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Midgard Bestiary AGE Vol1
Midgard Bestiary AGE Vol1
Josh Jarman
CREDITS
AUTHOR: Joshua Jarman
ADDITIONAL DESIGN: Jesse Butler, Marc Hertogh
EDITOR: Michael Kenway
COVER ARTIST: Aaron Miller
INTERIOR ARTISTS: Jesse Butler, Darren Calvert, Rick Hershey, James Keegan,
Pat Loboyko, Chris McFann, Jeff McFarland, Mark Smylie, Hugo Solis, Allison
Theus and Cory Trego-Erdner
LAYOUT: Anne Trent
PLAYTESTERS: Chris Allison, Enrique Bertran, Hugo Boivin, Chris Cane, Kara Dunn,
Jarrod Farquhar-Nicol, Edwin Garcia, Lorna Hertogh, Marc Hertogh, Josh Jarman,
Mitchell Maynard, Kerry Mould, Blaine Pauling, Daniel Perez, Dru Reed, Suzanne
Richardson, Aaron Smith, Sara Smith, Richard Spitz, and Brian Webb.
BASED ON MONSTER DESIGNS BY Wolfgang Baur, Jesse Butler, Tim Connors, Adam
Daigle, Michael Furlanetto, Scott Gable, Brandon Hodge, and Ben McFarland.
PUBLISHER: Wolfgang Baur
Midgard Bestiary © 2011 Open Design LLC
Produced under license from Green Ronin Publishing, LLC.
All Rights Reserved. Reproduction of this book in any manner without express permission from
the publisher is prohibited.
OPEN DESIGN LLC
P.O. Box 2811
Kirkland, WA 98083
WWW.KOBOLDQUARTERLY.COM
Open Design, Midgard, Zobeck, and the Open Design and Midgard logos are trademarks of Open
Design LLC.
The AGE System logo is a trademark of Green Ronin and is used by permission.
Table of Contents
Introduction.........................................iv Gilded Devil........................................ 25
How to Use this Book.......................... 1 Goblin Shark....................................... 26
Gypsosphinx....................................... 27
The Bestiary Harem Assassin.................................. 28
Ala.......................................................... 2 Imperial Ghast.................................... 29
Alseid Hunter....................................... 3 Iron Ghoul........................................... 30
Arbonesse Exile.................................... 4 Kobold Slyblade................................. 31
Bemmean Wizard................................. 5 Kyprion Deckclearer.......................... 32
Bone Collective..................................... 6 Lich Hound......................................... 33
Bone Crab ............................................. 7 Lorelei.................................................. 34
Bonepowder Ghoul ............................. 8 Merrow................................................ 35
Carrion Beetle ...................................... 9 Mharoti Emissary............................... 36
Cave Dragon, Young......................... 10 Mindrot Thrall.................................... 37
Cavelight Moss................................... 11 Mycolid................................................ 38
Clockwork Hound ............................ 12 Necrophagus Ghoul........................... 39
Clockwork Myrmidon ...................... 13 Niemheim Enchanter......................... 40
Crag Drake.......................................... 14 Putrid Haunt....................................... 41
Death Butterfly Swarm...................... 15 Rhoetian Roughneck.......................... 42
Derro Fetal Savant.............................. 16 Roachling............................................. 43
Dogmole.............................................. 17 Sap Demon.......................................... 44
Dust Goblin Scavenger ..................... 18 Septime Sellsword.............................. 45
Eel Hound........................................... 19 Shadow Fey Courtier......................... 46
Eye Golem .......................................... 20 Spark ................................................... 47
Fellforged ........................................... 21 Steam Golem....................................... 48
Firegeist .............................................. 22 Weaving Spider ................................. 49
Free Canton Siegebreaker................. 23 Wharfling Swarm............................... 50
Ghost Knight of Morgau .................. 24 Zobeck Legionnaire........................... 51
M I D G A RD B E S T I A RY V O LU M E 1
INTRODUCTION
Fantasy roleplaying—as RPG Design 101 would tell but in its unique variations of muscle and flesh.
you—is about doing this:
If you have any sense at all—which I must assume you
1. Kicking down doors. do given your wise purchase of a work containing adver-
2. Killing the monsters. saries statted for the fine AGE system set in the equally
3. Taking their stuff.* fine Midgard world published by the incomparably fine
Forty years of mechanical and narrative innovation in Open Design—it’s your intention to pillage this manual
tabletop RPG design haven’t done a lot to improve that for awesome ideas to drop onto your tabletop into the
basic feedback loop of adventure gaming, although conceptual box labeled “#2: Killing the Monsters.”
many games have made the individual steps more com- Whether you intend to incorporate these designs whole-
plicated, or added a greater or lesser varnish of fluff to sale, modify them to your taste, or use them mainly as
one or more of the steps. Some games have profoundly inspiration for your own creations, you are Doing It
involved sub-systems for critical hits (Rolemaster) or Right by looking for entertaining variations on the basic
painstakingly detailed conceptual doors to kick down proposition of adventure gaming. Because that’s where
(Shadowrun), but the basic loop hasn’t changed any the fun lies.
more than the three acts that Aristotle laid down in Poet-
ics have been invalided by some whippersnapper’s idea Read this book, then, with an eye toward deploying the
that a story consists not of a beginning, a middle, and tools it provides in service of the fun that comes from
end but rather—I don’t know—a shelf of lemons or a new twists on a venerable and profoundly awesome
quadratic equation. structure. Deploy its contents in that same spirit. Leave
the structural experimentation to the guys doing inter-
If we’re still following the same steps Arneson and pretive dance (“I am the concept of space-time!”) and
Gygax laid down back in the day, why haven’t we gotten designing board games without winners. While they’re
bored with all this door-kicking, monster-slaying, and weeping into their berets and having long, dark tea-
stuff-claiming? I’ll tell you why. Because of the interest- times of the soul, you’ll be standing on your chair howl-
ing, awesome, scary, massive, and 1,000 other adjectives’ ing while the dice skitter across the table, holding your
worth of variations on the theme that have flowed from whole party’s life or death in the balance.
books like this one and the imaginations of game masters
around the world wherever gamers gather to play. The groove’s in the changes, man—and here they are.
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The Bestiary
How to Use this Book Many of the creatures in this book have exciting new
stunts and powers that spice up combat while offering
clever game masters plenty of new tricks to add to their
The following collection of monsters has been drawn adventures regardless of setting. Some of these powers
from five years of Open Design projects, available for the allow creatures to inhabit the body or control the will of
first time for use with the Adventure Game Engine from others. Game masters should not be afraid to use these
Green Ronin. There are monsters here to challenge your abilities on NPCs as well as player characters, as many
players through many levels of play, including several good roleplaying moments can arise from player interac-
opponents fit only for characters above 10th level. tion with allies whose will is not their own. In addition
to providing new challenges and rewards for your char-
The monsters are presented here in their “base” form, acters, the monster descriptions offer game masters and
and are scaleable by the game master using the AGE- players alike a glimpse into the world of Midgard; a land
System rules for modifying adversaries. In many cases, of dust goblins, bonepowder ghouls, and fierce dragons
the monsters here present only one type of a creature, who hunt dark realms without the need of eyes.
giving game masters a starting point when creating simi-
lar foes. The Rhoetian Roughneck, for example, is only Enjoy your stay in Midgard, and happy hunting!
one of the many types of centaurs that inhabit Midgard.
Its unique powers and favored stunts, however, are eas-
ily adaptable to other centaur tribes such as those that
hunt the eastern steppes.
Josh Jarman
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Ala ALA
With an outrageously wide mouth of razor-sharp teeth and
smoky black rags for clothes, the crazed crone leaps into the Abilities (Focuses)
air in a black whirlwind of claws and lightning. 0 Communication
Ala are born from galls that grow on the trunks of tre- 1 Constitution
ants. While in this parasitic pocket, an ala sickens the 2 Cunning
treant and devours its life force. When the treant dies, 6 Dexterity (Bite, Initiative)
the ala takes the treant’s soul as its own. Ala appear as 5 Magic (Primal)
wild hags with windblown hair and clothes of smoky
2 Perception (Hearing, Seeing, Searching)
black rags, but their true form is that of a whirlwind.
Arriving in new areas on the cusp of hail or lightning 4 Strength (Whirling Claws)
storms, ala take up residence in the hollows of trees 2 Willpower
that were struck by lightning, and are most active Combat Ratings
when thunder rocks the forest.
Speed Health Defense Armor Rating
These huge-mouthed creatures have voracious appe- 15 (Fly 12) 60 16 0
tites, and though their prey typically consists of rabid Attacks
owls, wolves, and badgers, they favor the taste of in-
Weapon Attack Roll Damage
nocents above all else. Some unsavory tribes beg an
ala’s favor with gifts of captives. In battle, ala twist Bite +8 1d6+4
into black whirlwinds that sweep foes from their feet, Lightning +7 2d6+5 Penetrating
battering them with claw and electricity. When not in Whirling Claws +6 2d6+4
whirlwind form, ala tear at their foes with claws and
Powers
a poisonous bite, or throw wicked lightning bolts at
Favored Stunts: Knock Prone (1SP), and Perun’s Kiss.
their enemies from a distance.
Call Lightning: The ala can blast its foes with bolts of lightning as
a ranged attack with a short range of 12 yards and a long range of 24
yards. Targets who pass a TN 15 Constitution (Stamina) test take only
1d6+5 penetrating damage.
Perun’s Kiss: As a special stunt costing 5 SP, the ala can make a
Lightning attack against all opponents within 24 yards.
Poisonous Bite: Any creature bitten by the ala must pass a TN13
Constitution (Stamina) test or be affected as per the Paralyze spell. The
ala can follow any successful attack with a bite attack against an adjacent
enemy as a special stunt costing 2 SP.
Stormcloud: The ala can transform into its true form as a minor
action, taking the shape of a whirlwind of dark smoke and lightning.
While in whirlwind form, the ala cannot make bite attacks and becomes
insubstantial, making it immune to terrain effects and non-magical
damage. An opponent attacking an ala can perform a special stunt called
Disrupt the Storm for 3 SP. The attack does the minimum weapon
damage plus the character’s Magic score and forces the ala to take its
physical form until the end of the opponent’s next turn. While in its
physical form, the ala can be affected by nonmagical weapons normally.
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there is little to see in a Grave Dance: A bonepowder ghoul can make a stealth check to hide
from sight without needing cover or concealment.
bonepowder ghoul.
In any condition Incorporeal: Bonepowder ghouls are incorporeal, forming temporary
bodies of bone dust and ash. They ignore the effects of terrain and non-
of daylight oth- magical damage, which passes through them harmlessly. Magical attacks
er than bright (spells and magical weapons) harm them normally.
light, they Jaws of Dust: A bonepowder ghoul can perform a special Jaws of Dust
quickly fade stunt for 3 SP. The ghoul bites a creature struck by one of its other
attacks for an additional 1d6+6 penetrating damage, and causes the
from view as target to be paralyzed as per the spell. The target can make a TN 15
little more than Constitution (Stamina) test to avoid being paralyzed.
a trickle of dust. Surprise Attack: A bonepowder ghoul can make a surprise attack by
Bonepowder ghouls vanishing and rematerializing nearby. This works like a rogue’s backstab
hate combat and power (Set 1 Player’s Guide), requiring an opposed test of the ghoul’s
Dexterity (Stealth) and the target’s Perception (Seeing). If the ghoul
avoid it, preferring wins, its next attack on the target has a +2 bonus to hit and inflicts an
stealth attacks and additional +1d6 penetrating damage.
other low-risk strat-
egies in combat.
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Cavelight Moss
A patch of tangled, lacey moss clings to the ceiling above,
slowly pulsing with an eerie glow. Among the soft, feathery
mass, stems gently writhe, periodically dusting the ground
below with a twinkling of phosphorescent spores.
CAVELIGHT MOSS
Abilities (Focuses)
-2 Communication
4 Constitution
-2 Cunning
0 Dexterity (Grappling)
-1 Magic
1 Perception (Hearing)
6 Strength (Climb, Mossy Tendril)
2 Willpower (Courage)
Combat Ratings
Speed Health Defense Armor Rating
4 45 10 5
Attacks
Weapon Attack Roll Damage
Mossy Tendril +8 2d6+6
Powers
Favored Stunts: Disarm, Grab, and Knock Prone.
Grab: For 2 SP, the moss can grab a target struck by its mossy tendril
attack. The moss gets a +2 to hit grabbed creatures. Opponents can make
an opposed Strength (Might) or Dexterity (Acrobatics) test against the
moss’s Strength (Might) to break free.
Drain Life: For 4 SP, the moss can make a Drain Life attack against a
creature it has grabbed as per the spell.
Mossy Physiology: The moss’s writhing, ropey stalks present a fleeting
target for weapon attacks, granting it an Armor Rating of 5 due to the
difficulty of landing a telling blow against the creature. Its tentacles allow
the creature to use it mossy tendril attack against targets up to four yards
away, and it can choose to attack opponents other than those it has held.
Talents: Unarmed Style (Journeyman)
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Dogmole DOGMOLE
This mole-like creature is the size of a large dog, but its
thick, barrel-shaped body looks as heavy as a full-grown Abilities (Focuses)
dwarf. A ring of tentacles sprouts above a mouth dominated -2 Communication
by spade-like incisors. It has no visible ears and possesses 3 Constitution (Burrowing)
only tiny, cataract-filled eyes, but it seems to sense its
-1 Cunning
environment nonetheless.
4 Dexterity (Bite)
The Ironcrag dwarves have domesticated many sub- -1 Magic
terranean creatures, among them a breed of giant
2 Perception (Smelling)
talpidae commonly called dogmoles. Energetic and
obedient, dogmoles pull ore-trolleys through mines, 3 Strength (Claws)
sniff out toxic gases and polluted waters, and help dig 0 Willpower (Morale)
out trapped miners. Dogmoles are renowned for their Combat Ratings
ability to detect imminent cave-ins and burrowing Speed Health Defense Armor Rating
monsters, making them welcome companions in the
14 (4 Burrow) 24 14 0
depths. Outside the mines, dogmoles serve as pack
animals, guardbeasts, and bloodhounds. Derro also Attacks
utilize dogmoles, but such creatures are scarred and Weapon Attack Roll Damage
brutalized savages, barely controllable even by their Bite +6 1d6+3
handlers.
Claw +5 1d6+3
Not normally aggressive, dogmoles warn off most en- Powers
emies with a rumbling growl, though they often attack Favored Stunts: Knock Prone, and Lightning Attack.
large invertebrates on sight. Dogmoles begin combat Dogmole Juggernaut: What the derro have done with certain breeds of
with a charge, raking with their claws and long in- dogmole almost defies description. Brutalized from birth and hardened by
cisors. They typically retreat if seriously injured, but scarification, foul drugs, and warping magics, the dogmole juggernaut
is barely recognizable as a relative of its smaller kin. A furless mass of
fight to the death to protect their pack, their young, or muscle, scar tissue, and barbed piercings clad in haphazard barding, a
their dwarven masters. When in the grip of a worm- dogmole juggernaut stands seven feet high at the shoulder and stretches
killer rage they fight until slain. nine to 12 feet long. Its incisors are the length of shortswords. A game
master can create a juggernaut by adding the epic template to the
Dogmoles cannot burrow into solid rock, but they can common dogmole.
move through softer material like soil or loose rubble, Wormkiller Rage: Drawing blood on an opponent can drive these
normally cautious creatures into a killing frenzy. For 3 SP the dogmole
leaving a usable tunnel 5 feet in diameter. can enter a rage. It gains a +2 bonus on Willpower (Courage) and
Willpower (Morale) tests and a +1 bonus on damage rolls in melee
combat. However, it suffers a -2 penalty to Defense and a -1 penalty
to Perception tests. The rage lasts as many rounds as the dogmole’s
Constitution score, and it cannot leave the rage voluntarily while its
opponent still lives.
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Fellforged FELLFORGED
These brass automatons resemble common gearforged, but
their facial features carry a vaguely disturbing angularity, Abilities (Focuses)
and their eyes glow with a dark intelligence that gives them -2 Communication
an infernal cast. 4 Constitution (Stamina)
Castoffs from Zobeck’s clockwork watchmen produc- 0 Cunning
tion line, fellforged are given foul sentience when the 2 Dexterity
bodies—specially constructed to house the spirits of 3 Magic
the dead—come into contact with curious wraiths
1 Perception
yearning to feel the corporeal world. The clockwork
bodies trap the wraiths, which while dulling many of 3 Strength (Intimidation, Strike)
their supernatural abilities gives their terrible anger a 4 Willpower (Courage)
physical form. The wraiths, in turn, twist the bodies to Combat Ratings
their own use, even going so far as to destroy the body Speed Health Defense Armor Rating
in their attempts to harm the living.
10 36 12 5
Attacks
Weapon Attack Roll Damage
Draining Strike +5 1d6+3 Penetrating
Powers
Favored Stunts: Knock Prone, Lightning Attack, and Violent
Escapement.
Brass Body: Their hardened, metal plating gives fellforged an Armor
Rating of 5.
Draining Strike: Although housed in a mechanical body, fellforged still
posses the undead spirit’s unquenchable thirst for life energy. Creatures
struck by a fellfogred in combat suffer 1d6+3 penetrating damage.
Violent Escapement: With little regard for the clockwork bodies they
inhabit, fellforged wraiths can stress and strain their mechanisms in
such a violent manner that flywheels unwind, gears shatter, and springs
snap. For 5 SP, the fellforged can perform a violent escapement attack
that sends shrapnel flying against all creatures within 4 yards for 2d6+3
damage. Targets of the attack can make a Dexterity (Acrobatics) test
against a TN 13 to take half damage.
Each violent escapement attack a fellforged makes damages its internal
systems. The fellforged takes a cumulative -1 to attack and damage
roles, and defense and armor ratings and -2 to speed after each violent
escapement attack. If reduced to 0 speed this way, the fellforged becomes
immobilized and is helpless unless repaired.
Unnatural Aura: All animals, whether wild or domesticated, can sense
the unnatural presence of fellforged at a distance of ten yards. They do
not willingly approach nearer than that, panic if forced to do so, and
remain panicked as long as they are within that range.
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Firegeist FIREGEIST
Fiery smoke coalesces into a vaguely humanoid shape. Deep
within the smoke burns a reddish, pulsing light. Abilities (Focuses)
-2 Communication
Firegeists are small creatures native to the Elemental
0 Constitution (Stamina)
Plane of Fire that sometimes cross over into the mate-
rial world. They resemble the smoke from open flame 0 Cunning
and can easily hide near or within nonmagical fire. 4 Dexterity (Fire Lash, Stealth)
The creatures delight in destruction, and seek to set 2 Magic
fire to combustible material so they can feed on the
3 Perception (Hearing, Seeing
flame and ash produced by their arson.
-2 Strength
Noted cowards, firegeists always look to strike from 3 Willpower
ambush and use their natural abilities to hide wherev- Combat Ratings
er there is firelight available. Firegeists will flee from
any conflict where they don’t have the upper hand or Speed Health Defense Armor Rating
if reduced to less than half their health. 14 15 14 0
Attacks
Weapon Attack Roll Damage
Fire Lash +6 1d6+4
Powers
Favored Stunts: Combustion, Lightning Attack, and Mighty Blow.
Combustion: For 3 SP, a firegeist can cause the garments and equipment
of a creature struck by its fire lash to burst into flames. The creature takes
an additional 1d6 penetrating damage each round until it passes a TN 13
Dexterity (Acrobatics) test to douse the flames as a major action.
Fiery Nature: As creatures of smoke and fire, firegeists are immune
to most non-magical attacks. They also suffer no damage from fire-
based attacks such as the spell Flame Blast or weapons imbued with the
Flaming Weapons spell. However, this fiery form makes the firegeist
vulnerable to cold and water based attacks. They suffer an additional 1d6
penetrating damage from spells such as Winter’s Grasp and weapons
imbued with the Frost Weapons spell. Characters without access
to magical cold can still harm the firegeist with water, causing 1d6
penetrating damage per gallon dumped directly on the creature.
Smoky Shadows: Firegeists gain an additional +2 bonus to their
Dexterity (Stealth) tests if they are within ten yards of open flame.
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Equipment
Light Mail Armor, Battle Axe, Crossbow, Short Sword.
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Gypsosphinx GYPSOSPHINX
This great lion bodied creature gazes at you with eyes full of
intelligence and malice, with the head of a vulture. Abilities (Focuses)
2 Communication (Deception)
With black wings and a body as pale as alabaster, the
5 Constitution (Flying, Stamina)
vulture-beaked gypsosphinx is easy to identify. Their
riddles and obsessions all hinge on death and carrion, 1 Cunning
and they are powerful servants of the gods of death 7 Dexterity (Bite, Gaze, Initiative)
and the desert. Their eyes can spot prey miles away, 2 Magic
and the distance they climb into the sky hides their
5 Perception (Seeing, Smelling, Tracking)
enormous size.
9 Strength (Claws, Might)
Huge lion-bodied, vulture-headed creatures, the pale 3 Willpower (Courage, Morale)
alabaster fur of the gypsosphinx makes it almost shine Combat Ratings
in the desert sun, and is equally visible in under-
ground tombs and caverns. They are found anywhere Speed Health Defense Armor Rating
bodies are buried or left to rot, and they frequently 12 110 17 7
clean up battlefields or sites of massacres among war- Attacks
ring desert tribes. Gypsosphinxes prefer their prey to Weapon Attack Roll Damage
be carrion, but they are quick to help a wounded or
Bite +9 2d6+10
ailing animal over the threshold.
Claws +11 3d6+10
Gypsosphinxes speak often with intelligent undead, Mystic Gaze +9 2d6+2 Penetrating
priests of Anu-Akma, and other sphinxes, but rarely
gather among their own kind. They guard their ter- Powers
ritories jealously, each holding an entire necropolis as Favored Stunts: Dual Strike, Knock Prone(1SP), Seize the Initiative,
and Skirmish.
its territory or each guarding a section of a particu-
Alabaster Hide: The naturally tough flesh of the gypsosphinx grants it
larly large necropolis. They are rarely aggressive, pre- an Armor Rating of 7.
ferring to simply wait for followers of Anu-Akma to
Carrion Stench: The fetid reek of this carrion eater sickens opponents.
bring them meals and ask them for information. Creatures within six yards of the gypsosphinx must pass a TN15
Constitution (Stamina) test or suffer a -1 penalty to their attack rolls,
defense and ability tests.
Cryptic Evasion: The gypsosphinx gains a +2 on ability tests to resist
the effects of spells or other magical attacks.
Mystic Gaze: The gypsosphinx can make a mystic gaze attack against
opponents within 16 yards. Creatures struck by the baleful gaze of the
gypsosphinx are afflicted as per the Daze spell unless they pass a TN15
Willpower (Courage) test. Those who succeed still take damage normally.
Raking Assault: The gypsosphinx can move its full flying speed on a
charge, and make a second attack against an opponent within four yards
of the first within its range of movement.
SPHINX RIDDLES
The sphinx must offer its riddle to opponents
outside of combat, which can consist of a simple
riddle or involve a short roleplaying or investi-
gation encounter. If the party proves successful,
the sphinx cannot use its Mystic Sight ability on
party members for 24 hours, and the party mem-
bers gain +2 bonus to attack rolls against it. If the
sphinx proves successful or the party refuses to
participate, the sphinx can use Mystic Sight nor-
mally and gains +2 to all attack rolls
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COURTESAN WEAPONS (Might) or Dexterity (Acrobatics) test against the assassin’s Dexterity
(Brawling) can break the hold, ending the attack.
Poison: Harem assassins are adept at using all manner of poisons, often
Garotte: A thin cord used for strangling, a slipped into a victim’s food or used to coat their weapons. On a successful
brawling attack can be used to cut off the target’s attack, typical poisons require the target to pass a TN15 Constitution
(Stamina) test or be affected as per the Paralyze spell. A more deadly
air supply. venom may require a similar test to avoid taking 1d6 penetrating damage
each round until the test is successful.
Hairpin: This light, discrete weapon is used to ad- Talents: Unarmed Style (Novice), Music (Novice)
minister poison. An assassin gains a +2 bonus to
its Dexterity (Stealth) check when trying to per- Equipment
form a backstab with this weapon. Silken Robe and Veil, Hairpin, Necklace Garrote, Stiletto.
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Lorelei LORELEI
The song filled the world, every breath a hymn to the eternal
glory of heroes and their deeds. The knight took one step Abilities (Focuses)
after another as in a dream, until the riverbank crumbled 3 Communication (Performance, Seduction)
beneath him, and the current dragged him down to the 0 Constitution
golden-haired singer.
2 Cunning
Lorelei appear as beautiful maidens who often sit 5 Dexterity (Bite, Stealth)
alone and sing on rock outcroppings or large stones at 4 Magic
the edge of a river. Their alluring songs enchant river
1 Perception
goers and boatmen, making men careless in their ef-
forts to reach the woman. Smashed flotsam and skele- 2 Strength (Claws)
tal remains collect in the shallows beneath their rocky 3 Willpower
perch as a testament to the power of their voices. Combat Ratings
Lorelei are the restless spirits of women who’ve Speed Health Defense Armor Rating
drowned in the river, usually through their own ef- 15 (20 Swim) 33 15 0
forts be-cause of a jilted love, who are cursed to for- Attacks
ever call out for their lovers return. Their enchanting Weapon Attack Roll Damage
melodies waylay travelers and bring doom upon river
Bite +7 1d6+2
boats whose helmsmen become enraptured by the lo-
relei’s singing. Constantly seeking the warm embrace Claws +4 1d6+2
of the living, lorelei will descend into the water to Powers
wrap their arms around the drowning men, feeding Favored Stunts: Disarm, Lightning Attack, and Skirmish.
on their souls as they die. Lorelei leave the water at Alluring Song: A lorelei can begin her song as an activate action.
dusk, finding a place along the water where they pull All creatures that hear the song must pass an opposed Willpower (Self
golden combs through their wet tresses in the moon- Discipline) test against the lorelei’s Communication (Seduction) or be
drawn to her irresistibly. The target can only take a move action closer to
light and sing their enchanting melodies. If confront- the lorelei on its turn, but can make a new test at the start of each turn to
ed by a hostile opponent, lorelei transform into gro- break the spell. The lorelei can sustain the song as a minor action.
tesque rotting corpses with long, curving claws and Drowning Word: As a major action, the lorelei can inflict her
fetid breath. At home in the river, they seek to drown Drowning Word power on a single target enthralled by her song. The
their victims. They retreat into underwater caves at victim must make a TN15 Constitution (Stamina) test or be affected as
per the Paralyze spell. If in water, the victim begins to drown, taking
the first sign that they might be overmatched. 2d6+5 penetrating damage per round until they pass the test, the lorelei
is slain, or the victim drowns.
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Merrow MERROW
Resembling a troll, this creature has pebbled skin, lank,
briny hair, and webbed hands and feet. Abilities (Focuses)
0 Communication
Merrow are cannibalistic river trolls that haunt the
4 Constitution (Swimming)
waterways and estuaries of Midgard, seeking freshly
drowned victims to feast upon. These large, human- 2 Cunning
oid creatures have tough pebbled hide in shades of 3 Dexterity (Net, Stealth)
dark green and blue, and webbed feet and hands. 0 Magic
Their long black hair often carries bits of seaweed and
2 Perception (Seeing)
river moss and they adorn themselves with the bones
of humans or other intelligent land dwellers. 6 Strength (Trident)
3 Willpower (Courage)
Driven out of their ancestral homelands in the depths Combat Ratings
of the oceans by the hated merfolk, merrow resent
the living they’ve scratched out for themselves in the Speed Health Defense Armor Rating
shallow inland rivers. Encountered as either solitary 13 (15 Swim) 41 14 4
hunters or in small bands, merrow have a loose-knit Attacks
tribal society led by a local shaman or slaughter priest. Weapon Attack Roll Damage
They live only to feed and offer the entrails of their
Claw +6 1d6+6
victims to the forgotten aboleth gods of the sea.
Trident +8 2d6+6
Retaining vestiges of the civilization they left behind, Powers
merrow rarely fight with tooth and claw in the manner
Favored Stunts: Knock Prone, Mighty Blow, and Net Trap.
of their land-bound cousins, preferring to battle with
Aquatic Regeneration: As long as a wounded merrow is at least
the trident and net of their ancestors. They recognize partially submerged in water, it regains health equal to its Constitution
that their numbers are few, however, and often seek at the start of its turn.
to strike from ambush and the cover of darkness in or- Net Trap: Merrow typically use the nets they carry in their off hand to
der to assure themselves easy victories. Some merrow harry and confuse their prey, gaining a +1 talent bonus to their defense.
make their homes near the haunts of a lorelei, where For 4 SP, the merrow can launch its net at an opponent within four yards
affecting those who fail a Dexterity (Acrobatics) test against the attack
they can feed on the steady supply roll as per the Paralyze spell. The target can make a new test to wriggle
of her victims. free as a major action, and adjacent allies can cut an ensnared ally free
with a major action. Trapped targets take 1d6 penetrating damage each
round due to the barbed hooks woven into the strands of the net.
Pebbled Hide: The thick, muscled hide of the merrow grants it an Armor
Rating of 4.
Water Born: Creatures of the depths, merrow gain a +1 bonus to
Dexterity (Stealth) tests when underwater.
Water Weakness: Merrow suffer an additional 1d6 penetrating damage
from fire and acid based attacks. It is said that a slain merrow will slowly
regenerate back to life unless its body is burned.
Talents: Dual Weapon Style (Novice), Scouting (Novice).
Equipment
Barbed Net, Trident.
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Mycolid MYCOLID
Standing taller than a man this creature has the head of a
giant mushroom, opaque eyes, and a bipedal body. Abilities (Focuses)
0 Communication
These sentient mushroom folk tend white forests of
4 Constitution (Stamina)
fungi deep underground. The giant mushrooms they
keep are an important food source and can be used to 1 Cunning
produce valuable lamp oil. 2 Dexterity (Brawling)
1 Magic
Mycolid spores generate mind-altering and poison-
ous effects, though they are fairly peaceful creatures. 3 Perception (Hearing)
Their combat abilities tend to punish an attacker, 5 Strength (Touch)
rather than being outright deadly. Mycolids are not 2 Willpower (Morale)
eager fighters but once committed to battle they are Combat Ratings
ruthless, neither giving nor expecting any quarter.
They use their poison spores to full effect against liv- Speed Health Defense Armor Rating
ing creatures, but typically flee from constructs and 10 47 12 3
the undead. Attacks
Mycolids live in communal groups of related clones Weapon Attack Roll Damage
called “rings.” They reproduce asexually, and an el- Debilitating +7 1d6+5
der and its offspring are almost identical in appear- Touch Penetrating
ance. Many sages claim that mycolids are merely the Powers
fruiting, mobile bodies of the forests they tend, which Favored Stunts: Knock Prone, Skirmish, and Spore Attacks.
is why they fight so ferociously to defend them. Fibrous Hide: A Mycolid’s surprisingly tough hide and boneless
Certainly, the mycolid do live among these mush- physiology makes it hard to damage, granting it an Armor Rating of 3.
room trees, and require little other than tools, fresh There are two main types of Mycolid, Deathcap and Psilocybe. Each uses
earth, and fertilizers. When pressed, they often poison the same base stats, but has different spore attack abilities depending on
their enemies and compost their bodies into the forest. its type.
Deathcap Mycolid
Contact Poison: Any living opponent that begins its turn within two
yards of a deathcap mycolid takes 1d6 penetrating damage. Creatures that
pass a TN13 Constitution (Stamina) test suffer only half damage.
Paralytic Spores: For 4 SP the deathcap mycolid can emit a burst of
spores that affect all creatures within 6 yards as per the Paralyze spell.
Resisting the spores’ effects requires a TN 13 Constitution (Stamina)
test.
Psilocybe Mycolid
Hallucinogenic Poison: Any creature other than a mycolid that begins
its turn within 2 yards of a psilocybe mycolid finds its senses dulled by
the mycolid’s spores, inflicting a -1 to all perception tests and making
it easier to manipulate in battle. A psilocybe mycolid can perform the
skirmish stunt against afflicted creatures as if it had spent 1 more SP
than normal, i.e. it can shift an opponent 4 yards for 1 point, 6 yards for
2 points, etc.
Hallucinogenic Spores: For 4 SP, a psilocybe mycolid can emit a blast
of spores causing all creatures within ten yards to see three illusory copies
of the mycolid appear within six yards of itself. The mycolid can direct the
illusory copies each to move on the mycolid’s turn at its movement rate,
but they can do nothing else. They use the mycolid’s defenses and dissolve
to nothingness if hit. As a free action, the mycolid can instantly trade
places with an illusory copy by teleportation. On their turn, creatures
within the blast can make a Willpower (Self-Discipline) test against a TN
13 to determine which is the real mycolid.
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Roachling ROACHLING
Skittering out of the darkness you see what appears to be the
mad mixture of a giant cockroach and a man. Abilities (Focuses)
1 Communication
The origins of the roachlings, or scuttlers, is one
4 Constitution (Stamina)
shrouded in mystery. Some scholars believe that they
were an agrarian race that did not resemble insects un- 0 Cunning
til they were uprooted by war and left to die as refu- 4 Dexterity (Light Blades, Stealth)
gees in the bowels of a strange land. There, they found 0 Magic
the one creature who would answer their prayers,
3 Perception (Smelling)
Akyishigal the Skittish One, who offered them surviv-
al in exchange for being reshaped in his image. 2 Strength (Claws)
2 Willpower
Of all the dreadful demons lurking within the Abyss, Combat Ratings
perhaps none is as vile and disgusting as Akyishigal,
the Skittish One, whose filth slicked mandibles clack Speed Health Defense Armor Rating
hungrily and ceaselessly for the flesh and souls of 14 24 14 3
mortals. Despite this, he has a surprising number of Attacks
followers among the urban dispossessed, the slum Weapon Attack Roll Damage
dwelling downtrodden, and those who lurk within
Claws +4 1d6+2
the lightless depths beneath cities.
Dagger +7 1d6+3
Roachlings are roughly humanoid in shape with a Short Sword +7 1d6+4
blend of insectile features that include: whip-like an-
tennae protruding in place of ears, a carapace that Powers
covers much of the back, small spines on their legs Favored Stunts: Fetid Reek, Lightning Attack, Seize the Initiative, and
Skirmish.
Backstab: Roachlings can backstab as per the Rogue ability.
Fetid Reek: For 3 SP a roachiling can perform a special Fetid Reek attack
by emitting a blast of noxious musk. Opponents within four yards must
pass a TN13 Constitution (Stamina) test or be sickened, suffering a -1 to
their attack rolls, defense, and ability tests for a number of rounds equal
to the roachling’s Constitution.
Filthy Claw: Opponents struck by a roachlings filth-covered claws must
pass a TN13 Constitution (Stamina) test or suffer Weakness as per the
spell.
Tenacious Survivor: When a roachling is first reduced to 0 health, it
is instead dazed as per the spell until the end of the encounter; the next
successful attack kills it normally.
Talents: Dual Weapon Style (Novice), Thievery (Novice).
Equipment
Light Leather Armor, Dagger, Short Sword
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Equipment
Light Chain, Bastard Sword, Crossbow, Medium Shield, Two-
Handed Spear.
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Spark SPARK
This mote of electrical energy floats menacingly forward
before suddenly erupting in a shower of sparks and tendrils Abilities (Focuses)
of electrical discharge. The creature charges headlong into -2 Communication
its enemies, and then disappears in an instant, leaving only 0 Constitution
the whiff of ozone.
1 Cunning
When a great storm rips across a world, it sometimes 5 Dexterity (Initiative)
tears loose the fabric of reality and releases sentient 5 Magic (Lightning Bolt, Shocking Grasp)
creatures composed entirely of elemental energy. A
2 Perception
spark has no capacity to understand other creatures;
it only wishes to use them as a conduit for its own -3 Strength
unbridled energy. 4 Willpower (Self-Discipline)
Combat Ratings
Fueled by its frenetic thought patterns and erratic
actions, a spark jolts through its new world to find Speed Health Defense Armor Rating
a physical body, drawn by an urge to know form. A 15 (fly) 35 15 0
spark sizes up its foes and chooses the strongest victim Attacks
to inhabit. Once inside a victim, it uses the new ves- Weapon Attack Roll Damage
sel to deliver shocking grasp attacks or to cast light-
Lightning Bolt +7 2d6+5 Penetrating
ning bolts against distant enemies. If ejected from a
creature, a spark immediately tries to inhabit another Shocking Grasp +7 1d6+5 Penetrating
victim. Clever enough to know when the fight is lost, Powers
a spark stays in a victim long enough to feel them per- Favored Stunts: Inhabit, Lightning Attack, and Seize the Initiative.
ish but flees combat if unable to inhabit other enemies. Inhabit: For 4 SP, a Spark can attempt to possess a creature that is the
subject of its Shocking Grasp attack. The creature must make an opposed
Willpower (Self-Discipline) test or become inhabited by the elemental.
Creatures can make another test to expel the spark at the start of each
turn.
Once merged with the victim, the spark controls the victim’s actions. It
can choose to lurk just beneath the surface, or use its spell-like abilities
through the host. While inhabiting a creature, a spark takes no damage
from physical attacks and only half damage from magical effects, though
the host takes full damage from both. The speech and actions of the host
seem jerky and erratic to the victim’s peers, and associates can determine
that the host is under another creature’s control with a successful TN 13
Perception (Empathy) or Cunning (Arcane Lore) test. The spark burns
up the life force of the inhabited creature, doing damage equal to its
Shocking Grasp ability each day, that cannot be healed by normal means.
The spark leaves if the host is reduced to 0 health in this way. The victim
can begin to heal the damage normally if the spark leaves or is forced out
of its body before victim dies.
Pure Energy: As beings of elemental energy, Sparks are incorporeal.
They ignore the effects of terrain and non-magical damage passes through
them harmlessly.
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