White S) Vampire Lily (Vampire Form) emits a lily-like scent
7 – 10 Strange God Statue (6,200G/Gold White S) and attracts any target within a 20m radius. The target will
11+ Golden God Statue (9,000G/Gold White S) try to support and heal the Vampire Lily as much as
possible for 10 seconds (1 round). Target will attempt to
use spells, combat feats, and other items to give Vampire
Lily the greatest possible advantage (up to GM). Treat this
effect as a psychic type.

80
Part 2 Monsters

This effect occurs automatically at the start of Vampire F Style Accuracy Damage Evasion Def. HP MP
Lily's turn.
None - - 22(29) 19 112 112
▼Double Claws
When dealing damage with a Claw attack Vampire Lily
can either this unique skill or use [▼Vampire Bite]. Unique Skills
If this unique skill is used the damage is rolled twice ↝Truespeech Magic, Spiritualism Magic,
and added during damage calculation. Divine Magic 14 Level / Magic Power 21 (28)
▼Vampire Bite ○☑↝Magic Aptitude
When dealing damage with a Claw attack Vampire Lily ○Flight
can either this unique skill or use [▼Double Claws]. ○Normal Weapon Immunity
If this unique skill is used on a successful Claw attack,
the Vampire Lily (Vampire Form) can choose to drink ○Resurrection
blood instead, dealing 2d + 25 damage. The Vampire Lily Same as for Vampire Lily (Vampire Form) see above.
heals HP equal to the total damage dealt. ↝Bat Dance / Can't
If the target is reduced to 0 HP or lower from this The Vampire Lily (Bat Form) swarm around a single
attack, they receive a -15 penalty to their next Death target in the same skirmish, dealing Physical damage equal
Check. If the character fails this Death Check, they receive to 1/3 the Vampire Lily's Current HP (rounded down) +
an extra 5 soulscars and rise as a Blood Sucker (see CR II: 5.
p. 346-359).
If the Vampire Lily does not use this unique skill at
○Swarm
least once every 7 days, they lose 8 HP and MP per week When targeting the Vampire Lily (Bat Form) or
(cumulative) that they do not drain blood, and also cannot another character in the same skirmish, the Combat Feats
[Precise Shot], [Guided Magic], and [Magic Control]
use their [○Regeneration] unique skill. These penalties cannot be used.
immediately go away once the Vampire Lily successfully
drains blood. ☆Vampire Form
A Vampire Lily transforms into its original vampire
☆Bat Form form. For more information, see the Vampire Lily
A Vampire Lily transforms into a myriad of bats, each (Vampire Form) data.
about 10cm long. For more information, see the Vampire A Vampire Lily cannot transform during the same turn
Lily (Bat Form) data.
they use their [☆Bat Form] unique skill.
A Vampire Lily cannot transform during the same turn
they use their [☆Vampire Form] unique skill.
Loot
○Resurrection Always Tainted Ashes (10,000G/Gold SS)
After 7 days, the Vampire Lily will revive itself from 2 – 10 None
the collection of tainted ashes that it leaves behind when 11 – 12 Immortal Cloak (10,000G/White SS)
“killed”. To prevent this from occurring, the ashes must 13+ Valley Lily Ornament (16,000G/Gold White
be dispersed into free-flowing water or stored in a place SS)
sacred to one of the Gods of Light.
However, for these methods to be effective, the Description
character performing the deed must have succeeded on
Vampire Lily is one of the Nosferatu who, like
their Monster Knowledge check enough to know the
Vampire Rose, belongs to the Frau clan. Like other
Vampire Lily’s Weakness. If they have not, then the
Nosferatu, Vampire Lily is a graceful and lovely creature,
Vampire Lily will still resurrect itself after 7 days.
who prefers to dress in pristine white. Those who come
close to them will be lured by the subdued yet intoxicating
Loot scent of lilies and will want to serve and devote themselves
Always Tainted Ashes (10,000G/Gold SS) to Vampire Lily in any way possible.
2 – 10 None
11 – 12 Immortal Cloak (10,000G/White SS)
13+ Valley Lily Ornament (16,000G/Gold White
SS)

17 Vampire Lily (Bat Form) FG one


Int: High Perc: Five senses (Darkvision) Disp: Hostile
Lang: Trade Common, Barbaric, Nosferatu, Arcana
Hab: Various
Rep/Weak: 19/25 W.P.: Physical damage + 2 points
Initiative: 24 Movement Speed: 44 (Flying)
Fortitude: 22 (29) Willpower: 22 (29)

81
17 Drake Count (Human Form) [III] p. 312 18 Drake Count (Dragon Form) [III] p. 313
Int: High Perc: Five senses (Darkvision) Disp: Hostile Int: High Perc: Five senses (Darkvision) Disp: Hostile
Lang: Trade Common, Barbaric, Drakish, Arcana Lang: Trade Common, Barbaric, Drakish, Arcana
Hab: Various Hab: Various
Rep/Weak: 18/25 W.P.: Magic damage + 2 points Rep/Weak: 19/26 W.P.: Magic damage + 2 points
Initiative: 23 Movement Speed: 30/60 (Flying) Initiative: 23 Movement Speed: 30/60 (Flying)
Fortitude: 23 (30) Willpower: 23 (30) Fortitude: 24 (31) Willpower: 24 (31)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Weapon 23(30) 2d+21 21(28) 21 140 90 Bite
23(30) 2d+22 22(29) 22 150 90
(Body)
Wing
24(31) 2d+18 19(26) 19 80 46
Unique Skills (Wing)
Wing
↝Spiritualism Magic 15 Level / Magic Power 21 24(31) 2d+18 19(26) 19 80 46
(Wing)
(28)

○☑↝Magic Aptitude SECTIONS


A Drake Count (Human Form) can use the Combat Sections: 3 (Body / Wing x2)
Feats [Guided Magic], [Magic Convergence], [Magic Main Section: Body
Control], [Metamagic/Area], [Hawk Eye], [Multi-Action]
and [Wordbreak]. Unique Skills
○Multiple Actions = 2 times ●All Sections
☆Techniques
☆Techniques A Drake Count (Dragon Form) can use the
A Drake Count (Human Form) can use the [Beetleskin], [Cat's Eyes], [Recovery (9 HP)], [Giant
[Beetleskin], [Cat's Eyes], [Recovery (9 HP)], [Giant Arms], and [Sphinx Knowledge] Techniques (see CR II:
Arms], and [Sphinx Knowledge] Techniques (see CR II: p. 88-94).
p. 88-94).
○Energy Immunity
○Flight
A Drake Count receives a +1 bonus to Accuracy (only ☆Humanification
for melee attacks) and Evasion while flying. A Drake Count can change from a draconic form to a
human. However, any HP lost by the Body section is
☑Greater Mana Strike = +6 Accuracy, +21 carried over as a human and any lingering magical effects
damage remain affecting the Drake, which may cause death or
A Drake Count may deal an additional +21 damage to make them unconscious if enough HP is lost. For more
their next melee attack and gain +6 to this Accuracy check. information, see the Drake Count (Human Form) stats.
If they do, they receive a -2 penalty to Evasion, Fortitude,
and Willpower checks until their next turn. ●Body
↝Dragonification ↝Spiritualism Magic 15 Level / Magic Power 21
The Drake Count (Human Form) transforms into a (28)
draconic form, healing all HP and MP. Any lingering
magical effects are removed as well. For more
○☑↝Magic Aptitude
They can use the Combat Feats [Multi-Action], [Magic
information, see the Drake Count (Dragon Form) stats.
Convergence], [Magic Control], [Hawk Eye],
A Drake Count cannot transform for an hour after
[Metamagic/Area] and [Wordbreak].
using this unique skill.
○Multiple Actions = 2 times
Loot
Always Heraldic Ring (3,000G/Gold White S) ☑Greater Mana Strike = +6 Accuracy, +21
2–7 None damage
8 – 12 Majestic Draconian Horn (4,200G/Red S) A Drake Count may deal an additional +21 damage to
13+ Noble Draconian Horn (12,000G/Red SS) their next melee attack and gain +6 to this Accuracy check.
If they do, they receive a -2 penalty to Evasion, Fortitude,
and Willpower checks until their next turn.
↝Radiant Breath / 23 (30) / Fortitude / Half
The Drake Count may vomit a mass of pure energy,
directed towards a single target. The energy travels
“Range/Area: 50m/Shot” and deals 2d + 25 energy magic
damage in “Radius 6m/20”.
This unique skill cannot be used in consecutive turns.

82
Part 2 Monsters

●Wing ○Vampire Body


○Flight As long as a Vampire Rose (Vampire Form) is under
sunlight, it receives a -2 penalty to all Accuracy and
A Drake Count (Dragon Form) receives a +1 bonus to
Evasion Checks. Additionally, the Vampire Rose cannot
Accuracy (only for melee attacks) and Evasion while flying.
If one of the wings falls to 0 HP or lower, this unique use their [○Regeneration] or [○Normal Weapon
skill cannot be used. Immunity] abilities, and at the end of each round, the
Vampire Rose is dealt 9 Magic damage. This damage
Loot cannot be reduced in any way.
Always Heraldic Ring (3,000G/Gold White S) ○☆Rose Enchantment / 22 (29) / Willpower /
2–7 None Neg
8 – 12 Majestic Draconian Horn (4,200G/Red S) By releasing a fragrance that smells like a rose, the
13+ Noble Draconian Horn (12,000G/Red SS) Vampire Rose (Vampire Form) can enthrall a target within
a 20m radius. The target will follow the Vampire Rose's
orders for 10 seconds (1 round) but has a -2 penalty on all
Description Actions as they are not in full control of their body. This
One of the highest-ranking Barbarous, Drake Counts unique skill happens automatically at the beginning of the
have a regal air about themselves that lesser Drakes do not. Vampire Rose's turn, with the Vampire Rose able to give
While they may be the same as other Drakes physically, a commands as a Minor Action during their turn. This is a
Drake Count's appearance and mannerisms have that Psychic-type effect.
noble look about them, unconsciously showing off their
status to other Barbarous. At the same time, Drake Counts ▼Double Claws
are masterful combatants and tacticians, able to control When dealing damage with a Claw attack Vampire
thousands of Barbarous beneath them with ease. Rose can either this unique skill or use [▼Vampire Bite].
A massive beast, the dragon form of a Drake Count is If this unique skill is used the damage is rolled twice
much larger than those of the Drake Barons underneath and added during damage calculation.
them. With glistening translucent green scales, its glory is
▼Vampire Bite
only surpassed by its frightening combat unique skill.
When dealing damage with a Claw attack Vampire
Rose can either this unique skill or use [▼Double Claws].
19 Vampire Rose (Vampire Form) [III] p. 315 If this unique skill is used on a successful Claw attack,
Int: High Perc: Five senses (Darkvision) Disp: Hostile the Vampire Rose (Vampire Form) can choose to drink
Lang: Barbaric, Trade Common, Nosferatu, Arcana blood instead, dealing 2d + 30 damage. The Vampire
Hab: Various Rose heals HP equal to the total damage dealt.
Rep/Weak: 21/27 W.P.: Physical damage + 2 points If the target is reduced to 0 HP or lower from this
Initiative: 25 Movement Speed: 27/54 (Flying) attack, they receive a -15 penalty to their next Death
Fortitude: 25 (32) Willpower: 26 (33) Check. If the character fails this Death Check, they receive
an extra 5 soulscars and rise as a Blood Sucker (see CR II:
p. 346-359).
F Style Accuracy Damage Evasion Def. HP MP
If the Vampire Rose does not use this unique skill at
Claw 23(30) 2d+20 25(32) 21 144 144 least once every 7 days, they lose 9 HP and MP per week
(cumulative) that they do not drain blood, and also cannot
use their [○Regeneration] unique skill. These penalties
Unique Skills immediately go away once the Vampire Rose successfully
↝Truespeech Magic, Spiritualism Magic, drains blood.
Divine Magic 15 Level / Magic Power 24 (31)
☆Bat Form
○☑↝Magic Aptitude A Vampire Rose transforms into a myriad of bats, each
A Vampire Rose (Vampire Form) can use the Combat about 10cm long. For more information, see the Vampire
Feats [Guided Magic], [Magic Convergence], [Magic Rose (Bat Form) data.
Control], [Metamagic/Distance], [Metamagic/Targets], A Vampire Rose cannot transform during the same
[Metamagic/Time], [Hawk Eye], [Multi-Action] and turn they use their [☆Vampire Form] unique skill.
[Wordbreak].
○Flight ○Resurrection
A Vampire Rose receives a +1 bonus to Accuracy (only After 7 days, the Vampire Rose will revive itself from
for melee attacks) and Evasion while flying. the collection of tainted ashes that it leaves behind when
“killed”. To prevent this from occurring, the ashes must
○Normal Weapon Immunity be dispersed into free-flowing water or stored in a place
○Regeneration = 9 points sacred to one of the Gods of Light.
At the end of each round, a Vampire Rose recovers 9 However, for these methods to be effective, the
HP. This has no effect if the Vampire Rose is at 0 HP or character performing the deed must have succeeded on
lower. their Monster Knowledge check enough to know the
Vampire Rose’s Weakness. If they have not, then the
Vampire Rose will still resurrect itself after 7 days.

83
Loot Lesser Vampires are initiated into the clan through a
Always Tainted Ashes (10,000G/Gold SS) Sanguine Vow, a bloody deal from the head of the clan
2–8 None drawn up in order to introduce new vampires into the clan.
9 – 12 Immortal Cloak (10,000G/White SS) These vampires are often leading a number of Lesser
13+ Rose Coat of Arms Accessory Vampires, as well as a few Leanan Sidhe.
(20,000G/Gold White SS) Vampire Roses are one of a few different branches
under the Frau clan, along with the Vampire Lily, Vampire
Daisy, and Vampire Shamrock branches. Each of these is
19 Vampire Rose (Bat Form) [III] p. 317 so named as the vampires will exude a faint scent of the
Int: High Perc: Five senses (Darkvision) Disp: Hostile flower they are named after, even if they have been
Lang: Barbaric, Trade Common, Nosferatu, Arcana reduced to ashes by adventurers. Vampire Roses in
Hab: Various particular often dress in flashy red velvet outfits and move
Rep/Weak: 21/27 W.P.: Physical damage + 2 points with unearthly grace. The scent of roses is always about
Initiative: 25 Movement Speed: 54 (Flying) them, and this scent has been known to be disorientating
Fortitude: 25 (32) Willpower: 26 (33) and can fascinate the simple-minded.

Nosferatu Lineage
F Style Accuracy Damage Evasion Def. HP MP
None - - 25(32) 21 144 144 Among the barbarous, the ancestors of the present
Nosferatu were those who worshipped the immortal god
Metissier and craved immortality. They discovered the art
Unique Skills of prolonging eternal life by sucking the blood of
↝Truespeech Magic, Spiritualism Magic, humanoids. And this is how vampires with red eyes and
Divine Magic 15 Level / Magic Power 24 (31) sharp, vicious canine teeth were born.
They were the founders of the existing Nosferatu clans,
○☑↝Magic Aptitude such as Krew and Frau, and each clan has inherited their
○Flight characteristics: the Krew clan escapes death in a mist,
○Normal Weapon Immunity while those of the Frau clan are fragrant and, even in
death, rise from the ashes.
○Resurrection Vampires perform a ritual called Blood Kiss on those
Same as for Vampire Rose (Vampire Form) see above. they particularly like. The Blood Kiss needs to be
○Swarm performed once a night for 7 nights, and after the 7th
When targeting the Vampire Rose (Bat Form) or Blood Kiss, the target becomes a Lesser Vampire. The
another character in the same skirmish, the Combat Feats Lesser Vampire cannot disobey the orders of its parent
[Precise Shot], [Guided Magic], and [Magic Control] vampire.
cannot be used. Among the Lesser Vampires, those who are further
recognized are given the Sanguine Vow and raised to
↝Bat Dance / Can't vampire status. It was through this Sanguine Vows that the
The Vampire Rose (Bat Form) swarm around a single founders developed their clans, and in the process, several
target in the same skirmish, dealing Physical damage equal branches (clans) arose: the Krew clan includes the Noirs,
to 1/3 the Vampire Rose's Current HP (rounded down) + Rouges, and Grunes, and the Frau clan includes the Roses,
10. Lilys, and Daisies.
☆Vampire Form Nowadays, it is exceedingly rare for a Sanguine Vow to
A Vampire Rose transforms into its original vampire be granted. It is not only influenced by the wishes of the
form. For more information, see the Vampire Rose individual parent vampire, but also by the clan and clan
(Vampire Form) data. dynamics. Unsurprisingly, the new vampires are
A Vampire Rose cannot transform during the same incorporated into existing clans.
In Nosferatu society, Inheriting Blood means going
turn they use their [☆Bat Form] unique skill.
through these rituals of Blood Kiss and Sanguine Vow.
They do not see any value in procreation through normal
Loot reproductive acts. Vampires' high skills are backed by their
Always Tainted Ashes (10,000G/Gold SS) bloodline, which leads to an extremely strong sense of
2–8 None pride and elitism.
9 – 12 Immortal Cloak (10,000G/White SS) Nosferatu has soulscar up to the limit of undeadness.
13+ Rose Coat of Arms Accessory If Nosferatu receives even one soulscar including revival
(20,000G/Gold White SS) by [Resurrection] spell (see CR II, p. 122), it will become
undead immediately.
Description However, destroying a vampire is a difficult task. The
higher vampires all have special means of resurrection,
Vampires are immortal Nosferatu, with shining red
and even if they do not, they have a strong connection with
eyes and sharp, pointed fangs. In order to keep themselves
the Metissier, and if the resurrection is by [Unholy Soil]
alive, they must feed on the blood of humanoids. Many
(see CR III, p. 297) their number of soulscars will not
vampires can trace their lineage to the head of the clan,
increase.
proven leaders both in and out of combat. However, some

84
Part 2 Monsters

staring for 1 minute (6 rounds) for this unique skill to take


18 Sapphire Basilisk (Human Form) New effect.
Int: High Perc: Five senses (Darkvision) Disp: Neutral After receiving this effect, the target will be rejuvenated
Lang: Trade Common, Barbaric, Basilisk, Arcana, to half their age, or up to one year younger if this is the
Drakish, Youma Hab: Desert, Ruins second or subsequent time he has received this effect,
Rep/Weak: 22/27 W.P.: Water/ice damage +3 points regardless of his age at the time. The target's knowledge
Initiative: 25 Movement Speed: 15 and memories will remain during the first rejuvenation but
Fortitude: 24 (31) Willpower: 24 (31) are completely lost the second and subsequent time, with
the exception of runefolk, who will be rejuvenated one
F Style Accuracy Damage Evasion Def. HP MP year but will not lose their knowledge and memories no
matter how many times they are subjected to this effect.
Weapon 23(30) 2d+22 22(29) 21 147 136
This is of the Curse type effect. After this effect
reverses targets' age, they will begin to age at their normal
rate. If the curse is removed by magic, such as in [Remove
Unique Skills
Curse] (see CR I: p. 248-255), the age that was reversed
↝Truespeech Magic 15 Level / Magic Power 22 will be added to the current age. If the curse is removed
(29) and the life expectancy limit of the target’s race is
☑↝Magic Aptitude exceeded, they will die of old age.
They can use the Combat Feats [Multi-Action], ▽Poison Blood / 17 (24) / Fortitude / Neg
[Guided Magic], [Magic Convergence], [Magic Control], Anyone who deals damage to this monster in the same
[Metamagic/Distance], [Metamagic/Time] and skirmish will receive 2d+12 poison magic damage at the
[Wordbreak]. end of their turn.
☆Sapphire Gaze / 16(23) / Willpower / Neg ↝Monstrous Form
As a Minor Action once per round, the Sapphire Basilisk (Human Form) can change into a monstrous
Basilisk (Human Form) can attempt to petrify into a jade form, restoring HP and MP to maximum and removing
statue instead of stone one a target within 50m with this any lingering magical effects.
Curse-type effect. The target needs to roll a Willpower For more information, see the Sapphire Basilisk
Check or receive effects of Petrification (Dexterity, (Monstrous Form) stats. Once transformed, the Basilisk
Agility/-12) (see p. 34). This effect can be cured with [Cure cannot return to human form for 1 hour.
Stone] (see CR II, p. 127).
The target can reflect the gaze with a mirror in hand Loot
and with a successful Willpower check 4 or higher than Always Basilisk Pureblood (1,000G/Red S)
the target number. With successful reflection, Jade 2–4 None
Basilisk was affected by Petrification instead of the target
5–8 Sapphire Eye (8,000G/Gold Red S)
without Willpower check.
9+ Eye of Rebirth (20,000G/Red SS)
This unique skill works even if Basilisk is blinded. This
unique skill can be used only once per round.
↝Sapphire Ray / 21(28) / Willpower / Half
Sapphire Basilisk releases a ray of cold blue-white
19 Sapphire Basilisk (Mon. Form) New
Int: Low Perc: Five senses (Darkvision) Disp: Hostile
energy in “Range: 30m” and “Area: Line” dealing 2d+25
Lang: Trade Common, Barbaric, Basilisk, Arcana,
water/ice magic damage.
Drakish, Youma Hab: Desert, Ruins
↝Gaze of Rebirth / 20(27) / Willpower / Neg Rep/Weak: 20/27 W.P.: Water/ice damage +3 points
This gaze can reverse the age of the target. It has Initiative: 26 Movement Speed: 12
“Range: 10m” and “Area: Shot”. Basilisk must keep Fortitude: 25 (32) Willpower: 25 (32)

85
F Style Accuracy Damage Evasion Def. HP MP ☆Humanification
None A Sapphire Basilisk (Monstrous Form) can change
(Upper from a monstrous form to a human. However, any HP lost
- - 26(33) 9 75 44 by the Body section is carried over as a human and any
Evil
Eye) lingering magical effects remain affecting the Sapphire
None Basilisk, which may cause death or make unconscious if
(Right enough HP is lost. For more information, see the
- - 26(33) 9 75 44 Sapphire Basilisk (Human Form) stats.
Evil
Eye)
None Loot
(Left Always Basilisk Pureblood (1,000G/Red S)
- - 26(33) 9 75 44
Evil 2–7 Sapphire Eye (8,000G/Gold Red S)
Eye) 8 – 12 Eye of Rebirth (20,000G/Red SS)
Bite 21(28) 17 123 73 13+ Evil Sapphire Eye (40,000G/Gold Red SS)
23(30) 2d+25
(Head)
Claw
24(31) 2d+28 20(27) 22 145 71 Description
(Body)
Sapphire Basilisks are high-ranking Basilisk with three
evil eyes. The first evil eye on the forehead is the Evil Eye
SECTIONS of Petrification that all Basilisks share, and the Sapphire
Sections: 5 (Upper Evil Eye/Right Evil Eye/Left Evil Basilisk, as its name implies, turns creatures into sapphire
Eye/Head/Body) statues by just looking at them. The second evil eye shoots
Main Section: Head a cold eye ray that freezes everything it touches and the
Unique Skills third eye, Eye of Rebirth, reverses the age of the person
Basilisk is looking at.
●All Sections Sapphire Basilisk uses this third ability to acquire and
○Poison Immunity, ○Disease Immunity raise numerous humanoid “children”. The purpose of this
practice seems to vary from one individual to another, with
▽Poison Blood / 21 (28) / Fortitude / Neg rumors of brainwashing and educating the children from
Anyone who deals damage to this monster in the same an early age and using them as slaves or using them
skirmish will receive 2d+12 poison magic damage at the livestock.
end of their turn. Sapphire Basilisk, in its monstrous form, takes the
form of a large lizard reaching 7 meters in length, with
●Upper Evil Eye three evil eyes of different shades of blue.
☆Sapphire Gaze / 16(23) / Willpower / Neg
It is the same as Sapphire Basilisk (Human Form)
except for the different target number. 23 Vampire Noir Misc.
Int: High Perc: Five senses (Darkvision) Disp: Hostile
●Right Evil Eye Lang: Trade Common, Barbaric, Nosferatu, Arcana
↝Sapphire Ray / 21(28) / Willpower / Half Hab: Various
It is the same as Sapphire Basilisk (Human Form) Rep/Weak: 24/31 W.P.: Physical damage + 2 points
except for the different target number. Initiative: 30 Movement Speed: 29/58 (Flying)
Fortitude: 29 (36) Willpower: 29 (36)
●Left Evil Eye
↝Gaze of Rebirth / 21(28) / Willpower / Neg F Style Accuracy Damage Evasion Def. HP MP
It is the same as Sapphire Basilisk (Human Form)
Claw 29(36) 2d+26 28(35) 25 199 199
except for the different target number.

●Head
Unique Skills
↝Truespeech Magic 15level / Magic Power 18
↝Truespeech Magic, Spiritualism Magic,
(25)
Divine Magic 15level / Magic Power 28 (35)
☑↝Magic Aptitude
They can use the Combat Feats [Multi-Action], ○☑↝Magic Aptitude
[Metamagic/Distance], [Metamagic/Time] and They can use the Combat Feats [Multi-Action],
[Wordbreak]. [Guided Magic], [Magic Control], [Magic Convergence],
[Hawk Eye], [Metamagic/Time], [Metamagic/Targets],
●Body [Metamagic/Distance] and [Wordbreak].
▽Weakening ○Flight
When the Body section is reduced to 0 HP or fewer, A Vampire Noir receives a +1 bonus to Accuracy (only
all other sections receive a -2 penalty to Evasion. for melee attacks) and Evasion while flying.

○Normal Weapon Immunity

86
Part 2 Monsters

○Regeneration = 12 points If the Vampire Noir does not use this unique skill at
least once every 7 days, they lose 12 HP and MP per week
At the end of each round, a Vampire Noir recovers 12 (cumulative) that they do not drain blood, and also cannot
HP. This has no effect if the Vampire Noir is at 0 HP or use their [○Regeneration] unique skill. These penalties
lower.
immediately go away once the Vampire Noir successfully
○Vampire Body drains blood.
As long as a Vampire Noir (Vampire Form) is under
sunlight, it receives a -2 penalty to all Accuracy and ○Sword Punishment
Evasion Checks. Additionally, the Vampire Noir cannot A character with the holy symbol of the god associated
use their [○Regeneration] or [○Normal Weapon with the First Sword in any equipped section or in any
Immunity] abilities, and at the end of each round, the hand can choose to apply the damage to vampire MP
Vampire Noir is dealt 12 Magic damage. This damage instead of HP when inflicting physical damage on the
cannot be reduced in any way. Vampire Noir. If enemies rolled Monster Knowledge
below Vampire Noir’s Weakness, they cannot reduce
☆Gaze / 27 (34) / Willpower / Neg Vampire MP.
Vampire Noir may attempt to paralyze with “Target: 1
Character” within “Range: 50m”. If the target fails to resist ○Mist Form
the Gaze, they are paralyzed for 10 seconds (1 round) and If the vampire’s HP drops below 0 before the MP
cannot take any Minor Actions. If the target's resistance reaches 0, Vampire Noir will turn into a mist and flee. It
roll is 30 or less, the target is instead charmed by the doesn’t need to make Death Checks. Once in a mist, it
Vampire Noir and will move to aid and defend it for the cannot be damaged or harmed in any way. The mist will
next minute (6 rounds). This effect is treated as a psychic eventually fade and become invisible. The Vampire Noir
type. can resurrect in a temple or other holy place of their
This unique skill can be used twice per round, at the choosing.
beginning of this monster's turn.
Loot
↝4 Attacks Always Stylish Clothing (10,000G/White SS)
Vampire Noir can make up to 4 attacks per round. It 2–8 None
can choose whether to make more attacks on the same 9 – 12 Immortal Cloak (10,000/White SS)
target or choose different targets for attacks, making
13+ Black Crest Ornament (23,000G/Gold
separate Accuracy rolls for each attack.
White SS)
▼Vampire Bite
When dealing damage with a Claw attack Vampire Description
Noir can either this unique skill or use [↝4 Attacks]. They are vampires who prefer to dress in old-
If this unique skill is used on a successful Claw attack, fashioned, prestigious attire united by black. They belong
the Vampire Noir (Vampire Form) can choose to drink to the clan of the Krew. Other clans such as Rouge, Juan,
blood instead, dealing 2d + 40 damage. The Vampire Noir and Grun have in common that when they die they
heals HP equal to the total damage dealt. become mist and later resurrect.
If the target is reduced to 0 HP or lower from this The Krew is currently considered the largest of the
attack, they receive a -15 penalty to their next Death numerous Nosferatu clans. The Vampire Noir is the first
Check. If the character fails this Death Check, they receive and most prestigious of these clans.
an extra 5 soulscars and rise as a Blood Sucker (see CR II:
p. 346-359).

87
ANIMALS
1 Wolf [I] p. 452 1 Giant Cockroach MC
Int: Animal Perc: Five senses Disp: Hungry Int: None Perc: Five senses Disp: Hungry
Lang: None Hab: Forests, Grasslands Lang: None Hab: Labyrinths, Ruins
Rep/Weak: 5/10 W.P.: Physical damage + 2 points Rep/Weak: 6/11 W.P.: Accuracy +1
Initiative: 11 Movement Speed: 15 Initiative: 9 Movement Speed: 10/10 (Flying)
Fortitude: 3 (10) Willpower: 1 (8) Fortitude: 2 (9) Willpower: 2 (9)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Bite 2(9) 2d 2(9) 1 12 8 Bite 1(8) 2d-2 2(9) 0 9 1

Unique Skills Unique Skills


None. ▽Disease Vector / 2 (9) / Fortitude / Neg
If a character is hit with a Bite attack that inflicts 1 or
Loot more applied damage, this character gains a -1 penalty to
2–3 None their Willpower. This effect is of the disease type, it is
4–8 Wolf Hide (20G/Red B) permanent unless healed and it is not cumulative.
9 – 10 High-quality Wolf Hide (50G/Red B)
11+ Flawless Wolf Hide (100G/Gold Red A) ○Flight
A Giant Cockroach receives a +1 bonus to Accuracy
(only for melee attacks) and Evasion while flying.
Description
A simple Wolf, often appearing in packs of 3 to 5. Loot
2–9 None
1 Giant Ant [I] p. 453 10+ Beetle Shell (30G/Red B)
Int: Animal Perc: Five senses Disp: Neutral
Lang: None Hab: Mountains, Caves Description
Rep/Weak: 6/10 W.P.: Physical damage + 2 points It is a large cockroach, about 30 cm long. It prefers
Initiative: 9 Movement Speed: 12 unsanitary places and appears in abandoned houses and
Fortitude: 4 (11) Willpower: 2 (9) underground passageways.

F Style Accuracy Damage Evasion Def. HP MP


1 Filthy Rat Misc.
Mandibles 2(9) 2d-1 2(9) 3 9 8 Int: Animal Perc: Five senses Disp: Hostile
Lang: None Hab: Ruins
Rep/Weak: 6/9 W.P.: Accuracy +1
Unique Skills Initiative: 9 Movement Speed: 12
↝Formic Acid / 7(14) / Fortitude / Neg Fortitude: 3 (10) Willpower: 2 (9)
A Giant Ant spits acid at an enemy character in the
same skirmish, dealing 2d-2 poison magic damage.
F Style Accuracy Damage Evasion Def. HP MP
Loot Bite 2(9) 2d-1 2(9) 0 10 1
2–7 None
8 – 10 Beetle Shell (30G/Red B)
11+ Violet Jewel (120G/Gold A) Unique Skills
▽Disease Bite / 2(9)/ Fortitude / Neg
If a character is hit with a Bite attack that inflicts 1 or
Description more applied damage, this character gains a -1 penalty to
A Giant Ant, measuring approximately 1m long. their Willpower. This effect is of the disease type, it is
While built the same as a normal ant, its size allows it to permanent unless healed and it is not cumulative.
be a danger to humanoids. Nests can be particularly nasty, ○Nimble
as there can be an incredible number of ants working Filthy Rat gains a +2 bonus to the Evasion check
inside. against ranged attacks.

Loot
2 – 10 None
11+ Dirty Teeth (50G/Red B)

88
Part 2 Monsters

Description Loot
These rodents are about 40 cm long and are found in Always Poison Stinger (15G/Red B)
ruins and archaeological sites. They breed in ditch water 2–6 None
systems and underground cemeteries. They are hated by 7+ Thin Wings (50G/-)
people because they spread diseases.
They are very fertile, and if you see one, it is safe to Description
assume that there are many more around. It is a poisonous bee that has grown much larger,
averaging around 50cm. Ecologically, they are similar to
1 Bohr MC normal bees, except they instead look for blood from
living organisms rather than a flower's nectar. The home
Int: Animal Perc: Five senses Disp: Hostile nest is roughly 5m long and is usually located in the
Lang: None Hab: Meadow, Wilderness branches of larger trees. When the nest is disturbed, a
Rep/Weak: 8/11 W.P.: Physical damage + 2 points swarm of Killer Bees will come out and protect it.
Initiative: 7 Movement Speed: 20
Fortitude: 4 (11) Willpower: 3 (10)
2 Sidewinder [II] p. 324
F Style Accuracy Damage Evasion Def. HP MP Int: Animal Perc: Five senses Disp: Hostile
Lang: None Hab: Forests, Grasslands, Deserts, Ruins
Slam 3(10) 2d+2 2(9) 2 29 6
Rep/Weak: 7/11 W.P.: Physical damage + 2 points
Initiative: 10 Movement Speed: 14
Fortitude: 4 (11) Willpower: 3 (10)
Unique Skills
▽Momentum
If a Slam attack fails, Bohr will automatically fall prone. F Style Accuracy Damage Evasion Def. HP MP
Bite 3(10) 2d 2(9) 1 14 8
Loot
Always Large Fang (30G/Red B)
2 – 11 None Unique Skills
12+ Fur (150G/Red A) ▽Paralyzing Poison / 3 (10) / Fortitude / Neg
If the Sidewinder hits with their Bite attack that inflicts
1 or more applied damage, the target receives a -2 penalty
Description to Evasion checks for 30 seconds (3 rounds).
It is a monster with a wolf-like body and boar-like fangs This effect is not cumulative and is of the poison type.
on its head. They are not good at stopping and often fall
over when running. However, they are sometimes used as Loot
horses by the lower grade barbarous because of their
2–5 None
belligerent nature and relatively high strength.
6–9 Snake Skin (20G/Red B)
10 – 11 Fine Snake Skin (120G/Red A)
2 Killer Bee [II] p. 323 12+ Premium Snake Skin (320G/Red A)
Int: None Perc: Five senses Disp: Hostile
Lang: None Hab: Forest Description
Rep/Weak: 7/12 W.P.: Accuracy +1 Similar to a rattlesnake, a Sidewinder is a snake 1m
Initiative: 10 Movement Speed: 18 (Flying) long and is often found in deserts or other dry areas. As
Fortitude: 2 (9) Willpower: 2 (9) they are nocturnal, a Sidewinder is rarely seen during the
day, and only comes out at night to hunt. Rarely, there is a
F Style Accuracy Damage Evasion Def. HP MP snakeskin of high quality, and these skins are used to make
a variety of Chandelle products, such as boots, bags, and
Stinger 4(11) 2d-2 3(10) 0 5 1
wallets.

Unique Skills
▽Poison / 4 (11) / Fortitude / Neg
If the Killer Bee hits with their Stinger attack that
inflicts 1 or more applied damage, Killer Bee deals
additional 7 poison magic damage to the target.

○Flight
A Killer Bee receives a +1 bonus to Accuracy (only for
melee attacks) and Evasion while flying.

89
2 Giant Centipede [III] p. 320 2 Giant Lizard [I] p. 454
Int: Animal Perc: Five senses Disp: Hostile Int: Animal Perc: Five senses Disp: Hungry
Lang: None Hab: Forests, Plains, Caves Lang: None Hab: Various
Rep/Weak: 7/11 W. P.: Physical damage + 2 points Rep/Weak: 7/11 W.P.: Physical damage + 2 points
Initiative: 9 Movement Speed: 14 Initiative: 10 Movement Speed: 12
Fortitude: 3 (10) Willpower: 2 (9) Fortitude: 5 (12) Willpower: 3 (10)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Bite 3(10) 2d 2(9) 3 16 3 Bite 3(10) 2d+2 2(9) 2 20 8

Unique Skills Unique Skills


▽Poison / 3 (10) / Fortitude / Neg None.
If the Bite attack inflicts 1 or more applied damage, it
inflicts 6 poison magic damage to the target. Loot
2–7 None
Loot 8+ Fine Scales (140G/Red A)
2–5 None
6–9 Beetle Shell (30G/Red B) Description
10+ Quality Beetle Shell (150G/Red A)
A carnivorous giant lizard, its body is about 2m long.
Adventurers should be wary of lone Lizards, as their
Description companions tend to wait in ambush for unwary stragglers.
A huge centipede, measuring 1m long altogether, has In rare cases, there are those specimens with finer
developed large fangs. Giant Centipedes will attack scales than usual. If enough of these scales can be
humanoids and animals alike, feeding on their flesh. It's harvested and brought to a skilled armorsmith, high-
said that a light tonic can be made by crushing its shell, quality scale mail can be made.
though the effectiveness of such a drink is in question.
2 Dolphin [III] p. 321
2 Giant Leech MC Int: Average Perc: Five senses Disp: Neutral
Int: None Perc: Five senses Disp: Hungry Lang: Sea Animal Hab: Sea
Lang: None Hab: Swamps, Wetlands Rep/Weak: 6/11 W. P.: Fire damage +3 points
Rep/Weak: 9/12 W.P.: Physical damage + 2 points Initiative: 11 Movement Speed: 25 (Swimming)
Initiative: 6 Movement Speed: 8 Fortitude: 4011) Willpower: 4 (11)
Fortitude: 4 (11) Willpower: 3 (10)
F Style Accuracy Damage Evasion Def. HP MP
F Style Accuracy Damage Evasion Def. HP MP
Slam 4(11) 2d+2 3(10) 3 23 9
Bite 3(10) 2d+2 2(9) 1 16 2

Unique Skills
Unique Skills ○Underwater
○Soft Body The Dolphin doesn't receive penalties for moving or
Bludgeoning weapons treat the Defense of Giant taking Action in water. However, it can't perform any
Centipede section as 3 points higher. Action without water.
In addition, Throw or similar attacks deal no damage
and have no effect. Loot
2–5 None
▽Bloodsucking
If a Bite attack hits, the monster's HP is restored by a 6–9 Pearl Fragments (50G/Gold Red B)
value equal to the applied damage. 10+ Ocean Pearl (200G/Gold Red A)

Loot Description
Always Mucus (20G/Red B) This species of Dolphin grows to around 3m long and
is highly intelligent, able to speak its own language. While
Description Dolphins often live in groups out in the seas and open
ocean, they will rarely come to the coast and attempt to
These giant leeches are found in swamps and damp
make contact with humanoids. Some have even been
places. The largest of these leeches are over 50 cm in
trained by humans to allow riders on their back, though
length and appear out of nowhere, pouncing on and
preparations need to be made to allow the rider to breathe
sucking the blood of even large animals.
underwater.

90
Part 2 Monsters

2 Poison Toad [II] p. 325 3 Anaconda [III] p. 322


Int: None Perc: Five senses Disp: Hungry Int: Animal Perc: Five senses Disp: Hungry
Lang: None Hab: Various Lang: None Hab: Forests, Plains, Caves
Rep/Weak: 9/12 W.P.: Earth damage +3 points Rep/Weak: 8/12 W.P.: Magic damage + 2 points
Initiative: 8 Movement Speed: 10/20 (Swimming) Initiative: 11 Movement Speed: 15
Fortitude: 5 (12) Willpower: 4 (11) Fortitude: 6 (13) Willpower: 4 (11)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Slam 3(10) 2d-1 2(9) 2 20 5 Constrict 5(12) 2d+3 3(10) 4 29 9

Unique Skills Unique Skills


▽Poison / 3 (10) / Fortitude / Neg ▽Entanglement
If the Slam attack inflicts 1 or more applied damage, it A successful hit from a Constrict attack entangles the
inflicts 6 poison magic damage to the target. target. Each round, the entangled target is hit automatically
by the Anaconda and makes all Accuracy and Evasion
Loot Checks with a -2 penalty.
2–6 None When the target tries to escape, use de-bonding (see p.
7 – 10 Toad Oil (20G) 34).
11+ Clarified Toad Oil (100G) While entangled by this unique skill, the Anaconda
cannot attack other characters. If the monster itself wants
to release the target, it can do so with a Minor Action.
Description
A giant poisonous toad that has grown to around 1m Loot
long. These Poison Toads inhabit a variety of areas, with 2–5 Snake Skin (20G/Red B)
those in the forests and grasslands taking on an 6–9 Fine Snakeskin (150G/Red A)
exceptionally green hue. Numerous warts that cover their 10+ Premium Snakeskin (320G/Red A)
body constantly ooze toxins, which can be dangerous to
those who wish to prey on these toads. However,
pharmacists will buy these toxins and oils for a decent Description
price. A large snake, an Anaconda measures around 2m in
length. Its preferred method of attack is to hide in trees as
though it were a large vine, then drop down onto
unsuspecting prey. The coils of an Anaconda can constrict
and suffocate something as large as a cow. The skin of the
Anaconda is prized for its capabilities when turned into
leather, and adventurers are often sent to procure such
skins.

91
unknown plants stuck in the fur, some of which may yet
3 Ox MC still sprout.
Int: Animal Perc: Five senses Disp: Hostile
Lang: None Hab: Meadow, Wilderness
Rep/Weak: 9/12 W.P.: Physical damage + 2 points 3 Shark [II] p. 326
Initiative: 10 Movement Speed: 15 Int: Animal Perc: Five senses Disp: Hungry
Fortitude: 6 (13) Willpower: 5 (12) Lang: None Hab: Ocean
Rep/Weak: 9/12 W. P .: Slashing damage +3 points
F Style Accuracy Damage Evasion Def. HP MP Initiative: 10 Movement Speed: 20 (Swimming)
Fortitude: 5 (12) Willpower: 4 (11)
Horns 5(12) 2d+4 3(10) 4 44 12
F Style Accuracy Damage Evasion Def. HP MP
Unique Skills Bite 4(11) 2d+6 4(11) 2 28 5
☆Intimidation / 4 (11) / Fortitude / Neg
Ox stares at an enemy in the skirmish it is in, restricting
their movement. The target will be unable to perform any Unique Skills
Minor Actions for 10 seconds (1 round). This effect is of ○Underwater
the psychic type. The Shark doesn't receive penalties for moving or
This unique skill can be used only once per round. taking action in water. However, it can't perform any
Action without water.
Loot
2–6 None Loot
7+ Big Horn (150G/Red A) Always Jagged Tooth (30G/Red B)
2 – 10 None
Description 11+ Clean Gills (200G/Red A)
This bull is about 3 meters long. They have a rough
temperament and are known to cower to others in fear Description
when they stared at someone. They are often herd Living in relatively clear water, a Shark is sensitive to
together in grasslands and other places, and their group the smell of blood in the water and will unerringly hunt
can be deadly. down the bleeding prey. Once they have the scent of
blood, they will move quite quickly, and the chances of
3 Grey Lynx [I] p. 455 escaping a hungry shark are slim.
Int: Animal Perc: Five senses (Darkvision) Disp: Hostile
Lang: None Hab: Forests, Mountains 3 Giant Spider [II] p. 327
Rep/Weak: 12/15 W.P.: Magic damage + 2 points Int: Animal Perc: Five senses (Darkvision) Disp: Hungry
Initiative: 12 Movement Speed: 16 Lang: None Hab: Forests, Ruins
Fortitude: 5 (12) Willpower: 3 (10) Rep/Weak: 8/12 W. P .: Fire damage +3 points
Initiative: 10 Movement Speed: 14
F Style Accuracy Damage Evasion Def. HP MP Fortitude: 4 (11) Willpower: 4 (11)
Bite 4(11) 2d+3 5(12) 2 19 10
F Style Accuracy Damage Evasion Def. HP MP
Bite 4(11) 2d+4 4(11) 1 22 10
Unique Skills
▽Continuous Attack
If a Grey Lynx successfully hits a target in melee, they Unique Skills
may make a second attack against the same target. ↝Sticky Silk / 4 (11) / Evasion / Neg
The Giant Spider shoots a sticky silk web at a target,
Loot and if it hits the target takes a -2 penalty to Evasion for 3
Always Grey Lynx Fur (80G/Red B) minutes (18 rounds). If a target is already affected by Sticky
2–9 None Silk and then hit again, they also become unable to make
10+ Mysterious Seeds (100G/Red Green A) any melee or ranged attacks and cannot cast spells.
If there is a nearby fire (such as a torch), the silk will
burn away in 30 seconds (3 rounds). However, if the target
Description is hit for at least 1 applied fire damage the silk instantly
This large wildcat has grown to a size of 2m. The Grey burns away.
Lynx is keen at hiding itself and tends to avoid human- Sticky Silk cannot be used in consecutive rounds.
sized prey, which leads children to think of these cats as
myths.
While fur is not quite a luxury, there is still a steady
enough demand for it. There may also be seeds from

92
Part 2 Monsters

Loot Unique Skills


2–5 None ▽Bloodsucking
6–9 Sticky Silk Ball (20G/Red B) If a Bite attack hits, the monster's HP is restored by a
10+ Large Sticky Silk Ball (150G/Red A) value equal to the applied damage.

○Flight
Description A Giant Bat receives a +1 bonus to Accuracy (only for
Giant Spiders can often be found in deep forests and melee attacks) and Evasion while flying.
labyrinths and will move stealthily despite their 2m size.
Nesting in passages and holes, they will wait until prey Loot
walks into their territory, cover them with webs until they Always Bat Wing (30G/Red B)
stop moving, then move in to feed. While Giant Spiders
2–6 None
will go after prey larger than they are, any open flames
7+ Violet Jewel (120G/Gold A)
(such as those from a torch) will deter the spider from
attacking.
Description
3 Giant Slug [II] p. 328 Giant Bats are flying mammals that suck blood from
animals. Using ultrasonic waves inaudible to humans, the
Int: None Perc: Five senses Disp: Neutral Bat can find its prey by hearing how the waves echo back
Lang: None Hab: Wetlands, Caves, Dungeons to it. Apparently, it can accurately detect the size and shape
Rep/Weak: 8/12 W.P.: Magic damage + 2 points of its target through echolocation.
Initiative: 3 Movement Speed: 5
Fortitude: 4 (11) Willpower: 4 (11)
3 Black Scorpion [II] p. 329
F Style Accuracy Damage Evasion Def. HP MP Int: Animal Perc: Five senses Disp: Hostile
Lang: None Hab: Forests, Grasslands, Deserts, Ruins
Slam 4(11) 2d+6 1(8) 2 45 4 Rep/Weak: 8/12 W.P.: Water/ice damage +3 points
Initiative: 10 Movement Speed: 16
Fortitude: 5 (12) Willpower: 4 (11)
Unique Skills
None.
F Style Accuracy Damage Evasion Def. HP MP
Loot Tail 4(11) 2d+2 4(11) 2 24 8
2–7 None
8+ Mucus (20G/Red B)
Unique Skills
▽Poison / 4 (11) / Fortitude / Neg
Description
If the Tail attack inflicts 1 or more applied damage, it
A huge slug exceeding 2m in length, the Giant Slug will inflicts 8 poison magic damage to the target.
crawl towards its target without care for anything in the
way. Even if there is an obstacle in the way, it will change
Loot
course just long enough to get around whatever is in the
way, then continue on its way. Often found in damp areas, Always Poison Stinger (15G/Red B)
such as underground labyrinths, caves, and swamps, there 2–8 None
is a very real risk of a group of Giant Slugs destroying a 9+ Black Scorpion Liver (150G/Red A)
village as they move towards whatever unknowable goal
they have. Description
Just over 1m in length, a Black Scorpion is not much
3 Giant Bat [I] p. 456 different from a regular scorpion, barring the glowing
black shell it carries. Pharmacists are extremely interested
Int: Animal Perc: Five senses (Hearing) Disp: Hostile
in Black Scorpion livers, though, and will pay decently for
Lang: None Hab: Forests, Caves
intact specimens brought back.
Rep/Weak: 8/12 W.P.: Accuracy +1
Initiative: 12 Movement Speed: 20 (Flying)
Fortitude: 4 (11) Willpower: 4 (11)

F Style Accuracy Damage Evasion Def. HP MP


Bite 4(11) 2d+2 4(11) 0 20 10

93
Loot
3 Blue Killers Swarm Misc.
Always Flight Feathers (100G/Red A)
Int: Animal Perc: Five senses Disp: Hostile 2–8 Cheap Meat (100G/Red A)
Lang: None Hab: Rivers, Lakes
9+ Fine Meat (200G/Red A)
Rep/Weak: 8/12 W. P.: Lightning damage +3 points
Initiative: 9 Movement Speed: 15 (Swimming)
Fortitude: 5 (12) Willpower: 4 (11) Description
A large bird of prey that tends to live in high mountains
F Style Accuracy Damage Evasion Def. HP MP or canyons. A Vulture's wingspan can reach up to 3m, and
with that, it can easily carry away both livestock and
None - - 5(12) 3 29 5 humanoids. Normally, they are content to fly high above,
but when hungry will descend to catch prey to bring back
to their nest.
Unique Skills
○Underwater
The Blue Killers Swarm doesn't receive penalties for 4 Kyplox [I] p. 457
moving or taking action in the water. However, it can't Int: Animal Perc: Five senses (Darkvision) Disp: Hostile
perform any Action without water. Lang: None Hab: Forest
○Swarm Rep/Weak: 9/13 W.P.: Fire damage +3 points
A Blue Killers Swarm is immune to critical. In Initiative: 11 Movement Speed: 12
addition, Throw or similar attacks deal no damage and Fortitude: 7 (14) Willpower: 5 (12)
have no effect.
When targeting the Blue Killers Swarm or another F Style Accuracy Damage Evasion Def. HP MP
character in the same skirmish, the Combat Feats [Precise Bite
6(13) 2d+5 3(10) 2 29 18
Shot], [Guided Magic], and [Magic Control] cannot be (Head)
used. None
- - 5(12) 3 33 13
○Lightning Weakness (Body)
When Blue Killers Swarm takes lightning damage, Tail
5(12) 2d+4 5(12) 2 21 11
they take extra 3 damage. (Tail)

↝Swarming/Can’t
Blue Killers Swarm bites a target. They deal 2d+3 SECTIONS
physical damage to any enemy in the same skirmish it is Sections: 3 (Head / Body / Tail)
in. Main Section: Head

Loot Unique Skills


2–5 None ●Head
6+ Fine Scales (140G/Red A)
↝Flame Breath / 5(12) / Fortitude / Half
Kyplox spits fire with “Range:20m” “Area: Shot” at 1
Description Character, dealing 2d+4 fire magic damage.
This fish lives in rivers and lakes. Although they are
not large in size, they work in large swarms and attack even ●Body
large animals to feed on them. ○Attack Obstacle = Impossible • +4
The Head cannot be attacked in melee. Against any
ranged attacks, Head receives a +4 bonus to Evasion
4 Vulture [III] p. 323 checks.
Int: Animal Perc: Five senses Disp: Hungry When the Body falls to 0 HP or lower, this effect
Lang: None Hab: Mountains, Forests disappears.
Rep/Weak: 9/13 W.P.: Magic damage + 2 points
Initiative: 15 Movement Speed: 30 (Flying) ●Tail
Fortitude: 7 (14) Willpower: 6 (13) ☑Tail Swing
A Tail attack hits up to 5 targets in the skirmish Kyplox
F Style Accuracy Damage Evasion Def. HP MP is in.
Beak 6(13) 2d+6 5(12) 5 35 12
Loot
Always Large Fang (80G/Red B)
Unique Skills 2–7 None
○Flight 8 – 12 Kyplox Scale (350G/Red A)
A Vulture receives a +1 bonus to Accuracy (only for 13+ Flame Crystal (1,600G/Gold S)
melee attacks) and Evasion while flying.

94
Part 2 Monsters

Description Unique Skills


With a long neck and huge body, a Kyplox is a classic ↝Twin Strike & Double Attack
monster, appearing to be about 10m in length. Though it A Giant Crab can make two Weapon attacks each
seems to be a variation of a dragon, it is really a massive round, though each attack requires its own Accuracy
reptile. check. They may choose to attack different characters with
Some Kyplox even have scale patterns similar to those each attack.
of a dragon, and all scales are equally as sturdy. In fact,
Kyplox scales are often used in armor when dragon scales ○Underwater Aptitude
are in short supply. It is able to move in water without penalty.

Loot
4 Gorgol [II] p. 330 Always Sharp Pincers (60G/Red B)
Int: Animal Perc: Five senses Disp: Hungry 2 – 10 None
Lang: None Hab: Forest 11+ Crab Innards (600G/Red A)
Rep/Weak: 10/14 W.P.: Physical damage + 2 points
Initiative: 11 Movement Speed: 14
Fortitude: 7 (14) Willpower: 4 (11) Description
Measuring on average 2m, a Giant Crab uses its size,
bulk, and powerful pincers to take down their prey. It's
F Style Accuracy Damage Evasion Def. HP MP even said that some land-based animals have been caught
Arm 6(13) 2d+5 4(14) 4 38 10 and eaten by some Giant Crabs.

Unique Skills 4 Giant Tarantula New


↝Throw / 5 (12) / Evasion / Neg Int: Animal Perc: Five senses Disp: Hungry
The Gorgol attempts to grab 1 Character in the same Lang: None Hab: Forests, Caves
skirmish. If successful, the target is thrown out of the Rep/Weak: 9/13 W.P.: Fire damage +3 points
skirmish 10m in a direction of the Gorgol's choice. Upon Initiative: 11 Movement Speed: 17
landing, the target will receive 2d physical damage. Fortitude: 7 (14) Willpower: 5 (12)

Loot F Style Accuracy Damage Evasion Def. HP MP


Always Broken Horn (30G/Red B) Bite 6(13) 2d+4 4(11) 6 33 8
2–8 None
9+ Glossy Fur (150G/Gold Red A)
Unique Skills
Description ▽Paralyzing Poison / 3 (10) / Fortitude / Neg
A ferocious animal, closely resembling a gorilla, the If the Giant Tarantula hits with their Bite attack that
Gorgol is much more dangerous. For the fun of it, a inflicts 1 or more applied damage, the target receives a -2
Gorgol may attack and kill larger animals than them, break penalty to Evasion checks for 30 seconds (3 rounds).
off any fangs and horns, and wear them as decoration. If a This effect is not cumulative and is of the poison type.
couple of Gorgols come into conflict, a show of strength
from both is displayed, and the loser will give all of their Loot
fangs and horns to the winner. Through this, an Always Big Fang (30G/Red B)
extraordinarily strong Gorgol can be seen wearing a 2–8 None
layered collar of fangs and horns it has won from weaker 9+ Tarantula Venom (200G/Red A)
rivals.
Description
4 Giant Crab [II] p. 331 It is a giant spider of extreme coloration that has grown
Int: Animal Perc: Five senses Disp: Hungry to over 2 meters in body size. They aggressively roam
Lang: None Hab: Coast, Ocean around in search of prey, and despite their wacky
Rep/Weak: 11/14 W.P.: Bludgeoning damage +3 points appearance, they are fearsome beasts, especially when
Initiative: 10 Movement Speed: 14/14 (Swimming) they are above, attacking humans and wild animals from
Fortitude: 6 (13) Willpower: 4 (11) the trees.

F Style Accuracy Damage Evasion Def. HP MP


Pincer 6(13) 2d+4 5(12) 7 22 6

95
In addition, Throw or similar attacks deal no damage
4 Lizard Fly [II] p. 332 and have no effect.
Int: Animal Perc: Five senses Disp: Hostile ○Underwater
Lang: None Hab: Desert
The Killer Octopus doesn't receive penalties for
Rep/Weak: 9/13 W.P.: Magic damage + 2 points
moving or taking action in water. However, it can't
Initiative: 12 Movement Speed: 10/17 (Flying)
perform any Action without water.
Fortitude: 6 (13) Willpower: 5 (12)
●Tentacle
F Style Accuracy Damage Evasion Def. HP MP ▽Entangling Tentacles
Bite 6(13) 2d+7 3(10) 1 27 12 A successful hit from a Tentacle entangles the target.
Each round, the entangled target is hit automatically by the
Tentacle and makes all Accuracy and Evasion Checks with
Unique Skills a -2 penalty. This penalty is not cumulative.
○Flight When the target tries to escape, use de-bonding (see p.
A Lizard Fly receives a +1 bonus to Accuracy (only for 34).
melee attacks) and Evasion while flying. While entangled by this unique skill, the Tentacle
section cannot attack other characters. If the monster itself
wants to release the target, it can do so with a Minor
Loot
Action.
Always Sand Lizard Skin (70G/Red B)
2–7 None ○Attack Obstacle = Impossible • None
8 – 11 Thin Wings (120G/Red A) Numerous tentacles block melee attacks.
12+ Glittering Feathers (340G/Gold Red A) The Body of the Killer Octopus cannot be engaged in
melee combat, this unique skill is lost when two or more
Tentacles have 0 or less HP.
Description
Lizard Flies appear to be larger than average lizards, Loot
ranging in size from about 50cm to 1m, with two pairs of 2–5 Bag of Silver (30G/-) x 1d
thin, translucent wings on their back. Carnivorous, they 6–9 Violet Jewel (120G/Gold A)
will stay buried under sand until prey comes near, then 10 Daemon's Ring (600G/Gold White A)
spring out and attack. 11+ Bag of Silver (400G/-) x 1d

5 Killer Octopus [I] p. 458 Description


Int: Low Perc: Five senses (Darkvision) Disp: Hungry A giant Octopus is a savage beast, referred to as a
Lang: None Hab: Sea, Coast daemon in older legends and folklore. Lurking in
Rep/Weak: 8/14 W.P.: Magic damage + 2 points submerged ruins and sunken ships, they often attack large
Initiative: 14 Movement Speed: 16 (Swimming) fish and marine mammals.
Fortitude: 10 (17) Willpower: 7 (14) Occasionally, an Octopus may have silver Gamels, and
relics found in its body. These come from people that the
F Style Accuracy Damage Evasion Def. HP MP Octopus had swallowed whole, and typically have not been
None digested as of yet.
- - 6(13) 2 44 20
(Body)
Tentacle
7(14) 2d+7 7(14) 1 20 8 5 Crocodile [II] p. 333
(Tentacle)
Int: Animal Perc: Five senses Disp: Hungry
Tentacle
7(14) 2d+7 7(14) 1 20 8 Lang: None Hab: Rivers, Swamps
(Tentacle)
Rep/Weak: 12/15 W.P.: Magic damage + 2 points
Tentacle Initiative: 11 Movement Speed: 12/20 (Swimming)
7(14) 2d+7 7(14) 1 20 8
(Tentacle) Fortitude: 8 (15) Willpower: 6 (13)
Tentacle
7(14) 2d+7 7(14) 1 20 8
(Tentacle)
F Style Accuracy Damage Evasion Def. HP MP
Bite 7(14) 2d+8 6(13) 6 44 11
SECTIONS
Sections: 5 (Body / Tentacle x4)
Main Section: Body Unique Skills
○Underwater Aptitude
Unique Skills It is able to move in water without penalty.
●All Sections
○Soft Body Loot
Bludgeoning weapons treat the Defense of Killer 2–8 None
Octopus section as 3 points higher. 9 – 11 Crocodile Skin (200G/Red A)
12+ Superior Crocodile Skin (600G/Red A)

96
Part 2 Monsters

Description Description
A large beast, Crocodiles inhabit murky waters near A giant snake-like creature that lives in the sand, up to
rivers and swamps where they can hide from prey. Their one-fifth of its body can be covered in a hard exoskeleton.
speed while in water is incredible, and their jaws will crush Older Sandworms often have gems in their hide, formed
any prey caught within. Once dragged underwater, there is from the sand and pressure. The green gems carry a high
no escape. It is said that high-quality crocodile skins can price at the markets, while the clear gems have value when
be used for a number of goods, such as weapon sheathes crushed into an abrasive polishing powder.
and wallets, from the Chandelle area.
5 Tiger [III] p. 324
5 Keratos [II] p. 334 Int: Animal Perc: Five senses Disp: Hostile
Int: Animal Perc: Five senses Disp: Hungry Lang: None Hab: Forest
Lang: None Hab: Forests, grasslands Rep/Weak: 10/14 W.P.: Accuracy +1
Rep/Weak: 12/15 W. P.: Wind damage +3 points Initiative: 14 Movement Speed: 22
Initiative: 14 Movement Speed: 20 Fortitude: 8 (15) Willpower: 7 (14)
Fortitude: 6 (13) Willpower: 5 (12)
F Style Accuracy Damage Evasion Def. HP MP
F Style Accuracy Damage Evasion Def. HP MP Bite 7(14) 2d+8 8(15) 4 38 13
Horns 8(15) 2d+6 7(14) 3 30 6

Unique Skills
Unique Skills ▽Fast Action
↝Double Attack During the first round of combat, if Tiger won
A Keratos can attack the same target twice in one initiative, it may take two Major Actions that round.
action with its Horns.
▽Continuous Attack
If a Tiger successfully hits a target in melee, it may
Loot
make a second attack against the same target.
Always Sharp Horn (50G/Red B)
2–8 None
Loot
9+ False-Dragon Scale (350G/Red A)
Always Large Fang (100G/Red A)
2–6 None
Description 7 – 12 Tiger Pelt (200G/Red A)
A slender, bipedal lizard, a Keratos is often confused 13+ Fine Tiger Pelt (600G/Red A)
for being a type of dragon, where it is simply a lizard.
Standing at an average height of 2m, a Keratos will use its
horns to pierce through the toughest hides of prey. They
Description
are ferocious carnivores and will relentlessly chase down A four-legged carnivore with black and orange stripes.
their prey if it tries to escape. Typically seen either as A ferocious feline, these large cats are experts at hunting
solitary creatures or as a mated pair, there are rare alone, hiding with their striped camouflage and striking
sightings of large groups of Keratos in the wild. unexpectedly. Their fur is prized by fashion enthusiasts,
and high-quality pelts can fetch a good price at the market.

5 Sandworm [I] p. 459


Int: Animal Perc: Five senses Disp: Hostile The Dominance of Blood Suckers
Lang: None Hab: Desert
Rep/Weak: 10/15 W.P.: Water/ice damage +3 points “It is already known that there are superior and inferior
Initiative: 11 Movement Speed: 20/20 (underground) species of blood suckers born with help of Nosferatu.
Fortitude: 9 (16) Willpower: 6 (13) Some claim that the reason for this difference is due to
“better or worse blood-sucking,” but I am pleased to
F Style Accuracy Damage Evasion Def. HP MP report that I have extensively studied the known
occurrences of Vampires and have found a correlation.”
Mouth 8(15) 2d+10 7(14) 3 36 11
Blood Sucker -ling Sucker Mad
Blood ○ ◎ △
Unique Skills
None. Vampire △ ○ ○
(△ = few, ○ = enough, ◎ = a lot)
Loot “From this, we can conclude that the Lesser Vampires
2–5 None are weaker and more violent Blood Suckers compared to
6–9 Sandworm Gem (150G/Gold Red A) the Vampires.”
10+ Green Sandworm Gem (200G/Gold Red A) x “Wait a minute! That's not a good conclusion!”
1d

97
radius. Loose sand flows towards the center, causing all
5 Hippopotamus [III] p. 325 who enter the area to move at half speed, as well as receive
Int: Animal Perc: Five senses Disp: Neutral a -2 penalty to Evasion checks.
Lang: None Hab: Waterside A character looking for the nest will notice it if their
Rep/Weak: 10/14 W. P.: Fire damage +3 points Danger Sense check result is 11 or higher.
Initiative: 10 Movement Speed: 10/20 (Swimming)
Fortitude: 8 (15) Willpower: 5 (12) ▽Drain Life
When the Huge Antlion successfully hits with a Bite
attack, it immediately heals 5 HP.
F Style Accuracy Damage Evasion Def. HP MP
Loot
Bite 5(12) 2d+8 5(12) 7 45 12 Always Large Fang (30G/Red B)
2–9 None
10+ Sand Crystal (500G/Gold A)
Unique Skills
○Underwater Aptitude
It is able to move in water without penalty. Description
A massive insect, these Huge Antlions will dig
↝Loud Roar themselves into a nest beneath loose sand and ground,
The Hippopotamus can let loose a loud bellowing lurking in wait for prey to pass near. Able to detect the
roar, able to be heard up to 100m away, then rolls 2d. If vibrations of footfalls through the sand, it can detect
the result is 10 or more, then another Hippopotamus will exactly where a creature is without having to see it. Once
appear on the battlefield after 1d rounds, looking to help the potential prey blunders too close to the nest, the
their comrades. Antlion will spring out and drain the creature of its vital
The GM may adjust the number of Hippopotamuses fluids.
appearing from this unique skill (even to 0, if appropriate),
according to the situation.
This unique skill cannot be used on consecutive turns. 6 Iron Turtle [III] p. 326
Int: Animal Perc: Five senses Disp: Neutral
Loot Lang: None Hab: Sea, Coast, Rivers, Swamps
2–6 None Rep/Weak: 12/17 W.P.: Fire damage +3 points
7 – 12 Large Fang (150G/Red A) Initiative: 10 Movement Speed: 10/30 (Swimming)
13+ Large Fang (150G/Red A) x 4 Fortitude: 9 (16) Willpower: 8 (15)

F Style Accuracy Damage Evasion Def. HP MP


Description
A rotund mammal with thick, pebbly grey skin, a Slam 7(14) 2d+9 7(14) 10 43 12
Hippopotamus is actually made mostly of thick muscle,
not fat. While not always traveling in the tightest of groups,
Hippos will rarely travel alone, and others are little more Unique Skills
than a bellowing roar away. They are quite mild animals, ○Underwater Aptitude
only becoming hostile if attacked, or to protect their It is able to move in water without penalty.
young. Once provoked, however, they are quite powerful
animals and have incredible strength for an animal of their ↝Shell Guard
size. If a Hippopotamus feels like it is outmatched, it will The Iron Turtle can retract into its shell, increasing its
attempt to call on others to help take down threats tougher Defense by +10 for 10 seconds (1 round).
than itself. ☑Cover
Iron Turtle can use [Cover] combat feat (see CR I: p.
5 Huge Antlion [II] p. 335 286-291).
Int: Null Perc:: None Tomohiro: five senses Disp: Hostile
Lang: None Hab: Meadow, Desert Loot
Rep/Weak: 10/15 W.P.: Water/ice damage +3 points 2–8 Sturdy Shell (200G/Red A)
Initiative: 9 Movement Speed: 10 9+ High-Quality Shell (1,200G/Red S)
Fortitude: 7 (14) Willpower: 6 (13)
Description
F Style Accuracy Damage Evasion Def. HP MP A large turtle, ranging anywhere from 1 to 3 m in size,
Bite 7(14) 2d+7 4(11) 5 42 18 gets its name because its shell is as hard as iron. These
turtles are fairly docile, slow to move, and unlikely to cause
any harm. However, because their shell is used in a variety
Unique Skills of crafts, overfishing has led to a decline in their
population and the Iron Turtle is becoming harder to find
○Hidden Nest in the wild.
The Huge Antlion can create a hidden nest while in
sandy terrain, forming a bowl-shaped divot with a 5m

98
Part 2 Monsters

6 Elephant [III] p. 326 6 Grizzly Bear [III] p. 326


Int: Animal Perc: Five senses Disp: Neutral Int: Animal Perc: Five senses Disp: Hungry
Lang: None Hab: Forest, Plains Lang: None Hab: Forests, Mountains
Rep/Weak: 12/16 W.P.: Magic damage + 2 points Rep/Weak: 12/16 W.P.: Magic damage + 2 points
Initiative: 14 Movement Speed: 20 Initiative: 14 Movement Speed: 18
Fortitude: 10 (17) Willpower: 8 (15) Fortitude: 9 (16) Willpower: 6 (13)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Bite Claw 8(15) 2d+8 7(14) 7 49 14
8(15) 2d+10 7(14) 7 37 12
(Head)
Trample
8(15) 2d+10 6(13) 6 44 18
(Body) Unique Skills
↝Double Attack
SECTIONS A Grizzly Bear can make two Claw attacks each round.
Sections: 2 (Head / Body) ▼Bear Hug
Main Section: Head
If the Grizzly Bear successfully hits with [↝Double
Attack], it will hold the target and the target will not be able
Unique Skills to move or make a melee or ranged attacks. Each round,
●Head the held target is hit automatically by the Grizzly Bear,
↝Throw / 7 (14) / Evasion / Neg dealing 2d + 16 damage.
The Elephant attempts to grab a target. If successful, When the target tries to escape, use de-bonding (see p.
the target is thrown out of the skirmish 15m in a direction 34).
of the Elephant's choice. Upon landing, the target will While entangled by this unique skill, the Grizzly Bear
receive 15 physical damage and is knocked prone. cannot attack other characters. If the monster itself wants
to release the target, it can do so with a Minor Action.
↝Loud Roar
The Elephant can let loose a loud bellowing roar, able ☑Power Attack
to be heard up to 100m away, then rolls 2d. If the result is They can deal an additional 4 damage on their next
10 or more, then another Elephant will appear on the attack. However, any Evasion Check made by them this
battlefield after 1d rounds, looking to help their comrades. turn receives a -2 penalty.
The GM may adjust the number of Elephants
appearing from this unique skill (even to 0, if appropriate), Loot
according to the situation. Always Fur (150G/Red A)
This unique skill cannot be used on consecutive turns. 2 – 12 Bear Paws (300G/Red A)
13+ Aromatic Bear Paws (1,200G/Red S)
●Body
↝Trample with Both Feet Description
The Elephant may Trample twice during the same
A large bear with grey-brown fur, Grizzlies can stand
turn but must attack two different characters when doing
on their hind legs to intimidate would-be predators,
so.
standing around 2-3m tall when doing so. In the summer,
○Attack Obstacle = +4 • None they will rarely appear to those wandering in the
Elephant’s height prevents enemies from attacking it. wilderness, but as the seasons change, they will attack
The Head receives a +4 bonus to Evasion checks against livestock in order to build up bulk for their winter
melee attacks. When the Body falls to 0 HP or lower, this hibernation. Grizzlies are especially dangerous during the
effect disappears. springtime, as they are ravenously hungry after their
hibernation.
Loot Bear paws, specifically the right paw, are used as
2–6 Damaged Ivory Tusk (100G/Gold Red A) ingredients in high-end cuisine, as the right paw is the one
7 – 12 Ivory Tusk (500G/Gold Red A) used to scoop honey. It is said that honey has infused itself
13+ Fine Ivory Tusk (2,000G/Gold Red S) into the skin of the bear, giving the paw an almost sweet,
gamey flavor. The left paw, however, is rarely used and
often discarded as there is little demand for it.
Description
Elephants are massive mammals, often 5m tall or
larger, found in grasslands and wilderness. Despite their
size, they are fairly easygoing and tend not to attack unless
threatened. Some Elephants have even been trained as
exotic mounts, instead of training horses. Their tusks are
highly valued for crafts and fashion, and ivory poachers are
a constant threat.

99
This effect is treated as a poison type and is
6 Golden Gorgol [II] p. 336 permanent. This effect can be fully cured with [Cure
Int: Low Perc: Five senses Disp: Hungry Poison] spell (see CR I, p. 250).
Lang: None Hab: Forest
Rep/Weak: 10/15 W.P.: Physical damage + 2 points Loot
Initiative: 13 Movement Speed: 20 2–4 Snake Skin (20G/Red B)
Fortitude: 9 (16) Willpower: 6 (13) 5–8 Fine Snake Skin (120G/Red A)
9+ Premium Snake Skin (320G/Red A)
F Style Accuracy Damage Evasion Def. HP MP
Arm 7(14) 2d+7 6(13) 5 52 14 Description
It is a dangerous, venomous snake that can grow up to
5-6 meters in length. It lurks in the dark and ambushes its
Unique Skills
prey.
↝Throw / 6 (13) / Evasion / Neg
The Gorgol attempts to grab 1 Character in the same
skirmish. If successful, the target is thrown out of the 6 Hypno Python New
skirmish 15m in a direction of the Gorgol's choice. Upon Int: Animal Perc: Five senses Disp: Hostile
landing, the target will receive 2d+4 physical damage. Lang: None Hab: Forests, Caves
Rep/Weak: 11/16 W.P.: Physical damage + 2 points
☑Power Attack
Initiative: 15 Movement Speed: 16
They can deal an additional 4 damage on their next
Fortitude: 8 (15) Willpower: 8 (15)
attack. However, any Evasion Check made by them this
turn receives a -2 penalty.
F Style Accuracy Damage Evasion Def. HP MP
▽Slam
When the Golden Gorgol successfully hits with an Bite 9(16) 2d+6 7(14) 6 43 12
Arm attack, the target is knocked prone in addition to
receiving damage.
Unique Skills
Loot ○Hypnotic Pattern / 7 (14) / Willpower / Neg
Always Broken Horn (30G/Red B) Hypno Python uses its skin to project hypnotic
2–8 Glossy Fur (150G/Gold Red A) patterns. During combat, anyone who looks directly at
9+ Golden Fur (800G/Gold Red A) these patterns will immediately fall asleep. This effect is
treated as a psychic type (weak) (see p. 35).
If a character tries to avoid looking directly at the
Description pattern, they take a -2 penalty to their Accuracy and
A much larger, much older Gorgol (see p. 95), its fur Evasion checks. Also, they may not use spells with “Target
has turned a brilliant gold due to repeated groomings. Its :1 Character” against this monster except with “Range:
mere presence is something to be worried about, due to Touch”.
its ferocity, not to mention the small group of other
Gorgols that follow it around. ☆Hypno Dance / 7 (14) / Willpower / Neg
Hypno Python shows his pattern to an enemy
character in the same skirmish it is, putting them into a
6 Giant Viper Misc. hypnotic state. The hypnotized character will continue to
Int: Animal Perc: Five senses (Darkvision) Disp: Hostile gaze at Hypno Python's pattern and will be unable to
Lang: None Hab: Forests, Grasslands, Ruins perform any actions. If they are attacked during this time,
Rep/Weak: 10/14 W.P.: Physical damage + 2 points they will fail any Evasion checks. This effect is of the
Initiative: 15 Movement Speed: 15 psychic type. Please note that this effect is of the psychic
Fortitude: 8 (15) Willpower: 7 (14) type, not the psychic type (weak), unlike the sleep
produced by the Hypnotic Pattern.
Hypno Python cannot use this unique skill against an
F Style Accuracy Damage Evasion Def. HP MP
opponent who is blind, but they can target an opponent
Bite 8(15) 2d+6 7(14) 6 47 15 who has simply turned away and not looking directly at
you.
This unique skill can only be used once per round. If
Unique Skills you have a character trapped in this unique skill, Hypno
▽Weakening Poison / 17 (14) / Fortitude / Neg Python cannot use this unique skill on a new target while
If the Bite attack inflicts 1 or more applied damage, it hypnotizing another target. Hypno Python can release a
weakens the target and reduces its Dexterity and Agility by target with Minor Action, but this monster generally does
-6 points (never less than 0). This effect is cumulative, and not do that.
the target will die if any of its unique skill scores reach 0.
A fixed-value character takes a -1 penalty to its
Accuracy check Evasion check for each effect of this
poison and dies after three effects.

100
Part 2 Monsters

Loot F Style Accuracy Damage Evasion Def. HP MP


Always Mysterious Scales (200G/Red A) Horns
2–8 Snake Skin (20G/Red B) 10(17) 2d+10 9(16) 11 48 12
(Front)
9+ Hypnotizing Skin (1,200G/Red White S) Feet
11(18) 2d+8 8(15) 10 58 18
(Back)
Description
It is a giant snake with a length of about 1 meter, with SECTIONS
a mysterious pattern floating on its resting surface. The Sections: 2 (Front / Back)
purple color of the rest color makes it noticeable, but Main Section: Front
those who see the pattern on the body can lose
consciousness, which in turn allows Hypno Python to Unique Skills
catch its prey.
On rare occasions, when the Hypno Python dies, the ●Front
hypnotic effect may remain on the skin and be bought by ☑Power Attack
the sorcerer or researcher for a high price. They can deal an additional 4 damage on their next
attack. However, any Evasion Check made by them this
turn receives a -2 penalty.
7 Sabertooth Tiger [III] p. 329
Int: Animal Perc: Five senses Disp: Hostile ●Back
Lang: None Hab: Plains, Forests, Mountains ○Flight
Rep/Weak: 14/18 W.P.: Accuracy +1 A Giant Beetle receives a +1 bonus to Accuracy (only
Initiative: 17 Movement Speed: 20 for melee attacks) and Evasion while flying.
Fortitude: 11 (18) Willpower: 9 (16) If Back section falls to 0 HP or lower, this unique skill
cannot be used.
F Style Accuracy Damage Evasion Def. HP MP ○Attitude Control
Bite 10(17) 2d+10 9(16) 7 53 13 Giant Beetle cannot fall prone.
If Back section falls to 0 HP or lower, this unique skill
cannot be used.
Unique Skills
▽Double Bite Loot
When dealing damage with a Bite attack, the damage 2–5 Beetle Shell (30G / Red B)
is rolled twice and added during damage calculation. 6 – 10 Good Quality Shell (150G/Red A)
☑Power Attack 11+ Superior Shell (750G/Red A)
They can deal an additional 4 damage on their next
attack. However, any Evasion Check made by them this Description
turn receives a -2 penalty. It is a huge beetle that lives in forested areas. The
largest of these beetles can grow to nearly 5 meters in
Loot length, and its horns can exceed 1 meters. It is an elusive
2–6 Long Fang (100G/Red A) x 2 insect that feeds mainly on tree sap, but its huge appetite
7 – 12 Sharp Fangs (200G/Red A) x 2 often causes the death of many trees. When they are
13+ Shining Fang (600G/Gold Red A) x 2 unable to satisfy their voracious appetites, they may attack
other animals and creatures to feed on their blood.
Description
Similar in appearance to a normal tiger, the Sabertooth
Tiger has two exceptionally large, very sharp canine teeth
that give it its name. These fangs are said to be strong
enough to easily penetrate metal armor.

7 Giant Beetle New


Int: Animal Perc: Five senses Disp: Hungry
Lang: None Hab: Forest
Rep/Weak: 14/17 W.P.: Water/Ice damage + 3 points
Initiative: 15 Movement Speed: 10/20 (Flying)
Fortitude: 10 (17) Willpower: 9 (16)

101
8 Incilperus Misc. Constrict
11(18) 2d+8 8(15) 7 58 21
(Body)
Int: Animal Perc: Five senses Disp: Hungry
Lang: None Hab: Mountains
Rep/Weak: 15/18 W.P.: Water/Ice damage + 3 points SECTIONS
Initiative: 16 Movement Speed: 15 Sections: 2 (Head / Body)
Fortitude: 9 (16) Willpower: 9 (16) Main Section: Head

F Style Accuracy Damage Evasion Def. HP MP Unique Skills


Bite
10(17) 2d+10 10(17) 8 42 15 ●All Sections
(Head)
Constrict
○Underwater Specialization
10(17) 2d+8 8(15) 8 55 18 A Sea Serpent can breathe and vocalize while
(Body)
underwater and does not suffer any penalties for moving
while underwater.
SECTIONS While outside of water, all actions receive a -2 penalty.
Sections: 2 (Head / Body)
Main Section: Head ●Head
↝Fire Breath /9 (16) / Fortitude / Half
Unique Skills The Sea Serpent spits a large fireball around itself,
dealing 2d + 5 fire magic damage to up to 10 targets within
●All Sections a 5m radius of the Sea Serpent.
○Fire Immunity
●Body
●Head ▽Entanglement II
↝Fire Breath /9 (16) / Fortitude / Half A successful hit from a Sea Serpent attack entangles
The Incilperus spits a large fireball around itself, the target. Each round, the entangled target is dealt 2d+8
dealing 2d + 6 fire magic damage to up to 10 targets within physical damage and makes all Accuracy and Evasion
a 5m radius of the Incilperus. Checks with a -2 penalty.
The monster can use [▽Entanglement II] to entangle
●Body multiple characters with multiple hits and can attack other
▽Ruin/Can’t characters while entangling.
If Incilperus attack hits it deals additional 1d fire magic When one of the targets tries to escape, use de-
damage. bonding (see p. 34).
○Attack Obstacle = +4 • None
Incilperus height prevents enemies from attacking it.
○Long Body
The Head can make a melee attack on any target
The Head receives a +4 bonus to Evasion checks against
within 10m, whether they're in the same skirmish or not.
melee attacks. When the Body falls to 0 HP or lower, this
When the Body falls to 0 HP or lower, this effect
effect disappears.
disappears.
Loot ○Attack Obstacle = +4 • None
Always False-Dragon Scale (350G/Red A) Sea Serpent height prevents enemies from attacking it.
The Head receives a +4 bonus to Evasion checks against
2–6 None
melee attacks. When the Body falls to 0 HP or lower, this
7 – 11 Undeveloped Crystal (200G/Gold A)
effect disappears.
12+ Flame Crystal (1,600G/Gold S)
Loot
Description Always Sea Serpent Scales (200G/Red A)
It is a large snake with a total length of more than 10 2–6 None
meters. When it is excited or violent, small fires burst from 7 – 12 Parasitic Shellfish Husk (200G/Red A)
the crevices of its scales and cover its entire body. 13+ Shining Parasitic Shellfish Shell
(1,000G/Gold Red S)
8 Sea Serpent [III] p. 330
Int: Animal Perc: Five senses Disp: Hungry Description
Lang: None Hab: Sea A giant ocean snake, a Sea Serpent can measure up to
Rep/Weak: 14/19 W.P.: Fire damage +3 points 20m long, causing sailors to believe they had encountered
Initiative: 16 Movement Speed: 15/30 (Swimming) an aquatic dragon. Under normal circumstances, they are
Fortitude: 9 (16) Willpower: 10 (17) solitary monsters, content to eat fish but will attack boats
when desperately hungry. There are subspecies of Sea
F Style Accuracy Damage Evasion Def. HP MP Serpents that are able to live in freshwater, and some cities
Bite have even enshrined a Sea Serpent as the embodiment of
10(17) 2d+10 10(17) 8 45 18 a water god.
(Head)

102
Part 2 Monsters

8 Frost Panther New SECTIONS


Sections: 3 (Head / Right Side / Left Side)
Int: Animal Perc: Five senses Disp: Hostile
Main Section: Y
Lang: None Hab: Cold regions
Rep/Weak: 16/19 W.P.: Fire damage +3 points
Initiative: 18 Movement Speed: 23 Unique Skills
Fortitude: 11 (18) Willpower: 10 (17) ●Head
↝Hide Head
F Style Accuracy Damage Evasion Def. HP MP The head is rolled up and laid out under the torso.
Bite While in this state, it cannot be the target of melee attacks,
and 11(18) 2d+10 12(19) 7 58 16 ranged attacks, or any magic or effect whose target is a 1
Claw Character. But it still can be affected by wide-area effects.
Mound Hedgehog can end this effect with a Minor
Action.
Unique Skills
If Right Side or Left Side HP is 0 or lower this unique
○Water/Ice Immunity skill is lost.
○Mimicry / 16 / Danger Sense / Neg
It blends its white body into the snowfield. While ●Right Side & Left Side
mimicking, characters cannot perform a Monster ○Needle Defense
Knowledge check on this monster. If character Each time a character attempts a melee attack Right
approaches it unintentionally, they need to make a Danger Side or Left Side, it suffers 2d+4 physical damage,
check with target number 16, and if it fails, they will be regardless of whether the attack succeeds or not.
surprised. Mimicry will be automatically ended once the
monster starts to act. ↝Needle Ball / Can’t
This monster cannot be detected with [Sense Magic] Mound Hedgehog rolls in circles with its needles,
(CR I, see p.233). inflicting 2dx2 physical damage to all characters in the
same skirmish it is in. To use this unique skill, Mound
↝Triple Attack Hedgehog’s Head must be hidden, and all sections must
Frost Panther can attack the same target with three be ready to act (the round Mound Hedgehog conceals
attacks. their head does not meet this condition, as Head has
already completed a Major Action). If Mound Hedgehog
Loot uses this unique skill, the Head will end its [↝Hide Head]
2–7 None and all sections will use Major Actions for this unique skill.
8 – 12 Glossy Fur (150G/Gold Red A)
13+ Snow White Fur (2,600G/Gold Red S) Loot
2–5 None
Description 6–9 Large Needles (390G/Red A)
This is a dangerous large predator of the cat family that 10 – 12 Dangerous Needles (990G/Red A)
roams the snowfields. Its pure white fur is almost 13+ Deadly Needles (2,990G/Red S)
imperceptible in the middle of the day. The fur also
provides more than enough warmth to keep the monster Description
waiting in the snow for hours on end for its prey. It is giant hedgehog that can grow to nearly 20 meters
Because of its whiteness and warmth, its fur is valuable in length. Usually, it huddles still and sleep on the plains
as the finest clothing material. without moving. In this state, they are often unnoticeable
from a distance.
9 Mound Hedgehog New For only a few moments during the day, they will move
from their perch to prey on slow-moving animals and
Int: Animal Perc: Five senses Disp: Hungry
other prey. They will swallow an animal as large as a cow
Lang: None Hab: Meadow
in one swallow.
Rep/Weak: 16/19 W.P.: Magic damage + 2 points
Initiative: 14 Movement Speed: 10
Fortitude: 12 (19) Willpower: 11 (18)

F Style Accuracy Damage Evasion Def. HP MP


Bite
10(17) 2d+10 11(18) 7 63 21
(Head)
Stinger
(Right 12(19) 2d+12 10(17) 9 76 14
Side)
Stinger
(Left 12(19) 2d+12 10(17) 9 76 14
Side)

103
Loot
9 Raptoras [III] p. 332
2–6 Saurian Membrane (100G/Red A)
Int: Animal Perc: Five senses Disp: Hostile 7 – 12 Black Membrane (500G/Red A)
Lang: None Hab: Forest
13+ Obsidian Membrane (3,000G/Red S)
Rep/Weak: 15/18 W.P.: Magic damage +2 points
Initiative: 17 Movement Speed: 10/40 (Flying)
Fortitude: 12 (19) Willpower: 11 (18) Description
A featherless monster that flies using its giant wings, the
F Style Accuracy Damage Evasion Def. HP MP Raptoras can reach up to 10m long with wings fully
Beak extended, and even 5m without. Thought to be some type
12(19) 2d+12 11(18) 9 47 14 of pterosaur, its skin is scaly like a reptilian's, but without
(Head)
Tail the constant shedding. Ferocious even when unprovoked,
13(20) 2d+10 10(17) 10 55 22 they will swoop down and swallow prey whole. Its skin is
(Body)
Wing prized among leatherworkers due to the natural black
11(18) 2d+9 9(16) 8 36 8 color, as well as the quality.
(Wing)
Wing
11(18) 2d+9 9(16) 8 36 8
(Wing) 10 Deep Carpet New
Int: Animal Perc: Five senses (Darkvision) Disp: Hungry
SECTIONS Lang: None Hab: Sea
Sections: 4 (Head / Body / Wing x 2) Rep/Weak: 16/19 W.P.: Physical damage + 2 points
Main Section: Head Initiative: 15 Movement Speed: 30 (Swimming)
Fortitude: 14 (21) Willpower: 12 (19)
Unique Skills
F Style Accuracy Damage Evasion Def. HP MP
●All Sections Sand
○Limited Attacks Spit 13(20) 2d+10 13(20) 4 98 33
Due to the size of the Raptoras, Raptoras can only (Head)
make two attacks against the same target during a single Slam
round. 12(19) 2d+12 12(19) 6 110 44
(Body)
Tail
●Head (Tail)
13(20) 2d+10 12(19) 4 76 22
↝Gale Breath / 11 (18) / Fortitude / Half
The Raptoras breathes a mass of compressed air
around itself, dealing 2d + 8 wind magic damage to up to SECTIONS
15 targets within a 5m radius of the Raptoras. Sections: 3 (Head / Body / Tail)
This unique skill cannot be used on consecutive turns. Main Section: Y

●Body Unique Skills


○Attack Obstacle = Impossible • None ●All Sections
The giant's body hinders the attack.
○Underwater
The Head cannot be attacked, whether melee or
The Deep Carpet doesn't receive penalties for moving
ranged. When the Body falls to 0 HP or lower, this effect
or taking action in the water. However, it can't perform any
disappears.
Action without water.
●Wing ○Mimicry / 18 / Danger Sense / Neg
↝Violent Winds / 12 (19) / Fortitude / Neg It changes the color of its body surface to blend in with
The Raptoras creates a corridor of high-speed winds, the scrutiny of the ocean floor. While mimicking,
dealing 2d + 8 wind magic damage to the targets within characters cannot perform a Monster Knowledge check
“Range: 30m” and “Area: Line”, and knocking them on this monster. If character approaches it unintentionally,
prone. they need to make a Danger check with target number 18,
This unique skill requires both Wings to be alive, with and if it fails, they will be surprised. Mimicry will be
neither having taken an Action during the round this automatically ended once the monster starts to act.
unique skill is used. This monster cannot be detected with [Sense Magic]
This unique skill cannot be used in consecutive turns. (CR I, see p.233).
○Flight II
All sections receive a +2 bonus to Accuracy (only for ●Head
melee attacks) and Evasion while flying. ○Flying Sands
If one of the Wings falls to 0 HP or lower, this unique Deep Carpet can attack with Sand Spit within 20m
skill cannot be used. range.

104
Part 2 Monsters

☆Techniques
They may use the [Beetleskin] and [Strong Blood],
11 Sonic Swallow New
Techniques (see CR II: p. 88-94). Int: Animal Perc: Five senses Disp: Neutral
Lang: None Hab: Skies
●Body Rep/Weak: 17/20 W.P.: Wind damage +3 points
Initiative: 30 Movement Speed: 200 (Flying)
↝Sand Cloud / 14(21) / Fortitude / Neg
Fortitude: 14 (21) Willpower: 14 (21)
Deep Carpet flaps its body and creates a large cloud of
dust around it. All hostiles to this monster in the same
skirmish it is in need to make Fortitude save. If everyone F Style Accuracy Damage Evasion Def. HP MP
fails, the monster will automatically leave the skirmish and Beak 14(21) 2d+11 13(20) 5 60 26
move to any location within its Normal Move, and
[○Mimicry] will become active again. If even one of the
characters succeeds in Fortitude save this unique skill Unique Skills
doesn’t have any effect. ○Sonic
This unique skill cannot be used on consecutive turns,
If Sonic Swallow moves with Full Move, it can move
and in order to use it, the monster can only use Limited
through skirmishes without being pulled in.
Move. Also, once this unique skill is used, all sections
cannot an action and the monster turn ends. ↝Bird Strike / 16 (23) / Evasion check / Neg
This unique skill can only be used in the round in
●Tail which Sonic Swallow made a Full Move.
☑All-Out Attack It collides with an enemy character at great speed,
A Tail can deal an additional 8 damage on their next dealing 30 physical damage. At the same time, Sonic
attack. However, any Evasion check made by the Tail this Swallow takes physical damage equal to the target's
turn receives a -3 penalty. Defense.
Loot
↝High Speed Retreat
2 – 5 Sandworm Gem (150G/Gold Red A) x 1
This unique skill can only be used when Sonic Swallow
6 – 10 Green Sandworm Gem (200G/Gold Red A) x
made Limited Move.
1d
Sonic Swallow quickly leaves the skirmish and moves
11+ Green Sandworm Gem (200G/Gold Red A) x to any location within the range of its Normal Move.
2d
○Flight II
Description A Sonic Swallow receives a +2 bonus to Accuracy (only
This giant flatfish can be found in shallow waters and for melee attacks) and Evasion while flying.
on the ocean floor. They are so large that they are
nicknamed “seafloor carpets” with the largest known to Loot
have been measured by authors at more than 30 meters. 2–6 Flight Feathers (100G/Red A)
Normally, they swim gracefully with their huge bodies, 7 – 12 Monstrous Wings (500G/Red A)
but when they are feeding, they come close to the shallows 13+ Developed Sonic Feathers (5,000G/Red S)
near port towns and suck in and eat whatever they can find,
including young fish, shellfish, and seaweeds. The amount Description
of food they eat is so great that the ecosystem of the area
This is a large swallow that travels at remarkably high
can be devastated by just one meal from this giant fish.
altitudes at very high speeds. It is rumored that the speed
Although it rarely attacks ships or humans, when it
at which it moves is the same as that of an animal and
comes close to a port town, a large fleet may be organized
mythical beast combined. It is sometimes known as a
to fight it, as it can be very damaging to fishing and
“living spear” because of the devastating effects it
navigation.
sometimes makes at such high speeds.
It's habitat area varies with the season and time of year,
and their swarms are rarely can be seen flying in regular
formation at high altitudes. When they are encountered at
low altitudes, it is said to be during the egg-laying season,
when they feed the young Sonic Swallows in their nests.
Perhaps, for this reason, Sonic Swallows flying at low
altitudes are often said to be for a good season.

105
↝Poison Breath / 13 (20) / Fortitude / Half
11 Hydra New
Head spits poison into 1 character with a “Range:
Int: Animal Perc: Five senses Disp: Hostile 20m” and “Area: Shot”, dealing 2d+7 poison magic
Lang: None Hab: Lakes, Swamps damage.
Rep/Weak: 17/20 W.P.: Physical damage + 2 points Hydra can use this unique skill only two times in total
Initiative: 16 Movement Speed: 12/12 (Swimming) per round. Also, the same Head cannot use this unique
Fortitude: 14 (21) Willpower: 13 (20) skill in consecutive turns.

F Style Accuracy Damage Evasion Def. HP MP ▼Substitution


None When a Body suffers damage from a melee or ranged
- - 12(19) 13 96 44 attack, the Head can take damage instead. The damage
(Body)
Bite applied to the Body applied as-is to the Head (without
14(21) 2d+15 13(20) 9 66 29 recalculation). This unique skill can only be used once per
(Head)
round for each Head.
Bite
14(21) 2d+15 13(20) 9 66 29 Hydra cannot use this unique skill against wide-area or
(Head)
multiple-target attacks, even if they are melee or ranged
Bite
14(21) 2d+15 13(20) 9 66 29 attacks.
(Head)
Bite
(Head)
14(21) 2d+15 13(20) 9 66 29 Loot
Bite 2 – 11 False-Dragon Scale (350G/Red A)
14(21) 2d+15 13(20) 9 66 29 12+ Green Scales (1,600G/Gold Red S)
(Head)
Bite
14(21) 2d+15 13(20) 9 66 29
(Head) Description
Bite It’s a beast with numerous snakeheads, about 10
14(21) 2d+15 13(20) 9 66 29
(Head) meters long. Each head has an independent ego and each
prey on its own instinct. They usually emerge from
SECTIONS swamps and lakes and attack animals in the lakeshore with
only their heads protruding. The number of heads of
Sections: 8 (Body / Head x 7) hydra is often reported to be 7-9, but various accounts
Main Section: Y suggest that the number may vary, and each individual is
thought to have a different number of heads.
Unique Skills When the body is attacked all heads concentrate on
●All Sections this enemy. Hydra has an exceptional regeneration ability
and is said to be able to revive heads over and over again
○Underwater Aptitude
unless the wound is burned.
It is able to move in water without penalty.
○Regeneration = 10 points
At the end of each round, each section of Hydra What Vampires See With Their Eyes
recovers 10 HP. This has no effect if the section has 0 HP
or lower. What a vampire sees. They can see “ garbage “ and
○Fire Weakness “prey”. They are not interested in “garbage,” which makes
up the majority of the population. They try their best not
A section that suffers fire-type damage will not gain the
to touch them, and if they are in the way, they simply brush
effect of [○Regeneration] for that round.
them off.
●Body A small percentage are “prey”. Exceptions that deserve
to be taken in hand. Vampires have different tastes.
↝Head Reviving
The body can awake the Head section that had 0 HP The man was thought to be infatuated with the woman.
or less. Its HP becomes 1 and the Head will be able to act He went to her with flowers and gems in his hands,
immediately afterward. adorned her, and made love to her. He whispered sweet
If Hydra uses this unique skill, the HP of the words to her, gently stroked her hair, and finally, in a
resurrected Head is increased by the “negative HP it had reserved manner, made a special act of love.
+1”. And Body HP is reduced by the same amount. Once the man's true identity was discovered, the
●Head human army took the woman hostage; the man laughed
off the man's threats and killed the hostage himself. Later
○Limited Attacks when the horrified commander asked, the vampire
Heads can only make two attacks against the same replied, “Don't humans taste better when the food is
target during a single round. beautifully presented in a pretty dish?”
○Long Neck
Bite attacks can attack at any character within 10
meters, ignoring skirmishes.

106
Part 2 Monsters

12 Dolgiras [III] p. 333 Description


Int: Animal Perc: Five senses Disp: Neutral A large animal, similar to a Rhinoceros, with two horns
Lang: None Hab: Forest, Plains jutting out from its forehead and its neck covered by a
Rep/Weak: 17/20 W.P.: Water/Ice damage + 3 points bony frill. At least 7m in length, a Dolgiras is solid muscle,
Initiative: 18 Movement Speed: 15 though its herbivorous diet leads it to be mostly docile.
Fortitude: 17 (24) Willpower: 15 (22) However, once threatened, it will relentlessly attack the
threat, either driving it from the Dolgiras' territory or
trampling its corpse into the ground.
F Style Accuracy Damage Evasion Def. HP MP
Horns
(Head)
15(22) 2d+14 14(21) 14 72 14 13 Giant Worm New
None Int: Animal Perc: Five senses (Hearing) Disp: Hungry
- - 13(20) 13 86 22
(Body) Lang: None Hab: Desert
Tail 14(21) 11 61 13 Rep/Weak: 16/19 W.P.: Water/Ice damage + 3 points
13(20) 2d+10
(Tail) Initiative: 13 Movement Speed: 20/20 (Burrow)
Fortitude: 17 (24) Willpower: 15 (22)
SECTIONS
Sections: 3 (Head / Body / Tail) F Style Accuracy Damage Evasion Def. HP MP
Main Section: Head Mouth
15(22) 2d+18 15(22) 16 78 30
(Head)
Slam
Unique Skills 16(23) 2d+15 14(21) 4 102 40
(Body)
●All Sections Tail
15(22) 2d+15 15(22) 12 66 20
↝Charge / 14 (21) / Evasion / Neg (Tail)
Dolgiras charges with “Range: 45m” and “Area:
Breakthrough”, dealing 2d+20 physical damage to the
target and causing them to fall prone.
SECTIONS
In order to use this unique skill, Dolgiras must be able Sections: 3 (Head / Body / Tail)
to Full Move, and both Head and Tail sections must use Main Section: Head and Body
their Major Actions to activate this unique skill.
Unique Skills
●Head ●All Sections
↝Discharge / 15 (22) / Fortitude / Half
The Dolgiras unleashes an electrical bolt from its
○Indomitable
horns with “Range: 20m” and “Area: Shot”, dealing 2d+12 If HP of any section drops to 0 or less, it may make a
lightning magic damage. Death Check in order to stay standing, taking actions as
normal at 1 HP. However, if it fails a Death Check, it dies.
↝Double Attack
A Dolgiras can attack the same target twice in one ●Head
action with its Horns.
▽Swallow / 15 (22) / Fortitude / Neg
●Body If the Mouth attack hits, Giant Worm swallows the
target, which cannot move or perform any Major Action
○Attack Obstacle = +4 • None and takes 2d+1 magic damage at the end of each of the
Dolgiras height prevents enemies from attacking it. monster's turns.
The Head receives a +4 bonus to Evasion checks against The target can perform Fortitude save once per turn,
melee attacks. When the Body falls to 0 HP or lower, this and if it succeeds, it can escape. After this save, the target’s
effect disappears. turn ends immediately, regardless of the result.
●Tail ●Body
☑Tail Sweep ○Soft Body
A Dolgiras can use their Tail to attack up to 5 targets
Bludgeoning weapons treat the Defense of Body
in the same skirmish. Accuracy and Damage are the same
section as 10 points higher.
as a normal attack, and this attack cannot be used in
consecutive rounds.
Loot
2–6 Green Sandworm Gem (200G/Gold Red A) x
Loot
1d
Always Hard Frill (300G/Red A)
7 – 12 Green Sandworm Gem (200G/Gold Red A) x
2–5 None
2d
6 – 12 Big Horn (1,000G/Red S)
13+ Green Sandworm Jewel (6,800G/Gold Red S)
13+ Majestic Horn (3,000G/Red S)

107
Description ●Tentacle
This is a mutation of a sandworm that has developed ○Attack Obstacle = Impossible • None
abnormal growth. Its mouth and tail are covered by a hard Numerous tentacles block melee attacks.
exoskeleton, but the abdomen remains soft and can grow. The Body of the Kraken cannot be engaged in melee
They have such stamina that they can continue to combat, this unique skill is lost when three or more
move for long periods of time even after being fatally Tentacles have 0 or less HP.
wounded, and they are deadly in combat. Exoskeletons
can form large crystal structures up to human size. Crystals ○Long Reach
of this size are rare and fetch a high price on the market. Each Tentacle can make a melee attack on any target
within 10m, whether they're in the same skirmish or not.
14 Kraken [III] p. 335 ↝Rampage/Can't
Int: Animal Perc: Five senses (Darkvision) Disp: Hostile The Kraken flails its tentacles dealing “2d x
Lang: None Hab: Sea (Remaining Tentacles) + 5 Physical damage” to one target
Rep/Weak: 15/21 W.P.: Lightning damage +3 points in the same skirmish.
Initiative: 21 Movement Speed: 15/30 (Swimming) This attack cannot be Evaded. All remaining Tentacles
Fortitude: 18 (25) Willpower: 17 (24) must be able to take a Major Action to use this unique
skill.
F Style Accuracy Damage Evasion Def. HP MP
Tackle Loot
18(25) 2d+18 15(22) 13 94 32 Always Large Tentacle (500G/Red A)
(Body)
Tentacle 2–6 Spoiled Squid Ink (100G/Red A)
19(26) 2d+15 17(24) 12 58 14 7 – 12 Squid Ink (2,000G/Red S)
(Tentacle)
Tentacle 13+ Fire Squid Ink (5,000G/Red S)
19(26) 2d+15 17(24) 12 58 14
(Tentacle)
Tentacle
19(26) 2d+15 17(24) 12 58 14 Description
(Tentacle) Krakens are infamous sea monsters, having a bit of a
Tentacle reputation out on the open waters as ruthless
19(26) 2d+15 17(24) 12 58 14
(Tentacle) shipwreckers. Towering over most ships at a whopping
Tentacle 20m long, Krakens tend to see ships as little more than
19(26) 2d+15 17(24) 12 58 14
(Tentacle) toys. More than a few voyages have found their end at the
wrong end of a Kraken's crushing tentacles.
SECTIONS
Sections: 6 (Body / Tentacle x5)
Main Section: Body

Unique Skills
●All Sections
○Soft Body
Bludgeoning weapons treat the Defense of Kraken as
5 points higher.

○Underwater Specialization
A Kraken can breathe and vocalize while underwater
and does not suffer any penalties for moving while
underwater.
While outside of water, all actions receive a -2 penalty.

●Body
↝Ink Spray / 17 (24) / Fortitude / Neg
The Kraken sprays a stream of ink up to “Range:
30m”, “Area: Line”. The affected targets are blinded until
the ink is wiped away, and receives a -4 penalty modifier
to all action checks.
To remove the ink target must use Major Action
(check is not needed). The ink may be wiped by another
character.
This unique skill cannot be used on consecutive turns.

108
Part 2 Monsters

Roc cannot attack the target Leg has grabbed except


14 Roc [III] p. 337 with the section it has grabbed ([↝Windstorm] is also
Int: Animal Perc: Five senses Disp: Hostile cannot hit the target). However, Talons of Leg section will
Lang: None Hab: Mountains automatically hit.
Rep/Weak: 15/21 W.P.: Accuracy +1 When the target tries to escape, use de-bonding (see p.
Initiative: 25 Movement Speed: 15/60 (Flying) 34). If the monster itself wants to release the target, it can
Fortitude: 19 (26) Willpower: 17 (24) do so with a Minor Action.

F Style Accuracy Damage Evasion Def. HP MP Loot


Beak Always Strange Flight Feathers (500G/Red A)
17(24) 2d+17 17(24) 12 82 22
(Head) 2–6 None
None 7 – 12 Beautiful Feathers (1,200G/Gold Red S)
- - 15(22) 10 90 26
(Body) 13+ Vivid Feathers (3,000G/Gold Red S)
None
- - 15(22) 10 90 26
(Body)
Claw Description
18(25) 2d+13 17(24) 10 69 19 A monstrous bird whose wingspan reaches 30m, the
(Wing)
Claw Roc is a wondrous sight to see. They live in the higher
18(25) 2d+13 17(24) 10 69 19 altitudes of most mountain ranges, though their massive
(Wing)
Talon form and vivid coloring can be seen from quite far away.
19(26) 2d+14 17(24) 12 62 17 With their massive talons, they can grab even mature cows
(Leg)
Talon and fly away with them, let alone a full-grown humanoid.
19(26) 2d+14 17(24) 12 62 17
(Leg)

SECTIONS
Sections: 7 (Head / Body x 2 / Wing x 2 / Leg x 2)
Main Section: Head

Unique Skills
●Head
▽Continuous Attack
If a Roc successfully hits a target in melee, they may
make a second attack against the same target.

●Body
○Attack Obstacle = Impossible • None
The huge Roc’s Body hinders attacks.
The Head of the Roc cannot be engaged in melee
combat, this unique skill is lost when the Body section has
0 or less HP.

●Wing
↝Windstorm / 18 (25) / Fortitude / Neg
The Roc flaps its wings, creating high winds, dealing
2d+12 physical damage to all characters within a 30-meter
radius around itself and causing them to prone.
Both Wings must be alive and able to take a Major
Action in order to use this unique skill.
This unique skill cannot be used in consecutive turns.

○Flight II
All sections receive a +2 bonus to Accuracy (only for
melee attacks) and Evasion while flying.
If any of the Wing sections is reduced to 0 or less HP,
this unique skill is lost.

●Leg
▽Clutch
If the Talon attack hits, the target is grabbed; the target
can no longer move and can only perform melee attacks
against the Leg that is grabbing it.

109
16 Golgaus New ●Tail
Int: Animal Perc: Five senses Disp: Hostile ☑Tail Swing
Lang: None Hab: Mountains A Golgaus can use their Tail to attack up to 5 targets
Rep/Weak: 22/25 W.P.: Water/Ice damage + 3 points in the same skirmish. Accuracy and Damage are the same
Initiative: 21 Movement Speed: 18 as a normal attack.
Fortitude: 21 (28) Willpower: 19 (26) None
F Style Accuracy Damage Evasion Def. HP MP Loot
Bite Always Giant Fangs (1,500G/Red S)
20(27) 2d+17 19(26) 12 87 39 2–4 None
(Head)
Claw 5 – 10 Rock Skin (1,080G/Red Black S)
(Right 21(28) 2d+19 18(25) 13 99 39 11+ Tough Rock Skin (6,480G/Red Black S)
Side)
Claw Description
(Left 21(28) 2d+19 18(25) 13 99 39 This is a bipedal dragon-like beast with a rocky skin
Side) and a resting length of about 10 meters. They are found in
Tail volcanic and tropical regions. They are extremely hostile
20(27) 2d+16 17(24) 10 61 22
(Tail) to any creature other than their prey entering their
territory, and they will relentlessly eliminate any intruder.
SECTIONS Once they gain territory, they try to expand it, sometimes
Sections: 4 (Head / Right Side / Left Side / Tail) attacking dragons and other mythical beasts.
Main Section: Head Their eggs are large, reaching about 2 meters. During
the breeding season, males invite females into their
territory, but drive them off when the breeding season is
Unique Skills over. The remaining males take care of the offspring that
●All Sections have hatched from the eggs (the males are dangerous
○Rock Skin defenders and predators), and when the young learn to
The Golgaus is immune to criticals from edged catch food on their own, they are mercilessly expelled
weapons. from adults territory.

●Head
↝Roar / 20(27) / Willpower / Neg
The monster let out a mighty roar within a “Radius:
30m” around itself. Affected targets will not be able to take
any action that would directly damage the monster. This
effect is of the psychic type and lasts for 3 minutes (18
rounds).
This unique skill cannot be used on consecutive turns.
↝Heat Radiation / 20 (27) / Fortitude / Half
Golgaus exhales heat in a “Range: 50m” and “Area:
Line” and deals 2d+20 fire magic damage.
This unique skill cannot be used on consecutive turns.
☆Techniques
They may use the [Beetleskin], [Bear Muscle] and
[Recovery] (10 points), Techniques (see CR II: p. 88-94).

●Right Side & Left Side


○Attack Obstacle = +4 • None
Golgaus height prevents enemies from attacking it. As
long as at least the Golgaus Right Side or Left Side HP has
1 or more, the Head receives a +4 bonus to Evasion
checks against melee attacks. When the Right Side and
Left Side fall to 0 HP or lower, this effect disappears.
☑All-Out Attack
A Claw can deal an additional 8 damage on their next
attack. However, any Evasion check made by this section
this turn receives a -3 penalty.

110
Part 2 Monsters

18 Tyrant Regilex New ●Body


Int: Animal Perc: Five senses Disp: Hostile ↝Double Attack
Lang: None Hab: Forest A Tyrant Regilex can make two Claw attacks each
Rep/Weak: 19/23 W.P.: Magic damage + 2 points round.
Initiative: 24 Movement Speed: 25 ○Attack Obstacle = Impossible • None
Fortitude: 24 (31) Willpower: 22 (29) Tyrant body prevents attacks.
The Head of the Tyrant Regilex cannot be engaged in
F Style Accuracy Damage Evasion Def. HP MP melee combat, this unique skill is lost when Body has 0 or
Bite less HP.
22(29) 2d+22 21(28) 20 117 29
(Head)
Claw
●Tail
24(31) 2d+17 20(27) 20 159 31 ○Enormous Body
(Body)
Tail Tyrant Regilex's body is too large, some attacks will not
23(30) 2d+18 21(28) 19 126 22 reach the enemy in front of it. The tail cannot be used to
(Tail)
attack targets that have been attacked Head or Body
sections.
SECTIONS
Sections: 3 (Head / Body / Tail) ☑Tail Swing
Main Section: Head A Tyrant Regilex can use their Tail to attack up to 5
targets in the same skirmish. Accuracy and Damage are
the same as a normal attack.
Unique Skills
●All Sections Loot
☑Power Attack Always Sharp Fangs (200G/Red A) x 2d
Tyrant Regilex can deal an additional 4 damage on 2–6 Giant Fangs (1,500G/Red S)
their next attack. However, any Evasion Check made by 7 – 12 Tyrant Fang (4,200G/Red S)
them this turn receives a -2 penalty. 13+ Tyrant King Fang (11,700G/Red SS)
●Head
▽Continuous Attack Description
If a Tyrant Regilex successfully hits a target in melee, Known as “tyrant,” Tyrant Regilex is an extremely
they may make a second attack against the same target. ferocious predator. It stands erect and looks like a lizard
with well-developed back legs. They are about 10 meters
long, and when they see their prey, they attack without
hesitation, no matter how big or small the prey is. Their
sharp claws and fangs are their most powerful weapons,
and they are uncontrollable once they start rampaging.
They are also known as the strongest predators in all
Raxia.

111
P LANTS
can appear in large enough groups to devastate orchards
1 Alraune [III] p. 339 and farms.
Int: Low Perc: Five senses Disp: Neutral
Lang: Trade Common Hab: Plains, Forests
Rep/Weak: 9/12 W.P.: Physical damage + 2 points 2 Killer Creeper [I] p. 460
Initiative: 7 Movement Speed: 10 Int: None Perc: Magic Disp: Hostile
Fortitude: 2 (9) Willpower: 4 (11) Lang: None Hab: Forest
Rep/Weak: 8/11 W.P.: Fire damage +3 points
F Style Accuracy Damage Evasion Def. HP MP Initiative: 6 Movement Speed: 0
Fortitude: 7 (14) Willpower: 5 (12)
Slam 1(8) 2d-2 3(10) 0 20 3
F Style Accuracy Damage Evasion Def. HP MP
Unique Skills Vine 3(10) 2d+2 1(8) 0 30 10
↝Piercing Scream / 3 (10) / Willpower / Neg
The Alraune lets out a high-pitched scream and stuns
all characters within a Radius of 20m around it. This effect Unique Skills
is treated as a psychic type (weak) (see p. 35). ○Psychic Immunity
The target will fall prone as soon as it is stunned.
▽Entangling Tentacles
Loot A successful hit from a Vine entangles the target. Each
2–8 None round, the entangled target is hit automatically by the Vine,
9+ Mysterious Seeds (100G/Green A) and makes all Accuracy and Evasion Checks with a -2
penalty. This penalty is not cumulative.
When the target tries to escape, use de-bonding (see p.
Description 34).
Alraunes are plant monsters that look like small While entangled by this unique skill, the Killer
children, around 80 cm tall, with large white flowers Creeper cannot attack other characters. If the monster
blooming out of their heads. Very timid, they will attempt itself wants to release the target, it can do so with a Minor
to escape immediately when startled, but are curious and Action.
will watch from a distance if possible. Alraunes have a
child-like personality, and if treated appropriately can be Loot
made to be fond of humans. Always Leaf Mold (50G/Green B)
2–5 None
1 Furu [II] p. 337 6 – 10 Vine (5G/-) x 1d
11+ Magical Vine (30G/Green B) x 1d
Int: None Perc: Magic Disp: Neutral
Lang: None Hab: Forests, Grasslands
Rep/Weak: 5/10 W.P.: Accuracy +1 Description
Initiative: 8 Movement Speed: 12 A plant transformed with mana, a Killer Creeper will
Fortitude: 1 (8) Willpower: 2 (9) shoot a multitude of vines and engulf the area it's in. Being
plants, they are very patient when it comes to waiting for
F Style Accuracy Damage Evasion Def. HP MP prey to wander into its range. As it tends to grow quite fast,
it is often rather difficult to escape once trapped in its
Slam 1(8) 2d-2 3(10) 0 20 3 vines.

Unique Skills
None.

Loot
Always Beautiful Leaf (10G/Green B)
2–6 None
7+ Leaf Blade (40G/Green B)

Description
Appearing to be a spherical mass of leaves, a Furu
collects mana in its leaves, which can enhance their natural
appearance. While not very harmful on their own, they

112
Part 2 Monsters

Loot
2 Needle Archer [II] p. 338
2–8 None
Int: None Perc: Magic Disp: Hostile 9+ Mysterious Seeds (100G/Green A)
Lang: None Hab: Forest
Rep/Weak: 7/11 W.P.: Fire damage +3 points
Initiative: 7 Movement Speed: 0 Description
Fortitude: 4 (11) Willpower: 3 (10) It is a strange tree that can walk with two thick roots. It
doesn’t have a lair or resting place but simply moves at will
F Style Accuracy Damage Evasion Def. HP MP to sunny spots in the forest or to areas where the soil is
fertile. They are not hostile unless provoked and can
Needle 4(11) 2d 2(9) 0 28 12 speak Sylvan, so if you are polite to them, they will listen
to what you have to say.
Eventually, it is believed they are a young form of
Unique Skills Entlets (see p. 116).
○Vine Network
It has thin vines stretching out in a Radius of 10m
around itself. If characters don't successfully make a 3 Giant Balloon Seed [II] p. 339
Danger Sense check against target number 12, they will Int: None Perc: Magic Disp: Neutral
step into it unknowingly and become surprised by Needle Lang: None Hab: Forest, Swamp
Archer. Rep/Weak: 10/13 W. P .: Fire damage +3 points
Initiative: 10 Movement Speed: 8
○Light Needles Fortitude: 4 (11) Willpower: 3 (10)
A Needle attack may be made within a range of 20m,
though any attacks made at targets outside the [○Vine F Style Accuracy Damage Evasion Def. HP MP
Network] receive a -1 penalty to Accuracy. Seed
4(11) 2d+5 3(10) 1 26 10
○No Blind Spot (Flower)
Vine
Within the [○Vine Network], Needle Archer can 5(12) 2d+2 2(9) 2 20 10
(Vine)
attack with Needle attacks ignoring shielding and these
attacks and will not misfire if it shoots into the skirmish. Vine
5(12) 2d+2 2(9) 2 20 10
(Vine)
☑Million Needles
A Needle Archer may attack all characters (enemies
SECTIONS
and allies) within range of the [○Vine Network]
simultaneously during its turn. Sections: 3 (Flower, Vine x2)
Main Section: None
Loot
Always Thorn Arrow (15G/Green B) Unique Skills
2 – 10 None ●Vine
11+ Strong Vine (300G/Green A) ▼Substitution
When a Seed suffers damage from a melee or ranged
Description attack, Vine can take damage instead. The damage applied
to the Seed applied as-is to the Vine (without
This plant gets its name from the arrow-like needles it
recalculation). This unique skill can only be used once per
shoots at prey entering the range of its network of vines.
round for each Vine.
These vines are hidden on the forest floor by dirt and dead
Giant Balloon Seed cannot use this unique skill against
leaves, and once unsuspecting prey walks within the area
wide-area or multiple-target attacks, even if they are melee
they are violently attacked by needles being shot at their
or ranged attacks.
feet and lower legs.
Loot
3 Walking Tree New Always Mysterious Seeds (30G/Green B)
Int: Low Perc: Magic Disp: Neutral 2–9 None
Lang: Sylvan Hab: Forest 10+ Beautiful Bulbs (300G/Green A)
Rep/Weak: 8/12 W. P .: Fire damage +3 points
Initiative: 8 Movement Speed: 10
Fortitude: 4 (11) Willpower: 5 (12)
Description
An ancient species of plant, Great Balloon Seeds date
back before the Great Catastrophe. The main body of the
F Style Accuracy Damage Evasion Def. HP MP plant, typically growing to around 3m, attacks prey by
Branch 3(10) 2d+5 3(10) 5 34 28 launching fist-sized seeds out of the flower. It can also
move by using its roots, as well as attack with extended
vines. There are also rumors of variants with multiple
Unique Skills flowers and extra vines.
↝Fairy Magic 2 Level / Magic Power 3 (10)

113
3 Spin Blossom [III] p. 340
▽Engulf
If the Overeater hits with their Vine attack, the target
Int: None Perc: Magic Disp: Hostile is consumed by the Overeater. An Overeater with a living
Lang: None Hab: Plains, Forests organism inside will recover 5 HP at the end of its turn,
Rep/Weak: 11/ 13 W.P.: Fire damage +3 points while the organism inside cannot move, receives a -3
Initiative: 10 Movement Speed: 12 (Floating) penalty to all Actions, and receives 5 poison magic damage
Fortitude: 4 (11) Willpower: 4 (11) at the end of its turn.
An Overeater with prey in its body cannot take in new
F Style Accuracy Damage Evasion Def. HP MP prey. However, the monster is free to spit out whatever it
Petals 4(11) 2d+4 3(10) 3 23 11 has taken in with the Minor Action at any time during its
turn.
As a Major Action, the Overeater may be pried open
Unique Skills using an Adventurer Level + Strength Bonus check against
a value of 12. This check can also be made by another
○Psychic Immunity character who is not Engulfed. A character escaping the
Overeater falls prone once outside of the plant.
Loot
2–8 None Loot
9+ Rotating Petals (200G/Green A) 2–8 None
9 – 12 Bag of Silver (30G/-) x 1d
Description 13+ Gems (150G/Gold A) x 1d
This plant monster gets its name from the way it
moves, lazily drifting on the breeze, its sturdy petals Description
positioned so it will gently rotate and float through the sky A large, boxy plant, the Overeater looks like a tree
while the wind blows. While not a great threat on its own, trunk overgrown with ivy and vines. However, it captures
Spin Blossoms have been noted to swarm into large areas and feeds off of animals and other organisms and will
and have ruined small communities. Because of this attract prey by waving its flowers. Occasionally, there are
threat, they are often the target of low-level extermination some small bits of metal or gems from previous victims at
missions for adventurers, in the hopes of culling numbers the bottom of the plant.
before the blossoms become dangerous. On rare
occasions, the flowers will still rotate even when removed
from the stem and can be sold to the right buyer for a
decent bit of coin.

4 Overeater [II] p. 340


Int: None Perc: Magic Disp: Hostile
Lang: None Hab: Forest
Rep/Weak: 10/14 W. P.: Fire damage +3 points
Initiative: 7 Movement Speed: 0
Fortitude: 7 (14) Willpower: 5 (12)

F Style Accuracy Damage Evasion Def. HP MP


Vine 6(13) 2d+5 3(10) 1 45 12

Unique Skills
○Mimicry / 13 / Danger Sense / Neg
It mimics a harmless tree. While mimicking,
characters cannot perform a Monster Knowledge check
on this monster. If character approaches it unintentionally,
they need to make a Danger check with target number 13,
and if it fails, they will be surprised. Mimicry will be
automatically ended once the monster starts to act.
This monster cannot be detected with [Sense Magic]
(CR I, see p.233).

○Long Vines
Vine attacks can target any character within 10 meters,
ignoring skirmishes.

114
Part 2 Monsters

5 Bloody Petal [I] p. 461 5 Mandrake [II] p. 341


Int: None Perc: Magic Disp: Hostile Int: Low Perc: Magic Disp: Hostile
Lang: None Hab: Forest Lang: None Hab: Forest
Rep/Weak: 11/14 W.P.: Fire damage +3 points Rep/Weak: 11/16 W.P.: Physical damage + 2 points
Initiative: 10 Movement Speed: 5 Initiative: 8 Movement Speed: 7
Fortitude: 11 (18) Willpower: 9 (16) Fortitude: 7 (14) Willpower: 8 (15)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
None Arm 7(14) 2d+5 4(11) 2 42 36
- - 5(12) 2 58 20
(Body)
Petal
(Petal) 7(14) 2d+8 6(13) 1 23 8 Unique Skills
x 3-5
↝Fairy Magic 4 Level / Magic Power 6 (13)
▽Deadly Scream / Special / Fortitude and
SECTIONS
Willpower / Neg
Sections: 4-6 (Body / Petal x 3-5)
Once per day, when its HP is reduced, the Mandrake
Main Section: Y
can unleash a terrifying, deadly scream. Character in 30m
radius around Mandrake must immediately make both a
Unique Skills Fortitude and Willpower check. Those characters that fail
●Body a Fortitude check against a value of 10 instantly drop to 0
○Recovery = 5 points HP, are knocked unconscious and fall prone. And can be
restored with [Awaken] spell or similar effect.
At the end of each round, the Body and all remaining
Those characters that fail a Willpower check against a
Petal sections recover 5 HP. If a Petal has 0 or less HP, it
value of 14 cannot perform any Major or Minor Actions,
has no effect on this unique skill.
and receive a -4 penalty to Evasion, for 10 seconds (1
If the Body has 0 or less HP, this effect disappears.
round).
●Petal
▽Paralysis Poison / 7 (14) / Fortitude / Neg Loot
If a Petal attack hits, the target suffers a -1 penalty to Always Energetic Roots (100G/Green A)
Accuracy and Evasion check for 10 seconds (1 round). 2 – 11 None
This effect is not cumulative. 12+ Mandrake Seed (1,500G/Green S)
This effect is of the poison type.
Description
Loot The bulk of the perennial Mandrake is it's large,
Always Crimson Petals (120G/Green A) human-shaped root. The root is about 60cm and is
2–8 None typically buried in soil for most of the year, with only a
9+ Red Berries (300G/Green A) small amount of leaves sprouting from the top. Under
normal circumstances, a Mandrake will prefer to grow in
Description dimly-lit sections of deep forests, and have distinctive pale,
pink flowers. As winter grows near, the Mandrake will
Plants with large petals as red as blood, these root-less
uproot itself and wander in search of a mate, looking to
plants will chase prey down, albeit slowly. Also referred to
create a new batch of seeds.
as “flesh-eating flowers”, these plants will capture both
Due to their purported uses in medicines and other
animal and humanoid alike, slowly dissolving their prey
concoctions, Mandrakes have been overhunted by both
for nutrition.
humanoids and barbarous, and so hold grudges against
If the flower is in full bloom and fed a healthy amount
both groups. A Mandrake can call upon Fairy magic in
of blood, the petals of the plant can be distilled into quality
order to help protect itself, as well as the signature
medicine. Rarely, a few fruits of the bloody petal can be
screaming, they are known for. It's said that those who hear
found as well.
the scream and live will still be afflicted with any number
This monster has only one Trunk but has 3 to 5 Petals.
of mental disorders.
The GM can use 2 + (half of 1d) to randomly determine
the amount of Petals, if necessary.

115
6 Big Archer [II] p. 342 7 Entlet [III] p. 341
Int: None Perc: Magic Disp: Hostile Int: Average Perc: Magic Disp: Neutral
Lang: None Hab: Forest Lang: Sylvan Hab: Forest
Rep/Weak: 10/15 W. P.: Fire damage +3 points Rep/Weak: 12/18 W.P.: Fire damage +3 points
Initiative: 7 Movement Speed: 0 Initiative: 10 Movement Speed: 12
Fortitude: 8 (15) Willpower: 6 (13) Fortitude: 10 (17) Willpower: 10 (17)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Needle 7(14) 2d+8 4(11) 2 60 14 Branch
9(16) 2d+8 8(15) 9 54 42
(Trunk)
Branch
9(16) 2d+8 8(15) 9 54 42
Unique Skills (Trunk)
○Vine Network
It has thin vines stretching out in a Radius of 10m SECTIONS
around itself. If character doesn't successfully make a Sections: 2 (Trunk x 2)
Danger Sense check against target number 15, they will Main Section: None
step into it unknowingly and become surprised by Big
Archer. Unique Skills
○Flying Needles ●All Sections
Big Archer can throw needles up to 10m as a ranged ↝Fairy Magic 8 Level / Magic Power 10(17)
attack.
○☑↝Magic Aptitude
○No Blind Spot An Entlet can use the Combat Feats [Guided Magic],
Within the [○Vine Network], Big Archer can attack [Metamagic/Distance], [Hawk Eye] and [Wordbreak].
with Needle attacks ignoring shielding and these attacks
and will not misfire if it shoots into the skirmish. Loot
Always Ent Leaves (100G/Green A)
▽Poison Needles / 8 (15) / Fortitude / Neg
The Big Archer has two possible poisons it can use 2–6 None
with its Needles. If the Big Archer hits with their Needle 7 – 12 Mysterious Seeds (100G/Green A)
attack, the target must immediately make a Fortitude 13+ Mysterious Sapling (500G/Green A)
check.
Rotting Poison: If the target fails to resist, they receive Description
an extra 7 Poison-type damage. A giant tree that roams around, using its roots as feet
Paralyzing Poison: If the target fails to resist, they to walk. Entlets are said to be over 100 years old and have
receive a -1 penalty to Accuracy and Evasion checks for 10 a wide variety of knowledge they can be persuaded to
seconds (1 round). This effect is not cumulative. share with others. Their leaves are said to be herbs that
☑Million Needles increase one’s wisdom, and teas brewed with them are
A Big Archer may attack all characters (enemies and especially popular among mothers. Entlets tend to be
allies) within range of the [○Vine Network] simultaneously gentle giants and will be friendly if they are treated in kind.
during its turn.

Loot
2–4 None
5–8 Poisonous Needle (50G/Green B)
9+ Strong Vine (300G/Green A) x 2

Description
This plant hides on the ground, similar to the Needle
Archers. However, the needles launched by Big Archers
are much more resilient and can carry a couple of different
debilitating poisons as well.

116
Part 2 Monsters

In some cases, this monster may live in smaller areas,


7 Chestnut Shooter New and in other cases, it may live in larger areas. GM can set
Int: None Perc: Magic Disp: Hostile any Mold Area radius from 5m up to 20m. At that time,
Lang: None Hab: Forest adjust the HP from 60 to 240 depending on the radius.
Rep/Weak: 14/17 W. P .: Fire damage +3 points
Initiative: 10 Movement Speed: 11 ↝Poison Spores / 11 (18) / Fortitude / Neg
Fortitude: 11 (18) Willpower: 9 (16) The Poison Mold scatters spores around itself, forcing
all characters in the same skirmish to make a Fortitude
check. Those that fail to resist the poison receive 2d+10
F Style Accuracy Damage Evasion Def. HP MP
poison magic damage.
Seed 11(18) 2d+7 9(16) 5 67 27
▽Disease Spores / 9 (16) / Fortitude / Neg
Each time the Poison Mold's HP is damaged, disease
Unique Skills spores fly out from the wound, and all characters in the
same skirmish must make a Fortitude check. Those that
○2 Actions
fail reduce their maximum HP and MP by 10 (to a
Chestnut Shooter can perform two Major Actions in
minimum of 0). If a character's maximum HP is reduced
one round.
to 0 in this way, they immediately die (no Death Check
○Flying Seeds needed).
The Seed attack can also be done as a ranged attack at This reduction does not go away normally and must be
a range of 20 meters. removed via [Cure Disease] (see CR I, p. 252) or other
such effects with contested check.
Loot
2–5 None Loot
6–7 Spiny Fruit (150G/Green A) Always Green Dye (80G/Green B)
8–9 Spiny Fruit (150G/Green A) x 2 2–6 Fertile Soil (300G/Green A)
10+ Spiny Fruit (150G/Green A) x 1d 7+ Soil of Abundance (2,000G/Green S)

Description Description
It is a 2m tall tree that can walk. It attacks by throwing A dark green mold with deadly poison spores,
its many spiked seeds at the ends of its branches. commonly found deep underground or in the depths of
When the spiny shell of seeds is peeled off, the seeds large forests. Spreading over an area anywhere from 5m to
inside are edible. Because of its tonic properties, some 20m in radius, the mold will blast any interlopers with a
wild beasts do not fall the trees but make a living by eating variety of debilitating spores. Those who managed to live
the seeds that are thrown at them. through these spore blasts describe the feeling as a “hell of
suffering”. Those who don't, however, are simply more
food for the mold.
8 Poison Mold [II] p. 343
Int: None Perc: Magic Disp: Hostile
Lang: None Hab: Caves, Ruins
Rep/Weak: 16/19 W.P.: Fire damage + 3 points
Initiative: 5 Movement Speed: 0
Fortitude: 10 (17) Willpower: 9 (16)

F Style Accuracy Damage Evasion Def. HP MP


None - - 7(14) 0 120 16

Unique Skills
○Mold Area
The mold Area is 10m around this monster. If the
character doesn't successfully perform a Danger Sense
check with target number 16, they will unknowingly step
into the Poison Mold area and will be surprised.
The skirmish with this monster extends to the entirety
of the Mold Area, and the entire area is treated as a single
skirmish, regardless of the number of participants or other
conditions. In addition, this monster can ignore the
normal limit of the number of players (up to two) and use
the skirmish benefits against any character that enters
Mold Area.

117
8 Ripper Leaf [III] p. 342 Unique Skills
Int: None Perc: Magic Disp: Hostile ●All Sections
Lang: None Hab: Forest ○Mimicry / 18 / Danger Sense / Neg
Rep/Weak: 15/18 W. P .: Fire damage + 3 points It hides all its Creeping Branches under dead leaves
Initiative: 14 Movement Speed: 20 (Floating) and topsoil and mimics a harmless tree with only its Trunk
Fortitude: 10 (17) Willpower: 10 (17) visible. While mimicking, characters cannot perform a
Monster Knowledge check on this monster. If character
F Style Accuracy Damage Evasion Def. HP MP approaches it unintentionally, they need to make a Danger
check with target number 18, and if it fails, they will be
Leaf 11(18) 2d+10 9(16) 8 57 26 surprised. Mimicry will be automatically ended once the
monster starts to act.
This monster cannot be detected with [Sense Magic]
Unique Skills (CR I, see p.233).
○Psychic Immunity
○Psychic Immunity
↝Double Attack
A Ripper Leaf can make two Leaf attacks each round. ○Attitude Control
○Regeneration = 5 points Bungee Stake cannot fall prone.
At the end of each round, a Ripper Leaf recovers 5 ● Trunk
HP. This has no effect if the Ripper Leaf is at 0 HP or ▽Command Loss
lower. When Trunk HP is reduced to 0 or less, all Creeping
Branches lose their [↝From Below] unique skill.
Loot
2–6 None ● Creeping Branch
7 – 12 Sharp Leaves (100G/Green A) ↝From Below / 8 (15) / Danger Sense / Neg
13+ Keenly Sharpened Leaves (500G/Green A) With “Range: 20m” and “Area: Target” the Creeping
branch leaps out from underneath and attacks an enemy,
dealing 2d+10 physical damage.
Description
An evolved form of the Spin Blossom, Ripper Leaves Loot
have a series of razor-sharp leaves around the rotating Always Leaf Mold (50G/Green B) x 2d
petals keeping it aloft. These leaves will shred any prey 2–6 None
attracted by the bright flowers, and it is thought that the
7+ Wood (150G/Green A)
Ripper Leaf was able to evolve into its current state by
drinking the blood of fallen prey through its roots.
Description
10 Bungee Stake New
It is a plant monster that hides dead leaves and
branches operating under the surface. It is a predator that
Int: None Perc: Magic Disp: Hostile attacks and kills animals that wander onto it. The monster
Lang: None Hab: Forest absorbs the blood and nutrients of its prey. Its branches
Rep/Weak: 18/19 W. P.: Fire damage + 3 points can extend to the point of piercing even airborne
Initiative: 14 Movement Speed: 10 creatures.
Fortitude: 14 (21) Willpower: 12 (19)

F Style Accuracy Damage Evasion Def. HP MP 11 Fungal Parasite [II] p. 344


None Int: Low Perc: Magic Disp: Hostile
- - 0(7) 10 100 20 Lang: Trade Common Hab: Forests, Caves, Ruins
(Trunk)
Branch Rep/Weak: 19/22 W.P.: Fire damage + 3 points
13(20) 2d+10 10(17) 6 60 15 Initiative: 15 Movement Speed: 12
(Stolon)
Branch Fortitude: 14 (21) Willpower: 13 (20)
13(20) 2d+10 10(17) 6 60 15
(Stolon)
Branch F Style Accuracy Damage Evasion Def. HP MP
13(20) 2d+10 10(17) 6 60 15
(Stolon) Fist 13(20) 2d+10 12(19) 12 78 12
Branch
13(20) 2d+10 10(17) 6 60 15
(Stolon)
Unique Skills
SECTIONS ☆Sporulation / 11 (18) / Fortitude / Neg
Sections: 5 (Trunk / Creeping Branch x 4) This unique skill can be used only once per round.
Main Section: None Fungal Parasite spreads reddish-purple spores in a
Radius 6m/20 around itself, infecting the target with a
disease called sporotrichosis. This effect is treated as a
disease type.

118
Part 2 Monsters

A character infected with the sporotrichosis will have F Style Accuracy Damage Evasion Def. HP MP
small reddish-purple mushrooms sprouting from all over Vine
their body after 1 day, and their all ability scores will be (Upper 15(22) 2d+10 14(21) 12 66 14
reduced by -6 points. Fixed characters suffer a -1 penalty Body)
to Accuracy, Evasion, Fortitude, and Willpower. Slam
If any of the ability scores reach 0, or if 3 full days have (Lower 13(20) 2d+12 13(20) 13 78 16
passed since the spore infection, the character will fall into Body)
a severe hallucinatory state and will be unable to act at all.
The character in this state will spread spores every round, SECTIONS
regardless of their will.
Sections: 2 (Upper Body / Lower Body)
After a few days of infection, the characters will be
Main Section: None
completely lost, and the character becomes a Fungal
Parasite. If the character has fallen into this state, it cannot
be recovered by effects that heal disease, such as [Cure Unique Skills
Disease] (see CR I, p. 252).
●All Sections
↝Hallucinogenic Spores / 13 (20) / Fortitude / ○Psychic Immunity
Neg
These blue-violet spores are scattered around the ▽Persistent Poison / 16 (23) / Fortitude / Neg
Fungal Parasite, and all those in the same skirmish must If the Belladonna melee attack hits, the target will be
make a Fortitude check. Those that fail will see the Fungal poisoned.
Parasite as someone close to them and will move to A character affected by poison immediately suffers 2d
protect the Fungal Parasite from anything and anyone who poison magic damage and continues to suffer similar
wishes to do it harm (and will do nothing else). Even if the damage every hour (without Fortitude checks). This effect
Fungal Parasite attacks an affected character, they will still persists unless the poison is removed, but it is not
remain under the effect of these spores. cumulative.
This effect is treated as a disease type. The Belladonna Leaves characters can get when you
kill this monster is a counterpoison that can remove the
Loot effects of this poison without contested checks. 1 leaf can
Always Wilted Mushrooms (30G/Green B) heal 1 person.
2–7 None
8 – 10 Forest Marvel (2,000G/Green S)
●Upper Body
11+ Forest Marvel (2,000G/Green S) x 3 ↝Snaring Vines / 14 (21) / Fortitude / Neg
As a Major Action, the Belladonna can use its Vine to
ensnare a target in the same skirmish. If the target fails to
Description resist, they are ensnared, unable to move, and receive a -4
This monster is actually a humanoid covered in penalty to Evasion checks.
parasitic mushrooms, feeding the mushroom as it When the target tries to escape, use de-bonding (see p.
decomposes. Typically found in dark, damp places, the 34).
Fungal Parasite will attack any humanoid or animal passing This unique skill can be used even if the Belladonna is
by, hoping to infect them and use them as a new host. already ensnaring a target because of countless its vines.
Fungal Parasite hosts will last for a year or two before
becoming desiccated husks, drained of all vital nutrients. Loot
It is possible to save a victim of the Fungal Parasites, Always Belladonna Leaves (150G/Green A) x 1d
though it involves casting a “Refresh” spell on a host whose 2–8 None
HP has been reduced to 0. 9+ Poisonous Flower (500G/Green A)
Rarely, a mushroom called “Forest Marvel” may grow
among the various Fungal Parasites. This mushroom is
non-toxic, and quite delicious, so it is valued by many Description
among the culinary community. Additionally, it is thought A Belladonna appears at first glance to be a green-
to have some anti-aging properties, and some elder priests skinned humanoid, but upon closer investigation is
have sent out adventurers specifically to look for these actually a plant whose vines have been so entwined with
mushrooms. each other they are able to take the shape of a human. By
taking a humanoid shape, the Belladonna is able to move
much more easily to attack prey and will drain nutrients
12 Belladonna [III] p. 343 from anything it has killed, animal or otherwise. It will also
Int: None Perc: Magic Disp: Hostile hide in forests, using its plant body to disguise itself before
Lang: None Hab: Forests, Grasslands surprising prey.
Rep/Weak: 16/20 W.P.: Fire damage + 3 points The vines of a Belladonna contain a horrific poison,
Initiative: 12 Movement Speed: 15 causing high fevers, nausea, and even death from just a
Fortitude: 16 (23) Willpower: 14 (21) touch. However, the leaves from the Belladonna's vines
can be turned into an antidote for this contact poison, so
it is recommended to slay the Belladonna before the
poison spreads throughout the victim's body.

119
14 Chestnut Shotgun New 15 Flying Helleborus New
Int: None Perc: Magic Disp: Hostile Int: None Perc: Magic Disp: Hostile
Lang: None Hab: Forest Lang: None Hab: Forests, grasslands
Rep/Weak: 20/23 W. P .: Fire damage + 3 points Rep/Weak: 17/21 W. P.: Fire damage + 3 points
Initiative: 16 Movement Speed: 10 Initiative: 15 Movement Speed: 20 (Flying)
Fortitude: 18 (25) Willpower: 16 (23) Fortitude: 22 (29) Willpower: 19 (26)
None
F Style Accuracy Damage Evasion Def. HP MP
F Style Accuracy Damage Evasion Def. HP MP Flower
18(25) 2d+18 17(24) 16 78 28
Seed (Flower)
18(25) 2d+17 16(23) 10 134 41
(Trunk) None
- - 18(25) 17 102 36
Seed (Body)
18(25) 2d+17 16(23) 10 134 41
(Trunk) Leaf
19(26) 2d+17 16(23) 15 88 33
Seed (Leaf)
18(25) 2d+17 16(23) 10 134 41
(Trunk) Leaf
19(26) 2d+17 16(23) 15 88 33
(Leaf)
SECTIONS
Sections: 3 (Trunk x 3) SECTIONS
Main Section: None Sections: 4 (Flower / Body / Leaf x 2)
Main Section: None
Unique Skills
●All Sections Unique Skills
○2 Actions ●All Sections
Each section can perform two Major Actions in one ○Psychic Immunity
round.
●Flower
○Flying Seeds ▽Hallucinatory Poison / 19 (26) / Fortitude /
The Seed attack can also be done as a ranged attack at
Neg
a range of 20 meters.
If the Flower's attack hits, it will cause the target to
↝Nut Volley / 18 (25) / Evasion / Neg hallucinate, to see the monster all around them. As a
Chestnut Shotgun fires a volley of nuts with “Range: result, the target suffers a -2 penalty to Accuracy and
10m” and “Area: Shot”, dealing 2d+17 physical damage in Evasion checks and cannot cast spells with “Target: 1
a Radius 3m/5. Character” against each section of this Flying Helleborus.
This unique skill can only be used once per round. This effect is of the poison type and lasts for 1 minute
(6 rounds).
↝Blind Shot / Can't
The Chestnut Shotgun deals “2d x 2 x (Remaining ●Body
Trunks)” to all characters in the same skirmish. ▽Poison Thorns / 20 (27) / Fortitude / Neg
This unique skill cannot be used if even one Trunk has Anyone who deals damage to this monster with a
already completed a Major Action. And it uses all Major melee attack immediately suffers 10 poison magic damage.
Actions of all of its sections.
This unique skill can only be used once per round and ○Small
cannot be used on consecutive turns. Flying Helleborus gains a +2 bonus to Evasion checks
against ranged attacks.
Loot ○Attack Obstacle = +4 • None
Always Spiny Fruit (150G/Green A) x 2d Flying Helleborus height prevents enemies from
2 – 10 None attacking it. The Flower receives a +4 bonus to Evasion
11+ Golden Spiny Fruit (1,500G/Green S) checks against melee attacks. When the Body falls to 0 HP
or lower, this effect disappears.
Description ●Leaf
They are Chestnut Shooters that are living in a group.
Rarely on them, you can find Golden Spiny Fruit. It is said ▽Slam
that the golden fruits are not only a tonic, but also can When the Leaf successfully hits with an Leaf attack,
fertilize the soil over a wide area, transforming barren land the target is knocked prone in addition to receiving
into fertile soil. damage.
▽Poison / 19 (26) / Fortitude / Neg
If the Leaf attack hits, it inflicts 8 poison magic damage
to the target.

120
Part 2 Monsters

○Flight [Metamagic/Targets], [Metamagic/Distance],


A Flying Helleborus receives a +1 bonus to Accuracy [Metamagic/Time], [Metamagic/Area], [Hawk Eye], and
(only for melee attacks) and Evasion while flying. [Wordbreak].
If one of the Leaves falls to 0 HP or lower, this unique
○Breath of the World Tree
skill cannot be used.
Yggdrasil Sapling brings the vitality of nature into its
body. At the end of each round, the Trunk sections
Loot recover 20 HP and MP.
Always Helleborus Leaf (600G/Green A) x 1d This effect is lost if the HP of the Trunk section
2–6 None becomes 0 or less.
7+ Helleborus Venom (1,600G/Green S)
X–Y None ●Branch
○Long Branches
Description Each Branch can make a melee attack on any target
It is a plant that can spread its leaves in the wind and within 20m, whether they're in the same skirmish or not.
fly. Large flowers bloom at the end of its long flower stalks.
It acts without motive, but indiscriminately attacks any
○Limited Attacks
being that comes near it and tries to feed on its venom. Due to the size of the Yggdrasil Sapling, Branch
Flying Helleborus is used as a food source. It is also known sections can only make two attacks against the same target
as a rare medicinal herb that purifies other poisons as well during a single round.
as strong toxins. ↝Branch Dance/Can't
The Yggdrasil Sapling deals “2d x (Remaining
20 Yggdrasil Sapling [III] p. 344 Branches) + 5 Physical damage” to one target in the same
skirmish.
Int: High Perc: Magic Disp: Neutral All remaining Branches must be able to take Major
Lang: Sylvan Hab: Forest Action to use this unique skill.
Rep/Weak: 18/23 W.P.: Fire damage + 3 points
Initiative: 20 Movement Speed: 0 ▽Branch Cover
Fortitude: 25 (32) Willpower: 27 (34) If the Yggdrasil Sapling's Trunk would be attacked by
a melee or ranged attack, a spell with “Area: Shot”, or
F Style Accuracy Damage Evasion Def. HP MP other similar abilities, a Branch may move in the way of
the attack, taking the damage instead automatically (no
None 22(29) 19 170 156
- - Evasion, Fortitude or Willpower check needed). The
(Trunk)
branch cannot reduce damage with its defense or other
Branch 24(31) 17 122 34
25(32) 2d+23 effects.
(Branch)
24(31) 17 122 34 Each Branch may only do this once per round. This
Branch
25(32) 2d+23 unique skill is automatically used when the trunk is
(Branch)
24(31) 17 122 34 attacked, but GM should decide which Branch will take
Branch the hit.
25(32) 2d+23
(Branch) 24(31) 17 122 34 This does not protect the Trunk from “Area: Target”
Branch spells or wide-area effects.
25(32) 2d+23
(Branch) 24(31) 17 122 34
Branch
25(32) 2d+23 24(31) 17 122 34 Loot
(Branch)
Always Yggdrasil Leaf (5,000G/Green S)
2–6 None
SECTIONS 7 – 12 Yggdrasil Branch (15,000G/Green SS)
Sections: 6 (Trunk / Branch x5) 13+ Great Yggdrasil Branch (50,000G/Green SS)
Main Section: Trunk
Description
Unique Skills In Raxia, the name “Yggdrasil” is known as the name
●All Sections of the great World Tree, the largest tree known to
○Water/Ice Immunity, ○Earth Immunity mankind, that has been rooted in Raxia since the
beginnings of the Schnell Civilization. This young tree is
●Trunk but a sapling of another Yggdrasil, the result of a seed flung
far from the original tree that has taken root. Though it is
○3 Actions young compared to the original World Tree, the Yggdrasil
Trunk can perform three Major Actions in one round. Sapling is still large enough to scrape the heavens and
↝Fairy Magic 15 Level / Magic Power 27(34) remains unable to be accurately measured using current
equipment. It is said that the history of Raxia lies engraved
○☑↝Magic Aptitude in its leaves and branches, and those who are able to find
An Yggdrasil Sapling can use the Combat Feats even a fallen twig of the tree can find themselves with a
[Guided Magic], [Magic Convergence], [Magic Control], wealth of knowledge.

121
UNDEAD
COMMON ABILITIES OF UNDEAD Unique Skills
○Regeneration = 3 points
The undead have the following unique skills in At the end of each round, a Revenant recovers 3 HP.
common. This has no effect if the Revenant is at 0 HP or lower.
○Poison Immunity, ○Disease Immunity, ○Psychic ○Past Life
Type (Weak) Immunity The strength of this monster depends on the strength it
The undead are immune to any poison or disease type had before it was reborn as a Revenant. In the various
effects or damage. They are also immune to psychic type numerical fields, apply the numerical value of the monster
(weak) effects (see p. 35). before it was reborn to the places marked with “※” The
level of this monster is equal to “Previous Level + 1”.
○Unlife Revenant also inherits combat feats and unique skills.
For undead, some of the healing spells, effects, and However, it cannot cast spells.
items are ineffective or can even damage them.
○Psychic Immunity
1 Skeleton [I] p. 463 Loot
Int: Low Perc: Magic Disp: Hostile 2–5 None
Lang: None Hab: Ruins Rep/Weak: 6/11 6 – 10 Tainted Bones (50G/Red B)
W.P.: HP Recovery (deals damage instead), + 3 points 11+ Tainted Skull (300G/Red A)
Initiative: 10 Movement Speed: 8
Fortitude: 2 (9) Willpower: 4 (11)
Description
A Revenant is an undead being created by the death of
F Style Accuracy Damage Evasion Def. HP MP
an impure soul. Constant resurrections scar one's soul and
Weapon 2(9) 2d 2(9) 3 15 - certain spirits can rise on their own with enough soulscars.
Revenants greatly dislike the sun and tend to stick to dark
nights, as well as ruins.
Unique Skills A Revenant has an intense hatred of the living and will
○Psychic Immunity kill without discrimination. It retains little to no memory of
its previous life, and its mind is too distorted to be affected
○Bone Body by any outside influences. If a Revenant is reduced to 0 HP
A Skeleton is immune to criticals from edged weapons. or lower, it is utterly destroyed and cannot be revived.

Loot
2–5 None 2 Ghost [II] p. 346
6 – 10 Sturdy Bones (30G/Red B) Int: Average Perc: Magic Disp: Neutral
11+ Magical Bones (250G/Gold Red A) Lang: Trade Common Hab: Various
Rep/Weak: 10/13 W.P.: Magic damage + 2 points
Initiative: 11 Movement Speed: 10 (Flying)
Description Fortitude: 5 (12) Willpower: 4 (11)
Born from the bones of other undead corpses, Skeletons
arm themselves with weapons and armor from their fallen
F Style Accuracy Damage Evasion Def. HP MP
comrades.
Skeletons have extraordinarily little thought, tending to Smash 3(10) 2d 3(10) 0 20 20
only care about their self-preservation They will almost
actively avoid stronger opponents due to this.
Unique Skills
○Normal Weapon Immunity
1+ Revenant [I] p. 462
Int: Low Perc: Magic Disp: Hostile ↝Tempting Lure / 4 (11) / Willpower / Neg
Lang: None Hab: Various Rep/Weak: 8/14 The Ghost whispers to a target within “Range: 10m” and
W.P.: HP Recovery (deals damage instead), +3 points “Area: Target”, attempting to lure it under its control. If the
Initiative: ※-2 Movement Speed: ※ target fails to resist, the Ghost may have that character move
according to the Ghost's whim. Affected characters cannot
Fortitude: ※ Willpower: ※
move very quickly and cannot use magic or attack. If the
Ghost does not order the character to move, the character
F Style Accuracy Damage Evasion Def. HP MP will stand in position stunned.
Weapon, ※ This effect is treated as a psychic type (weak).
※+2 ※+2 ※-2 ※ -
etc. +10

122
Part 2 Monsters
Loot
None
3 Ghoul [I] p. 465
Int: Low Perc: Magic Disp: Hostile
Lang: None Hab: Ruins Rep/Weak: 8/13
Description W.P.: HP Recovery (deals damage instead), + 3 points
Ghosts are a manifestation of the thoughts of the dead Initiative: 12 Movement Speed: 11
and dying, given an ethereal form after their original body Fortitude: 5 (12) Willpower: 5 (12)
has passed away. They retain their appearance in life, as well
as what knowledge they had learned over their lifetime,
F Style Accuracy Damage Evasion Def. HP MP
though this may be of questionable usefulness as time
passes. While some Ghosts can be fought like other Claw 4(11) 2d+2 4(11) 0 30 -
monsters, others just want to see their last wish fulfilled, and
will pass peacefully into the afterlife after doing so.
Unique Skills
↝Double Attack
2 Zombie [I] p. 464 A Ghoul can attack the same target twice in one action
Int: Low Perc: Magic Disp: Hostile with its Claws.
Lang: None Hab: Ruins Rep/Weak: 7/12
W.P.: HP Recovery (deals damage instead), + 3 points ▽Paralyzing Poison / 5 (12) / Fortitude / Neg
Initiative: 7 Movement Speed: 10 If a Claw attack hits and deals at least 1 applied damage,
Fortitude: 4 (11) Willpower: 4 (11) the target has a -2 penalty to Evasion checks for 30 seconds
(3 rounds). This effect is not cumulative.
This effect is of a poison type.
F Style Accuracy Damage Evasion Def. HP MP
Claw 3(10) 2d+3 3(10) 1 25 ○Psychic Immunity

Loot
Unique Skills Always Ghoul Toxin Extract (20G/Gold Red B)
☑Power Attack 2–9 None
They can deal an additional 4 damage on their next 10+ Ghoul Coin (300G/Gold A)
attack. However, any Evasion Check made by them this turn
receives a -2 penalty. Description
○Psychic Immunity A Ghoul is an undead that eats rotting corpses. Their
“prey” is left to decay for a while after the kill, so that the
Loot Ghoul can feed off of the rot and corruption. Compared to
2 None Zombies, a Ghoul decays at a much slower rate due to the
toxin in their system. When the toxin is extracted from the
3–4 Zombie Eye (30G/Red B)
body, it can be used on wood to preserve it. Additionally,
5+ Zombie Eye (30G/Red B) x 2
the amber sediment inside a Ghoul's eye can be extracted
and solidified into a small disc, which has taken the
Description colloquial name “ghoul coin” among collectors of such
When mana remains in a body after death, it will objects.
eventually cause the corpse to move on its own. Similar
results can be obtained through the spell Create Undead,
though such magic tends to be unsavory from an ethical
point of view. Zombie eyes can be dried and ground into
medicine, but anyone taking such medicine would do good
not to imbibe too much.
While some individual Zombies may be missing some
body parts, such as a leg or arm, there is no impact on the
Zombie's abilities as a result.

123
3 Bloodling New ○Precise Shot
Attacks fired into a skirmish cannot misfire.
Int: Low Perc: Magic Disp: Hostile
Lang: Regional dialect Hab: Various Rep/Weak: 10/14
W.P.: HP Recovery (deals damage instead), + 3 points Loot
Initiative: 12 Movement Speed: 12/24 (Flying) 2–8 Sturdy Bones (30G/Red B)
Fortitude: 5 (12) Willpower: 6 (13) 9+ Magical Bones (250G/Gold Red A)

F Style Accuracy Damage Evasion Def. HP MP Description


Claw 5(12) 2d+2 4(11) 3 24 6 These Skeletons have been armed with a bow and
arrows, which they fire relentlessly at any living thing that
draws close enough. Skeleton Archers can be created using
Unique Skills the Spiritualism spell [Create Undead], costing 16 MP for
each Skeleton Archer raised.
↝Vampire Bite / 4 (11) / Evasion / Neg
The Bloodling bites the target, dealing 2d-1 Physical
damage. The Bloodling heals HP equal to the applied dealt. 4 Death Sword [II] p. 347
○Vampire Body Int: Low Perc: Magic Disp: Hostile
Lang: None Hab: Wilderness, Labyrinths
As long as a Bloodling is under sunlight, it takes 3 magic
Rep/Weak: 9/12 W.P.: Magic damage + 2 points
damage at the end of its turn and receives a -2 penalty to all
Initiative: 8 Movement Speed: 14
Accuracy and Evasion Checks. This damage cannot be
Fortitude: 6 (13) Willpower: 6 (13)
reduced in any way.

○Flight F Style Accuracy Damage Evasion Def. HP MP


A Bloodling receives a +1 bonus to Accuracy (only for
Weapon 6(13) 2d+4 5(12) 4 36 18
melee attacks) and Evasion while flying.

Loot Unique Skills


2–9 None ↝Blade of Death / 5(12) / Evasion / Neg
10+ Corrupted Ash (300G/Gold A) Death Sword slashes an enemy Character in the same
skirmish with a vengeful blade, dealing 10 curse magic
Description damage.
It is a species of Blood Suckers, created by Nosferatu,
but it is clearly an inferior species of Blood Suckers. Loot
It looks like a humanoid whose arms have bat-like, and Always Rusty Sword (50G/Black White B)
it can fly around at night with a squeaky, high-pitched, sad 2 – 10 None
cry attacking weak creatures it can see. 11+ Ornate Sword Hilt (600G/White A)
Naturally, there might be some Nosferatu around
Bloodlings. Description
A spirit trapped in a sword; the Death Sword possesses
4 Skeleton Archer [III] p. 346 a decaying body in order to carry out its foul grudges. When
Int: Low Perc: Magic Disp: Hostile encountering a stronger opponent, the Death Sword will
Lang: None Hab: Ruins Rep/Weak: 6/13 seek to slay the stronger and possess that body, and so it is
W.P.: HP Recovery (deals damage instead), + 3 points often looking for stronger and stronger foes to face.
Initiative: 8 Movement Speed: 18
Fortitude: 5 (12) Willpower: 6 (13)

F Style Accuracy Damage Evasion Def. HP MP


Weapon 6(13) 2d+5 5(12) 5 28 -

Unique Skills
○Psychic Immunity
○Bone Body
A Skeleton is immune to criticals from edged weapons.
↝Archery
Skeleton Archer can make a ranged attack with its bow,
with a range of 30m, and it has the same Accuracy and
Damage as a Weapon attack.

124
Part 2 Monsters
▽Paralyzing Poison / 5 (12) / Fortitude / Neg
4 Wight [II] p. 348
If a Claw attack hits and deals at least 1 applied damage,
Int: None Perc: Magic Disp: Hostile the target has a -2 penalty to Evasion checks for 30 seconds
Lang: None Hab: Various (3 rounds). This effect is not cumulative.
Rep/Weak: 11/14 W.P.: Silver weapon damage + 3 points This effect is of a poison type.
Initiative: 11 Movement Speed: 12
Fortitude: 5 (12) Willpower: 5 (12) Loot
Always Ghoul Toxin Extract (20G/Gold Red B)
F Style Accuracy Damage Evasion Def. HP MP 2–6 None
Claw 6(13) 2d+4 4(11) 4 31 10 7 – 11 Ghoul Coin (300G/Gold A)
12+ Rare Ghoul Coin (350G/Gold A) x 1d

Unique Skills Description


▽Poison Claw / 5(12) / Fortitude / Neg
Seemingly identical to the Ghoul (see p. 123), a Ghoul
If a Claw attack hits and deals at least 1 point of applied
Mage has the intellect to understand human speech. Often,
damage, it deals additional 3 poison magic damage to both
such Ghouls will use their superior intellect to trap
the target's HP and MP.
intelligent beings for food. Ghoul Mages are also fairly
▽Wight Curse competent leaders, and there are stories of remote towns
If a character is reduced to 0 HP or lower by a Wight's overtaken by an army of Ghouls led by a Mage.
attack, they cannot be revived until a [Remove Curse] spell Rarely, one will find a Ghoul Mage with enough mana
(see CR I, p. 255) is cast upon that character. If left that it even crystallizes in the “Ghoul Coin”. These high-
unattended, the affected character will accumulate 1 quality coins glitter with an unearthly pattern, and will
soulscar every 3 days. If 5 soulscars are accumulated as a undoubtedly fetch quite the price to the right collector.
result of this curse, the character will rise as a Wight.
5 Sin [II] p. 349
Loot
Int: Animal Perc: Five senses (Darkvision) Disp: Hostile
Always Wight Claw (50G/Red B)
Lang: None Hab: Ruins
2–9 None Rep/Weak: 10/14 W.P.: Fire damage + 3 points
10+ Cursed Claw (400G/Red A) Initiative: 12 Movement Speed: 9
Fortitude: 7 (14) Willpower: 7 (14)
Description
A Wight is a vile thing, an undead whose extremities F Style Accuracy Damage Evasion Def. HP MP
have rotted to the bone. Its signature red eyes and bloated,
Weapon 6(13) 2d+6 5(12) 5 43 12
discolored body are telltale signs of a foul creature.
Originally thought to be the risen bodies of those who died
in the water, the bony claws of a Wight don't just poison the Unique Skills
body but curse the soul of those they rend through. It's said
☑Power Attack
that a powerful Wight's claws may be used as ritual tools,
They can deal an additional 4 damage on their next
though what rituals are better left unsaid.
attack. However, any Evasion Check made by them this turn
receives a -2 penalty.
5 Ghoul Mage [I] p. 466
○Regeneration = 5 points
Int: Average Perc: Magic Disp: Hostile
At the end of each round, a Sin recovers 5 HP. This has
Lang: Regional dialect, Arcana Hab: Ruins
no effect if the Sin is at 0 HP or lower.
Rep/Weak: 10/15 W.P.: Accuracy +1
Initiative: 13 Movement Speed: 14
Fortitude: 7 (14) Willpower: 8 (15) Loot
2–6 None
7–9 Gems (150G/Gold A) x 1d
F Style Accuracy Damage Evasion Def. HP MP 10+ Rare Gems (1,500G/Gold S)
Claw 6(13) 2d+4 6(13) 3 33 24
Description
Unique Skills With its glassy, clouded eyes and pallid skin, a Sin is a
↝Truespeech Magic 4 Level / Magic Power 7(14) type of undead that single-mindedly focuses on a single
obsession. Violently fighting anything and anyone that
↝Double Attack stands in its way, a Sin will go out of its way to collect
A Ghoul Mage can attack the same target twice in one everything relating to its obsession. There is no thought or
action with its Claws. reason left behind, just madness and desire. Sometimes, the
body of a Sin will accumulate peculiar water within, and this
water is sought after for magical experiments.

125
mourns. Although it humanoid like, its body is a mass of
5 Skeleton Soldier [III] p. 347 smoke, so the contours of the body always appear blurred.
Int: Low Perc: Magic Disp: Hostile
Lang: None Hab: Ruins Rep/Weak: 7/14
W.P.: HP Recovery (deals damage instead), + 3 points 6 Blood Sucker [II] p. 350
Initiative: 10 Movement Speed: 21 Int: Low Perc: Magic Disp: Hostile
Fortitude: 6 (13) Willpower: 7 (14) Lang: Regional dialect Hab: Various Rep/Weak: 12/15
W.P.: HP Recovery (deals damage instead), + 3 points
F Style Accuracy Damage Evasion Def. HP MP Initiative: 13 Movement Speed: 15
Fortitude: 8 (15) Willpower: 7 (14)
Weapon 8(15) 2d+6 5(12) 7 32 -
F Style Accuracy Damage Evasion Def. HP MP
Unique Skills Claw 8(15) 2d+7 7(14) 6 39 6
○Psychic Immunity
○Bone Body Unique Skills
A Skeleton is immune to criticals from edged weapons. ▽Continuous Attack
If a Blood Sucker successfully hits a target in melee, they
☑Power Attack may make a second attack against the same target.
They can deal an additional 4 damage on their next
attack. However, any Evasion Check made by them this turn ☆Gaze / 7 (14) / Willpower / Neg
receives a -2 penalty. Blood Sucker may attempt to paralyze with “Target: 1
Character” within “Range: 50m”. If the target fails to resist
Loot the Gaze, they are paralyzed for 10 seconds (1 round) and
2–7 Sturdy Bones (30G/Red B) cannot take any Minor Actions.
8+ Magical Bones (250G/Gold Red A) This unique skill can be used only once per round.
↝Vampire Bite / 7 (14) / Evasion / Neg
Description The Blood Sucker bites the target, dealing 2d+4 Physical
Skeleton Soldiers are heavily armed and armored shock damage. The Blood Sucker heals HP equal to the applied
troopers, expendable yet still dangerous in their own right. dealt.
Often seen carrying large weapons, these mindless undead
actively seek out intruders and attack relentlessly. Skeleton ○Regeneration = 3 points
Soldiers can be created using the Spiritualism spell [Create At the end of each round, a Blood Sucker recovers 3
Undead], costing 20 MP for each Skeleton Soldier raised. HP. This has no effect if the Blood Sucker is at 0 HP or
lower.
○Vampire Body
6 Evil Haze New As long as a Blood Sucker is under sunlight, it takes 6
Int: Low Perc: Magic Disp: Hostile magic damage at the end of its turn and receives a -2 penalty
Lang: None Hab: Various to all Accuracy and Evasion Checks. This damage cannot be
Rep/Weak: 11/15 W.P.: Accuracy +1 reduced in any way. Additionally, the Blood Sucker cannot
Initiative: 14 Movement Speed: 15 (Floating) use their [○Regeneration] unique skill.
Fortitude: 8 (15) Willpower: 9 (16)
Loot
F Style Accuracy Damage Evasion Def. HP MP 2–8 None
Smash 9(16) 2d+6 9(16) 5 38 21 9+ Corrupted Ash (300G/Gold A)

Description
Unique Skills
A person drained by a Lesser Vampire, then revived into
○Normal Weapon Immunity a subservient unlife, a Blood Sucker is still a dangerous
↝Poison Breath / 9 (16) / Fortitude / Half monster to encounter. With pale skin and bloody eyes, they
Evil Haze disperses poison around it, dealing 2d+6 lack the grace of their sires and stand out as something
poison magic damage to all characters in the same skirmish unnatural. Their memories distorted, they will attack
it is in. humans and animals alike in order to stave off hunger and
thirst. Due to their vulnerability to sunlight, Blood Suckers
move and attack solely at night.
Loot
None

Description
Evil Haze is a monster with a human form made of
smoke. Created from a decaying rest of one that no one

126
Part 2 Monsters
Loot
6 Lesser Mummy New
Always Pumpkin Lantern (100G/Green White A)
Int: Low Perc: Magic Disp: Hostile 2–6 Rusty Scythe (100G/Black White A)
Lang: None Hab: Ruins
7 – 10 Large Scythe (600G/Black White A)
Rep/Weak: 12/15 W.P.: Fire damage + 3 points
11+ Soul Harvesting Scythe (3,000G/Gold Black
Initiative: 12 Movement Speed: 13
White S)
Fortitude: 9 (16) Willpower: 9 (16)

F Style Accuracy Damage Evasion Def. HP MP Description


A pumpkin-headed monster dressed in a black veil, a
Smash 8(15) 2d+7 7(14) 7 42 19 Jack O'Lantern carries a massive Scythe to harvest souls
from the living. A phantom that can appear unexpectedly, it
may be seen wandering through villages in the middle of the
Unique Skills night looking for victims. It is said that when a soul is
▽Decaying Curse harvested, a bright flame appears in its eyes.
If a Smash attack hits, it will reduce the target's maximum
HP by the same amount as the applied damage (never less
than 0). If a character's maximum HP is reduced to 0 in this 7 Skeleton Guardian New
way, they immediately die (no Death Check needed). Int: Low Perc: Magic Disp: Hostile
This effect is treated as a curse type and is permanent. Lang: None Hab: Ruins Rep/Weak: 13/16
This effect can also be removed with a spell such as the W.P.: HP Recovery (deals damage instead), + 3 points
[Remove Curse] spell (see CR I: p. 248-255), but it is Initiative: 13 Movement Speed: 20
automatically removed if the Lesser Mummy who bestowed Fortitude: 8 (15) Willpower: 9 (16)
the curse is defeated. A character who dies with a maximum
HP of 0 can only be revived after the curse has been
F Style Accuracy Damage Evasion Def. HP MP
removed.
Weapon 9(16) 2d+8 7(14) 10 55 -
○Fire Vulnerability
When the Lesser Mummy is hit by Fire-type damage, it
takes an extra 3 damage. Unique Skills
○Psychic Immunity
Loot
2 – 11 None ○Bone Body
12 Golden Ring (1,000G/Gold White S) A Skeleton Guardian is immune to criticals from edged
13+ Golden Bracelet (2,000G/Gold White S) weapons.
▽Bone Dance
Description If Skeleton Guardian has 40 or less HP remaining, it
This is a poorly preserved and deteriorated Mummy gains a +2 bonus to Accuracy checks. If it has 25 or less HP
(see p. 131). They may appear in large groups, but their remaining, the bonus increases to +4. If it has 10 or less HP
movement is slower than it should be, and their strength is remaining, its weapon always hits.
reduced of a regular Mummy because their bodies are
rotting away in some places. Loot
2–4 Sturdy Bones (30G/Red B)
5+ Magical Bones (250G/Gold Red A)
7 Jack O'Lantern [II] p. 351
Int: High Perc: Magic Disp: Hostile
Lang: Arcana Hab: Unknown Rep/Weak: 13 / 17 Description
W. P .: HP Recovery (deals damage instead), + 3 points This is a heavily-armed Skeleton. When it is hit, it
Initiative: 14 Movement Speed: 18 (Flying) shatters and its bones fly off, blocking the opponent's view,
Fortitude: 9 (16) Willpower: 9 (16)None drawing attention and aiding the Guardian.
This monster can be created by [Create Undead] spell if
F Style Accuracy Damage Evasion Def. HP MP the GM allows it by paying 28 MP.

Scythe 8(15) 2d+11 9(16) 6 48 54

Unique Skills
↝Truespeech Magic, Spiritualism Magic 6 Level
/ Magic Power 9 (16)
▽Soul Harvesting
If the target is reduced to 0 HP or lower from a Jack
O'Lantern's Scythe attack, they receive a -10 penalty to their
next Death Check.

127
7 Dullahan [I] p. 467 7 Madder Shield New
Int: Average Perc: Magic Disp: Hostile Int: Animal Perc: Magic Disp: Hostile
Lang: Arcana Hab: Unknown Rep/Weak: 11/18 Lang: None Hab: Various
W.P.: HP Recovery (deals damage instead), + 3 points Rep/Weak: 9/16 W.P.: Magic damage + 2 points
Initiative: 16 Movement Speed: 25 Initiative: 15 Movement Speed: 16
Fortitude: 10 (17) Willpower: 10 (17) Fortitude: 8 (15) Willpower: 9 (16)
F Style Accuracy Damage Evasion Def. HP MP
Sword F Style Accuracy Damage Evasion Def. HP MP
10(17) 2d+12 9(16) 5 38 44
(Rider) Slam 10(17) 2d+7 9(16) 11 55 26
Charge
8(15) 2d+14 7(14) 7 52 -
(Chariot)
Hoof Unique Skills
9(16) 2d+8 8(15) 3 32 22
(Horse) ○Normal Weapon Immunity
Hoof
9(16) 2d+8 8(15) 3 32 22 ▽Reflexes
(Horse)
If Madder Shield is the target of a ranged attack, or spell
SECTIONS with “Area: Shot”, first roll 1d: If the roll is a 1, attack or
Sections: 4 (Rider, Chariot, Horse x 2) spell bounces back to the attacker. If it's a 2, it will bounce
Main Section: Rider randomly to 1 Character in the surrounding area (within the
range of the attack), including the attacker. If it is 3-6, then
Unique Skills the monster will be the target as usual. In any case, the
●Rider attacker's Accuracy check or Spellcasting check and the
resulting target's Evasion check or Willpower will determine
○Normal Weapon Immunity the result.
↝Truespeech Magic, Divine Magic 5 Level / ☑Cover & ○Block
Magic Power 8 (15) Madder Shield can use [Cover] and [Block] combat feats
(see CR I: p. 286-291).
●Chariot
○Regeneration = 10 points
○Iron Body At the end of each round, Madder Shield recovers 10
The Chariot is immune to criticals from edged weapons. HP. This has no effect if Madder Shield has 0 HP or lower.
○Attack Obstacle = Impossible • None
The Chariot's size hinders attack. Loot
The Rider cannot be attacked, whether melee or ranged. 2–5 None
When the Chariot falls to 0 HP or lower, this effect 6–8 Magical Wood (200G/Gold Green A)
disappears. 9 – 12 Premium Magical Wood (500G/Gold Green A)
13+ Luxury Magical Wood (3,600G/Gold Green S)
●Horse
☑Power Attack Description
They can deal an additional 4 damage on their next
The Madder Shield is a shield that holds the hatred of
attack. However, any Evasion Check made by them this turn
fallen warriors who died in battle, unable to protect their
receives a -2 penalty.
masters. It is an undead that inhabits dead bodies and
○Less Mobile protects them with its large shield that covers more than half
Each time the HP of a Horse section falls to 0 or below, of the body. It attacks all living things, regarding them as
the Dullahan movement is reduced by -10. enemies who attacked it and its previous master.
If it appears with other undead, this monster may
consider other undead as their master.
Loot
2–4 None
5–7 Magical Wood (200G/Gold Green A)
8 – 12 Premium Magical Wood (500G/Gold Green A)
13+ Mithril (2,600G/Gold S)

Description
An immense figure, a Dullahan is composed of a large,
headless knight in black armor, driving a hellish chariot
pulled by skeletal horses. Carrying its head in its left arm, a
Dullahan will sentence a man to death in one year. It is said
that this death sentence cannot be avoided, and the
Dullahan will come for the doomed no matter where they
are.

128
Part 2 Monsters

8 Specter [II] p. 352


before it was reborn to the places marked with “※” The
level of this monster is equal to “Previous Level + 1”.
Int: High Perc: Magic Disp: Hostile High Revenant also inherits the combat feats, unique
Lang: Arcana Hab: Labyrinths, Cemetery Rep/Weak: 14/17 skills. and spells.
W. P .: HP Recovery (deals damage instead), + 3 points
Initiative: 13 Movement Speed: 18 (Flying) Loot
Fortitude: 9 (16) Willpower: 11 (18) Always Tainted Skull (300G/Red A)
2 – 10 Tainted Bones (50G/Red B)
F Style Accuracy Damage Evasion Def. HP MP 11+ Tainted Sacrum (2,400G/Red S)
Fist 10(17) 2d+4 10(17) 7 51 60 Description
They are creatures who have been resurrected by
powerful hatred or obsessions from the dead.
Unique Skills
The major difference from the regular Revenant (see p.
↝Truespeech Magic, Spiritualism Magic 8 Level 122) is that it retains almost all of its original knowledge and
/ Magic Power 12(19) memories. Often it is distorted by delusions, but you can
converse with High Revenants and even negotiate with
○Normal Weapon Immunity them. However, they are rarely interested in anything other
○Flight than relief of their own grudges.
A Specter receives a +1 bonus to Accuracy (only for High Revenant can be created from humanoid,
melee attacks) and Evasion while flying. barbarous, animal, or mythical beast of Adventurer Level or
Monster Level 7 or higher.
Loot
2–9 None 8 Blank [II] p. 353
10 – 12 Old Cloak (200G/White A) Int: Average Perc: Magic Disp: Hostile
13+ Ancient Robe (3,300G/White S) Lang: Arcana Hab: Labyrinths, City
Rep/Weak: 13/19 W.P.: Fire damage + 3 points
Initiative: 14 Movement Speed: 18 (Flying)
Description Fortitude: 10 (17) Willpower: 10 (17)
It is believed that a Specter is the spirit of a powerful and
angry magic-user. Oftentimes, these spellcasters lived during F Style Accuracy Damage Evasion Def. HP MP
the age of the Magical Civilization, the Magic Civilization Smash 10(17) 2d+10 9(16) 8 64 -
period, and their sheer hatred of the living has kept their
form intact. In fact, this hatred drives the Specter to kill
anyone it comes across. For some reason, Specters will only Unique Skills
be found at night and will disappear during the day. Unlike ○Normal Weapon Immunity
some others, though, the sun does not actually damage the
Specter. ○Mana Interference
If a Blank succeeds on a Willpower check against a spell,
they will be completely unaffected by that spell (no damage
8+ High Revenant New will be taken, and any other effects are ignored).
Int: Average Perc: Magic Disp: Neutral
Lang: Inheriting what he was alive Hab: Various ☑Feint Attack
Rep/Weak: 12/17 A Blank receives a +1 Accuracy bonus to the next attack.
W.P.: HP Recovery (deals damage instead), + 3 points Characters wearing Metal Armor are unaffected.
Initiative: ※-2 Movement Speed: ※ ▽Blank / 9 (16) / Willpower / Neg
Fortitude: ※+2 Willpower: ※+2 If a Smash attack hits, the target loses the most recently
learned combat feat for 3 minutes (18 rounds).
F Style Accuracy Damage Evasion Def. HP MP This effect is treated as a curse type.
Weapon, ※ Loot
※+2 ※+2 ※-2 ※ -
etc. +20 2 – 10 None
11 – 12 Mist of Oblivion (1,000G/White S)
Unique Skills 13+ Water of Oblivion (5,500G/White S)
○Regeneration = 8 points Description
At the end of each round, High Revenant recovers 8 HP. Appearing as little more than unnaturally long arms
This has no effect if High Revenant has 0 HP or lower. emerging from a dense haze of mana, a Blank lurks around
populated areas during cold, rainy nights. Rumor has it that
○Past Life
if the dense haze is touched, your memory is lost, your arms
The strength of this monster depends on the strength it
get stretched like taffy, and you wander aimlessly trying to
had before it was reborn as a High Revenant. In the various
regain your lost thoughts. However, there is no current
numerical fields, apply the numerical value of the monster
record of a victim who has recovered from a Blank's attack,
so this theory remains unproven.

129
Loot
8 Poltergeist [III] p. 348
2–6 Broken Memento (500G/White A)
Int: Low Perc: Magic Disp: Hostile 7 – 12 Memento (1,000G/White S)
Lang: None Hab: Various
13+ Enchanted Object (2,000G/Gold White S)
Rep/Weak: 11/17 W.P.: Magic damage + 2 points
Initiative: 18 Movement Speed: 16 (Floating)
Fortitude: 8 (15) Willpower: 9 (16) Description
Poltergeists are formed when someone passes away
F Style Accuracy Damage Evasion Def. HP MP while still holding an unusually strong attachment to a
Slam particular object. This object becomes the core of the
11(18) 2d+8 11(18) 8 45 51 Poltergeist, regardless of what the object may be, and
(Core)
Slam through this object, the spirit may manipulate other objects
11(18) 2d+5 11(18) 8 45 11 in order to affect the living world.
(Object)
Slam Typically, common Poltergeist cores are various pieces
11(18) 2d+5 11(18) 8 45 11 of jewelry, favored items of the original owner, or other
(Object)
Slam innocuous mementos. The commonality of such objects
11(18) 2d+5 11(18) 8 45 11 makes it easy for the Poltergeist to hide its core among other
(Object)
Slam objects it is manipulating. However, only the core of the
11(18) 2d+5 11(18) 8 45 11 Poltergeist can cast spells or manipulate other objects, so it
(Object)
becomes very apparent where the core is when combat
begins.
SECTIONS
Sections: 5 (Core / Object x4)
Main Section: Core
9 Banshee [III] p. 350
Int: Low Perc: Magic Disp: Hostile
Lang: Arcana Hab: Various
Unique Skills Rep/Weak: 12/19 W.P.: Energy damage +3 points
●All Sections Initiative: 17 Movement Speed: 21 (Floating)
○Object Camouflage Fortitude: 10 (17) Willpower: 13 (20)
A Poltergeist's Core is indistinguishable from the other
Object sections it is using at the start of combat. However, F Style Accuracy Damage Evasion Def. HP MP
once the Core uses any spells, or either the [Command
Claw 10(17) 2d+7 12(19) 10 62 73
Weapon] or [Rush] abilities, the Core is easily identified.
Melee attacks don't directly identify the Core, but
knowledgeable characters are able to make conclusions Unique Skills
based upon the damage received.
○2 Actions
●Core Banshee can perform two Major Actions in one round.
↝Spiritualism Magic 8 Level / Magic Power ↝Truespeech Magic, Spiritualism Magic 9 Level
10(17) / Magic Power 13 (20)
○☑↝Magic Aptitude ☑Magic Aptitude
A Poltergeist can use the Combat Feats A Banshee can use the Combat Feats
[Metamagic/Distance], [Guided Magic], [Magic [Metamagic/Accuracy], [Metamagic/Area], and
Convergence], [Magic Control] and [Wordbreak]. [Metamagic/Targets].
↝Command Weapon/Can’t ↝Disorienting Wail / 13 (20) / Willpower / Neg
With “Range: 20m” and “Area: Target”, Poltergeist Banshee makes a high-pitched wail, causing everyone
possesses a weapon. Target is attacked with the weapon it within a 20m radius to immediately make a ranged or melee
has equipped. The damage is “Weapon's Power + 8” points. attack against the closest target regardless of whose side
Characteristics such as Power, Critical Threshold, type, etc. they're on. The target may not switch to a weaker weapon or
depend on the individual weapon. use a lower-level class, though it may choose to use any of
This unique skill cannot command any Gun category the Minor Actions, such as the use of the combat feat,
weapons. technique, or evocations. If there are multiple valid targets,
the attack target is chosen at random.
●Object This effect is treated as a psychic type.
↝Rush/Can’t Banshee can only use this unique skill once per round.
The Poltergeist causes all remaining Objects to
simultaneously rush at a single target in the same skirmish, Loot
dealing 2d x (Remaining Objects) to the target. Because of 2–7 Crystal Tears of Resentment (500G/White A)
the erratic movement of the various Objects, this attack 8+ Crystal Tears of Sorrow (1,000G/White S)
cannot be Evaded. All remaining Objects must be able to
take a Major Action to use this unique skill.

130
Part 2 Monsters
Description Loot
A Banshee is the vengeful spirit of a woman who died in Always Ghostly Reins (900G/White A)
sorrow after suffering a terrible betrayal, seeking to share its 2–9 None
fate with others. Its screams can shake even the most stoic 10+ Bone Knight Helmet (4,200G/Black White S)
of adventurers, and it is said that death comes to those
who've heard the wail of a Banshee. Though they tend to Description
appear as a beautiful woman, Banshees turn as ugly as a At first glance, this appears to be a mounted knight in
mummy when unleashing their wail on others. Upon defeat, armor. However, as the Bone Knight draws near, it's easy to
a Banshee will disappear entirely, leaving behind only see the skull peering out of the armor, its malice towards the
beautiful crystals, physical remnants of their powerful living almost tangible. An old knight from the Magic
emotions. Civilization age is on the search for its lost lord and will let
nothing get in its way. Though dead for a while, a Bone
Knight's swordsmanship and magical prowess remain as
9 Bone Knight [II] p. 354 sharp as they were in life, making the undead knight a truly
Int: Average Perc: Magic Disp: Hostile fearsome foe.
Lang: Arcana Hab: Wilderness, Cemetery Rep/Weak:
14/19 9 Mummy [II] p. 356
W.P.: HP Recovery (deals damage instead), +3 points
Int: Low Perc: Magic Disp: Hostile
Initiative: 16 Movement Speed: 30
Lang: None Hab: Ruins
Fortitude: 13 (20) Willpower: 11 (18)
Rep/Weak: 15/18 W.P.: Fire damage + 3 points
Initiative: 14 Movement Speed: 14
F Style Accuracy Damage Evasion Def. HP MP Fortitude: 12 (19) Willpower: 12 (19)
Weapon
11(18) 2d+13 11(18) 11 62 58
(Knight)
F Style Accuracy Damage Evasion Def. HP MP
Hoof
12(19) 2d+10 10(17) 8 48 28 Smash 11(18) 2d+11 11(18) 9 66 30
(Horse)

SECTIONS Unique Skills


Sections: 2 (Knight / Horse) ↝Twin Strike & Double Attack
Main Section: Knight A Mummy can make two Smash attacks each round,
though each attack requires its own Accuracy check. They
Unique Skills may choose to attack different characters with each attack.
●All Sections ▽Decaying Curse
○Normal Weapon Immunity If a Smash attack hits, it will reduce the target's maximum
HP by the same amount as the applied damage (never less
●Knight than 0). If a character's maximum HP is reduced to 0 in this
way, they immediately die (no Death Check needed).
Spiritualism Magic 8 Level / Magic Power 11 (18) This effect is treated as a curse type and is permanent.
This effect can also be removed with a spell such as the
○☑Magic Aptitude [Remove Curse] spell (which requires a success value of at
They can use the Combat Feats [Guided Magic], [Magic
least 17), but it is automatically removed if the Mummy who
Convergence], [Magic Control], [Metamagic/Distance] and
bestowed the curse is defeated. A character who dies with a
Metamagic/Accuracy].
maximum HP of 0 can only be revived after the curse has
↝Twin Strike & Double Attack been removed.
A Knight can make two Weapon attacks each round,
though each attack requires its own Accuracy check. They ○Fire Vulnerability
may choose to attack different characters with each attack. When the Mummy is hit by Fire-type damage, it takes
an extra 3 damage.
●Horse Loot
☑Power Attack 2–7 None
A Horse can deal an additional 4 damage on their next 8 – 10 Golden Ring (1,000G/Gold White S)
attack. However, any Evasion Check made by them this turn 11+ Golden Bracelet (2,000G/Gold White S)
receives a -2 penalty.
○Attack Obstacle = +2 • None Description
Horse size prevents it from attacking Knight. Guardians of a wizard-kings of ancient times, Mummies
The Knight receives a +2 bonus to Evasion checks are dried corpses completely covered with bandages. Their
against melee attacks. When the Horse falls to 0 HP or loyalty is unwavering even in death, and they will mercilessly
lower, this effect disappears. attack anyone venturing in their king's crypt. A Mummy can
also cause a debilitating curse just from touching the living,
so contact is highly discouraged.

131
10 Ghost Horse [III] p. 351 10 Night Ghoul New
Int: Low Perc: Magic Disp: Hostile Int: Low Perc: Magic Disp: Hostile
Lang: None Hab: Various Lang: None Hab: Ruins
Rep/Weak: 15/22 W.P.: Water / Ice damage + 3 points Rep/Weak: 14/15 W.P.: Accuracy +1
Initiative: 20 Movement Speed: 36 Initiative: 18 Movement Speed: 42 (Flying)
Fortitude: 15 (22) Willpower: 13 (20) Fortitude: 12 (19) Willpower: 12 (19)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Hoof Claw 13(20) 2d+10 13(20) 9 73 25
13(20) 2d+10 12(19) 10 72 23
(Front)
Hoof 11(18) 10 62 18
13(20) 2d+11
(Rear) Unique Skills
▽Paralyzing Poison / 5 (12) / Fortitude / Neg
SECTIONS If a Claw attack hits and deals at least 1 applied damage,
Sections: 2 (Front / Rear) the target has a -2 penalty to Evasion checks for 30 seconds
Main Section: Front (3 rounds). This effect is not cumulative.
This effect is of a poison type.
Unique Skills ○Flight
●All Sections A Night Ghoul receives a +1 bonus to Accuracy (only for
○Fire Immunity melee attacks) and Evasion while flying.

○Shadow Body Loot


When in shadowy areas or at night, the Ghost Horse Always Ghoul Toxin Extract (20G/Gold Red B)
automatically melds with the shadows, becoming impossible 2–8 Ghoul Coin (300G/Gold A)
to see without Darkvision. While unnoticed, it can also 9+ Rare Ghoul Coin (350G/Gold A) x 1d
move through otherwise solid obstacles, such as walls and
barriers.
However, while being seen by a character, this unique
Description
skill is lost. It is a Ghoul (see p. 123) that can fly at night with bat-
like wings on its back. The wings are thought to have
●Front soulscar mutation from feeding on corpses.
↝Burning Gaze / 13 (20) / Fortitude / Neg Flying in the darkness of the night, they find their poor
The Ghost Horse gazes with “Range: 20m” and “Area: victims and snatch them away.
Target”, igniting it and dealing 2d + 10 fire magic damage.

●Rear
10 Mad Blood New
Int: Low Perc: Magic Disp: Hostile
↝Double Barrel / 13 (20) / Evasion / Neg Lang: Regional dialect Hab: Various Rep/Weak: 15/18
The Ghost Horse kicks the character in the same W.P.: HP Recovery (deals damage instead), +3 points
skirmish with both legs, launching the target out of the Initiative: 15 Movement Speed: 17
skirmish 20m in a direction of the Ghost Horse's choice. Fortitude: 14 (21) Willpower: 12 (19)
Upon landing, the target will receive 20 physical damage and
is knocked prone.
F Style Accuracy Damage Evasion Def. HP MP
Loot Claw 13(20) 2d+12 11(18) 10 78 16
Always Fiery Hoof (500G/Gold Red A)
2–6 Evil Eye (400G/Red A)
7 – 12 Fiery Evil Eye (800G/Gold Red A) Unique Skills
13+ Incandescent Evil Eye (3,000G/Gold Red S) ↝Double Attack
A Mad Blood can attack the same target twice in one
action with its Claws.
Description
A pitch-black horse made of shadow with a mane of ☆Gaze / 11 (18) / Willpower / Neg
flames, the Ghost Horse is dangerous on its own but is often Mad Blood may attempt to paralyze with “Target: 1
seen as a mount for more powerful undead. Its eyes are a Character” within “Range: 50m”. If the target fails to resist
piercing blood-red, and its body will occasionally have gouts the Gaze, they are paralyzed for 10 seconds (1 round) and
of flame burst forth. cannot take any Minor Actions.
This unique skill can be used only once per round.

132
Part 2 Monsters
↝Vampire Bite / 7 (14) / Evasion / Neg ☑Power Attack
The Mad Blood bites the target, dealing 2d+9 Physical The Rider can deal an additional 4 damage on its next
damage. The Mad Blood heals HP equal to the applied attack. However, any Evasion Check made by them this turn
dealt. receives a -2 penalty.

○Regeneration = 6 points ● Manabike


At the end of each round, a Mad Blood recovers 6 HP. ↝Magitech 11 Level / Magic Power 15 (22)
This has no effect if the Mad Blood is at 0 HP or lower.
○Vampire Body ↝Gunfire / 14(21) / Evasion/Neg
As long as a Mad Blood is under sunlight, it takes 6 Performs a ranged attack with a gun. Gun’s range is 30m,
magic damage at the end of its turn and receives a -2 penalty magazine capacity is 5.
to all Accuracy and Evasion Checks. This damage cannot be ○Precise Shot
reduced in any way. Additionally, the Mad Blood cannot use
Attacks fired into a skirmish cannot misfire.
their [○Regeneration] unique skill.
↝Sonic Blaster / 15 (22) / Fortitude / Neg
Loot The Manabike can unleash a sonic blast, damaging all
Always Corrupted Ash (300G/Gold A) characters within a 30m radius around it. The targets suffer
2–8 None 2d points of magic damage and takes a -2 penalty to
Accuracy and Evasion checks for 10 seconds (1 round) and
9+ Old Cloak (200G/White A)
cannot perform Minor Actions.
This unique skill cannot be used on consecutive turns.
Description
It is a more powerful Blood Sucker. It is rumored that ○Downswing
only the most powerful Nosferatu can create these monsters. The Rider section deals an extra +2 damage.
When the Manabike falls to 0 HP or lower, this unique
skill cannot be used.
11 Dullahan Lord [III] p. 352 ○Attack Obstacle = Impossible • None
Int: High Perc: Magic Disp: Hostile The Manabike size hinders attack.
Lang: Arcana, Magitech Hab: Unknown The Rider cannot be attacked, whether melee or ranged.
Rep/Weak: 17/24 W.P.: Energy damage + 3 points When the Manabike falls to 0 HP or lower, this effect
Initiative: 22 Movement Speed: 40 disappears.
Fortitude: 15 (22) Willpower: 16 (23)
Loot
F Style Accuracy Damage Evasion Def. HP MP Always Manabike Parts (500G/Black White A)
Sword 2–6 None
15(22) 2d+13 12(19) 12 75 123
(Rider) 7 – 12 Mithril (2,600G/Gold S)
Slam 13+ Pure Mithril (8,800G/Gold S)
14(21) 2d+14 11(18) 13 81 43
(Manabike)
Description
SECTIONS An improved Dullahan (see p. 128), the Dullahan Lord
Sections: 2 (Rider / Manabike) still wears beat-up white armor and tucks its head
Main Section: Rider underneath one arm. However, the Dullahan Lord is
familiar with magitech, and takes advantage of an ancient
Unique Skills Manabike instead of the old horse-drawn carriage.
●All Sections
○Normal Weapon Immunity
○Iron Body
The Dullahan Lord is immune to criticals from edged
weapons.

●Rider
↝Truespeech Magic, Divine Magic, Magitech 11
Level / Magic Power 15 (22)
☑Magic Aptitude
A Dullahan Lord can use the Combat Feats
[Metamagic/Targets], [Metamagic/Accuracy], and [Multi-
Action].

133
11 Poisonous Wight New 11 Mummy Lord [II] p. 356
Int: None Perc: Magic Disp: Hostile Int: High Perc: Magic Disp: Hostile
Lang: None Hab: Various Lang: Arcana Hab: Ruins
Rep/Weak: 15/20 W.P.: Silver weapon damage +3 points Rep/Weak: 16/19 W.P.: Fire damage + 3 points
Initiative: 15 Movement Speed: 17 Initiative: 17 Movement Speed: 14
Fortitude: 14 (21) Willpower: 12 (19) Fortitude: 14 (21) Willpower: 14 (21)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Claw 13(20) 2d+15 12(19) 11 69 - Smash 10(17) 2d+12 11(18) 13 73 75

Unique Skills Unique Skills


○Robe of Poisonous Fog/Can’t ↝Truespeech Magic 10 Level / Magic Power 14
Poisonous Wight constantly releases a green poison fog (21)
from its mouth and nose, surrounding its body. Anyone in
the same skirmish as this monster suffers 2d poison magic ○☑↝Magic Aptitude
damage on each of their turns. They can use the Combat Feats [Guided Magic], [Magic
Convergence], [Magic Control], [Metamagic/Targets] and
▽Paralyzing Poison / 14 (21) / Fortitude / Neg [Wordbreak].
If a Claw attack hits and deals 1 point of applied damage,
the target has a -2 penalty to Evasion checks for 30 seconds ▽Decaying Curse
(3 rounds). This effect is not cumulative. If a Smash attack hits, it will reduce the target's maximum
This effect is of a poison type. HP by the same amount as the applied damage (never less
than 0). If a character's maximum HP is reduced to 0 in this
▽Poison Claw / 14(21) / Fortitude / Neg way, they immediately die (no Death Check needed).
If a Claw attack hits and deals at least 1 point of applied This effect is treated as a curse type and is permanent.
damage, it deals additional 7 poison magic damage to both This effect can also be removed with a spell such as the
the target's HP and MP. [Remove Curse] spell (see CR I: p. 248-255), but it is
automatically removed if the Mummy Lord who bestowed
▽Wight Curse
the curse is defeated. A character who dies with a maximum
If a character is reduced to 0 HP or lower by a Poisonous
HP of 0 can only be revived after the curse has been
Wight's attack, they cannot be revived until a [Remove
removed.
Curse] spell (see CR I, p. 255) is cast upon that character. If
left unattended, the affected character will accumulate 1 ○Fire Vulnerability
soulscar every 3 days. If 5 soulscars are accumulated as a When the Mummy Lord is hit by Fire-type damage, it
result of this curse, the character will rise as a Wight. takes an extra 3 damage.

Loot Loot
2–4 Wight Claw (50G/Red B) Always Staff of the Wizard-King (3,000G/Gold White
5–7 Cursed Claw (400G/Red A) S)
8+ Poisonous Claws (1,600G/Red S) 2–7 Golden Ring (1,000G/Gold White S)
8 – 12 Golden Bracelet (2,000G/Gold White S)
Description 13+ Golden Mask (15,000G/Gold White SS)
It’s a type of wights, a corpse in a state of total
decomposition. Poisonous Wight is mindless and just Description
attacking living creatures, trying to increase the number of It is believed that, in ancient times, royal families from
its allies. Because it has no feelings or logic, its behavior is the Magic Civilization period would often have themselves
unpredictable. bound and buried in ornate crypts, in order to keep their
family together and protect them from what may lie beyond.
A Mummy Lord is unliving proof of such claims and wields
incredible power in order to preserve the family's crypt.
Able to command other Mummies that were buried
alongside them, a Mummy Lord also has incredible combat
prowess and magical power at its command.
While a Mummy Lord is typically only roused from its
slumber to deter any intruders into the crypt, there are
stories of large armies of the undead attacking settlements
under the watchful eye of a Mummy Lord.

134
Part 2 Monsters
Loot
12 Iron Maiden New
Always Magic Iron Ingot (680G/Gold Black A)
Int: Low Perc: Magic Disp: Hostile 2–5 None
Lang: None Hab: Labyrinths, Ruins
6 – 10 Binding Chain (500G/Black A)
Rep/Weak: 12/19 W.P.: Magic damage + 2 points
11+ Jet-black Binding Chain (3,000G/Black S)
Initiative: 16 Movement Speed: 15 (Floating)
Fortitude: 16 (23) Willpower: 15 (22)
Description
F Style Accuracy Damage Evasion Def. HP MP The Iron Maiden contains regret of those who have
suffered atrocious deaths through the use of torture devices.
Slam 16(23) 2d+12 14(21) 15 99 36 This creature looks like metallic torture device with female
head on top, called iron virgin. It wanders in search of
“friends” who will suffer and die like them. Its entire body
Unique Skills is made of iron and is hollow inside. The hollowed-out body
○Iron Body is covered with countless thorns, which lock up people and
The Iron Maiden is immune to criticals from edged squeeze out their blood, causing them to suffer and bleed.
weapons.
☑Hold On
Iron Maiden raises its defense by +5 points. It cannot
use [↝Lock Up] on another target this round.
↝Lock Up / 15 (22) / Evasion / Neg
Traps an enemy character in the skirmish it is in inside
its own body. The target is dealt 2d+14 physical damage, and
Iron Maiden heals HP for the amount of damage it has
taken.
After the next round, the Iron Maiden can use [☑Hold
On] with a character resting inside its body. In this case, the
character inside will automatically receive the same physical
damage and the monster's HP will be recovered for the same
amount of damage (without Major Action). The monster
can then attack another target with a Slam.
If a character is trapped inside, it cannot perform any
actions and movement. The only thing they can do is try to
escape. When the target tries to escape, use de-bonding (see
p. 34).
Iron Maiden cannot [↝Lock Up] a new target while it
has a character trapped inside. If the monster itself wants to
release the target, it can do so with a Minor Action.

135
12 Cast Armor [II] p. 358 F Style Accuracy Damage
None
Evasion Def. HP MP
Int: Average Perc: Magic Disp: Neutral - - 12(19) 12 120 71
(Hull)
Lang: Arcana Hab: Various Rep/Weak: 15/20
W. P .: HP Recovery (deals damage instead), + 3 points Cannon
16(23) 2d+12 14(21) 10 69 37
Initiative: 18 Movement Speed: 16 (Turret)
Fortitude: 14 (21) Willpower: 14 (21) Cannon
16(23) 2d+12 14(21) 10 69 37
(Turret)
Slap
F Style Accuracy Damage Evasion Def. HP MP 15(22) 2d+12 13(20) 9 53 34
(Oars)
Weapon 15(22) 2d+15 14(21) 15 76 60 Slap
15(22) 2d+12 13(20) 9 53 34
(Oars)
Slap
15(22) 2d+12 13(20) 9 53 34
Unique Skills (Oars)
↝Divine Magic 10 Level / Magic Power 13 (20) Slap
15(22) 2d+12 13(20) 9 53 34
(Oars)
○☑Magic Aptitude
They can use the Combat Feats [Multi-Action] and [MP
Save/ Divine Magic]. SECTIONS
Sections: 7 (Hull / Turret x2 / Oars x4)
☆Paralyzing Gaze / 14(21) / Willpower / Neg Main Section: Hull
Once per round as a Minor Action, a Cast Armor may
attempt to paralyze a single target within 20m. If the target Unique Skills
fails to resist the Paralyzing Gaze, they cannot take any
Major Actions for 30 seconds (3 rounds). Minor Actions ●Hull
and Movement are possible. This effect is treated as a ↝Spiritualism Magic 10 Level / Magic Power
Psychic-type effect. 13(20)
↝Cursed Sword / 14 (21) / Fortitude / Neg ○☑↝Magic Aptitude
The Cast Armor attacks with draining fangs, dealing A Ghost Ship can use the Combat Feats
2d+15 physical damage. The Cast Armor heals HP equal to [Metamagic/Distance], [Guided Magic], [Magic
the total damage dealt. Convergence], [Magic Control] and [Wordbreak].
This effect is treated as a Curse-type effect.
●Turret
Loot ○Gun
Always Cursed Sword (1,300G/Gold Black White S) The Cannon is a Gun weapon with a range of 100 meters
2–8 None and a max magazine of 1.
9 – 12 Cloudy Eye (660G/Red A)
☆Automatic Loading
13+ Red Eye (4,400G/Gold Red S) Ghost sailors automatically reload Cannon.

Description ○Friendly Fire


An empty wandering armor. The gaze that can be seen If Turret attacks an enemy in the same skirmish, the
peering out from the helmet is able to paralyze, while the damage will also be applied to the Hull section. Regardless
cursed sword it holds steals the life of the living. Cast Armors of the target’s Evasion check.
are strange in that they retain the ability to call on divine ↝Howitzer / 17 (25) / Evasion / Neg
magic, despite their obvious corruption, and it is widely held The Turret shoots a shell up to 100m, exploding on
that these are spirits of crusaders and other paladins who contact into a 6m radius fireball, dealing 2d + 12 Magic
have fallen in battle. damage to up to 20 targets.
While some are harmless due to the vows they had taken This unique skill cannot be used on targets in the same
while alive, others seek out enemies and look to destroy skirmish.
them. However, time and undeath have distorted exactly
who is an enemy, and so these Cast Armors attack nearly
●Oars
everyone indiscriminately. ↝Simultaneous Attack/Can’t
Deals “2d x (number of Oars section remaining)”
physical damage to any enemy in the skirmish it is in.
12 Ghost Ship [III] p. 355 All remaining Oars must be able to take a Major Action
Int: Low Perc: Magic Disp: Hostile to use this unique skill.
Lang: None Hab: Sea
Rep/Weak: 17/20 W.P.: Fire damage + 3 points ○Stop Boarding
Initiative: 19 Movement Speed: 50 (On Water) The Ghost Ship's Hull and Turrets cannot be attacked
Fortitude: 17 (24) Willpower: 16 (23) in the skirmish. Also, they are treated as if they do not exist
on any skirmish, regardless of their position.
When two or more Oars fall to 0 HP or lower, this
effect disappears.

136
Part 2 Monsters
Loot Description
Always Ghost Ship Wood (500G/Gold Green A) When using the spell [Wraith Form], this is the form the
2–6 Nautical Chart (500G/White A) Conjurer takes. This data is for a typical Wraith, one whose
7 – 12 Ocean Navigation Maps (1,000G/White S) body has been lost for some reason, and cannot return to
13+ Treasure Map (5,000G/White S) their original form. However, stronger Conjurers will make
for stronger Wraiths, adding their own abilities to the
Description spiritual form. However, there are some Wraiths who had
never been a Conjurer in their previous life, and these so-
The remnants of a ship that has been lost at sea. Ghost
called “natural” Wraiths are curious oddities to those who
Ships are a more common sight out on the open ocean,
study monsters. Though the Wraith's body is formed out of
where dangerous sea monsters and inclement weather have
fog and mist, it is unnaturally cold. In rare cases, the magical
ended innumerable voyages. The size of the Ghost Ship
power of the Wraith will itself freeze and coalesce into a
depends upon the initial ship's size, but usually, the larger
solid lump of frozen mana. This frozen mana is so cold that,
the original ship, the larger and more powerful the Ghost
under normal weather, it will not melt, making it
Ship will become. Ghost Ships also tend to have a number
unbelievably valuable among researchers on the open
of undead crew, sailors from the original ship doomed to
market.
sail with the Ghost Ship forever. However, some
unfortunate souls lost at sea may also find themselves drawn
to a traveling Ghost Ship, and it is said that there is even a 13 Rottenlock New
Ghost Ship out there with Dragon Zombies on board as Int: Low Perc: Magic Disp: Hostile
well. Lang: None Hab: Various
Rep/Weak: 16/22 W.P.:: Silver weapon damage +3 points
13 Wraith [III] p. 357 Initiative: 23 Movement Speed: 48 (Flying)
Fortitude: 16 (23) Willpower: 15 (22)
Int: High Perc: Magic Disp: Hostile
Lang: Trade Common, Arcana Hab: Unknown
Rep/Weak: 16/23 W.P.: Physical damage + 2 points F Style Accuracy Damage Evasion Def. HP MP
Initiative: 25 Movement Speed: 26 (Floating) Beak
15(22) 2d+15 14(21) 12 102 17
Fortitude: 16 (23) Willpower: 19 (26) (Head)
Wing
16(23) 2d+13 13(20) 9 79 13
F Style Accuracy Damage Evasion Def. HP MP (Wing)
Wing
None - - 17(24) 13 88 112 16(23) 2d+13 13(20) 9 79 13
(Wing)

Unique Skills SECTIONS


○Knowledge = Conjurers Sections: 3 (Head / Wing x 2)
Those with Conjurer will automatically succeed in Main Section: Head
Monster Knowledge check for this monster. But they still
must roll to know its weak point. Unique Skills
↝Spiritualism Magic 13 Level / Magic Power 18 ●Head
(25) ○Regeneration = 10 points
At the end of each round, each section of Rottenlock
○☑↝Magic Aptitude recovers 10 HP. This has no effect if section has 0 HP or
A Wraith can use the Combat Feats [Guided Magic], lower.
[Magic Convergence], [Magic Control],
[Metamagic/Targets], [Metamagic/Accuracy] and ○Frightening Sight / 15 (22) / Willpower / Neg
[Wordbreak]. Anyone who sees this monster suffers a -2 penalty to all
action checks fearing Rottenlock for 10 seconds (1 round).
○Normal Weapon Immunity Each character who sees this monster need to make
Willpower check at the beginning of this character's turn.
○Fog Body This effect is of the psychic type.
Bludgeoning weapons treat the Wraith's Defense as 5
points higher. ↝Brandish
In addition, Thrown weapons deal no damage to it. Rottenlock takes a large stance in preparation for the
The Wraith automatically halves any incoming Magical next attack. The Beak's attack for the next round cannot be
damage, even before any resistance checks (or quarters, if evaded and always hits and deals additional +10 points for
the spell has “Resistance: Half”). damage.

Loot ●Wing
2 – 12 None ○Normal Weapon Immunity
13+ Frozen Mana (5,000G/Gold S)

137
▽Continuous Attack II ▽Continuous Attack II
If a Rottenlock successfully hits a target in melee, they If an Undead General successfully hits a target in melee,
may make a second attack. If a second attack hits they can they may make a second attack. If a second attack hits they
make a third attack against the same target. can make a third attack against the same target.
○Flight ☑Feint Attack
All section receives a +1 bonus to Accuracy (only for An Undead General receives a +1 Accuracy bonus to the
melee attacks) and Evasion while flying. next attack. Characters wearing Metal Armor are unaffected.
If one of the Wing sections falls to 0 HP or lower, this
unique skill cannot be used. ☑Power Attack
They can deal an additional 4 damage on their next
Loot attack. However, any Evasion Check made by them this turn
Always Defiled Bird Skull (2,500G/Red S) receives a -2 penalty.
☑Cover
Description Undead General can use [Cover] combat feat (see CR I:
It is a dead giant raven that has been resurrected. Its p. 286-291).
body rotting and stinking like a zombie, and it has no regular
wings, but instead has ghostly ones. Loot
There are legends that this undead was created by Always Well-kept Weapon (1,000G/Black White S)
resurrecting Roc that died a violent death. Maybe this is 2 – 12 Well-kept Weapon (1,000G/Black White S)
because it likes to attack and devour living creatures like 13+ Royal Treasured Sword (8,000G/Gold Black
regular Rocs. It flies freely and usually targets the weakest White S)
prey first, making it difficult for them to escape.
Description
14 Undead General New The Undead Generals were specially created by an
Int: Low Perc: Magic Disp: Hostile ancient magician to guard their treasures.
Lang: Arcana Hab: Ruins Rep/Weak: 16/20 They excel at launching quick and powerful attacks and
W. P .: HP Recovery (deals damage instead), + 3 points are fearsome fighters in melee combat. However, they are
Initiative: 19 Movement Speed: 23 mindless, and cannot do little more than faithfully carry out
Fortitude: 16 (23) Willpower: 17 (24) orders. Still guarding the wizard-king's secret underground
laboratories and treasure vaults, they are an extremely
formidable adversary for any adventurers.
F Style Accuracy Damage Evasion Def. HP MP
Weapon 18(25) 2d+18 18(25) 18 108 -
14 Meaningless [III] p. 358
Int: Low Perc: Magic Disp: Hostile
Unique Skills Lang: None Hab: Ruins
○Psychic Resistance Rep/Weak: 14/21 W.P.: Fire damage + 3 points
Undead General gains a +4 bonus when it makes a Initiative: 20 Movement Speed: 20 (Floating)
Willpower roll against any psychic type spell or unique skill. Fortitude: 16 (23) Willpower: 17 (24)

○Bone Body F Style Accuracy Damage Evasion Def. HP MP


An Undead General is immune to criticals from edged
weapons. Slam 17(24) 2d+14 18(25) 15 101 113

○Multiple Actions = 2 times


Unique Skills
○2 Actions ↝Spiritualism Magic 14 Level / Magic Power
Undead General can perform two Major Actions in one 16(23)
round.
○☑Magic Aptitude
↝Twin Strike & Double Attack A Meaningless can use the Combat Feats [Guided
An Undead General can make two Weapon attacks Magic], [Magic Convergence], [Magic Control] and
each round, though each attack requires its own Accuracy [Metamagic/Distance].
check. They may choose to attack different characters with
each attack. ☆Summon Undead
As a Minor Action, the Meaningless can summon an
○Lucky Strike Undead monster Level 11 or lower by spending MP equal
Each time this monster chooses a target with a melee to that monster's level.
attack, it chooses one at random from the enemies in the The summoned Undead is able to act during the same
skirmish it is in. round.
This unique skill cannot be used in consecutive rounds
and only once per round.

138
Part 2 Monsters
↝Ghostly Rush / Can't ☆Fear Aura / 18(25) / Willpower / Neg
The Meaningless can make a melee attack with “Range: Ancient Ghost spreads fear aura within Radius 50m
10m” and “Area: Target” dealing 2d+14 physical damage. around itself, causing all targeted characters to cower in fear.
This attack cannot be Evaded. Targets that fail Willpower save take a -2 penalty to its
melee, ranged, or casting spell checks against this monster
○Normal Weapon Immunity or while in a skirmish containing this monster. Also affected
characters must move as far as possible to get out of range
○Restore = 10 points of this unique skill. This effect is treated as a psychic type.
At the end of each round, all Undead within 10m of the
This unique skill can be used only once per round.
Meaningless recover 10 HP.
If this monster's HP becomes 0 or less, this unique skill
Loot
is lost.
None.
Loot
Always Memento (500G/White A) Description
2–6 Memento (500G/White A) This monster is a powerful undead was created with
7 – 12 Expensive Mementos (1,000G/Gold White S) magic from the grudges of the dead from before the age of
13+ Extravagant Mementos (6,000G/Gold White magic civilization. It is really hard to encounter them as they
S) are few and buried inside deep dungeons and ruins.
Like the Ghost, some of them have past knowledge and
memories, but their memories are of so long ago that even
Description the source of their hatred often is unclear. Their goals are
Formed from the countless souls of both humans and fuzzy and may appear and disappear from time to time.
Barbarous that died in combat, a Meaningless is singularly
focused on the destruction of the living. Any living creature,
humanoid or Barbarous, is not safe from the assault of a
Meaningless. Though it looks like an unstable fog, it can
control the souls contained within to rise again from death
and attack anything it wishes. Because of this, fighting a
single Meaningless can feel like fighting an entire army.

15 Ancient Ghost Misc.


Int: High Perc: Five senses Disp: Neutral
Lang: Trade Common, Regional dialect, Arcana
Hab: Various
Rep/Weak: 16/22 W. P.: Magic damage + 2 points
Initiative: 22 Movement Speed: 16 (Flying)
Fortitude: 19 (26) Willpower: 18 (25)

F Style Accuracy Damage Evasion Def. HP MP


Smash 17(24) 2d+15 17(24) 0 184 184

Unique Skills
○Normal Weapon Immunity
○2 Actions
Ancient Ghost can perform two Major Actions in one
round.
↝Tempting Lure / 17 (24) / Willpower / Neg
The Ancient Ghost whispers to a target within “Range:
10m” and “Area: Target”, attempting to lure it under its
control. If the target fails to resist, the Ancient Ghost may
have that character move according to the Ghost's whim.
Affected characters cannot move very quickly and cannot
use magic or attack. If the Ancient Ghost does not order
the character to move, the character will stand in position
stunned.
This effect is treated as a psychic type (weak).

139
around Giant Zombie. This fear, treated as a Psychic effect,
15 Giant Zombie [III] p. 359 gives a -2 penalty to all Action rolls for the next 30 seconds
Int: Low Perc: Magic Disp: Hostile (3 rounds).
Lang: None Hab: Various
Rep/Weak: 13/20 W.P.: Physical damage + 2 points ☑Simultaneous Attack
Initiative: 19 Movement Speed: 25 A Giant Zombie's Weapon can attack all characters in
Fortitude: 22 (29) Willpower: 19 (26) the same skirmish, but a separate Accuracy Check is needed
for each character. Each Accuracy Check is made with a -2
penalty.
F Style Accuracy Damage Evasion Def. HP MP
Weapon ●Lower Body
(Upper 19(26) 2d+20 17(24) 16 90 20
Body) ○Attack Obstacle = +4 • None
Kick A Giant Zombie height prevents enemies from attacking
(Lower 20(27) 2d+16 16(23) 18 132 10 it. The Upper Body receives a +4 bonus to Evasion checks
Body) against melee attacks. When the Lower Body falls to 0 HP
or lower, this effect disappears.

SECTIONS Loot
Sections: 2 (Upper Body / Lower Body) Always Giant Rotting Weapon (500G/Black White A)
Main Section: Upper Body 2–6 None
7 – 12 Gold Bracelet (5,000G/Gold White S)
Unique Skills 13+ Giant's Treasure (10,000G/Gold SS)
●All Sections
○Regeneration = 10 points Description
At the end of each round, each section of Giant Zombie Created from the corpses of massive Barbarous, Giant
recovers 10 HP. This has no effect if the section has 0 HP Zombies are massive undead hulks that know nothing but
or lower. war. This particular stats is for an average Giant Zombie, but
there could be stronger variations, depending upon the
●Upper Body original race of the Barbarous corpse used.
↝War Cry / 16 (23) / Willpower / Neg
The Giant Zombie unleashes a powerful yell, causing
fear in those who fail to resist within a 10-meter radius

140
Part 2 Monsters

16 Curse Cloud New Description


Int: Low Perc: Magic Disp: Hostile The Curse Cloud is an aggregate of resentment, it looks
Lang: Arcana Hab: Ruins like a cloud of smoke. The Curse Cloud sucks the mana out
Rep/Weak: 16/23 W.P.: Silver Weapon damage +3 points of anything it touches and then curses land around it so that
Initiative: 18 Movement Speed: 30 (Flying) the area where the Curse Cloud passes is a desolate
Fortitude: 20 (27) Willpower: 21 (28) wasteland, devoid of any vegetation.
Curse Cloud does not simply die with its HP being 0 or
less. It will be resurrected somewhere near its place of the
F Style Accuracy Damage Evasion Def. HP MP dead after 99 hours have passed. To prevent this
None - - 21(28) 18 124 136 resurrection, Curse Cloud's corpse must be consecrated by
a Priest (a Priest who can cast [Erase Soulscar] (see CR III,
p. 158) can create such a place), and it is the only way to seal
Unique Skills it immediately after it is defeated.
○2 Actions
Curse Cloud can perform two Major Actions in one
round.
17 Grave Earth New
Int: Low Perc: Magic Disp: Hostile
↝Truespeech Magic, Spiritualism Magic 14 Level Lang: None Hab: Cemetery, Ruins
/ Magic Power 16 (23) Rep/Weak: 18/25 W.P.: Physical damage + 2 points
Initiative: 19 Movement Speed: 20
○☑↝Magic Aptitude Fortitude: 24 (31) Willpower: 21 (28)
The Curse Cloud can use the Combat Feats [Guided
Magic], [Magic Convergence], [Magic Control], F Style Accuracy Damage Evasion Def. HP MP
[Metamagic/Targets] and [Metamagic/Area]. None
- - 20(27) 14 92 35
↝Spellsong / 21 (28) (Head)
The Curse Cloud can use all Spellsongs. Spellsongs have None
- - 19(26) 14 116 47
an effective range of 100m, centered on the Curse Cloud. (Body)
Fist
↝Curse of Weakness / 21(28) / Willpower / Neg 22(29) 2d+19 20(27) 14 91 17
(Arm)
The Curse Cloud envelops itself around an enemy Fist
character in the same skirmish it is in and inflicts curse, 22(29) 2d+19 20(27) 14 91 17
(Arm)
dealing 2d curse magic damage to the target's HP, and at the Kick
same time reducing its maximum HP by the same amount 20(27) 2d+20 19(26) 14 103 23
(Leg)
as the applied damage (not less than 0). This means that a Kick
character with an HP of 0 will die immediately without a 20(27) 2d+20 19(26) 14 103 23
(Leg)
Death Check.
This effect is treated as a curse type and is permanent.
This effect can also be removed with a spell such as the SECTIONS
[Remove Curse] spell (see CR I: p. 248-255), but it is Sections: 6 (Head / Body /Arm x 2 / Leg x 2)
automatically removed if the Curse Cloud who bestowed the Main Section: Head, Body (All)
curse is defeated. A character who dies with a maximum HP
of 0 can only be revived after the curse has been removed. Unique Skills
↝Curse of Mana / 21(28) / Willpower / Neg ●Head
The Curse Cloud envelops itself around an enemy ☆Techniques
character in the same skirmish it is in and inflicts curse, They may use the [Beetleskin], [Bear Muscle] and
dealing 2d curse magic damage to the target's MP, and at the [Recovery (9 points)] Techniques (see CR II: p. 88-94).
same time reducing its maximum MP by the same amount
as the applied damage (not less than 0). ↝Smoke Breath / 22(29) / Fortitude / Half
This effect is treated as a curse type and is permanent. With “Range: 20m” and “Area: Shot”, Grave Earth
This effect can also be removed with a spell such as the vomits putrid gas accumulated in the body in a “Radius
[Remove Curse] spell (see CR I: p. 248-255), but it is 6m/20” and deals 2d+20 poison magic damage to the
automatically removed if the Curse Cloud who bestowed the targets.
curse is defeated. This unique skill cannot be used on consecutive turns.
This unique skill has no effect on characters that do not
have MP, to begin with. ●Body
↝Corpse Eater
○Normal Weapon Immunity Grave Earth eats a corpse or an undead monster in the
same skirmish it is in and heals itself. The Head and Body
Loot section heals up to 20 points.
Always Crystal Tears of Resentment (500G/White A) Grave Earth can eat only undead up to 10th level.
x 2d

141
●Arm ↝Twin Strike & Double Attack
A Death Lord can make two Weapon attacks each
○Long Arms round, though each attack requires its own Accuracy check.
The Arm can attack any character within 15 meters, They may choose to attack different characters with each
ignoring skirmishes. attack.
●Leg ○Normal Weapon Immunity
↝Sweeping Attack
The Leg makes a Kick attack against all enemies in the ○Psychic Immunity
same skirmish.
This unique skill cannot be used on consecutive turns. ○Magic Resistance
If Death Lord succeeds in Willpower save against any
▽Balance Loss magic, treat the result as Neg so it doesn’t receive half of the
If the HP of any Leg section is reduced to 0 or less, the damage or any other effects in case of successful save. This
remaining Leg sections lose their [↝Sweeping Attack] unique skill doesn’t apply to non-magic abilities (such as
unique skill. techniques, spellsongs, evocations, and non-magical unique
skills of monsters).
Loot ○Regeneration = 12 points
Always Artifacts of the Dead (500G/White A) x 1d At the end of each round, a Death Lord recovers 12 HP.
2 – 11 Enchanted Clay (250G/Green A) This has no effect if the Death Lord is at 0 HP or lower.
12+ Moving Earth (16,600G/Green SS)
○2 Actions
Death Lord can perform two Major Actions in one
Description round.
It is a soulscarred mass of graveyard earth that was
influenced by mana and began to move. It looks just like a ↝Twin Strike & Double Attack
mud giant, without eyes, nose, claws, or other fine features. A Death Lord can make two Weapon attacks each
When newly born, they are only about the size of a round, though each attack requires its own Accuracy check.
human child. Grave Earth grows as it grows larger and more They may choose to attack different characters with each
powerful. The bigger Grave Earth gets, the more powerful it attack.
becomes. ▼Wand of Dispelling / Can’t
Grave Earth is difficult to detect because it is normally in
When a Weapon attack hits, it automatically removes
the earth and does not leave it. The earth that can be found
any special effects (spells, techniques, spellsongs, evocations,
in the place of Grave Earth death can trade as research
items, etc.) that the target is under. This does not apply to
material. In particular, the rare remaining soil, which is like
effects with “Duration: Permanent”.
clay that never stops moving, is considered to be the key to
If Death Lord uses this unique skill, it will not be able to
understanding the origin of this monster and is highly
use the [▼Frozen Blade] unique skill during that hit. Also,
prized.
if Death Lord hits twice with [↝Twin Strike & Double
Attack], it can only use this unique skill on one hit.
19 Death Lord New
▼Frozen Blade / 22 (29) / Fortitude / Neg
Int: High Perc: Magic Disp: Hostile If the attack with the weapon hits, it paralyzes the
Lang: Trade Common, Barbaric, Arcana Hab: Unknown opponent, rendering them completely incapacitated. This
Rep/Weak: 21/27 W.P.: Energy damage +3 points effect is of the curse type and is permanent.
Initiative: 26 Movement Speed: 24 If Death Lord uses this unique skill, it will not be able to
Fortitude: 24 (31) Willpower: 25 (32)
use the [▼Wand of Dispelling] unique skill during that hit.
Also, if Death Lord hits twice with [↝Twin Strike & Double
F Style Accuracy Damage Evasion Def. HP MP Attack], it can only use this unique skill on one hit.
Weapon 21(28) 2d+21 21(28) 20 138 210 ↝Death Lord Power / 27 (34) / Willpower / Neg
With “Range:500m and “Area: Target”, Death Lord
takes control over any undead monster within range. The
Unique Skills controlled monster obeys the Death Lord's commands
↝Truespeech Magic, Spiritualism Magic, Divine absolutely. Even in the absence of instructions, it will act in
Magic 15 Level / Magic Power 24 (31) the best interest and protection of the Death Lord. The
effect is permanent and has no range limit for controlled
○☑↝Magic Aptitude undead once was used.
They can use the Combat Feats [Multi-Action], [Guided
Magic], [Magic Convergence], [Magic Control], [Hawk Eye], ○Death Lord Watch
[Metamagic/Targets], [Metamagic/Time], Death Lord senses and knows the exact location of all
[Metamagic/Distance], [MP Save/Truespeech, Spiritualism, undead monsters that are within a 500-meter radius around
Divine Magic] and [Wordbreak]. itself.
It also shares a vision with one character of the monster
that is within this unique skill range and under the control of

142
Part 2 Monsters
the Death Lord. Death Lord can share the vision with only ○Regeneration = 10 points
one character at a time, but it can switch characters with At the end of each round, each section of Dragon
Minor Action. Zombie recovers 10 HP. This has no effect if section has 0
It is possible to escape this effect with spells or items that HP or lower.
block senses or detection.
●Head
Loot ↝Poison Breath / 25(32) / Fortitude / Half
Always Staff of the Wizard-King (3,000G/Gold White With “Range: 20m” and “Area: Shot”, it vomits putrid
S) gas accumulated in the body in a “Radius 6m/20” and deals
Always Royal Sword (8,000G/Gold Black White S) 2d+20 poison magic damage to the targets.
2–8 Ancient Robe (3,300G/White S) This unique skill cannot be used on consecutive turns.
9+ Death Lord Robe (13,200G/White SS)
●Body
Description ↝Twin Strike & Double Attack
A Dragon Zombie can make two Claw attacks each
In the ancient age of magical civilization, some magicians
round, though each attack requires its own Accuracy check.
continued their research to become the most powerful
They may choose to attack different characters with each
magicians and to obtain immortality. Among them, Death
attack.
Lord came closest to perfection.
Although their bodies have dried up over the years, their ○Attack Obstacle = +4 • None
brains have not diminished, and they possess a wealth of A Dragon Zombie height prevents enemies from
knowledge and magical power. The Death Lord may be a attacking it. The Head receives a +4 bonus to Evasion
wizard-king who once ruled his own kingdom and still checks against melee attacks. When the Body falls to 0 HP
maintains an immortal kingdom underground. or lower, this effect disappears.
The Death Lord himself rarely can be seen. It tries to
achieve its goal with its undead. However, if it were to fight ●Wing
on its own, its magic would be a tremendous threat. ☑All-Out Attack
The Death Lord is extremely cautious and takes great A Wing can deal an additional 8 damage on its next
care not to make its kingdom known, and it has several attack. However, any Evasion check made by this section
hideouts and secret passages that make it extremely difficult this turn receives a -3 penalty.
to defeat.
●Tail
20 Dragon Zombie [III] p. 360 ☑Tail Sweep
Int: Low Perc: Magic Disp: Hostile A Dragon Zombie can use its Tail to attack up to 5
Lang: None Hab: Ruins Rep/Weak: 20/27 targets in the same skirmish. Accuracy and Damage are the
W.P.: HP Recovery (deals damage instead), + 4 points same as a normal attack, and this attack cannot be used in
Initiative: 21 Movement Speed: 20 consecutive rounds.
Fortitude: 27 (34) Willpower: 27 (34)
Loot
F Style Accuracy Damage Evasion Def. HP MP Always Decaying Dragon Scales (10,000G/Red SS)
Bite 2–6 Dragon Jewel (7,000G/Red S)
25(32) 2d+24 25(32) 18 147 61 7 – 12 Dragon Jewel (7,000G/Red S) x 2
(Head)
Claw 13+ Dragon's Treasure (20,000G/Gold SS)
26(33) 2d+22 22(29) 20 178 54
(Body)
Wing
23(30) 2d+20 23(30) 15 126 51 Description
(Wing) Dragon Zombies are the reanimated corpse of a dragon,
Wing decayed over a number of years and returned to unlife after
23(30) 2d+20 23(30) 15 126 51
(Wing) being corrupted. Typically, Dragon Zombies are of lower
Tail intelligence due to their brain having decomposed over
24(31) 2d+22 23(30) 19 154 49
(Tail) years, but rarely there are intelligent Dragon Zombies
capable of speech and magic. However, the organs that
SECTIONS would produce fire in a living dragon have rotted and
Sections: 5 (Head / Body / Wing x2 / Tail) decayed, and now the Dragon Zombie can only exhale a
Main Section: Head, Body (All) rotten miasma.
Often, Dragon Zombies have some sort of unfinished
Unique Skills business in the world of the living, whether to get revenge on
their slayer, to protect the remnants of their plundered
●All Sections horde or something else altogether. The need to take care
○Miasma Vortex of this business drives the Dragon Zombie, to the point
The Dragon Zombie is surrounded by a protective veil where nothing will stand in their way in order to accomplish
of miasma and gains a +4 bonus to Evasion checks against their goals.
ranged attacks.

143
CONSTRUCTS
wide range of effects, the Familiar's Master and familiar are
COMMON ABILITIES OF CONSTRUCTS not affected twice.
Also, a familiar that is touching the Familiar's Master
The constructs have the following unique skills in cannot become the target of melee attacks, ranged attacks,
common. magic, or effects where the character is a target.
If the familiar makes a melee attack itself, this unique
○Poison Immunity, ○Disease Immunity,
skill is lost for the next 10 seconds (1 round).
○Psychic Immunity
Constructs are immune to any poison or disease type ○Resistance Sharing
effects or damage. They are also immune to the psychic When familiar has to do Fortitude or Willpower save,
effects. it must use the Master’s number. Familiar's Master will
know that familiar has to do save (even if it was far away).
○Perception
The constructs can be detected by [Sense Magic] (see ○Senses Sharing
CR I, p. 233) spell and similar effects. A Familiar shares vision and hearing as the Master
(including Darkvision). Anything one sees the other does
○Artificial as well.
Constructs cannot be healed with some spells, items,
etc. ○Fall Resistance
A Familiar takes no damage from falling (no matter the
height).
COMMON ABILITIES OF FAMILIARS
○No Loot
Translators Note: Familiars were revised in the next
Characters can't get loot by defeating familiar.
released supplement Wizards Tome which has been
already translated. I’ve decided to put them also here ○Will-less
instead of ones presented in Core Rulebook I and A Familiar has no free will of its own.
reprinted in the original Barbarous Tales.

○Familiar Contract 0 Familiar: Frog [I] p. 471


A Familiar's Master can only have one familiar at a
Int: None Perc: Shared with Caster Disp: Instructed
time. Familiar's Master can cancel the contract by Major
Lang: None Hab: Various
Action. If the contract is canceled or the Familiar's Master
Rep/Weak: 8/- W. P .: None
dies, the familiar will automatically disappear.
Initiative: 10 Movement Speed: 5/10 (Swimming)
When the Lord becomes unconscious, the familiar
Fortitude: -(-) Willpower: -(-)
remains in place and does not act at all.

○Familiars Knowledge = Sorcerers F Style Accuracy Damage Evasion Def. HP MP


Sorcerer class automatically succeeds in the Monster Tongue 1(8) 2d-2 2(9) 0 - 10
Knowledge check against familiars. Familiars don’t have a
weak point.
Unique Skills
○No HP
If damage is inflicted to the familiar's HP, any
○Familiar
applicable damage will be inflicted on the Familiar's It has “Common Abilities of Familiars”.
Master HP. ○Frog’s Body
○Shared MP The frog can move underwater. Its mobility is equal to
that of a normal frog.
The Familiar's Master can use the MP of familiar as if
it were his own. In this case, the familiar and the Familiar's
Master must be touching. 0 Familiar: Bird [I] p. 470
The MP of familiar is restored at the same time as of Int: None Perc: Shared with Caster Disp: Instructed
the Familiar's Master (via resting, etc.). Lang: None Hab: Various
Rep/Weak: 8/- W. P .: None
○One Mind, One Character Initiative: 13 Movement Speed: 30 (Flying)
If familiar is touching the Familiar's Master, then Fortitude: -(-) Willpower: -(-)
familiar and Familiar's Master are treated as 1 Character,
so that when magic, unique skills, traps, tricks, etc. have a

144
Part 2 Monsters

F Style Accuracy Damage Evasion Def. HP MP the Magic Civilization period, Ghasts continue to spawn
and thrive today in the shadows of civilization. The reason
Beak 2(9) 2d-1 2(9) 0 - 5 for their creation has been forgotten to time, though their
extremely gaunt frame and pitch-black body are difficult
to forget. Ghasts are not known to be solitary, so if one is
Unique Skills seen others are sure to follow.
○Familiar Occasionally, Ghasts will be summoned by Barbarous
It has “Common Abilities of Familiars”. carrying magical stones. These stones are given to the
regular members by Drakes, who keeps close the secret of
○Bird's Body manufacturing.
Capable of flight. Physical ability is that of a normal
bird.
1 Renguard [II] p. 359
○Flight Int: Servant Perc: Mechanical Disp: Instructed
A Bird receives a +1 bonus to Accuracy (only for melee Lang: Magitech Hab: Ruins
attacks) and Evasion while flying. Rep/Weak: 7/12 W. P .: Lightning damage +3 points
Initiative: 7 Movement Speed: 16
0 Familiar: Cat [I] p. 469 Fortitude: 2 (9) Willpower: 2 (9)
Int: None Perc: Shared with Caster Disp: Instructed
Lang: None Hab: Various F Style Accuracy Damage Evasion Def. HP MP
Rep/Weak: 8/- W. P .: None Electric
3(10) 2d-2 2(9) 0 12 -
Initiative: 12 Movement Speed: 12 Shock
Fortitude: -(-) Willpower: -(-)
Unique Skills
F Style Accuracy Damage Evasion Def. HP MP ↝Linking
Claw 3(10) 2d 1(8) 1 - 7 As a Major Action, a Renguard can target another
Renguard within “Range: Touch” in order to increase
offensive power. Each Linked Renguard gives the boosted
Unique Skills Renguard a +1 bonus to Accuracy and +3 damage.
Up to 4 Renguards can be Linked to another in this
○Familiar way, for a total bonus of +4 Accuracy and +12 damage (so
It has “Common Abilities of Familiars”. a 7 (14) Accuracy, dealing 2d+10 damage).
○Cat's Body After the boosted Renguard attacks, all Links are
Can pass through narrow gaps, etc. Physical ability is disconnected.
the same as an ordinary housecat.
Loot
○Gives Darkvision 2–9 None
Shares its Darkvision with the Master. 10+ Old Recording Device (100G/Black White A)

1 Ghast [I] p. 472 Description


Int: Servant Perc: Magic Disp: Hostile These small robots were simple security, designed for
Lang: None Hab: Forests, Ruins use during the Magitech Civilization period. Sporting four
Rep/Weak: 5/10 W.P.: Physical damage + 2 points short legs with wheels coming off a flat body, these robots
Initiative: 9 Movement Speed: 15 will first attempt to drive away intruders using a simple
Fortitude: 2 (9) Willpower: 2 (9) warning in the Magitech language but will resort to electric
shocks if this warning is not heeded.
Renguards, while small, can swarm a guarded area in a
F Style Accuracy Damage Evasion Def. HP MP
short time, and will often link to each other in order to
Slam 3(10) 2d+2 2(9) 0 14 - drive away larger intruders. Though they reduce the
number of attacks when doing so, the intensity of the
attacks becomes much larger. Unprepared adventurers
Unique Skills have been killed by underestimating the power of linked
None. Renguards.

Loot
2–9 None
10+ Magical Stone (250G/Gold A)

Description
A lost soul bound to a shadow, Ghasts live a sorry
existence. Originally thought to have been created during

145
2 Oak Golem [I] p. 473 2 Ghast Lurker [II] p. 360
Int: Servant Perc: Magic Disp: Instructed Int: Servant Perc: Magic Disp: Instructed
Lang: None Hab: Various Lang: None Hab: Unknown
Rep/Weak: 8/12 W.P.: Fire damage + 3 points Rep/Weak: 5/11 W.P.: Physical damage + 2 points
Initiative: 9 Movement Speed: 9 Initiative: 8 Movement Speed: 15
Fortitude: 5 (12) Willpower: 6 (13) Fortitude: 4 (11) Willpower: 3 (10)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Smash 4(11) 2d 2(9) 2 23 - Smash 4(11) 2d+4 3(10) 1 18 -

Unique Skills Unique Skills


None.
○Knowledge = Conjurers
Those with Conjurer will automatically succeed in Loot
Monster Knowledge check for this monster. But they still 2–8 None
must roll to know its weak point. 9+ Magical Stone (250G/Gold A)

Loot Description
2–8 None A Ghast that has survived long enough to grow to the
9+ Enchanted Oak Branch (200G/Gold Green A) size of a normal human. While a few have been found to
be independent, most Ghast Lurkers will remain under
Description the control of their masters.
Oak Golems are made from oak wood. They are
humanoid, with a short and stocky form. Having one 2 Creeping Coin [II] p. 361
constructed takes a long time, between acquiring the Int: None Perc: Magic Disp: Hostile
materials and performing rituals to infuse those materials Lang: None Hab: Ruins
with mana. Rep/Weak: 10/13 W.P.: Magic damage + 2 points
It can be given simple instructions, like “move to that Initiative: 9 Movement Speed: 10 (Flying)
spot”, “attack that target”, or “attack anything that Fortitude: 2 (9) Willpower: 2 (9)
approaches”.
F Style Accuracy Damage Evasion Def. HP MP
Eternal Mother Slam 3(10) 2d-1 2(9) 2 10 -

Sapphire Basilisk, with eyes of azure jade, there are


legends about one of them called the Eternal Mother. Unique Skills
Loving the innocence of children and desiring to be loved ○Mimicry / 12 / Danger Sense / Neg
by them, Sapphire Basilisk used their abilities to create a It mimics a gold coin. While mimicking, characters
place called the Eternal Mother's Paradise. cannot perform a Monster Knowledge check on this
Living there were several dozen children between the monster. If character approaches it unintentionally, they
ages of one and ten, and those older than that were limited need to make a Danger check with target number 12, and
to Basilisk himself and his few of its servants. if it fails, they will be surprised. Mimicry will be
It was the older children who took care of the younger automatically ended once the monster starts to act.
children. When the older children reached their 11th This monster can be detected with [Sense Magic] (CR
birthday, they graduated from paradise. Then a new child I, see p.233).
came into paradise one year old and similar in appearance
to the one who graduated would go away from the paradise ↝Flame Breath / 3(10) / Fortitude/ Half
that day. The eternal cycle repeated itself, and paradise Creeping Coin spits fire with “Range:5m” “Area: Shot”
was always filled with the laughter of children. at 1 Character, dealing 2d+2 fire magic damage.
It is not certain who first attacked this paradise. What Loot
is certain is that it was Basilisk themself ultimately 2–9 None
destroyed paradise. In the battle to repel the attackers, the
10+ Old Gold Coin (100G/Gold A)
mother turned into a monster and went on a rampage,
killing every single one of her supposedly beloved children Description
with their hands.
A magical creature that looks a lot like a gold coin,
It is said that only a statue of the Eternal Mother now
Creeping Coins are usually found in groups of 20 or more.
stands there, watching over the ruined paradise.
Careless adventurers will often approach piles of these
monsters and get burned for their greed. However, there
may be actual gold coins mixed in with the monsters, and
those coins may be worth a significant amount of Gamels.

146
Part 2 Monsters

This monster can be detected with [Sense Magic] (CR


I, see p.233).
3 Obsidian Dog [III] p. 362
Int: Servant Perc: Magic Disp: Instructed ○Flight
Lang: None Hab: Ruins A Gargoyle receives a +1 bonus to Accuracy (only for
Rep/Weak: 10/14 W.P.: Accuracy +1 melee attacks) and Evasion while flying.
Initiative: 13 Movement Speed: 15
Fortitude: 5 (12) Willpower: 5 (12) Loot
2–7 Sharp Stone (20G/Black B)
F Style Accuracy Damage Evasion Def. HP MP 8+ Enchanted Stone (250G/Gold A)
Bite 6(13) 2d+3 5(12) 3 27 -
Description
A variety of golem with both claw and wing, a Gargoyle
Unique Skills is a beast of stone animated by a long-lost magic. Gargoyles
○Mimicry / 12 / Danger Sense / Neg were famous guardians of the Magic Civilization period,
It mimics an obsidian statue. While mimicking, and most seen today are still following instructions given
characters cannot perform a Monster Knowledge check to them from that time. While Gargoyles seem to act as
on this monster. If character approaches it unintentionally, though they are living beings, they can choose to
they need to make a Danger check with target number 12, camouflage themselves as stone, taking advantage of
and if it fails, they will be surprised. Mimicry will be unaware and careless adventurers.
automatically ended once the monster starts to act.
This monster can be detected with [Sense Magic] (CR
I, see p.233).
3 Kuga [II] p. 362
Int: Servant Perc: Mechanical Disp: Instructed
▽Continuous Attack Lang: None Hab: Ruins
If an Obsidian Dog successfully hits a target in melee, Rep/Weak: 10/13 W.P.: Lightning damage +3 points
they may make a second attack against the same target. Initiative: 11 Movement Speed: 15
Fortitude: 5 (12) Willpower: 5 (12)
Loot
2–8 Small Gemstones (100G/Gold A) F Style Accuracy Damage Evasion Def. HP MP
9+ Enchanted Gemstones (250G/Gold A)
Smash 5(12) 2d+3 4(11) 4 28 -

Description
A type of autonomous stone statue, Obsidian Dogs are Unique Skills
often found in ruins guarding various objects and places. ○Mechanical Body
Able to sit silently next to actual statues, an Obsidian Dog It is immune to criticals from edged weapons.
is able to surprise any would-be thieves and looters.
However, once it begins to move, it is almost Loot
indistinguishable from a real animal. Always Iron (20G/Black B)
2–8 None
3 Gargoyle [I] p. 474 9+ Crude Magitech Components (100G/Black
Int: Servant Perc: Magic Disp: Instructed White A)
Lang: None Hab: Ruins
Rep/Weak: 9/14 W.P.: Bludgeoning damage +3 points Description
Initiative: 12 Movement Speed: 15/30 (Flying) A prototype bipedal magitech machine, the Kuga is a
Fortitude: 4 (11) Willpower: 4 (11) relic of the Magitech Civilization society. Sporting little in
the way of arms and armor, Kugas were rarely operated as-
F Style Accuracy Damage Evasion Def. HP MP is, but were kept in storage until they could either be
outfitted or scrapped.
Claw 5(12) 2d+4 5(12) 3 26 -

Unique Skills
○Mimicry / 12 / Danger Sense / Neg
It mimics a stone statue. While mimicking, characters
cannot perform a Monster Knowledge check on this
monster. If character approaches it unintentionally, they
need to make a Danger check with target number 12, and
if it fails, they will be surprised. Mimicry will be
automatically ended once the monster starts to act.

147
will not be able to move, and from the next round on, any
3 Gorghan [II] p. 363 attack from this monster to the entangled target will
Int: Servant Perc: Mechanical Disp: Instructed automatically hit.
Lang: None Hab: Ruins When the target tries to escape, use de-bonding (see p.
Rep/Weak: 10/14 W.P.: Physical damage + 2 points 34).
Initiative: 9 Movement Speed: 10
Fortitude: 5 (12) Willpower: 5 (12) Loot
2–6 None
F Style Accuracy Damage Evasion Def. HP MP 7 – 11 Magical Wood (200G/Gold Green A)
Drill 2(9) 2d+8 4(11) 4 42 - 12+ High-quality Magical Wood (500G/Gold
Green A)

Unique Skills Description


○Mechanical Body A Chest Mimic has the appearance of an old, weather-
It is immune to criticals from edged weapons. beaten chest, often found in ruins as a guard for real
treasure. Able to extend and retract both arms and legs,
Loot there are some who think it is a form of golem. If a Chest
Always Iron (20G/Black B) Mimic remains still, it is often mistaken for a plain treasure
2–8 None chest, and careless adventurers will blunder right into their
9+ Crude Magitech Components (100G/Black trap.
White A)
3 Nezha [II] p. 364
Description Int: Servant Perc: Mechanical Disp: Instructed
Developed from the base Kuga, the Gorghan is a Lang: None Hab: Ruins, Undersea
machine designed not for combat, but excavation. To this Rep/Weak: 10/14 W.P.: Physical damage + 2 points
end, one hand is outfitted with a massive drill, and armor Initiative: 10 Movement Speed: 15/15 (Swimming)
is added in order to protect from flying rubble. However, Fortitude: 5 (12) Willpower: 4 (11)
in combat this drill can be used to deliver a massive blow,
giving the Gorghan a method to protect itself from F Style Accuracy Damage Evasion Def. HP MP
attackers. The other hand is a manipulator, allowing the
Gorghan to perform small, precision work. Bite 5(12) 2d+3 4(11) 4 21 -

3 Chest Mimic [I] p. 475 Unique Skills


Int: Servant Perc: Magic Disp: Instructed ○Underwater Aptitude
Lang: None Hab: Ruins It is able to move in water without penalty.
Rep/Weak: 10/14 W.P.: Accuracy +1
Initiative: 10 Movement Speed: 8 ↝Alarm
Fortitude: 5 (12) Willpower: 5 (12) Nezha can sound a loud alarm, alerting all within the
area (50m indoors, 100m underwater).
F Style Accuracy Damage Evasion Def. HP MP
Loot
Smash 4(11) 2d+4 3(10) 4 25 - 2–8 None
9+ Underwater Magitech Components
(180G/Black White A)
Unique Skills
○Mimicry / 12 / Danger Sense / Neg
It mimics a treasure chest. While mimicking, Description
characters cannot perform a Monster Knowledge check A Nezha is a 1m long construct, able to most both in
on this monster. If character approaches it unintentionally, and out of water. While physically it resembles a snake,
they need to make a Danger check with target number 12, the garish red or yellow coloring sets it apart. These robots
and if it fails, they will be surprised. Mimicry will be are responsible for patrolling specific routes known only
automatically ended once the monster starts to act. to their long-lost masters and are able to move both on
This monster can be detected with [Sense Magic] (CR land and in water in order to make their rounds. It can
I, see p.233). even patrol through narrow spaces, due to its snake-like
body.
↝Double Attack When an intruder is found, the Nezha will attack with
A Chest Mimic can make two Smash attacks each its powerful bite. If the intruder proves to be a formidable
round. opponent, the Nezha will set off a loud alarm, drawing
allies to its position.
▽Capture
If both Smash attacks from [↝Double Attack] hit the
target, the target becomes entangled by Mimic. The target

148
Part 2 Monsters

3 Lightning Stick Misc.


Unique Skills
Int: Servant Perc: Magic Disp: Instructed
Lang: None Hab: Ruins ○Earth Immunity
Rep/Weak: 10/14 W.P.: Physical damage + 2 points
○Mud Body
Initiative: 6 Movement Speed: 0
Bludgeoning weapons treat the Loam Puppet's
Fortitude: 5 (12) Willpower: 5 (12)
Defense as 5 points higher.
In addition, a Loam Puppet is immune to criticals
F Style Accuracy Damage Evasion Def. HP MP from edged weapons.
None - - 1(8) 0 10 - Loot
2–7 None
8+ Enchanted Clay (250G/Gold Green A)
Unique Skills
○Charging Barrier Description
Lightning Stick charges a small amount of lightning A golem made from clay, it is the hopes and desires of
around itself, making it less susceptible to magic. its creator given form. Typically standing around 1m, a
When it is subjected to magic damage, the calculated Loam Puppet is often humanoid in shape, though it really
damage is automatically halved first (For spells with can be any shape the creator wishes. However, it looks,
Resistance: Half it can be quartered). there are no additional benefits from changing its
↝Charge appearance. Having one constructed takes a long time,
between acquiring the materials and performing rituals to
It stores magic power around it for [↝Discharge].
infuse those materials with mana.
Lightning Stick emits a light that is clearly visible to the
surroundings.
4 GAR-UI [I] p. 477
↝Discharge / 6 (13) / Willpower / Half Int: Servant Perc: Mechanical Disp: Instructed
In “Range: 30m” and “Area: Line” Lightning Stick Lang: None Hab: Ruins
unleashes a blast of electricity, dealing 2d+4 lightning Rep/Weak: 10/14 W.P.: Lightning damage +3 points
magic damage to the targets. Initiative: 12 Movement Speed: 20
This unique skill can only be used in the round Fortitude: 7 (14) Willpower: 7 (14)
immediately following a [↝Charge].
F Style Accuracy Damage Evasion Def. HP MP
Loot
2–7 None Gun 4(11) 2d+4 3(10) 4 25 -
8 – 12 Magical Wood (200G/Gold Green A)
13+ Premium Magical Wood (500G/Gold Green
Unique Skills
A)
○Gun
The GAR-UI's Gun has a maximum magazine of 3
Description bullets and has a range of 15m.
These are 1-meter-long floating ceramic rods found at
the back of archaeological sites with a spherical ↝Reload
luminescent substance at the top tip. Fully reloads the Gun.
They were developed during the Magitech Civilization ↝Double Attack
period as a security construct. First will issue a warning A GAR-UI can make two Gun attacks each round.
when a creature comes close, when the corresponding
target enters its own warning area, it will emit an orange ○Mechanical Body
light from a luminous substance and later shoot the It is immune to criticals from edged weapons.
intruder.
Loot
Always Iron (20G/Black B)
3 Loam Puppet [I] p. 476 2–5 Bullet (2G/-) x 10
Int: Servant Perc: Magic Disp: Instructed 6–8 Crude Magitech Components (100G/Black
Lang: None Hab: Ruins White A)
Rep/Weak: 12/15 W.P.: Accuracy +1 9+ Magitech Components (300G/Black White
Initiative: 10 Movement Speed: 10 A)
Fortitude: 5 (12) Willpower: 5 (12)
Description
F Style Accuracy Damage Evasion Def. HP MP Bipedal magitech robots, a GAR-UI unit stands about
Smash 4(11) 2d+4 4(11) 2 34 - 2m tall. Seemingly built for security, they are often found
among ruins of the Magitech Civilization. When entering
combat, a GAR-UI transforms each hand into a gun to fire

149
upon intruders. These guns, however, cannot be each character. Each Accuracy Check is made with a -2
scavenged and used after the GAR-UI is defeated. penalty.
4 Ghast Knight [II] p. 365 ●Left Side
Int: Servant Perc: Magic Disp: Instructed
Lang: None Hab: Ruins ☑Cover
Rep/Weak: 7/13 W.P.: Physical damage + 2 points Dagwi can use [Cover] combat feat (see CR I: p. 286-
Initiative: 11 Movement Speed: 8 291).
Fortitude: 7 (14) Willpower: 4 (11)
↝Shield Rush / Can’t
Dagwi deals 2d physical damage to an enemy character
F Style Accuracy Damage Evasion Def. HP MP in the same skirmish it is in.
Weapon 6(13) 2d+8 5(12) 2 32 - This unique skill cannot be used on consecutive turns.

Loot
Unique Skills Always Iron (20G/Black B)
None. 2–7 None
8–9 Crude Magitech Components (100G/Black
Loot White A)
2–6 None 10+ Magitech Components (300G/Black White
7 – 11 Magical Stone (250G/Gold A) A)
12+ Dense Magic Jewel (700G/Gold A)
Description
Description It is a Magitech Civilization-era escort magitech about
These Ghast Knights have been trained to use 3 meters tall. Various types of this construct exist, but the
weapons, and still retain some martial prowess from when structure is basically the same. The right arm is made of
they were once alive. Now able to fight and move highly elastic cables and can be flexibly used as a weapon.
efficiently, their understanding of commands has grown as The left arm is equipped with a layered plate to protect
well. Lately, there have been rumors of a Ghast Knight itself and the escort target (it can also be used as a tray for
commanding other Ghasts as well. transportation).

4 Dagwi MC 4 Barringer [II] p. 366


Int: Servant Perc: Mechanical Disp: Instructed Int: Servant Perc: Mechanical Disp: Instructed
Lang: None Hab: Ruins Lang: None Hab: Ruins
Rep/Weak: 12/15 W.P.: Bludgeoning damage +3 points Rep/Weak: 11/15 W.P.: Bludgeoning damage +3 points
Initiative: 10 Movement Speed: 13 Initiative: 12 Movement Speed: 15
Fortitude: 6 (13) Willpower: 6 (13) Fortitude: 7 (14) Willpower: 6 (13)

F Style Accuracy Damage Evasion Def. HP MP


F Style Accuracy Damage Evasion Def. HP MP
Arm Smash 5(12) 2d+2 5(12) 5 30 -
(Right 6(13) 2d+5 4(11) 2 25 -
Side) Unique Skills
Shield ○Mechanical Body
(Left 7(14) 2d+2 5(12) 6 25 - It is immune to criticals from edged weapons.
Side)
☆Work Light
Illuminates a 10m radius around itself. All characters
SECTIONS
in the area do not receive any penalties for being in the
Sections: 2 (Right Side / Left Side) dark.
Main Section: None
↝Thunderbolt / 5 (12) / Willpower / Half
Unique Skills It fires mochi in a “Radius 3m/5” around itself,
inflicting 2d lightning magic damage to the targets.
●All Sections
○Mechanical Body Loot
It is immune to criticals from edged weapons. Always Iron (20G/Black B)
2–5 None
●Right Side 6–8 Crude Magitech Components (100G/Black
☑Simultaneous Attack White A)
A Dagwi Arm can attack all characters in the same 9+ Magitech Components (300G/Black White
skirmish, but a separate Accuracy Check is needed for A)

150
Part 2 Monsters

Description ○Soft Body


A large magitech machine, the Barringer was designed Bludgeoning weapons treat the Defense of Blob
to supply power to other magitech constructs and section as 5 points higher.
industrial machines on-site. They are often found around In addition, Throw or similar attacks deal no damage
other magitech robots and large machines because of this. and have no effect.

○Acidic Body
4 Flabby Golem [I] p. 478 When you attack or receive an attack from a Blob, that
Int: Servant Perc: Magic Disp: Instructed weapon or armor will melt into nothing after 24 hours.
Lang: None Hab: Ruins This can be avoided by washing the affected weapon or
Rep/Weak: 10/14 W.P.: Physical damage + 2 points armor with alcohol or wine within 24 hours.
Initiative: 13 Movement Speed: 8
Fortitude: 7 (14) Willpower: 8 (15) Loot
Always Jelly-like Material (100G/Red A)
F Style Accuracy Damage Evasion Def. HP MP 2 – 11 None
12+ Mini-Blob (1,500G/Red S)
Smash 7(14) 2d+5 5(12) 2 45 -

Description
Unique Skills A Blob is a translucent, light-green jelly that is highly
○Knowledge = Conjurers acidic (able to dissolve metal). Originally the result of a
Those with Conjurer will automatically succeed in magical experiment gone wrong, it now divides itself to
Monster Knowledge check for this monster. But they still increase its population. Occasionally, it is possible to treat
must roll to know its weak point. the site of the division of a Blob in order to neutralize its
acidity. In doing so, one can take a mini-blob as a pet.
Loot
2–8 None 4 Renzaban Misc.
9+ Treasure (200G/Gold White A) x 1d Int: Servant Perc: Mechanical Disp: Instructed
Lang: None Hab: Ruins
Description Rep/Weak: 10/15 W.P.: Lightning damage +3 points
Initiative: 10 Movement Speed: 16
Crafted from the flesh, a Flabby Golem appears to be
Fortitude: 6 (13) Willpower: 6 (13)
simplified model of a human. Standing about 2-3m tall, it
is a hideous sight to behold. Magicians rarely use Flabby
Golems as receptacles to hold treasure, and as such will F Style Accuracy Damage Evasion Def. HP MP
roll on the table for loot as normal. If a Flabby Golem is Hydraulic
6(13) 2d 7(14) 4 23 -
constructed in sight of the adventurers, any loot rolls will Gun
be automatically treated as “None”.
Unique Skills
4 Blob [I] p. 479 ▽Water Jet / 5 (12) / Fortitude / Neg
Int: None Perc: Magic Disp: Hostile If a Hydraulic Gun attack hits, the target falls prone. In
Lang: None Hab: Labyrinths addition, the target will be unable to perform Minor
Rep/Weak: 10/14 W.P.: Fire damage + 3 points Actions for 10 seconds (1 round). Characters with the
Initiative: 10 Movement Speed: 3 [Sword's Salvation / Gentle Water] racial ability are
Fortitude: 11 (18) Willpower: 9 (16) immune to this effect.
The physical damage inflicted by the Hydraulic Gun
and the effect of the [▽Water Jet] is both treated as
F Style Accuracy Damage Evasion Def. HP MP water/ice type effects.
Slam 5(12) 2d+3 4(11) 0 50 -
↝Linking
As a Major Action, a Renzaban can target another
Unique Skills Renzaban within Normal Move distance in order to
▽Engulf / 7 (14) / Fortitude / Neg increase offensive power. Each Linked Renguard gives the
If a Slam attack hits, Blob engulfs the target into its boosted Renguard a +1 bonus to Accuracy and +3 damage.
body. The target cannot move or perform any Major Up to 4 Renzaban can be Linked to another in this
Actions and suffers 2d+1 magic damage at the end of each way, for a total bonus of +4 Accuracy and +12 damage (so
of the monster's turns. a 10 (17) Accuracy, dealing 2d+12 damage, the success
The target can perform Fortitude only once in its turn, value of [▽Water Jet] will be 9(16)).
and if it succeeds, it can escape. After this check, the turn After the boosted Renzaban attacks, all Links are
ends immediately regardless of the result. disconnected.

151
Loot ○Stone Body
2–5 None A Stone Servant is immune to criticals from edged
6–9 Old Recording Device (100G/Black White A) weapons and all magic damage, with the exception of
10+ Double Capacity Recording Device Energy-type damage.
(220G/Black White A)
↝Double Attack
A Stone Servant can attack the same target twice in one
Description action with its Fists.
This is a guard construct found at Magitech
Civilization-era ruins. It has three pairs of insect-like legs Loot
on the sides of its body, which looks like an upside-down 2–5 None
cylinder. With these legs, it can move freely around walls 6 – 12 Enchanted Stone (250G/Gold A)
and ceilings. 13+ Mithril (2,600G/Gold S)
They are often encountered in large numbers, and
against a strong enemy, multiple units link up and return
fire with a single volley of hydraulic guns. Description
A golem made from stone; it is a fearsome creature to
encounter. Typically standing around 2m, a Stone Servant
5 Stone Servant [I] p. 480 appears as a great stone snake, given human arms and legs.
Int: Servant Perc: Magic Disp: Instructed Some Magic Civilization-era Stone Servants may rarely
Lang: None Hab: Labyrinths have mithril worked into their forms and were capable of
Rep/Weak: 11/15 W.P.: Accuracy +1 receiving rather complex instructions from their creators.
Initiative: 13 Movement Speed: 18 However, there is currently no one known to have the skill
Fortitude: 13 (20) Willpower: 13 (18) to create such works, and the few animate Stone Servants
from that time continue to follow their ancient
F Style Accuracy Damage Evasion Def. HP MP constructor's instructions, disregarding anything and
anyone else.
Fist 8(15) 2d+6 6(13) 7 38 -
Having one constructed takes a long time, between
acquiring the materials and performing rituals to infuse
Unique Skills those materials with mana. Such construction is incredibly
difficult and is rarely seen in modern times.
○Knowledge = Conjurers
Those with Conjurer will automatically succeed in
Monster Knowledge check for this monster. But they still
must roll to know its weak point.

152
Part 2 Monsters

5 Deck Chest Trap [II] p. 367 F Style Accuracy Damage Evasion Def. HP MP
Main
Int: Servant Perc: Magic Disp: Instructed
Battery 7(14) 2d+10 8(15) 3 30 -
Lang: None Hab: Ruins
(Turret)
Rep/Weak: 9/13 W.P.: Accuracy +1
Initiative: 12 Movement Speed: 14 Machine
Fortitude: 8 (15) Willpower: 8 (15) Gun 9(16) 2d+5 7(14) 6 40 -
(Chassis)

F Style Accuracy Damage Evasion Def. HP MP


SECTIONS
Smash 7(14) 2d+6 6(13) 6 34 -
Sections: 2 (Turret / Chassis)
Main Section: None
Unique Skills
○Mimicry / 15 / Danger Sense / Neg Unique Skills
It can mimic treasure chests, furniture, and doors. ●All Sections
While mimicking, characters cannot perform a Monster
Knowledge check on this monster. If character ○Gun
approaches it unintentionally, they need to make a Danger The Main Battery is a Gun weapon that has a range of
check with target number 15, and if it fails, they will be 30 meters and a maximum magazine of 1. The Machine
surprised. Mimicry will be automatically ended once the Gun is a Gun weapon that has a range of 10 meters and a
monster starts to act. maximum magazine of 6.
This monster can be detected with [Sense Magic] (CR ↝Reload
I, see p.233). Fully reloads the Main Battery and Machine Gun.
↝Twin Strike & Double Attack
A Deck Chest Trap can make two Smash attacks each
○Precise Shot & Hawk Eye
round, though each attack requires its own Accuracy Attacks fired into a skirmish cannot misfire. Also, it
check. They may choose to attack different characters with can shoot through covers.
each attack. ○Mechanical Body
▽Capture It is immune to criticals from edged weapons.
If both Smash attacks from [↝Double Attack] hit the
target, the target becomes entangled by Deck Chest Trap.
●Chassis
The target will not be able to move, and from the next ☆Anti-Personnel Missile / 6 (13) / Fortitude /
round on, any attack from this monster to the entangled Neg
target will automatically hit. DOOM attacks by firing shrapnel in a Radius 6m/20
When the target tries to escape, use de-bonding (see p. around itself, dealing 15 physical damage.
34). This unique skill can only be used once per round, up
to a total of two times.
Loot ○Attack Obstacle = Impossible • None
2–5 None DOOM size prevents attacks.
6–9 Magical Wood (200G/Gold Green A) The Turret of the DOOM cannot be engaged in melee
10+ Premium Magical Wood (500G/Gold Green combat, this unique skill is lost when Chassis has 0 or less
A) HP.

Description Loot
Always Iron (20G/Black B)
A stronger version of a Chest Mimic, the Deck Chest
2–7 None
Trap can disguise itself as a variety of ordinary furniture,
such as bookcases, doors, beds, etc. While magic can 8 – 10 Magitech Components (300G/Black White
immediately find out if there is one of these clever beasts A)
in hiding, trained adventurers also have a bit of a “sixth 11+ Rare Magitech Components (900G/Black
sense” about such monsters. Carelessly wandering through White A)
dungeons, however, will only allow these monsters to
surprise the unwary. Description
The DOOM series of magitech robots were used
5 DOOM [I] p. 481 during the Magitech Civilization period as large-scale
combat machines. Built with four legs and a rotating turret,
Int: Servant Perc: Mechanical Disp: Instructed
they can move rather quickly and fire at moving targets
Lang: None Hab: Ruins
without trouble. If one manages to disable a DOOM unit,
Rep/Weak: 11/15 W.P.: Lightning damage +3 points
they will likely find highly technical magitech components
Initiative: 12 Movement Speed: 20
that cannot be replicated. These components could fetch
Fortitude: 8 (15) Willpower: 8 (15)
a good amount of money to the right buyer.

153
COMMON ABILITIES OF FAMILIARS II ○Frog’s Body
The frog can move underwater. Its mobility is equal to
Translators Note: Same as usual Familiars, Familiars that of a normal frog.
II were revised in the next released supplement Wizards
Tome which has been already translated. I’ve decided to
put them also here instead of ones presented in Core 5 Familiar II: Bird [III] p. 364
Rulebook I and reprinted in the original Barbarous Tales. Int: Average Perc: Shared with Caster Disp: Instructed
Lang: Arcana Hab: Various
All Familiars II share the same common skills as Rep/Weak: 10/- W.P.: None
constructs and as Familiars. Below you can find their Initiative: 16 Movement Speed: 30 (Flying)
combined list of features. Fortitude: -(-) Willpower: -(-)
○Familiar
F Style Accuracy Damage Evasion Def. HP MP
Familiar’s Master still can have only one familiar,
regardless of whether it is a Familiar II or Familiar. Beak 7(14) 2d+6 7(14) 4 - 18
Contract cancelation is the same as with Familiars. Rules
for Familiar II below are the same as Familiar.
Unique Skills
○Familiars Knowledge = Sorcerer class ○Improved Familiar
It has “Common Abilities of Familiars II”.
○No HP
○Shared MP ○Bird's Body
○One Mind, One Character Capable of flight. Physical ability is that of a normal
bird.
○Resistance Sharing
○Senses Sharing ○Flight
A Bird Familiar receives a +1 bonus to Accuracy (only
○Fall Resistance
for melee attacks) and Evasion while flying.
○No Loot
↝Shared Visibility 5 Familiar II: Cat [III] p. 363
The Master may cast spells as though they were in the Int: Average Perc: Shared with Caster Disp: Instructed
location of the Familiar II, using the sight of the Familiar Lang: Arcana Hab: Various
II to direct the spell. Rep/Weak: 10/- W.P.: None
If spell cast with Major Action, both the Master and Initiative: 15 Movement Speed: 12
Familiar II must spend their Major Action to cast a spell. Fortitude: -(-) Willpower: -(-)
If spell cast with Minor Action then no Actions are needed
from Familiar II.
F Style Accuracy Damage Evasion Def. HP MP
○Free Will Claw 8(15) 2d+8 8(15) 5 - 15
Improved Familiars have their own free will and can
communicate via the Arcana Language. However, they are
always extremely loyal to their Master, and will never act Unique Skills
in a way that betrays that loyalty. ○Improved Familiar
It has “Common Abilities of Familiars II”.

○Cat's Body
5 Familiar II: Frog [III] p. 365 Can pass through narrow gaps, etc. Physical ability is
Int: Average Perc: Shared with Caster Disp: Instructed the same as an ordinary housecat.
Lang: Arcana Hab: Various
Rep/Weak: 10/- W.P.: None ○Gives Darkvision
Initiative: 13 Movement Speed: 5/10 (Swimming) Shares its Darkvision with the Master.
Fortitude: -(-) Willpower: -(-)

F Style Accuracy Damage Evasion Def. HP MP


Tongue 7(14) 2d+5 6(13) 4 - 21

Unique Skills
○Improved Familiar
It has “Common Abilities of Familiars II”.

154
Part 2 Monsters

5 Homunculus New 5 Rigaqua [II] p. 368


Int: Average Perc: Five senses Disp: Neutral Int: Servant Perc: Mechanical Disp: Instructed
Lang: Trade Common, Arcana Hab: Various Lang: None Hab: Ruins
Rep/Weak: 10/15 W.P.: Physical damage + 2 points Rep/Weak: 11/15 W.P.: Lightning damage +3 points
Initiative: 14 Movement Speed: 16 Initiative: 13 Movement Speed: 15/20 (Swimming)
Fortitude: 7 (14) Willpower: 8 (15) Fortitude: 7 (14) Willpower: 7 (14)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Weapon 7(14) 2d+4 6(13) 6 39 37 Weapon 7(14) 2d+5 6(13) 5 40 -

Unique Skills Unique Skills


↝Truespeech Magic, Spiritualism Magic 3 ○Underwater Aptitude
Level / Magic Power 6 (13) It is able to move in water without penalty.
○☑↝Magic Aptitude ○Mechanical Body
They can use the Combat Feats [Guided Magic], It is immune to criticals from edged weapons.
[Magic Convergence], [Hawk Eye], [Metamagic/Targets]
and [Wordbreak]. ↝Twin Strike & Double Attack
A Rigaqua can make two Weapon attacks each round,
Loot though each attack requires its own Accuracy check. They
may choose to attack different characters with each attack.
Always Jelly-like Material (100G/Red A)
2 – 12 None
Loot
13+ Ancient Writings (2,000G/White S)
Always Iron (20G/Black B)
Always Underwater Magitech Components
Description (180G/Black White A)
It is a man-made human that is believed to have been 2–9 Crude Magitech Components (100G/Black
created during the time of the magic civilization Durandal. White A)
Although they are completely human-like in appearance, 10+ Magitech Components (300G/Black White
they are always expressionless and do not change their A)
facial expressions.
Rarely, they are found at ancient sites in a sleeping state
in a large cylinder filled with liquid. They have a short life Description
span, melting and dying within a year or so of emerging A magitech machine designed for underwater
from their cylinders, and they sometimes hold valuable movement, the Rigaqua's streamlined chassis allows it to
knowledge of the magic civilization period, and unopened move and fight underwater with ease. Dealing with even
cylinders can be bought by magicians for tens of thousands one while underwater will be a difficult task.
of gamels.

155
6 Thing New F Style Accuracy Damage Evasion Def. HP MP
Int: None Perc: Magic Disp: Hostile Beak 9(16) 2d+5 9(16) 5 38 87
Lang: None Hab: Various
Rep/Weak: 11/15 W.P.: Fire damage + 3 points
Initiative: 12 Movement Speed: 12 Unique Skills
Fortitude: 9 (16) Willpower: 9 (16) ○Knowledge = Conjurers
Those with Conjurer will automatically succeed in
F Style Accuracy Damage Evasion Def. HP MP Monster Knowledge check for this monster. But they still
must roll to know its weak point.
Slam 8(15) 2d+8 6(13) 8 51 -
↝Truespeech Magic 6 Level / Magic Power 8
(15)
Unique Skills
○Soft Body ○Flight
Bludgeoning weapons treat the Defense of Thing as 5 A Hummingbird receives a +1 bonus to Accuracy
points higher. (only for melee attacks) and Evasion while flying.
In addition, Throw or similar attacks deal no damage
and have no effect. Loot
Always Small Gemstones (100G/Gold A)
○Acidic Body 2–5 None
When you attack or receive an attack from a Thing, 6 – 12 Magical Stone (250G/Gold A)
that weapon or armor will melt into nothing after 24 hours. 13+ Mithril (2,600G/Gold S)
This can be avoided by washing the affected weapon or
armor with alcohol or wine within 24 hours.
○Mimicry / 15 / Danger Sense / Neg Description
It can mimic other living creatures. It can take the form It is a construct in the shape of a small crow, about 15
of any creature up to the size of a human that it has cm in length. It is made of stone, covered with colorful
encountered. While mimicking, characters cannot feathers on its surface, and has a gem inlaid on its head. It
perform a Monster Knowledge check on this monster. If can also make cawing noises like a real little crow and can
character approaches it unintentionally, they need to make use Truespeech Magic. It was mainly created during the
a Danger check with target number 15, and if it fails, they magic civilization period to guard specified rooms in the
will be surprised. Mimicry will be automatically ended ruins.
once the monster starts to act.
This monster can be detected with [Sense Magic] (CR 6 Mirror Golem New
I, see p.233).
Int: Servant Perc: Magic Disp: Instructed
Lang: None Hab: Labyrinths, Ruins
Loot
Rep/Weak: 11/16 W.P.: Physical damage + 2 points
Always Jelly-like Material (100G/Red A) Initiative: 12 Movement Speed: 12
2–9 None Fortitude: 9 (16) Willpower: 9 (16)
10+ Mini Blob (1,500H/Red S)
F Style Accuracy Damage Evasion Def. HP MP
Description Glass
It is a deep blue, jelly-like, amorphous creature, a Blade
8(15) 2d+7 7(14) 5 40 -
subspecies of the Blobs (see p. 151), and is virtually (Right
indistinguishable from it in appearance, but it has the Side)
ability to mimic creatures and engulf the unwary Glass
approaching creatures. The unfortunate prey will be Blade
8(15) 2d+7 7(14) 5 40 -
eventually assimilated into a part of the Thing. (Left
Rarely, even after being killed, its body parts may still Side)
move, and like the Blob, they can be used as pets.
SECTIONS
6 Hummingbird New Sections: 2 (Right Side / Left Side)
Int: Servant Perc: Magic Disp: Instructed Main Section: None
Lang: Arcana Hab: Ruins
Rep/Weak: 12/16 W. P .:: Bludgeoning damage +3 points Unique Skills
Initiative: 14 Movement Speed: 15 (Flying)
Fortitude: 7 (14) Willpower: 9 (16)
●All Sections
○Knowledge = Conjurers
Those with Conjurer will automatically succeed in
Monster Knowledge check for this monster. But they still
must roll to know its weak point.

156
Part 2 Monsters

▽Magic Reflection
If Mirror Golem succeeds in Willpower against the
7 Queen DOOM [I] p. 482
spell, it does not receive any effect, regardless of the type Int: Servant Perc: Mechanical Disp: Instructed
of resistance of the spell. The spell is reflected back to the Lang: None Hab: Ruins
caster, and the caster must perform Willpower against it. Rep/Weak: 13/17 W.P.: Lightning damage +3 points
If the reflected spell's caster is initially one of the Initiative: 13 Movement Speed: 18
targets, the spell affects the caster only once. Fortitude: 13 (20) Willpower: 10 (17)

▽Flying Debris/Can't F Style Accuracy Damage Evasion Def. HP MP


When damaged, small pieces of debris are scattered Main
around Mirror Golem. A character who makes a melee Battery 8(15) 2d+12 10(17) 3 30 -
attack against this monster and deals 1 or more points of (Turret)
applied damage will receive 1d magic damage. Main
☑Aimed Attack Battery 8(15) 2d+12 10(17) 3 30 -
When attacking, the Mirror Golem can gain a +2 (Turret)
bonus to Accuracy but receives a -4 penalty to damage Machine
dealt when doing so. Gun 11(18) 2d+8 8(15) 6 50 -
(Chassis)
Loot Machine
2–4 None Gun 11(18) 2d+8 8(15) 6 50 -
5 – 11 Clear Jewel (200G/Gold Red A) (Chassis)
12+ Mithril (2,600G/Gold S)
SECTIONS
Description Sections: 4 (Turret x 2 / Chassis x 2)
This golem is made of glass, and its entire body is like Main Section: Y
a mirror. They are usually 2-3 meters long, and many are
knightly in appearance, with arms sharp like swords. They Unique Skills
were mainly made during the magic civilization period to ●All Sections
guard the rooms and corridors of the ruins.
○Gun
The Main Battery is a Gun weapon that has a range of
7 Ghast Bishop New 30 meters and a maximum magazine of 1. The Machine
Int: Servant Perc: Magic Disp: Instructed Gun is a Gun weapon that has a range of 10 meters and a
Lang: None Hab: Ruins maximum magazine of 6.
Rep/Weak: 9/15 W.P.: Physical damage + 2 points
↝Reload
Initiative: 15 Movement Speed: 15
Fully reloads the Main Battery and Machine Gun.
Fortitude: 10 (17) Willpower: 8 (15)
○Precise Shot & Hawk Eye
F Style Accuracy Damage Evasion Def. HP MP Attacks fired into a skirmish cannot misfire. Also, it
can shoot through covers.
Arm 11(18) 2d+12 10(17) 5 49 -
○Mechanical Body
It is immune to criticals from edged weapons.
Unique Skills
None. ▽Protective Shield Deployment
When the Queen DOOM takes fire, water/ice, wind,
Loot earth, or lightning type damage, a protective shield forms
2–6 Magical Stone (250G/Gold A) around it, nullifying any subsequent attacks of the same
7+ Dense Magic Jewel (700G/Gold A) element.
Once a new protective shield is put up, the previous
protective shield loses its effectiveness.
Description
It is a Ghast (see p. 145) that has grown to an ●Chassis
immensely powerful level, often leading an army of Ghasts ○Attack Obstacle = Impossible • None
and playing the role of Ghast leader.
Queen DOOM size prevents attacks.
The Turret sections of the DOOM cannot be engaged
in melee combat, this unique skill is lost when any Chassis
section has 0 or less HP.
▽Stranded
If the HP of all Chassis sections is reduced to 0 or less,
the Turret sections receive a -4 penalty to Evasion checks.

157
Loot will receive a -2 penalty to Evasion, but any character
Always Iron (20G/Black B) falling on a softened floor will take no damage.
2–9 Magitech Components (300G/Black White Ignition / 10 (17)/ Willpower / Half: The Sinker
A) House sets the floor on fire, dealing 2d-2 fire magic
10 – 12 Rare Magitech Components (900G/Black damage to all characters standing on it.
White A) Freezing: The floor becomes icy and slippery. All
13+ Mysterious Magitech Components characters standing on the floor receive a -2 penalty on
(2,400G/Black White S) their Accuracy checks. In addition, at the end of their turn,
they must make check 2d + Adventurer Level + Agility
modifier with target number 13, falling prone if they fail
Description this check.
A huge weapon made solely for combat; the Queen
DOOM is a marvelous relic from the Magitech Loot
Civilization. Armed with a machine gun on each arm and 2–6 None
two shoulder-mounted cannons, a Queen DOOM races 7 – 10 Premium Magical Wood (500G/Gold Green
across the skirmish on its eight legs to destroy anything in A)
its way. Each weapon is independently operated, and so 11+ Luxury Magical Wood (3,600G/Gold Green
the Queen DOOM has four attacks each round, firing off S)
an incredible amount of artillery at their target.
As with the DOOM series, the Queen DOOM units
are made with fabulously rare magitech materials. If one Description
can defeat a Queen DOOM without destroying these A monster that mimics a small traveler's hut, room, or
materials, they can command stunningly high prices. other such building, the Sinker House is deceptively
dangerous. Fitting in an area usually around 5m in height,
width, and depth, the Sinker House can be attacked
8 Sinker House [II] p. 370 through the floor or walls. The house can create a large
Int: Low Perc: Magic Disp: Instructed conical drill to attack the inhabitants, changing the floor to
Lang: None Hab: Ruins make it more dangerous for the inhabitants all the while.
Rep/Weak: 14/18 W.P.: Physical damage + 2 points While the Sinker House is often seen as a small hut, it
Initiative: 8 Movement Speed: 5 can actually appear as any kind of room, both indoor and
Fortitude: 10 (17) Willpower: 10 (17) outdoor, in order to trap victims inside. However, these
rooms do appear to be slightly distorted, and this
F Style Accuracy Damage Evasion Def. HP MP distortion can give away the Sinker House's mimicry.
Additionally, Gargoyles and other flying creatures find
Drill 12(19) 2d+7 3(10) 7 60 - the interior quite welcoming, which only makes it all the
more dangerous for unaware adventurers.
Unique Skills
○Mimicry / 18 / Danger Sense / Neg 8 Rock Golem [II] p. 369
It can mimic rooms. While mimicking, characters Int: Servant Perc: Magic Disp: Instructed
cannot perform a Monster Knowledge check on this Lang: None Hab: Labyrinths, Ruins
monster. If character approaches it unintentionally, they Rep/Weak: 13/18 W.P.: Energy damage +3 points
need to make a Danger check with target number 18, and Initiative: 8 Movement Speed: 10
if it fails, they will be surprised. Mimicry will be Fortitude: 11 (18) Willpower: 11 (18)
automatically ended once the monster starts to act.
This monster can be detected with [Sense Magic] (CR F Style Accuracy Damage Evasion Def. HP MP
I, see p.233). Fist
↝Triple Attack (Right 10(17) 2d+14 7(14) 12 45 -
Sinker House can attack same target with three attacks. Side)
Fist
☆Room Rotation (Left 10(17) 2d+14 7(14) 12 45 -
Sinker House can flip itself 180 degrees, swapping the Side)
floor and ceiling. All non-flying characters will fall 5m
(taking fall damage) and will fall prone.
This unique skill can only be used once per round and
SECTIONS
cannot be used on consecutive turns. Sections: 2 (Right Side / Left Side)
Main Section: None
☆Floor Change
Sinker House changes the floor of the room to one of
the following states. This unique skill can be used only
once per round.
Softening: The Sinker House can make the floor soft
and difficult to walk on. Characters standing on the floor

158
Part 2 Monsters

Unique Skills ○Precise Shot & Hawk Eye


●All Sections Attacks fired into a skirmish cannot misfire. Also, it
can shoot through covers.
○Knowledge = Conjurers
Those with Conjurer will automatically succeed in ○Mechanical Body
Monster Knowledge check for this monster. But they still It is immune to criticals from edged weapons.
must roll to know its weak point.
▽Protective Shield Deployment
○Rock Body When the War DOOM takes fire, water/ice, wind,
The Rock Golem is immune to criticals from edged earth, or lightning type damage, a protective shield forms
weapons and all non-Energy-type Magic damage. around it, nullifying any subsequent attacks of the same
element.
☑Aimed Attack Once a new protective shield is put up, the previous
When attacking, the Rock Golem can gain a +2 bonus protective shield loses its effectiveness.
to Accuracy but receives a -4 penalty to damage dealt when
doing so. ●Chassis
○Attack Obstacle = Impossible • None
Loot War DOOM size prevents attacks.
2–8 Magical Stone (250G/Gold A) The Turret sections of the DOOM cannot be engaged
9+ Mithril (2,600G/Gold S) in melee combat, this unique skill is lost when any Chassis
section has 0 or less HP.
Description ▽Stranded
Rock Golems are humanoid constructs built entirely If the HP of all Chassis sections are reduced to 0 or
out of rocks of various sizes and stand menacingly around less, the Turret sections receives a -4 penalty to Evasion
3m tall. Their construction allows them to ignore criticals checks.
from a number of different sources, pure energy being one
of the few things to damage the construct actually seriously.
Loot
Always Iron Ingot (100G/Black A)
9 War DOOM [II] p. 371 2–8 Rare Magitech Components (900G/Black
Int: Servant Perc: Mechanical Disp: Instructed White A)
Lang: None Hab: Ruins 9+ Mysterious Magitech Components
Rep/Weak: 14/18 W.P.: Lightning damage +3 points (2,400G/Black White S)
Initiative: 14 Movement Speed: 18
Fortitude: 14 (21) Willpower: 11 (18) Description
A massive machine made solely for war; the War
F Style Accuracy Damage Evasion Def. HP MP DOOM was the pinnacle of the DOOM series of robots.
Main Built during the Magitech Civilization period, these
Battery 9(16) 2d+20 11(18) 6 40 - machines were mass-produced and sent to fight
(Turret) innumerable battles. With a cannon the size of a human
Machine torso, antipersonnel missiles, and a pair of machine guns,
Gun 12(19) 2d+10 9(16) 9 60 - its offensive power is unmatched. Additionally, it retains
(Chassis) the protective shielding from the Queen DOOM models
Machine as well, giving it substantial defenses. A true killing
Gun 12(19) 2d+10 9(16) 9 60 - machine.
(Chassis)

SECTIONS
Sections: 3 (Turret / Chassis x 2)
Main Section: None

Unique Skills
●All Sections
○Gun
The Main Battery is a Gun weapon that has a range of
30 meters and a maximum magazine of 1. The Machine
Gun is a Gun weapon that has a range of 10 meters and a
maximum magazine of 6.
↝Reload
Fully reloads the Main Battery and Machine Gun.

159
9 Bronze Golem New 10 Alchemy Tooth [III] p. 366
Int: Servant Perc: Magic Disp: Instructed Int: Animal Perc: Magic Disp: Hostile
Lang: None Hab: Labyrinths, Ruins Lang: None Hab: Forests, Ruins, Caves
Rep/Weak: 14/20 W.P.: Energy damage + 3 points Rep/Weak: 14/17 W.P.: Physical damage + 2 points
Initiative: 9 Movement Speed: 11 Initiative: 14 Movement Speed: 18
Fortitude: 12 (19) Willpower: 12 (19) Fortitude: 12 (19) Willpower: 13 (20)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Fist Bite 14(21) 2d+9 11(18) 10 68 -
(Right 11(18) 2d+16 8(15) 14 50 -
Side)
Fist Unique Skills
(Left 11(18) 2d+16 8(15) 14 50 -
▽Golden Disease / 15 (22) / Fortitude / Neg
Side)
If the Bite attack hits, it infects the target with a disease
called “Golden Disease”.
SECTIONS Target immediately receives a 2d disease magic
Sections: 2 (Right Side / Left Side) damage, as well as an additional 1d disease magic damage
Main Section: None at the end of each round (no additional checks are needed
in that case).
As the disease deals with damage, golden spots spread
Unique Skills
from the wound, eventually turning the whole-body gold.
●All Sections If the target dies from this disease, after 24 hours their
○Knowledge = Conjurers entire body is stiff gold, and the character cannot be
Those with Conjurer will automatically succeed in resurrected.
Monster Knowledge check for this monster. But they still The Golden Serum earned from defeating an
must roll to know its weak point. Alchemy Tooth can be used to cure this disease (but not
the HP lost). If taken in advance, it will prevent the
○Bronze Body character from catching this disease for up to 24 hours.
The Bronze Golem is immune to criticals from edged Major Action is needed to take Golden Serum.
weapons and all non-Energy-type Magic damage.
▽Continuous Attack
☑Aimed Attack If an Alchemy Tooth successfully hits a target in melee,
When attacking, the Bronze Golem can gain a +2 they may make a second attack against the same target.
bonus to Accuracy but receives a -4 penalty to damage
dealt when doing so. Loot
Always Golden Serum (300G/Gold A) x 1d
Loot 2–8 None
2–7 Magic Bronze (420G/Gold Black A) 9+ Golden Scales (600G/Gold Red A)
8+ Mithril (2,600G/Gold S)
Description
Description The Alchemy Tooth is a small snake construct that was
It is a golem made of bronze with a length of about 3- designed to deliver poisons and diseases through its bite.
4 meters. This monster can be created with [Create This particular construct has a bacterium that causes what
Golem] if the GM allows it. The cost is 24 MP, and is called the Golden Disease, as it eventually turns a
Enchanted Bronze (4,000G) is required. person's entire body into gold. It is thought that the ancient
wizard who created the Alchemy Tooth did so in order to
collect creatures, obsessing over anatomy that they could
not carve themselves.
While someone with the Golden Disease eventually
dies and stiffens into a golden statue, their entire body is
not actually gold. However, unscrupulous salesmen will
attempt to sell these bodies as golden statues in hopes of
duping people out of their hard-earned money.

160
Part 2 Monsters

10 Gas Stalker New 10 Floor Mimic New


Int: Servant Perc: Magic Disp: Instructed Int: Servant Perc: Magic Disp: Instructed
Lang: None Hab: Labyrinths, Ruins Lang: None Hab: Ruins
Rep/Weak: 13/19 W.P.: Fire & Wind damage +3 points Rep/Weak: 16/20 W.P.: Physical damage + 2 points
Initiative: 18 Movement Speed: 20 (Floating) Initiative: 10 Movement Speed: 10
Fortitude: 13 (20) Willpower: 9 (16) Fortitude: 12 (19) Willpower: 12 (19)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Arm 13(20) 2d+15 9(16) 7 68 - Arm 14(21) 2d+10 10(17) 12 85 -

Unique Skills Unique Skills


○Invisible Assassin / 18 / Danger Sense / Neg ○Mimicry / 20 / Danger Sense / Neg
If a character approaches a location where this It can mimic a floor. While mimicking, characters
monster is lurking, they need to make a Danger Sense cannot perform a Monster Knowledge check on this
check with target number 18. If they fail, they will be taken monster. If character approaches it unintentionally, they
by surprise by this monster. need to make a Danger check with target number 20, and
if it fails, they will be surprised. Mimicry will be
○Gaseous Form automatically ended once the monster starts to act.
The Gas Stalker is immune to criticals from all non- This monster can be detected with [Sense Magic] (CR
fire or wind types of damage. I, see p.233).
▽Convulsive Poison / 11 (18) / Fortitude / Neg ↝Rampage / Can't
If the Arm attack hits, the target receives a -1 penalty All characters in the same skirmish where the Floor
to any action checks for 1 minute (6 rounds). This effect Mimic is are dealt “2d + (1/5 of the Floor Mimic's
is cumulative. remaining HP)” points of physical damage.
This effect is of the poison type.
Loot
Loot 2–9 Premium Magical Wood (500G/Gold Green
2–8 Dense Magic Jewel (700G/Gold A) A)
9+ Magic Stones (1,900G/Gold S) 10+ Luxury Magical Wood (3,600G/Gold Green S)

Description Description
The construct is thought to be an enhanced version of These constructs mimic the floor of ruins and other
Ghast and looks like a humanoid made of black or gray places and surprise approaching creatures. It can attack,
gas. However, it is usually difficult to notice its presence slam and kick enemies with ease.
because the gas is usually diffused into the air.
They were mainly created during the magic civilization
period to protect specific areas such as rooms and
corridors in the ruins, and once a battle is initiated, they
do not disappear by spreading gas until the enemy is
repelled.

161
11 Iron Golem [II] p. 373 F Style Accuracy Damage Evasion Def. HP MP
Main
Int: Servant Perc: Magic Disp: Instructed
Battery 13(20) 2d+15 14(21) 11 70 -
Lang: None Hab: Labyrinths, Ruins
(Chassis)
Rep/Weak: 16/22 W.P.: Energy damage +3 points
Initiative: 9 Movement Speed: 12 Machine
Fortitude: 14 (21) Willpower: 14 (21) Gun 15(22) 2d+11 13(20) 9 55 -
(Wing)
Machine
F Style Accuracy Damage Evasion Def. HP MP Gun 15(22) 2d+11 13(20) 9 55 -
Fist (Wing)
(Right 12(19) 2d+18 9(16) 16 60 -
Side) SECTIONS
Fist Sections: 3 (Chassis / Wing x 2)
(Left 12(19) 2d+18 9(16) 16 60 - Main Section: None
Side)
Unique Skills
●All Sections
SECTIONS
Sections: 2 (Right Side / Left Side)
○Gun
Main Section: Y The Main Battery is a Gun weapon that has a range of
30 meters and a maximum magazine of 1. The Machine
Gun is a Gun weapon that has a range of 10 meters and a
Unique Skills maximum magazine of 6.
●All Sections
↝Reload
○Knowledge = Conjurers Fully reloads the Main Battery and Machine Gun.
Those with Conjurer will automatically succeed in
Monster Knowledge check for this monster. But they still ○Precise Shot & Hawk Eye
must roll to know its weak point. Attacks fired into a skirmish cannot misfire. Also, it
can shoot through covers.
○Iron Body
The Iron Golem is immune to criticals from edged ○Mechanical Body
weapons and all non-Energy-type Magic damage. It is immune to criticals from edged weapons.
☑Improved Aimed Attack ▽Protective Shield Deployment
When attacking, the Iron Golem can gain a +4 bonus When the War DOOM takes fire, water/ice, wind,
to Accuracy but receives a -8 penalty to damage dealt when earth, or lightning type damage, a protective shield forms
doing so. around it, nullifying any subsequent attacks of the same
element.
Loot Once a new protective shield is put up, the previous
2–7 Magic Iron Ingot (680G/Gold Black A) protective shield loses its effectiveness.
8 – 12 Mithril (2,600G/Gold S)
13+ Pure Mithril (8,800G/Gold S) ●Chassis
☆Anti-Personnel Missile / 15 (22) / Fortitude /
Neg
Description
Aero DOOM attacks by firing shrapnel in a Radius
A massive golem, Iron Golems tower over most 6m/20 around itself, dealing 2d+25 physical damage.
adventurers at a whopping 5m tall. Even more dangerous This unique skill can only be used once per round, up
than a Rock Golem, an Iron Golem is not to be trifled with to a total of two times.
by even the most experienced adventuring party.
●Wing
○Flight
An Aero DOOM receives a +1 bonus to Accuracy
(only for melee attacks) and Evasion while flying.
If one of the Wings falls to 0 HP or lower, this unique
11 Aero DOOM New skill cannot be used.
Int: Servant Perc: Mechanical Disp: Instructed
Lang: None Hab: Ruins Loot
Rep/Weak: 16/20 W. P .: Lightning damage +3 points Always Iron Ingot (100G/Black A)
Initiative: 17 Movement Speed: 13/23 (Flying) 2–8 Rare Magitech Components (900G/Black
Fortitude: 16 (23) Willpower: 13 (20) White A)
9 – 12 Mysterious Magitech Components
(2,400G/Black White S)
13+ High-Quality Magitech Components
(7,600G/Black White S)

162
Part 2 Monsters

Description F Style Accuracy Damage Evasion Def. HP MP


This is a Magitech Civilization-era flying combat Slam 14(21) 2d+16 14(21) 11 77 90
magitech. It can attack from above using its powerful guns,
while at the same time protecting itself with a defensive
shield. For this reason, it is believed that during the Unique Skills
Magitech Civilization period, it was used for aggressive ↝Triple Attack & Inconsistent
airborne attacks against barbarous. Buckbaird can take tree Major Actions in one round.
They are chosen at random from among six types of
12 Evil Index [III] p. 367 attacks and five types of eye rays.
Int: Low Perc: Magic Disp: Hostile ↝Eye Ray / 15 (22) / Willpower / Neg
Lang: Arcana Hab: Ruins With “Range: 20m” and “Area: Shot”, a ray of light is
Rep/Weak: 15/18 W.P.: Fire damage + 3 points shot from the magic eye at one enemy character.
Initiative: 18 Movement Speed: 15 (Floating) Buckbaird has five types of rays. A character cannot be
Fortitude: 14 (21) Willpower: 16 (23) targeted by more than one Eye Ray but can be targeted by
Slams and one Eye Ray.
F Style Accuracy Damage Evasion Def. HP MP 1: Paralyzing Ray The target reduce both their
Dexterity and Agility by -12 points (to a minimum of 0) for
Slam 14(21) 2d+11 14(21) 13 93 116 30 seconds (3 rounds). For fixed value characters, each
paralyzing ray adds a -2 penalty to Accuracy and Evasion
checks, respectively. This effect is cumulative.
Unique Skills
2: Sleep Ray The target falls in a deep sleep for 3
○2 Actions hours. This effect is of the psychic type. Target cannot be
Evil Index can perform two Major Actions in one woken up by normal means. This effect can be dispelled
round. via magic means by contested check.
3: Frost Ray Frost Ray deals to the target 2d+20
↝Truespeech Magic, Spiritualism Magic 10
water/ice damage.
Level / Magic Power 15 (22) 4: Brainwashing Ray Those affected will follow the
○☑↝Magic Aptitude Buckbaird's orders and move to protect it for the next one
An Evil Index can use the Combat Feats [Guided minute (6 rounds). Orders given cannot be harmful to the
Magic], [Magic Convergence], [Magic Control], target. In the absence of a specific command, the target
[Metamagic/Targets], [Metamagic/Distance], will act to protect the Buckbaird. This effect is of the
[Metamagic/Time], [Metamagic/Area], [Hawk Eye] and psychic type.
[Wordbreak]. 5: Rust Ray Those affected lose all metal objects of
A-Rank or lower, including weapons, armor, shields, and
ornaments.
Loot
S-Rank metal objects, as well as those from the Magic
Always Golden Bookmark (1,000G/Gold White S)
Civilization and earlier, remain unaffected.
2–6 Ordinary Grimoire (500G/White A)
7 – 12 Esoteric Spellbook (1,500G/White S) ○Flight
13+ Sophisticated Research Data (4,000G/White A Buckbaird receives a +1 bonus to Accuracy (only for
S) melee attacks) and Evasion while flying.

Description
A strange construct, the Evil Index appears to be an
ordinary thick book. However, it can fly through the air
and use the sharp fangs that line its binding in order to
attack any would-be thieves, appearing to laugh after doing
so. It is thought that this is actually a trap monster, built to
disguise itself among other books and protect the wizard's
home and research from intruders. Numerous spells are
written within, and the Evil Index is capable of using these
spells in order to protect itself and the wizard's trove.

12 Buckbaird [II] p. 374


Int: High Perc: Magic Disp: Hostile
Lang: None Hab: Labyrinths, Ruins
Rep/Weak: 18/21 W.P.: Physical damage + 2 points
Initiative: 18 Movement Speed: 14 (Flying)
Fortitude: 16 (23) Willpower: 16 (23)

163
Loot The monster's melee attacks are treated as if made with
Always Giant Eyeball (500G/Red A) a silver weapon.
2–8 Crystallized Magical Eye (1,000G/Gold Red ☑Aimed Attack
S) When attacking, the Silverwing can gain a +2 bonus to
9 – 12 Crystallized Magical Eyes (1,000G/Gold Red Accuracy but receives a -4 penalty to damage dealt when
S) x 1d doing so.
13+ Crystallized Magical Eyes (1,000G/Gold Red
S) x 2d ●Head
▽Sparkle
Description When the HP of the Head section falls to 40 or below,
A giant monster about 1m in diameter, a Buckbaird all sections will be enveloped in bluish-white light. For the
has one huge eye in the front and a myriad of much following 1 minute (6 rounds), the damage dealt by
smaller eyes around its body. It's covered in fine black fur Silverwing sections will be magical damage.
and floats using a mysterious power. The front eye has After one minute has elapsed, Silverwing section HP
incredible magical power and can fire five different rays at will become 0 and it will die.
targets in front of it. Due to the structure of the eye, only
one ray can be used at a time. In combat, the Buckbaird ●Body
combines the usage of these rays with incredibly fast ☑Tail Sweep
tackling attacks, making it dangerous both in melee and at A Silverwing can use its Tail to attack up to 5 targets in
a range. the same skirmish. Accuracy and Damage are the same as
There are many mysteries about the ecology of the a normal attack, and this attack cannot be used in
Buckbaird, and it is thought that they are the creation of consecutive rounds.
some mad wizard during the Magic Civilization period. ○Attack Obstacle = Impossible • None
However, their origin is unknown, their diet is unknown, The Silverwing size hinders attack.
even their thoughts and possible breeding habits are an The Head cannot be attacked, whether melee or
absolute mystery. What little is known is they enjoy the ranged. When the Body falls to 0 HP or lower, this effect
spaces in underground labyrinths. disappears.

●Wing
13 Silverwing New
Int: Servant Perc: Magic Disp: Instructed
○Flight II
Lang: None Hab: Ruins All sections receive a +2 bonus to Accuracy (only for
Rep/Weak: 18/24 W.P.: Accuracy +1 melee attacks) and Evasion while flying.
Initiative: 21 Movement Speed: 20/35 (Flying) If any Wing section is reduced to 0 or less HP, this
Fortitude: 16 (23) Willpower: 16 (23) unique skill is lost.

Loot
F Style Accuracy Damage Evasion Def. HP MP
Always Lump of Silver (3,600G/Gold S)
Beak
16(23) 2d+14 15(22) 12 87 - 2 – 12 None
(Head)
13+ Lump of Silver (3,600G/Gold S)
Tail
15(22) 2d+12 13(20) 14 113 -
(Body)
Wing Description
15(22) 2d+10 14(21) 11 59 -
(Wing) It is a golem in the shape of a bird, about 5 meters long,
Wing made of silver. It is thought to have been used mainly to
15(22) 2d+10 14(21) 11 59 -
(Wing) protect the cities from foreign enemies during the magic
civilization period and maybe encountered rarely in the
ancient ruins.
SECTIONS
Sections: 4 (Head / Body / Wing x 2)
Main Section: Head

Unique Skills 13 Prism Stalker New


●All Sections Int: Instructed Perc: Magic Disp: Instructed
Lang: None Hab: Labyrinths, Ruins
○Knowledge = Conjurers Rep/Weak: 16/22 W.P.: Fire & Wind damage +3 points
Those with Conjurer will automatically succeed in Initiative: 21 Movement Speed: 15 (Floating)
Monster Knowledge check for this monster. But they still Fortitude: 16 (23) Willpower: 12 (19)
must roll to know its weak point.

○Silver Body F Style Accuracy Damage Evasion Def. HP MP


The Silverwing is immune to criticals from edged Arm 17(24) 2d+13 17(24) 10 85 -
weapons and all non-Energy-type Magic damage.

164
Part 2 Monsters

Unique Skills Loot


○Invisible Assassin / 21 / Danger Sense / Neg 2–4 Dense Magic Jewel (700G/Gold A)
If a character approaches a location where this 5 – 10 Magic Stones (1,900G/Gold S)
monster is lurking, they need to make a Danger Sense 11+ Iridescent Magic Stone (5,600G/Gold S)
check with target number 21. If they fail, they will be taken
by surprise by this monster. Description
○Gaseous Form This construct is a large, rainbow-colored, shimmering
The Prism Stalker is immune to criticals from all non- gas-like creature. It has tentacle-like arms. However, it is
fire or wind types of damage. usually difficult to notice because of its form. They were
mainly created during the magic civilization period, and
○2 Actions they guard specific areas such as rooms and corridors in
Prism Stalker can perform two Major Actions in one ruins.
round.
↝Iridescent Flash / 17(24) / Willpower / Half 14 Skyship [III] p. 368
Prism Stalker emits a rainbow-colored flash at all Int: None Perc: Mechanical Disp: Instructed
enemies within a 30m radius around itself, dealing 2d Lang: None Hab: Unknown
magic damage. The type of this damage is determined Rep/Weak: 16/19 W.P.: Fire damage + 3 points
randomly for each target. Roll 1d for each target to Initiative: 19 Movement Speed: 50 (Flying)
determine damage type (1: fire type, 2: earth type, 3: wind Fortitude: 18 (25) Willpower: 17 (24)
type, 4: water/ice type, 5: lightning type, 6: poison type).
▽Weak Point Creation F Style Accuracy Damage Evasion Def. HP MP
If the [↝Iridescent Flash] deals 1 or more points of None - - 15(22) 20 200 -
applied damage, the target will receive a weak point
corresponding to the type of damage the character has
received. The weak point is “Received damage type +3 Unique Skills
points”. ○Flight
This effect is cumulative. A single character can have A Skyship receives a +1 bonus to Accuracy (only for
multiple weak points. If the same type is applied more melee attacks) and Evasion while flying.
than once, the extra damage will increase to 6, 9, 12,... and
so on. ○Mounted = 10 Characters
This effect lasts for 3 minutes (18 rounds) for specific Skyship can carry and move up to 10 characters other
weak point. than the pilot. Even if a Skyship moves, the onboard
characters can perform Major and Minor Actions that can
↝Monochromatic Flash / 17(24) / Willpower / be performed with Limited Move. However, the
Half characters themself cannot move while mounted on the
Prism Stalker flashes at all enemies within a 30m ship.
radius around itself, dealing 2d magic damage. The type Mounting a Skyship for a person other than the pilot
of this damage is determined by Prism Stalker from the is a Major Action, but dismounting is only a Minor Action.
following six types: fire type, earth type, wind type,
water/ice type, lightning type, and poison type.

165
Loot ●All Sections
Always Broken Magitech Components (50G/Black
B) x 5
○Hawk Eye
Dragon Fortress can shoot through covers.

Description ●Body & Wing


A small ship that can fly through the sky, a Skyship is ○Gun
a wondrous sight to see soaring through the skies of Raxia. The Main Battery is a Gun weapon that has a range of
While wreckages have been found buried deep in old 30 meters and a maximum magazine of 3. The Machine
ruins around the Terastieran continent, nowadays Gun is a Gun weapon that has a range of 10 meters and a
Skyships are far more common to see formed via the maximum magazine of 6.
Artificer spell, though they are not quite as durable as the
custom-built ones. Able to hold up to 10 passengers along ↝Reload
with the captain, a Skyship is surprisingly roomy, and some Fully reloads the Main Battery and Machine Gun.
even have sails in order to take advantage of the wind
↝Volley
currents while flying from place to place.
The Dragon Fortress makes an attack with the chosen
weapon, with a set Accuracy of 30. 3 bullets must be
15 Dragon Fortress [III] p. 369 loaded and used in order to use this unique skill, and a
Int: Servant Perc: Mechanical Disp: Hostile target may only be hit by one [↝Volley] each turn.
Lang: Magitech Hab: Ruins
Rep/Weak: 17/20 W. P .: Lightning damage +3 points
●Body
Initiative: 22 Movement Speed: 20/50 (Flying) ○Attack Obstacle = Impossible • None
Fortitude: 21 (28) Willpower: 19 (26) The Dragon Fortress size hinders attack.
The Head cannot be attacked, whether melee or
F Style Accuracy Damage Evasion Def. HP MP ranged. When any Body section falls to 0 HP or lower,
Bite this effect disappears.
17(24) 2d+16 18(25) 13 78 -
(Head)
Main ▽Stranded
Battery 19(26) 2d+18 16(23) 11 81 - If the HP of all Body sections is reduced to 0 or less,
(Body) the Head sections receive a -4 penalty to Evasion checks.
Main ●Wing
Battery 19(26) 2d+18 16(23) 11 81 -
(Body) ○Flight II
Machine All sections receive a +2 bonus to Accuracy (only for
Gun 20(27) 2d+16 17(24) 12 74 - melee attacks) and Evasion while flying.
(Wing) If any Wing section is reduced to 0 or less HP, this
Machine unique skill is lost.
Gun 20(27) 2d+16 17(24) 12 74 - Loot
(Wing)
Always Rare Magical Components (900G/Black
Claw White A)
18(25) 2d+17 17(24) 10 69 -
(Foot)
2–6 Mysterious Magitech Components
Claw (2,400G/Black White S)
18(25) 2d+17 17(24) 10 69 -
(Foot)
7 – 12 Trove of Magical Components
SECTIONS (7,600G/Black White S)
Sections: 7 (Head / Body x 2 / Wing x 2 / Foot x 2) 13+ Newly Discovered Magical Components
Main Section: Head (25,000G/Black White SS)

Unique Skills Description


●All Sections A large construct in the shape of a dragon, the Dragon
Fortress is a huge machine, measuring around 50m long
○Mechanical Body
and 15m high. Able to fly at high speeds, its weapons are
It is immune to criticals from edged weapons.
able to cause destruction on a massive scale. The interior
●Head of the Dragon Fortress is able to hold 10 passengers
comfortably, and it was thought that these massive
↝Adaptive Jet / 18(25) / Willpower / Half machines were used more to defend against invasions and
Dragon Fortress sprays a jet of flames, ice, or lightning. attempts at declaring war. It is thought to be the top of the
With “Range: 50m” and “Area: Shot” in a radius of line when it comes to mobile defense and comes outfitted
6m/20 Dragon Fortress deals 2d+20 magic damage to all with a wide variety of weapons. However, its whereabouts
affected targets. are unknown, and so the leaders of various regions have
The type of damage is chosen upon usage between fire, sent out teams in order to help find the missing behemoth.
water/ice, and lightning.

166
Part 2 Monsters

16 Goldfang New ●Tail


Int: Servant instructions Perc: Magic Disp: Instructed ○Ominous Tail
Lang: None Hab: Ruins Goldfang can attack with its Tail any character within
Rep/Weak: 21/27 W.P.: Energy damage +3 points 10 meters, ignoring skirmishes.
Initiative: 25 Movement Speed: 30
Fortitude: 20 (27) Willpower: 20 (27) Loot
Always Lump of Gold (18,000G/Gold SS)
F Style Accuracy Damage Evasion Def. HP MP 2 – 12 None
Bite 13+ Lump of Gold (18,000G/Gold SS)
19(26) 2d+18 19(26) 15 96 -
(Head)
Claw Description
21(28) 2d+17 17(24) 14 103 -
(Front)
It is a golem made of gold in the shape of a giant wolf,
Claw
20(27) 2d+17 17(24) 14 107 - it is believed to have been used to attack barbarous during
(Rear)
the magic civilization period and may be encountered
Tail rarely around ruins.
21(28) 2d+16 18(25) 12 77 -
(Tail)

SECTIONS 18 Rampart New


Sections: 4 (Head / Front / Rear / Tail) Int: Servant Perc: Mechanical Disp: Instructed
Main Section: Head Lang: Magitech Hab: Ruins
Rep/Weak: 19/23 W.P.: Lightning damage +3 points
Initiative: 24 Movement Speed: 30 (Floating)
Unique Skills
Fortitude: 22 (29) Willpower: 20 (27)
●All Sections
○Knowledge = Conjurers F Style Accuracy Damage Evasion Def. HP MP
Those with Conjurer will automatically succeed in None
Monster Knowledge check for this monster. But they still - - 20(27) 19 101 -
(Core)
must roll to know its weak point. Machine
Gun 22(29) 2d+16 21(28) 18 99 -
○Golden Body (Body)
The Goldfang is immune to criticals from edged Machine
weapons and all non-Energy-type Magic damage. Gun 22(29) 2d+16 21(28) 18 99 -
The monster's melee attacks are treated as if made with (Body)
a silver weapon. Machine
☑Improved Aimed Attack Gun 22(29) 2d+16 21(28) 18 99 -
When attacking, the Goldfang can gain a +4 bonus to (Body)
Accuracy but receives a -8 penalty to damage dealt when Machine
doing so. Gun 22(29) 2d+16 21(28) 18 99 -
(Body)
●Head Main
▽Sparkle Battery 23(30) 2d+20 22(29) 17 95 -
When the HP of the Head section falls to 50 or below, (Arm)
all sections will be enveloped in bluish-white light. For the Main
following 1 minute (6 rounds), the damage dealt by Battery 23(30) 2d+20 22(29) 17 95 -
Goldfang sections will be magical damage. (Arm)
After one minute has elapsed, Goldfang section HP None 20(27) 18 101 -
- -
will become 0 and it will die. (Base)

●Front & Rear


SECTIONS
↝Twin Strike & Double Attack
Sections: 8 (Core / Body x 4 / Arm x 2 / Base)
A Goldfang can make two Claw attacks each round,
Main Section: Core
though each attack requires its own Accuracy check. It
may choose to attack different characters with each attack.
Unique Skills
○Attack Obstacle = Impossible • None
The Goldfang size hinders attack. ●All Sections
Head cannot be attacked, whether melee or ranged. ○Mechanical Body
When Front and Rear sections fall to 0 HP or lower, this It is immune to criticals from edged weapons.
effect disappears.

167
▽Protective Shield Deployment ●Base
When the Rampart takes fire, water/ice, wind, earth,
or lightning type damage, a protective shield forms around
○Attitude Control
it, nullifying any subsequent attacks of the same element. Rampart cannot fall prone.
Once a new protective shield is put up, the previous If Base section falls to 0 HP or lower, this unique skill
protective shield loses its effectiveness. cannot be used.
▽Stranded
●Core If the HP of Base section is reduced to 0 or less, all
↝Jamming Signal / 21 (28) / Fortitude / Neg other sections receive a -4 penalty to Evasion checks.
Rampart emits an intense high-frequency sound,
causing all characters within a radius of 100 meters from it Loot
to panic. The targets take a -2 penalty on all action checks 2–5 Mysterious Magitech Components
for 10 seconds (1 round). (2,400G/Black White S)
↝Discharge / 23 (30) / Fortitude / Half 6 – Trove of Magitech Components
Rampart unleashes an electrical bolt with “Range: 11 (7,600G/Black White S)
20m” and “Area: Shot”, dealing 2d+30 lightning magic 12+ Newly Discovered Magitech Components
damage. (25,000G/Black White SS)
This unique skill can be used only when all Body
sections HP are at 0 or below. Description
●Body The “wall,” as it is called, is an exceptionally large land-
based magitech that is of inestimable value due to its
○Gun advanced technology inside of it, even among the products
The Main Battery is a Gun weapon that has a range of of the Magitech Civilization era. Its firepower is so great
40 meters and a maximum magazine of 2. The Machine that there is a chronicle that says it destroyed a large force
Gun is a Gun weapon that has a range of 20 meters and a of more than a thousand of the barbarous in the “Great
maximum magazine of 4. Catastrophe” with a single shot.
↝Reload
Fully reloads the Main Battery and Machine Gun.

○Precise Shot & Hawk Eye


Attacks fired into a skirmish cannot misfire. Also, it
can shoot through covers.
☑Excessive Bombardment / Can’t
Rampart shoots out all its bullets. This unique skill can
only be used when the HP of the section is less than 20
points.
The Machine Gun will always hit without Accuracy
and will have +16 to its damage.
After this unique skill is used, the section HP is
immediately reduced to 0.

●Arm
▽Core Protection
If the Core section becomes a target of melee, ranged
or “Area: Shot” spell, or other similar abilities or effects,
Arm will take the attack to itself. Arm section cannot evade
this damage nor succeed in Fortitude or Willpower save
against it. It always fails checks against abilities targeting the
Core section.
All Arms sections may use this unique skill once per
round. GM may choose which Arm will take the hit.
[▽Core Protection] doesn’t work against spells or
abilities with “Area: Target”.

●Body
○Combustion Engine
The core cannot be attacked, whether melee or
ranged, with spells or other abilities.
When HP of all Body sections falls to 0 HP or lower,
this effect disappears.

168
Part 2 Monsters

20 Mithril Golem [III] p. 371 ●Lower Body


Int: Servant Perc: Magic Disp: Instructed ↝Simultaneous Attack
Lang: None Hab: Labyrinths, Ruins A Mithril Golem’s Kick attacks all characters in the
Rep/Weak: 19/25 W.P.: Accuracy +1 skirmish, but a separate Accuracy Check is needed for
Initiative: 20 Movement Speed: 20 each character.
Fortitude: 26 (33) Willpower: 25 (32) ↝Earthshaker / 25 (32) / Fortitude / Neg
The Mithril Golem shakes the ground, and those who
F Style Accuracy Damage Evasion Def. HP MP fail to resist immediately fall prone.
Fist
(Upper 24(31) 2d+22 23(30) 30 164 - ▽Balance Loss
Body) If the HP of any Lower Body section is reduced to 0
Fist or less, the remaining Lower Body sections lose their
(Upper 24(31) 2d+22 23(30) 30 164 - [↝Earthshaker] and [↝Simultaneous Attack] abilities.
Body)
○Attack Obstacle = +4 • None
Kick
Upper Body sections cannot be attacked in melee.
(Lower 22(29) 2d+24 22(29) 30 188 -
Against any ranged attacks, Upper Body sections receive a
Body)
+4 bonus to Evasion checks.
Kick
When all Lower Body sections fall to 0 HP or lower,
(Lower 22(29) 2d+24 22(29) 30 188 -
this effect disappears.
Body)
Loot
SECTIONS Always Mithril (2,600G/Gold S) x 2d
Sections: 4 (Upper Body x 2 / Lower Body x 2) Always Pure Mithril (8,800G/Gold S) x 1d
Main Section: None
Description
Unique Skills A humanoid golem created entirely out of the magical
●All Sections metal mithril; the Mithril Golem is a 10m tall behemoth.
○Knowledge = Conjurers The sheer amounts of mithril required to create one make
Those with Conjurer will automatically succeed in them incredibly rare to find, though it is assumed they are
Monster Knowledge check for this monster. But they still protecting incredibly valuable treasure whenever one is
must roll to know its weak point. found. However, the Mithril Golem is one of the most
dangerous monsters known to exist in the entirety of
○Mithril Body Raxia, so defeating one and taking the treasure it, guards is
The Mithril Golem is immune to criticals from edged much easier said than done.
weapons and all Magic damage. The Mithril Golem's
melee attacks are treated as silver weapons

●Upper Body
↝Twin Strike & Double Attack
A Mithril Golem can make two Fist attacks each
round, though each attack requires its own Accuracy
check. It may choose to attack different characters with
each attack.
☑Improved Aimed Attack
When attacking, the Mithril Golem can gain a +4
bonus to Accuracy but receives a -8 penalty to damage
dealt when doing so.

169
MYTHICAL B EASTS
1 Lemming MC Description
Int: Animal Perc: Five senses Disp: Neutral It’s a fire-breathing mythical beast with a wingspan of
Lang: None Hab: Meadow about 1 meter, it is also called a cormorant. They loathe
Rep/Weak: 10/13 W.P.: Earth damage + 3 points water and live in arid areas such as deserts. Its staple food is
Initiative: 7 Movement Speed: 10 fire, which it feeds on after setting itself on fire, feeding on
Fortitude: 2 (9) Willpower: 2 (9) plants or animals.
Legend has it that a fully-grown Flame Eater can gain
powers to live forever and is sometimes called Phoenix.
F Style Accuracy Damage Evasion Def. HP MP
Bite 2(9) 2d-2 2(9) 0 10 10
3 Kelpie Misc.
Int: Low Perc: Five senses Disp: Friendly
Unique Skills Lang: Sea Animal Hab: Lake
Rep/Weak: 9/13 W.P.: Lightning damage +3 points
○Swarm
Initiative: 10 Movement Speed: 9/18 (Swimming)
Lemming gains +1 bonus to Accuracy checks and +1 to
Fortitude: 5 (12) Willpower: 5 (12)
HP for each other Lemming in the same skirmish. The
maximum bonus modifier and increase in HP due to this
effect are +5. F Style Accuracy Damage Evasion Def. HP MP

Loot Slam 5(12) 2d+1 5(12) 2 28 10


2–9 None
10+ Lemming's Tooth (30G / Red B)
Unique Skills
○Underwater Specialization
Description A Kelpie can breathe and vocalize while underwater and
They are adorable mouse-like creatures, about 50 cm does not suffer any penalties for moving while underwater.
long. They are rarely seen alone but are sometimes seen While outside of water, all actions receive a -2 penalty.
crossing grasslands in groups of several hundred.
Loot
2 Flame Eater MC
2–5
6+
None
Fine Scales (140G/Red A)
Int: Low Perc: Five senses Disp: Neutral
Lang: None Hab: Desert
Rep/Weak: 9/12 W.P.: Water / Ice damage + 3 points Description
Initiative: 9 Movement Speed: 15/15 (Flying) It is a mythical beast with the front half of its body as a
Fortitude: 3 (10) Willpower: 3 (10) horse and the back half as a fish. In regions where there are
many elves, they sometimes help elves with their activities.
F Style Accuracy Damage Evasion Def. HP MP
Beak 3(10) 2d 3(10) 1 17 8 3 Deela Harpy [I] p. 484
Int: Average Perc: Five senses (Darkvision) Disp: Neutral
Lang: Elven, Arcana Hab: Forests, Mountains
Unique Skills Rep/Weak: 8/14 W.P.: Physical damage + 2 points
○Fire Absorption Initiative: 11 Movement Speed: 13/26 (Flying)
Flame Eater is immune to fire-type damage and effects Fortitude: 5 (12) Willpower: 5 (12)
and instead healed for the applied fire-type damage dealt.
↝Fire Breath / 3 (10) / Fortitude / Half F Style Accuracy Damage Evasion Def. HP MP
Flame Eater spits fire at an enemy character in the same Claw 4(11) 2d 5(12) 2 24 21
skirmish it is in, dealing 2d-2 fire magic damage.

○Flight Unique Skills


A Flame Eater receives a +1 bonus to Accuracy (only for
↝Enchanting Song / 3 (10) / Willpower / Neg
melee attacks) and Evasion while flying.
Deela Harpy sings a song with “Range: 20m” and “Area:
Target” to 1 Character. The target obeys Deela Harpy's
Loot commands, contained in the lyrics of the song. The
Always Flame Wings (50G/Gold Red B) commands must be simple, and the target will not obey any
2–7 None commands to harm themselves.
8 – 12 Flame Tail Feathers (100G/Gold Red A) This effect is treated as psychic type (weak).
13+ Flame Windbreaker (300G/Gold Red A)

170
Part 2 Monsters
Loot and will swarm to attack, using both talons and magic to tear
2–9 None them apart.
10+ Arcana-Language Book (170G/White A) x 1d
4 Kamawet [III] p. 373
Description Int: Average Perc: Five senses Disp: Friendly
A mythical beast, combining the appearance of a bird Lang: Dragonic Hab: Sea
with that of a beautiful woman. Quietly interacting with Rep/Weak: 5/12 W. P .: Lightning damage +3 points
humans since the Magic Civilization period, Deela Harpy Initiative: 10 Movement Speed: 5/30 (Swimming)
now live deep in mountains and forests. If one happens to Fortitude: 7 (14) Willpower: 6 (13)
know either the Arcana or Elven languages, it is quite
possible to converse with Deela Harpy.
F Style Accuracy Damage Evasion Def. HP MP
Often mild-mannered, a Deela Harpy tends to avoid
fights with humanoids unless there is a compelling reason to Slam 5(12) 2d+4 5(12) 3 33 16
do so. In addition, there are those who prefer reading to
talking, and there are those who carry manuscripts of books
that date back to the Magic Civilization period. Unique Skills
○Underwater Specialization
A Kamawet can breathe and vocalize while underwater
3 Harpy [II] p. 376 and does not suffer any penalties for moving while
Int: Average Perc: Five senses (Darkvision) Disp: Hostile underwater.
Lang: Trade Common, Harpy, Sylvan While outside of water, all actions receive a -2 penalty.
Hab: Highlands, Mountains
Rep/Weak: 9/14 W.P.: Accuracy +1 ○Water/Ice Immunity
Initiative: 10 Movement Speed: 10/20 (Flying)
Fortitude: 4 (11) Willpower: 5 (12) Loot
2–6 Chipped Fangs (100G/Red A)
F Style Accuracy Damage Evasion Def. HP MP 7+ Kamawet Fangs (500G/Red A)
Claw 4(11) 2d 4(11) 1 22 26
Description
Kamawets are sea-based mythical beasts, similar in
Unique Skills appearance to a dragon without wings. Only a few meters
↝Fairy Magic 3 Level / Magic Power 5 (12) long, they are mild-mannered and rather friendly, and are
able to coexist with humanoids quite easily. Subsisting on a
↝Spellsong / 6 (13) mostly fish diet, they rarely travel outside of the water. There
A Harpy can use the [Curiosity], [Charming], and [Love are some Kamawets, though, that have been trained as
Song] Spellsongs. Spellsongs have an effective range of 30m, seaborne mounts for skilled riders.
centered on the Harpy.
↝Archery
Harpy can make a ranged attack with its bow, with a
range of 20m, and it has the same Accuracy and Damage as
a Weapon attack.

○Flight
A Harpy receives a +1 bonus to Accuracy (only for
melee attacks) and Evasion while flying.

Loot
2–9 Beautiful Feathers (30G/Gold Red B)
10+ Seven-colored Feather (200G/Gold Red A)

Description
Superficially similar to a human female, a Harpy differs
in that it not only has brilliant rainbow-colored wings on both
arms, but its feet end in wickedly curved talons. Their mouth
is also filled with razor-sharp fangs, perfect for tearing flesh
from bone. They are constantly on the lookout for
humanoids, to breed future generations, eating them
afterward.
Despite their beautiful voice and appearance, Harpies
are brutal, evil beings. They hate the presence of similar-
looking creatures (such as the Deela Harpy and Lildraken),

171
4 Dragon Infant New Description
Int: Low Perc: Five senses (Darkvision) Disp: Neutral It is a bull that has some wisdom. It usually lives in ruins
Lang: Dragonic Hab: Various and high mountains. They work with herds of wild cattle and
Rep/Weak: 12/15 W.P.: Physical damage + 2 points sheep, protecting the herd and leading it to safety. They will
Initiative: 12 Movement Speed: 10/20 (Flying) warn others not to disturb the area. In battle, they can stamp
Fortitude: 6 (13) Willpower: 5 (12) their feet vigorously to boost morale.

F Style Accuracy Damage Evasion Def. HP MP 4 Hippogryph [II] p. 377


Bite 5(12) 2d+6 4(11) 3 33 20 Int: Animal Perc: Five senses Disp: Hungry
Lang: None Hab: Meadow, Mountains
Rep/Weak: 12/15 W.P.: Slashing damage +3 points
Unique Skills Initiative: 15 Movement Speed: 25/50 (Flying)
↝Fire Breath / 5(12) / Fortitude / Half Fortitude: 6 (13) Willpower: 5 (12)
With “Range: 20m” and “Area: Shot”, Dragon Infant
spits out fireball at one enemy character, dealing 2d+4 fire F Style Accuracy Damage Evasion Def. HP MP
magic damage. Beak 5(12) 2d+4 5(12) 2 25 8
This unique skill cannot be used on consecutive turns.

○Flight
A Dragon Infant receives a +1 bonus to Accuracy (only
Unique Skills
for melee attacks) and Evasion while flying. ▽Continuous Attack
If a Hippogryph successfully hits a target in melee, they
may make a second attack against the same target.
Loot
2 – 11 None ○Flight
12+ Dragon Fang (1,200G/Red S) A Hippogryph receives a +1 bonus to Accuracy (only for
melee attacks) and Evasion while flying.
Description
It is a baby dragon at least 30 years old and is still in its Loot
early stages of development. At this age, they rarely leave 2–5 None
their parents and are rarely seen flying in the sky with others. 6 – 10 Gems (150G/Gold A)
It is not as majestic as a fully-grown dragon due to its low 11+ Gems (150G/Gold A) x 1d
intelligence, but it is still considered more of a threat than
most monsters. Furthermore, there is a high probability that Description
their parents are nearby, and they will often flee to them
Said to be born from the crossbreed between horses and
when in danger.
gryphons, a Hippogryph has the front half of an eagle, whose
large wings allow it to fly at incredible speeds. Although they
4 Nandin New can attack herbivores and other animals as pretty, they are
Int: Average Perc: Five senses Disp: Neutral not as good at hunting as gryphons, and their overall
Lang: Trade Common, Arcana Hab: Mountains, Ruins disposition is much milder. It is possible to tame a young
Rep/Weak: 11/15 W. P .: Slashing damage +3 points Hippogryph in order to ride it as an adult, so occasionally
Initiative: 11 Movement Speed: 16 Hippogryph young will be auctioned off for 1,000G or so, if
Fortitude: 6 (13) Willpower: 5 (12) not more, as people jump at the chance to own a fantastic
mount.
F Style Accuracy Damage Evasion Def. HP MP
Horns 5(12) 2d+5 4(11) 5 26 31

Unique Skills 4 Pooka [II] p. 378


↝Truespeech Magic 4 Level / Magic Power 6(13) Int: Average Perc: Five senses Disp: Friendly
Lang: Regional dialect, Sylvan Hab: Forest
↝Uplifting Steps Rep/Weak: 11/14 W.P.: Physical damage +3 points
Nandin uplifts everyone's spirit. All characters within a Initiative: 11 Movement Speed: 18
10m radius, including Nandin, gain +1 bonus to Accuracy Fortitude: 5 (12) Willpower: 6 (13)
checks and +2 to damage. This effect is of a psychic type and None
is not cumulative; once the target makes a single attack, the
effect is lost, regardless of its success or failure.
F Style Accuracy Damage Evasion Def. HP MP
Bare
Loot 5(12) 2d 5(12) 2 28 32
Hands
2 – 11 Big Horn (150G/Red A)
12+ Beautiful Horn (600G/Red A)

172
Part 2 Monsters
Unique Skills guardians of hell, though this is not necessarily the truth of
↝Fairy Magic 4 Level / Magic Power 6 (13) the matter. Occasionally, there may be a red crystal in the
body of a Hellhound. As this crystal constantly radiates heat,
↝Spellsong / 6 (13) even after the death of the Hellhound, scholars believe these
A Pooka can use Spellsongs that require the 10th Bard crystals are the source of the Hellhound's flame breath and
level (see CR II: p. 106-114). Spellsongs have an effective fire immunity.
range of 30m, centered on the Pooka.
↝Animal Transformation 5 Cherub MC
Pooka transforms into an animal. It can transform into Int: Average Perc: Five senses Disp: Neutral
any animal and can still talk in that form. If you transform Lang: Arcana Hab: Mountains
into an animal of level 3 or lower, it can use all of that Rep/Weak: 12/15 W.P.: Energy damage +3 points
animal's Unique Skills. Initiative: 11 Movement Speed: 20/20 (Flying)
This transformation cannot be detected by [Sense Fortitude: 6 (13) Willpower: 6 (13)
Magic] (CR I, see p.233) or other means.

Loot F Style Accuracy Damage Evasion Def. HP MP


Always Thin Cloth (10G/White B) Bite 7(14) 2d+6 7(14) 5 36 36
2–8 None
9+ Pooka Flute (50G/White B)
Unique Skills
↝Spiritualism Magic, Divine Magic 5 Level /
Description
Magic Power 8 (15)
A mythical beast with the upper half of a human child
and the lower half of a forest animal, Pookas are naturally ○☑↝Magic Aptitude
friendly, mischievous creatures that dwell in forests and help They can use the Combat Feats [Guided Magic],
the local animals. While there is no custom to dress up, it is [Metamagic/Targets], and [Wordbreak].
unlikely to see a Pooka in their natural form, as they will
tend to transform into animals in order to hide from forest ☆Sacred Beast Blessing
intruders. However, their mischievous nature shows through Cherub pats one character in the same skirmish it is in
even while transformed, and it is possible to detect a with its feathers and gives a blessing. The target recovers 3
transformed Pooka by their unnatural tendency towards MP at the end of its turn for 1 minute (6 rounds).
causing trouble, as compared to most forest animals. This unique skill can be used only once per round.

Loot
4 Hellhound [I] p. 385 2–5 Mythical Beast Hide (140G/Red A)
Int: Animal Perc: Five senses (Darkvision) Disp: Hostile 6–9 Fine Mythical Beast Hide (300G/Red A)
Lang: None Hab: Ruins 10+ Beautiful Mythical Beast Hide (800G/Gold Red
Rep/Weak: 9/15 W.P.: Water / Ice damage + 3 points A)
Initiative: 16 Movement Speed: 18
Fortitude: 6 (13) Willpower: 7 (14)
Description
It is a mythical beast in the shape of a winged dog about
F Style Accuracy Damage Evasion Def. HP MP
1 meter long. In some regions, it is believed to be a
Bite 7(14) 2d+4 6(13) 2 38 20 messenger of the gods, and it is said that those who see it will
be blessed with good fortune.

Unique Skills
○Fire Immunity
↝Fire Breath / 5 (12) / Fortitude / Half
A Hellhound breathes fire in a cone, dealing 2d + 4 Fire-
type damage to up to 3 targets. This unique skill cannot be
used in consecutive rounds.

Loot
2–3 None
4 – 11 Mythical Beast Hide (140G/Red A)
12+ Flame Crystal (1,600G/Gold S)

Description
Hellhounds are large dogs with jet-black fur, often seen
spitting gouts of flame. Many traditions refer to them as

173
5 Thunderbird [I] p. 486 5 Pegasus [II] p. 379
Int: Animal Perc: Five senses Disp: Hungry Int: Average Perc: Five senses Disp: Neutral
Lang: None Hab: Mountains Lang: None Hab: Mountains
Rep/Weak: 10/16 W.P.: Magic damage + 2 points Rep/Weak: 9/16 W.P.: Accuracy +1
Initiative: 16 Movement Speed: 50 (Flying) Initiative: 16 Movement Speed: 20/40 (Flying)
Fortitude: 8 (15) Willpower: 10 (17) Fortitude: 6 (13) Willpower: 6 (13)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Beak Hoof 7(14) 2d+5 6(13) 3 41 33
8(15) 2d+8 8(15) 5 37 22
(Body)
Wing
9(16) 2d+6 7(14) 3 28 10
(Wing) Unique Skills
Wing ○Poison Immunity, ○Disease Immunity
9(16) 2d+6 7(14) 3 28 10
(Wing)
○Flight
SECTIONS A Pegasus receives a +1 bonus to Accuracy (only for
melee attacks) and Evasion while flying.
Sections: 3 (Body / Wing x2)
Main Section: Body
Loot
Always White Feathers (50G/Red B)
Unique Skills 2–9 None
●All Sections 10+ Pure White Mane (800G/Red A)
○Lightning Immunity
Description
●Body
A white horse with wings on its back, a Pegasus is a rare
↝Thunderclap / 7 (14) / Willpower / Half sight due to their somewhat skittish personality. The image
A Thunderbird unleashes a powerful peal of thunder of a Pegasus is popular in folktales and legends, and it is said
within a Radius 6m/20 centered on itself, dealing 2d+6 that riding one is like running in the sky. They do not simply
lightning magic damage. allow anyone to ride them, so the few adventurers and
aristocrats seen on a Pegasus have just that much more
●Wing prestige.
○Flight
A Thunderbird receives a +1 bonus to Accuracy (only
for melee attacks) and Evasion while flying.
If one of the Wings falls to 0 HP or lower, this unique
skill cannot be used.

Loot
2–7 None
8 – 10 Mystical Beak (350G/Red A)
11+ Lightning Crystal (1,600G/Gold S)

Description
A huge bird cloaked in lightning; a Thunderbird's body
shines brightly in the sky. Even in the midst of combat, the
electricity arcing off of one of these great birds is rather
intense.
Thunderbirds often do not stay in one territory for long
and are difficult to track down for any purpose. Only rarely
does a Thunderbird settle down and create a nest, and more
often than not it is due to spawning.

174
Part 2 Monsters
much lower intelligence than dragons. Wyverns also
6 Frost Wyvern [II] p. 380 instinctively know a few techniques in order to strengthen
Int: Low Perc: Five senses Disp: Hungry their body, rather than rely on magic.
Lang: None Hab: Mountains
Rep/Weak: 11/16 W. P .: Fire damage + 3 points
Initiative: 13 Movement Speed: 15/30 (Flying) 6 Unicorn [II] p. 383
Fortitude: 8 (15) Willpower: 8 (15) Int: High Perc: Five senses Disp: Neutral
Lang: Sylvan Hab: Forest
F Style Accuracy Damage Evasion Def. HP MP Rep/Weak: 10/15 W.P.: Accuracy +1
Bite Initiative: 14 Movement Speed: 20
7(14) 2d+10 8(15) 6 42 21 Fortitude: 10 (17) Willpower: 10 (17)
(Head)
Talon
8(15) 2d+8 6(13) 5 24 13
(Wing) F Style Accuracy Damage Evasion Def. HP MP
Talon Horn 8(15) 2d+6 7(14) 5 50 86
8(15) 2d+8 6(13) 5 24 13
(Wing)
Stinger
8(15) 2d+6 7(14) 5 26 15
(Tail) Unique Skills
↝Fairy Magic 6 Level / Magic Power 10 (17)
SECTIONS
○☑Magic Aptitude
Sections: 4 (Head / Wing x2 / Tail) They can use the Combat Feats [Guided Magic],
Main Section: Head [Metamagic/Targets], [Magic Convergence] and [Magic
Control].
Unique Skills
↝Healing Horn / 10 (17) / Fortitude / Neg
●All Sections Completely recovers the target's HP and removes any
○Water/Ice Immunity poisons, diseases, curses, and cures petrification. This has
no effect on Constructs and Undead.
●Head An Undead character affected by this unique skill must
↝Blizzard Breath / 7(14)/ Fortitude / Half make a Fortitude save, and if it fails, it is immediately
The Frost Wyvern vomits a mass of cold air with “Range: destroyed.
20m” and “Area: Shot” in a Radius 3m/5, dealing 2d+7 This unique skill costs 10 MP to use.
water/ice magic damage.
This unique skill cannot be used on consecutive turns. ▽Horn of Mana
If the Unicorn's MP reaches 0, it dies instantly, its horn
☆Techniques crumbling into useless dust.
They may use the [Cat's Eyes], [Beetleskin], and
[Recovery (5 points)] Techniques (see CR II: p. 88-94). Loot
Always Unicorn Horn (Remaining MP x 300G/Gold
●Wing Red A – SS)
○Flight
A Frost Wyvern receives a +1 bonus to Accuracy (only Description
for melee attacks) and Evasion while flying.
Unicorns are elegant creatures, horses with long,
If one of the Wings falls to 0 HP or lower, this unique
iridescent spiraling horns on their forehead. They are
skill cannot be used.
intelligent but very skittish, only appearing to human
●Tail maidens and even then, quite rarely. They are hunted by
both outlaws and Barbarous for their horn, which can cure
▽Deadly Poison / 8 (15) / Fortitude / Neg
diseases and heal wounds even after it is removed from the
If a Stinger attack hits and deals 1 or more points of
Unicorn. The horn has the entirety of the Unicorn's MP
applied damage, the target receives extra 2d+6 poison magic
stored in it, and when cut it retains the Unicorn's current MP
damage.
(killing the Unicorn in the process) and can be used as a
Unicorn Horn (CR II, p. 183 or AW, p. 143).
Loot
2–7 None
8 – 10 False-Dragon Scale (350G/Red A)
11+ Ice Scales (1,600G/Red S)

Description
Frost Wyverns are similar in appearance to dragons and
are often thought of as a variant of the dragon family.
However, unlike a dragon, a Wyvern's arms and wings are
integrated into the same limb, and most Wyverns have

175
6 Lesser Manticore [II] p. 381 7 Gryphon [I] p. 487
Int: Average Perc: Five senses (Darkvision) Disp: Neutral Int: Low Perc: Five senses Disp: Neutral
Lang: Arcana, Sylvan Hab: Labyrinths Lang: None Hab: Mountains
Rep/Weak: 11/16 W.P.: Wind damage +3 points Rep/Weak: 12/18 W.P.: Wind damage +3 points
Initiative: 14 Movement Speed: 15/23 (Flying) Initiative: 18 Movement Speed: 20/40 (Flying)
Fortitude: 8 (15) Willpower: 9 (16) Fortitude: 12 (19) Willpower: 9 (16)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Claw Beak
9(16) 2d+7 8(15) 6 38 52 9(16) 2d+11 11(18) 5 38 26
(Front) (Body)
Tail Wing
8(15) 2d+9 7(14) 4 32 16 10(17) 2d+8 9(16) 4 26 11
(Rear) (Wing)
Wing
10(17) 2d+8 9(16) 4 26 11
(Wing)
SECTIONS
Sections: 2 (Front / Rear)
Main Section: Front SECTIONS
Sections: 3 (Body / Wing x2)
Unique Skills Main Section: Body
●Front
Unique Skills
↝Truespeech Magic, Spiritualism Magic 5 Level
/ Magic Power 8 (15) ●All Sections
▽Continuous Attack
↝Fairy Magic 3 Level / Magic Power 6 (13) If a Gryphon successfully hits a target in melee, they may
☆Techniques make a second attack against the same target.
They may use the [Cat's Eyes] and [Beetleskin]
Techniques (see CR II: p. 88-94).
●Wing
○Flight
●Rear A Gryphon receives a +1 bonus to Accuracy (only for
▽Numbing Poison / 7 (14) / Fortitude / Neg melee attacks) and Evasion while flying.
If the Tail's attack hits and deals 1 or more points of If one of the Wings falls to 0 HP or lower, this unique
applied damage, it will paralyze the target and reduce its skill cannot be used.
Dexterity by -6 points (to a minimum of 0). This effect is
cumulative, and when the Dexterity reaches 0, the target will Loot
be unable to make any melee or ranged attacks. 2–5 None
If the character has a fixed value, its Accuracy check is 6 – 12 Gems (150G/Gold A) x 1d
reduced by -1 for each effect of this poison, and the 13+ Mithril (2,600G/Gold S)
character cannot be attacked after three such effects.
This effect is poison type and lasts for 1 hour.
Description
Loot A mythical beast with the head and wings of an eagle,
and the body of a lion. Gryphons are surprisingly agile in the
2–6 None
air for their bulk, and often nest in holes dug into cliffsides.
7–8 Fine Mythical Beast Hide (300G/Red A)
A Gryphon is attracted to and tends to collect shining
10+ Beautiful Mythical Beast Hide (800G/Gold Red
objects, such as precious metals and gemstones. If they find
A)
an intruder trying to steal their shinnies, a Gryphon will
attack violently. Rarely, there are Gryphons who understand
Description the common trade language. These Gryphons tend to be
A horrific conglomeration of parts, a Lesser Manticore slightly less aggressive than their less intelligent counterparts,
has the body of a lion, wings of a bat, tail of a scorpion, and and will indulge in conversation, to a point.
the face of an old man, altogether standing 3m in length.
Highly intelligent, Lesser Manticores have a deep
knowledge of magic and history, with some having lived
since the Schnell period or even longer. However, they are
vile creatures, twisted in mind and body, and any
information gleaned from them is likely to be incorrect at
best, if not outright malicious.

176
Part 2 Monsters

7 Jii [II] p. 384 Unique Skills


Int: High Perc: Five senses Disp: Neutral ●All Sections
Lang: Trade Common, Sylvan Hab: Unknown ☆Techniques
Rep/Weak: 14/18 W.P.: Accuracy +1 A Wyvern can use the [Beetleskin], [Cat's Eyes], and
Initiative: 12 Movement Speed: 12 [Recovery (5 HP)] Techniques (see CR II: p. 88-94).
Fortitude: 9 (16) Willpower: 11 (18)
●Head
F Style Accuracy Damage Evasion Def. HP MP ↝Fire Breath / 10 (17) / Fortitude / Half
The Wyvern spits a large fireball in Range: “20m”,
Hoof 7(14) 2d+6 8(15) 6 48 70 dealing 2d + 10 fire magic damage to up to 5 targets within
a 3m radius of the explosion.
Unique Skills ●Wing
↝Divine Magic, Fairy Magic 7 level / Magic
○Flight
Power 11 (18)
A Wyvern receives a +1 bonus to Accuracy (only for
○☑↝Magic Aptitude melee attacks) and Evasion while flying.
A Jii can use the Combat Feats [Guided Magic], If one of the Wings falls to 0 HP or lower, this unique
[Metamagic/Accuracy], and [Wordbreak]. skill cannot be used.

☑Foresight ●Tail
Jii gains a +2 bonus to Evasion checks. At the same time, ☑Tail Sweep
it receives a -2 penalty to its Accuracy check. A Wyvern can use its Tail to attack up to 5 targets in the
same skirmish. Accuracy and Damage are the same as a
Loot normal attack, and this attack cannot be used in consecutive
2–6 None rounds.
7+ Sharp Hoof (950G/Red A)
Loot
Description 2–6 Dragonic Patagium (500G/Red A)
7 –
A cow with a human face, the Jii walks on two legs as a Black Dragon Patagium (1,000G/Red S)
12
human would. There is a tradition of the Jii appearing
13+ Lustrous Black Dragon Patagium
before a major disaster and spouting prophecies, and some
(5,000G/Gold Red S)
nations even take the appearance of the Jii in itself as a
precursor to a disaster. While normally kind and
welcoming, they will fall upon opponents with malicious Description
intent. It is unknown where they come from, though there Wyverns are an offshoot of dragons, similar in
have been sightings in deep forests and on high mountain appearance, though their wings have taken the place of their
peaks. forelimbs. These particular Wyverns are covered in fine
black scales that glitter with a dark luster while the Wyvern
is in motion. Fully outstretched, the bat-like wings average a
7 Wyvern [III] p. 374 span of around 10m, giving the Wyvern a fearsome
Int: Low Perc: Five senses Disp: Hungry appearance even in the dark. It is the patagium, or
Lang: None Hab: Mountains membrane, of these wings that are highly coveted, as they
Rep/Weak: 8/15 W.P.: Accuracy +1 are used as the basis for a number of premium leather
Initiative: 16 Movement Speed: 15/30 (Flying) products.
Fortitude: 9 (16) Willpower: 8 (15)

F Style Accuracy Damage Evasion Def. HP MP


Bite
11(18) 2d+9 10(17) 7 38 31
(Head)
Talon
10(17) 2d+7 9(16) 5 29 29
(Wing)
Talon
10(17) 2d+7 9(16) 5 29 29
(Wing)
Tail
10(17) 2d+6 8(15) 6 33 26
(Tail)

SECTIONS
Sections: 4 (Head / Wing x2 / Tail)
Main Section: Head

177
characters within a 20-meter radius of the Carbuncle by 5
8 Adandara New points (not less than 0) for 10 seconds (1 round).
Int: High Perc: Five senses Disp: Neutral This unique skill can be used with Minor Action any
Lang: Trade Common, Regional dialect, Arcana number of times per round and is cumulative. However, it
Hab: Dense Forests costs 5 MP to use.
Rep/Weak: 13/20 W.P.: Accuracy +1 In the round in which this unique skill is used, the
Initiative: 18 Movement Speed: 23 [↝Piercing Red Light] unique skill cannot be used.
Fortitude: 11 (18) Willpower: 12 (19)
↝Piercing Red Light / 10(17) / Willpower / Half
The red gem on the Carbuncle’s forehead emits a
F Style Accuracy Damage Evasion Def. HP MP
dazzling light with “Range: 20m” and “Area: Line” dealing
Claw 10(17) 2d+9 12(19) 8 56 61 2d+8 energy magic damage.
This unique skill costs 10 MP to use. In addition,
[☆Magic Power Drain] cannot in the same round as this
Unique Skills unique skill.
↝Truespeech Magic 8 Level / Magic Power 11
(18) Loot
○☑Magic Aptitude 2–8 None
An Adandara can use the Combat Feats [Guided Magic], 9+ Carbuncle Red Stone (3,100G/Gold Red S)
[Magic Convergence], and [Metamagic/Targets].
Description
↝Humanization
Adandara transforms into a beautiful human male form. It is a mythical beast with a red gem on its forehead. It
It can only stay in human form for a total of 10 hours per does not use magic, but creates a ward around it that inhibits
day. its magical power. The gem on its forehead was once over-
This transformation cannot be detected by [Sense hunted because it was thought to bring money and good
Magic] (CR I, see p.233) or other means. luck. It is now exceedingly rare and is said to bring good luck
just by looking at it.
Loot
Always Beautiful Mythical Beast Hide (800G/Gold
Red A)
2–9 None
10+ Enchanted Eyes (2,600G/Gold Red S)

Description
Adandara is a mystical cat that lives in the jungle. Its body
is covered with dazzlingly brightly colored fur, and it has eyes
that are said to be all-seeing.
Adandara sometimes takes the form of a beautiful
human female and attempts to give birth. The resulting child
appears to be no different from a human. However, it may
have Adandara eye color and body hair.

8 Carbuncle New
Int: Average Perc: Magic Disp: Neutral
Lang: Arcana Hab: Mountains
Rep/Weak: 15/18 W.P.: Slashing damage +3 points
Initiative: 14 Movement Speed: 17
Fortitude: 10 (17) Willpower: 11 (18)

F Style Accuracy Damage Evasion Def. HP MP


Claw 11(18) 2d+11 11(18) 7 64 44

Unique Skills
☆Magic Power Negation / 11(18) / Willpower /
Neg
The red gem on the Carbuncle’s forehead shines,
slowing the flow of mana. It reduces all Magic Power of all

178
Part 2 Monsters

8 Monoceros New 9 Catoblepas New


Int: High Perc: Five senses Disp: Neutral Int: Average Perc: Magic Disp: Hostile
Lang: None Hab: Forests, Grasslands Lang: None Hab: Lakes, Swamps
Rep/Weak: 16/19 W.P.: Physical damage + 2 points Rep/Weak: 17/20 W.P.: Fire damage + 3 points
Initiative: 15 Movement Speed: 23 Initiative: 16 Movement Speed: 15/15 (Swimming)
Fortitude: 11 (18) Willpower: 10 (17) Fortitude: 12 (19) Willpower: 12 (19)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Horn Hoof 12(19) 2d+14 11(18) 10 82 41
10(17) 2d+12 10(17) 6 44 52
(Front)
Hoof 9(16) 8 56 36
11(18) 2d+10
(Rear) Unique Skills
○Lightning Immunity, ○Disease Immunity,
SECTIONS ○Curse Immunity
Sections: 2 (Front / Rear)
Main Section: Y ☆Petrifying Gaze / 12 (19) / Willpower / Neg
Catoblepas stares at 1 character with “Range: 50m” and
Unique Skills “Area: Target”. On failed save target is petrified (Dexterity,
Agility/-6) (see p. 34).
●Front This effect is treated as a curse type.
↝Truespeech Magic, Divine Magic 8 Level / This unique skill can be used up to twice per round, but
Magic Power 11 (18) targets must be different.

○☑Magic Aptitude Loot


They can use the Combat Feats [Guided Magic], [Hawk Always Petrifying Eyes (1,200G/Gold Red Black S) x 2
Eye], and [Metamagic/Targets]. 2–9 None
☆Powerful Magic 10+ Slimy Skin (680G/Red A)
Monoceros fills an area with mana and enhances Magic
Power, gaining a +2 bonus to the Spellcasting checks for one Description
round (10 seconds). This effect is not cumulative and using It is a mythical beast about 3 meters long with the head
this unique skill costs 10 MP. of a pig and the body of a buffalo. Its eyes are iridescent and
shiny, and it petrifies the people by looking at them,
●Rear regardless of their intentions. It can sense its surroundings
☆Techniques even while blinded, so it usually lives with its eyes closed.
They may use the [Bear Muscle], [Beetleskin], and Self-righteous and solitary, it regards anyone who
[Recovery (5 points)] Techniques (see CR II: p. 88-94). approaches them as an enemy. Its skin has power that repels
evil, and in rare cases, the effect remains even after death
Loot and can be sold for a high price.
Always Monoceros Horn (1,300G/Red S)
2–7 None
8+ Sharp Hoof (950G/Red A)

Description
It is a holy bull. The horns on his forehead enhance its
Magic Power, allowing it to perform powerful magic. It is
highly intelligent, but it does not speak.
It is calm and quiet but can defend itself. It is especially
unrelenting when it comes to those who offend its pride.

179
9 Chimera [II] p. 385 ●Wings
Int: High Perc: Five senses (Darkvision) Disp: Hostile ○Flight
Lang: Trade Common, Barbaric, Dragonic, Arcana A Chimera receives a +1 bonus to Accuracy (only for
Hab: Ruins melee attacks) and Evasion while flying.
Rep/Weak: 13/20 W.P.: Magic damage + 2 points If Wings falls to 0 HP or lower, this unique skill cannot
Initiative: 15 Movement Speed: 13/25 (Flying) be used.
Fortitude: 11 (18) Willpower: 12 (19)
Loot
F Style Accuracy Damage Evasion Def. HP MP Always Chimera Horn (500G/Red A)
Bite Always Chimera Fang (500G/Red A)
(Lion’s 11(18) 2d+13 10(17) 9 46 12 2–9 Chimera Mane (500G/Red A)
Head) 10+ Golden Chimera Mane (2,900G/Gold Red S)
Horn
(Goat’s 9(16) 2d+9 10(17) 8 28 60 Description
Head)
A Chimera is fearsome in appearance, with the heads of
Bite
a lion, goat, and dragon, the body of a snake used for a tail,
(Dragon’s 10(17) 2d+11 10(17) 10 34 18
and the wings of a massive bat on its back. Their origin is
Head)
unclear, but it can only be assumed that a crazed wizard
Snake’s
from the Magic Civilization period came up with this beast
Bite 12(19) 2d+9 11(18) 6 52 12
as part of some deranged experiment.
(Body)
With multiple heads comes incredible intelligence, and
None Chimeras excel in cunning strategy. They are also quite cruel
- - 9(16) 8 24 12
(Wings) and will offer hope to their opponents only to snatch it away
at the last second. Chimeras also tend to have Undead and
SECTIONS Constructs under their control and will have each head sleep
Sections: 5 (Lion's Head / Goat's Head / Dragon's Head / at different times, making them incredibly difficult
Body / Wings) opponents to take advantage of. However, Chimeras tend to
Main Section: Y be overconfident, and it is said that this hubris may be their
downfall.
Unique Skills
●Lion's Head 9 Borer New
☆Techniques Int: High Perc: Five senses Disp: Neutral
They may use the [Cat's Eyes], [Beetleskin] and Lang: None Hab: Unknown
[Recovery (5 points)] Techniques (see CR II: p. 88-94). Rep/Weak: 15/22 W. P .: Physical damage + 2 points
Initiative: 20 Movement Speed: 40
●Goat's Head Fortitude: 11 (18) Willpower: 12 (19)
↝Spiritualism Magic 7 Level / Magic Power 10
(17) F Style Accuracy Damage Evasion Def. HP MP

○☑↝Magic Aptitude Kick 11(18) 2d+12 12(19) 10 67 41


The Chimera's Goat Head can use the Combat Feats
[Metamagic/Targets], [Metamagic/Distance], [Magic
Unique Skills
Convergence], [Magic Control], [Guided Magic] and
[Wordbreak]. ▼Time Reversal
Borer can reroll any of its own checks or have others
●Dragon's Head reroll them. Borer must see the character to force it to reroll.
↝Flame Breath / 11(18) / Fortitude/ Half This skill cannot be used for checks changed by [Sword's
Chimera spits fire with “Range: 50m” “Area: Shot” at 1 Salvation / Change Fate].
This unique skill can be used only once a day.
Character, dealing 2d+10 fire magic damage.
☆Radiant Body
●Body Borer cancels any magic, technique, spellsong,
▽Cursed Poison / 11 (18) / Fortitude / Neg evocation, item, or unique skill that is in effect within a 30m
If the Snake’s Bite attack hits and deals at least 1 point radius of it, regardless of its success value.
of applied damage, the target's Accuracy check will be This unique skill cannot cancel racial abilities or effects
reduced by -2. This effect is not cumulative. with Permanent duration.
This effect is treated as a curse type and is permanent.
This effect can also be removed with a spell such as the ↝Radiant Dance / 11 (18) / Fortitude / Half
[Remove Curse] spell (see CR I: p. 248-255), but it is Borer emits an intense light, dealing 2d+9 energy magic
automatically removed if the Body section that bestowed the damage to all characters within a 30m radius of it.
curse falls to 0 HP or less. This unique skill cannot be used on consecutive turns.

180
Part 2 Monsters
Loot attacks. When the Body falls to 0 HP or lower, this effect
2–5 None disappears.
6–9 Transparent Leather (1,400G/Red S)
10+ Transparent Leather (1,400G/Red S) x 2 Loot
2–9 Water-repellent Hide (550G/Red A)
10+ Blue-gray Hide (2,200G/Gold Red S)
Description
The Borer has the appearance and size of a kangaroo,
but its skin is invisible, allowing the bones and flesh to show Description
through. It is said that it has extraordinarily strong legs and Ahwank is a mythical beast that looks like a giant rodent.
can leap over mountains. Legend also has it that it can It is said to live near lakes and drag all who approach it into
illuminate the darkness and manipulate time. it.

10 Ahwank New 10 Cockatrice [II] p. 387


Int: Average Perc: Five senses Disp: Hungry Int: Low Perc: Five senses (Darkvision) Disp: Hostile
Lang: None Hab: Lakes, Wetlands Lang: None Hab: Forest, Wilderness
Rep/Weak: 10/17 W.P.: Physical damage + 2 points Rep/Weak: 15/20 W.P.: Water/Ice damage + 3 points
Initiative: 15 Movement Speed: 18/24 (Swimming) Initiative: 15 Movement Speed: 18/18 (Flying)
Fortitude: 11 (18) Willpower: 12 (19) Fortitude: 13 (20) Willpower: 13 (20)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Bite
13(20) 2d+10 12(19) 9 64 54 Beak 13(20) 2d+9 11(18) 10 78 27
(Head)
Claw 11(18) 9 72 35
14(21) 2d+8
(Body) Unique Skills
○Poison Immunity, ○Disease Immunity, ○Curse
SECTIONS Immunity
Sections: 2 (Head / Body)
Main Section: Head ▽Continuous Attack II
If a Cockatrice successfully hits a target in melee, they
may make a second attack. If a second attack hits they can
Unique Skills
make a third attack against the same target.
●All Sections
▽Petrifying Beak / 11 (18) / Willpower / Neg
○Underwater Aptitude If the Beak attack hits, the target becomes Petrified
It is able to move in water without penalty. (Agility/-12) (see p. 34).
This effect is the curse type.
●Head
☆Techniques ☆Techniques
Ahwank may use the [Cat's Eyes], [Bear Muscle] and They may use the [Beetleskin], [Meditation] and
[Recovery (7 points)] Techniques (see CR II: p. 88-94). [Recovery (5 points)] Techniques (see CR II: p. 88-94).

●Body ○Flight
↝Double Attack A Cockatrice receives a +1 bonus to Accuracy (only for
An Ahwank can attack the same target twice in one melee attacks) and Evasion while flying.
action with its Claws.
Loot
▼Hug 2–6 None
If both Claw attacks hit with [↝Double Attack], the 7 – 12 Cockatrice Beak (1,000G/Red S)
target is grappled. The target will be no longer able to move 13+ Crimson Beak (3,200G/Red S)
or make a melee or ranged attacks. Also, starting from the
next turn, the Body section automatically deals 2d+16
physical damage to the target, and Head section attacks Description
automatically hit the target. Resembling a giant chicken with the legs and tail of a
When the target tries to escape, use de-bonding (see p. lizard, a Cockatrice is a dangerous beast, able to petrify
34). anyone with its beak. Standing taller than most humanoids,
While entangled by this unique skill, the Ahwank cannot Cockatrices are often hostile to anyone they perceive as
attack other characters. If the monster itself wants to release threatening them or their nest. However, they absolutely
the target, it can do so with a Minor Action. hate Basilisks with every fiber of their being and will break
off combat with others in order to attack one on sight.
○Attack Obstacle = +4 • None
Ahwank size prevents enemies from attacking it. The
Head receives a +4 bonus to Evasion checks against melee

181
10 Draconet [II] p. 388 ●Wing
Int: Average Perc: Five senses (Darkvision) Disp: Neutral ☑All-Out Attack
Lang: Dragonic Hab: Various A Wing can deal an additional 8 damage on its next
Rep/Weak: 15/20 W.P.: Physical damage + 2 points attack. However, any Evasion check made by this section
Initiative: 17 Movement Speed: 13/25 (Flying) this turn receives a -3 penalty.
Fortitude: 13 (20) Willpower: 12 (19)
○Flight II
A Draconet receives a +2 bonus to Accuracy (only for
F Style Accuracy Damage Evasion Def. HP MP melee attacks) and Evasion while flying.
Claw If one of the Wings falls to 0 HP or lower, this unique
13(20) 2d+14 12(19) 12 63 32
(Body) skill cannot be used.
Wing
12(19) 2d+9 10(17) 10 41 16
(Wing) Loot
Wing Always Dragon Scale (5,000G/Red S)
12(19) 2d+9 10(17) 10 41 16
(Wing) 2–6 Dragon Fang (1,200G/Red S)
7+ Dragon Fang (1,200G/Red S) x 2
SECTIONS
Sections: 3 (Body / Wing x 2) Description
Main Section: Body “Draconet” is a name used for dragons 100 years or
younger, and a Draconet's attitude reflects its immaturity.
Unique Skills Often angry, they will destroy their environment until they
●All Sections either run out of energy or have leveled their surroundings.
However, it is possible to communicate with a Draconet
○Fire Immunity when they are in a good mood.
As with older dragons, Draconets tend to hoard things
●Body with a significant amount of stored mana, including magical
↝Flame Breath / 11 (18) / Fortitude / Half items, Sword Shards, and even whole Swords of Protection.
The Draconet spits a large fireball in “Range: 20m” and They loathe to give up any of their hoards but may be
“Area: Shot”, dealing 2d + 15 fire magic damage to up to 5 convinced if there are appropriate replacements for the
targets within a 3m radius of the explosion. items to be taken. While the most common Draconets
This unique skill cannot be used on consecutive turns. breathe fire, there are subspecies that can exhale ice,
lightning, or poison as well.

182
Part 2 Monsters
10+ Lustrous Mythical Beast Hide (4,400G/Gold Red
12 Elder Manticore New S)
Int: High Perc: Five senses (Darkvision) Disp: Neutral
Lang: Arcana, Sylvan Hab: Labyrinths Description
Rep/Weak: 17/22 W.P.: Wind damage +3 points The Elder Manticore is the same size and appearance as
Initiative: 20 Movement Speed: 15/23 (Flying) the Lesser Manticore (see p. 176), but its power and
Fortitude: 14 (21) Willpower: 16 (23) knowledge have grown to the point that it inspires awe in
those around him. It has knowledge that no one knows
today, it knows about several people of the magic civilization
F Style Accuracy Damage Evasion Def. HP MP period and the locations of the Sword Labyrinths. However,
Claw
15(22) 2d+14 14(21) 10 96 111 their knowledge usually has unreasonable cost and not easy
(Front)
to get.
Tail 13(20) 8 86 44
14(21) 2d+17
(Rear)
13 Lesser Dragon [II] p. 389
SECTIONS Int: High Perc: Five senses (Darkvision) Disp: Neutral
Sections: 2 (Front / Rear) Lang: Trade Common, Dragonic, Arcana Hab: Caves
Main Section: Y Rep/Weak: 12/20 W. P.: Physical damage + 2 points
Initiative: 18 Movement Speed: 15/30 (Flying)
Fortitude: 17 (24) Willpower: 17 (24)
Unique Skills
●Front F Style Accuracy Damage Evasion Def. HP MP
↝Truespeech Magic, Spiritualism Magic 12 Bite
Level / Magic Power 15 (22) 17(24) 2d+18 15(22) 14 79 84
(Head)
Tail
↝Fairy Magic 9level /Magic Power 12(19) 16(23) 2d+16 13(20) 16 103 30
(Body)
○☑Magic Aptitude Wing
15(22) 2d+14 13(20) 13 54 28
They can use the Combat Feats [Guided Magic], [Magic (Wing)
Convergence], [Magic Control] and [Metamagic/Targets]. Wing
15(22) 2d+14 13(20) 13 54 28
(Wing)
☆Techniques
They may use the [Cat's Eyes], [Beetleskin], [Gazelle
Feet], and [Recovery (9 points)] Techniques (see CR II: p. SECTIONS
88-94). Sections: 4 (Head / Body / Wing x 2)
Main Section: Head
●Rear
↝Twin Strike & Double Attack Unique Skills
An Elder Manticore can make two Tail attacks each ●All Sections
round, though each attack requires its own Accuracy check.
They may choose to attack different characters with each ○Fire Immunity
attack.
●Head
▽Numbing Poison / 14 (21) / Fortitude / Neg ↝Truespeech Magic, Spiritualism Magic 10 Level
If the Tail's attack hits and deals 1 or more points of / Magic Power 14 (21)
applied damage, it will paralyze the target and reduce its
Dexterity by -6 points (to a minimum of 0). This effect is ○☑↝Magic Aptitude
cumulative, and when the Dexterity reaches 0, the target will The Lesser Dragon can use the Combat Feats
be unable to make any melee or ranged attacks. [Metamagic/Targets], [Metamagic/Distance], [Magic
If the character has a fixed value, its Accuracy check is Convergence], [Magic Control], [Guided Magic] and
reduced by -1 for each effect of this poison, and the [Wordbreak].
character cannot be attacked after three such effects.
This effect is poison type and lasts for 1 hour. ↝Flame Breath / 11 (18) / Fortitude / Half
The Draconet spits a large fireball in “Range: 20m” and
○Flight “Area: Shot”, dealing 2d + 20 fire magic damage to up to 20
An Elder Manticore receives a +1 bonus to Accuracy targets within a 6m radius of the explosion.
(only for melee attacks) and Evasion while flying. This unique skill cannot be used on consecutive turns.
If the Rear falls to 0 HP or lower, this unique skill cannot
be used. ☆Techniques
They may use the [Strong Blood], [Beetleskin] and
[Recovery (7 points)] Techniques (see CR II: p. 88-94).
Loot
2–6 Fine Mythical Beast Hide (300G/Red A)
7–9 Beautiful Mythical Beast Hide (800G/Gold Red
A)

183
●Body 15 Sphinx [III] p. 375
☑Tail Sweep Int: High Perc: Five senses Disp: Neutral
A Lesser Dragon can use their Tail to attack up to 5 Lang: All Hab: Ruins
targets in the same skirmish. Accuracy and Damage are the Rep/Weak: 18/25 W.P.: Physical damage + 2 points
same as a normal attack, and this attack cannot be used in Initiative: 20 Movement Speed: 20/40 (Flying)
consecutive rounds. Fortitude: 20 (27) Willpower: 22 (29)
○Attack Obstacle = Impossible • None
The Lesser Dragon size hinders attack. F Style Accuracy Damage Evasion Def. HP MP
The Head cannot be attacked, whether melee or ranged. Bite
20(27) 2d+16 17(24) 15 87 194
When the Body falls to 0 HP or lower, this effect disappears. (Head)
Claw
21(28) 2d+13 16(23) 16 107 84
●Wing (Body)
☑All-Out Attack Wing
19(26) 2d+10 18(25) 13 61 64
A Wing can deal an additional 8 damage on its next (Wing)
attack. However, any Evasion check made by this section Wing
19(26) 2d+10 18(25) 13 61 64
this turn receives a -3 penalty. (Wing)

○Flight
A Lesser Dragon receives a +1 bonus to Accuracy (only SECTIONS
for melee attacks) and Evasion while flying. Sections: 4 (Head / Body / Wing x 2)
If any of the Wings fall to 0 HP or lower, this unique Main Section: Head
skill cannot be used.
Unique Skills
Loot ●All Sections
Always Dragon Scale (5,000G/Red S) ○Mana Resistance
2–6 Dragon Fang (1,200G/Red S) Reduce all Magic Damage Sphinx receive by -5.
7 – 12 Dragon Fang (1,200G/Red S) x 1d
13+ Dragon Jewel (10,000G/Gold SS) ○Weakness Exploit
Sphinx deals double damage to other monster weak
Description points.
A young dragon, less than 500 years, yet older than a ●Head
Draconet. Even though it is still relatively young for a
Dragon, Lesser Dragons tend to be around 10m long, and ↝Truespeech Magic, Spiritualism Magic, Divine
so any sort of melee attacks on the head is nigh impossible. Magic, Fairy Magic, Magitech 13 Level / Magic
Able to spit flames and cast spells while flying over the Power 19 (26)
skirmish, a Lesser Dragon's offensive power is second to
none. Because of this, Lesser Dragons tend to be very self- ○Multiple Actions = 3 times
centered and overconfident, looking down on all those they ○☑↝Magic Aptitude
consider “lesser creatures”. Lesser Dragons look to hoard The Sphinx can use the Combat Feats [Multi-Action],
treasure and valuables, just like any other dragon. Any brave [Hawk Eye], [Metamagic/Targets], [Metamagic/Distance],
adventurer (or adventuring party) that is able to kill a Lesser [Metamagic/Time], [Metamagic/Area],
Dragon will not only earn the title “Dragon Slayer” but will [Metamagic/Accuracy], [Mana Save], [MP Save/Truespeech
have access to the vast hoard that the dragon had acquired. Magic, Spiritualism Magic, Divine Magic, Fairy Magic],
Additionally, very rarely do dragons have Dragon Eggs [Magic Convergence], [Magic Control], [Guided Magic] and
inside their bodies, which are incredibly valued on their own [Wordbreak].
due to use in a number of magical experiments.
○Knowledge Incarnate
Sphinx has a +20 success value for Sage class skills.
While making these checks treat Sphinx as having combat
feat [Sage's Wisdom] mastered.
☆Riddle / 20 (27) / Adventurer Level +
Intelligence Modifier / Neg
The Sphinx can ask one character within “Range: 100m”
and “Area: Target” a riddle. The target then makes an
opposed (Adventurer Level + Intelligence bonus) check in
order to come up with the correct answer, becoming unable
to move or take any Actions for 30 seconds (3 rounds) if
they fail this check. This temporary paralysis is a Curse-type
effect and will affect characters even if they cannot hear the
Sphinx.

184
Part 2 Monsters
This unique skill can be used only once per round. ●Head
●Body ↝Truespeech Magic, Divine Magic 10 Level /
Magic Power 15 (22)
○Attack Obstacle = +4 • None
Head sections cannot be attacked in melee. Against any ●Body
ranged attacks, Body sections receive a +4 bonus to Evasion
checks. ○Attack Obstacle = Impossible • None
When the Body section falls to 0 HP or lower, this effect The Hraesvelgr size hinders attacks.
disappears. The Head of the Hraesvelgr cannot be engaged in melee
combat, this unique skill is lost when the Body section has 0
●Wing or less HP.
○Flight ●Right Wing & Left Wing
A Sphinx receives a +1 bonus to Accuracy (only for
melee attacks) and Evasion while flying. ○Flight II
If any of the Wings fall to 0 HP or lower, this unique A Hraesvelgr receives a +2 bonus to Accuracy (only for
skill cannot be used. melee attacks) and Evasion while flying.
If one of the Wings falls to 0 HP or lower, this unique
Loot skill cannot be used.
Always Feathers (1,000G/Red S)
2–9 Ancient Runestones (2,000G/White S) ●Right Wing
10 – 12 Engraved Signet Ring (5,000G/Gold White S) ↝Rain of Thunder / 21 (28) / Fortitude / Half
13+ Mysterious Lithograph (10,000G/White SS) The Hraesvelgr can cause the thunder on its right wing
to downpour onto the skirmish, shooting it with “Range:
20m” and “Area: Shot”. The thunder will detonate on
Description
contact, becoming a 6m radius electrical shockwave that
The Sphinx is a mythical beast about 5m tall, with the deals 2d + 20 lightning magic damage to up to 20 targets.
body of a lion, wings of an eagle, and the face of a beautiful This unique skill cannot be used in consecutive turns.
human woman. Highly intelligent and a powerful wizards in
their own right, Sphinxes can speak any language and cast ○Thundering Wing / 20 (27) / Fortitude / Neg
most known magic spells, regardless of Class. Sphinxes are Each time a character attacks in the melee Right Wing
often seen in serving as gatekeepers for ancient magicians, section, this character suffers 2d+10 lightning magic damage,
welcoming those who can answer their riddles as friends of regardless of whether the attack succeeds or fails.
the magician. However, failing to come up with the correct
response will lead to a dire fate. ●Left Wing
↝Razor Wind / 21 (28) / Fortitude / Half
17 Hraesvelgr [III] p. 377 The Hraesvelgr shoots the wind circling its Left Wing
Int: High Perc: Magic Disp: Neutral with “Range: 20m” and “Area: Shot”. The targets within
Lang: Arcana Hab: Mountains Radius 6m/20 will be dealt 2d+20 wind magic damage.
Rep/Weak: 18/25 W.P.: Poison damage +3 points This unique skill cannot be used in consecutive turns.
Initiative: 24 Movement Speed: 10/50 (Flying)
Fortitude: 22 (29) Willpower: 22 (29) ○Gusting Wing/ 20 (27) / Fortitude / Neg
Each time a character attacks in the melee Left Wing
F Style Accuracy Damage Evasion Def. HP MP section, this character suffers 2d+10 wing magic damage,
regardless of whether the attack succeeds or fails.
Beak
22(29) 2d+20 20(27) 17 105 88
(Head)
Slam Loot
21(28) 2d+19 19(26) 16 115 38 Always Soft Feathers (1,000G/Red S)
(Body)
Wing 2–7 Strange Flight Feathers (1,000G/Red S)
(Right 20(27) 2d+16 20(27) 15 82 28 8 – 12 Developed Feathers (5,000G/Red S)
Wing) 13+ Thunder Wind Feathers (10,000G/Gold Red
Wing SS)
(Left 20(27) 2d+16 20(27) 15 82 28
Wing) Description
SECTIONS Appearing as a giant eagle, the Hraesvelgr is said to be
Sections: 4 (Head / Body / Right Wing / Left Wing) the father of wind and lightning. Its wingspan can reach 20m,
Main Section: Head and each wing has control over one of those elements,
destroying everything they touch. The Hraesvelgr also
Unique Skills detests the undead, finding them through the soulscars they
●All Sections carry. However, even those with soulscars that aren't
undead, such as nightmares and even some veteran
○Aversion to Soulscars adventurers, are at risk of being torn apart by the Hraesvelgr.
If an opponent has one or more soulscars, the
Hraesvelgr gains a +1 bonus to all checks.

185
18 Greater Dragon New ○Flight II
A Greater Dragon receives a +2 bonus to Accuracy (only
Int: High Perc: Five senses (Darkvision) Disp: Neutral
for melee attacks) and Evasion while flying.
Lang: Trade Common, Dragonic, Arcana
If one of the Wings falls to 0 HP or lower, this unique
Hab: Mountains, Caves
skill cannot be used.
Rep/Weak: 18/24 W. P.: Physical damage + 2 points
Initiative: 23 Movement Speed: 20/40 (Flying) ●Tail
Fortitude: 24 (31) Willpower: 24 (31)
☑Tail Sweep
A Greater Dragon can use their Tail to attack up to 5
F Style Accuracy Damage Evasion Def. HP MP targets in the same skirmish. Accuracy and Damage are the
Bite same as a normal attack, and this attack cannot be used in
23(30) 2d+21 24(31) 17 105 102
(Head) consecutive rounds.
Talons
24(31) 2d+19 21(28) 19 132 132
(Body) Loot
Wing Always Dragon Fang (1,200G/Red S) x 1d
21(28) 2d+17 22(29) 14 86 81
(Wing) Always Dragon Scale (5,000G/Red S)
Wing 2–9 None
21(28) 2d+17 22(29) 14 86 81
(Wing)
10+ Dragon Jewel (10,000G/Gold SS)
Tail
22(29) 2d+19 22(29) 18 111 94
(Tail)
Description
It is a mature dragon, about 2,000 years old. Its total
SECTIONS length is nearly 20 meters, and its strength rivals that of the
Sections: 5 (Head / Body / Wing x 2 / Tail) armies of great nations. For this reason, most people think
Main Section: Head of them more like a natural disaster than an enemy to be
defeated.
Unique Skills They are sensitive and will not tolerate any interference.
●All Sections They will direct all of their dragon clan to destroy unwanted
intruders if they come to their territory uninvited.
○Energy Immunity, ○Fire Immunity They are also well known in history and magic, but often
cannot remember the details of incredibly old matters and
●Head may add fictional details to fill those gaps.
↝Truespeech Magic, Spiritualism Magic 15 Level
/ Magic Power 20 (27)

○☑↝Magic Aptitude
The Greater Dragon can use the Combat Feats [Multi-
Action], [Guided Magic], [Magic Convergence], [Magic
Control], [Metamagic/Targets] and [Metamagic/Distance].
↝Flame Breath / 22 (29) / Fortitude / Half
The Greater Dragon spits a large fireball in “Range:
50m” and “Area: Shot”, dealing 2d + 24 fire magic damage
to up to 20 targets within a 6m radius of the explosion.

●Body
↝Wordbreak
Greater Dragon uses [Wordbreak] combat feat (see CR
II, p. 160).

○Attack Obstacle = Impossible • None


The Greater Dragon size hinders attacks.
The Head of the Greater Dragon cannot be engaged in
melee combat, this unique skill is lost when the Body section
has 0 or less HP.

●Wing
☑All-Out Attack
A Wing can deal an additional 8 damage on its next
attack. However, any Evasion check made by this section
this turn receives a -3 penalty.

186
Part 2 Monsters

18 Peluda [III] p. 379 ○Attack Obstacle = +4 • None


Body sections cannot be attacked in melee. Against any
Int: High Perc: Magic Disp: Hostile
ranged attacks, Body sections receive a +4 bonus to Evasion
Lang: None Hab: Ruins
checks.
Rep/Weak: 20/27 W.P.: Magic damage + 2 points
When all Foot sections fall to 0 HP or lower, this effect
Initiative: 24 Movement Speed: 31
disappears.
Fortitude: 24 (31) Willpower: 23 (30)
●Tail
F Style Accuracy Damage Evasion Def. HP MP ☑Tail Sweep
Bite A Peluda can use its Tail to attack up to 5 targets in the
22(29) 2d+18 21(28) 15 110 49
(Head) same skirmish. Accuracy and Damage are the same as a
Slam normal attack, and this attack cannot be used in consecutive
20(27) 2d+20 20(27) 16 127 29
(Body) rounds.
Kick
21(28) 2d+17 20(27) 15 97 29
(Foot) Loot
Kick Always Peluda Fangs (1,000G/Red S)
21(28) 2d+17 20(27) 15 97 29
(Foot) 2–6 Peluda Venom (1,000G/Red S)
Kick 7 – 12 Peluda Venom (1,000G/Red S) x 1d
21(28) 2d+17 20(27) 15 97 29
(Foot) 13+ Peluda Venom Sac (10,000G/Red SS)
Kick
21(28) 2d+17 20(27) 15 97 29
(Foot)
Tail Description
21(28) 2d+17 21(28) 15 109 19
(Tail) A Peluda is a massive beast, measuring 40m long, with
the body of a snake, four clawed legs, and hair like a lion's
mane all throughout its body. Additionally, massive spikes
SECTIONS jut out from its back at regular intervals, whose touch can
Sections: 7 (Head / Body / Foot x4 / Tail) inject a massive dose of poison into a target even after the
Main Section: Head Peluda is dead. However, the poison from these spikes can
be used by researchers in order to produce valuable
Unique Skills antivenoms, and so it is worthwhile for adventurers to go out
●All Sections and collect this monster's terrible poison. There are also
rumors that a monster has singlehandedly burned down a
☆Techniques city overnight in a fit of rage, and it is commonly thought this
They may use the [Cat’s Eye], [Bear Muscle] and monster was a Peluda.
[Recovery (9 points)] Techniques (see CR II: p. 88-94).

●Head
↝Flame Breath / 24 (31) / Fortitude / Half
The Peluda spits a large fireball in “Range: 20m” and
“Area: Shot”, dealing 2d + 20 fire magic damage to up to 20
targets within a 6m radius of the explosion.
This unique skill cannot be used on consecutive turns.

●Body
▽Poison / 24 (31) / Fortitude / Neg
If the Slam attack hits, it inflicts 16 poison magic damage
to the target.

○Attack Obstacle = Impossible • +4


Peluda size hinders attack.
The Head cannot be attacked in melee. Against any
ranged attacks, Head receives a +4 bonus to Evasion checks.
When the Body falls to 0 HP or lower, this effect
disappears.

●Foot
↝Trampling Rush / Can’t
The Peluda stomps its feet rapidly, dealing (2d + 5) x
(Remaining Feet) physical damage to all other targets in the
same skirmish.
This attack cannot be Evaded. All remaining Feet must
be able to take a Major Action to use this unique skill.

187
25 Elder Dragon New ●Wing
Int: High Perc: Five senses (Darkvision) Disp: Neutral ☑All-Out Attack
Lang: Trade Common, Dragonic, Arcana A Wing can deal an additional 8 damage on its next
Hab: Mountains, Caves attack. However, any Evasion check made by this section
Rep/Weak: 10/33 W.P.: Physical damage + 2 points this turn receives a -3 penalty.
Initiative: 35 Movement Speed: 30/60 (Flying)
Fortitude: 32 (39) Willpower: 32 (39)
○Flight II
An Elder Dragon receives a +2 bonus to Accuracy (only
for melee attacks) and Evasion while flying.
F Style Accuracy Damage Evasion Def. HP MP If one of the Wings falls to 0 HP or lower, this unique
Bite skill cannot be used.
32(39) 2d+29 32(39) 28 164 201
(Head)
Talons
33(4) 2d+27 30(37) 30 248 167
●Tail
(Body) ↝Sweeping Attack
Wing Elder Dragon makes a Tail attack against all enemies in
30(37) 2d+26 31(38) 25 120 98
(Wing) the same skirmish.
Wing This unique skill cannot be used on consecutive turns.
30(37) 2d+26 31(38) 25 120 98
(Wing)
Tail Loot
31(38) 2d+27 31(38) 29 196 125
(Tail) Always Dragon Fang (1,200G/Red S) x 2d
Always Dragon Scale (5,000G/Red S)
SECTIONS 2 – 13 Dragon Jewel (10,000G/Gold SS)
Sections: 5 (Head / Body / Wing x 2 / Tail) 14+ Greater Dragon Jewel (50,000G/Gold SS)
Main Section: Head
Description
Unique Skills It is a legendary dragon. Its age ranges from several
●All Sections thousand to tens of thousands of years old, and although it
is still alive, its references can be found in histories and
○Energy Immunity, ○Fire Immunity myths of ages past. It is more like a divine being than a
●Head mythical beast, and is comparable to a Minor God, as they
can be worshiped in some areas.
↝Truespeech Magic, Spiritualism Magic 15 Level If anyone has ever managed to defeat it, this deed will be
/ Magic Power 28 (35) passed down from generation to generation.
○☑Magic Aptitude
They can use the Combat Feats [Multi-Action] [Guided
Magic], [Magic Convergence], [Magic Control],
[Metamagic/Targets], [Metamagic/Distance] and
[Metamagic/Area].
↝Flame Breath / 28 (35) / Fortitude / Half
The Elder Dragon spits a large fireball in “Range: 50m”
and “Area: Shot”, dealing 2d + 28 fire magic damage to up
to 20 targets within a 6m radius of the explosion.
This unique skill cannot be used on consecutive turns.

●Body
↝Wordbreak
Elder Dragon uses [Wordbreak] combat feat (see CR II,
p. 160).

○Attack Obstacle = Impossible • None, Magic


Obstacle = -4
The Elder Dragon huge body poking through the clouds
hinders the attack.
The Head of the Greater Dragon cannot be engaged in
melee combat. And if character casts spell targeting Head
section or other character in the same section caster gains -
4 penalty on the Spellcasting check.
This unique skill is lost when Body section have 0 or less
HP.

188
Part 2 Monsters

FAIRIES
COMMON ABILITIES OF FAIRIES Description
Pixie is an olden fairy. It has the appearance of a small
Fairies have the following unique skills in girl, with pointy ears and beautiful butterfly-like wings on
common her back. They are generally kind to strangers and will
answer their questions, but sometimes they can play
○Knowledge = Fairy Tamers adorable pranks on them.
Those with Fairy Tamer will automatically succeed in
Monster Knowledge check for this monster. But they still
must roll to know its weak point. 1 Brownie FG
Int: Average Perc: Five senses Disp: Friendly
○Invisible Against Runefolk Lang: Sylvan Hab: Secluded Regions
Runefolk cannot see fairies. Rep/Weak: 9/14 W.P.: Accuracy +1
Initiative: 8 Movement Speed: 12
○No Loot Fortitude: 2 ⑼ Willpower: 3 (10)
If a fairy is defeated, it dissipates as mana, and no loot
can be gained by defeating it.
F Style Accuracy Damage Evasion Def. HP MP
Gavel 1(8) 2d-1 3(10) 0 15 10
1 Knocker FG
Int: Average Perc: Five senses Disp: Friendly
Lang: Sylvan Hab: Secluded Regions Unique Skills
Rep/Weak: 9/14 W.P.: Wind damage +3 points ○Olden Fairy
Initiative: 7 Movement Speed: 11 This fairy doesn’t have [○Knowledge = Fairy Tamers].
Fortitude: 3 (10) Willpower: 2 (9)
☑Power Attack
They can deal an additional 4 damage on their next
F Style Accuracy Damage Evasion Def. HP MP
attack. However, any Evasion Check made by them this
Pickaxe 0(7) 2d 2(9) 2 13 10 turn receives a -2 penalty.

Unique Skills Description


Brownie is an olden fairy. They are about 50cm long
○Olden Fairy and look like a chubby human child. They like to help
This fairy doesn’t have [○Knowledge = Fairy Tamers]. others and will try to help anyone who is in trouble.
Sometimes they work as subordinates or servants, and
Description other times they help in secret without being seen directly.
It is an olden fairy looking like a small fat boy of about
1 meter in height. They live in tunnels and caves and are
always busy mining.
3 Bannik [III] p. 381
Int: Average Perc: Five senses Disp: Neutral
Lang: Trade Common, Sylvan Hab: Hot Springs
1 Pixie FG Rep/Weak: 10/14 W.P.: Fire damage + 3 points
Int: Average Perc: Five senses Disp: Friendly Initiative: 10 Movement Speed: 12
Lang: Sylvan Hab: Secluded Regions Fortitude: 6 (13) Willpower: 6 (13)
Rep/Weak: 9/14 W.P.: Earth damage + 3 points
Initiative: 9 Movement Speed: 14 (Flying) F Style Accuracy Damage Evasion Def. HP MP
Fortitude: 2 (9) Willpower: 2 (9) Fist 5(12) 2d+2 3(10) 4 34 34

F Style Accuracy Damage Evasion Def. HP MP


Dagger 2(9) 2d-2 2(9) 1 12 12
Unique Skills
↝Limited Fairy Magic 3 Level / Magic Power 5
(12)
Unique Skills A Bannik may cast the Fairy Magic spells [Water
○Olden Fairy Screen] and [Purification].
This fairy doesn’t have [○Knowledge = Fairy Tamers].
☑Magic Aptitude
○Flight A Bannik can use the Combat Feat
A Pixie receives a +1 bonus to Accuracy (only for [Metamagic/Distance].
melee attacks) and Evasion while flying.

189
↝Healing Hot Spring On the other hand, they will never forgive those who were
The Bannik can change water into a hot spring at the hostile to them or have betrayed them and will try to burn
optimal temperature for bathing, at a rate of 2 MP per 50 them with fire.
liters of water to be changed.
Soaking in the waters for an hour will recover 5 HP
and MP but staying in longer than an hour will not recover
3 Dunae FG
anymore. Int: Average Perc: Five senses (Darkvision) Disp: Friendly
Lang: Sylvan Hab: Secluded Regions
○Water/Ice Immunity Rep/Weak: 10/15 W.P.: Physical damage + 2 points
Initiative: 11 Movement Speed: 10 (Floating)
○Water Body Fortitude: 4 (11) Willpower: 5 (12)
Bludgeoning weapons treat the Bannik's Defense as 3
points higher. F Style Accuracy Damage Evasion Def. HP MP
○Underwater Aptitude Slam 4(11) 2d+2 5(12) 2 18 24
It is able to move in water without penalty.

○Fire Vulnerability Unique Skills


When Bannik is hit by Fire-type damage, it takes an ○Olden Fairy
extra 3 damage.
This fairy doesn’t have [○Knowledge = Fairy Tamers].

Description ↝Limited Fairy Magic 3 Level / Magic Power


A spirit that takes the appearance of a nude woman, 5(12)
Banniks are subservient fairies found around hot springs Dunae may cast Fairy Magic spells [Fairy Wish],
and other naturally occurring warm water. They only wish [Whisper Heal].
to see cleanliness and may even offer to create a hot spring
in order to help travelers wash away dirt and grime.
○Moonlight
When Dunae is in the moonlight its HP and MP are
However, Banniks are known to become irrationally angry
if someone dirty refuses to head to a hot spring and will increased by 5 and Magic Power by 2 for [↝Limited Fairy
lash out in anger. Magic].
↝Moon Dance / 5(12) / Willpower / Neg
3 Einsel FG 1 Character within “Range: Touch” of Dunae receives
the blessing. Target can re-roll once 2d on skill check for
Int: Average Perc: Five senses Disp: Friendly
1 day. Target can decide if they want or not to use re-roll
Lang: Sylvan Hab: Secluded Regions
or not. After the re-roll, the second roll must be used as a
Rep/Weak: 10/15 W.P.: Water / Ice damage + 3 points
result.
Initiative: 10 Movement Speed: 13
The same target can receive this blessing only once per
Fortitude: 5 (12) Willpower: 5 (12)
day.

F Style Accuracy Damage Evasion Def. HP MP


Description
Fist 5(12) 2d+3 4(11) 3 23 17 Dunae is an olden fairy. They are about 1 meter long
and have a genderless human-like look. They are friendly
to humans and animals but are very timid and rarely hurt
Unique Skills others except in self-defense.
○Olden Fairy
This fairy doesn’t have [○Knowledge = Fairy Tamers].
3 Swarm of Muryans [III] p. 382
↝Limited Fairy Magic 3 Level / Magic Power Int: Average Perc: Five senses Disp: Friendly
5(12) Lang: Trade Common, Sylvan Hab: Forests, Grasslands
Einsel may cast Fairy Magic spell [Fire Bolt]. Rep/Weak: 8/14 W.P.: Wind damage +3 points
Initiative: 9 Movement Speed: 11
○Fire Immunity Fortitude: 7 (14) Willpower: 6 (13)
↝Fire Dance / 5(12) / Willpower / Half
Einsel springs sparks around 1 character in the same F Style Accuracy Damage Evasion Def. HP MP
skirmish. Skill deals 2d+2 fire magic damage. In addition, None - - 4(11) 5 35 19
a target that fails resistance takes a -2 penalty to Evasion
checks for 10 seconds (1 round).
Unique Skills
Description ↝Limited Fairy Magic 3 Level / Magic Power 6
Einsel's hair is burning with fire. They live in groups of (13)
three to five, near the fire sources. They are curious and A Swarm of Muryans may cast the Fairy Magic spells
fond of people and will be nice to anyone kind to them. [Snare] and [Stone Guard].

190
Part 2 Monsters

☑Magic Aptitude in 30m in shadow, preventing them from taking any


A Swarm of Muryans can use the Combat Feat sort of deliberate action. Those who fail to resist cannot
[Metamagic/Targets]. move or perform any Minor or Major Action for 30
seconds (3 rounds).
↝Spellsong / 5 (12) This effect is treated as a psychic type.
A Swarm of Muryans can use the [Ambiance] and
[Healing] Spellsongs. Spellsongs have an effective range of ○Psychic Immunity
30m, centered on the Swarm of Muryans.
○Flight
↝Swarming Attack / Can't A Shade receives a +1 bonus to Accuracy (only for
The Muryans swarm around all other targets in the melee attacks) and Evasion while flying.
same skirmish, dealing 2d + 1/5 the Swarm of Muryans's
Current HP (rounded down) physical damage.
Description
Dark fairies standing around 30cm tall, Shades are
○Earth Immunity cloaked entirely in darkness. However, if one were to be
able to see through and see the real appearance of a Shade,
○Swarm they appear to be tall, almost gaunt fairies wearing well-
A Swarm of Muryans is immune to criticals. In made clothing created entirely out of ephemeral darkness.
addition, Throw or similar attacks deal no damage and Shades will rarely appear in areas with a high population,
have no effect. preferring more rural areas.
When targeting the Swarm of Muryans or another
character in the same skirmish, the Combat Feats [Precise 5 Sprite [III] p. 385
Shot], [Guided Magic], and [Magic Control] cannot be Int: Average Perc: Five senses Disp: Neutral
used. Lang: Sylvan Hab: Various
○Wind Vulnerability Rep/Weak: 11/15 W.P.: Accuracy +1
When the Swarm of Muryans is hit by Wind-type Initiative: 12 Movement Speed: 33 (Flying)
damage, it takes an extra 3 damage. Fortitude: 9 (16) Willpower: 7 (14)

F Style Accuracy Damage Evasion Def. HP MP


Description
Slam 7(14) 2d+6 7(14) 6 42 42
What appears to be an ant at first is really an
exceedingly small earth fairy, dressed in a dark hat and
coat. Muryans are tiny fairies that travel in swarms and will Unique Skills
typically be seen as a part of a large group, rather than ↝Limited Fairy Magic 5 / Magic Power 9 (16)
individually. Because of their small size, they tend to avoid A Sprite may cast the Fairy Magic spells [Healing
conflict when possible and are rather easygoing. If a group Water], [Whisper Heal], and [Basic Healing].
of Muryans sees someone who's not having a good time,
☑Magic Aptitude
they will try and put on a little song and dance to bring
A Sprite can use the Combat Feat
some cheer.
[Metamagic/Targets].

5 Shade [III] p. 383 ○Light Protection


A Sprite takes 5 less damage from all Magic effects,
Int: Average Perc: Five senses Disp: Neutral
regardless of type.
Lang: Sylvan Hab: Various
Rep/Weak: 11/15 W.P.: Accuracy +1 ○Flight
Initiative: 12 Movement Speed: 33 (Flying) A Sprite receives a +1 bonus to Accuracy (only for
Fortitude: 7 (14) Willpower: 9 (16) melee attacks) and Evasion while flying.

F Style Accuracy Damage Evasion Def. HP MP ☆Flash / 8 (15) / Fortitude / Neg


The Sprite unleashes a bright flash of light, dazzling all
Slam 7(14) 2d+7 7(14) 7 42 42 within 30m. Those who fail to resist will receive a -2
penalty to all Accuracy and Evasion checks for 30 seconds
(3 rounds). This effect is not cumulative.
Unique Skills This unique skill can be used only once per round.
↝Limited Fairy Magic 5 Level / Magic Power 9
(16) Description
A Shade may cast the Fairy Magic spells [Sanity] and Fairies of light, Sprites are similar to Shades in size and
[Distraction]. stature, only being around 30cm tall and glowing with a
☑Magic Aptitude bright light. Their true appearance is that of a slim blonde
A Shade can use the Combat Feats woman dressed in a robe of white light, though the light
[Metamagic/Targets] and [Metamagic/Time]. given off by the robe is enough to obscure this view. Said
to be able to restore one's vitality, having the aid of a Sprite
↝Dark Mind / 8 (15) / Willpower / Neg is quite important for Fairy Tamers. However, Sprites are
The Shade attempts to wrap the minds of every target incredibly shy and are a rare sight in public areas.

191
7 Undine [II] p. 391 7 Cait Sith FG
Int: Average Perc: Five senses Disp: Neutral Int: Average Perc: Five senses Disp: Friendly
Lang: Sylvan Hab: Waterside Lang: Various Hab: Secluded Regions
Rep/Weak: 11/16 W. P .: Fire damage + 3 points Rep/Weak: 9/16 W.P.: Accuracy +1
Initiative: 13 Movement Speed: 15/15 (Swimming) Initiative: 13 Movement Speed: 14
Fortitude: 9 (16) Willpower: 9 (16) Fortitude: 9 (16) Willpower: 9 (16)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Fist 10(17) 2d+7 8(15) 8 46 50 Slam 9(16) 2d+5 10(17) 5 32 42

Unique Skills Unique Skills


↝Limited Fairy Magic 7 Level / Magic Power 10 ○Olden Fairy
(17) This fairy doesn’t have [○Knowledge = Fairy Tamers].
An Undine may cast the Fairy Magic spells [Water
Screen], [Purification], and [Ice Bolt]. ↝Limited Fairy Magic 3 Level / Magic Power
5(12)
○☑Magic Aptitude Cait Sith may cast Fairy Magic spells [Fairy Wish],
An Undine can use the Combat Feats [Whisper Heal], [Sanity], [Distraction], and [Basic
[Metamagic/Targets] and [MP Save/Fairy Magic]. Healing].
↝Water Gun / 9 (16) / Fortitude / Half ○Service / 11(18)
An Undine sprays a jet of water with “Range: 20m” and The skill allows to entertain guests. Cait Sith can use
“Area: Shot”, onto one enemy Character, dealing 2d+6 this success value 11(18) for non-combat Dexterity or
water/ice magic damage and causing it to fall prone. Intelligence-based skill checks.
○Underwater Aptitude
It is able to move in water without penalty. Description
Cait Sith is an olden fairy. It is an upright cute cat-like
○Water/Ice Immunity creature, about one meter long. They like to help anyone
in need. They can easily learn languages, and once they
○Water Body hear a language, they can use it within a short period of
Bludgeoning weapons treat the Undine's Defense as 3 time.
points higher.

○Fire Vulnerability
When Undine is hit by Fire-type damage, it takes an
extra 3 damage.

Description
Water fairies that have become stronger with time and
mana, Undines appear as beautiful humanoid women
(often humans and elves). Often seen in larger bodies of
water, they have also been sighted in rivers, and are very
curious about travelers on the water. However, their
curiosity may occasionally be dangerous, as Undines tend
not to know that other races can drown in water.
They greatly dislike ugly people on the water and try to
deliberately sink their vessels, so they can't be seen on the
water. However, an even more hated enemy is those who
would pollute water sources. These people the Undines
actively and aggressively try to drown, in order to protect
themselves and their habitat.

192
Part 2 Monsters

7 Salamander [II] p. 393 7 Sylph [II] p. 394


Int: Average Perc: Five senses Disp: Neutral Int: Average Perc: Five senses Disp: Neutral
Lang: Sylvan Hab: Volcanoes, Labyrinths, Ruins Lang: Sylvan Hab: Mountains
Rep/Weak: 11/16 W.P.: Water / Ice damage + 3 points Rep/Weak: 11/16 W.P.: Earth damage + 3 points
Initiative: 14 Movement Speed: 17 Initiative: 15 Movement Speed: 22 (Flying)
Fortitude: 10 (17) Willpower: 8 (15) Fortitude: 9 (16) Willpower: 9 (16)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Tongue 10(17) 2d+11 9(16) 7 41 50 Fist 9(16) 2d+6 10(17) 5 38 50

Unique Skills Unique Skills


↝Limited Fairy Magic 7 Level / Magic Power 10 ↝Limited Fairy Magic 7 Level / Magic Power 10
(17) (17)
A Salamander may cast the Fairy Magic spells [Fire A Sylph may cast the Fairy Magic spells [Wind Voice],
Bolt] and [Heat Metal]. [Wind Guard], [Windcutter], [Silent Move], [Hovering]
and [Shoot Arrow].
☑Magic Aptitude
A Salamander can use the Combat Feats ○☑Magic Aptitude
[Metamagic/Targets] and [Metamagic/Distance]. A Sylph can use the Combat Feats [Guided Magic] and
[Metamagic/Distance].
↝Flame Breath / 8 (15) / Fortitude / Half
A Salamander breathes a gout of flame with “Range: ↝Gale Breath / 9 (16) / Fortitude / Half
20m” and “Area: Shot” at 1 enemy character, dealing 2d+9 Sylph breathes a mass of compressed air with “Range:
fire magic damage. 30m” and “Area: Shot” in a Radius 3m/5, dealing 2d+6
wind magic damage.
○Fire Immunity
○Wind Immunity, ○Slashing Immunity
○Water/Ice Vulnerability
When the Salamander is hit by Water/Ice-type ○Wind Body
damage, it takes an extra 3 damage. Slashing weapons treat Sylph's Defense as 3 points
higher.
Description ○Earth Vulnerability
Salamanders are 2m long lizard-like fairies drawn to When the Sylph is hit by Earth-type damage, it takes
flames and fire and tend to live in areas with higher an extra 3 damage.
temperatures than normal. They're driven to burn
everything around them, and there's often charcoal strewn ○Flight
about their lairs because of this tendency. However, A Sylph receives a +1 bonus to Accuracy (only for
despite being drawn to fire, Salamanders aren't aggressive, melee attacks) and Evasion while flying.
though they are still dangerous when not threatened.
Description
Whimsical wind fairies, Sylphs appear to travelers as
half-transparent humanoids, often choosing to appear as
either humans or elves. They are not malicious, but
sometimes their pranks may be dangerous, such as flying
around a mountaineer trying to climb. Sylphs prefer to fly
freely wherever they want, though occasionally some will
follow a group of travelers that appreciate their pranks.

193
7 Gnome [III] p. 396 9 Dryad [III] p. 387
Int: Average Perc: Five senses Disp: Neutral Int: Average Perc: Five senses Disp: Neutral
Lang: Sylvan Hab: Forests, Mountains, Caves Lang: Sylvan Hab: Forest
Rep/Weak: 11/16 W. P .: Wind damage +3 points Rep/Weak: 12/19 W.P.: Fire damage + 3 points
Initiative: 13 Movement Speed: 16 Initiative: 15 Movement Speed: 13
Fortitude: 9 (16) Willpower: 8 (15) Fortitude: 11 (18) Willpower: 12 (19)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Fist 11(18) 2d+9 8(15) 9 55 38 Fist 11(18) 2d+10 10(17) 9 58 73

Unique Skills Unique Skills


↝Limited Fairy Magic 7 Level / Magic Power 10 ↝Limited Fairy Magic 9 Level / Magic Power 12
(17) (19)
A Gnome may cast the Fairy Magic spells [Snare] and A Dryad may cast the Fairy Magic spells [Snare],
[Stone Guard]. [Stone Guard], [Fairy Step], and [Stone Blast].

○☑Magic Aptitude ○☑Magic Aptitude


A Gnome can use the Combat Feats A Dryad can use the Combat Feats
[Metamagic/Targets] and [MP Save/Fairy Magic]. [Metamagic/Targets], [Metamagic/Time] and [MP
Save/Fairy Magic].
↝Quake / 10 (17) / Fortitude / Neg
The Gnome can cause a localized earthquake, ↝Mesmerize / 12 (19) / Willpower / Neg
affecting all targets within 30m. Those who fail to resist fall The Dryad speaks enchanting words to a male
prone and cannot stand up for the next minute (6 rounds). character with “Range: 30m” and “Area: Target”. This
effect causes them to think of the Dryad as their partner.
○Earth Immunity Anyone who attacks the Dryad is considered to be an
enemy, and the mesmerized character will move to protect
○Wind Vulnerability the Dryad. This effect is of the psychic type and lasts as
When the Gnome is hit by Wind-type damage, it takes long as the Dryad remains within 30m of the character.
an extra 3 damage.
↝Tree Assimilation
Description The Dryad can step into a chosen tree within touch
distance and hide inside, becoming invulnerable to
An earthen fairy, Gnomes are small in stature, typically
attacks. In this state dryad, she will be also unable to use
appearing as 1m tall bearded old men. However, there are
also female and child Gnomes, though they do not usually melee attacks or [↝Mesmerize] on new targets (although
appear outside Gnome settlements. The older male she still can cast spells and maintain the effect of
Gnomes will fight fiercely to protect these other Gnomes. [↝Mesmerize]).
Because of this, Gnomes have a reputation for valuing Burning a tree where a Dryad is hiding will force the
strength in the face of adversity, as well as protecting Dryad out, otherwise exiting a tree is also a Major Action.
friends and family. ○Earth Immunity
○Fire Vulnerability
When Dryad is hit by Fire-type damage, it takes an
extra 3 damage.

Description
These tree fairies take the shape of a beautiful, yet a
mysterious woman with long, flowing green hair wrapped
around her limbs. Often appearing nude, Dryads are
known to be man-charmers, and will have a pile of bodies
at the base of their tree. These are the corpses of men that
they had mesmerized, providing fertilizer in death as they
did protection in life. There are stories of men who have
escaped the clutches of a Dryad, though, by threatening to
cut their tree down.

194
Part 2 Monsters

9 Puck [III] p. 389 9 Frau FG


Int: Average Perc: Five senses Disp: Neutral Int: Average Perc: Five senses Disp: Neutral
Lang: Trade Common, Sylvan Hab: Mountain Lang: Trade Common, Sylvan
Rep/Weak: 12/19 W.P.: Earth damage + 3 points Hab: Cold regions, Mountains
Initiative: 16 Movement Speed: 33 (Flying) Rep/Weak: 12/19 W.P.: Fire damage + 3 points
Fortitude: 11 (18) Willpower: 11 (18) Initiative: 15 Movement Speed: 22 (Flying)
Fortitude: 11 (18) Willpower: 11 (18)
F Style Accuracy Damage Evasion Def. HP MP
Fist 10(17) 2d+8 12(19) 7 69 69 F Style Accuracy Damage Evasion Def. HP MP
Fist 11(18) 2d+9 11(18) 9 62 70

Unique Skills
↝Limited Fairy Magic 9 Level / Magic Power 13 Unique Skills
(20) ↝Limited Fairy Magic 9 Level / Magic Power 12
A Puck may cast the Fairy Magic spells [Wind Voice], (19)
[Wind Guard], [Windcutter], [Silent Move], [Hovering], Frau may cast Fairy Magic spells [Water Screen],
[Shoot Arrow], [Windstorm] and [Missile Protection]. [Purification], [Ice Bolt], [Seabed Walk], [Sink], [Mist
Hide].
○Distant Voice
The range of the Puck's spells is doubled. When using ☑Magic Aptitude
[Metamagic/Distance], this unique skill doubles the range They can use the Combat Feats
of the spell before the Combat Feat is applied. [Metamagic/Accuracy], [Metamagic/Time] and
[Metamagic/Distance].
☑Magic Aptitude
A Puck can use the Combat Feats ↝Cold Storm / 10(17) / Fortitude / Half
[Metamagic/Distance], [Metamagic/Time] and Frau creates a cold storm around them. Within radius
[Metamagic/Area]. 6m/20 they deal 2d+8 water/ice magic damage. A target
that fails resistance is frozen for 30 seconds (3 rounds) and
☆Windfall suffers a -2 penalty to Accuracy and Evasion checks. This
The wind carries Puck. At the beginning of its turn, it penalty modifier is not cumulative.
moves the Normal Move distance (33m). After that, Puck This unique skill cannot be used on consecutive turns.
can still move and use actions. This does not count as their
movement for the turn, so if the Puck takes a Limited ○Water/Ice Immunity
Move, they may still cast a spell on that turn.
This unique skill cannot be used in consecutive turns. ○Ice Body
If Frau takes damage from a bludgeoning weapon, it is
○Wind Immunity, ○Slashing Immunity treated as if Frau had additional 5 points of Defense.

○Wind Body ○Fire Vulnerability


Slashing weapons treat the Puck's Defense as 3 points When Frau is hit by Fire-type damage, it takes an extra
higher. 3 damage.

○Flight ○Flight
A Puck receives a +1 bonus to Accuracy (only for They receive a +1 bonus to Accuracy (only for melee
melee attacks) and Evasion while flying. attacks) and Evasion while flying.

○Earth Vulnerability
Description
When the Puck is hit by Earth-type damage, it takes an
extra 3 damage. Frau is an ice fairy in the form of a woman. It has pure
white hair and a half-transparent body. It is said to seduce
men who climb snowy mountains and freeze them to
Description death, but in some regions, it is also said to help travelers
A Puck is a tree spirit that takes the appearance of a in distress.
small boy, dressed in green clothes and a hat. Often seen
flying around, they are happy fairies who love music, and
will often sing or whistle along to a tune they enjoy. Pucks
are often talkative to the performers, and will generally be
friendly, but they are also quite mischievous and will prank
mountain climbers just as quickly.

195
15 Skadi [III] p. 390 15 Sleipnir [III] p. 392
Int: Average Perc: Five senses Disp: Neutral Int: Average Perc: Five senses Disp: Neutral
Lang: Sylvan Hab: Cold regions, Snowy Mountains Lang: Sylvan Hab: Meadow, Mountains
Rep/Weak: 18/21 W. P .: Fire & Earth damage + 3 points Rep/Weak: 18/21 W.P.: Earth damage + 3 points
Initiative: 21 Movement Speed: 44 (Flying) Initiative: 22 Movement Speed: 44/88 (Flying)
Fortitude: 21 (28) Willpower: 21 (28) Fortitude: 21 (28) Willpower: 21 (28)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Slam 20(27) 2d+18 19(26) 16 106 117 Hoof 21(28) 2d+18 21(28) 17 123 87

Unique Skills Unique Skills


↝Limited Fairy Magic 13 Level / Magic Power ↝Limited Fairy Magic 13 Level / Magic Power
19 (26) 19 (26)
A Skadi may cast the Fairy Magic spells [Water A Sleipnir may cast the Fairy Magic spells [Wind
Screen], [Purification], [Ice Bolt], [Seabed Walk], [Sink], Voice], [Wind Guard], [Windcutter], [Silent Move],
[Mist Hide], [Ice Coffin], [Water Edge], [Current] and [Shoot Arrow], [Windstorm], [Missile Protection] and
[Maelstrom]. [Whirlwind].

○☑↝Magic Aptitude ○☑↝Magic Aptitude


A Skadi can use the Combat Feats [Guided Magic], A Sleipnir can use the Combat Feats [Guided Magic],
[Magic Convergence], [Magic Control], [Magic Convergence], [Magic Control],
[Metamagic/Targets], [Metamagic/Distance], [Metamagic/Targets], [Metamagic/Distance],
[Metamagic/Time], [Multi-Action] and [Wordbreak]. [Metamagic/Area], [Multi-Action] and [Wordbreak].
☆Icicle Spear / 21 (28) / Fortitude / Half ↝Gale Movement / 20 (27) / Fortitude / Neg
The Skadi can create spears of frost and ice to attack The Sleipnir charges full force with “Range: 132m”
up to 3 targets within “Range: 30m” and “Area: Shot”, and “Area: breakthrough”, dealing 2d+20 wind magic
dealing 2d+20 water/ice magic damage. damage causes targets to fall prone.
This unique skill can be used only once per round. This unique skill can only be used when the Sleipnir is
able to make a Full Move on the ground. Also, it cannot
○Flight be used in consecutive turns.
A Skadi receives a +1 bonus to Accuracy (only for
melee attacks) and Evasion while flying. ○Wind Immunity, ○Slashing Immunity
○Water/Ice Immunity, ○Wind Immunity, ○Wind Body
○Slashing Immunity Slashing weapons treat the Sleipnir's Defense as 5
points higher.
○Flame/Earth Vulnerability
When the Skadi is hit by Fire-type or Earth-type ○Flight
damage, it takes an extra 3 damage. A Sleipnir receives a +1 bonus to Accuracy (only for
melee attacks) and Evasion while flying.
Description ○Earth Vulnerability
An ephemeral fairy of snow and ice, Skadis are When the Sleipnir is hit by Earth-type damage, it takes
beautiful women, often with an innocently sly smile on an extra 3 damage.
their face. With frozen armor and an icicle spear, they are
at home in the middle of freezing weather. Skadis are Description
drawn to strong men and will occasionally give them a
Wind fairies that take the shape of an 8-legged horse,
jewel to call on the fairy in times of need. When such a
Sleipnirs are known as “gale fairies” due to their incredible
gifted man dies, the Skadi will take the corpse away, and it
speed. Able to move at unnoticeable speeds, Sleipnirs will
is said that the body is stored in the Skadi's ice palace deep
create massive gusts of wind behind them when traveling.
within the snowy mountains.
Quite temperamental, a Sleipnir can run down from a
mountain past a village in a rage, only to have the wind it
creates destroy the village with little effort.

196
Part 2 Monsters

↝Flame Ruler
17 Efreet [III] p. 393
The Efreet can choose and negate the Racial Ability
Int: High Perc: Five senses Disp: Neutral [Sword's Salvation/Flame Body] of a single target for 10
Lang: Sylvan Hab: Volcanoes, Labyrinths, Ruins seconds (1 round).
Rep/Weak: 19/22 W.P.: Water / Ice damage + 3 points
Initiative: 23 Movement Speed: 40 (Flying) ●Lower Body
Fortitude: 23 (30) Willpower: 23 (30)
○Attack Obstacle = Impossible • +4
Efreet size hinders attack.
F Style Accuracy Damage Evasion Def. HP MP The Upper Body cannot be attacked in melee. Against
Fist any ranged attacks, Head receives a +4 bonus to Evasion
(Upper 22(29) 2d+17 20(27) 19 128 93 checks.
Body) When the Lower Body falls to 0 HP or lower, this
Kick effect disappears.
(Lower 21(28) 2d+19 20(27) 19 132 31
Body)
Description
Efreet are 5m tall giant volcanic fairies, often appearing
SECTIONS as great horned humans wreathed in flame. Found in
Sections: 2 (Upper Body / Lower Body) volcanos and deep caves near Salamanders, Efreets will
Main Section: Upper Body rarely appear to outsiders. Although usually cheerful, they
do tend to lose their temper quickly, and a raging Efreet
Unique Skills will turn everything around it into charcoal in an instant.
●All Sections
○Fire Immunity 17 Jinn FG
Int: High Perc: Five senses Disp: Neutral
○Water/Ice Vulnerability Lang: Sylvan Hab: Hills, Deserts, Ruins
When the Efreet is hit by Water/Ice-type damage, it Rep/Weak: 19/22 W. P .: Earth damage + 3 points
takes an extra 3 damage. Initiative: 24 Movement Speed: 30/60 (Flying)
Fortitude: 22 (29) Willpower: 22 (29)
○Flight
An Efreet receives a +1 bonus to Accuracy (only for
melee attacks) and Evasion while flying. F Style Accuracy Damage Evasion Def. HP MP
Fist
↝Twin Strike & Double Attack (Upper 22(29) 2d+16 22(29) 16 99 122
An Efreet can make two attacks each round, though Body)
each attack requires its own Accuracy check. They may Kick
choose to attack different characters with each attack. (Lower 21(28) 2d+17 22(29) 16 109 38
☑Fire Mana Strike = +23 damage Body)
An Efreet can deal an additional 23 damage on their
next attack and turn the attacks into fire-type damage. SECTIONS
However, any Evasion, Fortitude, or Willpower Check Sections: 2 (Upper Body / Lower Body)
made by the Efreet this turn receives a -1 penalty. Main Section: Upper Body
●Upper Body
Unique Skills
↝Limited Fairy Magic 15 Level / Magic Power
23 (30) ●All Sections
An Efreet may cast the Fairy Magic spells [Fire Bolt], ○Wind Immunity, ○Slashing Immunity
[Heat Metal], [Flame Coat], and [Firestorm].
○Wind Body
○☑↝Magic Aptitude Slashing weapons treat the Jinn's Defense as 5 points
An Efreet can use the Combat Feats [Guided Magic], higher.
[Magic Convergence], [Magic Control],
[Metamagic/Targets], [Metamagic/Distance], ○Earth Vulnerability
[Metamagic/Area], [Hawk Eye], [Multi-Action] and When the Jinn is hit by Earth-type damage, it takes an
[Wordbreak]. extra 3 damage.

☆Dance of Flame / 23 (30) / Fortitude / Half ○Flight


The Efreet scatters fire in a 30m radius around itself, A Jinn receives a +1 bonus to Accuracy (only for melee
dealing 2d + 22 fire magic damage to all targets in the area. attacks) and Evasion while flying.
This unique skill can only be used once per round.

197
↝Twin Strike & Double Attack
A Jinn can make two attacks each round, though each
17 Titan FG
attack requires its own Accuracy check. They may choose Int: High Perc: Five senses Disp: Neutral
to attack different characters with each attack. Lang: Sylvan Hab: Mountains, Wilderness, Ruins
Rep/Weak: 19/22 W.P.: Wind damage +3 points
☑Wind Mana Strike = +23 damage Initiative: 21 Movement Speed: 24
A Jinn can deal an additional 23 damage on their next Fortitude: 24 (31) Willpower: 23 (30)
attack and turn the attacks into wind-type damage.
However, any Evasion, Fortitude, or Willpower Check F Style Accuracy Damage Evasion Def. HP MP
made by the Jinn this turn receives a -1 penalty. Fist
(Upper 22(29) 2d+19 19(26) 21 119 74
●Upper Body Body)
↝Limited Fairy Magic 15 Level / Magic Power Kick
23 (30) (Lower 22(29) 2d+19 19(26) 21 109 37
Jinn may cast Fairy Magic spells [Wind Voice] [Wind Body)
Guard] [Windcutter] [Hovering], [Shoot Arrow],
[Windstorm], [Missile Protection], [Invisibility],
[Whirlwind], and [Tornado]. SECTIONS
Sections: 2 (Upper Body / Lower Body)
○☑↝Magic Aptitude Main Section: Upper Body
They can use the Combat Feats [Guided Magic],
[Magic Convergence], [Magic Control], Unique Skills
[Metamagic/Targets], [Metamagic/Distance],
[Metamagic/Area], [Hawk Eye] and [Multi-Action]. ●All Sections
○Earth Immunity
▽Continuous Attack
If a Jinn successfully hits a target in melee, they may ○Wind Vulnerability
make a second attack against the same target. When the Titan is hit by Wind-type damage, it takes
an extra 3 damage.
☆Windblade Storm / 23 (30) / Fortitude / Half
Jinn causes their entire body to twist and recoil, ↝Twin Strike & Double Attack
creating a storm of wind blades. Any target within a 30m A Titan can make two attacks each round, though each
radius suffers 2d + 24 wind magic damage, and any target attack requires its own Accuracy check. They may choose
that fails to resist Fortitude save will fall prone. Targets to attack different characters with each attack.
with [Sword's Salvation/Wings of the Wind] gain a +2
bonus to Fortitude save against this unique skill. ☑Earth Mana Strike = +23 damage
This unique skill can only be used once per round. A Titan can deal an additional 23 damage on their next
attack and turn the attacks into earth-type damage.
↝King of Wind However, any Evasion, Fortitude, or Willpower Check
The Jinn can choose and negate the Racial Ability made by the Titan this turn receives a -1 penalty.
[Sword's Salvation/Wings of the Wind] of a single target
for 10 seconds (1 round). ●Upper Body
↝Limited Fairy Magic 15 Level / Magic Power
●Lower Body 23 (30)
○Wind Spirit Barrier Jinn may cast Fairy Magic spells [Snare], [Stone
The Lower Body section is always under the effect of Guard], [Stone Blast], [Crack], and [Earthquake].
the Fairy Magic spell [Missile Protection] (see CR II, p.
145). ○☑↝Magic Aptitude
Titan can use the Combat Feats [Guided Magic],
○Attack Obstacle = Impossible • +4 [Magic Convergence], [Magic Control],
Jinn size hinders attack. [Metamagic/Targets], [Metamagic/Distance],
The Upper Body cannot be attacked in melee. Against [Metamagic/Area], [Hawk Eye] and [Multi-Action].
any ranged attacks, Head receives a +4 bonus to Evasion
checks. ☆Earth Rumble / 23(30) / Fortitude / Half
When the Lower Body falls to 0 HP or lower, this The earth vibrates shaking the space around. It deals
effect disappears. 2d+20 Earth magic damage to all targets within a 30m
radius. If the target has their feet on the ground, they
receive additional 5 damage.
Description This unique skill can only be used once per round.
Jinn is a fairy that is always moving on the wind in wide
hills and deserts. They are giants that look like regal old ↝King of Earth
men, around 5 meters in height. The Titan can choose and negate the Racial Ability
[Sword's Salvation/Change Fate] of a single target for 10
seconds (1 round).

198
Part 2 Monsters

●Lower Body ↝Twin Strike & Double Attack


A Mimir can make two attacks each round, though
○Earth's Vitality each attack requires its own Accuracy check. They may
At the end of Titan’s turn as long as the Lower Body's choose to attack different characters with each attack.
HP is less than half of its maximum Lower Body regains
20 HP. ☑Icy Mana Strike = +23 damage
When the Lower Body falls to 0 HP or lower, this A Mimir can deal an additional 23 damage on their
effect disappears. next attack and turn the attacks into water/ice-type damage.
However, any Evasion, Fortitude, or Willpower Check
○Attack Obstacle = Impossible • +4 made by the Mimir this turn receives a -1 penalty.
Titan size hinders attack.
The Upper Body cannot be attacked in melee. Against ●Upper Body
any ranged attacks, Head receives a +4 bonus to Evasion ↝Limited Fairy Magic 15 Level / Magic Power
checks. 23 (30)
When the Lower Body falls to 0 HP or lower, this Mimir may cast Fairy Magic spells [Water Screen],
effect disappears. [Purification], [Seabed Walk], [Sink], [Mist Hide], [Ice
Coffin], [Water Edge], [Current], and [Maelstrom].
Description
Titan is a fairy that appears in mountainous areas and ○☑↝Magic Aptitude
wastelands where are no animals or plants. They are Mimir can use the Combat Feats [Guided Magic],
beautiful giants with a slender body of around 5 meters in [Magic Convergence], [Magic Control], [Metamagic /
height. They are usually accompanied by dryads and Targets], [Metamagic / Distance], [Metamagic / Area],
gnomes, and they usually hold cheerful parties. [Hawk Eye], [Multi-Action], [Wordbreak].
☆Raging Blizzard / 23(30) / Fortitude / Half
17 Mimir FG Mimir creates a blizzard that surrounds and engulfs the
Int: High Perc: Five senses Disp: Neutral area in a blizzard. It deals 2d+19 water/ice magic damage
Lang: Sylvan Hab: Snowfields, Snowy mountains, Ruins to all targets within a 30m radius, and targets that fail
Rep/Weak: 19/22 W.P.: Fire damage + 3 points Fortitude save will be swept away up to 30m away from the
Initiative: 22 Movement Speed: 22/22 (Swimming) Mimir and off from the skirmish. A target with [Sword's
Fortitude: 23 (30) Willpower: 23 (30) Salvation/Gentle Water] will not be swept away on a failed
Fortitude save.
This ability can only be used once per round.
F Style Accuracy Damage Evasion Def. HP MP
Fist ↝King of Ice
(Upper 21(28) 2d+18 21(28) 17 134 106 The Mimir can choose and negate the Racial Ability
Body) [Sword's Salvation/Gentle Water] of a single target for 10
Kick seconds (1 round).
(Lower 22(29) 2d+18 20(27) 17 140 44
Body) ●Lower Body
○Thick Legs
Mimir does not fall over even if they are subjected to a
SECTIONS
prone effect. Also, they do not receive any penalties due
Sections: 2 (Upper Body / Lower Body) to poor footing.
Main Section: Upper Body When the Lower Body falls to 0 HP or lower, this
effect disappears.
Unique Skills
●All Sections ○Attack Obstacle = Impossible • +4
Mimir size hinders attack.
○Water/Ice Immunity The Upper Body cannot be attacked in melee. Against
any ranged attacks, Head receives a +4 bonus to Evasion
○Ice Body checks.
If Mimir takes damage from a bludgeoning weapon, it
When the Lower Body falls to 0 HP or lower, this
is treated as if Frau had additional 5 points of Defense.
effect disappears.
○Fire Vulnerability
When Mimir is hit by Fire-type damage, it takes an Description
extra 3 damage. Mimir is a fairy that appears in snowfields and snowy
mountains. They have the appearance of muscular giants,
○Underwater Aptitude around 5 meters in height. They are usually the kings of
It is able to move in water without penalty. Frau and Skadi and live like kings.

199
DAEMONS
2 Imp [III] p. 395 Description
Int: Average Perc: Five senses (Darkvision) Disp: Hostile Beasts from another world, Aetherbeasts are loyal to
Lang: Youma, Daemonic Hab: Various and follow around other daemons. Often taking the
Rep/Weak: 12/15 W.P.: Slashing damage +3 points appearance of a much larger wolf, they will savagely bite
Initiative: 9 Movement Speed: 10/10 (Flying) any who threaten them. While the stats given are for this
Fortitude: 3 (10) Willpower: 4 (11) particular form, GMs may use other stats to represent
other Aetherbeast forms as well.
F Style Accuracy Damage Evasion Def. HP MP
Tail 3(10) 2d+3 4(11) 2 16 28
4 Spawn [III] p. 396
Int: Servant Perc: Five senses (Darkvision) Disp:
Instructed
Unique Skills Lang: None Hab: Labyrinths, Ruins
↝Divine Magic 2 Level / Magic Power 4 (11) Rep/Weak: 14/15 W. P .: Bludgeoning damage +3 points
Initiative: 10 Movement Speed: 14
▽Paralyzing Poison / 3(10) / Fortitude / Neg Fortitude: 7 (14) Willpower: 6 (13)
If the Imp hits with its Tail attack that inflicts 1 or more
applied damage, the target receives a -2 penalty to Evasion F Style Accuracy Damage Evasion Def. HP MP
checks for 30 seconds (3 rounds).
This effect is not cumulative and is of the poison type. Talons 5(12) 2d+5 5(12) 5 36 10

○Flight
An Imp receives a +1 bonus to Accuracy (only for Unique Skills
melee attacks) and Evasion while flying. ○Poison Immunity, ○Disease Immunity,
○Psychic Immunity
Loot
Always Daemon's Blood (100G/Red A) ↝Twin Strike & Double Attack
2–8 None A Spawn can make two Talons attacks each round,
9+ Poison Tail (150G/Red A) though each attack requires its own Accuracy check. They
may choose to attack different characters with each attack.
Description
Loot
Imps are small hairless daemons with brown skin, bat- Always Daemon's Blood (100G/Red A)
like wings, and a tail pointed like a spear. Often used as
messengers for the King of Daemons, Imps are typically
sent to help others who may do the work of the Daemon Description
King. As such, seeing an Imp nearby may mean stronger A husk of a creature, created by daemons to assist in
Daemons are not far off. their diabolical works. Spawn are often created in the
image of the daemon summoning them, and some
daemons even use this similar appearance to trick unaware
4 Aetherbeast [II] p. 395 adventurers. While a Spawn may be able to look like and
Int: Low Perc: Five senses (Darkvision) Disp: Hostile act like a greater daemon, it cannot use any elemental
Lang: Daemonic Hab: Labyrinths breath weapons, cast spells, etc.
Rep/Weak: 12/15 W.P.: Physical damage + 2 points
Initiative: 12 Movement Speed: 14
Fortitude: 5 (12) Willpower: 5 (12) 5 Dusky Grace [I] p. 488
Int: Average Perc: Five senses (Darkvision) Disp: Hostile
F Style Accuracy Damage Evasion Def. HP MP Lang: Daemonic, Arcana Hab: Labyrinths, Ruins
Rep/Weak: 12/17 W.P.: Physical damage + 2 points
Bite 6(13) 2d+5 5(12) 3 32 15 Initiative: 14 Movement Speed: 16
Fortitude: 6 (13) Willpower: 7 (14)
Unique Skills
None. F Style Accuracy Damage Evasion Def. HP MP
Tail 7(14) 2d+7 8(15) 3 42 29
Loot
Always Daemon's Blood (100G/Red A)
2–9 None Unique Skills
10+ Daemon’s Fangs (300G/Red A) ↝Spiritualism Magic 3 Level / Magic Power 6
(13)

200
Part 2 Monsters

▽Entangling Tail Only one of the sections can be regenerated in a


A successful hit from a Tail entangles the target. Each round.
round, the entangled target is hit automatically by the Tail
and makes all Accuracy and Evasion Checks with a -2 ●Large Arm
penalty. This penalty is not cumulative. ▼Substitution
When the target tries to escape, use de-bonding (see p. When a Body suffers damage from a melee or ranged
34). attack, the Large Arm can take damage instead. The
While entangled by this unique skill, the Dusky Grace damage applied to the Body applied as-is to the Large Arm
cannot attack other characters. If the monster itself wants (without recalculation). This unique skill can only be used
to release the target, it can do so with a Minor Action. once per round.
Valbravers cannot use this unique skill against wide-
Loot area or multiple-target attacks, even if they are melee or
Always Daemon's Blood (100G/Red A) ranged attacks.
2–8 None ☑Simultaneous Attack
9 – 10 Daemon's Earrings (260G/Gold White A) A Large Arm can attack all characters in the same
11+ Daemon's Ring (600G/Gold White A) skirmish, but a separate Accuracy Check is needed for
each character. Each Accuracy Check is made with a -2
penalty.
Description
A Dusky Grace is, compared to other daemons, rather ●Small Arm
small. Standing slightly taller than a human, these ▽Continuous Attack
daemons have light gray skin and an elongated, prehensile If a Valbravers successfully hits a target in melee, they
tail. may make a second attack against the same target.
There is much unknown about the Dusky Grace,
whether their motivation, their cause, or any of their Loot
actions. In fact, what little is known is that they have no
Always Daemon's Blood (100G/Red A)
relation to the Swords of Creation whatsoever. However,
2–4 None
there is some special magic in the daemon's blood, and
5–8 Twitching Arm (200G/Red A)
painters will pay good money to find some.
9+ Fresh Arm (500G/Red A)

6 Valbravers [II] p. 396 Description


Int: Low Perc: Five senses (Darkvision) Disp: Hostile
A strange, horrifying daemon that barely looks like a
Lang: Daemonic, Arcana Hab: Cave, Ruins
humanoid. A Valbravers stands about 4m tall, though its
Rep/Weak: 12/16 W.P.: Magic damage + 2 points
head is sunken into its oversized chest muscles and its right
Initiative: 13 Movement Speed: 14
arm is abnormally enlarged. The left arm is much longer
Fortitude: 9 (16) Willpower: 8 (15)
and slender, though 4 or 5 are growing from the same
shoulder. While a Valbravers can use magic, its
F Style Accuracy Damage Evasion Def. HP MP intelligence isn't the greatest, and so there's not a whole lot
None of power behind its spells.
- - 6(13) 5 43 35
(Body) Often, a Valbravers is called by a much more powerful
Crushing daemon or are used to guard labyrinths. Able to
Fist regenerate at an incredible rate, they make good guardians
8(15) 2d+10 6(13) 6 33 8
(Large as they can deter most intruders. It's said that an arm that
Arm) is removed from a Valbravers will continue to move on its
Fist own for a few days after.
(Small 9(16) 2d+5 8(15) 4 27 6
Arm)

SECTIONS
Sections: 3 (Body / Large Arm / Small Arm)
Main Section: Body

Unique Skills
●Body
↝Truespeech Magic 5 Level / Magic Power 6
(13)
↝Arm Regeneration
Valbravers can choose one of its Arms sections that are
at 0 HP and revive it to half its maximum HP. Only one
Arm section can be Regenerated per turn.

201
Loot
6 Gildrekk [II] p. 398
Always Daemon's Blood (100G/Red A)
Int: Low Perc: Five senses (Darkvision) Disp: Hostile 2–6 None
Lang: Daemonic Hab: Labyrinths
7–8 Daemon's Earrings (260G/Gold White A)
Rep/Weak: 12/16 W.P.: Accuracy +1
9+ Daemon's Ring (600G/Gold White A)
Initiative: 15 Movement Speed: 18
Fortitude: 9 (16) Willpower: 7 (14)
Description
F Style Accuracy Damage Evasion Def. HP MP With large, filmy wings and bright red skin, a Zalbard
towers over most humanoids at a height of 3m. With their
Claw 8(15) 2d+7 8(15) 8 42 18 burning eyes and magic from the Malevolent Gods, they
attack from the sky in a burning rage. Often, ruins from
the Magic Civilization period have gargoyles styled
Unique Skills similarly to the Zalbard daemons. This similarity is enough
▽Continuous Attack for scholars to believe that Zalbard daemons were already
If a Gildrekk successfully hits a target in melee, they in Raxia at that time and have not left since.
may make a second attack against the same target.
↝Long Tail / 8 (15) / Evasion / Neg 7 Argagis New
The Gildrekk attacks 1 target with “Range: 10m” and
Int: Low Perc: Five senses (Darkvision) Disp: Hostile
“Area: Shot” with an outstretched tail, dealing 2d+5
Lang: Daemonic Hab: Labyrinths, Ruins
physical damage on a successful hit. This is treated as a
Rep/Weak: 13/16 W.P.: Water / Ice damage + 3 points
weapon of the Thrown category (though the tail stays
Initiative: 14 Movement Speed: 15
attached).
Fortitude: 10 (17) Willpower: 9 (16)
Loot
Always Daemon's Blood (100G/Red A) F Style Accuracy Damage Evasion Def. HP MP
2–8 None Slam 8(15) 2d+11 7(14) 9 55 12
9 – 10 Smooth Tail (300G/Red A)
11+ Flexible Tail (620G/Red A)
Unique Skills
Description ○Multiple Actions = 2 times
A Gildrekk is an unusual daemon, a 3m tall ▽Continuous Attack
monstrosity with the head of a lizard and an unusually long If an Argagis successfully hits a target in melee, they
tail. They walk while leaning forward, their head far in may make a second attack against the same target.
front of their body, and are able to quickly lash out with
their tail. Often seen in the service of other daemons, ☑Ball Roll
Gildrekks are a soldier-type and will swarm to protect their Argagis increases its Defense by +3 points and
leader with their lives. movement by +15m. At the same time, its damage is
reduced by -3.

6 Zalbard [I] p. 489 ☑Cover


Int: Average Perc: Five senses (Darkvision) Disp: Hostile Argagis can use [Cover] combat feat (see CR I: p. 286-
Lang: Daemonic Hab: Labyrinths, Ruins 291).
Rep/Weak: 13/18 W.P.: Accuracy +1 ☑All-Out Attack
Initiative: 14 Movement Speed: 14/20 (Flying) An Argagis can deal an additional 8 damage on its next
Fortitude: 10 (17) Willpower: 9 (16) attack. However, any Evasion check made by this section
this turn receives a -3 penalty.
F Style Accuracy Damage Evasion Def. HP MP
Talons 8(15) 2d+12 8(15) 4 54 34 Loot
Always Daemon's Blood (100G/Red A)
2 – 10 Sturdy Shell (200G/Red A)
Unique Skills 11+ High-Quality Shell (1,200G/Red S)
↝Divine Magic 4 Level / Magic Power 7 (14)
↝Flame Breath / 10 (17) / Fortitude / Half Description
A Zalbard breathes a gout of flame with “Range: 10m” Argagis is a hard-shelled daemon. It is characterized by
and “Area: Shot” at 1 enemy character, dealing 2d+8 fire its extreme strength and sturdiness. Its defense is further
magic damage. strengthened by its rounded back, which forms a huge
sphere that crushes its enemies. It does not have a high
○Flight intellect and often follows other daemons as a guard.
A Zalbard receives a +1 bonus to Accuracy (only for
melee attacks) and Evasion while flying.

202
Part 2 Monsters

relationship between the two races is, and neither side is


7 Grunel [II] p. 399 willing to talk about it. However, this has led to the rumor
Int: Average Perc: Five senses (Darkvision) Disp: Hostile that Grassrunners come from another world.
Lang: Daemonic, Arcana Hab: Ruins
Rep/Weak: 14/19 W.P.: Magic damage + 2 points
Initiative: 15 Movement Speed: 15 7 Redrug New
Fortitude: 10(17) Willpower: 10 (17) Int: Average Perc: Five senses (Darkvision) Disp: Neutral
Lang: All Hab: Labyrinths, Ruins
F Style Accuracy Damage Evasion Def. HP MP Rep/Weak: 16/18 W.P.: Energy damage +3 points
Weapon Initiative: 12 Movement Speed: 20/20 (Flying)
9(16) 2d+10 9(16) 7 53 60 Fortitude: 9 (16) Willpower: 10 (17)
(Body)
Tail
10(17) 2d+8 8(15) 4 25 22
(Tail) F Style Accuracy Damage Evasion Def. HP MP
None - - 9(16) 0 40 64
SECTIONS
Sections: 2 (Body / Tail)
Main Section: Body Unique Skills
○Normal Weapon Immunity
Unique Skills ↝Truespeech Magic, Spiritualism Magic 7 Level
●Body / Magic Power 10 (17)
↝Truespeech Magic, Divine Magic 7 Level / ○☑Magic Aptitude
Magic Power 10 (17) A Redrug can use the Combat Feats [Guided Magic],
[Metamagic/Targets], [Metamagic/Time] and
○☑Magic Aptitude [Metamagic/Area].
A Grunel can use the Combat Feats
[Metamagic/Targets] and [Guided Magic]. ○Ghost Body
Redrug can pass through the slightest gap like smoke.
☑Mana Strike = +10 damage
A Grunel may deal an additional +10 damage to their ↝Daemonic Possession / 9 (16) / Willpower /
next melee attack. If they do, they receive a -1 penalty to Neg
Evasion, Fortitude, and Willpower checks until their next Redrug hides inside 1 Character in the same skirmish
turn. area where it resides. This effect is the curse type.
As long as it is in the target's body, it is not possible to
●Tail deal damage to the Redrug. Redrug can still cast spells in
▽Entangling Tail this state.
A successful hit from a Tail entangles the target. Each The only way to end the possession is to reduce the
round, the entangled target is hit automatically by the Tail target's HP to 0 or less or to use the [Remove Curse] spell
and makes all Accuracy and Evasion Checks with a -2 (see CR I: p. 248-255). Alternatively, the Redrug can end
penalty. This penalty is not cumulative. possession with Minor Action.
When the target tries to escape, use de-bonding (see p.
34). ☆Whispers from Within / 9 (16) / Willpower /
While entangled by this unique skill, the Grunel Neg
cannot attack other characters. If the monster itself wants This unique skill can only be used on a character that
to release the target, it can do so with a Minor Action. has already been possessed by a [↝Daemonic
Possession].
Loot Redrug whispers to the target and controls its actions.
Always Daemon's Blood (100G/Red A) During combat, this unique skill can only be used once
2–7 None per round. Target will be forced to make action whispered
8 – 10 Daemon's Earrings (260G/Gold White A) by Redrug on its immediate subsequent turn.
11+ Daemon's Bracelet (1,200G/Gold White S)
Loot
Always Daemon's Blood (100G/Red A)
Description 2–8 None
A humanoid daemon with bronze skin and a height of 9+ Crystallized Daemon’s Blood (800G/Red A)
about 3m, Grunels have long tails that they treat like whips.
Some individuals may have magic weapons as well
(increasing both Accuracy and damage by +1), and with Description
their aptitude for magic, it is assumed that the Grunel Redrug is a fuzzy, misty daemon. This daemon is
handmade this weapon. If the Grunel does use a magical familiar with all kinds of magic and can possess others.
weapon, assume it is included in the loot as well. Once possessed, Redrug will utilize its magic to
Oddly enough, Grunels have been seen in the provide as much support to its allies as possible. Redrug's
company of Grassrunners. It is not quite sure what the

203
magic is powerful and can be of great help. But Redrug
can betray at the critical moment as all daemons do. 8 Terror Beast New
Redrug tries to shield the target it possesses as much as Int: Low Perc: Five senses (Darkvision) Disp: Hostile
possible when its presence is known. If the host body is Lang: Daemonic Hab: Labyrinths, Ruins
defeated, it will immediately try to possess someone else. Rep/Weak: 14/18 W.P.: Energy damage +3 points
When a Redrug is defeated, it disappears, leaving only Initiative: 15 Movement Speed: 22
its blood-like fluid. Fortitude: 11 (18) Willpower: 10 (17)

F Style Accuracy Damage Evasion Def. HP MP


8 Dark Bully [II] p. 401 Bite 11(18) 2d+8 11(18) 7 52 28
Int: Average Perc: Five senses (Darkvision) Disp: Hostile
Lang: Daemonic Hab: Labyrinths, Ruins
Rep/Weak: 15/18 W.P.: Fire damage + 3 points Unique Skills
Initiative: 15 Movement Speed: 20 ○Poison Immunity, ○Disease Immunity
Fortitude: 11 (18) Willpower: 10 (17)
↝Divine Magic 4 Level / Magic Power 6 (13)
F Style Accuracy Damage Evasion Def. HP MP ☑Magic Aptitude
A Redrug can use the Combat Feats [Multi-Action]
Claw 10(17) 2d+7 10(17) 7 46 30
and [Metamagic/Targets].

○Dreadful / 9 (16) / Willpower / Neg


Unique Skills Anyone who sees the Terror Beast receives a -2
▽Continuous Attack II penalty to all action checks due to fear for 10 seconds (1
If Dark Bully successfully hits a target in melee, they round). A Willpower check against this effect must be
may make a second attack. If a second attack hits they can made at the beginning of each character's turn. This effect
make a third attack against the same target. is of a psychic type.
▽Fatigue Poison / 9 (16) / Fortitude / Neg ▽Corrosive Poison / 11 (18) / Fortitude / Neg
If a Claw attack deals at least 1 point of applied If the Bite attack deals at least 1 point of applied
damage, the target's Evasion is reduced by a -1. This effect damage, the target is poisoned.
is poison type and lasts for 1 hour. It is cumulative if the A poisoned character immediately suffers 2d-5 poison
same effect is applied within the duration. magic damage and continues to suffer the same damage
on each of its turns (no Fortitude check is needed). This
○Shadow Cross effect lasts as long as it is not cured, but it is not cumulative.
Dark Bully disappears when moving and emerges
from any shadow within 20 meters. In the absence of light, ○Regeneration = 10 points
they can appear from anywhere in the darkness. At the end of each round, Terror Beast recovers 10
It can move through skirmishes with this unique skill. HP. This has no effect if Terror Beast has 0 HP or lower.
This unique skill cannot be used on consecutive turns.
Loot
Loot Always Daemon's Blood (100G/Red A)
Always Daemon's Blood (100G/Red A) Always Daemon’s Fangs (300G/Red A)
2–7 None
8+ Crystallized Daemon’s Blood (800G/Red A)
Description
The Terror Beasts are considered the higher form of
Description the Aetherbeasts.
Standing at 2m tall, the Dark Bully appears to be a It is about the size of a cow, and four-legged, but it has
figure completely enshrouded in shadow. A long claw a horrifying and bizarre appearance, and its body is
grows from each hand, instead of fingers, giving the constantly decomposing and regenerating. It emits an
appearance of the scythes of the god of death. Moving unpleasant odor, and those who see it can be weakened by
from shadow to shadow, a Dark Bully can unleash such an fear.
onslaught of attacks from out of nowhere, slaying even They often follow other daemons and are known to act
veteran adventurers near instantly. in groups. Their fangs are poisonous, and those that are
bitten will surely die as their bodies slowly rot.

204
Part 2 Monsters

9 Godbell [III] p. 397 9 Tikira [III] p. 398


Int: Average Perc: Five senses (Darkvision) Disp: Hostile Int: Average Perc: Five senses (Darkvision) Disp: Hostile
Lang: Daemonic Hab: Labyrinths, Ruins Lang: Daemonic Hab: Labyrinths, Ruins
Rep/Weak: 16/19 W.P.: Physical damage + 2 points Rep/Weak: 15/20 W.P.: Physical damage + 2 points
Initiative: 16 Movement Speed: 15 Initiative: 13 Movement Speed: 40 (Flying)
Fortitude: 12 (19) Willpower: 12 (19) Fortitude: 12 (19) Willpower: 13 (20)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Talons 12(19) 2d+11 11(18) 10 64 32 Slam 12(19) 2d+9 12(19) 9 56 78

Unique Skills Unique Skills


○Poison Immunity, ○Disease Immunity, ↝Divine Magic 9 Level / Magic Power 13 (20)
○Psychic Immunity
↝Paradox
↝Twin Strike & Double Attack The Tikira can cause spells that would recover HP to
A Godbell can make two Talons attacks each round, deal Magic damage instead by spending twice as much MP
though each attack requires its own Accuracy check. They to cast those spells.
may choose to attack different characters with each attack.
☑↝Magic Aptitude
○Complete Invisibility A Tikira can use the Combat Feats
Godbell is always invisible. See Invisibility (p. 34). [Metamagic/Distance], [Metamagic/Targets], [Multi-
Action] and [Wordbreak].
○Space Warp
Godbell can move through space itself, unaffected by ○Flight
any obstacles or magic effects therein. Godbell can only A Tikira receives a +1 bonus to Accuracy (only for
move through space once in a round of movement, at a melee attacks) and Evasion while flying.
distance of up to 2 meters.
○Laughingstock
○Invisible Assassin / 16 / Danger Sense / Neg The Tikira find failure hilarious and will begin
If a character approaches a location where this uncontrollably laughing when anyone, friend, or foe,
monster is lurking, they need to make a Danger Sense Automatically Fails on a roll. While laughing, the Tikira
check with target number 16. If they fail, they will be taken cannot use magic until the end of their next turn.
by surprise by this monster.
○Unluck
Loot The first time a character would roll double 6's (other
than the Tikira), that roll gets changed to double 1's instead
Always Crystallized Daemon’s Blood (800G/Red A)
2 – 10 None (which would trigger the Tikira's [○Laughingstock] unique
skill). It is possible to change the roll back to double 6's
11+ Transparent Leather (1,400G/Red S)
using [Sword's Salvation/Change Fate], however, this
unique skill would then affect the next roll of double 6's.
Description If there are multiple Tikiras on the battlefield, each one of
Godbells are subservient daemons, also known as them can use this unique skill.
“formless daemons”. They are completely invisible, even
after death, so their true appearance is unknown. Their Loot
unique skills, however, allow Godbells to be extraordinary Always Crystallized Daemon’s Blood (800G/Red A)
assassins. 2–6 None
7 – 12 Daemon Feathers (350G/Red A)
13+ Rainbow Daemon Feathers (1,500G/Gold
Red S)

Description
20cm high, the Tikira is a small daemon that looks
similar to a human but has the compound eyes of a
dragonfly and feathered wings. They love to fly around
and cause mischief, taking pleasure in someone else's poor
troubles.

205
Loot
9 Ragnakang [II] p. 402
Always Daemon's Blood (100G/Red A)
Int: Average Perc: Five senses (Darkvision) Disp: Hostile 2–6 None
Lang: Daemonic Hab: Labyrinths, Ruins
7 – 12 Daemon’s Horn (600G/Red A)
Rep/Weak: 16/19 W.P.: Slashing damage +3 points
13+ Large Daemon’s Horn (1,400G/Red S)
Initiative: 16 Movement Speed: 15/20 (Flying)
Fortitude: 12 (19) Willpower: 11 (18)
Description
F Style Accuracy Damage Evasion Def. HP MP A daemon that appears as an upright dragon, with huge
Bite membranous wings. When a Ragnakang fully extends its
11(18) 2d+13 11(18) 10 48 44 neck, it stands around 5m long, and will use that long neck
(Head)
Tail and tail in combat. Thoroughly infused with poison, a
11(18) 2d+12 9(16) 8 56 28 Ragnakang is dangerous to touch, let alone engage in
(Body)
Wing combat. Some still stand guard at the entrances to old
12(19) 2d+9 9(16) 5 29 14 ruins, and such places have seen no intrusions because of
(Wing)
Wing the Ragnakang's diligence.
12(19) 2d+9 9(16) 5 29 14
(Wing)
10 Bugaradre New
SECTIONS Int: Average Perc: Five senses (Darkvision) Disp: Hostile
Sections: 4 (Head / Body / Wing x 2) Lang: Daemonic, Arcana Hab: Swamps, Ruins
Main Section: Head Rep/Weak: 16/20 W.P.: Fire damage + 3 points
Initiative: 16 Movement Speed: 10
Fortitude: 14 (21) Willpower: 13 (20)
Unique Skills
●Head F Style Accuracy Damage Evasion Def. HP MP
↝Divine Magic 5 Level / Magic Power 7 (14) None
- - 12(19) 11 59 47
(Body)
○☑↝Magic Aptitude
Claw
A Ragnakang can use the Combat Feats 13(20) 2d+12 11(18) 13 54 20
(Arm)
[Metamagic/Targets], [Guided Magic], and [Wordbreak].
Claw
13(20) 2d+12 11(18) 13 54 20
☆Techniques (Arm)
They may use the [Cat's Eyes], [Beetleskin], [Bear
Muscle] and [Strong Blood], Techniques (see CR II: p.
SECTIONS
88-94).
Sections: 3 (Body / Arm x 2)
▽Deadly Poison / 8 (15) / Fortitude / Neg
Main Section: Body
If a Bite attack hits and deals 1 or more points of
applied damage, the target receives extra 2d+8 poison
magic damage. Unique Skills
●All Sections
●Body ○Poison Immunity, ○Disease Immunity
▽Convulsive Poison / 11 (18) / Fortitude / Neg
If the Tail attack hits, the target receives a -1 penalty to ●Body
any action checks for 1 minute (6 rounds). This effect is
↝Spiritualism Magic 8 Level / Magic Power 10
cumulative.
(17)
This effect is of the poison type.

○Attack Obstacle = +4 • None ○☑↝Magic Aptitude


They can use the Combat Feats [Guided Magic],
The Head section cannot be attacked in melee.
[Metamagic/Targets], [Metamagic/Time] and
Against any ranged attacks, the Head section receives a +4
[Wordbreak].
bonus to Evasion checks.
When the Body section falls to 0 HP or lower, this ○Noxious Gas / 10 (17) / Fortitude / Half
effect disappears. Bugaradre is covered with light purple poison gas. Any
character in the same skirmish where this monster resides
●Wing will suffer 3 poison magic damage on each of their turns.
○Flight
All section receives a +1 bonus to Accuracy (only for ↝Putrid Poison Shell / 13 (20) / Fortitude /
melee attacks) and Evasion while flying. Neg
If one of the Wing sections falls to 0 HP or lower, this Bugaradre spreads poisonous liquid from both
unique skill cannot be used. shoulder bumps with “Range: 30m” and “Area: Shot” in a
Radius 6m/20. The poisoned target suffers 2d+10 poison
magic damage for every Normal Move, Full Move, and

206
Part 2 Monsters

Major Action it performs thereafter (without Fortitude


checks). 10 Melbiz [III] p. 399
This effect is of the poison type and permanent. And Int: Average Perc: Five senses (Darkvision) Disp: Hostile
it is not cumulative. Lang: Daemonic Hab: Labyrinths, Ruins
Rep/Weak: 16/20 W.P.: Fire damage + 3 points
●Arm Initiative: 16 Movement Speed: 13/20 (Swimming)
▼Substitution Fortitude: 13 (20) Willpower: 12 (19)
When a Body suffers damage from a melee or ranged
attack, the Arm can take damage instead. The damage F Style Accuracy Damage Evasion Def. HP MP
applied to the Body applied as-is to the Arm (without Talons
recalculation). This unique skill can only be used once per (Upper 13(20) 2d+13 12(19) 12 75 43
round. Body)
Bugaradre cannot use this unique skill against wide- Tail
area or multiple-target attacks, even if they are melee or (Lower 12(19) 2d+10 11(18) 11 62 35
ranged attacks. Body)
☑Cleave SECTIONS
A Claw attacks up to 5 characters in the same skirmish, Sections: 2 (Upper Body / Lower Body)
but a separate Accuracy Check is needed for each Main Section: Upper Body
character. Each Accuracy Check is made with a -2 penalty.
Unique Skills
○Regeneration = 5 points ●All Sections
At the end of each round, an Arm recovers 5 HP. This
has no effect if this Arm section has 0 HP or lower. ○Poison Immunity, ○Disease Immunity,
○Psychic Immunity
Loot
○Underwater Aptitude
Always Crystallized Daemon’s Blood (800G/Red A)
It is able to move in water without penalty.
2–6 Daemon’s Horn (600G/Red A)
7+ Large Daemon’s Horn (1,400G/Red S) ●Upper Body
↝Twin Strike & Double Attack
Description A Melbiz can make two Talons attacks each round,
This daemon has long arms. It has a burly body, large though each attack requires its own Accuracy check. They
horns on its head. They are as tall as 5 meters, and their may choose to attack different characters with each attack.
arms are as thick and sturdy as logs.
↝Acid Saliva /12 (19) / Evasion/Neg,
Bugaradre's poisons, which are released from his
shoulders, have the power to destroy anything and Underwater/Can't
everything. Almost anything except stone and metal will The Melbiz spits a gob of acid with “Range: 20m” and
melt away and turn into a swamp. This swamp will have “Area: Shot” at an enemy character, dealing 2d+7 poison
the same poisonous gas as Bugaradre itself. physical damage. A target hit will have one of their worn
Bugaradre feels compelled to expand the swamp, pieces of armor (of the player's choice) lose 1 point of
moving about it and corrupting its surroundings. One Defense permanently. Armor with 0 Defense is destroyed
unchecked Bugaradre can destroy a nation. permanently, and damaged armor can be repaired at
Once a swamp has been created, it can only be 1/10th the cost.
patiently purified with [Cure Poison] (see CR I, p. 245) or If Acid Saliva is used underwater, the acid will dissolve
[Purification] (see CR I, p. 260), or it will recover naturally in the water and spread, dealing 2d poison magic damage
in decades or centuries. in a Radius 5m/15 centered on Melbiz. This form of attack
cannot be Evaded, but also does not damage armor.
This unique skill cannot be used on consecutive turns.
Loot
Always Crystallized Daemon’s Blood (800G/Red A)
2–8 None
9 – 12 Daemon’s Horn (600G/Red A)
13+ Green Scales (1,600G/Gold Red S)

Description
Melbiz is low-rank daemon adapted to water, sporting
shiny green scales and a dorsal fin. Standing just slightly
taller than an average human at 2.5m tall, they are adapted
to the water and will sneak into civilized lands through
rivers and canals. High-ranking daemons will often use a
contingent of Melbiz to spearhead an attack, coming from
the water to attack unsuspecting cities.

207
11 Ergacleo New 11 Cerberus [II] p. 404
Int: High Perc: Five senses (Darkvision) Disp: Neutral Int: Animal Perc: Five senses (Darkvision) Disp: Hostile
Lang: Daemonic, Arcana Hab: Ruins Lang: None Hab: Labyrinths, Ruins
Rep/Weak: 17/20 W.P.: Physical damage + 2 points Rep/Weak: 15/20 W.P.: Bludgeoning damage +3 points
Initiative: 16 Movement Speed: 15 Initiative: 18 Movement Speed: 20
Fortitude: 13 (20) Willpower: 15 (22) Fortitude: 14 (21) Willpower: 13 (20)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Tentacle 13(20) 2d+8 11(18) 6 53 112 Bite
13(20) 2d+16 12(19) 10 44 35
(Head)
Bite
13(20) 2d+16 12(19) 10 44 35
Unique Skills (Head)
↝Truespeech Magic, Spiritualism Magic, Bite
13(20) 2d+16 12(19) 10 44 35
(Head)
Divine Magic 10 Level / Magic Power 16 (23)
None
- - 12(19) 12 80 20
○☑↝Magic Aptitude (Body)
They can use the Combat Feats [Guided Magic],
[Magic Convergence], [Magic Control], [Hawk Eye], SECTIONS
[Metamagic/Targets], [Metamagic/Distance],
Sections: 4 (Head x 3 / Body)
[Metamagic/Area] and [Mana Save].
Main Section: Y
○Magic Immunity
This monster is immune to magic. Ergacleo HP Unique Skills
cannot be reduced by magic damage. ●All Sections
Unique skills, techniques, spellsongs, evocations, and
magic items still affect Ergacleo, but they too cannot deal
○Fire Immunity
magic damage to it.
●Head
▽Anesthetic Poison ↝Three Breaths
A target hit by a Tentacle attack will be unable to Mouth spits one of following breaths: Fire Breath,
perform any action, including movement, for 30 seconds Blizzard Breath or Noxious Breath. All of them have
(3 rounds). Also, during this period, the target gains a -2 “Target: 6m Radius/20” around the tentacle.
penalty for any action checks. Head can choose any breath to use (or whether to
This effect is a poison type. This effect can be fully attack with Bite without using breath). If more than one
cured with [Cure Poison] spell (see CR I, p. 250) without head breathes the same kind of breath, it is treated as a
contested check. single attack with increased success value. If two heads
breathe the same breath, the breath's success value has a
Loot +2 bonus, and the calculated damage is increased by +4. If
Always Crystallized Daemon’s Blood (800G/Red A) all three heads breathe the same breath, the success value
2 – 12 Ordinary Grimoire (500G/White A) has a bonus of +4 and the calculated damage is increased
13+ Rare Grimoire (3,000G/White S) by +8.
1: Fire Breath / 11(18) / Fortitude / Half Head exhales
fire, dealing 2d+12 fire magic damage to the affected
Description targets.
Ergacleo is a forward-leaning daemon with numerous 2: Blizzard Breath / 10 (17) / Fortitude / Half Tentacle
tentacles sprouting from its head. When fully extended, spits out a blizzard, dealing 2d+8 water/ice magic damage
Ergacleo can reach a height of 4 meters, but it usually to the targets and reducing their Defense by -5 points for
bends its body to a height of fewer than 2 meters. 30 seconds (3 rounds). This Defense reduction is non-
This daemon is a fearsome magician who has created cumulative and does not reduce Defense below 0.
many spells, and conversely, has a unique skill that renders 3: Noxious Breath / 9(16) / Fortitude / Half Tentacle
its body impervious to any magic. Its long, slender limbs spits poison, inflicting 2d+6 poison magic damage to the
and torso are weak, and it tries to protect them from targets and they incur a -3 penalty to their Evasion checks
enemy attacks as much as possible. for 30 seconds (3 rounds). This effect is not cumulative.
Perhaps because of their high intelligence, they are
sometimes sealed in ancient archives and other places as ☆Techniques
guardians or librarians, or used as servants. Naturally, Each Cerberus Head may use the [Beetleskin] and
however, it is not their intention to live there forever, and [Bear Muscle] Techniques (see CR II: p. 88-94)..
they will try to break free by lies. If this is impossible, they
will kill the intruder (even if the seal is released, they will
still try to kill them).
They seem to take pleasure in accumulating magical
knowledge and may possess several rare grimoires.

208
Part 2 Monsters

●Body
○Attack Obstacle = +4 • None
Head sections cannot be attacked in melee. Against
any ranged attacks, Head sections receive a +4 bonus to
Evasion checks.
When the Body section falls to 0 HP or lower, this
effect disappears.

Loot
Always Crystallized Daemon’s Blood (800G/Red A)
2–7 None
8 – 12 Binding Chain (500G/Black A)
13+ Jet-black Binding Chain (3,000G/Black S)

Description
A three-headed daemon dog, a Cerberus is really more
the size of a horse. Able to conjure up breath weapons of
fire, ice, and poison, it can be a dangerous foe in combat.
Also known as the Watchdog of Hell, Cerberuses are
typically seen guarding something, whether the entrance to
a labyrinth, a vault inside, or something else. While its
intelligence is that of a normal dog's, a Cerberus will
remain loyal to its orders and will fight to the death in
order to carry them out.

12 Jahgrad New
Int: Average Perc: Five senses (Darkvision) Disp: Hostile ○☑↝Magic Aptitude
Lang: Daemonic Hab: Rivers, Seas They can use the Combat Feats [Multi-Action],
Rep/Weak: 19/22 W.P.: Earth damage + 3 points [Guided Magic], [Metamagic/Targets],
Initiative: 21 Movement Speed: 15/30 (Swimming) [Metamagic/Distance] and [Wordbreak].
Fortitude: 15 (22) Willpower: 15 (22) ☑All-Out Attack
A Bite attack can deal an additional 8 damage on its
F Style Accuracy Damage Evasion Def. HP MP next attack. However, any Evasion check made by this
Bite section this turn receives a -3 penalty.
13(20) 2d+17 14(21) 12 71 53
(Body)
Fin ▽Catch and Hold
(Back 16(23) 2d+12 15(22) 10 39 21 When Bite hits, it catches and holds the target in its
Fin) jaws. Target cannot move, and from the next round
Fin onwards, a Bite attack will automatically hit.
(Chest 16(23) 2d+12 15(22) 10 39 21 When the target tries to escape, use de-bonding (see p.
Fin) 34).
While using this unique skill, the Body section cannot
Fin
15(22) 10 39 21 attack other characters. If the monster itself wants to
(Chest 16(23) 2d+12
release the target, it can do so with a Minor Action.
Fin)
●Back Fin
SECTIONS ▽Continuous Attack II
Sections: 4 (Body / Back Fin / Chest Fin x 2) If Back Fin successfully hits a target in melee, they may
Main Section: Body make a second attack. If a second attack hits they can
make a third attack against the same target.
Unique Skills
●Chest Fin
●All Sections ↝Pull / 16 (23) / Evasion check / Neg
○Underwater Aptitude Jahgrad extends and wraps its Chest Fin around an
It is able to move in water without penalty. enemy character with “Range: 20m” and “Area: Shot”,
dealing 2d+12 physical damage to the target and pulling
●Body the target in close to itself into the same skirmish.
↝Divine Magic 9 Level / Magic Power 11 (18)

209
Loot objects. If the unique skill is used multiple times, Mel
Always Crystallized Daemon’s Blood (800G/Red A) Mazar can build more, but they must be connected. If it
Always Jagged Tooth (30G/Red B) x 2d creates a disconnected illusion, the previously create ones
2–6 Good Fins (1,000G/Red S) will vanish.
7+ Good Fins (1,000G/Red S) x 2 Buildings created with this unique skill will collapse
and vanish in approximately 10 minutes if their creator,
Mel Mazar, so wished or dies.
Description This unique skill can only be used once per month.
Jahgrad is a strange-looking daemon with a shark-like
upper body and a human-like lower body with two legs. ↝Local Teleportation
Although they are over 5 meters tall, they are rarely Mel Mazar can teleport to any location it wishes, as
seen in full size, as they are mainly live in the water. In the long as it is within structures it has created in its [↝Castle
water, they move with amazing speed as they hunt down of Illusions]. It can also leave the skirmish without using
their prey. retreat action.
Despite their strange appearance, they are cunning and This unique skill can only be used up to 5 times per
brutal, never letting their prey escape. Its back and chest day.
fins are flexible and become sharp blades that slice
through the enemy. Loot
They may lurk in the vicinity of underwater ruins and Always Crystallized Daemon’s Blood (800G/Red A)
will attack approaching creatures. They can also walk on Always Daemon’s Horn (600G/Red A)
land if necessary but rarely leave the water. 2–9 None
10+ Magic Eye of Illusions (3,800G/Red S)

12 Mel Mazar New


Description
Int: High Perc: Five senses (Darkvision) Disp: Neutral
Lang: Daemonic, Arcana Hab: Labyrinths, Ruins Mel Mazar is a powerful illusionary daemon. It is
Rep/Weak: 17/20 W. P .: Magic damage + 2 points standing around 3 meters tall. It has an eyeless head with
Initiative: 20 Movement Speed: 25/25 (Flying) a broad jar, and a pair of huge eyes on both sides of its
Fortitude: 17 (24) Willpower: 16 (23) prominent chest. On its back, numerous tentacles spread
out like a cloak that move while it is flying.
Mel Mazar's illusions can actually be touched, which
F Style Accuracy Damage Evasion Def. HP MP he sometimes uses to build castles and labyrinths for other
Weapon 15(22) 2d+15 13(20) 13 78 87 higher daemons. Within these castles, Mel Mazar can
teleport at will, making it a truly fearful enemy.
Mel Mazar himself is a powerful magic warrior who
Unique Skills fights by using the magic eye in its chest to defeat his
↝Truespeech Magic, Divine Magic 10 Level / enemies. Holding swords and spears of its own making in
Magic Power 14 (21) its hands, it uses its magic and powerful Continuous
Attacks to mercilessly deal with his enemies.
○☑Magic Aptitude However, Mel Mazar usually evades fights, since his
They can use the Combat Feats [Multi-Action], death will destroy the castle, and Mel Mazar will only fight
[Guided Magic], [Magic Convergence], [Magic Control], if it has no choice or if it is sure it can defeat the enemies.
[Metamagic/Targets], [Metamagic/Area].
▽Continuous Attack II
If the weapon successfully hits a target in melee, it may
make a second attack. If a second attack hits they can
make a third attack against the same target.
☆Hypnosis Wave / 14 (21) / Willpower / Neg
The Mel Mazar emits hypnotic waves from the eye-like
organ on the chest in a Radius 3m/5. Affected targets will
now see all allies look like Mel Mazar for 10 seconds (1
round). Therefore, they will be unable to distinguish
between Mel Mazar and their allies. This effect can be
mitigated if Mel Mazar was initially far away from the allies,
but if allies and Mel Mazar were in the same skirmish it is
impossible to distinguish them. This effect is of the psychic
type.
This unique skill can be used only once per round.
↝Castle of Illusions
Mel Mazar creates an illusory structure with a radius of
up to 30 meters and a height of up to 10 meters. This
illusion can be touched and are treated exactly like real

210
Part 2 Monsters

13 Tiki Tiki [III] p. 401


Int: High Perc: Five senses (Darkvision) Disp: Hostile Description
Lang: Daemonic Hab: Labyrinths, Ruins The Tiki Tiki daemon is actually a multitude of
Rep/Weak: 17/22 W.P.: Physical damage + 2 points smaller Tikiras (see p. 205) that have come together to
Initiative: 20 Movement Speed: 50 (Flying) form a much larger and more intimidating presence.
Fortitude: 16 (23) Willpower: 18 (25) Moving in concert as a single creature, the Tiki Tiki has
the appearance of a human-sized Tikira. While taking this
F Style Accuracy Damage Evasion Def. HP MP larger form, the Tikiras share thoughts and perceptions,
making it move and act like it is actually one creature
Slam 19(26) 2d+13 17(24) 14 87 113
instead of a swarm.

Unique Skills 13 Foregone [III] p. 403


↝Divine Magic 12 Level / Magic Power 18 (25)
Int: High Perc: Five senses (Darkvision) Disp: Hostile
↝Paradox Lang: Daemonic Hab: Labyrinths, Ruins
The Tiki Tiki can cause spells that would recover HP Rep/Weak: 18/22 W.P.: Magic damage + 2 points
to deal Magic damage instead by spending twice as much Initiative: 19 Movement Speed: 16
MP to cast those spells. Fortitude: 19 (26) Willpower: 18 (25)

☑↝Magic Aptitude
F Style Accuracy Damage Evasion Def. HP MP
A Tiki Tiki can use the Combat Feats
Horn
[Metamagic/Distance], [Metamagic/Targets], [Multi- 15(22) 2d+15 16(23) 15 78 98
(Head)
Action] and [Wordbreak].
Talons
16(23) 2d+12 15(22) 14 93 33
○Flight (Body)
A Tiki Tiki receives a +1 bonus to Accuracy (only for Kick
15(22) 2d+13 14(21) 15 71 26
melee attacks) and Evasion while flying. (Legs)

○Laughingstock
The Tiki Tiki finds failure hilarious and will begin SECTIONS
uncontrollably laughing when anyone, friend, or foe, Sections: 3 (Head / Body / Legs)
Automatically Fails on a roll. While laughing, the Tiki Tiki Main Section: Head
cannot use magic until the end of their next turn.
Unique Skills
○Unluck
The first time a character would roll double 6's (other
●All Sections
than the Tiki Tiki), that roll gets changed to double 1's ○Poison Immunity, ○Disease Immunity,
instead (which would trigger the Tiki Tiki's ○Psychic Immunity
[○Laughingstock] unique skill). It is possible to change the
roll back to double 6's using [Sword's Salvation/Change ●Head
Fate], however, this unique skill would then affect the next ↝Divine Magic 12 Level / Magic Power 16 (23)
roll of double 6's. If there are multiple Tiki Tikis in the
skirmish, each one of them can use this unique skill. ☑↝Magic Aptitude
A Foregone can use the Combat Feats
☆Split/Reform [Metamagic/Targets], [Multi- Action] and [Wordbreak].
The Tiki Tiki can split itself into a swarm of smaller
daemons, or reform into one large daemon. When split, ●Body
the Tiki Tiki cannot make melee attacks or cast spells but ↝Twin Strike & Double Attack
gains the [○Swarm]. The Tiki Tiki cannot Split and A Foregone can make two Talons attacks each round,
Reform during the same turn. though each attack requires its own Accuracy check. They
may choose to attack different characters with each attack.
○Swarm
When targeting the Tiki Tiki or another character in ○Attack Obstacle = Impossible • +4
the same skirmish, the Combat Feats [Precise Shot], Foregone size hinders attack.
[Guided Magic], and [Magic Control] cannot be used. The Head cannot be attacked in melee. Against any
This unique skill is available only when Tiki Tiki is ranged attacks, Head receives a +4 bonus to Evasion
split via [☆Split/Reform]. checks.
When the Body falls to 0 HP or lower, this effect
Loot disappears.
Always Crystallized Daemon’s Blood (800G/Red A)
Always Daemon Feathers (350G/Red A) x 2d
2–9 None
10+ Rainbow Daemon Feathers (1,500G/Gold
Red S) x 1d

211
Loot If they do, they receive a -2 penalty to Evasion, Fortitude,
Always Crystallized Daemon’s Blood (800G/Red A) and Willpower checks until their next turn.
2–8 None
9 – 12 Daemon’s Horn (600G/Red A) ●Front
13+ Large Daemon’s Horn (1,400G/Red S) ↝Twin Strike & Double Attack
A Dreadbar can make two Bite attacks each round,
though each attack requires its own Accuracy check. They
Description may choose to attack different characters with each attack.
A lesser daemon, Foregones are 6m, tall giants, with
red-black skin, with one horn protruding from its forehead ↝Blizzard Breath / 7(14)/ Fortitude / Half
and the lower body of a goat. Often used as shock troopers The Dreadbar vomits a mass of cold air with “Range:
by high-rank daemons, they are quite dangerous with both 30m” and “Area: Shot” in a Radius 6m/20, dealing 2d+15
spell and claw. water/ice magic damage.
This unique skill cannot be used on consecutive turns.

14 Dreadbar New ●Rear


Int: High Perc: Five senses (Darkvision) Disp: Hostile ☑Tail Swing
Lang: Daemonic Hab: Rivers, Seas, Ruins A Dreadbar can use its Tail to attack up to 5 targets in
Rep/Weak: 21/23 W.P.: Fire damage + 3 points the same skirmish. Accuracy and Damage are the same as
Initiative: 21 Movement Speed: 20/20 (Swimming) a normal attack.
Fortitude: 19 (26) Willpower: 18 (25)
Loot
F Style Accuracy Damage Evasion Def. HP MP Always Crystallized Great Daemon’s Blood
Weapon (1,600G/Red S)
(Upper 18(25) 2d+17 16(23) 16 86 100 Always Well-Balanced Spear (600G/Black White A)
Body) 2–8 Daemon’s Scales (600G/Red A) x 1d
Bite 9+ Green Scales (1,600G/Gold Red S) x 1d
16(23) 2d+20 14(21) 15 92 34
(Front)
Tail
(Rear)
17(24) 2d+15 15(22) 14 75 28 Description
Dreadbar is an upper daemon, a demon that has the
lower body of a giant crocodile, and the upper body of a
SECTIONS human. It has crocodile skin, has large horns, and uses
Sections: 3 (Upper Body / Front / Rear) spears and other weapons. It's 5m tall and 10m in length.
Main Section: Front Dreadbar prefers to be near water, such as oceans and
rivers, and sometimes make underwater ruins their home.
Unique Skills It is very powerful and can use high-level Divine Magic,
and sometimes has other daemons such as Melbiz as his
●All Sections subordinates. It is sometimes worshipped by Gilmans as a
○Poison Immunity, ○Disease Immunity, god.
○Psychic Immunity At first glance, the human-like section appears his
main section, but Dreadbar's brain is housed inside a
○Underwater Aptitude crocodile-like Front. However, when it speaks, it emits its
It is able to move in water without penalty. voice from the mouth of its upper body, which resembles
a human, so that an uninformed opponent will not realize
○Regeneration = 10 points where his main section is.
At the end of each round, each section of the Dreadbar They have high intellect, but they are brutal and like to
recovers 10 HP. This has no effect if the section has 0 HP kill, so if you encounter them, you will not be able to avoid
or lower. a fight. It is sometimes found sealed as a guardian in the
underwater ruins of ancient magical civilization.
●Upper Body
↝Divine Magic 13 Level / Magic Power 17 (24)

○☑↝Magic Aptitude
They can use the Combat Feats [Multi-Action],
[Guided Magic], [Magic Convergence], [Magic Control],
[Metamagic/Targets], [Metamagic/Area] and
[Wordbreak].
☑Greater Mana Strike = +4 Accuracy, +17
damage
A Dreadbar may deal an additional +17 damage to
their next melee attack and gain +4 to this Accuracy check.

212
Part 2 Monsters

15 Doppelganger [III] p. 404 Description


Int: High Perc: Five senses (Darkvision) Disp: Hostile One of the high-rank daemons, a Doppelganger's base
Lang: Daemonic, Arcana Hab: Labyrinths, Ruins form is that of a black-skinned giant 3m tall. A single red
Rep/Weak: 19/23 W.P.: Slashing damage +3 points line splits the face where its mouth would be, but its face
Initiative: 21 Movement Speed: 18 is otherwise featureless. When it transforms, it can take on
Fortitude: 21 (28) Willpower: 21 (28) the appearance and memory of a given target, based on
how long the Doppelganger was able to watch the target,
and can use all of the targets equipment, Classes, and
F Style Accuracy Damage Evasion Def. HP MP abilities. The Doppelganger can still use its original spells,
Claw abilities and Combat Feats while transformed, giving them
(Upper 20(27) 2d+18 18(25) 16 95 108 an advantage if they get discovered while in a different
Body) form.
Trample
(Lower 19(26) 2d+21 17(24) 16 113 32
Body)

SECTIONS
Sections: 2 (Upper Body / Lower Body)
Main Section: Upper Body

Unique Skills
●All Sections
↝Shapeshift
The Doppelganger can change its shape into another's,
with the quality of the transformation based on the time
the Doppelganger has observed the target. A quick glance
at a target allows the Doppelganger to copy the target's
physical appearance, including any belongings. One
minute's observation (6 rounds) allows for the copying of
the target's tone and mannerisms, while one hour's
observation gives a complete copy of the target's abilities
and memory. This last transformation will also allow the
Doppelganger access to any Classes and magic the target
may have learned. This unique skill lasts until the
Doppelganger reverts to its base form, taking a Major
Action to do so.

●Upper Body
↝Truespeech Magic 15 Level / Magic Power 21
(28)

○☑↝Magic Aptitude
A Doppelganger can use the Combat Feats [Guided
Magic], [Magic Convergence], [Magic Control],
[Metamagic/Targets], [Multi-Action] and [Wordbreak].

●Lower Body
○Attack Obstacle = +4 • None
Upper Body sections cannot be attacked in melee.
Against any ranged attacks, Upper Body sections receive a
+4 bonus to Evasion checks.
When the Lower Body section falls to 0 HP or lower,
this effect disappears.

Loot
Always Crystallized Great Daemon’s Blood
(1,600G/Red S)
2–7 None
8 – 12 Black Hide (4,600G/Red S)
13+ Shadowy Hide (12,000G/Red SS)

213
16 Lada Adroda [III] p. 406 ○Attack Obstacle = +4 • None
Head sections cannot be attacked in melee. Against
Int: High Perc: Five senses (Darkvision) Disp: Hostile
any ranged attacks, Head sections receive a +4 bonus to
Lang: Daemonic Hab: Labyrinths, Ruins
Evasion checks.
Rep/Weak: 19/24 W.P.: Slashing damage +3 points
When the Body section falls to 0 HP or lower, this
Initiative: 22 Movement Speed: 15/20 (Flying)
effect disappears.
Fortitude: 22 (29) Willpower: 21 (28)
●Wing
F Style Accuracy Damage Evasion Def. HP MP ○Flight
Bite A Lada Adroda receives a +1 bonus to Accuracy (only
20(27) 2d+20 20(27) 15 100 114
(Head) for melee attacks) and Evasion while flying.
Bite If one of the Wings falls to 0 HP or lower, this unique
20(27) 2d+20 20(27) 15 100 114
(Head) skill cannot be used.
Talons
21(28) 2d+18 18(25) 15 116 52
(Body) ●Tail
Wing ☑Tail Sweep
18(25) 2d+16 19(26) 13 82 39
(Wing) A Lada Adroda can use their Tail to attack up to 5
Wing targets in the same skirmish. Accuracy and Damage are
18(25) 2d+16 19(26) 13 82 39
(Wing) the same as a normal attack, and this attack cannot be used
Tail in consecutive rounds.
20(27) 2d+17 18(25) 14 103 48
(Tail)
Loot
SECTIONS Always Crystallized Great Daemon’s Blood
Sections: 6 (Head x 2 / Body / Wing x 2 / Tail) (1,600G/Red S)
Main Section: Head (All) 2–7 None
8 – 12 Great Daemon’s Horn (4,800G/Red S)
Unique Skills 13+ Large Great Daemon’s Horn (12,900G/Red
SS)
●All Sections
○Poison Immunity, ○Disease Immunity,
Description
○Psychic Immunity Lada Adroda is high-ranking daemon in the same
☆Techniques family as the Ragnakang. However, the Lada Adroda is
A Lada Adroda can use the [Gazelle Feet], [Cat's much larger and has two heads instead of one. These
Eyes], [Scale Leggings], [Strong Blood], [Beetleskin], daemons are commonly seen as commanders of daemon
[Bear Muscle], [Centaur Legs], [Giant Arms], attacks and incursions, and hundreds of lesser daemons
[Daemonfinger] and [Recovery (10 HP)] Techniques (see wait on their every disposal.
CR II: p. 88-94).

●Head 17 Zangars New


Int: High Perc: Five senses (Darkvision) Disp: Hostile
↝Divine Magic 15level / Magic Power 21 (28)
Lang: Daemonic Hab: Labyrinths, Ruins
○☑↝Magic Aptitude Rep/Weak: 19/24 W.P.: Slashing damage +3 points
A Lada Adroda can use the Combat Feats [Guided Initiative: 22 Movement Speed: 15/20 (Flying)
Magic], [Magic Convergence], [Magic Control], Fortitude: 22 (29) Willpower: 21 (28)
[Metamagic/Targets], [Hawk Eye], [Multi-Action] and
[Wordbreak]. F Style Accuracy Damage Evasion Def. HP MP
Horn
▽Deadly Poison / 8 (15) / Fortitude / Neg (Upper 21(28) 2d+22 19(26) 19 134 115
If a Bite attack hits and deals 1 or more points of Body)
applied damage, the target receives extra 2d+12 poison Weapon
magic damage. 22(29) 2d+18 20(27) 17 98 32
(Arm)
●Body Weapon
22(29) 2d+18 20(27) 17 98 32
(Arm)
↝Twin Strike & Double Attack
Kick
A Lady Adroda can make two Talons attacks each 22(29) 18 123 36
(Lower 23(30) 2d+20
round, though each attack requires its own Accuracy
Body)
check. They may choose to attack different characters with
each attack.
SECTIONS
Sections: 4 (Upper Body / Arm x 2 / Lower Body)
Main Section: Upper Body

214
Part 2 Monsters

Unique Skills This unique skill is lost if the HP of the Lower Body
section is 0 or less.
●All Sections
○Poison Immunity, ○Disease Immunity, ↝Sweeping Attack
Zangars makes a Kick attack against all enemies in the
○Psychic Immunity same skirmish.
○Aura of Fear / 18 (25) / Willpower / Neg This unique skill cannot be used on consecutive turns.
Anyone who sees this monster suffers a -2 penalty to ○Attack Obstacle = +4 • None
all action checks fearing Zangars for 10 seconds (1 round). Upper Body sections cannot be attacked in melee.
Each character who sees this monster need to make Against any ranged attacks, Upper Body sections receive a
Willpower check at the beginning of this character's turn. +4 bonus to Evasion checks.
This effect is of the psychic type. When the Lower Body section falls to 0 HP or lower,
●Upper Body this effect disappears.
↝Divine Magic 15 Level / Magic Power 19 (26)
Loot
○☑↝Magic Aptitude Always Crystallized Great Daemon’s Blood
They can use the Combat Feats [Multi-Action], (1,600G/Red S)
[Guided Magic], [Magic Convergence], [Magic Control], Always Well-kept Weapon (1,000G/Black White S)
[Metamagic/Targets], [Metamagic/Area] and x2
[Wordbreak]. 2–9 Great Daemon’s Horn (4,800G/Red S)
10+ Large Great Daemon’s Horn (12,900G/Red
●Arm SS)
○Multiple Actions = 2 times
Description
↝Twin Strike & Double Attack
Zangars are the upper daemons of the demon world.
A Zangars can make two Weapon attacks each round,
Each of its arms holds a large sword, which he skillfully
though each attack requires its own Accuracy check. They
can use to cut down its enemies in an instant. He stands 5
may choose to attack different characters with each attack.
meters tall with its strong body. It radiates an aura that
▽Continuous Attack II constantly terrifies those around it, causing the weak to
If Weapon successfully hits a target in melee, they may tremble at the mere sight of it. It floats in the air without
make a second attack. If a second attack hits they can wings.
make a third attack against the same target. Unusually for a daemon, it is not a cunning one, but
rather a straightforward one, trying to crush its enemies in
☑▼Battle Master combat. On the other hand, it is calm and collected, and
The Фrm can use the Combat Feats [Aimed Attack does not easily fall prey to humanoid tricks. They are often
III], [Power Strike II], [Nerve Strike], and [Counter]. the guardians or assistants of higher daemon generals and
are often the guards of important places.
▽Raging Arm
At first glance, they appear to be proud warriors but
If the HP of one Arm section is reduced to 0 or less,
they do not have any sense of honor and will hunt and kill
the remaining Arm section damage is increased by 10
until their enemy is dead attacking without mercy.
points.

●Lower Body
○Shadow Sneak
Zangars can leave and pass through skirmishes without
restrictions or retreat action.

215
☑Power Strike II
19 Geldam [III] p. 408
A Geldam can deal an additional +12 damage on their
Int: High Perc: Five senses (Darkvision) Disp: Hostile next attack. However, any Evasion Check made by the
Lang: Daemonic Hab: Labyrinths, Ruins Geldam this turn receives a -2 penalty.
Rep/Weak: 22/27 W.P.: Bludgeoning damage +3 points
Initiative: 26 Movement Speed: 20 ●Lower Body
Fortitude: 25 (32) Willpower: 24 (31)
○Attack Obstacle = +4 • None
Upper Body sections cannot be attacked in melee.
F Style Accuracy Damage Evasion Def. HP MP Against any ranged attacks, Upper Body sections receive a
Horn +4 bonus to Evasion checks.
24(31) 2d+21 22(29) 20 128 117
(Head) When Lower Body section falls to 0 HP or lower, this
Weapon effect disappears.
(Upper 25(32) 2d+23 20(27) 21 151 56
Body) Loot
Trample Always Crystallized Great Daemon’s Blood
(Lower 23(30) 2d+21 19(26) 19 139 44 (1,600G/Red S)
Body) Always Great Daemon’s Glaive (3,200G/Gold Black
White S)
SECTIONS 2–9 Great Daemon’s Earrings (6,900G/Gold
Sections: 3 (Head / Upper Body / Lower Body) White S)
Main Section: Head 10+ Great Daemon’s Ring (14,000G/Gold White
SS)
Unique Skills
●All Sections Description
This goat-like daemon is one of the highest-ranking
○Poison Immunity, ○Disease Immunity,
daemons, subservient to only the Daemon King. Geldams
○Psychic Immunity are large, muscular goatmen, 5m tall, and carry a massive
glaive. These glaives are larger an adult human, and
○Miasma Shroud / 25 (32) / Fortitude / Half magically bonded to the Geldam that carries them, so it is
Strong poison gas swirls around Geldam. Each time a impossible to claim one as the spoils of battle.
character attempts a melee attack against this monster, Consummate commanders of other daemons,
they suffer 2d+10 poison magic damage, regardless of Geldams have hundreds of lesser daemons at their
success or failure. command. Because of their service to the Daemon King,
This poison gas deflects incoming arrows and bullets however, they will rarely appear in Raxia themselves,
and has the same effect as the Fairy Magic spell [Missile preferring to send any number of lesser daemons in their
Protection] (see CR II, p. 145). stead.
●Head
↝Divine Magic 15 Level / Magic Power 21 (28)

○☑↝Magic Aptitude
A Geldam can use the Combat Feats [Guided Magic],
[Magic Convergence], [Magic Control],
[Metamagic/Targets], [Multi-Action] and [Wordbreak].
↝Poison Breath / 21 (28) / Fortitude / Half
Geldam disperses poison around it, dealing 2d+20
poison magic damage to all characters in the same
skirmish it is in.

●Upper Body
○Multiple Actions = 2 times
↝Sweeping Attack
Geldam makes a Weapon attack against all enemies in
the same skirmish.
This unique skill cannot be used on consecutive turns.
☑Magic Weapon
The Geldam's next Weapon attack has a fixed
Accuracy result of 35.
This unique skill cannot be used on consecutive turns.

216
Part 2 Monsters

HUMANOIDS
2 Bandit Archer [II] p. 407 Description
Int: Average Perc: Five senses Disp: Neutral Thugs with a single weapon and leather armor.
Lang: Trade Common, Regional dialect Hab: Various Typically attacking peddlers, traders and lone travelers,
Rep/Weak: 22/27 W.P.: Bludgeoning damage +3 points Bandit Troopers tend to act in groups of 3-5, and will more
Initiative: 5/- Movement Speed: 12 likely go after smaller groups than not.
Fortitude: 4 (11) Willpower: 3 (10)
3 Corrupted Priest [II] p. 408
F Style Accuracy Damage Evasion Def. HP MP Int: Average Perc: Five senses Disp: Neutral
Weapon 4(11) 2d+1 3(10) 2 18 10 Lang: Trade Common, Regional dialect Hab: Various
Rep/Weak: 6/- W.P.: None
Initiative: 8 Movement Speed: 12
Unique Skills Fortitude: 4 (11) Willpower: 5 (12)
↝Archery
Bandit Archer can make a ranged attack with its bow, F Style Accuracy Damage Evasion Def. HP MP
with a range of 20m, and it has the same Accuracy and Staff 4(11) 2d 3(10) 2 22 25
Damage as a Weapon attack.

○Precise Shot
Attacks fired into a skirmish cannot misfire.
Unique Skills
↝Divine Magic 3 Level / Magic Power 5 (12)
▼Sword's Salvation / Change Fate
Once per day, they may choose to change the result of ▼Sword's Salvation / Change Fate
an Action Check or Damage roll, by switching the faces of Once per day, they may choose to change the result of
the rolled 2d to the opposite sides. an Action Check or Damage roll, by switching the faces of
the rolled 2d to the opposite sides.
Loot
2–6 None Loot
7 – 10 Bag of Silver (50G/-) 2–6 None
11+ Bag of Silver (50G/-) x 1d 7 – 10 Bag of Silver (50G/-) x 1d
11+ Bag of Silver (50G/-) x 2d

Description
Bandit Archers tend to stay behind the front lines,
Description
taking aim at those in the skirmish. As befitting cowardly These Corrupted Priests spread evil and destruction
bandits, their targets will tend to be who they perceive as where they go. Whether they've been turned from the way
the weakest in the group. of the righteous and fallen in with bandits or are followers
of the Malevolent Gods and living among the Barbarous,
there is naught but darkness where these Priests go.
2 Bandit Trooper [II] p. 406
Int: Average Perc: Five senses Disp: Neutral
Lang: Trade Common, Regional dialect Hab: Various
Rep/Weak: 5/- W. P .: None
Initiative: 9 Movement Speed: 14
Fortitude: 4 (11) Willpower: 3 (10)

F Style Accuracy Damage Evasion Def. HP MP


Weapon 4(11) 2d+2 3(10) 3 20 10

Unique Skills
▼Sword's Salvation / Change Fate
Once per day, they may choose to change the result of
an Action Check or Damage roll, by switching the faces of
the rolled 2d to the opposite sides.
Loot
2–6 None
7 – 10 Bag of Silver (50G/-)
11+ Bag of Silver (50G/-) x 1d

217
▼Sword's Salvation / Change Fate
3 Mounted Bandit [III] p. 410
Once per day, they may choose to change the result of
Int: Average Perc: Five senses Disp: Neutral an Action Check or Damage roll, by switching the faces of
Lang: Trade Common, Regional dialect Hab: Various the rolled 2d to the opposite sides.
Rep/Weak: 6/- W.P.: Тone
Initiative: 11 Movement Speed: 16/33 (horse) Loot
Fortitude: 5 (12) Willpower: 5 (12) 2–6 None
7 – 10 Bag of Silver (50G/-) x 1d
F Style Accuracy Damage Evasion Def. HP MP 11+ Bag of Silver (50G/-) x 2d
Spear
5(12) 2d+6 5(12) 4 25 13
(Rider)
Hoof Description
4(11) 2d+1 3(10) 2 28 9 The leader of a group of bandits, a Bandit Chief is
(Horse)
always followed by a group of 3-5 other bandit followers
and may have a spellcaster or two in the group as well. They
SECTIONS will stand on the front lines and fight, though if the tides
Sections: 2 (Rider / Horse) turn, they may try to run and live to fight another day.
Main Section: Rider

Unique Skills 4 Blackhearted Sorcerer [I] p. 490


Int: Average Perc: Five senses Disp: Neutral
●Rider Lang: Trade Common, Regional dialect, Arcana or
▼Sword's Salvation / Change Fate Magitech Hab: Various Rep/Weak: 8/- W.P.: None
Once per day, they may choose to change the result of Initiative: 14 Movement Speed: 15
an Action Check or Damage roll, by switching the faces of Fortitude: 6 (13) Willpower: 7 (14)
the rolled 2d to the opposite sides.

●Horse F Style Accuracy Damage Evasion Def. HP MP


○Downswing Staff 4(11) 2d+1 5(12) 2 26 32
The Rider section deals an extra +2 damage.
When the Horse section falls to 0 HP or lower, this
unique skill cannot be used. Unique Skills
↝Magic (1 System) 4 Level /Magic Power 7 (14)
Loot ▼Sword's Salvation / Change Fate
2–6 None Once per day, they may choose to change the result of
7 – 12 Weapon (30G/Black White B) an Action Check or Damage roll, by switching the faces of
13+ Bag of Silver (50G/-) x 1d the rolled 2d to the opposite sides.

Description Loot
A thug on horseback, this bandit attacks travelers and 2–3 None
merchants for money. Armed with a simple spear, the 4–8 Bag of Silver (30G/-) x 1d
Mounted Bandit can use their horse to block off escape 9 – 10 Bag of Silver (100G/-) x 1d
routes while their friends rob. 11+ Gems (150G/Gold A) x 1d

4 Bandit Chief [II] p. 409 Description


Int: Average Perc: Five senses Disp: Neutral This is a human magician with a fair amount of magic
Lang: Trade Common, Regional dialect Hab: Various experience. You may encounter them in various situations
Rep/Weak: 7/- W. P .: None and settings. It can be an evil sorcerer or grim conjurer.
Initiative: 12 Movement Speed: 14
Fortitude: 6 (13) Willpower: 5 (12)
5 Skilled Mercenary [I] p. 491
Int: Average Perc: Five senses Disp: Neutral
F Style Accuracy Damage Evasion Def. HP MP Lang: Trade Common Hab: Various
Weapon 6(13) 2d+7 6(13) 4 30 15 Rep/Weak: 8/- W.P.: None
Initiative: 14 Movement Speed: 20
Fortitude: 8 (15) Willpower: 7 (14)
Unique Skills
☑Power Attack F Style Accuracy Damage Evasion Def. HP MP
They can deal an additional 4 damage on their next
attack. However, any Evasion Check made by them this Sword 8(15) 2d+10 8(15) 5 52 12
turn receives a -2 penalty.

218
Part 2 Monsters

Unique Skills ○Mounted = 4 Characters


☑Aimed Attack The Cart can carry and move up to 4 characters other
When attacking, the Skilled Mercenary can gain a +2 than the pilot. Even if a Runaway Carriages Robbers move,
bonus to Accuracy but receives a -4 penalty to damage dealt the onboard characters can perform Major and Minor
when doing so. Actions that can be performed with Limited Move.
However, the characters themself cannot move while
☑Power Attack mounted on the ship.
They can deal an additional 4 damage on their next Mounting a Cart for a person other than the pilot is a
attack. However, any Evasion Check made by them this Major Action, but dismounting is only a Minor Action.
turn receives a -2 penalty.
▼Sword's Salvation / Change Fate Loot
Once per day, they may choose to change the result of Always Empty Wooden Chest (30G/Green White B)
an Action Check or Damage roll, by switching the faces of 2 – 10 None
the rolled 2d to the opposite sides. 11+ Gems (150G/Gold A) x 1d
Loot
2–3 None Description
4–7 Bag of Silver (30G/-) x 1d These are humanoid robbers who drive a horse-drawn
8–9 Ancient Knife (380G/Black White A) wagon. They often rob merchants on the city streets.
10+ Gems (150G/Gold A) x 1d
7 Knight [III] p. 411
Description Int: Average Perc: Five senses Disp: Neutral
With sword and shield at the ready, this mercenary Lang: Trade Common, Regional dialect Hab: City
relies on his sword arm and leather armor to protect him Rep/Weak: 10/- W.P.: None
from the dangers of the road. Initiative: 14 Movement Speed: 15
Fortitude: 10 (17) Willpower: 10 (17)
5 Runaway Carriages Robbers MC
Int: Average Perc: Five senses Disp: Hostile F Style Accuracy Damage Evasion Def. HP MP
Lang: Trade Common, Regional dialect Hab: Various Weapon 10(17) 2d+9 9(16) 10 66 18
Rep/Weak: 11/- W.P.: None
Initiative: 13 Movement Speed: 18
Fortitude: 7 (14) Willpower: 6 (13) Unique Skills
☑Aimed Attack
F Style Accuracy Damage Evasion Def. HP MP When attacking, the Knight can gain a +2 bonus to
Weapon Accuracy but receives a -4 penalty to damage dealt when
7(14) 2d+5 6(13) 4 36 11
(Body) doing so.
Hoof
4(11) 2d 4(11) 5 30 8 ☑Cover
(Horse)
None Knight can use [Cover] combat feat (see CR I: p. 286-
- - 4(11) 5 40 - 291).
(Cart)
SECTIONS ▼Sword's Salvation / Change Fate
Sections: 3 (Rider / Horse / Cart) Once per day, they may choose to change the result of
Main Section: Y an Action Check or Damage roll, by switching the faces of
the rolled 2d to the opposite sides.
Unique Skills
●Rider Loot
Always Bag of Silver (100G/-) x 1d
▼Sword's Salvation / Change Fate
Once per day, they may choose to change the result of 2–6 None
an Action Check or Damage roll, by switching the faces of 7 – 12 Bag of Silver (100G/-) x 2d
the rolled 2d to the opposite sides. 13+ Well-Kept Weapon (1,000G/Black White S)

●Horse Description
○Downswing An ordinary knight, is given leave from the castle they
The Rider section deals an extra +2 damage. typically protect. Known for having both a noble
When the Horse section falls to 0 HP or lower, this personality and a strong sword arm, knights are seen as
unique skill cannot be used. reliable protectors of the weak. Knights often take pains to
keep their weapons and armor well maintained, so they
●Cart don't give off a weak appearance and cause the public to
○Poison Immunity, ○Disease Immunity, worry about their safety.
○Psychic Immunity, ○Curse Immunity

219
▼Sword's Salvation / Change Fate
7 Famous Hunter [III] p. 412
Once per day, they may choose to change the result of
Int: Average Perc: Five senses Disp: Neutral an Action Check or Damage roll, by switching the faces of
Lang: Trade Common, Regional dialect Hab: Forest, City the rolled 2d to the opposite sides.
Rep/Weak: 10/- W. P .: None
Initiative: 15 Movement Speed: 20 Loot
Fortitude: 10 (17) Willpower: 9 (16)
2–6 None
7 – 12 Bag of Silver (100G/-) x 2d
F Style Accuracy Damage Evasion Def. HP MP 13+ Bag of Silver (300G/-) x 2d
Weapon 11(18) 2d+8 10(17) 7 42 14
Description
This brave man is one who has become proud of his
Unique Skills
power, training his body to the maximum. Traveling across
↝Archery the Terastieran continent, the Proud Strongman is in
Famous Hunter can make a ranged attack with its bow, search of a worthy rival. Having steeled his mind and honed
with a range of 30m, and it has the same Accuracy and his body, his physique will undoubtedly remain in one's
Damage as a Weapon attack. mind long after he passes through.
○Precise Shot & Hawk Eye
Attacks fired into a skirmish cannot misfire. Also, it can 10 Heretic Priest [III] p. 414
shoot through covers. Int: Average Perc: Five senses Disp: Hostile
▼Sword's Salvation / Change Fate Lang: Trade Common, Regional dialect, Arcana
Once per day, they may choose to change the result of Hab: Various
an Action Check or Damage roll, by switching the faces of Rep/Weak: 13/- W.P.: None
the rolled 2d to the opposite sides. Initiative: 7 Movement Speed: 12
Fortitude: 12 (19) Willpower: 14 (21)
Loot
2–6 None F Style Accuracy Damage Evasion Def. HP MP
7 – 12 Bag of Silver (100G/-) x 2d Prayer
4(11) 2d+5 4(11) 10 65 74
13+ Well-Kept Weapon (1,000G/Black White S) Staff

Description Unique Skills


A master of hunting, they know every inch of the forest ↝Divine Magic 10 Level / Magic Power 15 (22)
like the back of their hand. These outdoorsmen are
↝Spiritualism Magic 7 Level / Magic Power 12
incredibly knowledgeable about every facet of hunting wild
game. (19)

○☑↝Magic Aptitude
9 Proud Strongman [III] p. 413 A Heretic Priest can use the Combat Feats
Int: Average Perc: Five senses Disp: Neutral [Metamagic/Targets], [Metamagic/Distance], [Guided
Lang: Trade Common, Regional dialect Hab: Various Magic], [Hawk Eye] and [Wordbreak].
Rep/Weak: 12/- W. P .: None ▼Sword's Salvation / Change Fate
Initiative: 15 Movement Speed: 18 Once per day, they may choose to change the result of
Fortitude: 14 (21) Willpower: 12 (19) an Action Check or Damage roll, by switching the faces of
the rolled 2d to the opposite sides.
F Style Accuracy Damage Evasion Def. HP MP
Fist 13(20) 2d+12 12(19) 5 82 18 Loot
Always Bag of Silver (100G/-) x 2d
Unique Skills 2–6 None
↝Double Attack 7 – 12 Bag of Silver (200G/-) x 2d
A Proud Strongman can attack the same target twice in 13+ Large Gem (4,000G/Gold S)
one action with its Fists.
☑Power Attack Description
They can deal an additional 4 damage on their next A priest who found the calling of the Malevolent Gods,
attack. However, any Evasion Check made by them this such as Metissier and Bragzabas, powerful and alluring.
turn receives a -2 penalty. However, such faiths are not permitted among humanity,
and so the priest must keep their worship a secret. These
▼Counter heretics also serve as Barbarous spies, able to pass through
A Proud Strongman can use [Counter] combat feat (see the barriers from the Swords of Protection and deliver
CR II: p. 156-161). information to the enemy.

220
Part 3 Situation Combat
Part 3 Situation Combat

221
SITUATION COMBAT
Situation Combat is a minigame in which GM
SITUATION COMBAT FLOW
or players need to prepare for a certain situation
and players need to achieve their goal in that Situation Combat proceeds as follows.
situation. There are six different situations to
choose from, including special indoor situations
and snowfield situations.
Situation Combat is suited for 1 up to 5 PCs.
The GM should read the description of each
situation carefully to know the tactics and abilities
of the monsters.
Situation Combat can be played without a GM.
In this case, please consult with your fellow players
and try to play as fair as possible.
Translator Note
These rules are intended to be used with 1) P REPARING THE M AP
Advanced Combat Rules (see Cardia Grace for Prepare a map and reveal it to the players by
more details on them). copying it to a blank sheet of paper or a whiteboard
or making an enlarged copy.
USING SITUATION COMBAT At this step, check the goal of the PCs in the
Situation Combat is a selection of specific situation and the failure conditions. Each of these
combat situations and consists of four elements: is clearly stated in the summary of each situation.
the battlefield map, the enemies, and the PCs' The failure condition may be written as “all PCs
objectives and failure conditions. The number of are unable to fight”. This condition applies to
enemies depends on the number of PCs and their situations where all the PCs are unable to act of
level. their own volition at the same time due to death,
GMs and players can use this for a variety of fainting, sleep, etc.
purposes.
GM can use them as help for the scenario 2) INITIAL POSITIONS OF PC AND ENEMIES
creation: they can choose one of the Situation Place the PCs and monsters on the map. For
Combats and incorporate it into the scenario to more details, please refer to the “How to Read
reduce the effort, or GM can use it as a starting Situations” section below.
point of the scenario.
You can also play Situation Combat itself as a 3) START OF THE BATTLE
mini-game. This is a good way to have a “quick First, PCs should make a Monster Knowledge
game” when the session unexpectedly ends earlier check for all monsters on the map. Also, if there is
than planned and you have some extra time left. a barbarous PC, they must make a Weakness
It can also be used in a variety of other ways, check (see p. 17).
such as a combat example to help beginners get After that, PCs need to make an Initiative check
used to the game. You can play this game just to to determine who goes first. If no monster has
have endless combat and have fun. been placed yet, the PCs will automatically go first.
See page s for an example of Situation Combat. If there is no GM, the player must check the
monster's data while playing. In this case, assume
PCs succussed automatically at Monster
Knowledge check. But they still need to roll to find
the Weak Point of the monsters using Monster
Knowledge check.

222
Part 3 Situation Combat
4) BATTLE DISTRIBUTION TABLES
Follow the rules and guidelines laid in the Number and Location of PCs
scenario. Depending on the number of PCs, you can find
here where to put monsters on the map.
5) THE END The position where the monster should be
The battle is over once the PCs have achieved placed is indicated by a “〇”. If this is marked with
their goals or met failure conditions. a “†”, a number of monsters enhanced with Sword
Shards equal to its level will be placed.

HOW TO READ SITUATIONS Difficulty


Here you can find information on how to read The monsters that appear in the minigame are
situations. divided into different levels of difficulty. There are
16 levels of difficulty, ranging from 1 to 16. The
SUMMARY just created character should use 1st difficulty, and
PCs' goals and the conditions for failure are the difficulty increases by 1 for every 2 adventures
specified here. (2 growths). In other words, the appropriate
difficulty is the number of growths ∕ 2 + 1 (rounded
INITIAL P LACEMENT down).
This is a description of the initial placement of
BEHAVIOR OF MONSTERS
the PCs and enemies. Check the map at the
beginning of each situation and PCs should place In Situation Combat in general, GM can control
their characters on the battlefield. monsters if they see fit. On the other hand, if there
The PCs can freely decide on the formation and is no GM, use the guidelines listed here to control
other details so that everyone fits within the “PC monsters.
Initial Position”. Enemies are placed in the Of course, GMs are also free to refer to these
alphabetical positions shown on the map, guidelines and have their monsters act accordingly.
according to the “Enemy Distribution Table”. Also, the guidelines given here are general in
nature. If there is a different guideline specified in
BATTLEFIELD R ULES the situation, please give priority to it.
In Situation Combat, if there is a conflict
between the rules in this section and those in Core 1) DETERMINE MONSTER 'S ACTION
Rulebooks I - III, the rules in this section take Roll 1d to determine what action the monster
precedence. will take. If the roll indicates an infeasible action or
a completely pointless action (e.g., there is no
Handling of Movement suitable target in the range), then move one row
When a character moves around the battlefield, down. If this is not possible, move down one more.
the battlefield map is used as a reference to If you can't decide what unique skills to use or what
determine where it can move. But don’t measure kind of magic to use in the table, you can decide
too strictly. Try to keep it approximate. The GM on your own what action will give the monster the
can make the final decision; in the absence of the most advantage or give the PCs the least advantage.
GM, the players can decide on their own. Monster Action Decision Table
Roll Action
MONSTER TACTICS 0 Moves toward the nearest PC.
This is a description of how the monster will act 1 Melee attack
in this situation, and which PC will attack first. 2 Ranged attack or casts a spell
For general behavior that does not depend on 3 Uses unique skill or casts a spell.
the specific situation, please refer to the “Behavior Uses the most powerful, damaging unique
of Monsters” section below. 4 skill or spell it can cast on as many targets as
possible.
Uses unique skill or spell to heal and support
5
itself and its allies.
Uses the most powerful, damaging unique
6
skill or spell it can cast.

223
N EW) PSYCHIC TYPE ( WEAK ) ( SEE P. 35)
A PC's actions can cause a monster to fall into a
Psychic (weak) state. In this case, a monster with an
intellect of Average or High will act to remove this
condition from its companion. However, if it is
impossible to do within 1 round, the monster will
leave the companion alone and take another
action.

2) DETERMINE THE TARGET


Once the monster's action is determined, the
next step is to determine its target, which must be
chosen reasonably to avoid waste or pointless
disadvantage. For example, if a monster is already
in the skirmish, the target will be chosen from
those in the same skirmish.
Under these conditions, if there are multiple
candidates for the target, the choice depends on
the monster's intellect. If the monster's intellect is
Average or High, the monster will be less likely to
miss weak PCs, and it will choose the target with
the lowest HP. In all other cases, the target is
determined randomly. However, in all cases, the
monster will not target PC with 0 or less HP.
The Kobold PC's racial ability [Disregard] (see
p. 15) can override the target decision at this last
stage. And in this case, the monster should select
the target as if Kobold wasn’t present.

3) MONSTER MOVEMENT
The monster moves in accordance with its
actions. If it is using a ranged attack or a spell, it will
use Limited Move; if Normal Move is allowed, it
will use Normal Move.
The monster will not perform a Full Move
unless the situation dictates otherwise.

4) P RIORITY OF ATTACK
Monsters that appear in Situation Combat are
aggressive and give priority to offensive actions that
deal damage to PCs over others. Even those with
defensive or healing abilities will avoid using unless
such action was selected.

224
Part 3 Situation Combat

SITUATION 1: DUEL IN THE VAULTED MANSION


INITIAL PLACEMENT
The PCs are gathered outside the entrance of
the mansion.
The placed monsters are waiting on the second
and third floors of the mansion, watching out for
anyone coming in through the entrance. If the PCs
enter the mansion, they will try to kill them.

BATTLEFIELD RULES
A character on the second floor can see all the
stairs and floors on the first floor. But from the
third floor, the shaded area is not visible. Similarly,
you can see the second and third floors from the
first floor, but you cannot see the second and third
floors from the shaded area. Furthermore, if you
look down from the upper floor to the lower floor,
the characters and skirmishes on the lower floor
are considered not shielded and you can see
behind them.
All the windows in the house are boarded up
and closed. If the monsters are all able to see
through the darkness, there is no light in the house.
If the monsters don't have the ability to see in the
dark, the whole place is illuminated with candles in
key places.

SUMMARY NOTES ABOUT SKIRMISHES


If a skirmish is created on the second floor,
The story takes place in a mansion built on a
third floor, or stairs, the maximum number of
hillside. The house is sealed off except for the front
characters in it is five; after the sixth character, no
entrance, so you cannot see what is going on inside
new characters may join the skirmish or pass
from the outside.
through it.
When the PCs get in through the main
When moving downstairs, one level is
entrance, they encounter a group of monsters
considered to be 6m long. Also, if the character is
waiting for them in the lobby of the mansion.
trapped on stairs, they receive a -1 penalty to any
This situation can be incorporated into the
action checks (see p. 34) due to a bad foothold. If
scenarios with the investigation of the house,
a skirmish is created to span a staircase, all
elimination of squatters, search for goods, hostage
characters in the skirmish will take this penalty.
rescue, etc.
STAIRS TRAP
PCS GOALS
The staircase connecting the second and third
The goal is to eliminate all monsters that attack
floors may have a trap set in it.
PCs.
If there is a GM, the GM must decide in
FAILURE CONDITIONS advance if there is a trap and if so, on which side.
If all PCs are out of combat, it is a failure. For each of the left and right stairs, roll a 1d. If
either side has a roll of 1 or 3, there is a trap. The
trap is located on the stairs with the lowest value,

225
and if there is a tie, the trap is randomly they succeeded. Characters will also fall down
determined to be on either side. taking damage as described in the “Difficulty
1-6”. After the trap is activated, characters
If you are playing without a GM, roll 1d when cannot use these stairs.
the character tries to move up one of the stairs on 12 – 16 The target number for the Find Trap check
the left or right and decide if the stairs are trapped with target number “9 + Difficulty”. Lightning
or not. If the result is 1-3, there is a trap, if 4-6, will strike from the stairs. Affected characters
there is no trap. If there is a trap, the stairs on the need to make Fortitude save with target
number “9 + Difficulty”. If they fail, they are
other side are automatically safe. Otherwise, the unable to move at all for 30 seconds (3
same check must be done on the other staircase. rounds) and take “2d + Difficulty” lightning
If a trap is present, PCs must make a Find Trap magic damage per round. If the save is
check (PCs can't afford to do a Search check, successful, the damage will be halved, and
which requires 10 minutes). If they succeed, they they will be able to move through the trap.
After the trap was activated, characters can still
will immediately notice the trap and stop moving
try to break through but must make the same
just before triggering the trap. If they fail, they will check.
go up the stairs without noticing the trap and trigger
it.
Difficulty Trap
MONSTER TACTICS
1–6 The target number for Find Trap check with
the target number “11 + Difficulty”. Stairs The monsters wait for the PCs to come to them.
suddenly become a ramp, and all characters In particular, a monster that is initially on the third
slide down it, falling to the shaded area on the
first floor and receiving 15 points of falling floor will never try to go down below the second
damage. PCs can make a Tumble check, but floor (even if there is nothing to do for them).
the character will be in a prone state after the A monster that has ranged attacks or can cast
fall regardless. After the trap is activated, ranged spells will stay in its position as long as
characters cannot use these stairs. possible and continue to use long-range attacks and
7 – 11 The target number for the Find Trap check
with target number “10 + Difficulty”. Affected
spells.
characters need to make Willpower save with If the PCs escape out of the house, monsters
target number “10 + Difficulty”. The stairs will not chase them, and will stay in the house; if
explode and characters who failed the save the PCs take the time to recover HP and MP,
take 2d+10 fire magic damage and a half if monsters will do the same.

Distribution Tables Difficulty 3 Difficulty 6


Lesser A – DOOM
A p. 44 p. 153
Num. Ogre C
A B C D E F G
of PCs B–C Gremlin p. 39 D – Barringer
1 〇 ∙ ∙ 〇 ∙ ∙ ∙ p. 150
D–E Boggart p. 42 G
2 † ∙ ∙ 〇 〇 ∙ ∙
Invisible
3 † ∙ 〇 〇 〇 ∙ ∙ F–G p. 41
Beast Difficulty 7
4 † 〇 〇 〇 〇 ∙ ∙
Caesarscorpion p.
5 † 〇 〇 〇 〇 〇 〇 A
Difficulty 4 51
Ghoul B– Androscorpion p.
Difficulty 1 A p. 125
Mage C 45
A Gremlin p. 39 Skeleton D– Boggart p.
B – C Goblin p. 40 B–C p. 124
Archer G Trooper 47
D – G Kobold p. 39 Skeleton
D–G p. 126
Soldier Difficulty 8
Difficulty 2 Jack O'Lantern p.
Corrupted A
A p. 217 Difficulty 5 127
Priest A Gildrekk p. 202 B– Ghoul Mage p.
Bandit B – C Imp p. 200 C 125
B–C p. 217
Archer D – E Valbravers p. 201 D– Skeleton p.
Bandit F – G Aetherbeast p. 200 E Guardian 127
D–G p. 217
Trooper

226
Part 3 Situation Combat

F– Blood Sucker p. Blood Difficulty 14


B–C p. 126
G 126 Sucker Iron
A p. 135
Centaur Maiden
Difficulty 9 D–G Heavy p. 60 Night
B–C p. 132
A Frau p. 195 Knight Ghoul
B – C Undine p. 192 Bone
D–G p. 131
D Salamander p. 193 Difficulty 12 Knight
E Gnome p. 194 Evil
A p. 163
F – G Sylph p. 193 Index Difficulty 15
Alchemy A Buckbaird p. 163
B–C p. 160
Difficulty 10 Tooth Gas
B–C p. 161
Heretic Priest p. Bronze Stalker
A D–G p. 160
220 Golem Iron
D–G p. 162
B– Famous p. Golem
C Hunter 220 Difficulty 13
D– Knight p. Mel Mazar p. Difficulty 16
A
E 219 210 Blood Troll p.
A
F– Famous p. Ergacleo p. 75
B–C
G Hunter 220 208 B– Dark Troll p.
D– Terror p. C 57
E Beast 204 D– Werewolf p.
Difficulty 11 Godbell p. E Elder 70
F–G
Lesser 205 F– Leanan Sidhe p.
A p. 70 G 69
Vampire

SITUATION 2: “P INNED DOWN ON THE R OAD”


SUMMARY
The PCs travel on a somewhat obscure road
that runs north-south through a forested area. The
road is about 4 meters wide, unpaved, and
sometimes curves, making it impossible to see far
ahead. When the PCs, move near the center of the
forested area, they soon detect someone around
them.
This situation can be incorporated into a
scenario where the party needs to search in the
forest, transport goods, or convoy an important
person.

PCS GOALS
The goal is to eliminate all monsters that attack
PCs.

FAILURE CONDITIONS
If all PCs are out of combat, it is a failure.

227
INITIAL PLACEMENT When playing without a GM, no Danger Sense
check is needed, and these monsters should be
The PCs are on their way south on the road.
revealed from the start.
Monsters are positioned on the north and south
sides of the road and are ambushing the PCs. R OCKS
There are also some monsters lurking in the forest, The rocks scattered throughout the forest are
targeting the PCs who escape into the forest. about 3 meters high and are treated as a perfect
shield from the characters. The rocks are spherical
BATTLEFIELD RULES in shape and can be climbed. When standing on
The width of the road is 4 meters. Those the rocks, you will be able to see the entirety of the
moving along the road can be blocked by other road, but the forest is too thick to see through.
characters present on the road. In order to climb up, the PCs must make a
The road that will be the battlefield is successful Climb check with a target number of “8
surrounded by dense forest. In the forest, visibility + Difficulty” using a Major Action while moving
is limited to 5 meters in all directions. Even when only with Limited Move this turn.
looking into the forest from the road, the
characters cannot see at a distance of more than 5 MONSTER TACTICS
meters the forest. All of the A-F monsters that appear on the road
Also, the road is curved, and the north-south will approach and attack the PCs and will move in
road where A, B, C monsters are located and the the shortest route. They will try to move as far as
east-west road where D, E, F monsters are located possible, targeting characters with no Warrior-
are not visible to each other due to the forest Type Classes and with low Defense.
obstruction. The monsters also have limited visibility due to
the forest, but they know where the PCs are.
NOTES ABOUT BATTLEFIELD
If the G-H monsters are hidden from PCs, they
Some of the monsters are not visible to the PCs,
will hide and will not move until they see a
and the GM should not initially put them on the
character within Normal Move distance a character
map.
that does not have a Warrior-Type Class. In that
PCs initially can only spot A, B, C monsters. case, they will attack it using melee attacks. If all
After placing these monsters, the PCs all need to other monsters have been defeated, they will then
make a Danger Sense check. If the success value is target the character that does not have a Warrior-
“8 + Difficulty” or higher, the PCs will notice the Type Class and approach it by the most hidden
presence of D, E, and F monsters behind them; if path possible.
the success value is “12 + Difficulty” or higher, they When the first attack is made against a PC from
will also notice the presence of G and H monsters.
a G or H monster that was hidden, that PC must
Only those monsters that are noticed by the PCs
make a Danger Sense check with a target number
should be placed. Of course, these monsters will
of “8 + Difficulty”. If it fails, the attack is treated as
act even if the PCs do not notice them, and the GM
a surprise attack.
should reveal them when they appear in a position
If there are PCs who enter the forest, the G, H
visible to the PCs.
monsters will prioritize those PCs near them.

228
Part 3 Situation Combat

Distribution Tables Difficulty 6 Difficulty 12


Hypno Heretic
A, D p. 100 A, D p. 220
Num. Python Priest
of A B C D E F G H B – C, B – C, Proud
Crocodile p. 96 p. 220
PCs D–F D – F Strongman
1 〇 ∙ ∙ 〇 ∙ ∙ ∙ ∙ Giant
G–H p. 100 Famous
2 † 〇 ∙ 〇 〇 ∙ ∙ ∙ Viper G–H p. 220
Hunter
3 † 〇 ∙ 〇 〇 ∙ 〇 ∙
† ∙ ∙
Difficulty 7
4 † 〇 〇 〇 〇

A Wyvern p. 177 Difficulty 13
5 † 〇 〇 〇 〇 〇 〇
B–C Hippogryph p. 172 Garuda p.
D Cherub p. 173 A
71
Difficulty 1 E–F Hellhound p. 173 Ogre p.
Grey G–H Mandrake p. 115 B–F
A p. 92 Berserker 67
Lynx
G– p.
B–H Wolf p. 88 Difficulty 8 Ogre Wizard
H 60
Ragnakang p.
A Difficulty 14
Difficulty 2 206
A p.
Spin Argagis p. Tiki Tiki
A p. 114 B–C 211
Blossom 202
B– p.
Killer D None Tikira
B–H p. 112 C 205
Creeper Dark Bully p.
E–F D Succubus p. 71
Difficulty 3 204
E–
A, D Keratos p. 97 G– Dusky p. Hill Giant p. 66
F
B – C, Grey H Grace 200
p. 92 G– Scorpion
D – F Lynx p. 61
Difficulty 9 H Sniper
G – H Overeater p. 114
Lizardman p.
A
Gunner 58 Difficulty 15
Difficulty 4
B– p. Wraith p.
Boggart Lizardman A
A, D p. 47 C 44 137
Trooper
D – Lizardman p. Blank p.
B – C, B–C
Boggart p. 42 F Mariner 54 129
D–F
G - Lizardman p. Cast Armor p.
Invisible D
G–H p. 41 H Tamer 50 136
Beast
Bone p.
Difficulty 10 E–F
Knight 131
Difficulty 5 Borer p.
A G– p.
Mounted 180 Blank
A p. 218 H 129
Bandit B– Sabertooth p.
B– C Tiger 101
Difficulty 16
C, E Bandit Chief p. 218 D– p.
Adandara Elder p.
–F F 178 A
Manticore 183
Blackhearted G–
D p. 218 Grizzly Bear p. 99 B – Lesser p.
Sorcerer H
C Manticore 176
G – Bandit
p. 217 Difficulty 11 Draconet p.
H Archer D
Mummy 182
A p. 134
Lord E– p.
Cockatrice
B – F Mummy p. 131 F 181
Lesser G– Fungal p.
G–H p. 127
Mummy H Parasite 118

229
SITUATION 3: “DEADLY B ATTLE IN THE SNOWFIELD”
The monster appears in Snowfield B and C area
and attacks the PCs.

BATTLEFIELD RULES
The entire battlefield slopes gently from west to
east. The western edge of the battlefield is blocked
by a 100-meter-high cliff. On the eastern edge
there is a cliff, and if you fall from here, the ground
is 100 meters below.
The entire battlefield has about 50 cm of snow,
and the river crossing the battlefield is also frozen.

SLOPING TERRAIN
The entire battlefield slopes gently from west to
east. Due to this slope and snow cover, all action
checks (see p. 34) receive a -1 penalty.
In addition, when moving, the distance of
Normal Move is halved (rounded up). Full Move
that is three times the distance of the Normal Move
should be halved because of the previous rule.
Limited Move stays the same as before.
These disadvantages do not apply to characters
that:
• Can move without touching the ground,
such as flying or floating.
• Mounts and their Jockeys are capable of
SUMMARY navigating rough terrain.
The PCs are moving north through a slightly • Monsters whose habitat is snowy
sloping snowfield surrounded by cliffs. The mountains.
snowfield is knee-deep in snow and movement is
very restricted. There is also a danger of avalanche FROZEN R IVER
if loud noise is made. In this dangerous place, If PCs use Normal Move to move through a
monsters appear, preying on the PCs. river, they need to make check the 2d +
This situation can be incorporated into a Adventurer Level + Agility modifier. The target
scenario as an unavoidable route that must be number is “7 + Difficulty”. Failure to make this
taken because of a critical situation or because check will result in a fall on the river. Please refer
there is no other way out forward. to the next section, “Falling and Slipping” for more
information on the process of falling. If PCs
PCS GOALS attempt to use Full Move to move over the river,
The goal is to eliminate all monsters that attack the target number will be “11+ Difficulty”.
PCs. This danger does not apply to characters that
are immune to Sloping Terrain (see before).
FAILURE CONDITIONS
If all PCs are out of combat, it is a failure. FALLING AND SLIPPING
If a character falls within this battlefield, unlike
INITIAL PLACEMENT the normal rules, they will immediately slide down
The PCs are gathered in the Snowfield A area, 1d m to the east. If they fall farther than the
south of the snowfield of the cliff. skirmish radius, they will automatically leave the
skirmish, even if they were on a skirmish. If the

230
Part 3 Situation Combat
path of the slide includes a frozen river, the range SIGNS OF AN AVALANCHE
of the frozen river is not included in the slide When the fighting begins on the battlefield,
distance. In other words, if the character falls 2 there is a risk of an avalanche due to the sounds of
meters west of the river and slides 5 meters, they the battle.
will first slide 2 meters, cross the river, and then At the end of each round after the combat
slide another 3 meters. begins, roll 1d once. If the roll is 4-6, the Avalanche
If, as a result of the slipping, characters that go Progress is increased by 1 point. If the roll is 1-3,
over the cliff at the east end of the battlefield, will no progress is made. Immediately after the
fall 100 meters and receive 300 physical damage. Avalanche Progress reaches 5 points, a violent
The corpse can be recovered later in case of death. avalanche rushes in from the top of the west cliff.
If the character falls down because of the The avalanche crosses the Snowfields A and B
combat feat [Throw Attack], it will slide down areas and rolls down the eastern cliff, engulfing
before [Trample] could be performed, even if the everyone on top of it. Flying characters will not be
target's slide distance was short and it stayed within caught in the avalanche, but others will be caught
the skirmish. in the avalanche and fall to the bottom of the
eastern cliff, suffering 300 physical damage. No fall
LOSS OF TERRAIN EFFECTS DUE TO FIRE DAMAGE mitigation effect can be applied, and the damage
If a character is the target of the effect that deals cannot be reduced by a Tumble check.
fire damage on the battlefield, the snow, and ice The avalanche does not reach the Snowfield C
around the character will melt, regardless of the area. Also, characters in the safe zone of Snowfield
size of the damage or whether the effect was B also will be not caught in an avalanche. Once an
resisted or not. All snow and ice within that area avalanche occurs, it will not occur again in this
will melt. The area where the snow melts will no battle.
longer have a Sloping Terrain penalty for action
checks but speed reduction will remain. If the ice MONSTER TACTICS
melts, the area becomes a river and cannot be
The monsters that appear will prefer to wait and
traveled. The character standing on top of the ice
attack with ranged attacks, magic, unique skills,
will fall into the river.
etc., rather than melee attacks. Monsters that do
A character falling into the river suffers 1d+2
not have such abilities and can attack only in melee
water/ice magic damage. To escape from the river,
will move to keep the PCs in Snowfields A and B
the character must use a Major Action to escape on
as much as possible.
their turn, and make a 2d + Adventure Level +
They will target a character without Flying, with
Agility modifier check (or Evasion check if the
the lowest movement speed, or a character that
character is a monster) with target number “6 +
moved the shortest distance in the previous turn.
Difficulty”. If they succeed, they will be standing up
All non-flying monsters will stop attacking and
anywhere on the edge of the hole.
start moving with Full Move toward Snowfield C or
the safe zone when the Avalanche Progress reaches
4 points.

Distribution Tables Difficulty 1 Difficulty 3


Giant Lizard
A p. 93 A p. 96
Num. Bat Fly
A B C D E F
of PCs Killer B–C Harpy p. 171
1 〇 ∙ ∙ 〇 ∙ ∙ B–C p. 89
Bee D–F Vulture p. 94
2 † 〇 ∙ 〇 ∙ ∙ D–F Bohr p. 89
3 † 〇 〇 〇 ∙ ∙
Difficulty 4
4 † 〇 〇 〇 〇 ∙ Difficulty 2 A Spawn p. 200
5 † 〇 〇 † 〇 〇 A – C Bloodling p. 124 B – C Imp p. 200
D – F Zombie p. 123 D – F Aetherbeast p. 200

231
Difficulty 5 Difficulty 9 Difficulty 13
A Satyr p. 46 Proud Aero
A p. 220 A p. 162
Deep Strongman DOOM
B–C p. 43
Gremlin B – Famous B – Queen
p. 220 p. 157
Boggart C Hunter C DOOM
D–F p. 43
Swordsman D Knight p. 219 War
D p. 159
E – Bandit DOOM
p. 218
Difficulty 6 F Chief E – Queen
p. 157
Golden F DOOM
A p. 100
Gorgol Difficulty 10
B– A Chimera p. 180 Difficulty 14
Gorgol p. 95
C B – Frost Lesser
p. 175 A p. 183
Grizzly C Wyvern Dragon
D p. 99
Bear D Monoceros p. 179 B – C Carbuncle p. 178
E– E– D – F Draconet p. 182
Vulture p. 94 Adandara p. 178
F F
Difficulty 15
Difficulty 7 Drake
A p. 73
A Argagis p. 202 Difficulty 11 Viscount
B – Skeleton A Raptoras p. 104 Werewolf p. 70
p. 124 B–F
C Archer Frost Elder
B–F p. 103
Frost Panther
D p. 175
Wyvern Difficulty 16
E– Difficulty 12 Prism
Aetherbeast p. 200 A p. 164
F Formica Stalker
A p. 68
Lord B–
Frau p. 195
Difficulty 8 B – Formica C
p. 58
A Entlet p. 116 C Chief Night
D p. 132
B – C Mandrake p. 115 Formica Ghoul
D p. 62
Big Mother E–
D–F p. 116 Frau p. 195
Archer E – Formica F
p. 58
F Chief

232
Part 3 Situation Combat

SITUATION 4: “ALL-OUT WAR”


INITIAL PLACEMENT
The PCs are in an abandoned house 10 meters
long and wide. It is about 4 meters high and has
only one shabby room. Inside the abandoned
house are five empty cubic crates, each less than 2
meters aside.
The escort target is in the center of the room
and is conscious.
The monsters initially are gathered around an
abandoned house. Not all monsters should be
placed near the house see the “Initial Monsters”
field in the table below. Also, some monsters will
come as reinforcement (see below).

BATTLEFIELD RULES
The only entrance and exit to the abandoned
house is through the south door. The interior is
well-lit due to the windows on the west and north
sides of the building. Through these windows, it is
possible to see the monsters.
Due to the limited height inside the abandoned
house, only up to 2 section characters can enter.

PREPARATION PHASE
In this situation, it is possible to prepare in
advance for 10 seconds (1 round) before the battle
SUMMARY begins. PCs can form an appropriate formation or
cast magic to assist their allies. However, PCs
The PCs are holed up in an abandoned house cannot move outside of the abandoned house or
with an escort target. The house is about to use attacks or spells that target outside of the
collapse and is completely surrounded by the abandoned house.
enemy. In this difficult situation, the PCs must The escort target can also act. See “Handling
protect their escort target until backup arrives. Escort Target” below for more information on
This situation can occur when PCs are on the what escort target can do.
escort missions or in the hostage rescue scenario.
You can also use this situation as an introduction WALLS AND DOORS
rather than a climax. In such cases, the GM should The one door to the south is broken and left
consider lowering the difficulty by one. open.
For walls, the rules “Destroying Structures” (see
PCS GOALS CR III, p. 96) apply and they have 3 Defense and
The objective is to continue to protect the escort 10 HP.
target until the end of the 6th round. The objective Walls are treated as one structure for every 2
is achieved if the escort target is alive (even if below meters. No matter how many walls are broken, the
0 HP) at the end of the 6th round. ceiling will not collapse.
FAILURE CONDITIONS WOODEN CRATES
If the escort target is dead by the end of the 6th Wooden crates can be used as barricades, or to
round, it is a failure. hide inside. The crates can also shield characters.

233
The crates are light and can be carried if both The escort target has one of the Sage, Scout, or
hands are available. Both lifting and lowering can Ranger classes, and the level in the table indicates
be done with Minor Actions. A crate can be lifted their level (as well as the escort target's adventurer
before moving, and then Major Action should be level). The GM decides the type of class, but if you
taken to move it to the desired location. want to play without specifying it, you can decide it
The character can enter or exit the crate with a at random just before the game.
Major Action. Any side of the crate can be opened When Escort Target needs to make a selected
and can be used to enter and exit the crate. The class skill check, Fortitude or Willpower roll “2d +
sides can be opened and closed with the Minor their Standard Value”. For all other checks,
Action. Only one person can be inside the crate at including Evasion checks, the standard value is 0
a time. If the crate is damaged by the wide-area (so just roll 2d).
effect, the character in the closed crate will not be
affected. The opened crate doesn’t shield the MONSTER TACTICS
character. The monsters will try to kill the escort target
The rules “Destroying Structures” (see CR III, than to eliminate the PCs. The monster that
p. 96) are also applied to the crates. They have 4 appears in each direction will attempt to break
Defense and 15 HP. Whenever a crate is down the wall in that direction and enter the
destroyed no sides remain. When a crate is abandoned house. Monsters will try to get into a
destroyed, no matter how much damage was done, melee with the escort target as best it can, and if it
the character inside will not be affected. is blocked by PC, it will try to eliminate that PC.
Wooden Crate Operation Table If the escort target is in a location that cannot be
Operation Lift Lower Exit Enter Open/Close
seen, monsters will assume that target is inside a
Action Minor Minor Major Majo Minor
crate and will check the contents starting with the
HANDLING ESCORT TARGET nearest crate. If there is a PC nearby, the monster
The escort target is conscious at the start of the will try to eliminate them first.
battle and can act of its own volition. The players
R EINFORCEMENTS
are free to determine the actions of the escort
At the end of the 3rd and 5th rounds, the
target. The HP and Defense of the escort target
reinforcements will arrive. B, C, and D monsters
vary depending on the Difficulty level. Please refer
will appear at their positions (so duplicates may
to the table below.
occur) if they should be present (see Distribution
Escort Target Stats Tables below). Monsters that appear as
Difficulty HP Defense Level Standard Value
1–3 10 2 0 0 reinforcements will be able to move from the next
4–6 15 3 1 3 round.
7–9 20 4 2 4
10 – 12 30 4 5 7
13 – 16 40 4 6 9

234
Part 3 Situation Combat

Distribution Tables Difficulty 6 Difficulty 11


A Troll p. 48 Poisonous
A p. 134
Nu B – Boggart Wight
m. p. 43
A B C D E F GH I J K C Swordsman Night
of B–C p. 132
D – Boggart Ghoul
PCs p. 47
K Trooper D – G Blank p. 129
1 〇 ∙ ∙ 〇 ∙ ∙ ∙ 〇 ∙ ∙ ∙
2 † 〇 ∙ 〇 ∙ ∙ ∙ 〇 ∙ ∙ ∙ Bone
H–K p. 131
3 † 〇〇〇〇 ∙ ∙ 〇〇 ∙ ∙ Difficulty 7 Knight
4 † 〇〇〇〇〇 ∙ 〇〇〇 ∙ Skeleton p.
A
5 † 〇〇〇〇〇〇〇〇〇〇 Guardian 127 Difficulty 12
B– p. A Hydra p. 106
Evil Haze
Num. of PCs Initial Monsters C 126 B – G None
1 A, D, H D – Skeleton p. H – K Cockatrice p. 181
2 A, B, D, H G Soldier 126
3 A, B, D – E, H – J H– p. Difficulty 13
4 A, B, D – F, H – J Sin
5 All
K 125 Dolgiras p.
A
107
Difficulty 1 Difficulty 8 B– Sonic p.
A – B Boggart p. 42 Frost Panther p. C Swallow 105
A
C Gremlin p. 39 103 D–
None
D – K Goblin p. 40 B– G
Tiger p. 97
C H– p.
Raptoras
Difficulty 2 D– Sabertooth p. K 104
G Tiger 101
Giant
A–C p. 92 H– Difficulty 14
Spider Grizzly Bear p. 99
K Rottenlock p.
Giant A
D–G p. 90 137
Centipede
Difficulty 9 Iron p.
H – K Killer Bee p. 89 B–C
Bronze p. Maiden 135
A
Golem 160 D– p.
Difficulty 3 Cast Armor
Mirror p. G 136
A GAR-UI p. 149 B–C
Golem 156 H– Iron p.
B – G Gorghan p. 148
D, E, Rock p. K Maiden 135
H – K Dagwi p. 150
H, I Golem 158
F, G, J, Stone p. Difficulty 15
Difficulty 4
K Servant 152 Iron
Skeleton A–G p. 162
A–C p. 126 Golem
Soldier
Difficulty 10 Gas
D–K Wight p. 125 H–K p. 161
Cerberus p. Stalker
A
208
Difficulty 5
B–C None Difficulty 16
A–
Hippogryph p. 172 D– Dark Bully p. Forest Giant p.
C A
G 204 74
D–
Hellhound p. 173 H– Terror p. B– p.
G Spelljammer
K Beast 204 C 72
H–
Flame Eater p. 170 D– Lizardman p.
K
G Leader 72
H– p.
Formica Lord
K 68

235
SITUATION 5: “LABYRINTH OF P OISONOUS FOG”
the doors, it is impossible to see what is inside each
room.
When playing without a GM, it is assumed that
PCs know all the monsters present and their initial
positions.

BATTLEFIELD RULES
In this situation, even when there is no combat
going on, players still need to go in rounds, just as
in combat. In effect, there is no rest or downtime
in this situation.

POISONOUS FOG AND FIRE DUST


At the end of each round, the PCs are
automatically damaged by the poisonous fog or fire
dust that fills the battlefield. They cannot mitigate
or escape this damage and the PCs will continue to
be damaged by them until all the devices are
deactivated.
Poison mist and fire dust are colorless, but they
have a noxious or smoldering odor. The damage
received cannot be prevented by stopping
breathing or creating wind. Poisonous fog is treated
as poison magic damage, and fire dust as fire magic
damage. The type of damage received and the
SUMMARY number of points received differ for each difficulty
level, so be sure to check the distribution tables.
As the PCs continue deeper into the labyrinth,
they reach a level that is covered with a mist of DEVICES
poison or fire dust. To proceed further, these must The PCs have obtained the map in advance.
be removed, but the devices to stop them are Therefore, they know the structure of the entire
scattered throughout the level. battlefield and all its specifics except monsters.
This situation can be incorporated into a The traps to stop the poisonous fog or fire dust
labyrinth exploration scenario. are located in rooms 1, 3, and 5, and each room
has two levers about 5 meters apart, which must be
PCS GOALS lowered simultaneously using Major Action (in the
The goal of the PCs is to deactivate all the same round) to stop the device in that room. In
devices in rooms 1, 3 and 5 to stop the fog or dust effect, it takes 2 characters to lower the levers.
on the battlefield. Rooms 2, 4, and 6 have buttons on the wall that
can be pressed with Major Action to activate other
FAILURE CONDITIONS devices. The button in room 2 opens the vent and
If all PCs are out of combat, it is a failure. reduces the damage from the fog or dust in rooms
1 - 6 by half (rounded down). The 4 button opens
INITIAL PLACEMENT the vents of rooms 7 - 13 and reduces damage in
The PCs are in a room in the center of the map. the same way. The button in room 6 starts an alarm
The PCs know the level plan and the locations of that gathers all monsters hiding in rooms 1 - 6 into
all the devices. However, they do not know the room 13.
type and location of the monsters present. All the
doors on the map are closed, and without opening

236
Part 3 Situation Combat
SMALL R OOMS HANDLING OF MONSTER ENCOUNTERS
All rooms have high ceilings, and up to 3 section The combat starts at the beginning of the next
characters can move there. However, rooms 7 - 13 round when someone discovers the monster.
are narrower, and if a skirmish is created in these Then first complete and resolve everyone's turn in
rooms, the maximum number of characters in the that round. At this time, PCs can take actions to
skirmish will be 5. Other characters will have to assist or strengthen the PCs, but they cannot attack
wait outside of the room and will be unable to or cast spells against monsters. When everyone's
enter. turn is over, deal fog or dust damage, and combat
begins at the start of the next round. Begin with a
MONSTER TACTICS Monster Knowledge, Weakness, and Initiative
All monsters take no damage from the fog or checks.
dust. They do not move until they are discovered When the combat ends, the round ends
and attack any PC that enters the room where they immediately on the spot (dealing fog or dust
are located. When attacking, they will prioritize the damage immediately), even if there are still
characters with the highest movement among those characters that haven’t acted in this round.
that can be attacked.

Distribution Tables Difficulty 4 Difficulty 8


Poisonous Fog, 1 poison Poisonous Fog, 2 poison
Num.
A B C D E F
damage damage
of PCs A, F Thing p. 156 Terror
1 〇 ∙ ∙ 〇 ∙ ∙ A–B p. 204
B, E Blob p. 151 Beast
2 † 〇 ∙ 〇 ∙ ∙
Stone Queen
3 † 〇 〇 〇 ∙ ∙ C, D p. 152 C p. 157
Servant DOOM
4 † 〇 〇 〇 〇 ∙
Rock
5 † 〇 〇 〇 〇 〇 D-F p. 158
Difficulty 5 Golem
Difficulty 1 Poisonous Fog, 1 poison
damage Difficulty 9
Poisonous Fog, 1 poison
damage Ghoul Poisonous Fog, 2 poison
A, D p. 125 damage
A, B Ghoul p. 123 Mage
C, E Bloodling p. 124 B, E Sin p. 125 A Poltergeist p. 130
D, F Zombie p. 123 Skeleton B Banshee p. 130
C, F p. 126
Soldier Bone
C p. 131
Knight
Difficulty 2
Difficulty 6 Madder
Fire Dust, 2 fire damage D–F p. 128
Poisonous Fog, 2 poison Shield
A – C Einsel p. 190
damage
Flame Difficulty 10
D–F p. 170 Ghast
Eater A, E p. 157
Bishop Poisonous Fog, 2 poison
Difficulty 3 damage
Mirror
Poisonous Fog, 1 poison B, D p. 156
Golem Alchemy
damage A p. 160
E, F DOOM p. 153 Tooth
A, B GAR-UI p. 149 Bronze
C, E Dagwi p. 150 B p. 160
Difficulty 7 Golem
D, F Barringer p. 150 Fire Dust, 4 fire damage War
C p. 159
A – C Incilperus p. 102 DOOM
D – F Salamander p. 193 Rock
D–F p. 158
Golem

237
Difficulty 11 Difficulty 13 Difficulty 15
Poisonous Fog, 3 poison Poisonous Fog, 3 poison Poisonous Fog, 3 poison
damage damage damage
A Buckbaird p. 163 Cast Prism
A, C p. 136 A p. 164
B Evil Index p. 163 Armor Stalker
Iron Aero B Foregone p. 211
C p. 162 B, D p. 162
Golem DOOM C Wraith p. 137
D – F None War Iron
E, F p. 159 D–F p. 135
DOOM Maiden
Difficulty 12
Poisonous Fog, 3 poison Difficulty 14 Difficulty 16
damage Poisonous Fog, 3 poison Fire Dust, 6 fire damage
Poisonous damage Lesser
A, B p. 134 A–C p. 183
Wight Undead Dragon
A p. 138
Dullahan General B Cerberus p. 208
C, E p. 133
Lord B Meaningless p. 138 D - F None
Mad C Silverwing p. 164
D, F p. 132
Blood D–
None
F

SITUATION 6: “ESCAPING THE SWAMP”


SUMMARY
While being chased by the monster, the PCs
come across a muddy swamp. After crossing this
zone, they can reach a safe area. However, the
swamp is dangerous because of the monsters that
have been chasing them and the monsters lurking
in the swamps. And even more, monsters can
come after them!
This situation can be incorporated into
scenarios where PCs need to deliver goods or
escape from a dangerous situation.

PCS GOALS
The objective is for all PCs to cross the swampy
area and arrive at the target point (Destination).

FAILURE CONDITIONS
If even one PC fails to reach the target point
(Destination), it is a failure.

INITIAL PLACEMENT
The PCs are on the south side of the swamp
area. From the initial position, there is a stretch of
small land along which the PCs can move to avoid
getting bogged down; in addition to the small land,

238
Part 3 Situation Combat
there are several islets with safe footholds where it cannot move with Limited Move or Full Move.
the monsters are positioned. Also, boats cannot narrow strips of land.
Note that A, B, and C monsters initially To move a boat, one of the PCs in the boat
shouldn’t be placed. Refer to “Reinforcements” becomes the rower and moves the boat with a
below. Major Action on their turn. The rower can be any
character and can be swapped every round. The
BATTLEFIELD RULES other characters can use their hands and feet free
The entire battlefield is a swamp, with a narrow to move and perform actions on their turn, just like
strip of land making its way through the swamp. while they are on the mount.
If a character on a boat is involved in a skirmish,
SWAMP everyone on the boat automatically becomes a
The swamp is knee-deep deep, when moving, participant in that skirmish. The boat will not be
the distance of Normal Move is halved (rounded able to move at all until the skirmish ends
up). Full Move that is three times the distance of (although it is possible to get in and out of the boat).
the Normal Move should be halved because of the
previous rule. Limited Move stays the same as MONSTER TACTICS
before. This movement limitation does not apply The monsters waiting in the swamp will not
to characters who can move without touching the move until the PCs are within their Normal Move
ground, such as characters with Flying or Floating, range, ranged attack range, magic range, etc. If the
or characters with [Sword's Salvation/Gentle PCs approach, the melee-only character will
Water] or [〇Underwater Aptitude]. approach a narrow strip of land with a Normal
Move, and then move to the nearest PC. A
NARROW STRIP OF LAND monster with ranged attacks and casting spells will
The narrow strip can be traveled as normal. attack the PC closest to them. Monsters will not
However, the land is only about 1 meter wide, so attack the PC that has reached Destination.
passing and surpassing 2 characters are not Monsters with [Underwater Aptitude], will
possible. Of course, it is possible to go around move straight at the PCs and attack them regardless
through the swamp, but any character who takes of range.
even one step into a swamp must be subject to the
aforementioned movement restrictions. R EINFORCEMENTS
If the skirmish is created on a narrow strip of At the end of the 2nd round, the A, B, and C
land, all action checks (see p. 34) in the skirmish monster reinforcements will appear that were
receive a -2 penalty due to poor footing. absent before. B and C monster will appear again
at the end of the 4th round, the 6th round, and
USE OF BOATS every even-numbered round thereafter.
On top of the swampy area of the battlefield, Reinforcements can begin to act in the next
there is a boat that can hold up to six characters, round. They will approach the PCs with Full Move
which can be used to move around the swamp. and try to create the skirmish with them as much
Characters can boar a boat using Minor Action. as possible to stall them.
The Normal Move speed of the boat is 10m, and

Distribution Tables Difficulty 1 Difficulty 2


Corrupted Boggart p. 43
A p. 217 A
Num Priest Swordsman
. of A B C DE F GH I J K Bandit B – G Sahagin p. 40
PCs B–G p. 217
Trooper Kobold p. 40
1 〇 ∙ ∙ ∙ ∙ 〇〇 ∙ ∙ ∙ ∙ H–K
Bandit Marksman
2 † 〇 ∙ 〇 ∙ 〇〇 ∙ ∙ ∙ ∙ H–H p. 217
Archer
3 † 〇 ∙ 〇 ∙ 〇〇 ∙ ∙ 〇 ∙
4 † 〇〇〇 ∙ 〇〇 † ∙ 〇〇
5 † 〇〇〇† 〇〇 † 〇〇〇

239
Difficulty 3 Difficulty 8 Difficulty 12
A Hippogryph p. 172 A Specter p. 129 A Melbiz p. 207
B– p. 170 Jack B – C Undine p. 192
Flame Eater B–C p. 127
G O'Lantern D, G Melbiz p. 207
H – Spin p. 114 Blood Terror p. 204
D–G p. 126 E–F
H Blossom Sucker Beast
Chestnut H – K Undine p. 192
H–K p. 117
Difficulty 4 Shooter
A Sin p. 125 Difficulty 13
B – D Wight p. 125 Difficulty 9 Jahgrad p.
A
Death A Hydra p. 106 209
E–G p. 124
Sword B – C None p.
B – C Bugaradre
Skeleton D – F Sea Serpent p. 102 206
H–K p. 124
Archer G None Terror p.
D-G
H – K Wyvern p. 177 Beast 204
Difficulty 5 H– p.
Tikira
Killer Octopus p. Difficulty 10 K 205
A
96 Scorpion p.
A
B– p. General 177 Difficulty 14
Crocodile
D 96 B– p. Lesser p. 183
Caesarscorpion A
E– p. C 51 Dragon
Hippopotamus
G 98 D None Sea p. 102
B–C
H– p. E- p. Serpent
Giant Slug Scylla
K 93 F 56 D – E Draconet p. 182
G None F – G None
Difficulty 6 Scorpion Sniper p. H – K Ahwank p. 181
Lizardman p. 50 H
A 61
Tamer I– p. Difficulty 15
B – G Lizardman p. 44 Androscorpion
K 45 Fungal
A p. 118
H – H Gilman p. 45 Parasite
Ripper
B–C p. 118
Difficulty 7 Difficulty 11 Leaf
A Wyvern p. 177 Lizardman p. 66 D Belladonna p. 119
A
B – D Kamawet p. 171 Captain Bungee
E–G p. 118
Giant Lizardman p. 50 Stake
E–G p. 100 B–C
Viper Tamer H – K Entlet p. 116
H – K Undine p. 192 Lizardman p. 54
D–G
Mariner Difficulty 16
Lizardman p. 58 Hercules p.
H–K A
Gunner 68
B– Lizardman p.
C Leader 72
D None
E– Lizardman p.
F Captain 66
G None
H– Lizardman p.
K Gunner 58

240
Part 3 Situation Combat

APPLICATIONS OF SITUATION COMBAT


As already mentioned, Situation Combat can be R ED GHOST STONE (7 ADVENTURE L EVEL ,
used in various ways. Here are some specific DIFFICULTY 8+)
examples. During their journey, the PCs encounter the
undead. Once [They Barely Escape (#6-8)], they
RESOURCE FOR CAMPAIGN SCENARIO jump into ruins which turn out [A Lair of The
Here are examples of scenarios that incorporate Undead (#1-8)]. Blocked from the outside, the
each combat situation into a campaign. For reasons PCs who had no choice but to [Go Deeper Into
of space limitation, we have omitted a great deal of the Ruins (#5-9)] discover an eerily gleaming red
text. In particular, you can use adventure guilds as stone!
an initial client that will provide PCs with a final As soon as the PCs remove it from its pedestal,
reward. all the surrounding undead pull away. The PCs
The part of the description bracketed by the [ ] search for a sage to learn about this stone. On the
indicates the scenario described in terms of the way, the PCs are [Attacked by a Suspicious Group
campaign. Next, there will be two numbers first the in the Snowfield (#3-9)], and when they arrive at
number of the situation and then its difficulty the hermit's house, it is [Also Occupied (#1-10)].
([<Scenario Description (#<Situation Number> - From the captured occupants (sage wasn’t
Difficulty)]). here), the PCs are told that this stone is a
dangerous item of the magic civilization period that
STUPID SWORD (INITIAL CREATION , DIFFICULTY can summon the undead. And sage became a
1+) target of a special military group of a certain
The PCs are asked to investigate the abandoned country, dispatched to obtain the Ghost Stone and
house, [Eliminate Weirdos (#1-1)] and rescue the the sage. The PCs follow the trail of the sage, who
captive blacksmith. Soon after, the PCs defend the had disappeared before they could find him, the
blacksmith from the barbarous [They’ve Came PCs [Proceed Through the Dorest (#2-10)].
Back for More (#4-1)], who are eager to get him Although the sage is finally located, the dormant
back. Later they try to [Shake Off Pursuers (#6-2)] Ghost Stone began to release its hidden power and
and make it [Through the Forest (#2-2)]. summons the undead once again, [Plunging Them
Then PCs arrive at the blacksmith's hometown, Into Battle (#4-10)]. As the danger mounts, the
where they are told about the location of a PCs follow the sage’s advice to [Proceed Through
labyrinth that has been passed down orally by the the Ruins (#5-11)] in the [Depths of the Forest (#2-
blacksmith's family. [Crossing the Snowy 11)] and [Penetrate the Defenses of the Innermost
Mountains (#3-3)] and then [Tackling the Room (#1-12)] to locate the spell that could seal
Labyrinth (#5-3)], the PCs obtain a damaged magic the Ghost Stone.
sword and [Return to the Snowy Mountains (#3-
4)]. GAUNTLET
The blacksmith begs the PCs to [Fight Off the This is a somewhat unusual take on Role-
Barbarous in the Forest (#2-4)], who search for the Playing Games, where Situation Combat is played
magic sword and ask them to [Breakthrough the as a pure combat game, but with an added element
Ruins Occupied by the Daemon (#1-5)] to obtain of challenge. After the characters are initially
the “True Flame” a magic item needed to repair created, a situation is selected to be cleared
the magic sword. multiple times.
The blacksmith obtains it and goes to his forge, The goal is then to conquer the highest
but the magic power of the sword [Attracts a Fire Difficulty (16) with the fewest number of attempts.
Monsters (#4-5)] and PCs need to the protected
blacksmith as he tries to forge a magic sword. EXPERIENCE POINTS AND R EWARDS
After successfully reforging the sword, the • Upon completion of the objective, each
blacksmith asks for one last adventure. He asks character receives 1000 experience
PCs to go back [To the Labyrinth (#5-6)] and put points and a monetary reward of
the magic sword into its original position. “Difficulty x 500” G per character.

241
Then, they will grow and take on the CHARACTER DEATH
next difficulty. In this way of playing, if everyone is out of
• If they fail, they receive 500 experience combat, that does not mean they die. If they fail a
points, but no monetary reward. After Death Check and really die then a player has two
the character grows, they can try again options.
with the same Difficulty level. They can be revived by the spell of
• Regardless of success or failure, PCs get [Resurrection] (see CR II, p. 122) by other players.
experience points for defeating the If none of the PCs can use it then the cost will be
monster and loot (if the situation allows 10,000G. The next attempt will be on the next day
loot recovery). (for soulscars tracking). And if the character gains
• PCs may “pass” a Difficulty. If they 5 soulscars they die for good.
choose to do so, they will receive The second option is to lose the character
“Passed Difficulty x 250” G's per without reviving it. In this case, a new character is
character, with no experience points or created with experience points equal to those of the
growth. But still even when passing this deceased character. The new character can only
attempt should be added to a total buy equipment using starting sum of 1,200G.
number of attempts.

242
Monster Index

M ONSTER I NDEX
Adandara .......................... 178 Cast Armor .......................136 Drake Viscount (Human
Aero DOOM ................... 162 Catoblepas ........................179 Form) ............................. 73
Aetherbeast ...................... 200 Cait Sith ............................192 Dreadbar .......................... 212
Ahwank ............................ 181 Centaur ...............................41 Dryad ............................... 194
Alchemy Tooth................ 160 Centaur Heavy Knight .......60 Dullahan .......................... 128
Alraune............................. 112 Centaur Impaler .................47 Dullahan Lord ................. 133
Anaconda ........................... 91 Cerberus ...........................208 Dunae............................... 190
Ancient Ghost .................. 139 Cherub ..............................173 Dusky Grace .................... 200
Androscorpion ................... 45 Chest Mimic .....................148 Efreet ................................ 197
Ardler ................................. 44 Chestnut Shooter .............117 Einsel................................ 190
Ardler Hunter .................... 51 Chestnut Shotgun .............120 Elder Dragon ................... 188
Ardler Prayer ..................... 54 Chimera ............................180 Elder Manticore............... 183
Ardler Striker ..................... 59 Cockatrice.........................181 Elephant ............................. 99
Argagis .............................. 202 Corrupted Priest ...............217 Entlet ................................ 116
Bandit Archer .................. 217 Creeping Coin ..................146 Ergacleo ........................... 208
Bandit Chief ..................... 218 Crocodile ............................96 Evil Haze.......................... 126
Bandit Trooper ................ 217 Curse Cloud .....................141 Evil Index ......................... 163
Bannik .............................. 189 Dagwi ................................150 Faceless .............................. 57
Banshee ............................ 130 Dark Bully ........................204 Familiar II: Bird............... 154
Barringer .......................... 150 Dark Troll ..........................57 Familiar II: Cat ................ 154
Basilisk (Human Form) ..... 61 Dark Troll Adept ...............64 Familiar II: Frog .............. 154
Basilisk (Monstrous Form) 62 Death Lord .......................142 Familiar: Bird................... 144
Belladonna ....................... 119 Death Sword.....................124 Familiar: Cat .................... 145
Big Archer ........................ 116 Deck Chest Trap..............153 Familiar: Frog .................. 144
Black Scorpion .................. 93 Deep Carpet .....................104 Famous Hunter ............... 220
Blackhearted Sorcerer ..... 218 Deep Gremlin ....................43 Filthy Rat ............................ 88
Blank ................................ 129 Deela Harpy .....................170 Fire Giant ........................... 79
Blob .................................. 151 Dolgiras ............................107 Flabby Golem .................. 151
Blood Sucker ................... 126 Dolphin ..............................90 Flame Eater...................... 170
Blood Troll ........................ 75 DOOM.............................153 Floor Mimic ..................... 161
Blood Troll Tyrant ............ 80 Doppelganger ...................213 Flying Helleborus ............ 120
Bloodling .......................... 124 Draconet ...........................182 Foregone .......................... 211
Bloody Petal..................... 115 Dragon Fortress................166 Forest Giant ....................... 74
Blue Killers Swarm ............ 94 Dragon Infant ...................172 Formica Chief .................... 58
Boggart ............................... 42 Dragon Zombie ................143 Formica Lord..................... 68
Boggart Commander ......... 58 Drake (Dragon Form) ........53 Formica Mother ................ 62
Boggart Swordsman ........... 43 Drake (Human Form) .......52 Formica Soldier ................. 49
Boggart Trooper ................ 47 Drake Baron (Dragon Form) Frau .................................. 195
Bohr ................................... 89 ........................................65 Frost Panther ................... 103
Bone Knight ..................... 131 Drake Baron (Human Form) Frost Wyvern ................... 175
Borer ................................ 180 ........................................65 Fungal Parasite ................. 118
Bronze Golem ................. 160 Drake Count (Dragon Form) Furu .................................. 112
Brownie ............................ 189 ........................................82 Gargoyle ........................... 147
Buckbaird......................... 163 Drake Count (Human Form) Garuda ............................... 71
Bugaradre ......................... 206 ........................................82 GAR-UI ........................... 149
Bungee Stake ................... 118 Drake Viscount (Dragon Gas Stalker ....................... 161
Caesarscorpion .................. 51 Form) ..............................74 Geldam ............................ 216
Carbuncle ......................... 178 Ghast ................................ 145

243
Ghast Bishop ................... 157 Hippopotamus ...................98 Loam Puppet ................... 149
Ghast Knight .................... 150 Homunculus.....................155 Mad Blood ....................... 132
Ghast Lurker .................... 146 Hraesvelgr.........................185 Madder Shield ................. 128
Ghost ................................ 122 Huge Antlion ......................98 Mandrake ......................... 115
Ghost Horse .................... 132 Hummingbird ..................156 Meaningless ..................... 138
Ghost Ship ....................... 136 Hydra ................................106 Medusa............................... 43
Ghoul ............................... 123 Hypno Python ..................100 Mel Mazar ........................ 210
Ghoul Mage ..................... 125 Imp ...................................200 Melbiz .............................. 207
Giant Ant............................ 88 Incilperus ..........................102 Merman ............................. 47
Giant Balloon Seed ......... 113 Invisible Assassin ................55 Merman Bishop................. 50
Giant Bat ............................ 93 Invisible Beast ....................41 Mimir ............................... 199
Giant Beetle ..................... 101 Iron Golem ......................162 Minotaur ............................ 53
Giant Centipede ................. 90 Iron Maiden .....................135 Minotaur Caster ................. 63
Giant Cockroach................ 88 Iron Turtle..........................98 Mirror Golem .................. 156
Giant Crab ......................... 95 Jack O'Lantern .................127 Mithril Golem .................. 169
Giant Leech ....................... 90 Jade Basilisk (Human Form) Monoceros ....................... 179
Giant Lizard ....................... 90 ........................................76 Mound Hedgehog ........... 103
Giant Slug........................... 93 Jade Basilisk (Monstrous Mounted Bandit .............. 218
Giant Spider ....................... 92 Form) ..............................77 Mummy ........................... 131
Giant Tarantula.................. 95 Jahgrad ..............................209 Mummy Lord .................. 134
Giant Viper ...................... 100 Jii 177 Nandin ............................. 172
Giant Worm .................... 107 Jinn....................................197 Needle Archer ................. 113
Giant Zombie................... 140 Kamawet ...........................171 Nezha ............................... 148
Gildrekk ........................... 202 Kelpie ...............................170 Night Ghoul ..................... 132
Gilman ............................... 45 Keratos................................97 Oak Golem ...................... 146
Gnome ............................. 194 Killer Bee ...........................89 Obsidian Dog .................. 147
Goblin ................................ 40 Killer Creeper ..................112 Ogre ................................... 51
Goblin Lord ....................... 48 Killer Octopus ....................96 Ogre Berserker .................. 67
Goblin Shaman .................. 46 Knight ...............................219 Ogre Warlord .................... 73
Goblin Sister ...................... 42 Knocker ............................189 Ogre Wizard ...................... 60
Godbell ............................ 205 Kobold ................................39 Overeater ......................... 114
Golden Gorgol ................. 100 Kobold Marksman .............40 Ox ...................................... 92
Goldfang........................... 167 Kraken ..............................108 Pegasus ............................. 174
Golgaus ............................ 110 Kuga ..................................147 Peluda .............................. 187
Gorghan ........................... 148 Kyplox ................................94 Pixie.................................. 189
Gorgol ................................ 95 Lada Adroda ....................214 Poison Mold .................... 117
Gory ................................... 55 Lamia ..................................50 Poison Toad ...................... 91
Gory Champion ................. 75 Leanan Sidhe......................69 Poisonous Wight ............. 134
Grave Earth ...................... 141 Leanan Sidhe Assassin .......78 Poltergeist......................... 130
Greater Dragon ................ 186 Lemming ..........................170 Pooka ............................... 172
Gremlin .............................. 39 Lesser Dragon ..................183 Prism Stalker.................... 164
Grey Lynx .......................... 92 Lesser Manticore..............176 Proud Strongman ............ 220
Grizzly Bear ....................... 99 Lesser Mummy ................127 Puck ................................. 195
Grunel .............................. 203 Lesser Ogre ........................44 Queen DOOM................ 157
Gryphon ........................... 176 Lesser Vampire ..................70 Ragnakang ........................ 206
Harpy ............................... 171 Lightning Stick..................149 Rampart ........................... 167
Hecatoncheires .................. 78 Lizard Fly............................96 Raptoras ........................... 104
Hellhound ........................ 173 Lizardman ..........................44 Redcap ............................... 41
Hercules ............................. 68 Lizardman Captain.............66 Redcap Slave ...................... 39
Heretic Priest ................... 220 Lizardman Gunner ............58 Redrug .............................. 203
High Revenant ................. 129 Lizardman Leader..............72 Renguard .......................... 145
Hill Giant ........................... 66 Lizardman Mariner ............54 Renzaban ......................... 151
Hippogryph ...................... 172 Lizardman Tamer ..............50 Restructured....................... 76

244
Monster Index

Revenant .......................... 122 Siren....................................48 Tyrant Regilex.................. 111


Rigaqua............................. 155 Skadi .................................196 Undead General .............. 138
Ripper Leaf ...................... 118 Skeleton ............................122 Undine ............................. 192
Roc ................................... 109 Skeleton Archer ...............124 Unicorn ............................ 175
Rock Golem..................... 158 Skeleton Guardian ...........127 Valbravers ........................ 201
Rottenlock ........................ 137 Skeleton Soldier ...............126 Vampire Lily (Bat Form) .. 81
Runaway Carriages Robbers Skilled Mercenary ............218 Vampire Lily (Vampire
...................................... 219 Skyship .............................165 Form) ............................. 80
Sabertooth Tiger .............. 101 Sleipnir .............................196 Vampire Noir .................... 86
Sahagin ............................... 40 Sonic Swallow ...................105 Vampire Rose (Bat Form). 84
Sahagin Warrior ................ 42 Spawn ...............................200 Vampire Rose (Vampire
Salamander ...................... 193 Specter ..............................129 Form) ............................. 83
Sandworm .......................... 97 Spelljammer .......................72 Vulture ............................... 94
Sapphire Basilisk (Human Sphinx ...............................184 Walking Tree .................. 113
Form) ............................. 85 Spin Blossom ...................114 War DOOM ................... 159
Sapphire Basilisk (Mon. Sprite.................................191 Werewolf ........................... 59
Form) ............................. 85 Stone Servant....................152 Werewolf Elder ................. 70
Satyr.................................... 46 Succubus.............................71 Wight ............................... 125
Scorpion General............... 67 Swarm of Muryans ...........190 Wolf ................................... 88
Scorpion Sniper ................. 61 Sylph .................................193 Wraith .............................. 137
Scylla .................................. 56 Terror Beast .....................204 Wyvern ............................ 177
Sea Serpent ...................... 102 Thing ................................156 Yeti ..................................... 63
Shade ................................ 191 Thunderbird .....................174 Yggdrasil Sapling.............. 121
Shark .................................. 92 Tiger ...................................97 Zalbard ............................. 202
Sidewinder ......................... 89 Tiki Tiki ...........................211 Zangars ............................. 214
Silverwing ......................... 164 Tikira ................................205 Zerkela ............................... 64
Sin..................................... 125 Titan .................................198 Zombie............................. 123
Sinker House ................... 158 Troll ....................................48

245
M ONSTERS BY L EVEL
Level Name Class Page Level Name Class Page Level Name Class Page
Familiar: Cat Construct 145 Invisible Gorgol Animal 95
Barbarous 41
0 Familiar: Bird Construct 144 Beast Giant Crab Animal 95
Familiar: Frog Construct 144 Centaur Barbarous 41 Giant
Animal 95
Goblin Sister Barbarous 42 Tarantula
Level Name Class Page Sahagin Lizard Fly Animal 96
Barbarous 42
Kobold Barbarous 39 Warrior Overeater Plant 114
Redcap Slave Barbarous 39 Boggart Barbarous 42 Skeleton
Undead 124
Wolf Animal 88 Anaconda Animal 91 Archer
Giant Ant Animal 88 Ox Animal 92 Death Sword Undead 124
Giant Grey Lynx Animal 92 Wight Undead 124
Animal 88 Shark Animal 92 GAR-UI Construct 149
Cockroach
Filthy Rat Animal 88 Giant Spider Animal 92 Ghast Knight Construct 150
Bohr Animal 89 Giant Slug Animal 93 Dagwi Construct 150
Alraune Plant 112 Giant Bat Animal 93 Barringer Construct 150
1 Furu Plant 112 Black
Animal 93
Flabby
Construct 151
Skeleton Undead 122 Scorpion Golem
Revenant Undead 122 Blue Killers Blob Construct 151
Animal 94
Ghast Undead 145 Swarm Renzaban Construct 151
Renguard Construct 145 Walking Tree Plant 113 Kamawet M. Beast 171
Lemming M. Beast 170 Giant Balloon Dragon Infant M. Beast 172
Plant 113
Knocker Fairy 189 Seed Nandin M. Beast 172
Pixie Fairy 189 Spin Blossom Plant 114 Hippogryph M. Beast 172
Brownie Fairy 189 3 Ghoul Undead 123 Pooka M. Beast 172
Bloodling Undead 124 Hellhound M. Beast 173
Obsidian Dog Construct 147 Aetherbeast Daemon 200
Level Name Class Page
Gargoyle Construct 147 Spawn Daemon 200
Gremlin Barbarous 39
Kuga Construct 147 Bandit Chief Humanoid 218
Goblin Barbarous 40
Gorghan Construct 148 Blackhearted
Kobold Humanoid 218
Barbarous 40 Chest Mimic Construct 148 Sorcerer
Marksman
Nezha Construct 148
Sahagin Barbarous 40
Lightning Leve Pag
Redcap Barbarous 41 Construct 149 Name Class
Stick l e
Killer Bee Animal 89
Loam Puppet Construct 149 Ardler Barbarous 44
Sidewinder Animal 89
Kelpie M. Beast 170 Androscorpio
Giant Barbarous 45
Animal 90 Deela Harpy M. Beast 170 n
Centipede
Harpy M. Beast 171 Gilman Barbarous 45
Giant Leech Animal 90
Bannik Fairy 189 Goblin
Giant Lizard Animal 90 Barbarous 46
Einsel Fairy 190 Shaman
Dolphin Animal 90
Dunae Fairy 190 Satyr Barbarous 46
Poison Toad Animal 91
Swarm of Boggart
Killer Fairy 190 Barbarous 47
2 Creeper
Plant 112 Muryans Trooper
Corrupted Merman Barbarous 47
Needle Humanoid 217
Plant 113 Priest Killer Octopus Animal 96
Archer
Mounted Crocodile Animal 96
Ghost Undead 122 Humanoid 218 5
Bandit Keratos Animal 97
Zombie Undead 123
Oak Golem Construct 146 Sandworm Animal 97
Ghast Lurker Construct 146 Level Name Class Page Tiger Animal 97
Creeping Deep Hippopotamu
Construct 146 Barbarous 43 Animal 98
Coin Gremlin s
Flame Eater M. Beast 170 Boggart Huge Antlion Animal 98
Barbarous 43
Imp Daemon 200 Swordsman Bloody Petal Plant 115
Bandit
Humanoid 217
4 Medusa Barbarous 43 Mandrake Plant 115
Archer Lizardman Barbarous 44 Ghoul Mage Undead 125
Bandit Lesser Ogre Barbarous 44 Sin Undead 125
Humanoid 217 Vulture Animal 94 Skeleton
Trooper Undead 126
Kyplox Animal 94 Soldier

246
Monster Index

Leve Pag Level Name Class Page Level Name Class Page
Name Class
l e Valbravers Daemon 201 Werewolf Barbarous 59
Stone Servant Construct 152 Gildrekk Daemon 202 Basilisk
Deck Chest Zalbard Daemon 202 (Human Barbarous 61
Construct 153
Trap Form)
DOOM Construct 153 Leve Pag Incilperus Animal 102
Familiar II: Name Class Sea Serpent Animal 102
Construct 154 l e
Cat Ardler Hunter Barbarous 51 Frost Panther Animal 103
Familiar II: Ogre Barbarous 51 Poison Mold Plant 117
Construct 154
Bird Caesarscorpio Ripper Leaf Plant 118
Familiar II: Barbarous 51 Specter Undead 129
Construct 154 n
Frog Drake High
Homunculus Construct 155 Undead 129
(Dragon Barbarous 53 Revenant
Rigaqua Construct 155 Form) Blank Undead 129
Cherub M. Beast 173 Minotaur Barbarous 53 Poltergeist Undead 130
Thunderbird M. Beast 174 Lizardman Sinker House Construct 158
Pegasus M. Beast 174 Barbarous 54 Rock Golem Construct 158
Mariner
Shade Fairy 191 Sabertooth Adandara M. Beast 178
Sprite Fairy 191 Animal 101
Tiger Carbuncle M. Beast 178
Dusky Grace Daemon 200 Giant Beetle Animal 101 Monoceros M. Beast 179
Skilled Humanoi Entlet Plant 116 Dark Bully Daemon 204
218
Mercenary d Chestnut Terror Beast Daemon 204
Runaway Plant 117
Humanoi Shooter
Carriages 219 Jack Level Name Class Page
d Undead 127
Robbers O'Lantern Ardler Striker Barbarous 59
Skeleton Ogre Wizard Barbarous 60
Undead 127
Level Name Class Page Guardian Centaur
Centaur 7 Dullahan Undead 128 Heavy Knight
Barbarous 60
Barbarous 47
Impaler Madder Shield Undead 128 Scorpion
Goblin Lord Barbarous 48 Ghast Bishop Construct 157 Barbarous 61
Sniper
Siren Barbarous 48 Queen Basilisk
Construct 157
Troll Barbarous 48 DOOM (Monstrous Barbarous 62
Formica Gryphon M. Beast 176 Form)
Barbarous 49
Soldier Jii M. Beast 177 Formica
Merman Wyvern M. Beast 177 Barbarous 62
Barbarous 50 Mother
Bishop Undine Fairy 192 Minotaur
Lamia Barbarous 50 Barbarous 63
Cait Sith Fairy 192 Caster
Lizardman Salamander Fairy 193 Drake Baron
Barbarous 50
Tamer Sylph Fairy 193 (Human Barbarous 65
Drake Gnome Fairy 194 Form)
(Human Barbarous 52 Argagis Daemon 202 Mound
Form) Animal 103
Grunel Daemon 203 Hedgehog
Iron Turtle Animal 98 Redrug Daemon 203 9 Raptoras Animal 104
Elephant Animal 99 Humanoi Banshee Undead 130
6 Grizzly Bear Animal 99 Knight
d
219
Bone Knight Undead 131
Golden Famous Humanoi Mummy Undead 131
Animal 100 220
Gorgol Hunter d War DOOM Construct 159
Giant Viper Animal 100 Bronze
Hypno Python Animal 100 Construct 160
Level Name Class Page Golem
Big Archer Plant 116 Ardler Prayer Barbarous 54 Catoblepas M. Beast 179
Evil Haze Undead 126 Invisible Chimera M. Beast 180
Blood Sucker Undead 126 Barbarous 55 Borer M. Beast 180
Assassin
Lesser Gory Barbarous 55 Dryad Fairy 194
Undead 127
Mummy Scylla Barbarous 56 Puck Fairy 195
Thing Construct 156 Dark Troll Barbarous 57 Frau Fairy 195
Hummingbird Construct 156 8 Faceless Barbarous 57 Godbell Daemon 205
Mirror Golem Construct 156 Formica Chief Barbarous 58 Tikira Daemon 205
Frost Wyvern M. Beast 175 Boggart Ragnakang Daemon 206
Unicorn M. Beast 175 Barbarous 58 Proud
Commander Humanoid 220
Lesser Lizardman Strongman
M. Beast 176 Barbarous 58
Manticore Gunner

247
Level Name Class Page Level Name Class Page Giant Zombie Undead 140
Yeti Barbarous 63 (Human Dragon
Construct 166
Zerkela Barbarous 64 Form) Fortress
Dark Troll Dolgiras Animal 107 Sphinx M. Beast 184
Barbarous 64
Adept Belladonna Plant 119 Skadi Fairy 196
Drake Baron Iron Maiden Undead 135 Sleipnir Fairy 196
(Dragon Barbarous 65 Cast Armor Undead 136 Doppelganger Daemon 213
Form) Ghost Ship Undead 136
Hill Giant Barbarous 66 Evil Index Construct 163 Level Name Race Page
Lizardman Buckbaird Construct 163 Fire Giant Barbarous 79
Barbarous 66
Captain Elder Blood Troll
Deep Carpet Animal 104 M. Beast 183 Barbarous 80
Manticore Tyrant
Bungee Stake Plant 118 Jahgrad Daemon 209 16 Golgaus Animal 110
10 Ghost Horse Undead 132 Mel Mazar Daemon 210 Curse Cloud Undead 141
Night Ghoul Undead 132 Goldfang Undead 167
Mad Blood Undead 132 Level Name Race Page Lada Adroda Daemon 214
Alchemy Ogre Warlord Barbarous 73
Construct 160
Tooth Drake Level Name Class Page
Gas Stalker Construct 161 Viscount
Barbarous 74 Vampire Lily
Floor Mimic Construct 161 (Dragon (Vampire Barbarous 80
Ahwank M. Beast 181 Form) Form)
Cockatrice M. Beast 181 Forest Giant Barbarous 74 Vampire Lily
Draconet M. Beast 182 Blood Troll Barbarous 75 Barbarous 81
(Bat Form)
Bugaradre
Melbiz
Daemon
Daemon
206
207
13 Giant Worm Animal 107 Drake Count
Wraith Undead 137 (Human Barbarous 82
Heretic Priest Humanoid 220 Rottenlock
Silverwing
Undead
Construct
137
164
17 Form)
Grave Earth Undead 141
Level Name Class Page Prism Stalker Construct 164 Hraesvelgr M. Beast 185
Ogre Lesser Dragon M. Beast 183 Efreet Fairy 197
Barbarous 67
Berserker Tiki Tiki Daemon 211 Jinn Fairy 197
Scorpion Foregone Daemon 211 Titan Fairy 198
Barbarous 67
General Mimir Fairy 199
Formica Lord Barbarous 68 Level Name Class Page Zangars Daemon 214
Hercules Barbarous 68 Gory
Leanan Sidhe Barbarous 69 Barbarous 75
Champion Level Name Class Page
Lesser Restructured Barbarous 76 Drake Count
Barbarous 70
Vampire Jade Basilisk (Dragon Barbarous 82
Werewolf (Human Barbarous 76 Form)
Barbarous 70
Elder Form) Sapphire
Sonic Swallow Animal 105 Kraken Animal 108 Basilisk
11 Barbarous 85
Hydra
Fungal
Animal 106 14 Roc Animal 109
18
(Human
Plant 118 Chestnut Form)
Parasite Plant 120
Shotgun Tyrant Regilex Animal 111
Dullahan Undead Rampart Construct 167
Undead 133 Undead 138
Lord General Greater
Poisonous Meaningless Undead 138 M. Beast 186
Undead 134 Dragon
Wight Skyship Construct 165 Peluda M. Beast 187
Mummy Lord Undead 134 Dreadbar Daemon 212
Iron Golem Construct 162
Level Name Class Page
Aero DOOM Construct 162 Leve Pag
Name Class Vampire Rose
Ergacleo Daemon 208 l e (Vampire Barbarous 83
Cerberus Daemon 208 Jade Basilisk Barbarou Form)
(Monstrous s 77 Vampire Rose
Level Name Class Page Form) Barbarous 84
(Bat Form)
Garuda
Succubus
Barbarous
Barbarous
71
71
Hecatoncheire Barbarou
78 19 Sapphire
s s Basilisk
Spelljammer Barbarous 72 15 Leanan Sidhe Barbarou (Monstrous
Barbarous 85
78
12 Lizardman
Barbarous 72
Assassin s Form)
Leader Flying Death Lord Undead 142
Plant 120
Drake Helleborus Geldam Daemon 216
Barbarous 73
Viscount Ancient Ghost Undead 139

248
Monster Index

Level Name Class Page


Yggdrasil
Plant 121
Sapling
20 Dragon
Undead 143
Zombie
Mithril Golem Construct 169

Level Name Class Page


23 Vampire Noir Barbarous 86

Level Name Class Page


25 Elder Dragon M. Beast 188

249
Designer's Notebook
Kei Kitazawa Kouji Tanaka
The supplement “Barbarous Tales” full of monster This is the fifth in a series of large supplements. This
data has finally been completed. time, we are pleased to present to you “Barbarous
After all, this time around, there are an Tales” a monster-themed book.
overwhelming number of monsters. I told you last year that Alchemist Works is a
It contains all monsters that have appeared in the “dictionary,” and I think this book is like a “museum”.
Core Rulebook I - III and supplements released to This book is like a “museum” because all the monsters
date. In addition, many newly designed monsters have that exist in this world are gathered together, divided
been added, bringing the total number of monsters to into categories, and listed in their entirety. The biology
over 350! and stats on these previously unknown monsters will
The ideas for the new monsters in this book were open up a new world for you and stimulate your desire
developed by me, Tanaka Kouji, Tadaaki Kawahito, to explore it.
Akita Miyabi, and Sanae Fujisawa, and then chosen In addition, we have simplified the process by
from among them and compiled into data. standardizing the existing unique skills of monsters and
Miyuki Kiyomatsu was in charge of the coordination expanded rules. This should make the use of monster
and balancing of all the monster stats. In fact, the most stats much easier to understand and handle.
difficult part of the project was the construction of this In addition, this book contains Situation Combat,
huge database, so I am hugely impressed and grateful which allows you to fight in special situations with new
to my seniors for their hard work on all fronts. monsters. Although it is fun enough to play solo, I
Tanaka Kouji wrote the Barbarous races data and personally recommend that use newly presented
Situation Combat, and I wrote the Natural History of barbarous races as PCs and playing with friends in
Monsters. Thanks also to the junior staff who helped Situation Combat.
with the data and to everyone at Group SNE who As always, I would like to thank my editor, SNE boss
helped with the test play. I would also like to thank the Hitoshi Yasuda, and all the other SNE staff for their
editorial staff and illustrators who always work around great cooperation in the production of this book.
the clock to accommodate our last-minute schedule. We will see you again after you have “battled” this
So, adventurers. Let passion for monsters spark book to the extent that you can recite the stats of all
your imagination and ignite your fighting spirit! monsters.

Staff List Web Content


Supervision: ……………………………..……... Kei Kitazawa (Group SNE site)
Main Writers: ………………. Kouji Tanaka/Group SNE http://www.groupsne.co.jp/
Data Creation: ……………… Miyuki Kiyomatsu, Tadaaki You can find here errata and FAQ, and interviews.
Kawahito, Miyabi Akita, Sanae Fujisawa, Kazuki
Shimizu (Fujimi Shobo official TRPG ONLINE
Development: ………………………………………Group SNE Introduction page of “Sword World 2.0”)
Cover Illustration: …..…..… Kususaga Rin, Anji Majima https://fujimi-trpg-online.jp/game/sw.html
Color Illustrations: ...... Kususaga Rin, Anji Majima, This page contains information on downloads for
Tomokazu Hara, bob, Kashiwaba, Kazimiya. various sheets and new releases.
Monster Illustrations: …………………………. Koji Nishino
Editing: ………………………….. Keiji Kariya (PoSiCo Inc.) (SNE's “Sword World 2.0 Days”)
Arkwright Co. http://sw2.blog.shinobi.jp/
Main text design: .....Takashi Yagyu (ArcLight Inc.) The development diary of Group SNE staff is posted
here.
Translation and Editing: …………………………..… Auquid
Original Monster Translation: ……………………. Aniodia
Barbarous Races Translation: ………….……….…. Momo

Please support original creators by buying Sword World books and supplements.

250
Monster Index

251

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