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January 20, 2023 Introduction 1

INTRODUCTION
This manual contains the rules for generating monsters in Quest as well as a large number of
pregenerated "monsters". There are many natural creatures represented as well as a large number of humans and
humanoid NPC's (Non Player Character). These monsters are good for random encounters and for role-playing
the various sorts of people that the Player Characters are likely to encounter wandering in towns and cities and
through the countryside. Take these only as an example and feel free to change them as necessary. For the
natural creatures a good deal of effort was made to make them as realistic as possible. A grizzly bear can take
out a small party of beginning Characters. A lone wolf can savage a lone individual and probably kill him or her
if they have no way of defending themselves. The legendary creatures have all been play-tested and many
alterations have been made to adjust them to appropriate levels. When designing your own creatures, keep in
mind that no design will probably be perfect the first time. Adjust the Skills of the creature, the damage, and/or
the Special Abilities as play progresses in order to keep a consistent game balance. Monsters that are too weak
will usually not bother a group of Characters, and you may have a difficult time justifying their existence in a
natural ecosystem. The opposite is true as well. Monsters that are too powerful will dominate an ecosystem and
you may be hard pressed to explain why anything lives in an area where these creatures dwell. Always keep in
mind that the object is to challenge and entertain the Players. Surprise them with new monsters but don't
overwhelm them
2 Quest Monster Manual

TABLE OF CONTENTS
INTRODUCTION................................................................................................................................1

TABLE OF CONTENTS.....................................................................................................................2

MONSTER CREATION.....................................................................................................................3

NATURAL CREATURES.................................................................................................................15

LEGENDARY MONSTERS.............................................................................................................45

LYCANTHROPES.............................................................................................................................60

DEMONS............................................................................................................................................67

UNDEAD...........................................................................................................................................114

DWARVES........................................................................................................................................123

FAIRIE..............................................................................................................................................128

GIANTS............................................................................................................................................139

HALFLINGS....................................................................................................................................142

HUMANS..........................................................................................................................................150

HUMANOID CREATURES...........................................................................................................194

INDEX...............................................................................................................................................202
January 20, 2023 Monster Creation 3

MONSTER CREATION
Although a list of "Basic Monsters" is provided later in this book, this section will allow the Game
Master to create his or her own tailor-made monsters for the campaign. This allows the Game Master to exactly
determine the character of his or her world. All of the "Basic Monsters" can be recreated using these rules. The
Game Master should go through the checklist provided below, at least the first few times the GM creates a new
monster, until the process becomes second nature. The GM may also want to referee a few games to get the feel
of quest before creating any monsters of his or her own.
Before the Game Master begins the process of creating a new monster, the GM should have a good idea
of what the monster is and does, and where it fits into the ecology of the world. The Game Master should not
introduce new monsters merely for novelty, although if the Characters in a campaign are getting too strong, a
new, savage monster from "out there" can provide a fresh challenge. It should be noted, and is readily apparent
from the "Basic Monsters" lists, the toughest monsters are highly experienced group of humanoids.

Determine General Monster Type


The first thing a Game Master must do when creating a new monster is to determine what kind of
monster the GM wants to design. There are several broad classifications that monster types may be divided into.
These classifications are used to segregate the monsters found in this manual.

Natural Animals: The first category are Natural Creatures, such as the crocodile, lion, or the grizzly bear.
These creatures are usually of low to moderate power, are totally separated from magic, and usually pose only a
small threat to adventurers. There are many examples of Natural Creatures in the following section. In some
campaigns, especially those based on works of fictions, so-called mythical animals may be considered Natural
Creatures. In such cases, the Game Master must decide on a case-by-case basis. The GM may also want to
experiment with Natural Creatures from the Earth's past.

Legendary monsters: The second category of monsters are Legendary or mythical beasts. Some examples are
unicorns, rocs, dragons, gryphons, mantichores, any giant insects, and pegasi. These creatures are highly
magical, and cannot exist without magic. They will tend to be the Game Master's most powerful creatures, and
are the stock in trade of most campaigns. It is this class that will allow the Game Masters to exercise his or her
imagination the most.

Enchanted monsters: The third category are the Enchanted Monsters, monsters that are created or summoned
by magic. These include Undead, lycanthropes, demons, and Elementals. These creatures tend to have great
physical and magical abilities. Note that Characters have access to many of the monsters in the category.
Summoning demons is covered in the Player's Handbook, while the details of the various demons are found in
this manual. The various types of Undead mentioned in the Player's Handbook are discussed in the Undead
section. Various Spells give Characters the power of lycanthropy and the various werecreatures are described in
the Lycanthropes Section.    Elementals are described in the Player's Handbook.

Humanoids: The The fourth and last category category of monsters are Humanoids. These monsters include
giants, ogres, trolls, pixies, goblins, and lizard/cat/bird/men. These monsters may be organized into coherent
societies, or they live in a more feral manner. Humanoids are almost always tool users, and may have access
magic. Included in this category, are, of course, humans, dwarves, Fairie, and half-elves. These latter races are
of such variety, that the GM is best off designing individuals using the Character generation system found in the
Player's Handbook. A selection of common individuals of these "monsters" are found in the last section of this
manual.
4 Quest Monster Manual

Statistics of the Monster


Once the Game Master has decided what sort of monster he or she wants design, the GM must
determine the creature's Statistics. This is the most subjective element of monster creation. Guidelines are given
here, but definitive standard are hard to come by.

PHYSICAL STRENGTH: The Physical Strength of a creature is primarily a function of mass and size. This is
not always true and certain creatures will be either stronger or weaker than their size would lead one to believe.
A general rule-of-thumb for creature strength is given here. When deciding where a creature falls within a
range, remember, carnivores are stronger than herbivores, and warm-blooded animals are stronger than cold-
blooded animals.

Creature Size (in lbs.) Strength Range


Rat (5#) 1-2
Cat (6-12#) 2-4
Dog (13-30#) 3-6
Antelope (31-50#) 5-8
Deer (51-80#) 6-10
Wolf (81-125#) 9-14
Human * (126-200#) 10-14
Jaguar (201-300#) 12-18
Lion (301-450#) 14-20
Tiger (451-700#) 14-22
Grizzly Bear (700-1000#) 16-24
Horse (1001-2000#) 16-26
Rhino (3000#+) 20-30

*Note that the actual human Physical Strength is much more variable.

MANUAL DEXTERITY: A creature's Manual Dexterity is not just a measure of hand-eye coordination, but
also refers to reflexes and surety of movement. As size increases, Manual Dexterity will decrease slightly.
Creatures lacking hands will have a second Manual Dexterity score used when they manipulate an object. This
second score is typically low. Carnivores generally have a higher Manual Dexterity than herbivores. Creatures
that rely on their spatial perception will have a very high Manual Dexterity. Monkeys, birds-of-prey, and
squirrels are all examples of the last. A typical Manual Dexterity for a Wolf might be 14/4, a monkey would
have a 21/10, and an ox would have a 6/2.

AGILITY: A creature's Agility corresponds to its nimbleness and fleetness of foot. a deer is much more agile
than an elephant. The Game Master must make a subjective judgment on the relative Agility of a creature. A
small antelope may have an Agility of 24, while a lion may have an Agility of 18. A tortoise would have an
Agility of 4. Scanning the "monster" examples given below may aid the Game Master in deciding upon the
Agility of a particular creature.

CONSTITUTION: Most Creatures have a Constitution of between 12 and 15. Creatures that are especially
hardy, such as wolves, may have an 18. Cold-blooded creatures have a higher Constitution than warm bloods.
All Undead have Constitutions of 20.
January 20, 2023 Monster Creation 5
INTELLECT: Animal Intellect is usually found in the 2 to 5 range, with herbivores being at the low end and
carnivores being at the high end. Cold-blooded creatures are usually very stupid, with Intellects in the 1 to 2
range. If a creature has a human or greater Intellect, it is commonly of either humanoid or magical derivation.

MAGIC TALENT: As with Intellect, the Magic Talent of animals tend to be low, around 4. Creatures that
depend on magic for their existence or use magic tend to have high Magic Talents, of 14 or better. Note that, to
have a moderate or even a high Magic Talent, the creature does not have to be able to perform magic, it merely
has to be magic. Intellect is not necessary for a high Magic Talent.

FAITH: Faith is the measure of a creature's link with its deity. In Quest, a soulless creature's Faith is always 3.
Particularly "faithful" creatures, such as those of the canine family, might have a 5 or higher. Thinking creatures
will generally have moderate Faiths, unless they possess Clerical abilities, in which case, a high Faith is
indicated.

WILL: Most creatures have a Will between 8 and 12. Predators will have a higher Will than herbivores and
scavengers. Creatures with great mental powers, or who are very tenacious, such as a boar, will have Wills of 15
plus.

LEADERSHIP: Non-thinking creatures will almost always have a Leadership of 3. Thinking creatures will
have a Leadership based on their dominating presence and/or their vocal ability.

Size and Hit Points


Once the monster's Statistics are set, the Game Master must determine the size and weight of the
creature. Once the creature's weight is known, its hit points may be calculated. To insure that the creature's size
is in keeping with that of other animals, the Game Master should either consult an encyclopedia or find a similar
monster in the "Basic Monster" lists.
Besides determining a creature's hit points, the size and weight of a creature will affect its Base DR.
Using humans as a base for creature size, smaller creatures will have a higher DR than that calculated from its
Agility and Will, and larger creatures will have lower DRs. It is even possible for a very large creature, such as a
dragon or an elephant, to have a negative base DR. The adjustments are found in the table below:
Base DR Modifiers
Weight of Creature DR Adjustment
(5#) +4
(6-12#) +3
(13-30#) +2
(31-50#) +1
(51-80#) +1
(81-125#) 0
(126-300#) 0
(301-450#) -1
(451-700#) -2
(701-1000#) -2
(1001-2000#) -3
(2001-6000#) -3
(6000#+) -4
6 Quest Monster Manual
Modified Hit Point Formula for Large Creatures
A very important consideration when determining a creature's hit points is that those creatures that fall
far outside the humanoid norms in terms of weight, use a modified hit point formula. For very small creatures,
the hit point formula is changed so that they receive more hit points, while very large creature receive fewer hit
points. With creatures that weigh less than 100 pounds, the creature will receive a set number of hit points,
unrelated to the creature's Constitution. Creatures that weigh 12 pounds or less do not assign hit points to
specific body parts. Rather their Basic Hit Points are pooled and any hits on the creature of full damage shield
arm or better are taken against the hit point pool. When the creature takes damage equal to or greater than its hit
point pool it is dead.
When determining the Basic Hit Points for larger-than-human monsters, a sliding factor for determining
the weight factor is used. For example, if a creature weighs 1,750 pounds with a 15 Constitution, the creature's
Basic Hit Points would be calculated as follows: the weight factor for the first 500 pounds would be 5
(500#/100), the weight factor for the second 500 pounds would be 2.5 (500#/200), and the weight factor for the
remaining 750 pounds would be 3 (750#/250). The total weight factor would equal 5+2.5+3, or 10.5. The
creature's Basic Hit Points are equal to its Constitution multiplied by its weight factor, 15 * 10.5, or 158 Basic
Hit Points. As you can see, this procedure is identical with method used to calculate a Character's Basic Hit
Points, save that the creature's weight is not just divided by 100. Rather, a sliding is used for weight, as
described below. The greater the weight, the less value the creature gains for additional weight. This system
simulates the idea that a creature's vitality and damage-taking potential is not linear with size.

Basic Hit Points: Weight Factors


Small Basic Hit Large Creature Weight
Creatures Points Weights Factors
1# or less 2* 1st 500# 1 per 100#
1-5# 4* 2nd 500# 1 per 200#
6-12# 6* 2nd 1000# 1 per 250#
13-30# 8 all weight thereafter 1 per 500#
31-50# 10
51-80# 12

*Use Basic Hit Points as a hit point pool, as described above.

The last detail in this section is the allocation of Basic Hit Points. Most creatures do not follow the humanoid
pattern for allocation of Basic Hit Points. The Game Master should identify the basic type of creature and use of
the patterns below.

Basic Hit Point Allocation Table


Herbivorous Carnivorous Reptile
Body Area Mammal Mammal / Bird Amphibian Fish Insect
Head 10% 15% 10% 15% 20% 20%
Chest 40% 40% 35% 30% 30% 30%
Abdomen 30% 30% 25% 25% 20% 40%
Groin 20% 20% 15% 20% 15% -*
Tail 15% 10% - 20% 15% -
Rear Legs 12.5% 12.5% 15% 15% - 10%
Fore Legs 10% 12.5% - 15% - 10%
Wings 15% 15% 15% 15% - 10%
January 20, 2023 Monster Creation 7

*Groin hits are treated as Abdomen hits

Abilities of the Monster


Once the Game Master has determined the physical parameters of the new monster, he or she must settle
on the abilities of the monster. These abilities should be based on the conception the GM began with. The five
general categories of abilities are: melee combat, missile combat, armor, magical, and special abilities. These
facets are discussed below.

Melee Combat Ability


This facet of the monster's makeup deals with how well a monster can fight in hand-to-hand combat. A
predator will always be tougher in this category than a herbivore, although some herbivores, especially
legendary animals, can be very good fighters. The Game Master must determine the attacking weapon(s) used
by the monster and how proficient the monster is with the weapon(s). Quite often a monster will have natural
weaponry, and this is detailed below. Two new Disciplines are introduced, Leap/Pounce and Bite/Claws/Kicks.
The creature's DoM in either or both of these Disciplines will determine how well the creature uses its natural
weaponry. If a Character gains the power to assume the shape of animals, these are the lists the Character will
have to study to improve his or her combat capability as an animal. These Disciplines are treated as Fighter
Disciplines (Natural Weapons) Natural weapons come in four "sizes", depending upon the size of the creature.
These are: small (0 to 50 pounds), medium (51 to 300 pounds), large (301 to 1000 pounds), and very large
(1001 or more pounds).

The Bite table should be used as is for carnivores only. Omnivore Bites do damage of one size class
smaller, and herbivore Bites do damage two size classes smaller. For example, a horse, a large creature, would
do Bite damage as a small creature (d6-2). All creatures add their damage adjustments done with
Bites/Claws/Kicks.
The Leap/Pounce is an attempt to knock over a target and land on the target. Such attacks are executed
on the Martial Arts Holds and Throws table. If a Leap/Pounce attack is successful, the target must make a
Constitution Saving Throw, subtracting the base armor value of its non-natural torso armor and the bonus from
the size of the Leap/Pouncing animal, given in parentheses in the Leap/Pounce base damage table. The animal's
damage adjustment is never added to damage done through a Leap/Pounce.

Base Damage
Creature Size Bite Claws Horns* Kick Leap/Pounce
Small(0-50) d6-2 d6-3 d6-3 d6-3 N/A
Medium(51-300) d6 d6-2 d6-2 d6-1 d6-1
Large(301-1000) d6+1 d6 d6 d6 d6+3
Very Large(1001+) d6+3 d6+1 d6+2 d6+2 d6+5

*The creature may charge and attack as if using a pole arm.

After the Game Master has set the type of attack(s) the creature may employ and how damage these
attacks do, the Game Master must now determine the creature's DoM in either or both Natural Weaponry
Discipline(s), which in turn, will determine the attack type(s)' CR, DR, PR, and Blows per Round.
Generally, a successful predator will have DoMs 6 to 9 in its attack Discipline(s). Herbivores and
scavengers will tend towards DoM 4 to 6.
8 Quest Monster Manual

Patterns of Attack
There are six different patterns of attack types using natural weaponry. These are the canine, the feline, the
ursoid, the draconian, the avian, and the herbivore.

Canine: The Canine is a quadruped that bites, and pounces but does not claw. Examples are wolves, wild dogs,
dingoes, foxes, and iguanas. Canines may Bite once per Blow or Leap/Pounce once per Blow.

Feline: The Feline is a quadruped that bites, pounces, and claws. Examples are lions, tigers, leopards, and
komodo dragons. Felines may Bite once and Claw once per Blow, Leap/Pounce once per Blow, or Bite once and
Claw twice per Blow after having executed a successful Leap/Pounce on the same target. The last pattern is
used only if the target is down on the ground and the attacker is in close combat with the target.

Ursoid: The Ursoid is a quadruped that may operate bipedally for short periods of time. It bites and claws, but
is too chunky to pounce. Examples are bears, great apes, and humans. Ursoids may either Bite once or Claw
once per Blow if the attacker remains on all fours. If the attacker stands on its hind legs (i.e. rears), it may Claw
twice per Blow. If both Blows hit for full damage on the same target, the ursoid may also execute a free bite
attack. This is the pattern Humanoids use, when not using weapons.

Draconian: The Draconian is a quadruped with a long neck, that bites, and claws, but does not pounce.
Examples are dragons and plesiosaurs. Draconians may Bite once and Claw once per Blow while on all fours. If
the attacker rears, it may Bite once and claw twice per Blow.

Avian: The Avian is a winged biped that attacks in the air with beak and claw. Examples are all birds-of-prey.
Avians may Bite once and Claw twice per Blow while attacking in the air. If the attacker dives on the target, it
may Claw twice with a +2 damage adjustment.

Herbivore: The Herbivore is a quadruped herd animal that either kicks or gores with horns in self-defense.
Examples are cattle (horns), horses (kick), and unicorns (kick or horn). Herbivores may kick or gore once per
Blow.

Humanoid-type monsters should conform to the Disciplines found in the Player's Handbook, unless the monster
is of animal Intellect and humanoid form. In this case, the Natural Weaponry rules should be used. However,
most humanoid monsters are tool-users and will use weapons.
Pattern of Attack Table
Attack Type Normal Leap/Pounce Rears Dives
Canine 1 Bite/BL 1 Leap/BL - -
Feline 1 Bite/BL & 1 1 Leap/BL - -
Claw/BL (special)
Ursoid 1 Bite or 1 - 2 Claw/BL -
Claw/BL (special)
Draconian 1 Bite/BL & 1 - 2 Claw/BL & 1 -
Claw/BL Bite/BL
Avian 2 Claw/BL & 1 - - 2 Claw/BL
Bite/BL @ +2
damage
Herbivore 1 Attack/BL - - -
January 20, 2023 Monster Creation 9

Natural Weaponry Disciplines: Bite/Claw/Horn/Kick


Special: Creatures armed with horns may charge their opponents just as if the horns were thrusting
polearms. All DR bonuses apply in melee only. These DR bonuses will not improve the creature's missile DR.

Base Statistics: (Physical Strength+Manual Dexterity)/2

DoM 1)    Cubling


The creature may use its full CR with its particular Natural Weaponry.
DoM 2)    Youngster: CR: +1 DR: 0 PR: 0 BLOWS: 1
DoM 3)    Juvenile: CR: +2 DR: +1 PR: 0 BLOWS: 1
DoM 4)    Young Adult: CR: +2 DR: +1 PR: 0 BLOWS: 2
DoM 5)    Hunter: CR: +3 DR: +2 PR: 0 BLOWS: 2
DoM 6)    Veteran Hunter: CR: +3 DR: +2 PR: 0 BLOWS: 3
DoM 7)    Crafty Hunter: CR: +4 DR: +3 PR: +1 BLOWS: 3
DoM 8)    Prime: CR: +4 DR: +3 PR: +1 BLOWS: 4
DoM 9)    Killer: CR: +5 DR: +4 PR: +2 BLOWS: 4

Natural Weaponry Disciplines: Leap/Pounce


Special: A Leap/Pounce attack is resolved on the Martial Arts Holds and Throws column on the
Melee/Missile Chart. If the rolled result is Throw Foe, the target is knocked to the ground, and must make a
Constitution Saving Throw as detailed below. If the result is a specific body part, the target is knocked down
and does damage to that body part, based on the attacker's size. When knocked down, the target must make a
Constitution Saving Throw, subtracting the target's base torso armor value (ignoring the armor bonuses of
Spells, different metals, or Enchantments), and a penalty based on the attacker's size. Medium Attackers
subtract -1, large Attackers subtract -3, and very large Attackers subtract -6. If the target makes its Saving
Throw, it is merely knocked down. If the target fails its Saving Throw by three or less, the target is stunned for a
number of Rounds equal to the number by which the Saving Throw was failed. If the target fails its Saving
Throw by four or more, the target is knocked unconscious for a number of Rounds equal to 1/2 the number by
which the Saving Throw was failed.
Once the target is knocked down, the attacking creature is assumed to be on top of, and in close combat
with, the target. While in close combat, the target cannot use a weapon more than 1 foot long. The downed
target may make a Physical Strength Saving Throw in order to stand up and get out from underneath the
attacking creature. If the Attacking creature is medium sized, -4 is subtracted from the Saving Throw, if large, -
10 is subtracted, and if the creature is very large, -15 is subtracted. Either Acrobatics or any Martial Arts will aid
the downed foe with this Saving Throw, by adding +1 per DoM the target has in these Disciplines, but the target
can only benefit from one of the Disciplines. If the target has two or more, it uses the highest DoM Discipline.

Base Statistics: (Physical Strength+Manual Dexterity)/2


10 Quest Monster Manual
DoM 1)    Cubling
The creature may use its full CR in a Leap/Pounce attack.
DoM 2)    Youngster: CR: +1 DR: 0 PR: 0 BLOWS: 1
DoM 3)    Juvenile: CR: +2 DR: 0 PR: 0 BLOWS: 1
DoM 4)    Young Adult: CR: +2 DR: 0 PR: 0 BLOWS: 2
DoM 5)    Hunter: CR: +3 DR: +1 PR: 0 BLOWS: 2
DoM 6)    Veteran Hunter: CR: +3 DR: +1 PR: 0 BLOWS: 3
DoM 7)    Crafty Hunter: CR: +4 DR: +1 PR: 0 BLOWS: 3
DoM 8)    Prime: CR: +4 DR: +1 PR: 0 BLOWS: 4
DoM 9)    Killer: CR: +5 DR: +2 PR: 0 BLOWS: 4

Missile Combat Ability


Animal-type monsters rarely have any missile capability and so have little or no means to attack their
foes at a distance. Missile use tends to be restricted to tool-using monsters. Of course, a monster created by the
Game Master may have a formidable missile capability, especially if the monster is magical or legendary. The
missile weapon will have to be tailored to the monster's type.
There are two broad categories of missile weapons, area of effect and projectile. Area of effect missile
attacks cover a specified area and attack all creatures in the area on the +5 column on the Melee/Missile table,
as per the DoM 9 missile Spells in the Elemental Magic Spell Lists. The number and type of the attacks per
target in the area of effect depends on the nature of the area of effect attack. These missile attacks can typically
be used once per Round and the attacker must make a Constitution Saving Throw, with a -1 penalty per
previous attempt to activate the attack. The classic example of an animal-type creature with such an attack is a
dragon.
The second type of missile attack is the projectile, such as the arrow, crossbow bolt, or bullet. With this
type of missile attack, the attacker makes a normal attack, comparing its CR against the target's DR and
resolving the attack on the Melee/Missile table. In this case, the creature would have some sort of reservoir of
ammunition. An example of a natural creature with a missile attack would be a spitting cobra.

Animal Missile Attack


Special:    This Discipline applies to animal projectile attacks only.
Base Statistics: (Physical Strength+Manual Dexterity)/2

DoM 1)    Cubling


The creature may use its full CR with its missile weapon.
January 20, 2023 Monster Creation 11
DoM 2)    Youngster: CR: +1 BLOWS: 1
DoM 3)    Juvenile: CR: +2 BLOWS: 1
DoM 4)    Young Adult: CR: +2 BLOWS: 2
DoM 5)    Hunter: CR: +3 BLOWS: 2
DoM 6)    Veteran Hunter: CR: +3 BLOWS: 3
DoM 7)    Crafty Hunter: CR: +4 BLOWS: 3
DoM 8)    Prime: CR: +4 BLOWS: 4
DoM 9)    Killer: CR: +5 BLOWS: 4

Armor
For the most part, non-humanoid monsters have little in the way of armor protection. This is a very
difficult subject to quantify into precise rules. The best that can be done is give some rules of thumb. In the
natural world, in order of ascending armor protections are: birds (none), amphibians (almost none), mammals
(slight), fish (some), reptiles (adequate), and insects (good). Insects tend to have the best natural armor
protection because of their chitinous exo-skeleton. Reptiles are covered by heavy scales, as are fish. Mammals
are protected by hair and hide. Amphibians and birds have little armor protection. Another observation is that
the larger the creature, the better the armor protection, in that class of natural creature. An elephant and a mouse
are both mammals, but where the mouse would have 0 armor, the elephant would have 4 points of armor on the
torso and head, and 3 points on the limbs, due to the elephant's thick hide. For some ideas on specific armor
protection, the Game Master is encouraged to compare his or her monster's armor values with those of the Basic
Monsters.

Magic Ability
The magic ability of monsters varies widely, from none at all to tremendous. Natural creatures and those
with low intellect tend to have no magic abilities. Legendary monsters tend to be highly magically and have
considerable magic abilities. Humanoid monsters are highly varied, but have the potential of great magic ability.
Some creatures may have a select magic ability such as the ability to shoot a Fire Bolt, or cast an Evil Eye Spell.
A few monsters have significant ability in a single Spell List, such as Elementals.
A monster with great magical ability should be weaker in the other categories of abilities. For example, a
leprechaun may have great magical powers, but it has little melee or missile capability, and has few Basic Hit
Points and little armor. Creatures with great magical powers, who are also powerful in melee or missile use,
tend to be very powerful challenges. The case in point is (again) the dragon. The dragon's great melee and
missile (breath weapon) abilities, combined with its large number of Basic Hit Points, formidable armor and
great magical abilities make the dragon the fiercest non-humanoid monster a Character can encounter.

Special Abilities
The other four categories of the abilities discussed above have one thing in common: any Character can
duplicate any or all of them. The Special Abilities category deal with abilities that a normal Character cannot
duplicate, that are usually unique to monsters. These include some of the abilities of the Undead, natural
regeneration, super efficient nervous systems, and immunities of all sorts. The Game Master should be
relatively sparing with special abilities, as too liberal use may make life too hazardous for the Characters.
12 Quest Monster Manual
Remember that in most fantasy worlds, humanity and its associated species are dominant, and monsters that are
too powerful will strain the logic of human preeminence. Below, the Game Master will find a short list of some
"common" special abilities.

BASIC UNDEAD: All Undead creatures possess a 20 Constitution, and immunities from stun or
unconsciousness damage results, poisons, fear, and darkness Spells. Undead use their creator's Will for the
purposes of making Saving Throws.

LIFE/BLOOD DRAIN: Certain powerful creatures have the ability to drain the life force from other creatures.
This attack directly drains the blood points of the target, affecting the target just as normal blood loss does.
Usually, the blood lost by the target will strengthen the attacking monster by a like amount. The drained blood
could heal the attacker's damage or other wise strengthen it.

FEAR: Some monsters generate a field of fear. Any creature entering such a field must make a Will Saving
Throw or flee.

SHAPE CHANGE: This is not the same as lycanthropy. The creature has two or more shapes and may assume
any of its shapes at any time. An example would be a vampire, that may appear as a humanoid, a bat, a wolf, or
a mist.

REGENERATION: This ability allows the creature to repair damage and restore blood points in a very short
time, usually measured in melee Rounds. A typical regeneration power might heal 4 hit points per Round, or 2
blood points, or any fracture in 20 Rounds.

IMMUNITY: This is a self-explanatory power, giving the creature complete resistance to the object of the
power. One type of immunity must be discussed, immunity to natural substances. Some creatures with this
immunity may only be harmed by magic. Others may also be harmed by a specific natural substance, such as a
vampire's vulnerability to wood. Usually, the immune creature's weakness (or weaknesses) are known through
general legend. The substance may not be commonly available.

LYCANTHROPY: Although this term is more properly applied to humans who change into wolves, it will be
used in this case to describe any humanoid who undergoes a transformation into a "were" creature. These
werecreatures are characterized by involuntary shapechange, ferocious, man eating tendencies, great strength,
and immunity from damage due to anything save silver, fire, or magic. The lycanthrope tends to be a were-
version of the most dangerous predator in the region.

Fitting the Monster In


Once the Game Master has completed his or her monster, he or she must fit the monster into the scheme
of the GM's world. What does the creature eat, how common is it, what are its preferred habitats, how long does
it live, how often does it reproduce, is it social? This is the branch of science called ecology. The quickest way
to fit the monster into the world is by analogy. Match the monster with the closest example in the real world.
See how the real-world creature operates and tailor the monster to this standard.
January 20, 2023 Monster Creation 13

BASIC MONSTERS
In this section, the Game Master is given a selection of monsters which are "common" to most gaming
environments. Each monster has been placed on its own page to facilitate usage as is for combat and role-
playing. On most sheets plenty of space is left for additional notes that the Game Master may wish to write
down. When the Game Master is first starting to referee a Quest game, he or she may find these lists invaluable.
The Game Master is encouraged to expand the lists using the monster creation rules given above. The Basic
Monsters may then serve as examples when the Game Master is creating his or her own creatures.
The descriptions of creatures are all arranged the same way. First, the creature's name is given, the
creatures being listed in alphabetical order in each category. Then the creature's Statistics are enumerated with:
PS Physical Strength
MD Manual Dexterity
for non-tool users, if there are two values given, the first is
reaction time, and the second is the ability to manipulate
objects
for tool-users, if there are two values, the first is the base
score, and the second is while using a shield
AG Agility: if there are two scores, the first is the base score, and the
second is while the monster is wearing armor
CN Constitution
IT Intellect
MT Magic Talent
FT Faith
WL Will
LD Leadership: remember, Leadership is a measure of vocal ability
HT height or body length, with an S denoting the height of the
creature at the shoulder
WT weight of average creature in pounds
BHP Base Hit Points
CR Base Combat Rating : if two values are given, the second is the
creature's CR in armor and with shield
DR Base Defense Rating: if two values are given, the second
includes armor penalties
PR Base Parry Rating

Miscellaneous factors, such as Dodge, Poison Adjustment and Missile DR are also given. To the right of
the creature's Statistics, the creature's armor values and body hit points are shown. The armor value may derive
from natural armor, crafted armor, magic, or combinations thereof. Where there is a slash dividing two armor
values (e.g. 6/{2}) the first value is the total armor versus physical attacks while the second value is the portion
of the total which is magical armor. The specific type of armor(s) are indicated in the equipment section. Body
hit points are calculated as per the creature's body type from the creature's Basic Hit Points.
Below the creature's armor and body hit points, the creature's melee and missile attacks are listed. All
strength bonuses and penalties, and any bonuses for a superior weapon, are already factored in the damage roll.
The creature's Attack Pattern, as discussed in the monster creation section, is given so that the GM knows how
the creature attacks.
Next is listed Magical Abilities and Special Abilities. For humanoid monsters, the Magical Abilities
often include Spell lists. Cast Chance and SPP include bonuses from magical items, like Foci.
14 Quest Monster Manual
A Speed Multiplier is given if the creature moves faster or slower than represented by the Agility
Statistic. A detailed explanation of movement speeds is given in the Operations Manual.
A description of the creature follows and any equipment it has is described. Any additional Disciplines
the creature may have are also listed, with Skill Rolls (if applicable) in parentheses. Any other notes or
comments are given at the bottom of the page.
January 20, 2023 Natural Creatures 15

NATURAL CREATURES
In the section that follows is a compilation of a number of natural creatures which Player Characters
may encounter in Quest. The list is by no means complete and there is an emphasis on creatures which may be
capable of causing trouble for the Player Characters. For other natural creatures you wish to add, use the
monster creation rules contained at the beginning of the Monster Manual, along with the following creatures as
a guide.
16 Quest Monster Manual

Bear, Black
PS 18 Height: 5' Armor
MD 12/3 Weight: 400 Head: 1 9
AG 9 BHP 60 Chest: 1 24
CN 15 Base CR: 3 Abdomen: 1 18
IT 5 Base DR: 1 Groin: 1 12
MT 3 Base PR: 2 Rt Rearleg: 1 6
FT 5 Missile DR: 1 Lt Rearleg: 1 6
WL 12 Poison Adj. -12 Rt Foreleg: 1 6
LD 3 Dodge: +2 Lt Foreleg: 1 6
ST Bonus: +2 Blood: 60

Weapon Damage DoM CR DR PR Blows Note


Claws d6+3 7 7 4 3 3
Bite d6+4 7 7 4 3 3

Attack Pattern: Ursoid


1 Claw or Bite attack per Blow while on all fours
2 Claw attacks per Blow while standing

Speed Multiplier: *2.5

Description: These bears are the smallest that pose a significant threat to human life. (This creature is a
composite of several species.) Black bears actually vary in color from glossy black to dark brown, reddish-
brown or almost white. There is often a small white patch on the chest. They have thick limbs and short fur. The
body tends to be massive.

Range & Habitat: Of the several species making up this creature, the Game Master may find examples all over
the world. The black bear prefers wooded terrain, with plenty of water. They are found in both flat and
mountainous settings.

Comments: Occasionally seen in daytime, black bears are usually active at night, when they roam for long
distances in search of food such as fruits, berries, nuts, roots and honey. They also feed on insects, rodents and
other small mammals, stranded fish and even carrion and refuse. Their sense of smell is good, but their hearing
and eyesight are only fair. In autumn, black bears gorge on the ample supplies of fruit to fatten themselves for
their long sleep during the coldest weather.
After mating, pairs separate, and except for females with cubs, black bears are usually solitary. A litter of one
to four cubs is born in January or February after a gestation of about seven months. The black bear will rarely
attack humans unless provoked. injured or rabid. Like all bears, however, the black is easily aroused if cubs are
present.
January 20, 2023 Natural Creatures 17

Bear, Grizzly
PS 20 Height: 8' Armor
MD 11/3 Weight: 800 Head: 1 15
AG 9 BHP 98 Chest: 1 39
CN 15 Base CR: 2 Abdomen: 1 29
IT 5 Base DR: 0 Groin: 1 20
MT 3 Base PR: 2 Rt Rearleg: 1 10
FT 5 Missile DR: 0 Lt Rearleg: 1 10
WL 12 Poison Adj. -20 Rt Foreleg: 1 10
LD 3 Dodge: +2 Lt Foreleg: 1 10
ST Bonus: +2 Blood: 98

Weapon Damage DoM CR DR PR Blows Note


Claws d6+4 7 6 3 3 3
Bite d6+5 7 6 3 3 3

Attack Pattern: Ursoid


1 Claw or Bite attack per blow while on all fours
2 Claw attacks per Blow while standing

Speed Multiplier: *2.5

Description: This class of big brown bears includes the Kodiak bear as well as the grizzly bears. These bears
vary in color from pale yellowish-fawn to dark brown or nearly black. All are large, immensely strong bears,
and are among the largest carnivores. They have bulky, forward-sloping shoulders and long, curved claws.

Range & Habitat: Grizzlies are found in rough terrain (hills, broken country, etc.) and prefer a cool climate.
Water is not as important to them as to other bears

Comments: Grizzly bears live alone or in family groups and are active night or day, although in human-
inhabited areas they are primarily nocturnal. Their diet varies greatly from area to area but may include plant
material, such as fruit, nuts, roots and seaweed, as well as insects, fish, small vertebrates and carrion. Most
individuals are too slow to catch wild, hoofed animals, although they have been known to kill bison, and many
are too heavy to climb trees. In late summer and autumn, the bears fatten up on vast quantities of fruit and
berries in preparation for winter sleep-a period of torpor, not true hibernation.
Grizzlies are easily angered, but will usually only attack if provoked or protecting cubs. Females breed every 2
or 3 years and produce litters of 1 to 4 cubs after a gestation of 6 to 8 months. The cubs normally remain with
their mother for a year, sometimes longer.
18 Quest Monster Manual

Bear, Polar
PS 22 Height: 8.5' Armor
MD 11/5 Weight: 1000 Head: 1 17
AG 11 BHP 113 Chest: 2 45
CN 15 Base CR: 2 Abdomen: 2 34
IT 5 Base DR: 0 Groin: 2 23
MT 3 Base PR: 2 Rt Rearleg: 1 11
FT 3 Missile DR: 0 Lt Rearleg: 1 11
WL 13 Poison Adj. -22 Rt Foreleg: 1 11
LD 3 Dodge: +2 Lt Foreleg: 1 11
ST Bonus: +2 Blood: 113

Weapon Damage DoM CR DR PR Blows Note


Claws d6+5 7 6 3 3 3
Bite d6+6 7 6 3 3 3

Attack Pattern: Ursoid


1 Claw or Bite attack per Blow while on all fours
2 Claw attacks per Blow while standing

Speed Multiplier: *2.5

Description: Polar bears have small heads, long necks (for a bear) and heavy fur that is of a creamy white
color, with a hint of yellow. Polar bears are surprisingly fast and can easily outrun a caribou over a short
distance.

Range & Habitat: Polar bears, as their name implies, are found only in Arctic and sub-Arctic regions. Polar
bears wander over a larger region than most other bears and are excellent swimmers.

Comments: Seal, fish, seabirds, arctic hares, caribou and musk oxen are the polar bear’s main prey, and in the
summer it also eats berries and leaves of tundra plants. Normally solitary animals outside the breeding season,
polar bears mate in midsummer. A litter of 1 to 4 cubs is born after a gestation of about 9 months and the young
bears remain with their mother for about a year. As a result, females breed only every other year. Polar bears
have little fear of humans, and will attack if hungry or provoked.
January 20, 2023 Natural Creatures 19

Boar
PS 16 Height: 3' Armor
MD 10/3 Weight: 400 Head: 2 7
AG 12 BHP 48 Chest: 3 18
CN 12 Base CR: 2 Abdomen: 3 14
IT 5 Base DR: 2 Groin: 2 10
MT 3 Base PR: 2 Rt Rearleg: 1 5
FT 3 Missile DR: 2 Lt Rearleg: 1 5
WL 18 Poison Adj. -10 Rt Foreleg: 1 5
LD 3 Dodge: +2 Lt Foreleg: 1 5
ST Bonus: +2 Blood: 48

Weapon Damage DoM CR DR PR Blows Note


Gore d6+3 6 5 4 3 3 1
Charge d6+3 7 6 3 2 3 2

1 The Gore is treated as a Bite save that the Boar can only use it after a foe has been knocked to the
ground, for whatever reason.
2 The Charge is similar to a Leap/Pounce    If successful, the target is knocked down, and the boar may
then Gore.

Attack Pattern: Canine


1 Gore or Charge attack per Blow

Speed Multiplier: *1.5

Description: The ancestor of the domestic pig, the wild boar has a heavy body covered with dense, bristly hair,
thin legs and a long snout. The male has prominent tusks derived from the canine teeth.

Range & Habitat: The boar lives in temperate and semi-arid climes. It prefers areas of heavy undergrowth -
with nearby wallows of mud.

Comments: Wild boars live alone or in small groups of up to 20, with males separate from, but remaining close
to, the females. Active at night and in the morning, they forage over a wide area for food, digging for bulbs and
tubers and also eating nuts and a variety of other plant material, as well as insect larvae and, occasionally,
carrion. An agile, fast-moving animal, the wild boar is aggressive if alarmed; males use their strong tusks for
defense. Although a cautious animal, the boar will attack at the slightest provocation.
20 Quest Monster Manual

Camel
PS 20 Height: 6.5' S Armor
MD 8/3 Weight: 1300 Head: 0 10
AG 8 BHP 102 Chest: 1 41
CN 12 Base CR: 2 Abdomen: 1 31
IT 4 Base DR: -1 Groin: 1 20
MT 3 Base PR: 2 Rt Rearleg: 0 10
FT 3 Missile DR: -1 Lt Rearleg: 0 10
WL 14 Poison Adj. -20 Rt Foreleg: 0 10
LD 3 Dodge: +2 Lt Foreleg: 0 10
ST Bonus: +2 Blood: 102

Weapon Damage DoM CR DR PR Blows Note


Kick d6+4 4 4 0 2 2

Attack Pattern: Herbivore


1 Kick attack per Blow

Speed Multiplier: *1.5

Description: The camel is a large, long-legged herbivore that grows and sheds shaggy, woolly hair. Its color
ranges from pale yellow to charcoal gray-black. Camel have one or two humps on their back in which they store
fat. They have long necks, elongated faces and thick padded feet.

Range & Habitat: The camel is found in arid and semi-arid areas. They once roamed wild, but in our world, all
camels have been domesticated for thousands of years.

Comments: Camels are ornery, lazy and temperamental creatures. they will spit or kick at almost anyone.
Although a great source of transportation, food and raw materials in the desert, they are not well liked.
January 20, 2023 Natural Creatures 21

Cougar
PS 14 Height: 4.5' Armor
MD 14/5 Weight: 160 Head: 1 3
AG 14 BHP 19 Chest: 1 8
CN 12 Base CR: 3 Abdomen: 1 6
IT 5 Base DR: 3 Groin: 1 4
MT 3 Base PR: 2 Tail 1 2
FT 3 Missile DR: 3 Rt Rearleg: 0 2
WL 14 Poison Adj. -4 Lt Rearleg: 0 2
LD 5 Dodge: +3 Rt Foreleg: 0 2
ST Bonus: +3 Lt Foreleg: 0 2
Blood: 19

Weapon Damage DoM CR DR PR Blows Note


Claws d6-1 9 8 7 4 4
Bite d6+1 9 8 7 4 4
Pounce d6-1 9 8 5 2 4

Attack Pattern: Feline


1 Claw, Bite or Pounce attack per Blow.
2 Claw & 1 Bite attack per Blow after a successful Pounce.

Speed Multiplier: *2

Description: The cougar, or mountain lion, has a heavy cat body, with fur which is either tawny or grayish-
yellow. They have a long, thick tail. The belly is white. Their cry sounds like a woman screaming in pain.

Range & Habitat: The cougar prefers hilly or mountainous terrain. It thrives in temperate climates.

Comments: A solitary creature, the cougar occupies a defined territory. A male’s territory may overlap with the
territories of one or more females but not with the territory of another male. Male and female pair for the
season, maybe longer. After a gestation of 92 to 96 days a litter of 2 to 4 young is born.
Normally active in the early morning and evening, cougar may emerge at any time. Its main prey are mule
deer and other deer, but it also eats rodents, hares and, occasionally, domestic cattle. Having stalked its prey, the
mountain lion pounces and kills with a swift bite to the nape of the neck. The cougar is skittish and almost never
attacks a human. It does, however, hunt large prey.
22 Quest Monster Manual

Crocodile/Alligator
PS 18 Height: 12' Armor
MD 9/3 Weight: 500 Head: 3 8
AG 8 BHP 50 Chest: 4 15
CN 10 Base CR: 2 Abdomen: 4 13
IT 4 Base DR: 0 Groin: 4 10
MT 3 Base PR: 2 Tail: 3 10
FT 3 Missile DR: 0 Rt Rearleg: 2 8
WL 9 Poison Adj. -10 Lt Rearleg: 2 8
LD 3 Dodge: +2 Rt Foreleg: 2 8
ST Bonus: +2 Lt Foreleg: 2 8
Blood: 50

Weapon Damage DoM CR DR PR Blows Note


Bite d6+4 5 5 2 2 2 1

1 The croc can hang onto a limb, and twist it off. All damage done in this manner counts as a single Blow
for purposes of limb removal and fractures. This ability will function only if both the animal and its target are in
water more than 6' deep.

Attack Pattern: modified Canine


1 Bite attack per Blow

Speed Multiplier: *1.5

Description: Members of the crocodile family have elongate, short-limbed bodies covered with horny skin
scales. Thickened bony plates on the back give added protection. They have long snouts with many conical
teeth anchored in deep sockets in the jaw bones. Breathing organs are highly modified for underwater predation;
the external nostrils, on a projection at the snout-tip, have valves to close them off, while a pair of flaps in the
throat forms another valve which enables the animal to hold prey in its open jaws beneath the water without
inhaling water. Both alligators and crocodiles possess a pair of large teeth near the front of the lower jaw for
grasping prey.

Range & Habitat: Crocodiles and alligators are aquatic and will be found only near bodies of water such as
swamps, rivers and lakes. They are a tropical creature , although one or two species may range into more
temperate climes.

Comments: This composite creature represents several species. What is shown here is the average. The Nile
Crocodile may reach a length of 20 feet and weigh 2000 pounds.(see below). Crocodiles prey on a range of
vertebrate animals, although juvenile crocodiles also eat insects and some other small invertebrates.
January 20, 2023 Natural Creatures 23

Crocodile, Nile
PS 22 Height: 20' Armor
MD 8/3 Weight: 2000 Head: 4 17
AG 6 BHP 115 Chest: 5 35
CN 10 Base CR: 2 Abdomen: 5 29
IT 4 Base DR: -2 Groin: 5 23
MT 3 Base PR: 2 Tail: 4 23
FT 3 Missile DR: -2 Rt Rearleg: 3 17
WL 9 Poison Adj. -23 Lt Rearleg: 3 17
LD 3 Dodge: +1 Rt Foreleg: 2 17
ST Bonus: +2 Lt Foreleg: 2 17
Blood: 115

Weapon Damage DoM CR DR PR Blows Note


Bite d6+8 5 5 2 2 2

1 The croc can hang onto a limb, and twist it off. All damage done in this manner counts as a single Blow
for purposes of limb removal and fractures. This ability will function only if both the animal and its target are in
water more than 6' deep.

Attack Pattern: modified Canines


1 Bite attack per Blow

Speed Multiplier: *1.5

Description: Members of the crocodile family have elongate, short-limbed bodies covered with horny skin
scales. Thickened bony plates on the back give added protection. They have long snouts with many conical
teeth anchored in deep sockets in the jaw bones. Breathing organs are highly modified for underwater predation;
the external nostrils, on a projection at the snout-tip, have valves to close them off, while a pair of flaps in the
throat forms another valve which enables the animal to hold prey in its open jaws beneath the water without
inhaling water. Both alligators and crocodiles possess a pair of large teeth near the front of the lower jaw for
grasping prey.

Range & Habitat: The Nile crocodile is aquatic and will be found only near bodies of water such as rivers
swamps, and lakes. They are comfortable in both tropical and temperate conditions. The Nile crocodile spends
its nights in water and comes out onto land just before sunrise in order to bask in the sun during the day.

Comments: The Nile crocodile is one of the most awesome predators on Earth. It dominates the aquatic
ecosystem of Africa. The length given is for a large specimen. If the Game Master wants a small Nile crocodile,
he or she may use the crocodile/alligator Statistics. The Nile crocodile preys on large mammals and birds which
come to the water’s edge to drink. After seizing its catch, the crocodile drowns it by holding it underwater and
then twists off chunks of flesh by spinning its own body in the water while holding onto the prey. Adult
crocodiles swallow stones, which remain in the stomach and act as stabilizing ballast when the crocodiles are in
the water.
24 Quest Monster Manual

Deer, White-tail
PS 11 Height: 3.5' S Armor
MD 10/3 Weight: 160 Head: 1 3
AG 13 BHP 19 Chest: 0 8
CN 12 Base CR: 2 Abdomen: 0 6
IT 4 Base DR: 2 Groin: 0 4
MT 3 Base PR: 2 Rt Rearleg: 0 2
FT 3 Missile DR: 2 Lt Rearleg: 0 2
WL 9 Poison Adj. -4 Rt Foreleg: 0 2
LD 3 Dodge: +3 Lt Foreleg: 0 2
ST Bonus: +1 Blood: 19

Weapon Damage DoM CR DR PR Blows Note


Horns d6-2 4 4 3 2 2
Kick d6-1 4 4 3 2 2

Attack Pattern: Herbivore


1 Horn or Kick attack per Blow

Speed Multiplier: *3

Description: A white-tailed deer is covered with reddish-brown hair, with a white belly and tail. The coat turns
gray during the winter months.

Range & Habitat: Deer of all species are the most common large game animal. They frequent all climes, save
desert, but prefer the forest.

Comments: Deer are skittish, and will run or freeze at the first sign of danger. Deer have a natural Stealth
ability on a 12 or less. They have acute senses of hearing and smell, but poor eyesight. White-tailed deer browse
and graze on many kinds of grasses, shrubs, twigs, fungi, nuts and lichens. The Statistics above may be used for
a wide range of species of deer, though the size may vary.
January 20, 2023 Natural Creatures 25

Dolphin, Bottle-nose
PS 18 Height: 9' Armor
MD 12/5 Weight: 500 Head: 2 10
AG 14/3 BHP 65 Chest: 1 26
CN 13 Base CR: 3 Abdomen: 1 20
IT 6 Base DR: 2 Groin: 1 13
MT 3 Base PR: 2 Tail: 2 7
FT 3 Missile DR: 2 Rt Foreleg: 1 7
WL 12 Poison Adj. -13 Lt Foreleg: 1 7
LD 8 Dodge: +3 Blood: 65
ST Bonus: +3

Weapon Damage DoM CR DR PR Blows Note


Bite d6+4 9 8 6 4 4
Ram, d6+3 9 8 6 4 4 1

1 This attack is treated as a horn attack

Attack Pattern: modified Canine


1 Bite or Ram attack per Blow while in the water.

Speed Multiplier: *4

Description: The bottle-nosed dolphin is a elongated, cylindrical-shaped, sea mammal, dark gray on top and
light gray on the belly. It has no hair or rear appendages. Its forelegs have developed into fin-like structures.
Dolphins have a bulging forehead, housing the melon, a lens-shaped pad of fat thought to help focus the sonar
beams.

Range & Habitat: The bottle-nosed dolphin is found in the salt water oceans of temperate climes. Related
species are found all over the world.

Comments: Bottle-nosed dolphins love in groups of up to 15 individuals, sometimes gathering into larger
schools, and there is much cooperation and communication between group members. They feed mainly on
bottom-dwelling fish in inshore waters but also take crustaceans and large, surface-swimming fish. They are
highly skillful echo-locators, producing a range of click sounds in different frequencies to analyze any object at
a distance with great precision. Dolphins are supposed to be very helpful towards humanity. They have been
known to fend off sharks and aid shipwrecked sailors.
26 Quest Monster Manual

Eagle, Bald
PS 6 Height: 2.5' Armor
MD 13/3 Weight: 13 Hit Point Pool 1 6
AG 12/3 BHP 6
CN 15 Base CR: 3
IT 5 Base DR: 4
MT 3 Base PR: 2
FT 6 Missile DR: 4
WL 11 Poison Adj. -1
LD 5 Dodge: +3
ST Bonus: 2

Weapon Damage DoM CR DR PR Blows Note


Claws d6-5 6 6 6 2 3 1
Bite d6-4 6 6 6 2 3

1 2 Claws at +2 damage in a dive.

Attack Pattern: Avian


2 Claw or 1 Bite attack per Blow

Speed Multiplier: Flight = 60 mph

Description: The bald eagle has a dark brown body, while its head is covered with white plumage.

Range & Habitat: Bald eagles tend to live in high places, such as high trees or mountains. Their nests are made
of sticks and are added to each year. Nests can be as large as 8 feet across and 11.5 feet deep. They inhabit
temperate to cool climes and prefer to live by coasts, rivers and lakes.

Comments: Eagles have exceptional eyesight. Dead and dying fish are the staple diet of the bald eagle, but it
also takes live fish from the water and catches some birds and mammals.
January 20, 2023 Natural Creatures 27

Elephant
PS 30 Height: 10' S Armor
MD 10/8 Weight: 10000 Head: 3 33
AG 6 BHP 330 Chest: 4 132
CN 12 Base CR: 2 Abdomen: 4 99
IT 5 Base DR: -3 Groin: 3 66
MT 3 Base PR: 2 Rt Rearleg: 3 33
FT 6 Missile DR: -3 Lt Rearleg: 3 33
WL 9 Poison Adj. -67 Rt Foreleg: 3 33
LD 5 Dodge: +1 Lt Foreleg: 3 33
ST Bonus: +2 Blood: 330

Weapon Damage DoM CR DR PR Blows Note


Tusks d6+11 6 5 -1 2 3 1
Kick d6+10 6 5 -1 2 3 2

1 Treat as Horns.
2 This is not only a kick, but also trampling damage.

Attack Pattern: Herbivore


1 Tusk or Kick attack per Blow

Speed Multiplier: *4

Description: In our world, elephants are the largest land animals alive today. Elephants have thick, pillar-like
legs, and their feet are flattened, expanded pads. On the head are huge ears, which are fanned to and fro to help
dissipate excess body heat. The trunk of an elephant is an elongated nose and upper lip which is extremely
flexible and has a manipulative tip. The trunk is used for gathering food, drinking, smelling and fighting. There
are two species of elephants, the African elephant and the Indian elephant, both of which have large tusks

Range & Habitat: Elephants are semi-tropical and tropical animals. They prefer savanna to all other ecologies.
They cannot stand cool weather.

Comments: Elephants rest in the midday heat and have one or two periods of rest at night but are otherwise
active at any time, roaming in search of food. Depending on its size, an elephant may consume up to 200 kg
(440 lb.) of plant material a day, all of which is grasped with the trunk and placed in the mouth. The diet
includes leaves, shoots, twigs, roots and fruit from many plants, as well as cultivated crops. Elephants are social
animals, particularly females, and are known to demonstrate concern for others in distress. A troop usually
comprises several females and their young of various ages. As they mature, young males form separate troops.
Old males may be shunned by the herd when they are displaced by younger males. The elephant is very
intelligent and extremely trainable.
28 Quest Monster Manual

Gorilla
PS 20 Height: 6' Armor
MD 14/9 Weight: 400 Head: 1 7
AG 10 BHP 48 Chest: 1 19
CN 12 Base CR: 3 Abdomen: 1 14
IT 6 Base DR: 1 Groin: 0 10
MT 3 Base PR: 2 Right Leg: 0 7
FT 3 Missile DR: 1 Left Leg: 0 7
WL 11 Poison Adj. -10 Weapon Arm: 0 7
LD 6 Dodge: +2 Shield Arm: 0 7
ST Bonus: +2 Blood: 48

Weapon Damage DoM CR DR PR Blows Note


Punch d6+2 5 6 3 2 2
Bite d6+4 3 5 2 2 1 1

1 Gorillas will bite only if they are holding their foe or grappling.

Attack Pattern: Unique


2 Punch or 1 Bite attack(s) per Blow

Speed Multiplier: *0.7

Description: The gorilla is the largest of the great apes. The gorilla has a massive body with a short broad trunk
and wide chest and shoulders    which is covered with coarse black hair. Its head is large, with a short muzzle,
and with small eyes and ears; old males have high crowns. Gorilla’s have    muscular arms which are longer than
their short, thick legs, and broad hands which are equipped with short fingers and thumbs. Males are bigger and
heavier than females, and those over 10 years old have silvery-gray hair on their backs.

Range & Habitat: The gorilla prefers rain forests, although it can withstand cool temperatures. A group    of
gorillas wanders in a home range of 10 to 40 sq. km (4 to 15.5 sq. mi.), which is not defended or marked at the
boundaries.

Comments: Gorillas are active in the daytime. The troop, usually consisting of a dominant male, 1 or 2 other
males, several females and young, rises between 6 and 8 am. The troop feeds for a while on plant material, such
as leaves, buds, stalks, berries, bark and ferns, and then has a period of rest and relaxation. Gorillas do not
appear to drink but get the water they need from their juicy diet. They feed again in the afternoon and then retire
for the night in nests made of twigs and leaves. Gorillas are very shy, and will attack only under provocation.
January 20, 2023 Natural Creatures 29

Horse, Riding
PS 18 Height: 5' S Armor
MD 8/3 Weight: 1000 Head: 0 8
AG 12 BHP 75 Chest: 0 30
CN 10 Base CR: 2 Abdomen: 0 23
IT 4 Base DR: 0 Groin: 0 15
MT 3 Base PR: 2 Rt Rearleg: 0 8
FT 4 Missile DR: 0 Lt Rearleg: 0 8
WL 12 Poison Adj. -15 Rt Foreleg: 0 8
LD 3 Dodge: +2 Lt Foreleg: 0 8
ST Bonus: +2 Blood: 75

Weapon Damage DoM CR DR PR Blows Note


Kick d6+3 5 5 2 2 2

Attack Pattern: Herbivore


1 Kick attack per Blow

Speed Multiplier: *2.5

Description: The horse given here is typical of most saddle-bred mounts. The variety in color is large, ranging
from pale gray to black.

Range & Habitat: Most horses are domesticated. Those found in the wild prefer temperate to semi-arid climes.
Wild Horses are found almost exclusively in flat areas.

Comments: The horse is a rather stupid animal, making it suitable for warfare. It has good hearing and sense of
smell, but poor eyesight.
30 Quest Monster Manual

Horse, Steppe
PS 18 Height: 4.5' S Armor
MD 10/3 Weight: 700 Head: 0 7
AG 14 BHP 72 Chest: 0 29
CN 12 Base CR: 2 Abdomen: 0 22
IT 4 Base DR: 1 Groin: 0 14
MT 3 Base PR: 2 Rt Rearleg: 0 7
FT 4 Missile DR: 1 Lt Rearleg: 0 7
WL 13 Poison Adj. -14 Rt Foreleg: 0 7
LD 3 Dodge: +3 Lt Foreleg: 0 7
ST Bonus: +2 Blood: 72

Weapon Damage DoM CR DR PR Blows Note


Kick d6+2 7 6 4 3 3

Attack Pattern: Herbivore


1 Kick attack per Blow

Speed Multiplier: *2.5

Description: These small, shaggy horses are of a stocky build and nondescript colors, such as brown or dun.

Range & Habitat: As the name implies, the Steppe horse is found only on semi-arid plains.

Comments: This horse is very hardy and can survive and work on forage that would kill other horses.
January 20, 2023 Natural Creatures 31

Horse, War
PS 22 Height: 5.5' S Armor
MD 12/3 Weight: 1800 Head: 0 12
AG 10 BHP 116 Chest: 0 46
CN 11 Base CR: 3 Abdomen: 0 35
IT 5 Base DR: -1 Groin: 0 23
MT 3 Base PR: 2 Rt Rearleg: 0 12
FT 4 Missile DR: -1 Lt Rearleg: 0 12
WL 12 Poison Adj. -23 Rt Foreleg: 0 12
LD 3 Dodge: +2 Lt Foreleg: 0 12
ST Bonus: +3 Blood: 116

Weapon Damage DoM CR DR PR Blows Note


Kick d6+6 9 8 3 4 4
Bite d6+1 6 6 1 2 3

Attack Pattern: modified Herbivore


1 Kick or Bite attack per Blow

Speed Multiplier: *2

Description: The war horse is a huge, well-muscled animal. It generally is colored a crisp clean color, such as
deep brown or dark gray.

Range & Habitat: The war horse is never found in the wild. It is a product of selective breeding. It is quite
fussy about food.

Comments: The Characteristics given above are for a normal, trained war horse. A draft horse has similar
Statistics, but is slower and has a lower DoM with its weaponry.
32 Quest Monster Manual

Jaguar
PS 16 Height: 8' Armor
MD 13/4 Weight: 250 Head: 0 5
AG 14 BHP 30 Chest: 0 12
CN 12 Base CR: 3 Abdomen: 0 9
IT 5 Base DR: 3 Groin: 0 6
MT 3 Base PR: 2 Tail: 0 3
FT 3 Missile DR: 3 Rt Rearleg: 0 3
WL 12 Poison Adj. -6 Lt Rearleg: 0 3
LD 4 Dodge: +3 Rt Foreleg: 0 3
ST Bonus: +2 Lt Foreleg: 0 3
Blood: 30

Weapon Damage DoM CR DR PR Blows Note


Claws d6+2 7 7 6 3 3
Bite d6+3 7 7 6 3 3
Pounce d6+3 7 7 4 2 3

Attack Pattern: Feline


1 Claw, Bite or Pounce attack per Blow.
2 Claw and 1 Bite attack per Blow after a successful Pounce.

Speed Multiplier: *2

Description: The jaguar is a heavy cat with a deep chest and massive, strong limbs. Its coloration varies from
light yellow to reddish-brown, with characteristic dark spots.

Range & Habitat: Jaguars are found in rain forests, savannas and    temperate, wooded areas.

Comments: The jaguar is a ferocious hunter which is not afraid to attack humans. Its normal prey is peccaries,
capybaras, mountain sheep, deer, otters, rodents, ground-living birds, turtles, caimans and fish. The jaguar often
climbs trees to lie in wait for its prey and is also an excellent swimmer. Like lions, jaguars cannot sustain high
speeds and depend on getting close to their prey for successful kills. Jaguars have a natural Stealth of 13.
January 20, 2023 Natural Creatures 33

Killer Whale/Orca
PS 34 Height: 25' Armor
MD 10/3 Weight: 13000 Head: 2 60
AG 10 BHP 402 Chest: 1 161
CN 12 Base CR: 2 Abdomen: 1 121
IT 6 Base DR: -2 Groin: 1 80
MT 3 Base PR: 3 Tail: 2 40
FT 3 Missile DR: -2 Rt Foreleg: 0 40
WL 10 Poison Adj. -80 Lt Foreleg: 0 40
LD 3 Dodge: +2 Blood: 402
ST Bonus: +3

Weapon Damage DoM CR DR PR Blows Note


Bite d6+14 9 8 6 5 4
Ram d6+13 9 8 6 5 4 1

1 This attack is treated as a horn attack

Attack Pattern: modified Canine


1 Bite or Ram attack per Blow while in the water.

Speed Multiplier: *2.5

Description: The killer whale is the largest porpoise swimming in the oceans today. It has a blunter head than
its smaller cousins, but shares the same body configuration. It has a glossy, black back and a white belly. The
characteristic dorsal fin of an adult male is almost 2 m (6.5 ft) high.

Range & Habitat: The killer whale is found in all ocean regions, but is most prevalent in the cold areas. It is
mostly found in coastal waters.

Comments: Extended family groups of killer whales live together and cooperate in hunting. They have no
regular migratory habits but do travel in search of food. They are avid predators and feed on fish, squid, sea
lions, birds and even other whales. They rarely attack humans. Like the dolphin, killer whales have an active
sonar system based on emitted high-frequency sound, though their echolocation sounds are unlike those of other
dolphins.
34 Quest Monster Manual

Leopard
PS 16 Height: 2.5' S Armor
MD 15/4 Weight: 130 Head: 1 2
AG 14 BHP 16 Chest: 1 6
CN 12 Base CR: 3 Abdomen: 1 5
IT 5 Base DR: 3 Groin: 1 3
MT 3 Base PR: 2 Tail: 0 2
FT 3 Missile DR: 3 Rt Rearleg: 1 2
WL 13 Poison Adj. -3 Lt Rearleg: 1 2
LD 3 Dodge: +3 Rt Foreleg: 1 2
ST Bonus: +3 Lt Foreleg: 1 2
Blood: 16

Weapon Damage DoM CR DR PR Blows Note


Claws d6 7 7 6 3 3
Bite d6+2 7 7 6 3 3
Pounce d6-1 7 7 4 2 3

Attack Pattern: Feline


2 Claw and 1 bite attack per Blow after a successful Pounce.

Speed Multiplier: *3

Description: The leopard has a long body and relatively short legs. Most leopards are buff or tawny, with
characteristic rosette-shaped black spots. Some leopards are black all over. These are known as panthers and are
otherwise identical.

Range & Habitat: Leopards are found in lowland plains, tropical and temperate rain forests, and mountains.

Comments: Leopards swim and climb well and often lie basking in the sun on a branch. Their sight and sense
of smell are good, and their hearing is exceptionally acute. Their prey includes mammals up to the size of large
antelope, young apes (particularly baboons and monkeys), birds, snakes, fish and domestic livestock. They
rarely attack humans, but once they do, they generally become confirmed man eaters. Large items may be
dragged up into a tree for safety while the leopard feeds; it will also feed on carrion.
January 20, 2023 Natural Creatures 35

Lion
PS 20 Height: 3.5' S Armor
MD 13/3 Weight: 400 Head: 2 7
AG 12 BHP 48 Chest: 1 18
CN 12 Base CR: 3 Abdomen: 1 14
IT 5 Base DR: 1 Groin: 1 10
MT 3 Base PR: 2 Tail: 0 5
FT 3 Missile DR: 1 Rt Rearleg: 1 5
WL 11 Poison Adj. -10 Lt Rearleg: 1 5
LD 3 Dodge: +2 Rt Foreleg: 1 5
ST Bonus: +3 Lt Foreleg: 1 5
Blood: 48

Weapon Damage DoM CR DR PR Blows Note


Claws d6+4 7 7 4 3 3
Bite d6+5 7 7 4 3 3
Pounce d6+3 7 7 2 2 3

Attack Pattern: Feline


1 Claw and Bite attack per Blow
2 Claw and 1 Bite attack per Blow after a successful Pounce.

Speed Multiplier: *2.5

Description: A splendid, powerfully built cat, the lion has a broad head, thick, strong legs and a long tail tipped
with a tuft of hair that conceals a claw-like spine. The male is larger than the female and has a heavy mane on
the neck and shoulders. Body coloration varies from tawny-yellow to reddish-brown, and the mane may be light
yellow to black.

Range & Habitat: Lions are comfortable in almost all climates. They disdain forests and prefer open
grasslands.

Comments: Lions live in groups, known as prides, consisting of up to 3 adult males and up to 15 females and
their young. Lions normally hunt during the day, spending up to 20 hours per day resting. They prey on
mammals, such as gazelles, antelope and zebras, and may cooperate to kill larger animals, such as buffalo or
giraffes. Smaller animals and birds and even crocodiles may also be eaten. Most hunting is done by the
lionesses. Lions attack by stalking their prey and approaching it as closely as possible before making a short,
rapid chase and pounce. They have a natural Stealth of 13. Lions will only attack humans if provoked.
36 Quest Monster Manual

Ostrich
PS 18 Height: 8' Armor
MD 10/3 Weight: 325 Head: 0 3
AG 10 BHP 33 Chest: 1 10
CN 10 Base CR: 2 Abdomen: 1 8
IT 4 Base DR: 1 Groin: 1 5
MT 3 Base PR: 2 Rt Rearleg: 0 5
FT 3 Missile DR: 1 Lt Rearleg: 0 5
WL 12 Poison Adj. -7 Blood: 33
LD 3 Dodge: +2
ST Bonus: +2

Weapon Damage DoM CR DR PR Blows Note


Kick d6+3 5 5 2 2 2

Attack Pattern: Herbivore


1 Kick attack per Blow

Speed Multiplier: *3.5

Description: The ostrich is the tallest and heaviest living bird. The male has striking plumage, with black body
feathers and white feathers on the atrophied wings. The female is dun-colored.

Range & Habitat: Ostriches are found on the tropical plains and deserts of Africa.

Comments: Ostriches do not hide their heads in the sand when afraid. They prefer to run from trouble (at 40
miles an hour), but will defend themselves with powerful kicks if need be. They feed on mostly plant matter but
occasionally feed on small reptiles. They are nomadic, wandering in small groups in search of food. They have
sharp eyesight.
January 20, 2023 Natural Creatures 37

Python
PS 20 Height: 20' Armor
MD 3/3 Weight: 2000 Head: 3 12
AG 10 BHP 115 Chest: 3 40
CN 10 Base CR: 1 Abdomen: 3 29
IT 4 Base DR: -1 Tail: 3 23
MT 3 Base PR: 1 Blood: 115
FT 3 Missile DR: -2
WL 9 Poison Adj. -23
LD 3 Dodge: +1
ST Bonus: +2

Weapon Damage DoM CR DR PR Blows Note


Coil squeeze d6+9 5 4 0 1 2 1

1 The python kills its victims by squeezing them to death in its coils and then eating them whole. Use the
Martial Arts-Holds and Throws chart for attacking. A successful torso attack will allow the python to squeeze
and do damage the next blow. A successful limb attack will give the python +2 CR on its next attack on the
same victim. Multiple successful limb attacks are cumulative and represent additional coils being worked
around the victim.

Attack Pattern: special

Speed Multiplier: *1

Description: The giant python is a thick-bodied smooth snake with a head shaped like the head of a spear.
Coloration varies with locality.

Range & Habitat: Pythons inhabit the more tropical parts of the Old World. They are often found in or near
water but also spend much of their time in trees and may have prehensile tails. During the day the giant python
basks in the sun or rests in a cave, abandoned burrow or other refuge. At night it prowls around, looking for
prey, or it lies in wait at a water hole or other spot where it is sure to encounter its prey.

Comments: The python preys on mice, civets, small deer, wild boar and birds. It stalks its prey, then grasps and
encircles it with its body coils, restricting the breathing and heartbeat until they fail. A female python lays up to
100 eggs in a hole, cave or tree hollow and, coiling herself around the eggs, incubates them for 60 to 80 days.
38 Quest Monster Manual

Shark, Large
PS 24 Height: 16' Armor
MD 11/3 Weight: 2500 Head: 5 30
AG 11 BHP 150 Chest: 4 45
CN 15 Base CR: 2 Abdomen: 4 30
IT 3 Base DR: -1 Groin: 4 23
MT 3 Base PR: 2 Tail 4 23
FT 3 Missile DR: -1 Blood 150
WL 14 Poison Adj. -30
LD 3 Dodge: +2
ST Bonus: +2

Weapon Damage DoM CR DR PR Blows Note


Bite d6+9 7 6 2 3 3
Skin d6+2 - - - - - 1

1 Any creature that comes in abrupt contact with a shark's skin will take this damage

Attack Pattern: Canine


1 Bite attack per Blow

Speed Multiplier: *2.5

Description: Large sharks include the species of Great White, Blue and Thresher. These sharks vary widely in
appearance.

Range & Habitat: All oceans.

Comments: Sharks have acute senses of smell and vibration. They will be attracted to blood or jerky
movements from great distances. Sharks will circle their prey before closing in. Once there is a great amount of
blood in the water, the sharks will go into a frenzy and attack anything in the water.
January 20, 2023 Natural Creatures 39

Shark, Medium
PS 22 Height: 12' Armor
MD 11/3 Weight: 1250 Head: 4 30
AG 12 BHP 120 Chest: 3 45
CN 15 Base CR: 2 Abdomen: 3 30
IT 3 Base DR: 0 Groin: 3 23
MT 3 Base PR: 2 Tail 3 23
FT 3 Missile DR: 0 Blood 120
WL 14 Poison Adj. -24
LD 3 Dodge: +2
ST Bonus: +2

Weapon Damage DoM CR DR PR Blows Note


Bite d6+8 7 6 3 3 3
Skin d6+1 - - - - - 1

1 Any creature that comes in abrupt contact with a shark's skin will take this damage

Attack Pattern: Canine


1 Bite attack per Blow

Speed Multiplier: *2.5

Description: Medium sharks include the species of Tiger, Mako, and the Hammerhead. These sharks vary
widely in appearance.

Range & Habitat: All oceans.

Comments: Sharks have acute senses of smell and vibration. They will be attracted to blood or jerky
movements from great distances. Sharks will circle their prey before closing in. Once there is a great amount of
blood in the water, the sharks will go into a frenzy and attack anything in the water.
40 Quest Monster Manual

Snake, Venomous
PS 6 Height: 12' Armor
MD 10/3 Weight: 4 Head: 0 2
AG 12 BHP 10 Chest: 1 3
CN 15 Base CR: 2 Abdomen: 1 3
IT 3 Base DR: 3 Tail 1 2
MT 3 Base PR: 1 Blood 10
FT 3 Missile DR: 3
WL 10 Poison Adj. -2
LD 3 Dodge: +2
ST Bonus: +2

Weapon Damage DoM CR DR PR Blows Note


Bite d6-2 5 5 5 1 2 1

1 Most snakes attack by coiling and striking. This is the reason they do as much damage as they do.

Attack Pattern: modified Canine


1 Bite Attack per Blow

Speed Multiplier: *0.5

Description: There are a wide variety of venomous snakes in the world. They come in all shapes and sizes and
many different colors. Snakes range from 4 to 10 BHP and it is often easiest to use Hit Point Pools for keeping
track of damage to them.

Range & Habitat: Venomous snakes are found in almost all habitats in the world.

Comments: The poison rating for a number of common snakes are given below

Snake Poison Rating


Bushmaster 32
Cobra 27
Coral snake 33
King cobra 28
Mamba 36
Rattle snake 30

Snake, Spitting Cobra


PS 2 Height: 4' Armor
MD 10/3 Weight: 3.5 Hit Point Pool 1 4
AG 11 BHP 4
CN 15 Base CR: 2
IT 3 Base DR: 6
January 20, 2023 Natural Creatures 41
MT 3 Base PR: 1
FT 3 Missile DR: 6
WL 10 Poison Adj. -1
LD 3 Dodge: +2
ST Bonus: +2

Weapon Damage DoM CR DR PR Blows Note


Bite d6-4 5 5 8 1 2 1
Spit * 5 8 6 - 2 2

1 Most snakes attack by coiling and striking. This is the reason they do as much damage as they do. The
spitting cobra's bite is poisonous.
2 The spitting cobra will deliberately try to spit into its target s eyes. On a half or full damage head hit, the
cobra is successful. The target is blinded for 30 rounds with a thirty percent chance of permanent blindness.

Attack Pattern: modified Canine


1 Spit or Bite attack per Blow

Special Abilities: Poison Rating = 28

Speed Multiplier: *0.5

Description: A spitting cobra ranges in color from yellowish to dark brown. On the back of its flattened hood
are black marks that look like spectacles.

Range & Habitat: The spitting cobra is a tropical animal, although it can be found in habitats ranging from rain
forest to desert.

Comments: The spitting cobra may spit up to 8 feet.


42 Quest Monster Manual

Snapping Turtle, Alligator


PS 12 Height: 2.5' Armor
MD 11/3 Weight: 100 Head: 0 2
AG 5 BHP 15 Chest: 3 5
CN 15 Base CR: 2 Abdomen: 3 4
IT 3 Base DR: 1 Groin: 3 3
MT 3 Base PR: 2 Rt Rearleg: 1 2
FT 3 Missile DR: 1 Lt Rearleg: 1 2
WL 8 Poison Adj. -3 Rt Foreleg: 1 2
LD 3 Dodge: +1 Lt Foreleg: 1 2
ST Bonus: +2 Blood: 15

Weapon Damage DoM CR DR PR Blows Note


Bite d6 5 5 2 2 2

Attack Pattern: modified Canine


1 Bite attack per Blow

Speed Multiplier: *0.5

Description: The snapping turtle is a large predatory turtle. It has a massive nonretractile head and powerful
jaws. There are three strong ridges on the carapace and the head and neck are rough-textured. This species is so
sedentary that algae grows on its shell, contributing to the existing camouflage of its lumpy irregular outline.

Range & Habitat: The alligator snapping turtle is a fresh water turtle found in warm-water streams, ponds, and
lakes. A smaller species lives in the northern temperate zone.

Comments: Perfectly camouflaged, the alligator snapping turtle rests with its huge mouth gaping open to reveal
a pink, fleshy appendage. Unsuspecting fish come to investigate the “bait” and are swallowed whole or sliced in
half by the turtle’s strong jaws. An alligator snapping turtle's bite is strong enough to amputate toes and fingers.
January 20, 2023 Natural Creatures 43

Tiger
PS 20 Height: 8' Armor
MD 14/4 Weight: 500 Head: 1 9
AG 12 BHP 60 Chest: 1 24
CN 12 Base CR: 3 Abdomen: 1 18
IT 5 Base DR: 0 Groin: 1 12
MT 3 Base PR: 2 Tail: 0 6
FT 3 Missile DR: 0 Rt Rearleg: 1 6
WL 13 Poison Adj. -12 Lt Rearleg: 1 6
LD 3 Dodge: +2 Rt Foreleg: 1 6
ST Bonus: +2 Lt Foreleg: 1 6
Blood: 60

Weapon Damage DoM CR DR PR Blows Note


Claws d6+4 7 7 2 4 3
Bite d6+5 7 7 2 4 3
Leap d6+3 7 7 0 2 3

Attack Pattern: Feline


1 Claw and Bite Attack, or 1 Leap Attack per Blow.
2 Claw Attacks and 1 Bite Attack per Blow after a successful Leap Attack.

Speed Multiplier: *2

Description: The largest of the big cats, the tiger has a massive, muscular body and powerful limbs. Males and
females look similar, but males have longer, more prominent cheek whiskers. Coloration varies from reddish-
orange to reddish-ocher, and the pattern of the dark, vertical stripes is extremely variable. The coat shades to
white in the abdomen region.

Range & Habitat: The tiger is most often found in temperate and tropical rain forests.

Comments: Tigers are shy, nocturnal creatures and usually live alone, although they are not unsociable and
seldom fight among themselves. They climb well, move gracefully on land and are capable of galloping at
speed when chasing prey. Wild pigs, deer and cattle, such as gaur and buffaloes, are the tiger’s main prey, but it
also kills other mammals. The tiger will frequently become a man-eater later in life. Once it tastes human flesh,
it will hunt humanoids to the exclusion of its normal prey.
44 Quest Monster Manual

Wolf
PS 14 Height: 3' S Armor
MD 12/4 Weight: 125 Head: 0 3
AG 12 BHP 19 Chest: 1 8
CN 15 Base CR: 3 Abdomen: 1 6
IT 6 Base DR: 2 Groin: 0 4
MT 3 Base PR: 2 Rt Rearleg: 1 2
FT 5 Missile DR: 2 Lt Rearleg: 1 2
WL 9 Poison Adj. -4 Rt Foreleg: 1 2
LD 3 Dodge: +2 Lt Foreleg: 1 2
ST Bonus: +2 Blood: 19

Weapon Damage DoM CR DR PR Blows Note


Bite d6+1 7 7 4 4 3
Leap d6 7 7 2 2 3

Attack Pattern: Canine


1 Leap or Bite attack per Blow

Speed Multiplier: *2

Description: The wolf is a powerful, muscular animal with a thick, bushy tail. Wolves vary in color from
almost white in the Arctic to yellowish-brown or nearly black farther south.

Range & Habitat: Wolves are found in the northern temperate regions, in tundra, steppes, open woodland
and forest.

Comments: Intelligent social animals, wolves live in family groups    or in packs that sometimes include
more than one family or other individuals besides the family. The pack members hunt together, cooperating
to run down prey such as deer, caribou and wild horses, and they also eat small animals such as mice, fish
and crabs. Social hierarchy in the pack is well organized and is maintained by ritualized gestures and
postures; the leading male signals his rank by carrying his tail higher than others do. Wolves will not attack
humans unless starving.
January 20, 2023 Legendary Monsters 45

LEGENDARY MONSTERS
The following section contains some of the more "common" legendary monsters out of mythology and
fantasy settings. The list is incomplete and additional monsters may be added by using the monsters in this
manual and the monster creation rules at the front of this book as a guide.

Chimera
PS 22 Height: 5' S Armor
MD 14/3 Weight: 600 Head (D): 6 14
AG 8 BHP 90 Head (L) 2 14
CN 15 Base CR: 3 Head (G) 0 9
IT 7 Base DR: 0 Chest: 1 36
MT 12 Base PR: 2 Abdomen: 1 27
FT 4 Missile DR: 0 Groin: 1 18
WL 11 Poison Adj. -16 Tail: 0 9
LD 6 Dodge: +2 Rt Rearleg: 1 14
ST Bonus: +3 Lt Rearleg: 1 14
Rt Foreleg: 1 14
Lt Foreleg: 1 14
Rt Wing 3 14
Lt Wing 3 14
Blood: 90

Weapon Damage DoM CR DR PR Blows Note


Horn (G) d6+1 5 6 2 2 2
Bite (L) d6+6 9 8 4 4 4
Bite (D) d6+6 9 8 4 4 4
Claw d6+5 9 8 4 4 4
Gas (G) * * * * * 1 1
Flame (D) d6+2 * 6 * * 1 2

1 The goat head may breath out a cloud of poisonous gas, Blood Toxicity Level = 35. The cloud is a
sphere 6' in diameter. An Agility Saving Throw at -3 will allow a Character to leave the cloud before being
poisoned. The chimera must make a Saving Throw versus its Constitution, with a cumulative -1 for each
attempt at breathing.
2 The dragon head can breath out a column of fire equivalent to Fire Bolt (DoM 3). The chimera must
make a Saving Throw versus its Constitution, with a cumulative -1 for each attempt at breathing.

Attack Pattern: modified Feline


1 Head attack per opponent, plus 1 Claw per Blow

Speed Multiplier: *1.5

Flight: 25 mph
46 Quest Monster Manual
Description: The chimera has the body of a lion, draconian wings growing out its back, and three heads, a lion
head, growing normally, a goat head growing out of the left shoulder, and a dragon head growing out of the
right shoulder.

Range & Habitat: Chimera prefer temperate, well-watered climes, with plenty of game.

Comments: The chimera, while a formidable predator, is not a match for a dragon, although they share the
same habitat preferences. The chimera is a confirmed man-eater, and will attack with no provocation.
January 20, 2023 Legendary Monsters 47

Gryphon
PS 20 Height: 4.5' S Armor
MD 15/4 Weight: 500 Head: 2 8
AG 11 BHP 75 Chest: 1 30
CN 15 Base CR: 3 Abdomen: 1 23
IT 6 Base DR: 0 Groin: 1 15
MT 12 Base PR: 2 Tail: 0 8
FT 6 Missile DR: 0 Rt Rearleg: 1 11
WL 12 Poison Adj. -15 Lt Rearleg: 1 11
LD 4 Dodge: +2 Rt Foreleg: 2 11
ST Bonus: +3 Lt Foreleg: 2 11
Rt Wing 1 11
Lt Wing 1 11
Blood: 75

Weapon Damage DoM CR DR PR Blows Note


Bite d6+5 9 8 4 4 4
Claws d6+4 9 8 4 4 4
Pounce d6+3 9 8 2 2 4

Attack Pattern: Feline


1 Bite & 1 Claw attack per Blow
1 Leap/Pounce attack per Blow
1 Bite & 2 Claw attacks per Blow after a successful Leap/Pounce

Speed Multiplier: *2

Flight: 30 mph

Description: The gryphon has the body of a Great Lion, with feathered wings growing out of its shoulders and
an aquiline head. Its forelegs resemble the legs of an eagle.

Range & Habitat: Gryphons prefer rugged mountains, with lush lower valleys

Comments: Gryphons are intermediate predators. While not overly fond of humanoid flesh, they treasure any
equine, and will attack humanoids for their horses.
48 Quest Monster Manual

Dragon
PS 32 Height: 30' Armor
MD 14/4 Weight: 6000 Head: 6 53
AG 8 BHP 351 Chest: 6 105
CN 18 Base CR: 3 Abdomen: 4 88
IT 16 Base DR: -2 Groin: 5 70
MT 18 Base PR: 3 Tail: 5 53
FT 10 Missile DR: -2 Rt Rearleg: 5 53
WL 14 Poison Adj. -70 Lt Rearleg: 5 53
LD 12 Dodge: +1 Rt Foreleg: 5 53
ST Bonus: +5 Lt Foreleg: 5 53
Rt Wing 4 53
Lt Wing 4 53
Blood: 351

Weapon Damage DoM CR DR PR Blows Note


Bite d6+13 9 8 2 5 4
Claws d6+11 9 8 2 5 4
Flame d6+7 * * * * 1 1
Tail d6+5 7 7 1 3 3 2

1 The dragon breathes out a cone of flame 45' long and 30' wide. Any Character in the cone will be
attacked 3 times on the +5 Attack Number table. Normal armor counts as 1/2 for stopping flame damage. The
dragon must make a Constitution Saving Throw, with a -1 per attempt.
2 Any Character standing to the dragon's rear may receive a tail attack. It is treated as a Leap/Pounce
attack.

Attack Pattern: draconian


1 Bite, 1 Claw & 1 Tail attack per Blow
1 Bite & 2 Claws attacks per Blow when rearing

Magical Abilities: Cast Chance (mage): 37


SPP (mage)=    82.8

Spell lists:
Mystic Theory DoM 10
Mentalism DoM 9
Sorcery DoM 10

Speed Multiplier: *1.5

Flight: 25 mph

Description: Dragons are large reptilian predators. They come in a variety of colors, with green being the most
common. They have great, scaled wings growing out of their shoulders

Range & Habitat: Dragons are at the top of the food chain. They are rare, but found in all habitats.
January 20, 2023 Legendary Monsters 49

Comments: Dragons are the fiercest non-humanoid monsters a Character can face. They will rarely attack
groups, although they do prey upon livestock. Dragons have large amounts of treasure in their lairs. Armor
made of dragon leather will absorb 3 points more of damage than    normal leather armor. This bonus is not
magical. The GM may wish to experiment with different types of dragons. A white dragon, or cold drake, may
use Elemental Magic-Water, with the emphasis on ice, as opposed to breathing fire.    Another variation could be
a storm dragon, a dragon that Breathes lightning and has Elemental Magic-Air.
50 Quest Monster Manual

Great Boar
PS 18 Height: 4' S Armor
MD 12/3 Weight: 500 Head: 2 11
AG 13 BHP 70 Chest: 3 28
CN 14 Base CR: 3 Abdomen: 3 21
IT 12 Base DR: 1 Groin: 3 14
MT 6 Base PR: 2 Rt Rearleg: 1 7
FT 5 Missile DR: 1 Lt Rearleg: 1 7
WL 20 Poison Adj. -14 Rt Foreleg: 1 7
LD 6 Dodge: +3 Lt Foreleg: 1 7
ST Bonus: +3 Blood: 70

Weapon Damage DoM CR DR PR Blows Note


Gore d6+4 9 8 5 4 4 1
Charge d6+3 9 8 3 2 4 2

1 The gore is treated as a bite, save that the boar can only use it when the target is on the ground.
2 The charge is a rushing, slashing attack with the tusks. On a successful hit the target is knocked to the
ground, and subject to the same chances of being stunned or knocked unconscious as with a Leap/Pounce
attack. After a successful charge a boar may gore the target on the next blow.

Attack Pattern: modified Canine


1 Charge attack per blow. If successful, may then gore.

Magical Abilities: The Great Boar may activate a Mystic Aura Spell, DoM 2, Wards and Shields. It will glow
red. This Spell may be activated once every 24 hours as an Immediate and requires no roll to activate.

Special Abilities: A Great Boar may speak.

Speed Multiplier: *1.5

Description: The Great Boar is a perfect specimen of a wild boar (see Natural Creatures).

Range & Habitat: The Great Boar is found only in large, temperate, virgin forests.

Comments: The Great Boar is a creature found in many European myths. Hunts for it are conducted regularly.
Armor made out of Great Boar leather will absorb 1 point more of damage than normal leather armor. Leather
made from a Great Boar will yield, at most, a single suit of armor for a normal size human.
January 20, 2023 Legendary Monsters 51

Great Lion
PS 22 Height: 5' S Armor
MD 15/4 Weight: 600 Head: 3 14
AG 14 BHP 91 Chest: 2 36
CN 14 Base CR: 3 Abdomen: 2 27
IT 10 Base DR: 1 Groin: 2 18
MT 10 Base PR: 3 Tail: 0 9
FT 6 Missile DR: 1 Rt Rearleg: 2 14
WL 12 Poison Adj. -18 Lt Rearleg: 2 14
LD 6 Dodge: +3 Rt Foreleg: 2 14
ST Bonus: +3 Lt Foreleg: 2 14
Blood: 91

Weapon Damage DoM CR DR PR Blows Note


Bite d6+6 9 8 5 5 4
Claw d6+5 9 8 5 5 4
Pounce d6+3 9 8 3 2 4

Attack Pattern: feline


1 claw & 1 Bite attack per Blow
2 Claw & 1 Bite attack per Blow after a successful pounce.

Magical Abilities: The Great Lion may activate a Mystic Aura spell, DoM 2, Wards and Shields. It will glow
yellow. This Spell may be activated once every 24 hours as an Immediate and requires no roll to activate.

Special Abilities: The Great Lion may speak. If the Great Lion makes a Constitution Saving Throw, with a -1
per attempt, it may roar so loudly that any Characters within 60 feet must make a Saving Throw against
Constitution or be stunned for 3 Rounds.

Speed Multiplier: *3

Description: The Great Lion is a large, perfect specimen of a black maned lion (see Natural Creatures).

Range & Habitat: The Great Lion prefers open grassland.

Comments: Unlike most lions, the Great Lion is a solitary hunter. It has extremely acute senses and a natural
stealth of 15. A person eating the heart of a Great Lion will permanently receive +1 Constitution.
52 Quest Monster Manual

Great Wolf
PS 16 Height: 4' S Armor
MD 15/4 Weight: 200 Head: 2 5
AG 14 BHP 36 Chest: 2 14
CN 18 Base CR: 4 Abdomen: 2 11
IT 11 Base DR: 3 Groin: 1 7
MT 10 Base PR: 2 Rt Rearleg: 2 5
FT 7 Missile DR: 3 Lt Rearleg: 2 5
WL 11 Poison Adj. -7 Rt Foreleg: 2 5
LD 5 Dodge: +3 Lt Foreleg: 2 5
ST Bonus: +3 Blood: 36

Weapon Damage DoM CR DR PR Blows Note


Bite d6+2 9 9 7 4 4
Leap d6 9 9 5 2 4

Attack Pattern: canine


1 Bite or leap attack per blow.

Magical Abilities: The Great Wolf may activate a Mystic Aura Spell, DoM 2, Wards and Shields. It will glow
gray. This Spell may be activated once every 24 hours as an Immediate and requires no roll to activate.

Special Abilities: A Great Wolf may speak. If the Great Wolf makes a Constitution Saving Throw, with a -1 per
attempt, it may howl, so that any who hear it must make a Saving Throw versus Will or be paralyzed with fear
for a Round.

Speed Multiplier: *2

Description: A Great Wolf is a large, perfect specimen of a gray wolf (see Natural Creatures).

Range & Habitat: The Great Wolf may be found in any desolate, temperate wilderness area.

Comments: The Great Wolf enjoys destroying humans. It will lead wolf packs against isolated humans. Eating
the heart of a Great Wolf will add +1 Will to the consumer, permanently.
January 20, 2023 Legendary Monsters 53

Kraken
PS 30 Height: 40' Armor
MD 14/8 Weight: 8000 Head: 4 168
AG 6/1 BHP 423 Chest: 4 127
CN 18 Base CR: 3 Tentacle 1 2 42
IT 6 Base DR: -2 Tentacle 2 2 42
MT 4 Base PR: 3 Tentacle 3 2 42
FT 3 Missile DR: -2 Tentacle 4 2 42
WL 12 Poison Adj. -85 Tentacle 5 2 42
LD 3 Dodge: +1 Tentacle 6 2 42
ST Bonus: +5 Tentacle 7 2 42
Tentacle 8 2 42
Blood: 423

Weapon Damage DoM CR DR PR Blows Note


Tentacle d6+9 6 6 0 3 8*3 1

1 The kraken has 8 tentacles with which it attacks, each tentacle receiving 3 Blows per Round. Each
tentacle may attack independently. Quite often, the sailors being attacked never see the main body.

Attack Pattern: Unique


8 tentacle attacks per Blow

Special Abilities: The kraken may release clouds of "ink" in the water, to mask its escape.

Speed Multiplier: *3

Description: The kraken is a giant squid.

Range & Habitat: The kraken is found only in deep water

Comments: The kraken is one of the most feared sea creatures on the face of the Earth. It will attack large
ships, trying to pull its crew to a watery death.
54 Quest Monster Manual

Leprechaun
PS 6 Height: 2'6" Armor
MD 18 Weight: 35 Head: 0 1
AG 17 BHP 8 Chest: 0 3
CN 12 Base CR: 4 Abdomen: 0 2
IT 16 Base DR: 4 Groin: 0 2
MT 24 Base PR: 2 Right Leg: 0 2
FT 14 Missile DR: 4 Left Leg: 0 2
WL 12 Poison Adj. -2 Weapon Arm: 0 1
LD 8 Dodge: +3 Shield Arm: 0 1
ST Bonus: +3 Blood: 8

Magical Abilities: Cast Chance (mage): 33 Immediates: 3


SPP (mage)=    62.4

Spell lists:
Mystic Theory DoM 5
Illusions DoM 6
Enchantments DoM 6
Mentalism DoM 4
Shapings DoM 2

Special Abilities: Leprechauns have a natural Logos ability with all of their Spells. They can teleport up to 300
feet with a Constitution Saving Throw. Each attempt at teleportation will give the leprechaun a -1 penalty,
whether successful or not.

Speed Multiplier: *0.33

Description: Leprechauns are small, wizened male humanoids who like to dress in bright colors. They speak,
without exception, in a thick    Irish brogue. All of them are Catholics.

Range & Habitat: Leprechauns are found in non-civilized, temperate woods and meadows.

Equipment: All Leprechauns have a pot of gold from which they derive their special powers. There is usually
10 to 100 Gold Marks in the pot.

Disciplines:
Stealth DoM 8 (20)
Craftsman DoM 4 (12)

Comments: Leprechauns love pranks and practical jokes. They will plague a party with all sorts of misfortune,
stopping short of outright harm. They will defend themselves if discovered, especially if their pot of gold is
threatened. They are a species associated with the Fairies
January 20, 2023 Legendary Monsters 55

Mantichore
PS 20 Height: 5' S Armor
MD 14/4 Weight: 800 Head: 1 12
AG 10 BHP 78 Chest: 2 31
CN 12 Base CR: 3 Abdomen: 2 23
IT 8 Base DR: 0 Groin: 2 16
MT 12 Base PR: 2 Tail: 3 8
FT 7 Missile DR: 0 Rt Rearleg: 1 8
WL 13 Poison Adj. -16 Lt Rearleg: 1 8
LD 6 Dodge: +2 Rt Foreleg: 1 8
ST Bonus: +3 Lt Foreleg: 1 8
Rt Wing 2 12
Lt Wing 2 12
Blood: 78

Weapon Damage DoM CR DR PR Blows Note


Claws d6+4 9 8 4 4 4
Tail d6+4 9 8 4 4 4 1

1 The mantichore has a scorpion's tail that arches up over its back. It has a poisonous sting with a toxicity
level of 36. It is a fast-acting poison.

Attack Pattern: modified draconian


1 Claw & 1 Tail attack per Blow
2 Claw attacks per Blow when rearing

Speed Multiplier: *2

Flight: 30 mph

Description: The mantichore has the body of a lion, with bat-like wings and a human head. As described above,
the mantichore has a scorpion's tail.

Range & Habitat: Mantichores are usually found in conjunction with some work of humanity's, such as ruins
or sewers.

Comments: It is not known why mantichores are attracted to humanity, but they are known to form societies.
56 Quest Monster Manual

Ogre
PS 22 Height: 7'6" Armor
MD 10 Weight: 500 Head: 2 11
AG 8 BHP 75 Chest: 2 30
CN 15 Base CR: 2 Abdomen: 2 23
IT 8 Base DR: 1 Groin: 2 15
MT 8 Base PR: 2 Right Leg: 2 15
FT 5 Missile DR: 1 Left Leg: 2 15
WL 10 Poison Adj. -15 Weapon Arm: 2 11
LD 6 Dodge: +2 Shield Arm: 2 11
ST Bonus: +1 Blood: 75

Weapon Damage DoM CR DR PR Blows Note


Club (2) d6+7 3 4 1 3 1

Speed Multiplier: *1.2

Description: Ogres are large, brutish humanoids. They wear no clothing, and have thick leather like skin. They
are very hairy and extremely muscular.

Equipment: Ordinary ogres carry a large club.

Comments: Ogres have acute senses and are almost always hungry. They are an allied species of Fairie. Every
Fairie Knight (see Fairie Knight elsewhere in this book) has four or five in his or her employ. More dangerous
ogres may be found; ogres trained to wear plate mail and use large 2-handed swords can be extremely
hazardous.
January 20, 2023 Legendary Monsters 57

Pegasus
PS 20 Height: 4.5' S Armor
MD 11/3 Weight: 700 Head: 0 7
AG 16 BHP 72 Chest: 0 29
CN 12 Base CR: 3 Abdomen: 0 22
IT 6 Base DR: 1 Groin: 0 14
MT 12 Base PR: 2 Rt Rearleg: 0 7
FT 5 Missile DR: 1 Lt Rearleg: 0 7
WL 13 Poison Adj. -14 Rt Foreleg: 0 7
LD 3 Dodge: +3 Lt Foreleg: 0 7
ST Bonus: +2 Rt Wing: 0 11
Lt Wing: 0 11
Blood: 72

Weapon Damage DoM CR DR PR Blows Note


Kick d6+3 7 7 4 3 3

Attack Pattern: Herbivore


1 kick attack per Blow

Speed Multiplier: *2.5

Flight: 40 mph

Description: Pegasi are small, light light-boned horses that have large, feather-covered wings growing out of
their shoulder blades.

Range & Habitat: Pegasi prefer mountainous regions.

Comments: A Pegasus can carry a normal-sized, unarmored human in flight. However, they are very skittish.
58 Quest Monster Manual

Pixie
PS 2 Height: 6" Armor
MD 16 Weight: 2 Hit Point Pool 0 4
AG 20 BHP 4
CN 14 Base CR: 4
IT 12 Base DR: 5
MT ** Base PR: 1
FT 11 Missile DR: 5
WL 11 Poison Adj. -1
LD 13 Dodge: +4
ST Bonus: +2

Special Abilities: Pixies are primal creature of magic. They will always make their Magic Talent Saving Throw,
unless they roll a 20. They can do almost anything once per Round on a roll of 15 or less on a d20. On a 16
through 19, they suffer some form of fumble, and on a 20, they lose their special abilities permanently. Of
course, another pixie could restore it.

Speed Multiplier: Flight = 10 mph

Description: Pixies look like tiny women with wings. They glow slightly and have high-pitched,    bell-like
voices.

Comments: The GM can have a lot of fun with pixies, without directly threatening the Characters. Pixies can
create inanimate objects and alter the properties of animate and inanimate objects, but they cannot create life or
an object they do not understand.
January 20, 2023 Legendary Monsters 59

Unicorn
PS 18 Height: 4' S Armor
MD 13/3 Weight: 500 Head: 2 6
AG 20 BHP 60 Chest: 0 24
CN 12 Base CR: 3 Abdomen: 0 18
IT 12 Base DR: 2 Groin: 0 12
MT 18 Base PR: 2 Rt Rearleg: 0 6
FT 15 Missile DR: 2 Lt Rearleg: 0 6
WL 12 Poison Adj. -12 Rt Foreleg: 0 6
LD 16 Dodge: +4 Lt Foreleg: 0 6
ST Bonus: +4 Blood: 60

Weapon Damage DoM CR DR PR Blows Note


Kick d6+3 7 7 5 3 3
Horn d6+3 9 8 6 4 4 1

1 The unicorn may charge, treating its horn attack as a polearm.

Attack Pattern: Herbivore


1 Kick or Horn Attack per Blow

Special Abilities: The unicorn may heal itself and other creatures with a touch of it horn. It must make a
Constitution Saving Throw, with a -1 modifier per attempt. If successful, the touch of the horn is the equivalent
of a Body Healing II Spell (Healing DoM 7). The unicorn may speak.

Speed Multiplier: *4

Description: The unicorn is a small, horse-like creature. It is usually white, with a silver mane and tail. It has a
straight, ivory horn growing out of its forehead.

Range & Habitat: The unicorn prefers primeval, temperate woodlands.

Comments: The unicorn is a highly magical beast. Its horn will continue to heal on command after it is
removed from the unicorn. The detached horn will begin with the unicorn's Constitution (12). With each healing
attempt, a -1 modifier is applied, so the greatest number of times the horn can heal is 12. Unlike the living
creature, the horn does not renew itself.
60 Quest Monster Manual

LYCANTHROPES
Lycanthropy literally refers to the transformation of a human into a wolf. In Quest, the term is used
generically to refer to any magical shape-changing humanoid. Lycanthropes have several abilities in common.
They may only be harmed by magic, silver, or fire. The animal shape is a prime specimen of the breed. They
will cause other animals, especially domesticated animals, to react with terror, even when the lycanthrope is in
human form. The lycanthrope can assume animal shape at any time. This change will take a Round to complete.
Armor or constraints will not harm the lycanthrope during the change unless they are Enchanted or silver. The
lycanthrope may heal 2d6+2 of damage during the change from one form to the other. Each successive attempt
to change from animal form to human form, or vice versa, must be made at a cumulative -1 Constitution Saving
Throw.
The animal form of the lycanthrope will vary with the locale. It will usually be the most feared natural
predator in the area. The human form may be any of the human non-player characters detailed in this book,
except where noted in the Comments section of each lycanthrope.
January 20, 2023 Lycanthropes 61

Werebear
PS 22 Height: 8' Armor
MD 12/6 Weight: 900 Head: 1 18
AG 10 BHP 112 Chest: 1 45
CN 16 Base CR: 3 Abdomen: 1 34
IT 10 Base DR: 0 Groin: 1 22
MT 14 Base PR: 2 Rt Rearleg: 1 11
FT 5 Missile DR: 0 Lt Rearleg: 1 11
WL 13 Poison Adj. -27 Rt Foreleg: 1 11
LD 5 Dodge: +2 Lt Foreleg: 1 11
ST Bonus: +3 Blood: 112

Weapon Damage DoM CR DR PR Blows Note


Claws d6+5 9 8 4 4 4
Bite d6+6 9 8 4 4 4

Attack Pattern: Ursoid


1 Claw or Bite attack per Blow, while on all fours
2 Claw attacks per Blow while standing

Special Abilities: Normal lycanthropic abilities.

Speed Multiplier: *2.5

Description: The werebear is generally a very large black bear, or a grizzly bear. The eyes are human.

Range & Habitat: The werebear is found in the Nordic areas of Europe and in some parts of Russia.

Comments: More than any other lycanthrope, the werebear is accepted in his or her culture. They are
frequently depicted as heroic in battle, and are sometimes referred to as berserkers. Werebears tend to be large
and morose in human form.
62 Quest Monster Manual

Werecoyote
PS 14 Height: 2.5' S Armor
MD 12/4 Weight: 100 Head: 1 2
AG 12 BHP 15 Chest: 1 6
CN 15 Base CR: 3 Abdomen: 1 5
IT 10 Base DR: 2 Groin: 1 3
MT 14 Base PR: 2 Rt Rearleg: 0 2
FT 8 Missile DR: 2 Lt Rearleg: 0 2
WL 11 Poison Adj. -3 Rt Foreleg: 0 2
LD 5 Dodge: +2 Lt Foreleg: 0 2
ST Bonus: +3 Blood: 15

Weapon Damage DoM CR DR PR Blows Note


Bite d6+1 9 8 5 4 4
Leap d6 9 8 3 2 4

Attack Pattern: Canine


1 Leap or Bite Attack per Blow

Special Abilities: As for a normal lycanthrope. It can also turn invisible.

Speed Multiplier: *2

Description: The werecoyote looks like a small, sandy-colored wolf, but is more dog-like.

Range & Habitat: The werecoyote is found in the North American Southwest.

Comments: The werecoyote is an Indian legend. He or she is also known as the Trickster. In human form, the
werecoyote is usually a Wizard-type mage (see Wizard).
January 20, 2023 Lycanthropes 63

Werejaguar
PS 18 Height: 8.5' Armor
MD 14/5 Weight: 300 Head: 0 5
AG 15 BHP 36 Chest: 0 14
CN 12 Base CR: 3 Abdomen: 0 11
IT 10 Base DR: 3 Groin: 0 7
MT 14 Base PR: 2 Tail: 0 4
FT 8 Missile DR: 3 Rt Rearleg: 0 4
WL 14 Poison Adj. -7 Lt Rearleg: 0 4
LD 5 Dodge: +3 Rt Foreleg: 0 4
ST Bonus: +3 Lt Foreleg: 0 4
Blood: 36

Weapon Damage DoM CR DR PR Blows Note


Claws d6+3 9 8 7 4 4
Bite d6+4 9 8 7 4 4
Pounce d6+3 9 8 5 2 4

Attack Pattern: Feline


1 Claw/Bite/Pounce per Blow
2 Claw and 1 Bite Attack per Blow after a successful Pounce

Speed Multiplier: *2

Description: As for a normal jaguar.

Range & Habitat: The werejaguar is found in South and Central America.

Comments: The werejaguar is usually some native who has been possessed by the spirit of the jungle or the
gods of the South American peoples.
64 Quest Monster Manual

Wereleopard
PS 18 Height: 3' S Armor
MD 16/6 Weight: 160 Head: 1 3
AG 15 BHP 21 Chest: 1 8
CN 13 Base CR: 4 Abdomen: 1 6
IT 10 Base DR: 3 Groin: 1 4
MT 14 Base PR: 2 Tail: 0 2
FT 8 Missile DR: 3 Rt Rearleg: 1 2
WL 14 Poison Adj. -7 Lt Rearleg: 1 2
LD 5 Dodge: +3 Rt Foreleg: 1 2
ST Bonus: +3 Lt Foreleg: 1 2
Blood: 21

Weapon Damage DoM CR DR PR Blows Note


Claws d6+1 9 9 8 4 4
Bite d6+3 9 9 8 4 4
Pounce d6+3 9 9 6 2 4

Attack Pattern: Feline


1 Claw/Bite/Pounce per Blow
2 Claw and 1 Bite Attack per Blow after a successful Pounce

Special Abilities: As for a normal lycanthrope

Speed Multiplier: *3

Description: All wereleopards are black panthers.

Range & Habitat: The wereleopard is found in sub-Sahara Africa

Comments: The wereleopard is usually a powerful sorcerer and a member of secret society in human form.
January 20, 2023 Lycanthropes 65

Weretiger
PS 22 Height: 9' Armor
MD 15/6 Weight: 700 Head: 1 12
AG 13 BHP 78 Chest: 1 31
CN 13 Base CR: 3 Abdomen: 1 23
IT 10 Base DR: 0 Groin: 1 16
MT 14 Base PR: 3 Tail: 0 8
FT 8 Missile DR: 0 Rt Rearleg: 1 8
WL 14 Poison Adj. -16 Lt Rearleg: 1 8
LD 5 Dodge: +3 Rt Foreleg: 1 8
ST Bonus: +3 Lt Foreleg: 1 8
Blood: 78

Weapon Damage DoM CR DR PR Blows Note


Claws d6+5 9 8 4 5 4
Bite d6+6 9 8 4 5 4
Pounce d6+3 9 8 2 3 4

Attack Pattern: Feline


1 Claw/Bite/Pounce per Blow
2 Claw and 1 Bite Attack per Blow after a successful Pounce

Special Abilities: As for a normal lycanthrope

Speed Multiplier: *2

Description: All weretigers are large and milky-white

Range & Habitat: The weretiger is found in the Indian subcontinent.

Comments: The weretiger is almost always a Hindu women that is possessed by the spirit of Shiva.
66 Quest Monster Manual

Werewolf
PS 16 Height: 3.5' S Armor
MD 13/5 Weight: 160 Head: 1 4
AG 13 BHP 26 Chest: 1 11
CN 16 Base CR: 3 Abdomen: 1 8
IT 10 Base DR: 2 Groin: 1 5
MT 14 Base PR: 2 Rt Rearleg: 0 3
FT 10 Missile DR: 2 Lt Rearleg: 0 3
WL 11 Poison Adj. -5 Rt Foreleg: 0 3
LD 6 Dodge: +3 Lt Foreleg: 0 3
ST Bonus: +3 Blood: 26

Weapon Damage DoM CR DR PR Blows Note


Bite d6+2 9 8 6 4 4
Leap d6 9 8 4 2 4

Attack Pattern: Canine


1 Leap or Bite Attack per Blow

Special Abilities: As for a normal lycanthrope.

Speed Multiplier: *2

Description: Werewolves are large, usually strangely colored wolves.

Range & Habitat: The werewolf is the most "popular" lycanthrope. It is found in Europe, western Asia and
occasionally in North America.

Comments: Werewolves are usually man-eaters.


January 20, 2023 Notes on Demons 67

DEMONS
Below is a list of the various demons summonable by Satanists and Demonologists in Quest. It is not a
complete list, as mentioned in the Player's Handbook. If the Game Master wishes to invent new demons, he or
she should feel free. Note, that most created demons should still be summonable via Demonology

Notes on Demons:

Name: This is the common name of the demon. It is not the one used to summon it.

Cast Chance: This is the Demon's total Cast Chance, including the bonus from Mystic Theory and his Focus (if
it has one), before any subtraction for the DoM of the Spell being cast.

Immediates: This is the number of immediate spells the Demon may cast based on its level of Mystic Theory.

SPP: The total number of Spell Power Points the Demon possesses.

Height and Weight: Demons may appear in varying shapes and sizes. Normally they appear human-sized,
around 6' and 200 lbs.

BHP: The Demon's Basic Hit Points, also it's blood points

Saving Throw: The bonus the Demon adds to any Statistic when making a Saving Throw.

Statistics: These are the various statistics the Demon possesses. They operate exactly as for Characters. If there
is a split given for Manual Dexterity, the second number is the Manual Dexterity while using a shield.

Armor: All Demons have six points of natural armor. The first number is the Demon's total armor protection,
and the second number, in brackets, is the Demons magical armor. There is no prohibition against demons
wearing armor, and a demon appearing in +5 Enchanted, High Carbon Steel Heavy Chain would certainly give
pause to a tough group of Player Characters.

Weapons: The weapons the Demon wields, their CR, DR, PR and blows. Bonuses from AFT and superior
craftsmanship are included in these figures. The damage given includes Physical Strength, AFT, Enchantments,
etc. For weapons made with Mild and High Carbon Steel, be sure to subtract off 1 or 2 points, respectively,
from their opponent's armor. For Demons with Advanced Melee Weaponry, the number added after the first
number under Blows (i.e. 4+2) is the number of free parries that the demon receives. These parries may be used
at any time without penalty. All named Demons share the Demon Warrior's and Demon Knight's Special Power;
they may immediately replace any broken sword or shield. Note that the replacement swords are ordinary iron
swords. Demons with Enchanted swords and/or swords made of superior steel or craftsmanship do not receive
these swords as replacements!

Equipment: The Demons equipment is listed, including details of a Demon's Focus and/or other magical items.

Disciplines: Those other Disciplines the Demon may employ normally, including Advanced Weapons
Disciplines. The number in parenthesis is the Demon's Skill Roll with the Discipline.

Spell lists: Itemized list of the Spell lists that the Demon has. Note that some of the Demons have Logos.
Demons cast their Spells normally, even when in contact with large amounts of ferrous materials.
68 Quest Monster Manual

Special Power: If a Demon's Special Power is a Spell list or a Spell-like effect, it may cast its Special Power(s)
as if they were immediate Spells, regardless of what the time requirement may be in the Spell list. If not a Spell
list, any use of a Demon's Special Power will satisfy the conditions of the normal Demonologist's binding,
although frequently this use may be of an extended duration, i.e. one fight, or one project; regardless of any
agreements between the Mage and the Demon. On satisfying the binding, the Demon will return to the Infernal
regions. If the Demon's Specialty is a Spell list, the effects of any Spells thrown from that List will be at 150%
effects, as if all aspects of the Spell were Pushed. At the Demon's option, it may push the Spell further, with all
the normal penalties.
January 20, 2023 Lessor Demons 69

Imp
PS 6 Height: ** Armor
MD 10 Weight: ** Hit Point Pool 0/{0} 8
AG 13 BHP 8
CN 12 Base CR: 3
IT 12 Base DR: 3
MT 12 Base PR: 1
FT 18 Missile DR: 3
WL 15 Poison Adj. N/A
LD 4 Dodge: +3
ST Bonus: +0

Weapon Damage DoM CR DR PR Blows Note


Claws d6-3 1 3 3 1 1+1

Magical Abilities: Cast Chance: 19 Immediates: 2


SPP =    26.4

Spell lists:
Mystic Theory DoM 4
Illusions DoM 3
Self-Shapings DoM 5
Sorcery DoM 4
Elemental Magic (any one of the four) DoM 3

Disciplines:
Stealth DoM 3 (9)

Special Power: The summoner may choose the Elemental spell list of the imp. Traditionally, a Satanist or
Demonologist may have an imp as a familiar. To summon a familiar, the Mage or Cleric must have an animal
for the imp to possess. The familiar will have the Spell Casting ability of the imp and the physical attributes of
the possessed animal.
70 Quest Monster Manual

Succubus/Incubus
PS 14 Height: 5'-6' Armor
MD 13 Weight: varies Head: 0/{0} 4
AG 13 BHP 27 Chest: 0/{0} 11
CN 18 Base CR: 3 Abdomen: 0/{0} 8
IT 10 Base DR: 3 Groin: 0/{0} 5
MT 15 Base PR: 2 Right Leg: 0/{0} 5
FT 16 Missile DR: 3 Left Leg: 0/{0} 5
WL 17 Poison Adj. N/A Weapon Arm: 0/{0} 4
LD 5 Dodge: +3 Shield Arm: 0/{0} 4
ST Bonus: +1 Blood: 27

Weapon Damage DoM CR DR PR Blows Note


none

Magical Abilities: Cast Chance: 24 Immediates: 3


SPP =    39

Spell lists:
Mystic Theory DoM 5
Illusions DoM 5
Self-Shapings DoM 5
Sorcery DoM 6
Elemental Magic-Air DoM 4

Disciplines:
Life Sciences DoM 3 (9)

Special Power: A succubus/incubus may heighten sexual passions and change to any humanoid form.
January 20, 2023 Lessor Demons 71

Demon Warrior
PS 18 Height: 6' Armor
MD 15/12 Weight: 200 Head: 6/{0} 8
AG 12 BHP 50 Chest: 6/{0} 20
CN 20 Base CR: 3 Abdomen: 6/{0} 15
IT 8 Base DR: 3 Groin: 6/{0} 10
MT 11 Base PR: 2 Right Leg: 6/{0} 10
FT 17 Missile DR: 6 Left Leg: 6/{0} 10
WL 17 Poison Adj. N/A Weapon Arm: 6/{0} 8
LD 8 Dodge: +2 Shield Arm: 8/{0} 8
ST Bonus: +1 Blood: 50

Weapon Damage DoM CR DR PR Blows Note


Broadsword d6+5 6 6 7 5 3
Recurved bow d6+4 6 3 - 2/1

Equipment: Normal Demon Warriors wear no armor, but have six points of natural armor. They carry a
broadsword, kite shield, and recurved bow.

Special Power: A Demon Warrior may replace any broken weapon or shield immediately. If a broadsword
breaks, another appears in its scabbard immediately, which it can draw and used immediately with a successful
Manual Dexterity Saving Throw. If a shield breaks or is reaved in battle, the Demon Warrior must expend a
Blow to replace the shield, which appears on its back.
72 Quest Monster Manual

Demon Knight
PS 20 Height: 6' Armor
MD 16/13 Weight: 200 Head: 6/{0} 8
AG 14 BHP 50 Chest: 6/{0} 20
CN 20 Base CR: 4 Abdomen: 6/{0} 15
IT 12 Base DR: 3 Groin: 6/{0} 10
MT 15 Base PR: 3 Right Leg: 6/{0} 10
FT 12 Missile DR: 6 Left Leg: 6/{0} 10
WL 17 Poison Adj. N/A Weapon Arm: 6/{0} 8
LD 12 Dodge: +3 Shield Arm: 8/{0} 8
ST Bonus: +2 Blood: 50

Weapon Damage DoM CR DR PR Blows Note


Broadsword d6+6 8 8 8 8 4
Recurved bow d6+5 6 8 3 - 3/2

Magical Abilities: Cast Chance: 26 Immediates: 3


SPP =    45

Spell lists:
Mystic Theory DoM 6
Illusions DoM 3
Self-Shapings DoM 5
Sorcery DoM 4
Elemental Magic (any of the five) DoM 6

Equipment: Normal Demon Knights wear no armor, but have six points of natural armor. They carry a
broadsword, kite shield, and recurved bow.

Disciplines:
Military Science DoM 4 (12)

Special Power: A Demon Knight may replace any broken weapon or shield immediately. If a broadsword
breaks, another appears in its scabbard immediately, which it can draw and use immediately with a successful
Manual Dexterity Saving Throw. If a shield breaks or is reaved in battle, the Demon Knight must expend a
Blow to replace the shield, which appears on its back.

Comments: The Summoner may choose the Elemental Magic that her or she desires the Demon Knight(s) to
have.
January 20, 2023 Lessor Demons 73

Hell Hound
PS 16 Height: 4' S Armor
MD 15/4 Weight: 200 Head: 6 5
AG 14 BHP 36 Chest: 6 14
CN 18 Base CR: 4 Abdomen: 6 11
IT 12 Base DR: 3 Groin: 6 7
MT 12 Base PR: 2 Rt Rearleg: 6 5
FT 18 Missile DR: 3 Lt Rearleg: 6 5
WL 15 Poison Adj. -7 Rt Foreleg: 6 5
LD 4 Dodge: +3 Lt Foreleg: 6 5
ST Bonus: +3 Blood: 36

Weapon Damage DoM CR DR PR Blows Note


Bite d6+2 9 9 7 4 4
Leap d6 9 9 5 2 4

Attack Pattern: canine


1 Bite or leap attack per blow.

Magical Abilities: Cast Chance:    19 Immediates:    2


SPP =    26.4

Spell lists:
Mystic Theory DoM 4
Illusions DoM 3
Self-Shapings DoM 5
Sorcery DoM 4
Elemental Magic (any one of the four) DoM 3

Speed Multiplier: *2

Description: A Hell Hound is a demon wolf. They will often accompany demon knights or named demons as
guardians.

Disciplines:
Stealth DoM 3 (9)

Comments: A Hell Hound enjoys destroying humans. They are intelligent and will often toy with their prey
before killing it. Hell Hounds may be summoned via the DoM 5 Demonology Spell.
74 Quest Monster Manual

Nightmare
PS 18 Height: 5' S Armor
MD 9/3 Weight: 1000 Head: 0 15
AG 15 BHP 150 Chest: 0 60
CN 20 Base CR: 3 Abdomen: 0 45
IT 8 Base DR: 1 Groin: 0 20
MT 15 Base PR: 2 Rt Rearleg: 0 15
FT 8 Missile DR: 1 Lt Rearleg: 0 15
WL 15 Poison Adj. -30 Rt Foreleg: 0 15
LD 3 Dodge: +3 Lt Foreleg: 0 15
ST Bonus: +3 Blood: 150

Weapon Damage DoM CR DR PR Blows Note


Kick d6+4 7 7 4 3 3

Attack Pattern: Herbivore


1 kick attack per Blow

Magical Abilities: If the Nightmare takes no other Actions or Blows in a Round, it may project the DoM 9
Spell from the Illusion Spell List, Nightmare. This Spell may be cast only once in a 24 hour period and will
activate on any roll but a 20 on a d20 roll.

Special Abilities: If it is dark, the Nightmare may become insubstantial at will, taking their rider with them.

Speed Multiplier: *2.5 (*25 when insubstantial)

Description: The nightmare has an ebony coat, with glowing black eyes and silken mane and tail.

Range & Habitat: The nightmare may be found anywhere.

Comments: The nightmare is a solitary creature. It is a demonic horse and maybe banished as a normal demon.
Occasionally, potent figures of evil will ride nightmares. Nightmares may be summoned via the DoM 5
Demonology Spell.
January 20, 2023 Named Demons-Powers 75

Allocen (Arms)
PS 22 Height: ** Armor
MD 16/14 Weight: ** Head: 16/{5} 7
AG 14 BHP 45 Chest: 17/{5} 18
CN 25 Base CR: 4 Abdomen: 17/{5} 14
IT 16 Base DR: 3 Groin: 17/{5} 9
MT 20 Base PR: 3 Right Leg: 16/{5} 9
FT 13 Missile DR: 11 Left Leg: 16/{5} 9
WL 21 Poison Adj. N/A Weapon Arm: 16/{5} 7
LD 11 Dodge: +3 Shield Arm: 18/{5} 7
ST Bonus: +3 Blood: 45

Weapon Damage DoM CR DR PR Blows Note


Broadsword d6+13 9+1 11 14 11 4 1
Recurved bow d6+10 9 10 3 - 4/3 2

1 The broadsword is AFT, Mild Steel, Master Artisan, and Enchanted to +5 damage.
2 The recurved bow is Enchanted to +5 damage.

Magical Abilities: Cast Chance: 35 Immediates: 3


SPP =    76

Spell lists:
Mystic Theory DoM 8
Illusions DoM 7
Self-Shapings DoM 7
Sorcery DoM 8
Dimensional Magic DoM 5
Elemental Magic-Fire DoM 5

Equipment: As Allocen's special power is Weapons and Armor Enchantment, any and all equipment he carries
is Enchanted to +5. His broadsword and recurved bow are Enchanted to +5 damage, while the kite shield he
carries is Master Artisan, Mild Steel, Enchanted to +5 DR. He wears Master Artisan, Mild Steel heavy chain
Enchanted to +5 damage absorption.

Disciplines:
Craftsman DoM 8

Special Power:
Weapons and Armor Enchantment DoM 10
76 Quest Monster Manual

Balam (Protector of Hell)


PS 17 Height: ** Armor
MD 24 Weight: ** Head: 6/{0} 5
AG 20 BHP 35 Chest: 6/{0} 14
CN 21 Base CR: 6 Abdomen: 6/{0} 11
IT 18 Base DR: 4 Groin: 6/{0} 7
MT 20 Base PR: 3 Right Leg: 6/{0} 7
FT 13 Missile DR: 7* Left Leg: 6/{0} 7
WL 22 Poison Adj. N/A Weapon Arm: 6/{0} 5
LD 9 Dodge: +4 Shield Arm: 6/{0} 5
ST Bonus: +3 Blood: 35

Weapon Damage DoM CR DR PR Blows Note


Rapier d6+4 9+3 16 13* 14 5+1 1,3
Main Gauche d6+4 9 16 13* 14 5 2,3
Thrown dagger d6+1 9 13 7* - 3+3

*DR includes the bonus from using Acrobatics in combat (Acrobatics Roll fails only on a 20)

1 The rapier is AFT, Master Craftsman, and Mild Steel


2 The main gauche is AFT, Master Craftsman, and Mild Steel
3 Balam has Hit Selection with both the rapier and the main gauche

Magical Abilities: Cast Chance: 33 Immediates: 3


SPP =    68

Spell lists:
Mystic Theory DoM 7
Illusions DoM 9
Self-Shapings DoM 7
Sorcery DoM 8
Elemental Magic-Earth DoM 5

Disciplines:
Fencing DoM 8
Stealth DoM 8 (18)
Sleight of Hand DoM 8 (22)
Acrobatics DoM 8 (22)

Special Power:
Wards and Shields DoM 10
January 20, 2023 Named Demons-Powers 77

Berith (Supervisor of Hell)


PS 16 Height: ** Armor
MD 14 Weight: ** Head: 8/{2} 4
AG 12 BHP 25 Chest: 8/{2} 10
CN 18 Base CR: 4 Abdomen: 8/{2} 8
IT 24 Base DR: 3 Groin: 8/{2} 5
MT 23 Base PR: 2 Right Leg: 8/{2} 5
FT 17 Missile DR: 3 Left Leg: 8/{2} 5
WL 22 Poison Adj. N/A Weapon Arm: 8/{2} 4
LD 16 Dodge: +2 Shield Arm: 8/{2} 4
ST Bonus: +3 Blood: 25

Weapon Damage DoM CR DR PR Blows Note


Quarterstaff d6+2 7 8 7 8 4 1

1 The quarterstaff is Berith's Focus.

Magical Abilities: Cast Chance: 36 Immediates: 3


SPP =    78.2

Spell lists:
Mystic Theory DoM 7
Illusions DoM 9
Self-Shapings DoM 7
Sorcery DoM 6
Elemental Magic-Air DoM 5
Logos DoM 3

Equipment: Berith's quarterstaff is his Focus with the extra bonus devoted to cutting spell cost, for a total of -
4/10 SPP cost. In addition, Berith wears robes Enchanted to +2 damage absorption.

Disciplines:
Social Science DoM 7 (16)
Fence DoM 8 (20)

Special Power: As the Supervisor of Hell, Berith may inform the Character of any happenings in Hell and the
names of any Witches.
78 Quest Monster Manual

Furfur (Military Science)


PS 20 Height: ** Armor
MD 18/15 Weight: ** Head: 10/{0} 8
AG 15 BHP 50 Chest: 11/{0} 20
CN 22 Base CR: 4 Abdomen: 11/{0} 15
IT 18 Base DR: 3 Groin: 11/{0} 10
MT 18 Base PR: 3 Right Leg: 10/{0} 10
FT 11 Missile DR: 6 Left Leg: 10/{0} 10
WL 20 Poison Adj. N/A Weapon Arm: 10/{0} 8
LD 20 Dodge: +3 Shield Arm: 13/{0} 8
ST Bonus: +3 Blood: 50

Weapon Damage DoM CR DR PR Blows Note


Broadsword d6+6 9 9 10 9 4
Recurved bow d6+5 9 10 3 - 4/3

Magical Abilities: Cast Chance: 31 Immediates: 3


SPP =    61.2

Spell lists:
Mystic Theory DoM 7
Illusions DoM 7
Self-Shapings DoM 6
Sorcery DoM 5
Elemental Magic-Fire DoM 5
Battle Magics DoM 6

Equipment: Furfur wear Master Craftsman heavy chain and carries a Master Craftsman, AFT, Mild Steel
broadsword and a Master Craftsman, Mild Steel kite shield.

Disciplines:
Siege Engineer DoM 7 (17)
Social Science DoM 2 (13)

Special Power:
Military Science DoM 8 (19)

Ipos (Lord of Science)


PS 16 Height: ** Armor
MD 19 Weight: ** Head: 10/{0} 5
AG 13 BHP 36 Chest: 10/{0} 14
CN 20 Base CR: 5 Abdomen: 10/{0} 11
IT 23 Base DR: 3 Groin: 10/{0} 7
January 20, 2023 Named Demons-Powers 79
MT 15 Base PR: 3 Right Leg: 9/{0} 7
FT 12 Missile DR: 3 Left Leg: 9/{0} 7
WL 20 Poison Adj. N/A Weapon Arm: 9/{0} 5
LD 9 Dodge: +3 Shield Arm: 9/{0} 5
ST Bonus: +3 Blood: 36

Weapon Damage DoM CR DR PR Blows Note


Cartridge rifle d6+4 9+4 15 5 - 4
Spear d6+3 9+3 13 8 11 4+1 1

1 The spear is AFT, Master Artisan and High Carbon Steel

Magical Abilities: Cast Chance: 32 Immediates: 4


SPP =    63

Spell lists:
Mystic Theory DoM 9
Illusions DoM 4
Self-Shapings DoM 5
Sorcery DoM 3
Shapings DoM 8

Equipment: Ipos carries a cartridge rifle and a AFT, Master Artisan, High Carbon Steel spear. He wears plastic
plate armor which provides four points of protection to the torso and head and three points of protection to the
arms and legs.

Disciplines:
Security Systems DoM 4 (17)

Special Power: All Technical Disciplines at DoM 8(18) except Life Sciences
80 Quest Monster Manual

Ose (Self-Shapings)
PS 19 Height: ** Armor
MD 18/15 Weight: ** Head: 6/{0} 7
AG 15 BHP 44 Chest: 6/{0} 18
CN 22 Base CR: 4 Abdomen: 6/{0} 13
IT 18 Base DR: 3 Groin: 6/{0} 9
MT 18 Base PR: 3 Right Leg: 6/{0} 9
FT 11 Missile DR: 6 Left Leg: 6/{0} 9
WL 20 Poison Adj. N/A Weapon Arm: 6/{0} 7
LD 8 Dodge: +3 Shield Arm: 8/{0} 7
ST Bonus: +3 Blood: 44

Weapon Damage DoM CR DR PR Blows Note


Broadsword d6+5 9+1 9 9 9 4
Recurved bow d6+4 9 10 3 - 4/3

Magical Abilities: Cast Chance: 35 Immediates: 4


SPP =    75.6

Spell lists:
Mystic Theory DoM 9
Illusions DoM 7
Sorcery DoM 5
Elemental Magic-Earth DoM 5

Equipment: Ose carries a broadsword, kite shield and recurved bow.

Disciplines:
Life Sciences DoM 7 (15)

Special Power:
Self-Shapings DoM 10
January 20, 2023 Named Demons-Powers 81

Phoenix (Lord of Fire)


PS 18 Height: ** Armor
MD 18/15 Weight: ** Head: 6/{0} 7
AG 15 BHP 44 Chest: 6/{0} 18
CN 22 Base CR: 4 Abdomen: 6/{0} 13
IT 18 Base DR: 3 Groin: 6/{0} 9
MT 20 Base PR: 3 Right Leg: 6/{0} 9
FT 11 Missile DR: 6 Left Leg: 6/{0} 9
WL 20 Poison Adj. N/A Weapon Arm: 6/{0} 7
LD 11 Dodge: +3 Shield Arm: 8/{0} 7
ST Bonus: +3 Blood: 44

Weapon Damage DoM CR DR PR Blows Note


Broadsword d6+5 9+3 9 9 9 4+1
Recurved bow d6+5 9 10 3 - 4/3

Magical Abilities: Cast Chance: 33 Immediates: 3


SPP =    68

Spell lists:
Mystic Theory DoM 7
Illusions DoM 6
Self-Shapings DoM 8
Sorcery DoM 5
Elemental Spell Casting DoM 10 (+7 CR, -7 ST, 4 Blows)

Equipment: Phoenix carries a broadsword, kite shield and recurved bow.

Special Power:
Elemental Magic-Fire DoM 10
82 Quest Monster Manual

Stolus (The Prophet)


PS 20 Height: ** Armor
MD 18/15 Weight: ** Head: 6/{0} 7
AG 15 BHP 44 Chest: 6/{0} 18
CN 22 Base CR: 5 Abdomen: 6/{0} 13
IT 22 Base DR: 3 Groin: 6/{0} 9
MT 20 Base PR: 3 Right Leg: 6/{0} 9
FT 11 Missile DR: 6 Left Leg: 6/{0} 9
WL 20 Poison Adj. N/A Weapon Arm: 6/{0} 7
LD 8 Dodge: +3 Shield Arm: 8/{0} 7
ST Bonus: +3 Blood: 44

Weapon Damage DoM CR DR PR Blows Note


Broadsword d6+6 9+3 10 9 9 4+1
Recurved bow d6+4 9 11 3 - 4/3

Magical Abilities: Cast Chance: 33 Immediates: 3


SPP =    68

Spell lists:
Mystic Theory DoM 7
Illusions DoM 5
Self-Shapings DoM 5
Sorcery DoM 4
Elemental Magic-Water DoM 5

Equipment: Stolus carries a broadsword, kite shield and recurved bow.

Disciplines:
Nautical Science DoM 6 (16)

Special Power:
Divination DoM 10
January 20, 2023 Named Demons-Powers 83

Vine (Patron of Witchcraft)


PS 21 Height: ** Armor
MD 18/15 Weight: ** Head: 6/{0} 7
AG 18 BHP 44 Chest: 6/{0} 18
CN 22 Base CR: 5 Abdomen: 6/{0} 13
IT 18 Base DR: 4 Groin: 6/{0} 9
MT 20 Base PR: 3 Right Leg: 6/{0} 9
FT 11 Missile DR: 7 Left Leg: 6/{0} 9
WL 20 Poison Adj. N/A Weapon Arm: 6/{0} 7
LD 9 Dodge: +4 Shield Arm: 8/{0} 7
ST Bonus: +3 Blood: 44

Weapon Damage DoM CR DR PR Blows Note


Broadsword d6+6 9+3 10 9 9 4+1
Recurved bow d6+5 9 11 4 - 4/3

Magical Abilities: Cast Chance: 33 Immediates: 3


SPP =    68

Spell lists:
Mystic Theory DoM 7
Illusions DoM 7
Self-Shapings DoM 6
Sorcery DoM 5
Elemental Magic-Water DoM 5

Equipment: Vine carries a broadsword, kite shield and recurved bow.

Special Power:
Maleficia(Clerical Satanism) as a Mage List DoM 8
84 Quest Monster Manual

Amon (Huntsman of Hell)


PS 23 Height: ** Armor
MD 20/17 Weight: ** Head: 6/{0} 7
AG 22 BHP 45 Chest: 6/{0} 18
CN 25 Base CR: 5 Abdomen: 6/{0} 14
IT 20 Base DR: 4 Groin: 6/{0} 9
MT 23 Base PR: 3 Right Leg: 6/{0} 9
FT 10 Missile DR: 4 Left Leg: 6/{0} 9
WL 22 Poison Adj. N/A Weapon Arm: 6/{0} 7
LD 11 Dodge: +4 Shield Arm: 6/{0} 7
ST Bonus: +4 Blood: 45

Weapon Damage DoM CR DR PR Blows Note


Spear (2) d6+8 9+7 14 8 13 4+2 1
Spear (1) d6+7 9+7 14 8 13 4+2 1

1 The spear is AFT, Master Craftsman, and Mild Steel

Magical Abilities: Cast Chance: 40 Immediates: 4


SPP =    96.6

Spell lists:
Mystic Theory DoM 9
Illusions DoM 9
Self-Shapings DoM 9
Sorcery DoM 9
Elemental Magic-Earth DoM 6
Logos DoM 3

Disciplines:
Horsemanship DoM 9

Special Power:
Outdoorsman (in all environments) DoM 7

Comments: Amon will be found with up to six Hell Hounds who will obey him without question. He will often
be found riding a Nightmare in his hunt for prey.
January 20, 2023 Named Demons-Principalities 85

Bathsin (Endurance)
PS 22 Height: ** Armor
MD 20/17 Weight: ** Head: 6/{0} 9
AG 20 BHP 61 Chest: 6/{0} 24
CN 35 Base CR: 5 Abdomen: 6/{0} 18
IT 18 Base DR: 4 Groin: 6/{0} 12
MT 20 Base PR: 3 Right Leg: 6/{0} 12
FT 13 Missile DR: 7 Left Leg: 6/{0} 12
WL 24 Poison Adj. N/A Weapon Arm: 6/{0} 9
LD 10 Dodge: +4 Shield Arm: 9/{0} 9
ST Bonus: +4 Blood: 61

Weapon Damage DoM CR DR PR Blows Note


Broadsword d6+8 9+6 14 12 14 4+1 1

1 The broadsword is AFT, Master Craftsman, and Mild Steel.

Magical Abilities: Cast Chance: 37 Immediates: 4


SPP =    84

Spell lists:
Mystic Theory DoM 9
Illusions DoM 8
Self-Shapings DoM 10
Sorcery DoM 6
Elemental Magic-Earth DoM 6
Logos DoM 3

Equipment: Bathsin carries a broadsword and kite shield, both of which are AFT, Master Craftsman and Mild
Steel.

Special Power: Bathsin may grant extraordinary endurance to the Mage. The Mage will have to neither eat nor
sleep for a 72 hour period.
86 Quest Monster Manual

Beleth (Youth)
PS 23 Height: ** Armor
MD 21/18 Weight: ** Head: 6/{0} 8
AG 22 BHP 50 Chest: 6/{0} 20
CN 28 Base CR: 5 Abdomen: 6/{0} 15
IT 17 Base DR: 4 Groin: 6/{0} 10
MT 20 Base PR: 3 Right Leg: 6/{0} 10
FT 9 Missile DR: 7 Left Leg: 6/{0} 10
WL 19 Poison Adj. N/A Weapon Arm: 6/{0} 8
LD 8 Dodge: +4 Shield Arm: 9/{0} 8
ST Bonus: +4 Blood: 50

Weapon Damage DoM CR DR PR Blows Note


Broadsword d6+8 9+8 15 12 15 4+2 1,2

1 The broadsword is AFT, Master Craftsman, and Mild Steel.


2 Beleth has Hit Selection with the broadsword.

Equipment: Beleth carries a broadsword and kite shield, both of which are AFT, Master Craftsman and Mild
Steel.

Magical Abilities: Cast Chance: 37 Immediates: 4


SPP =    84

Spell lists:
Mystic Theory DoM 9
Illusions DoM 7
Self-Shapings DoM 8
Sorcery DoM 4
Elemental Magic-Fire DoM 6
Logos DoM 3

Special Power: Beleth may restore the Mage's youth (back to an age of 18) without affecting the mentality or
memory of the Mage.
January 20, 2023 Named Demons-Principalities 87

Bootis (Swordsmanship)
PS 22 Height: ** Armor
MD 30 Weight: ** Head: 6/{0} 8
AG 22 BHP 50 Chest: 6/{0} 20
CN 28 Base CR: 7 Abdomen: 6/{0} 15
IT 18 Base DR: 5 Groin: 6/{0} 10
MT 20 Base PR: 4 Right Leg: 6/{0} 10
FT 9 Missile DR: 7 Left Leg: 6/{0} 10
WL 24 Poison Adj. N/A Weapon Arm: 6/{0} 8
LD 8 Dodge: 4 Shield Arm: 6/{0} 8
ST Bonus: +4 Blood: 50

Weapon Damage DoM CR DR PR Blows Note


Katana (2) d6+9 9+6 19 13 15/8 5+1 1,2,3
Katana (1) d6+7 9+6 19 13 15/8 5+1 1,2,3

1 The katana is AFT, Master Craftsman and Mild Steel.


2 Bootis has a 36 initiative with the katana and Hit Selection.
3 Oriental fencers gain +2 CR or PR attempting to strike or parry from a sheathed position when facing
opponents without the Oriental Fencing Skill. Bootis a 36 initiative with the katana. The CR, DR, PR and
damage above are without the use of any Battle Magics!

Magical Abilities: Cast Chance: 37 Immediates: 4


SPP =    84

Spell lists:
Mystic Theory DoM 9
Illusions DoM 7
Self-Shapings DoM 8
Sorcery DoM 4
Elemental Magic-Air DoM 6
Logos DoM 3

Disciplines:
Oriental Fencing - One Handed Katana DoM 8
Oriental Fencing - Two Handed Katana DoM 8

Special Power:
Battle Magics to DoM 10. Bootis is also the Lord of Kamis the oriental spirits of power. Bootis can command
any Kami and can grant the Summoner a companion Kami. The powers and Statistics of such a companion are
left to the discretion of the Game Master.
88 Quest Monster Manual

Buer (Healing)
PS 23 Height: ** Armor
MD 21 Weight: ** Head: 8/{2} 8
AG 20 BHP 54 Chest: 8/{2} 22
CN 30 Base CR: 5 Abdomen: 8/{2} 16
IT 22 Base DR: 4 Groin: 8/{2} 11
MT 20 Base PR: 3 Right Leg: 8/{2} 11
FT 9 Missile DR: 4 Left Leg: 8/{2} 11
WL 19 Poison Adj. N/A Weapon Arm: 8/{2} 8
LD 8 Dodge: +4 Shield Arm: 8/{2} 8
ST Bonus: +4 Blood: 54

Weapon Damage DoM CR DR PR Blows Note


none

Magical Abilities: Cast Chance: 37 Immediates: 4


SPP =    84

Spell lists:
Mystic Theory DoM 9
Illusions DoM 8
Self-Shapings DoM 10
Sorcery DoM 8
Elemental Magic-Water DoM 6
Logos DoM 3

Equipment: Buer wears robes Enchanted to +2 damage absorption.

Disciplines:
Life Sciences DoM 8

Special Power:
Healing (as a Mage Spell list) DoM 10
January 20, 2023 Named Demons-Principalities 89

Halpas (Lord of the Air)


PS 20 Height: ** Armor
MD 19/16 Weight: ** Head: 6/{0} 8
AG 19 BHP 50 Chest: 6/{0} 20
CN 25 Base CR: 5 Abdomen: 6/{0} 15
IT 16 Base DR: 4 Groin: 6/{0} 10
MT 20 Base PR: 3 Right Leg: 6/{0} 10
FT 9 Missile DR: 7 Left Leg: 6/{0} 10
WL 18 Poison Adj. N/A Weapon Arm: 6/{0} 8
LD 8 Dodge: +4 Shield Arm: 9/{0} 8
ST Bonus: +4 Blood: 50

Weapon Damage DoM CR DR PR Blows Note


Broadsword d6+7 9+4 13 11 12 4+1 1,2

1 The broadsword is AFT, Master Craftsman, and Mild Steel.


2 Halpas has Limited Hit Selection with the broadsword.

Magical Abilities: Cast Chance: 37 Immediates: 4


SPP =    84

Spell lists:
Mystic Theory DoM 9
Illusions DoM 7
Self-Shapings DoM 9
Sorcery DoM 6
Spell Casting DoM 10 (+7 CR, -7 ST, 4 Blows)
Logos DoM 3

Equipment: Halpas carries a broadsword and kite shield, both of which are AFT, Master Craftsman and Mild
Steel.

Special Power:
Elemental Magic-Air DoM 10
90 Quest Monster Manual

Purson (Intellect)
PS 23 Height: ** Armor
MD 21 Weight: ** Head: 8/{2} 7
AG 20 BHP 45 Chest: 8/{2} 18
CN 25 Base CR: 6 Abdomen: 8/{2} 14
IT 29 Base DR: 4 Groin: 8/{2} 9
MT 20 Base PR: 3 Right Leg: 8/{2} 9
FT 9 Missile DR: 4 Left Leg: 8/{2} 9
WL 22 Poison Adj. N/A Weapon Arm: 8/{2} 7
LD 8 Dodge: +4 Shield Arm: 8/{2} 7
ST Bonus: +4 Blood: 45

Weapon Damage DoM CR DR PR Blows Note


none

Magical Abilities: Cast Chance: 37 Immediates: 4


SPP =    84

Spell lists:
Mystic Theory DoM 9
Illusions DoM 7
Self-Shapings DoM 8
Sorcery DoM 10
Elemental Magic-Fire DoM 6
Logos DoM 3

Equipment: Purson wears robes Enchanted to +2 damage absorption.

Disciplines:
Social Science DoM 7
Music-Voice DoM 9
Music-Instrument DoM 9
Terrestrial Science DoM 6

Special Power:
Purson may increase the Mage's Intellect by +1, once in the Mage's lifetime.
January 20, 2023 Named Demons-Principalities 91

Raum (Venom)
PS 19 Height: ** Armor
MD 18/15 Weight: ** Head: 6/{0} 6
AG 19 BHP 41 Chest: 6/{0} 16
CN 23 Base CR: 5 Abdomen: 6/{0} 12
IT 17 Base DR: 4 Groin: 6/{0} 8
MT 18 Base PR: 3 Right Leg: 6/{0} 8
FT 9 Missile DR: 7 Left Leg: 6/{0} 8
WL 16 Poison Adj. N/A Weapon Arm: 6/{0} 6
LD 8 Dodge: +4 Shield Arm: 9/{0} 6
ST Bonus: +4 Blood: 41

Weapon Damage DoM CR DR PR Blows Note


Broadsword d6+7 9+3 12 10 11 4+1 1,2
Dagger d6+4 9 11 7 9 5 3

1 The broadsword is AFT, Master Craftsman, and Mild Steel.


2 Raum has Limited Hit Selection with the broadsword.
3 The dagger is AFT, Master Craftsman and Mild Steel. It is used without the kite shield.

Magical Abilities: Cast Chance: 35 Immediates: 4


SPP =    75.6

Spell lists:
Mystic Theory DoM 9
Illusions DoM 7
Self-Shapings DoM 9
Sorcery DoM 6
Elemental Magic-Water DoM 6
Logos DoM 3
Dimensional Magic DoM 4

Equipment: Raum carries a broadsword and a dagger. Both are AFT, Master Craftsman, and Mild Steel. He
also carries a Master Craftsman, Mild Steel kite shield.

Disciplines:
Assassin DoM 8 (18)

Special Power:
Raum may produce 1 dose (2 fluid ounces) of any type of poison the Mage can name.
92 Quest Monster Manual

Valefor (Patron of Thieves)


PS 23 Height: ** Armor
MD 24 Weight: ** Head: 6/{0} 8
AG 20 BHP 50 Chest: 6/{0} 20
CN 28 Base CR: 6 Abdomen: 6/{0} 15
IT 19 Base DR: 4 Groin: 6/{0} 10
MT 20 Base PR: 3 Right Leg: 6/{0} 10
FT 9 Missile DR: 7* Left Leg: 6/{0} 10
WL 19 Poison Adj. N/A Weapon Arm: 6/{0} 8
LD 8 Dodge: +4 Shield Arm: 6/{0} 8
ST Bonus: +4 Blood: 50

Weapon Damage DoM CR DR PR Blows Note


Short sword d6+7 9+6 15 12* 14 4+1 1
Thrown dagger d6+3 9+4 17 7* - 4+4 2

1 The short sword is AFT, Master Craftsman, and Mild Steel.


2 The daggers are AFT, Master Craftsman, and Mild Steel.
*Includes bonus from using Acrobatics in combat. (Acrobatics Roll fails only on a 20)

Magical Abilities: Cast Chance: 37 Immediates: 4


SPP =    84

Spell lists:
Mystic Theory DoM 9
Illusions DoM 9
Self-Shapings DoM 8
Sorcery DoM 6
Elemental Magic-Earth DoM 6
Logos DoM 3
Dimensional Magic DoM 3

Equipment: Valefor carries a short sword and six daggers. All are AFT, Master Craftsman, and Mild Steel.

Disciplines:
Acrobatics DoM 8 (24) Security Systems DoM 8 (23)
Fence DoM 8 (20) Sleight of Hand DoM 8 (23)
General Thief DoM 8 Stealth DoM 8 (18)

Special Power:
January 20, 2023 Named Demons-Dominions 93
Valefor may permanently give the Summoner +5% to all Thief Discipline Learning Rates and +1 to Thief Skill
Rolls.

Abbadon (Lord of Destruction)


PS 25 Height: ** Armor
MD 22/20 Weight: ** Head: 7/{1} 8
AG 22 BHP 54 Chest: 7/{1} 22
CN 30 Base CR: 5 Abdomen: 7/{1} 16
IT 17 Base DR: 4 Groin: 7/{1} 11
MT 24 Base PR: 3 Right Leg: 7/{1} 11
FT 9 Missile DR: 7 Left Leg: 7/{1} 11
WL 19 Poison Adj. N/A Weapon Arm: 7/{1} 8
LD 8 Dodge: +4 Shield Arm: 10/{1} 8
ST Bonus: +4 Blood: 50

Weapon Damage DoM CR DR PR Blows Note


Broadsword d6+9 9+7 14 12 14 4+2 1,2

1 The broadsword is AFT, Master Craftsman, and Mild Steel.


2 Abbadon has Limited Hit Selection and may parry thrown weapons.

Magical Abilities: Cast Chance: 43 Immediates: 4


SPP =    110.4

Spell lists:
Mystic Theory DoM 10

Equipment: Abbadon carries a broadsword and kite shield. Both are AFT, Master Craftsman, and Mild Steel. In
addition, he wears robes Enchanted to +1 damage absorption.

Special Power:
Abbadon may cast any Spell (Magical or Satanic Clerical) that does physical damage.
94 Quest Monster Manual

Acaos (Luckbringer)
PS 24 Height: ** Armor
MD 21/19 Weight: ** Head: 7/{1} 8
AG 22 BHP 50 Chest: 7/{1} 20
CN 28 Base CR: 5 Abdomen: 7/{1} 15
IT 17 Base DR: 4 Groin: 7/{1} 10
MT 20 Base PR: 3 Right Leg: 7/{1} 10
FT 9 Missile DR: 7 Left Leg: 7/{1} 10
WL 19 Poison Adj. N/A Weapon Arm: 7/{1} 8
LD 8 Dodge: +4 Shield Arm: 10/{1} 8
ST Bonus: +4 Blood: 50

Weapon Damage DoM CR DR PR Blows Note


Broadsword d6+9 9+6 14 12 14 4+1 1,2

1 The broadsword is AFT, Master Craftsman, and Mild Steel.


2 Acaos has Limited Hit Selection and may parry thrown weapons.

Magical Abilities: Cast Chance: 39 Immediates: 4


SPP =    92

Spell lists:
Mystic Theory DoM 10
Illusions DoM 7
Self-Shapings DoM 10
Sorcery DoM 6
Elemental Magic-Air DoM 7
Logos DoM 4

Equipment: Acaos carries a broadsword and kite shield. Both are AFT, Master Craftsman, and Mild Steel. In
addition, he wears robes Enchanted to +1 damage absorption.

Disciplines:
Fence DoM 8

Special Power:
Acaos may increase the Mage's luck. Circumstances will tend to favor the Mage.
January 20, 2023 Named Demons-Dominions 95

Baal (Lord of Soothing Lies)


PS 23 Height: ** Armor
MD 21/19 Weight: ** Head: 7/{1} 8
AG 19 BHP 50 Chest: 7/{1} 20
CN 28 Base CR: 5 Abdomen: 7/{1} 15
IT 19 Base DR: 4 Groin: 7/{1} 10
MT 20 Base PR: 3 Right Leg: 7/{1} 10
FT 9 Missile DR: 7 Left Leg: 7/{1} 10
WL 19 Poison Adj. N/A Weapon Arm: 7/{1} 8
LD 12 Dodge: +4 Shield Arm: 10/{1} 8
ST Bonus: +4 Blood: 50

Weapon Damage DoM CR DR PR Blows Note


Broadsword d6+8 9+6 14 12 14 4+1 1,2

1 The broadsword is AFT, Master Craftsman, and Mild Steel.


2 Baal has Limited Hit Selection and may parry thrown weapons.

Magical Abilities: Cast Chance: 39 Immediates: 4


SPP =    92

Spell lists:
Mystic Theory DoM 10
Illusions DoM 7
Self-Shapings DoM 10
Sorcery DoM 6
Elemental Magic-Water DoM 7
Logos DoM 4

Equipment: Baal carries a broadsword and kite shield. Both are AFT, Master Craftsman, and Mild Steel. In
addition, he wears robes Enchanted to +1 damage absorption.

Disciplines:
Chemist DoM 5

Special Power:
Baal may provide the Universal Antidote (see Alchemy) in 10-dose quantities.
96 Quest Monster Manual

Cedon (The Unknowable One)


PS 23 Height: ** Armor
MD 20/18 Weight: ** Head: 7/{1} 8
AG 23 BHP 50 Chest: 7/{1} 20
CN 28 Base CR: 5 Abdomen: 7/{1} 15
IT 19 Base DR: 4 Groin: 7/{1} 10
MT 20 Base PR: 3 Right Leg: 7/{1} 10
FT 9 Missile DR: 7 Left Leg: 7/{1} 10
WL 19 Poison Adj. N/A Weapon Arm: 7/{1} 8
LD 12 Dodge: +5 Shield Arm: 10/{1} 8
ST Bonus: +4 Blood: 50

Weapon Damage DoM CR DR PR Blows Note


Broadsword d6+8 9+6 14 12 14 4+1 1,2

1 The broadsword is AFT, Master Craftsman, and Mild Steel.


2 Cedon has Limited Hit Selection and may parry thrown weapons.

Magical Abilities: Cast Chance: 39 Immediates: 4


SPP =    92

Spell lists:
Mystic Theory DoM 10
Illusions DoM 7
Self-Shapings DoM 10
Sorcery DoM 6
Elemental Magic-Air DoM 7
Logos DoM 4

Equipment: Cedon carries a broadsword and kite shield. Both are AFT, Master Craftsman, and Mild Steel. In
addition, he wears robes Enchanted to +1 damage absorption.

Disciplines:
Stealth DoM 8 (19)

Special Power:
Cedon may make the Mage immune to any Divination Spell. The protection will last for 1 month.
January 20, 2023 Named Demons-Dominions 97

Essas (Patron of Travel)


PS 23 Height: ** Armor
MD 21/18 Weight: ** Head: 7/{1} 8
AG 25 BHP 50 Chest: 7/{1} 20
CN 28 Base CR: 5 Abdomen: 7/{1} 15
IT 19 Base DR: 5 Groin: 7/{1} 10
MT 20 Base PR: 3 Right Leg: 7/{1} 10
FT 9 Missile DR: 8 Left Leg: 7/{1} 10
WL 19 Poison Adj. N/A Weapon Arm: 7/{1} 8
LD 12 Dodge: +5 Shield Arm: 10/{1} 8
ST Bonus: +4 Blood: 50

Weapon Damage DoM CR DR PR Blows Note


Broadsword d6+8 9+6 14 13 14 4+1 1,2

1 The broadsword is AFT, Master Craftsman, and Mild Steel.


2 Essas has Limited Hit Selection and may parry thrown weapons.

Magical Abilities: Cast Chance: 39 Immediates: 4


SPP =    92

Equipment: Essas carries a broadsword and kite shield. Both are AFT, Master Craftsman, and Mild Steel. In
addition, he wears robes Enchanted to +1 damage absorption.

Spell lists:
Mystic Theory DoM 10
Self-Shapings DoM 10
Dimensional Magic DoM 8
Illusions DoM 7
Sorcery DoM 6
Elemental Magic-Water DoM 7
Logos DoM 4

Special Power:
Essas may make the Mage a tireless traveler on either foot horseback or ship. This power will last for one
journey.
98 Quest Monster Manual

Humost (Patron of Written Knowledge)


PS 23 Height: ** Armor
MD 21/18 Weight: ** Head: 7/{1} 8
AG 19 BHP 50 Chest: 7/{1} 20
CN 28 Base CR: 5 Abdomen: 7/{1} 15
IT 19 Base DR: 4 Groin: 7/{1} 10
MT 20 Base PR: 3 Right Leg: 7/{1} 10
FT 9 Missile DR: 7 Left Leg: 7/{1} 10
WL 19 Poison Adj. N/A Weapon Arm: 7/{1} 8
LD 12 Dodge: +4 Shield Arm: 10/{1} 8
ST Bonus: +4 Blood: 50

Weapon Damage DoM CR DR PR Blows Note


Broadsword d6+8 9+6 14 12 14 4+1 1,2

1 The broadsword is AFT, Master Craftsman, and Mild Steel.


2 Humost has Limited Hit Selection and may parry thrown weapons.

Magical Abilities: Cast Chance: 39 Immediates: 4


SPP =    92

Spell lists:
Mystic Theory DoM 10
Illusions DoM 7
Self-Shapings DoM 10
Sorcery DoM 6
Elemental Magic-Earth DoM 7
Logos DoM 4

Equipment: Humost carries a broadsword and kite shield. Both are AFT, Master Craftsman, and Mild Steel. In
addition, he wears robes Enchanted to +1 damage absorption.

Disciplines:
Social Science DoM 7

Special Power:
Humost can supply the Mage with any one written work from the hands of humanity.
January 20, 2023 Named Demons-Dominions 99

Khil (Lord of the Earth)


PS 25 Height: ** Armor
MD 20/17 Weight: ** Head: 7/{1} 11
AG 18 BHP 72 Chest: 7/{1} 29
CN 40 Base CR: 5 Abdomen: 7/{1} 22
IT 14 Base DR: 4 Groin: 7/{1} 14
MT 20 Base PR: 3 Right Leg: 7/{1} 14
FT 9 Missile DR: 7 Left Leg: 7/{1} 14
WL 22 Poison Adj. N/A Weapon Arm: 7/{1} 11
LD 12 Dodge: +4 Shield Arm: 10/{1} 11
ST Bonus: +4 Blood: 72

Weapon Damage DoM CR DR PR Blows Note


Broadsword d6+9 9+6 14 12 14 4+1 1,2

1 The broadsword is AFT, Master Craftsman, and Mild Steel.


2 Khil has Limited Hit Selection and may parry thrown weapons.

Magical Abilities: Cast Chance: 39 Immediates: 4


SPP =    92

Equipment: Khil carries a broadsword and kite shield. Both are AFT, Master Craftsman, and Mild Steel. In
addition, he wears robes Enchanted to +1 damage absorption.

Spell lists:
Mystic Theory DoM 10
Illusions DoM 3
Self-Shapings DoM 6
Sorcery DoM 4
Spell Casting DoM 10 (+7 CR, -7 ST, 4 Blows)
Logos DoM 4

Special Power:
Elemental Magic-Earth DoM 10
100 Quest Monster Manual

Morbas (Duelist of Hell)


PS 23 Height: ** Armor
MD 21/19 Weight: ** Head: 7/{1} 8
AG 19 BHP 50 Chest: 7/{1} 20
CN 28 Base CR: 5 Abdomen: 7/{1} 15
IT 19 Base DR: 4 Groin: 7/{1} 10
MT 20 Base PR: 3 Right Leg: 7/{1} 10
FT 9 Missile DR: 7 Left Leg: 7/{1} 10
WL 19 Poison Adj. N/A Weapon Arm: 7/{1} 8
LD 12 Dodge: +4 Shield Arm: 10/{1} 8
ST Bonus: +4 Blood: 50

Weapon Damage DoM CR DR PR Blows Note


Broadsword d6+8 9+6 14 12 14 4+1 1,2

1 The broadsword is AFT, Master Craftsman, and Mild Steel.


2 Morbas has Limited Hit Selection and may parry thrown weapons.

Magical Abilities: Cast Chance: 39 Immediates: 4


SPP =    92

Spell lists:
Mystic Theory DoM 10
Illusions DoM 7
Self-Shapings DoM 10
Sorcery DoM 6
Elemental Magic-Earth DoM 7
Logos DoM 4

Equipment: Morbas carries a broadsword and kite shield. Both are AFT, Master Craftsman, and Mild Steel. In
addition, he wears robes Enchanted to +1 damage absorption.

Special Power:
When the Mage is fighting a duel or individual combat Morbas may increase the Mage's CR and DR by +3 for
that combat.
January 20, 2023 Named Demons-Dominions 101

Procel (Lord of the Water)


PS 17 Height: ** Armor
MD 15/12 Weight: ** Head: 7/{1} 5
AG 21 BHP 36 Chest: 7/{1} 14
CN 20 Base CR: 4 Abdomen: 7/{1} 11
IT 16 Base DR: 4 Groin: 7/{1} 7
MT 20 Base PR: 2 Right Leg: 7/{1} 7
FT 9 Missile DR: 7 Left Leg: 7/{1} 7
WL 15 Poison Adj. N/A Weapon Arm: 7/{1} 5
LD 9 Dodge: +4 Shield Arm: 10/{1} 5
ST Bonus: +4 Blood: 36

Weapon Damage DoM CR DR PR Blows Note


Broadsword d6+5 9+6 13 12 13 4+1 1,2

1 The broadsword is AFT, Master Craftsman, and Mild Steel.


2 Procel has Limited Hit Selection and may parry thrown weapons.

Magical Abilities: Cast Chance: 39 Immediates: 4


SPP =    92

Equipment: Procel carries a broadsword and kite shield. Both are AFT, Master Craftsman, and Mild Steel. In
addition, he wears robes Enchanted to +1 damage absorption.

Disciplines:
Nautical Science DoM 5

Spell lists:
Mystic Theory DoM 10
Illusions DoM 5
Self-Shapings DoM 7
Sorcery DoM 6
Spell Casting DoM 10 (+7 CR, -7 ST, 4 Blows)
Logos DoM 4

Special Power:
Elemental Magic-Water DoM 10
102 Quest Monster Manual

Celsus (The Guide on the Spirit Plane)


PS 23 Height: ** Armor
MD 21/19 Weight: ** Head: 8/{2} 8
AG 19 BHP 50 Chest: 8/{2} 20
CN 28 Base CR: 5 Abdomen: 8/{2} 15
IT 19 Base DR: 4 Groin: 8/{2} 10
MT 20 Base PR: 3 Right Leg: 8/{2} 10
FT 9 Missile DR: 7 Left Leg: 8/{2} 10
WL 19 Poison Adj. N/A Weapon Arm: 8/{2} 8
LD 12 Dodge: +4 Shield Arm: 11/{2} 8
ST Bonus: +4 Blood: 50

Weapon Damage DoM CR DR PR Blows Note


Broadsword d6+9 9+6 14 13 14 4+1 1,2

1 The broadsword is AFT, Master Craftsman, Mild Steel, and Enchanted to +1 damage.
2 Celsus has Limited Hit Selection and may parry thrown weapons.

Magical Abilities: Cast Chance: 39 Immediates: 4


SPP =    92

Equipment: Celsus carries a broadsword and kite shield. Both are AFT, Master Craftsman, and Mild Steel. The
broadsword is Enchanted to +1 damage while the kite shield is Enchanted to +1 DR. In addition, he wears robes
Enchanted to +2 damage absorption.

Spell lists:
Mystic Theory DoM 10
Dimensional Magic DoM 10
Illusions DoM 9
Self-Shapings DoM 10
Sorcery DoM 8
Elemental Magic-Air DoM 8
Logos DoM 5

Special Power:
Celsus may conduct the Mage onto the Spirit Plane.
January 20, 2023 Named Demons-Thrones 103

Guland (Master of Energy)


PS 23 Height: ** Armor
MD 21/19 Weight: ** Head: 8/{2} 8
AG 23 BHP 50 Chest: 8/{2} 20
CN 28 Base CR: 5 Abdomen: 8/{2} 15
IT 19 Base DR: 4 Groin: 8/{2} 10
MT 20 Base PR: 3 Right Leg: 8/{2} 10
FT 9 Missile DR: 7 Left Leg: 8/{2} 10
WL 19 Poison Adj. N/A Weapon Arm: 8/{2} 8
LD 12 Dodge: +5 Shield Arm: 11/{2} 8
ST Bonus: +4 Blood: 50

Weapon Damage DoM CR DR PR Blows Note


Broadsword d6+9 9+7 14 13 14 4+2 1,2

1 The broadsword is AFT, Master Craftsman, Mild Steel, and Enchanted to +1 damage.
2 Guland has Limited Hit Selection and may parry thrown weapons.

Magical Abilities: Cast Chance: 39 Immediates: 4


SPP =    92

Equipment: Guland carries a broadsword and kite shield. Both are AFT, Master Craftsman, and Mild Steel.
The broadsword is Enchanted to +1 damage while the kite shield is Enchanted to +1 DR. In addition, he wears
robes Enchanted to +2 damage absorption.

Spell lists:
Mystic Theory DoM 10
Illusion DoM 9
Self-Shapings DoM 10
Sorcery DoM 8
Elemental Magic-Water DoM 8
Dimensional Magic DoM 7
Logos DoM 5

Special Power:
Guland may "charge" the Mage with 100 SPP. Once used they may not be regained save by summoning Guland.
104 Quest Monster Manual

Mersilde (Lord of Transport)


PS 24 Height: ** Armor
MD 21/18 Weight: ** Head: 8/{2} 8
AG 20 BHP 50 Chest: 8/{2} 20
CN 28 Base CR: 5 Abdomen: 8/{2} 15
IT 19 Base DR: 4 Groin: 8/{2} 10
MT 20 Base PR: 3 Right Leg: 8/{2} 10
FT 9 Missile DR: 7 Left Leg: 8/{2} 10
WL 19 Poison Adj. N/A Weapon Arm: 8/{2} 8
LD 12 Dodge: +4 Shield Arm: 11/{2} 8
ST Bonus: +4 Blood: 50

Weapon Damage DoM CR DR PR Blows Note


Broadsword d6+10 9+7 14 13 14 4+2 1,2

1 The broadsword is AFT, Master Craftsman, Mild Steel, and Enchanted to +1 damage.
2 Mersilde has Limited Hit Selection and may parry thrown weapons.

Magical Abilities: Cast Chance: 39 Immediates: 4


SPP =    92

Equipment: Mersilde carries a broadsword and kite shield. Both are AFT, Master Craftsman, and Mild Steel.
The broadsword is Enchanted to +1 damage while the kite shield is Enchanted to +1 DR. In addition, he wears
robes Enchanted to +2 damage absorption.

Spell lists:
Mystic Theory DoM 10
Illusion DoM 9
Self-Shapings DoM 10
Sorcery DoM 8
Elemental Magic-Air DoM 8
Dimensional Magic DoM 10
Logos DoM 5

Special Power:
Mersilde may transport the Mage and up to 6 others from any one large open space to any other.
January 20, 2023 Named Demons-Thrones 105

Segal (Lord of Illusions)


PS 23 Height: ** Armor
MD 21/19 Weight: ** Head: 8/{2} 8
AG 23 BHP 50 Chest: 8/{2} 20
CN 28 Base CR: 5 Abdomen: 8/{2} 15
IT 19 Base DR: 4 Groin: 8/{2} 10
MT 20 Base PR: 3 Right Leg: 8/{2} 10
FT 9 Missile DR: 7 Left Leg: 8/{2} 10
WL 19 Poison Adj. N/A Weapon Arm: 8/{2} 8
LD 12 Dodge: +5 Shield Arm: 11/{2} 8
ST Bonus: +4 Blood: 50

Weapon Damage DoM CR DR PR Blows Note


Broadsword d6+9 9+7 14 13 14 4+2 1,2

1 The broadsword is AFT, Master Craftsman, Mild Steel, and Enchanted to +1 damage.
2 Segal has Limited Hit Selection and may parry thrown weapons.

Magical Abilities: Cast Chance: 39 Immediates: 4


SPP =    92

Spell lists:
Mystic Theory DoM 10
Self-Shapings DoM 10
Dimensional Magic DoM 10
Sorcery DoM 8
Elemental Magic-Air DoM 8
Logos DoM 5

Equipment: Segal carries a broadsword and kite shield. Both are AFT, Master Craftsman, and Mild Steel. The
broadsword is Enchanted to +1 damage while the kite shield is Enchanted to +1 DR. In addition, he wears robes
Enchanted to +2 damage absorption.

Disciplines:
Sleight of Hand DoM 8 (23)

Special Power:
Illusions DoM 10
106 Quest Monster Manual

Asmodeus (Master of Succubi and Incubi)


PS 27 Height: ** Armor
MD 21/19 Weight: ** Head: 9/{3} 10
AG 23 BHP 64 Chest: 9/{3} 26
CN 35 Base CR: 5 Abdomen: 9/{3} 18
IT 22 Base DR: 4 Groin: 9/{3} 13
MT 30 Base PR: 3 Right Leg: 9/{3} 13
FT 9 Missile DR: 7 Left Leg: 9/{3} 13
WL 21 Poison Adj. N/A Weapon Arm: 9/{3} 10
LD 12 Dodge: +5 Shield Arm: 13/{3} 10
ST Bonus: +5 Blood: 64

Weapon Damage DoM CR DR PR Blows Note


Broadsword d6+12 9+8 16 14 16 4+2 1,2

1 The broadsword is AFT, Master Artisan, High Carbon Steel, and Enchanted to +2 damage.
2 Asmodeus has Hit Selection and may parry thrown weapons.

Magical Abilities: Cast Chance: 52 Immediates: 4


SPP =    150

Spell lists:
Mystic Theory DoM 11
Illusion DoM 9
Self-Shapings DoM 10
Sorcery DoM 10
Elemental Magic-Air DoM 9
Logos DoM 6

Equipment: Asmodeus carries a broadsword and kite shield. Both are AFT, Master Artisan, and High Carbon
Steel. The broadsword is Enchanted to +2 damage while the kite shield is Enchanted to +2 DR. He wears robes
Enchanted to +3 damage absorption and has a Focus. The extra plus of the Focus is dedicated to -1/10 spell
cost, giving him -4/10 spell cost for all spells.

Special Power:
Asmodeus may grant the Mage a permanent Succubus/Incubus companion. Use of the Succubus/Incubus'
Specialty will not return the Demon to the Infernal regions.
January 20, 2023 Named Demons-Cherubim 107

Bechard (Commander of Weather)


PS 27 Height: ** Armor
MD 21/19 Weight: ** Head: 9/{3} 10
AG 23 BHP 64 Chest: 9/{3} 26
CN 35 Base CR: 5 Abdomen: 9/{3} 18
IT 22 Base DR: 4 Groin: 9/{3} 13
MT 30 Base PR: 3 Right Leg: 9/{3} 13
FT 9 Missile DR: 7 Left Leg: 9/{3} 13
WL 21 Poison Adj. N/A Weapon Arm: 9/{3} 10
LD 12 Dodge: +5 Shield Arm: 13/{3} 10
ST Bonus: +5 Blood: 64

Weapon Damage DoM CR DR PR Blows Note


Broadsword d6+12 9+8 16 14 16 4+2 1,2

1 The broadsword is AFT, Master Artisan, High Carbon Steel, and Enchanted to +2 damage.
2 Bechard has Hit Selection and may parry thrown weapons.

Magical Abilities: Cast Chance: 48 Immediates: 4


SPP =    126

Spell lists:
Mystic Theory DoM 9
Illusion DoM 9
Self-Shapings DoM 10
Sorcery DoM 10
Elemental Magic-Air DoM 9
Elemental Magic-Water DoM 9
Logos DoM 6

Equipment: Bechard carries a broadsword and kite shield. Both are AFT, Master Artisan, and High Carbon
Steel. The broadsword is Enchanted to +2 damage while the kite shield is Enchanted to +2 DR. He wears robes
Enchanted to +3 damage absorption and has a Focus. The extra plus of the Focus is dedicated to -1/10 spell
cost, giving him -4/10 spell cost for all spells.

Special Power:
Bechard may change or create weather conditions.
108 Quest Monster Manual

Clauneck (Patron of Magic)


PS 27 Height: ** Armor
MD 21 Weight: ** Head: 9/{3} 10
AG 23 BHP 64 Chest: 9/{3} 26
CN 35 Base CR: 5 Abdomen: 9/{3} 18
IT 22 Base DR: 4 Groin: 9/{3} 13
MT 40 Base PR: 3 Right Leg: 9/{3} 13
FT 9 Missile DR: 7 Left Leg: 9/{3} 13
WL 21 Poison Adj. N/A Weapon Arm: 9/{3} 10
LD 12 Dodge: +5 Shield Arm: 9/{3} 10
ST Bonus: +5 Blood: 64

Weapon Damage DoM CR DR PR Blows Note


Quarterstaff d6+12 9+11 17 12 19 6+2 1,2

1 The quarterstaff is Master Artisan, reinforced and shod with High Carbon Steel, and Enchanted to +2
damage.
2 Clauneck has Hit Selection and may parry thrown weapons.

Magical Abilities: Cast Chance: 66 Immediates: 5


SPP =    232

Equipment: Clauneck carries a quarterstaff (described above) which is Enchanted to +2 damage, which is also
his Focus. The extra plus of the Focus is dedicated to -1/10 spell cost, giving him -4/10 spell cost for all spells.
In addition, he wears robes Enchanted to +3 damage absorption.

Spell lists:
Mystic Theory DoM 13
Illusion DoM 9
Self-Shapings DoM 10
Sorcery DoM 10
Elemental Magic-Earth DoM 9
Dimensional Magic DoM 8
Logos DoM 6

Special Power:
Clauneck may increase the Mage's Magic Talent by +1 once in the Mage's lifetime.
January 20, 2023 Named Demons-Cherubim 109

Leviathan (Strength Unending)


PS 40 Height: ** Armor
MD 17/15 Weight: ** Head: 9/{3} 10
AG 18 BHP 64 Chest: 9/{3} 26
CN 60 Base CR: 4 Abdomen: 9/{3} 18
IT 14 Base DR: 4 Groin: 9/{3} 13
MT 20 Base PR: 4 Right Leg: 9/{3} 13
FT 9 Missile DR: 7 Left Leg: 9/{3} 13
WL 21 Poison Adj. N/A Weapon Arm: 9/{3} 10
LD 6 Dodge: +4 Shield Arm: 13/{3} 10
ST Bonus: +5 Blood: 64

Weapon Damage DoM CR DR PR Blows Note


Broadsword d6+19 9+8 15 14 17 4+2 1,2

1 The broadsword is AFT, Master Artisan, High Carbon Steel, and Enchanted to +2 damage.
2 Leviathan has Hit Selection and may parry thrown weapons.

Magical Abilities: Cast Chance: 42 Immediates: 4


SPP =    100

Spell lists:
Mystic Theory DoM 11
Illusion DoM 6
Self-Shapings DoM 7
Sorcery DoM 5
Elemental Magic-Water DoM 9
Logos DoM 6

Equipment: Leviathan carries a broadsword and kite shield. Both are AFT, Master Artisan, and High Carbon
Steel. The broadsword is Enchanted to +2 damage while the kite shield is Enchanted to +2 DR. He wears robes
Enchanted to +3 damage absorption and has a Focus. The extra plus of the Focus is dedicated to -1/10 spell
cost, giving him -4/10 spell cost for all spells.

Special Power:
Leviathan may increase the Mage's Physical Strength by +2 once in the Mage's lifetime.
110 Quest Monster Manual

Astaroth (The Thought Master)


PS 27 Height: ** Armor
MD 21/20 Weight: ** Head: 11/{5} 11
AG 22 BHP 72 Chest: 11/{5} 29
CN 40 Base CR: 5 Abdomen: 11/{5} 22
IT 22 Base DR: 4 Groin: 11/{5} 14
MT 35 Base PR: 3 Right Leg: 11/{5} 14
FT 9 Missile DR: 7 Left Leg: 11/{5} 14
WL 21 Poison Adj. N/A Weapon Arm: 11/{5} 11
LD 12 Dodge: +4 Shield Arm: 15/{5} 11
ST Bonus: +6 Blood: 72

Weapon Damage DoM CR DR PR Blows Note


Broadsword d6+13 9+10 17 16 17 5+3 1,2

1 The broadsword is AFT, Master Artisan, High Carbon Steel, and Enchanted to +3 damage.
2 Astaroth has Hit Selection and may parry thrown weapons.

Magical Abilities: Cast Chance: 62 Immediates: 5


SPP =    203

Equipment: Astaroth carries a broadsword and kite shield. Both are AFT, Master Artisan, and High Carbon
Steel. The broadsword is Enchanted to +3 damage while the kite shield is Enchanted to +3 DR. He wears robes
Enchanted to +5 damage absorption and has a Great Focus. The extra pluses of the Great Focus are dedicated to
-2/10 spell cost, giving him -7/10 spell cost for all spells.

Disciplines:
Social Science DoM 7

Spell lists:
Mystic Theory DoM 13
Illusion DoM 10
Self-Shapings DoM 10
Sorcery DoM 10
Elemental Magic-Fire DoM 10
Logos DoM 7
Dimensional Magic DoM 7

Special Power:
Mentalism DoM 10
January 20, 2023 Named Demons-Seraphim 111

Beelzebub (Lord of the Undead)


PS 27 Height: ** Armor
MD 21/20 Weight: ** Head: 11/{5} 11
AG 22 BHP 72 Chest: 11/{5} 29
CN 40 Base CR: 5 Abdomen: 11/{5} 22
IT 22 Base DR: 4 Groin: 11/{5} 14
MT 35 Base PR: 3 Right Leg: 11/{5} 14
FT 9 Missile DR: 7 Left Leg: 11/{5} 14
WL 21 Poison Adj. N/A Weapon Arm: 11/{5} 11
LD 12 Dodge: +4 Shield Arm: 15/{5} 11
ST Bonus: +6 Blood: 72

Weapon Damage DoM CR DR PR Blows Note


Broadsword d6+13 9+10 17 16 17 5+3 1,2

1 The broadsword is AFT, Master Artisan, High Carbon Steel, and Enchanted to +3 damage.
2 Beelzebub has Hit Selection and may parry thrown weapons.

Magical Abilities: Cast Chance: 62 Immediates: 5


SPP =    203

Equipment: Beelzebub carries a broadsword and kite shield. Both are AFT, Master Artisan, and High Carbon
Steel. The broadsword is Enchanted to +3 damage while the kite shield is Enchanted to +3 DR. He wears robes
Enchanted to +5 damage absorption and has a Great Focus. The extra pluses of the Great Focus are dedicated to
-2/10 spell cost, giving him -7/10 spell cost for all spells.

Spell lists:
Mystic Theory DoM 13
Illusion DoM 10
Self-Shapings DoM 10
Sorcery DoM 10
Elemental Magic-Earth DoM 10
Dimensional Magic DoM 8
Logos DoM 7

Special Power:
Necromancy DoM 10
112 Quest Monster Manual

Belial (Commander of the Hosts of Hell)


PS 29 Height: ** Armor
MD 21/20 Weight: ** Head: 11/{5} 11
AG 22 BHP 72 Chest: 11/{5} 29
CN 40 Base CR: 5 Abdomen: 11/{5} 22
IT 22 Base DR: 4 Groin: 11/{5} 14
MT 35 Base PR: 4 Right Leg: 11/{5} 14
FT 9 Missile DR: 7 Left Leg: 11/{5} 14
WL 21 Poison Adj. N/A Weapon Arm: 11/{5} 11
LD 20 Dodge: +4 Shield Arm: 15/{5} 11
ST Bonus: +6 Blood: 72

Weapon Damage DoM CR DR PR Blows Note


Broadsword d6+14 9+10 17 16 18 5+3 1,2

1 The broadsword is AFT, Master Artisan, High Carbon Steel, and Enchanted to +3 damage.
2 Belial has Hit Selection and may parry thrown weapons.

Magical Abilities: Cast Chance: 62 Immediates: 5


SPP =    203

Equipment: Belial carries a broadsword and kite shield. Both are AFT, Master Artisan, and High Carbon Steel.
The broadsword is Enchanted to +3 damage while the kite shield is Enchanted to +3 DR. He wears robes
Enchanted to +5 damage absorption and has a Great Focus. The extra pluses of the Great Focus are dedicated to
-2/10 spell cost, giving him -7/10 spell cost for all spells.

Disciplines:
Siege Engineering DoM 7
Military Science DoM 8

Spell lists:
Mystic Theory DoM 13
Illusion DoM 10
Self-Shapings DoM 10
Sorcery DoM 10
Elemental Magic-Earth DoM 10
Dimensional Magic DoM 8
Logos DoM 7

Special Power:
Belial may grant the Mage a permanent Demon Knight companion.
January 20, 2023 Named Demons-Seraphim 113

Lucifuge (The Plutarch)


PS 28 Height: ** Armor
MD 21/18 Weight: ** Head: 11/{5} 11
AG 22 BHP 72 Chest: 11/{5} 29
CN 40 Base CR: 5 Abdomen: 11/{5} 22
IT 22 Base DR: 4 Groin: 11/{5} 14
MT 35 Base PR: 4 Right Leg: 11/{5} 14
FT 9 Missile DR: 7 Left Leg: 11/{5} 14
WL 21 Poison Adj. N/A Weapon Arm: 11/{5} 11
LD 12 Dodge: +4 Shield Arm: 15/{5} 11
ST Bonus: +6 Blood: 72

Weapon Damage DoM CR DR PR Blows Note


Broadsword d6+13 9+10 17 16 18 5+3 1,2

1 The broadsword is AFT, Master Artisan, High Carbon Steel, and Enchanted to +3 damage.
2 Lucifuge has Hit Selection and may parry thrown weapons.

Magical Abilities: Cast Chance: 62 Immediates: 5


SPP =    203

Equipment: Lucifuge carries a broadsword and kite shield. Both are AFT, Master Artisan, and High Carbon
Steel. The broadsword is Enchanted to +3 damage while the kite shield is Enchanted to +3 DR. He wears robes
Enchanted to +5 damage absorption and has a Great Focus. The extra pluses of the Great Focus are dedicated to
-2/10 spell cost, giving him -7/10 spell cost for all spells.

Disciplines:
Social Science DoM 7

Spell lists:
Mystic Theory DoM 13
Illusion DoM 10
Self-Shapings DoM 10
Sorcery DoM 10
Elemental Magic-Water DoM 10
Dimensional Magic DoM 10
Logos DoM 7

Special Power:
Each time he is summoned Lucifuge will pay 10,000 Silver Shillings to be released.
114 Quest Monster Manual

UNDEAD
The Undead listed below are a list of the types of Undead found in Quest. Note that these are typical
examples and that the various Create Undead Spells may be cast on humans of any shape or size. Other
creatures may be made into Undead as well, but examples of these have not been included below.

Ghouls
PS 18 Height: 5'2" Armor
MD 14 Weight: 155 Head: 0 5
AG 14 BHP 31 Chest: 0 12
CN 20 Base CR: 3 Abdomen: 0 9
IT 8 Base DR: 3 Groin: 0 6
MT 12 Base PR: 2 Right Leg: 0 6
FT 8 Missile DR: 2 Left Leg: 0 6
WL 16 Poison Adj. N/A Weapon Arm: 0 5
LD 4 Dodge: +3 Shield Arm: 0 5
ST Bonus: +2 Blood: 31

Weapon Damage DoM CR DR PR Blows Note


Bite d6+3 4 5 3 2 2 1
Claws d6+1 4 5 4 3 2

1 Ghouls have a poisonous bite with a 34 Toxicity Level poison. It will paralyze instead of kill (treat death
or convulsions as paralysis).

Special Abilities: The Ghoul has the Basic Undead powers. It cannot be stunned, knocked unconscious, or
poisoned. It is immune to fear and darkness Spells.

Description: Ghouls are waxy-skinned humanoids, with long claws. They are dirty and vicious.

Disciplines:
Stealth DoM 3 (8)

Comments: Ghouls are created by casting the Create Moderate Undead Spell (DoM 7 Necromancy). They
require 2 control points.
January 20, 2023 Undead 115

Lich
PS 18 Height: 5'6" Armor
MD 14 Weight: 165 Head: 2/{2} 5
AG 11 BHP 33 Chest: 2/{2} 13
CN 20 Base CR: 3 Abdomen: 2/{2} 10
IT 16 Base DR: 3 Groin: 2/{2} 7
MT 19 Base PR: 2 Right Leg: 2/{2} 7
FT 15 Missile DR: 3 Left Leg: 2/{2} 7
WL 19 Poison Adj. N/A Weapon Arm: 2/{2} 5
LD 13 Dodge: +2 Shield Arm: 2/{2} 5
ST Bonus: +5 Blood: 33

Magical Abilities: Cast Chance (mage): 40 Immediates: 4


SPP (mage)=    87.4

Spell lists:
Mystic Theory DoM 10
Necromancy DoM 10
Earth Magics DoM 10
Self-Shapings DoM 9
Wards and Shields DoM 7
Logos DoM 5
Mentalism DoM 5
Spell Casting DoM 2

Special Abilities: A Lich has the Basic Undead powers. It cannot be stunned, knocked unconscious, or poisoned
. It is immune to fear and darkness Spells. A Lich is tireless and has no need to eat or sleep. During the night, a
Lich may mimic any of the other Undead's powers and appearance.

Description: A Lich looks like the moldering corpse of a humanoid. It will generally wear long, hooded robes
to disguise its physique as much as possible.

Equipment: A Lich will generally have a Great Focus. The bonus of the Great Focus is usually devoted to
reducing spell cost (for a total of -7/10 spell cost). They also have robes Enchanted to +2 damage absorption,
thus the two points of magical armor above.

Comments: A Lich is the most powerful of the Undead. It is a humanoid necromancer that has achieved total
mastery of the Art. A Lich will almost never be found alone, rather it will have most its control points (37 in this
case) devoted to guardian Undead.
116 Quest Monster Manual

Skeletons
PS 12 Height: 4'8" Armor
MD 8 Weight: 40 Head: 0 1
AG 11 BHP 8 Chest: 0 3
CN 20 Base CR: 2 Abdomen: 0 2
IT 3 Base DR: 2 Groin: 0 2
MT 10 Base PR: 2 Right Leg: 0 2
FT 3 Missile DR: 2 Left Leg: 0 2
WL 15 Poison Adj. N/A Weapon Arm: 0 1
LD 3 Dodge: +2 Shield Arm: 0 1
ST Bonus: +1 Blood: -

Weapon Damage DoM CR DR PR Blows Note


Battle Axe (2) d6+4 0 1 2 1 1

Special Abilities: A skeleton has the Basic Undead powers. It cannot be stunned, knocked unconscious, or
poisoned. It is immune to fear and darkness Spells. A skeleton can see in total darkness. Cutting weapons do
half damage against skeletons, .and thrusting weapons are useless.

Description: A skeleton is a humanoid skeleton devoid of most of its flesh, with evil glowing phosphorescent
eye sockets.

Equipment: Battle Axe

Comments: Skeletons are mindless Undead slaves, created by necromantic Spells, that will obey simple
commands from their creator. Skeletons use up 1 control point. They are created by casting the DoM 4
Necromancy Spell, Create Minor Undead, on a corpse stripped of flesh.
January 20, 2023 Undead 117

Specter
PS 20 Height: 6'2" Armor
MD 14 Weight: 195 Head: 4 6
AG 12/9 BHP 39 Chest: 5 16
CN 20 Base CR: 3 Abdomen: 5 12
IT 12 Base DR: 2 Groin: 5 8
MT 18 Base PR: 2 Right Leg: 4 8
FT 8 Missile DR: 2 Left Leg: 4 8
WL 17 Poison Adj. N/A Weapon Arm: 4 6
LD 12 Dodge: +2 Shield Arm: 4 6
ST Bonus: +4 Blood: 39

Weapon Damage DoM CR DR PR Blows Note


Touch d6+2 9 10 6 5 4 1
Broadsword d6+7 7 7 5 5 3

1 The touch of a specter will cause damage to any living thing. The damage is not stopped by normal
armor. Any blood loss resulting from the attack will heal the specter, on a 1 for 1 basis.

Special Abilities: A specter has the Basic Undead powers. It cannot be stunned, knocked unconscious, or
poisoned. It is immune to fear and darkness Spells. A specter can see in total darkness. It can be harmed only by
magic or fire. They are totally immune to cold, even magically produced cold.

Description: A specter looks like a pale humanoid with red glowing eyes.

Equipment: This example of a specter wears heavy chain and carries an AFT broadsword that it will use when
the touch is ineffective.

Comments: A specter is a wraith (see below) that has absorbed enough life energy to achieve corporal
existence. It is very strong, but is weakened by sunlight. When in sunlight, the specter will subtract two points
from all damage done and will add one point to any damage received. Specters, like the one described above,
are often used as guards. Normal specters have no skills with weapons or armor, but could be trained in any
style of weapon or armor use that the Game Master wishes. It takes 4 control points to control a specter.
118 Quest Monster Manual

Vampire
PS 24 Height: 5'6" Armor
MD 16 Weight: 165 Head: 0 5
AG 15 BHP 33 Chest: 0 13
CN 20 Base CR: 4 Abdomen: 0 10
IT 12 Base DR: 3 Groin: 0 7
MT 15 Base PR: 3 Right Leg: 0 7
FT 5 Missile DR: 3 Left Leg: 0 7
WL 20 Poison Adj. N/A Weapon Arm: 0 5
LD 14 Dodge: +3 Shield Arm: 0 5
ST Bonus: +3 Blood: 33

Weapon Damage DoM CR DR PR Blows Note


Bite d6+5 4 6 4 - 2 1
Claws d6+4 9 9 7 6 4

1 The vampire's bite cannot be used as a normal melee attack. If the vampire immobilizes an opponent, or
has otherwise rendered an opponent helpless, the vampire may bite the target in the neck. The damage done is to
see only if the bite penetrates any head or neck armor the target is wearing. Once the vampire has bitten a target,
the vampire may suck 3 Blood Points from the target per Blow, adding them to his or her total.

Magical Abilities: Some vampires may be mages (use the Wizard SPP total and Spell lists). No vampire may be
a cleric, save in the African religion

Special Abilities: A vampire has the basic Undead powers. It cannot be stunned, knocked unconscious or
poisoned. It is immune to darkness and fear Spells. It can see in total darkness. In addition, the vampire has
many special abilities. It may only be harmed by wood, fire, or magic. All of a vampire's other special abilities
require Blood Points, in a similar fashion to Spells consuming SPP. The vampire described above may store up
to 120 Blood Points. For Player Characters who become vampires: beginning vampires may store up to twice
their Blood Points in this way. Vampires may store one additional Blood Point for each year of their vampiric
existence. The cost and function of the vampire's special abilities is listed below:
January 20, 2023 Undead 119

Form Change, takes one Blow


Change into a wolf (use the Great Wolf Characteristics) 10 Blood Points
Change into bat, flight 40 mph 5 Blood Points
Change into mist 10 Blood Points

Mental Powers, takes one Blow


Enslave, as per DoM 7 Sorcery Spell, Complex 15 Blood Points
Command (target receives a Will Saving Throw at -3, -7
if the vampire has tasted the target's blood
Enslave, as per DoM 10 Sorcery Spell, Complex 25 Blood Points
Alteration (target receives a Will Saving Throw at -5, -9
if the vampire has tasted the target's blood)
Command rats, bats, and/or canines, per animal 1 Blood Point

Mystic Powers, takes no time


Healing body damage, per point 2 Blood Points
Weather Control (as per DoM 3 Saints and Miracles, 50 Blood Points
Christianity):

Description: A vampire is a humanoid with sallow skin and prominent canines. Its eyes may glow red,
especially if the vampire is upset. A vampire's skin is cold to the touch and there is a faint odor of decay about
the vampire.

Equipment: A vampire rarely carries much equipment, since this may inhibit the usefulness of its shape-
changing abilities.

Disciplines:
Stealth DoM 6 (13)
Acrobatics DoM 6 (19)

Comments: A vampire consumes life energy by draining blood from other humanoids. A vampire may "store"
Blood Points for later use (see above). The vampire may lose Blood Points through damage, using them to
activate its mystic powers, or through time. Each day, the vampire will lose 12 Blood Points, just maintaining its
mystic existence. Because of this blood loss, a vampire will generally feed every night. Vampires suffer from a
number of weaknesses. They may not cross running water, or enter a building unless invited in. Some vampires
are repulsed by religious symbols (but not all). Garlic is offensive to them. Vampires may continue to heal
themselves with Blood Points, unless impaled through the heart with a wooden stake, or beheaded. The vampire
will regenerate at the rate of 1 point of healing per Round even if "dead", unless one of these two things are
done. Vampires may be created using the Create Greater Undead Spell (DoM 9 Necromancy). A vampire
requires 6 control points. A vampire can continue to earn experience, but all experience earned is divided by 4.
120 Quest Monster Manual

Wights
PS 20 Height: 5'8" Armor
MD 12/9 Weight: 170 Head: 4 5
AG 11/9 BHP 34 Chest: 6 14
CN 20 Base CR: 2 Abdomen: 6 10
IT 9 Base DR: 1 Groin: 6 7
MT 12 Base PR: 2 Right Leg: 4 7
FT 17 Missile DR: 4 Left Leg: 4 7
WL 16 Poison Adj. N/A Weapon Arm: 4 5
LD 12 Dodge: +2 Shield Arm: 6 5
ST Bonus: +2 Blood: 34

Weapon Damage DoM CR DR PR Blows Note


Broadsword d6+7 7 7 7 7 3 1
Shield d6+2 5 5 5 4 2

1 The broadsword is AFT and Master Craftsman.

Special Abilities: A wight has the basic Undead powers. It cannot be stunned, knocked unconscious or,
poisoned. It is immune to darkness and fear Spells. It can see in total darkness. It can heal damage done to it by
consuming the internal organs of a humanoid

Description: A wight is a skeletal humanoid, surrounded by a phosphorescent glow.

Equipment: Most wights were warriors who consented to have the Create Moderate Undead Spell cast upon
them, so that when they died, the warriors could continue to serve their masters. Wights of this type will
generally wear half plate and a battle helm, and carry the sword described above. Otherwise the wights will
have the equipment they had while they were alive.

Disciplines:
General Fighter DoM 4
(Wights will have all the skills they had while living.)

Comments: As noted above, most wights are warriors who voluntarily allowed the Spell of Create Moderate
Undead (DoM 7 Necromancy) to be cast upon them. While the practice is condemned by many religions, it is
popular in certain cultures, such as the Norse, Japanese and African cultures, all cultures in which personal
loyalty to a leader is considered a high virtue. Necromancers may create wights from unwilling victims, by
casting the Spell upon them, then slaying the victim and controlling the resulting wight. A wight requires 4
control points. A wight may continue to earn experience, although all experience earned is divided by 4.
January 20, 2023 Undead 121

Wraiths
PS N/A Height: 5'3" Armor
MD 12 Weight: N/A Head: 0 2
AG 14 BHP 13 Chest: 0 5
CN 13 Base CR: 3 Abdomen: 0 4
IT 4 Base DR: 3 Groin: 0 3
MT 15 Base PR: 2 Right Leg: 0 3
FT 7 Missile DR: 3 Left Leg: 0 3
WL 16 Poison Adj. N/A Weapon Arm: 0 2
LD 3 Dodge: +3 Shield Arm: 0 2
ST Bonus: +2 Blood: -

Weapon Damage DoM CR DR PR Blows Note


Touch d6 4 7 4 4 2 1

1 All the wraith need do is touch its target. The damage is not stopped by normal armor.

Special Abilities: A wraith has the basic Undead powers. It cannot be stunned. knocked unconscious or
poisoned. It is immune to darkness and fear Spells. It can see in total darkness. The wraith is an ethereal
creature and can be harmed only by magic. Only the magical pluses to damage of a weapon will affect the
wraith. For example, a broadsword Enchanted to +1 damage with a Pushed Weapons Energize will do 3 points
of damage to the wraith anytime it hits. A main gauche Enchanted to +3 PR would do no damage to the wraith,
since its Enchantment is not directed toward damage. Any blood damage done to the wraith's target is absorbed
by the wraith. It goes first to heal any damage the wraith has suffered, on a one for one basis. Any additional
absorbed Blood Points will go to increase the wraith's Basic Hit Points, on a two for one basis, provided the
Blood Points come from a target which has SPP.

Flight: 20 mph

Description: A wraith looks like a shadowy, cloaked humanoid figure. It has glowing, blue circles where the
eyes should be. It exudes a musty odor.

Equipment: None possible

Comments: A wraiths created by casting the Create Greater Undead Spell (Necromancy DoM 9 ) upon a
corpse. A wraith's beginning Constitution and Basic Hit Points will be equal to the target's Constitution. As
noted above, a wraith can increase its Basic Hit Points by absorbing Blood Points from targets that possess SPP,
with every two points increasing the BHP by one. When a wraith's BHP equals 39, it will stop absorbing blood
points, except to repair damage. Over a period of weeks, the wraith will turn into a specter . It takes 4 control
points to control a specter.
122 Quest Monster Manual

Zombies
PS 14 Height: 5'6" Armor
MD 8 Weight: 165 Head: 0 5
AG 5 BHP 33 Chest: 0 13
CN 20 Base CR: 2 Abdomen: 0 10
IT 4 Base DR: 1 Groin: 0 7
MT 10 Base PR: 2 Right Leg: 0 7
FT 5 Missile DR: 1 Left Leg: 0 7
WL 12 Poison Adj. N/A Weapon Arm: 0 5
LD 3 Dodge: +1 Shield Arm: 0 5
ST Bonus: +1 Blood: 34

Weapon Damage DoM CR DR PR Blows Note


Punch d6-2 0 1 1 1 1
Broadsword d6+3 0 1 1 1 1
Club (2) d6+3 0 1 1 1 1

Special Abilities: A zombie has the basic Undead powers. It cannot be stunned, knocked unconscious or
poisoned. It is immune to darkness and fear Spells. It can see in total darkness.

Description: A zombie is nothing more than a magically animated, fresh corpse.

Equipment: Usually a sword, club or an axe. Zombies raised on a battlefield may have armor as well but will
have no skill in wearing armor and often have an Agility of three.

Comments: A zombie is created by casting the Create Minor Undead Spell (Necromancy DoM 4) on a recently
dead humanoid. A zombie requires 1 control point to command. A zombie will eventually turn into a skeleton as
the decaying flesh falls off the corpse.
January 20, 2023 Dwarves 123

DWARVES
As detailed in the Player's Handbook, Dwarves are a short, tough race of humanoids who excel in metalworking
and building. They have excellent night vision and are inclined to be quick-tempered. They are highly
distrustful of any non dwarf.

Range and Habitat: Dwarves almost always make their home in mountains with mine able ores, although they
can be found anywhere as travelers.

Dwarf, Captain
PS 18 Height: 4'8" Armor
MD 12/11 Weight: 185 Head: 5 5
AG 9/8 BHP 33 Chest: 6 13
CN 18 Base CR: 3/3 Abdomen: 6 10
IT 12 Base DR: 2/1 Groin: 6 7
MT 9 Base PR: 2/2 Right Leg: 5 7
FT 5 Missile DR: 1/3 Left Leg: 5 7
WL 15 Poison Adj. -7 Weapon Arm: 5 5
LD 12 Dodge: +1 Shield Arm: 5+2 5
ST Bonus: +2 Blood: 33

Weapon Damage DoM CR DR PR Blows Note


Battle Axe (2) d6+8 6 7 3 6 3 1
Battle Axe (1) d6+7 4 5 4 5 2 1
Recurved Bow d6+5 4 6 1 - 2/1 2

1 The dwarfish captain uses a Master Craftsman, mild steel battle axe.
2 All the arrows are AFT, mild steel. Two arrows when emplaced, one if not.

Description: A dwarfish captain is usually outfitted in finer looking accouterments than a normal dwarfish
warrior.

Equipment: A dwarfish captain is outfitted in mild steel, heavy chain, with a mild steel battle helm. When
using a battle axe one-handed, the captain will have a Master Craftsman, mild steel round shield. For weapons,
see above.

Disciplines:
Military Science DoM 2 (11)

Comments: A captain will usually lead a group of ten to forty dwarfish warriors.
124 Quest Monster Manual

Dwarf, Great Captain


PS 20 Height: 4'8" Armor
MD 14 Weight: 185 Head: 7/{1} 6
AG 10 BHP 37 Chest: 8/{1} 15
CN 20 Base CR: 3/3 Abdomen: 8/{1} 11
IT 13 Base DR: 2/2 Groin: 8/{1} 7
MT 9 Base PR: 2/2 Right Leg: 7/{1} 7
FT 4 Missile DR: 2/5 Left Leg: 7/{1} 7
WL 17 Poison Adj. -7 Weapon Arm: 7/{1} 6
LD 14 Dodge: +2 Shield Arm: 7+3/{1} 6
ST Bonus: +4 Blood: 37

Weapon Damage DoM CR DR PR Blows Note


Battle Axe (2) d6+10 9+1 11 6 11 4 1,3
Battle Axe (1) d6+9 9 10 8 9 4 1,3
Recurved Bow d6+5 8 9 2 - 4/3 2,3

1 The dwarfish great captain uses a Master Artisan, high carbon steel battle axe, Enchanted to +1 damage.
2 All the arrows are AFT, mild steel. Four arrows when emplaced, three when not.
3 Includes the +1 CR from General Fighter, DoM 8

Description: The great captain is outfitted in splendid regalia.

Equipment: A dwarvish great captain wears Master Artisan, high carbon steel, heavy chain, Enchanted to
absorb +1 damage. As noted above, he or she wields a potent battle ax. When using a battle axe one-handed, the
great captain will have a Master Artisan, high carbon steel round shield.

Disciplines:
Military Science DoM 6 (12)
General Fighter DoM 8

Comments: Usually a small    dwarvish kingdom will boast one great captain, as the top general. A larger
enclave will possess more. A great captain will usually lead 200 to 400 warriors and 3 or 4 captains. A Great
Captain will almost never be part of a random encounter.
January 20, 2023 Dwarves 125

Dwarf, Mage
PS 12 Height: 4'6" Armor
MD 12 Weight: 167 Head: 2/{1} 4
AG 9/8 BHP 23 Chest: 3/{1} 9
CN 14 Base CR: 3 Abdomen: 3/{1} 7
IT 15 Base DR: 2 Groin: 3/{1} 5
MT 17 Base PR: 2 Right Leg: 2/{1} 5
FT 5 Missile DR: 2 Left Leg: 2/{1} 5
WL 15 Poison Adj. -5 Weapon Arm: 2/{1} 4
LD 12 Dodge: +2 Shield Arm: 2/{1} 4
ST Bonus: +3 Blood: 23

Weapon Damage DoM CR DR PR Blows Note


Quarter staff d6 0 2 2 2 1

Magical Abilities: Cast Chance: 30 Immediates: 3


SPP (mage)=    51

Spell lists:
Mystic Theory DoM 6
Elemental Magic-Earth DoM 6
Shapings DoM 6
Battle Magics DoM 4
General Mage DoM 3
Logos DoM 2

Description: Dwarven mages wear leather armor. They wear practical clothing in the field and robes when at
home.

Equipment: Dwarven mages have leather armor Enchanted to +l damage absorption. Their Focus is a staff,
giving them -4/10 SPP cost, which is further Enchanted to +2 to their Cast chance. When traveling into battle,
dwarven mages may be outfitted with better armor, such as phosphor bronze heavy chain.

Comments: Dwarven mages rarely travel, unless as part of a quest or army going to war. They are very well
thought of in their home kingdoms. The smallest dwarven enclave will have a mage, and larger kingdoms may
have three, four or more.
126 Quest Monster Manual

Dwarf, Smith
PS 18 Height: 4'5" Armor
MD 15/15 Weight: 175 Head: 8/{3} 4
AG 9/9 BHP 26 Chest: 9/{3} 10
CN 15 Base CR: 4/4 Abdomen: 9/{3} 8
IT 16 Base DR: 2/2 Groin: 9/{3} 5
MT 13 Base PR: 2/2 Right Leg: 8/{3} 5
FT 4 Missile DR: 2/7 Left Leg: 8/{3} 5
WL 14 Poison Adj. -5 Weapon Arm: 8/{3} 4
LD 12 Dodge: +2 Shield Arm: 8+2/{3} 4
ST Bonus: +3 Blood: 26

Weapon Damage DoM CR DR PR Blows Note


Battle axe (1) d6+10 7 9 9 7 3 1

1 The battle axe is mild steel, Master Artisan and Enchanted to +3 damage

Magical Abilities: Cast Chance: 31 Immediates: 4


SPP (mage)=    54.6

Spell lists:
Mystic Theory DoM 9
Enchantments DoM 9 (22)
Elemental Magic-Fire DoM 6
General Mage DoM 5
Self-Shapings DoM 2

Description: A dwarven smith has a dark skin, burn marks and callused hands. While he or she may be a good
fighter, the Players will usually encounter the smith in a non-melee situation.

Equipment: A dwarven smith wears mild steel heavy chain, Enchanted to +3 damage absorption into combat.
In addition to his battle axe, a dwarven smith carries a Master Artisan, mild steel round shield, Enchanted to +3
DR. In the smithy, he or she will have an anvil that adds +3 to Enchantment rolls and a Focus in the form of a
hammer that decreases the time needed to Enchant by -2/10 and Spell Cost by -4/10. The smith will have an
additional item which will decrease Enchantment time by -5/10, for a total of -7/10 Enchantment time.

Disciplines:
Craftsman DoM 8 (16)
Chemistry DoM 3

Comments: The metal working skills of the dwarves are legendary. The statistics given above are for an
"average" master smith. Almost all dwarven smiths can enchant. All master smiths have apprentice smiths
working with them, which will add to their Enchantment Roll.
January 20, 2023 Dwarves 127

Dwarf, Warrior
PS 16 Height: 4'6" Armor
MD 12/10 Weight: 178 Head: 4 4
AG 9/5 BHP 29 Chest: 6 12
CN 16 Base CR: 3/2 Abdomen: 6 9
IT 10 Base DR: 2/0 Groin: 6 6
MT 9 Base PR: 2/2 Right Leg: 4 6
FT 3 Missile DR: 0/1 Left Leg: 4 6
WL 12 Poison Adj. -6 Weapon Arm: 4 4
LD 10 Dodge: +2 Shield Arm: 4 4
ST Bonus: +2 Blood: 29

Weapon Damage DoM CR DR PR Blows Note


Battle Axe (2) d6+7 4 4 1 5 2 1
Battle Axe (1) d6+6 2 2 2 3 1 1
Recurved Bow d6+3 3 4 1 - 1

1 The battle axe is AFT

Description: Most dwarven warriors are scarred and grizzled.

Equipment: A dwarven warrior wears half plate and a battle helm. He or she carries a battle ax and a recurved
bow.

Disciplines: none.

Comments: A dwarvish holding will boast a fair number of warriors, at least one in five dwarves is a warrior.
Dwarf populations tend to be low, so to maintain themselves in a harsh world, many dwarves become fighters.
128 Quest Monster Manual

FAIRIE
The Fairie are the elvish people who inhabited the land prior to the coming of humanity. They are a
small race, with great magical powers. Fairie do not age, but can be slain by all normal means. If a Fairie is
touched by non-magical ferrous metal, there is a 25% chance that    Fairie will take 1d6 worth of damage, not
stopped by armor, on the contacted body part. Fairie have a great distrust of humanity and dwarves, based on
their ancient grievance of the theft of their land (as they see it). Although only half-elves are described in the
Player's Handbook, the Game Master may allow Players to play Fairie Characters. A Fairie Character subtracts
2 from his or her strength, adds 1 to his or her build roll and cannot have higher than a 5 Faith. A Fairie adds 1
to Manual Dexterity, and 3 to Agility and Magic Talent. They subtract 5 inches from the human base height
when determining height.
January 20, 2023 Fairie 129

Baron
PS 14 Height: 5' Armor
MD 16 Weight: 150 Head: 5{2} 3
AG 15/14 BHP 23 Chest: 6/{2} 9
CN 15 Base CR: 4/4 Abdomen: 6/{2} 7
IT 15 Base DR: 3/3 Groin: 6/{2} 5
MT 20 Base PR: 2/2 Right Leg: 5/{2} 5
FT 5 Missile DR: 2/2 Left Leg: 5/{2} 5
WL 13 Poison Adj. -5 Weapon Arm: 5/{2} 3
LD 13 Dodge: +3 Shield Arm: 5/{2} 3
ST Bonus: +4 Blood: 23

Weapon Damage DoM CR DR PR Blows Note


Rapier d6+4 9+2 14 9 13 5 1
Main Gauche d6 9 13 9 13 5

1 The rapier is AFT, Master Artisan and Enchanted to +2 damage.


2 The main gauche is AFT, Master Artisan and Enchanted to +2 PR.

Magical Abilities: Cast Chance: 36 Immediates: 3


SPP (mage)=    76

Spell lists:
Mystic Theory DoM 8
Battle Magics DoM 10
Elemental Magic (one of the four) DoM 9
Mentalism DoM 7
Self-Shapings DoM 3
Shaping DoM 6
Logos DoM 3

Description: A Fairie baron makes a fine display. His or her raiment is usually gaudy and distinctive.

Equipment: The baron is    armed as stated above. His or her armor is Master Artisan phosphor bronze
ringmail, Enchanted to +2 damage absorption. His or her Focus is usually in the form of a jewel. It is -4/10 SPP
cost.

Disciplines:
Fencing DoM 6
Social Science DoM 5
Military Science DoM 5
Horsemanship DoM 4 (14)

Comments: A Fairie baron is a landed noble who controls a number of knights and their entourages. The are
almost never found unaccompanied.
130 Quest Monster Manual
January 20, 2023 Fairie 131

Count
PS 14 Height: 5' Armor
MD 16 Weight: 155 Head: 6{3} 4
AG 15/14 BHP 25 Chest: 7/{3} 10
CN 16 Base CR: 4/4 Abdomen: 7/{3} 7
IT 16 Base DR: 3/3 Groin: 7/{3} 5
MT 20 Base PR: 2/2 Right Leg: 6/{3} 5
FT 5 Missile DR: 2/2 Left Leg: 6/{3} 5
WL 13 Poison Adj. -5 Weapon Arm: 6/{3} 4
LD 13 Dodge: +3 Shield Arm: 6/{3} 4
ST Bonus: +5 Blood: 25

Weapon Damage DoM CR DR PR Blows Note


Rapier d6+5 9+5 17 12 16 5+1 1,3
Main Gauche d6 9+3 15 12 17 5+1 2,3

1 The rapier is AFT, Master Artisan and Enchanted to +3 damage.


2 The main gauche is AFT, Master Artisan and Enchanted to +3 PR.
3 The Count has Hit Selection with both weapons.

Magical Abilities: Cast Chance: 43 Immediates: 4


SPP (mage)=    100

Spell lists:
Mystic Theory DoM 11 Shaping DoM 8
Battle Magics DoM 10 Logos DoM 5
Elemental Magic (one of the four) DoM 10 Sorcery DoM 3
Mentalism DoM 9 Spellcasting DoM 2
Self-Shapings DoM 6

Description: A Faire count blazes with colors, precious metals and gems. It is impossible to mistake him or her.

Equipment: The count is armed as stated above. His or her armor is Master Artisan phosphor bronze ringmail,
Enchanted to +3 damage absorption. His or her Great Focus is usually in the form of a jewel. It is -7/10 SPP
cost.

Disciplines:
Fencing DoM 8 Social Science DoM 6
Military Science DoM 6 (11) Horsemanship DoM 6 (16)

Comments: A Fairie Count is a great landed noble who controls a number of Fairie barons and their entourages.
They are never found unaccompanied.
132 Quest Monster Manual

Duke
PS 14 Height: 5' Armor
MD 17 Weight: 155 Head: 7/{4} 4
AG 16/15 BHP 26 Chest: 8/{4} 10
CN 17 Base CR: 4/4 Abdomen: 8/{4} 8
IT 15 Base DR: 3/3 Groin: 8/{4} 5
MT 21 Base PR: 2/2 Right Leg: 7/{4} 5
FT 5 Missile DR: 3/3 Left Leg: 7/{4} 5
WL 15 Poison Adj. -5 Weapon Arm: 7/{4} 4
LD 15 Dodge: +3 Shield Arm: 7/{4} 4
ST Bonus: +7 Blood: 26

Weapon Damage DoM CR DR PR Blows Note


Rapier d6+6 9+7 17 12 17 5+2 1,3
Main Gauche d6 9+5 17 12 20 5+1 2,3

1 The rapier is AFT, Master Artisan and Enchanted to +4 damage.


2 The main gauche is AFT, Master Artisan and Enchanted to +4 PR.
3 The Duke has Hit Selection with both weapons.

Magical Abilities: Cast Chance: 48 Immediates: 5


SPP (mage)=    121.8

Spell lists:
Mystic Theory DoM 13 Logos DoM 8
Battle Magics DoM 10 Sorcery DoM 5
Elemental Magic (one of the four) DoM 10 Spellcasting DoM 4
Mentalism DoM 10 Illusions DoM 3
Shapings DoM 10 Runic Magics DoM 1
Self-Shapings DoM 8

Description: A Fairie duke will wear only the finest clothing and accessories. Quite frequently they will spend
magic to create an aura about themselves.

Equipment: The duke is armed as stated above. His or her armor is Master Artisan phosphor bronze ringmail,
Enchanted to +4 damage absorption. His or her Great Focus is usually in the form of a jewel. It is -7/10 SPP
cost.

Disciplines:
Fencing DoM 8 Social Science DoM 7
Military Science DoM 7 Horsemanship DoM 8 (18)

Comments: A Fairie duke is one of the primary rulers in the Fairie realm. He or she is always scheming to
become king or queen. A duke is never unaccompanied.
January 20, 2023 Fairie 133

Healer
PS 10 Height: 4'11" Armor
MD 12 Weight: 125 Head: 0 3
AG 12 BHP 23 Chest: 0 9
CN 18 Base CR: 3 Abdomen: 0 7
IT 14 Base DR: 2 Groin: 0 5
MT 18 Base PR: 2 Right Leg: 0 5
FT 5 Missile DR: 2 Left Leg: 0 5
WL 12 Poison Adj. -5 Weapon Arm: 0 3
LD 10 Dodge: +2 Shield Arm: 0 3
ST Bonus: +3 Blood: 23

Magical Abilities: Cast Chance: 36 Immediates: 4


SPP (mage)=    75.6

Spell lists:
Mystic Theory DoM 9
Healing DoM 10
Mentalism DoM 4
Alchemy DoM 3
Divination DoM 1
Self-Shapings DoM 1

Special Abilities: May cast the Healing Spell List as a Mage list.

Description: Fairie healers affect drab robes.

Equipment: Healers carry a staff with a snake carved upon it as their Focus. It is typically +1 to healing dice
rolls.

Comments: Every baron has at least one healer in his or her domain.
134 Quest Monster Manual

Heavy Infantry
PS 12 Height: 5' Armor
MD 14/11 Weight: 150 Head: 4 3
AG 13/7 BHP 21 Chest: 5 8
CN 14 Base CR: 3/3 Abdomen: 5 6
IT 10 Base DR: 2/0 Groin: 5 4
MT 13 Base PR: 2/2 Right Leg: 3 4
FT 5 Missile DR: 2/3 Left Leg: 3 4
WL 11 Poison Adj. -4 Weapon Arm: 3 3
LD 9 Dodge: +1 Shield Arm: 3+2 3
ST Bonus: +2 Blood: 21

Weapon Damage DoM CR DR PR Blows Note


Broadsword d6+3 4 5 4 5 2 1
Halberd d6+5 4 5 0 4 2 2

1 The sword is AFT.


2 The halberd is AFT.

Description: The Fairie heavy infantry are very disciplined and fight with both halberd and the broadsword-kite
shield combination.

Equipment: Fairie heavy infantry wear bronze halfplate and a battle helm. They carry a broadsword, halberd
and a kite shield

Comments: About one in three Fairie soldiers will be heavy infantry. They will fight bravely and with
discipline, although they are not very mobile.
January 20, 2023 Fairie 135

Heavy Infantry Captain


PS 12 Height: 5'1" Armor
MD 14/11 Weight: 155 Head: 5/{1} 3
AG 13/7 BHP 23 Chest: 6/{1} 9
CN 15 Base CR: 3/3 Abdomen: 6/{1} 7
IT 12 Base DR: 2/0 Groin: 6/{1} 5
MT 14 Base PR: 2/2 Right Leg: 4/{1} 5
FT 5 Missile DR: 2/3 Left Leg: 4/{1} 5
WL 12 Poison Adj. -5 Weapon Arm: 4/{1} 3
LD 12 Dodge: +1 Shield Arm: 4+1/{1} 3
ST Bonus: +2 Blood: 23

Weapon Damage DoM CR DR PR Blows Note


Broadsword d6+3 6 7 4 6 3 1
Halberd d6+5 6 7 1 5 3 2

1 The sword is Master Craftsman, and AFT.


2 The halberd is Master Craftsman, and AFT.

Description: A captain will wear some badge of rank, usually a surcoat. A captain’s armor and weapons are
better cared for then those of the common trooper.

Equipment: A captain is equipped with bronze half plate and a battle helm, Enchanted to +1 damage
absorption.

Disciplines:
Military Science DoM 3
General Fighter DoM 3

Comments: A heavy infantry captain will usually command five or ten heavy infantry. Usually a knight will
command the services of one heavy infantry captain.
136 Quest Monster Manual

Knight
PS 14 Height: 5' Armor
MD 15 Weight: 155 Head: 4/{1} 3
AG 15/12 BHP 23 Chest: 5/{1} 9
CN 15 Base CR: 4/4 Abdomen: 5/{1} 7
IT 15 Base DR: 3/2 Groin: 5/{1} 5
MT 20 Base PR: 2/2 Right Leg: 4/{1} 5
FT 5 Missile DR: 3/3 Left Leg: 4/{1} 5
WL 13 Poison Adj. -5 Weapon Arm: 4/{1} 3
LD 13 Dodge: +3 Shield Arm: 4/{1} 3
ST Bonus: +3 Blood: 23

Weapon Damage DoM CR DR PR Blows Note


Rapier d6+3 7 9 5 6 4 1
Main Gauche d6 6 9 5 7 3 2

1 The rapier is AFT, Master Craftsman and Enchanted to +1 damage.


2 The main gauche is AFT, Master Craftsman and Enchanted to +1 PR.

Magical Abilities: Cast Chance: 32 Immediates: 3


SPP (mage)=    60

Spell lists:
Mystic Theory DoM 6
Battle Magics DoM 6
Elemental Magic (one of the four) DoM 6
Mentalism DoM 4
Shaping DoM 3
Logos DoM 2

Description: A Fairie knight is usually found in fine-looking armor, but is not nearly as distinctive as the higher
nobility. A knight will always have his or her device on his or her shield or surcoat.

Equipment: The knight is armed as stated above. His or her armor is Master Craftsman phosphor bronze
ringmail, Enchanted to +1 damage absorption. His or her Focus is usually in the form of a jewel. It is -4/10 SPP
cost.

Disciplines:
Fencing DoM 3
Military Science DoM 4
Social Science DoM 1

Comments: A Fairie knight may or may not be a landed noble. He or she is certainly the lowest on the
"nobility" ladder. If landed, a knight may be able to muster around twenty fighters. A few of these may not be
Fairie proper, but an allied species such as trolls, ogres, or even a giant.
January 20, 2023 Fairie 137

Light Infantry
PS 10 Height: 5' Armor
MD 14/13 Weight: 135 Head: 2 3
AG 16/14 BHP 19 Chest: 2 8
CN 14 Base CR: 3/3 Abdomen: 2 6
IT 10 Base DR: 3/3 Groin: 2 4
MT 13 Base PR: 2/2 Right Leg: 1 4
FT 5 Missile DR: 3/4 Left Leg: 1 4
WL 11 Poison Adj. -4 Weapon Arm: 1 3
LD 10 Dodge: +3 Shield Arm: 2 3
ST Bonus: +2 Blood: 19

Weapon Damage DoM CR DR PR Blows Note


Short sword d6+2 4 5 5 5 2 1
Long bow d6+2 4 6 3 - 2/1

1 The sword is AFT.

Description: The Fairie light infantry are the scruffiest of the true Fairie troops. They tend to wear greens and
browns. The Fairie long bow is their primary weapon.

Equipment: Fairie light infantry wear a leather cuirass and leather limb armor, and carry a long bow, 30
arrows, a short sword and a buckler.

Disciplines:
Outdoorsman (woods) DoM 2 (11)

Comments: The Fairie use their light infantry as skirmishers, scouts and ambushers. They sneak through woods
and heavy terrain with great facility.
138 Quest Monster Manual

Light Infantry Captain


PS 11 Height: 5' Armor
MD 15/14 Weight: 135 Head: 2 3
AG 16/14 BHP 20 Chest: 2 8
CN 15 Base CR: 4/3 Abdomen: 2 6
IT 12 Base DR: 3/3 Groin: 2 4
MT 13 Base PR: 2/2 Right Leg: 1 4
FT 5 Missile DR: 3/4 Left Leg: 1 4
WL 12 Poison Adj. -4 Weapon Arm: 1 3
LD 12 Dodge: +3 Shield Arm: 2 3
ST Bonus: +2 Blood: 20

Weapon Damage DoM CR DR PR Blows Note


Short sword d6+2 6 7 5 6 3 1
Long bow d6+2 5 7 3 - 2/1

1 The short sword is Master Craftsman and AFT.

Description: The light infantry captain is something of a more regular soldier than the normal light infantry.
His or her equipment will be better kept up and he or she will respond to orders with more snap.

Equipment: The captain wears a leather cuirass and leather limb armor, and carries a long bow, 30 arrows, a
short sword and a buckler.

Disciplines:
Outdoorsman (woods) DoM 3 (13)
Military Science DoM 3

Comments: The captain is the individual counted on to keep the light infantry steady and in good order. If the
light captain is slain, the lights will generally break.
January 20, 2023 Fairie 139

Master Archer
PS 14 Height: 5'2" Armor
MD 19 Weight: 160 Head: 3 4
AG 13/11 BHP 24 Chest: 4 10
CN 15 Base CR: 4/4 Abdomen: 4 7
IT 14 Base DR: 3/2 Groin: 4 5
MT 13 Base PR: 2/2 Right Leg: 3 5
FT 5 Missile DR: 2/2 Left Leg: 3 5
WL 14 Poison Adj. -5 Weapon Arm: 3 4
LD 10 Dodge: +2 Shield Arm: 3 4
ST Bonus: +3 Blood: 24

Weapon Damage DoM CR DR PR Blows Note


Long bow d6+6 9+1 12 2 - 4/3 1

1 The long bow is a superior bow (+1 damage), Enchanted to +1 CR, and the archer uses AFT, +l CR
arrows.

Description: The typical master archer is an unkempt figure save for his or her bow and arrows, which are
spotless.

Equipment: The master archer carries a fine long bow, 30 arrows, and wears Master Craftsman phosphor
bronze ringmail.

Disciplines:
Bowyer/Fletcher DoM 8

Comments: The master archer is found in odd corners of the Fairie realm. Occasionally a knight or a baron will
keep a master archer, suffering the insolence for the greater power gained. All of the dukes have one or more
master archers.
140 Quest Monster Manual

GIANTS
Detailed below are the different types of giants found in Quest

Giant, Diamond
PS 30 Height: 20' Armor
MD 8 Weight: 5500 Head: 5 33
AG 8 BHP 222 Chest: 5 89
CN 12 Base CR: 2 Abdomen: 5 67
IT 8 Base DR: -2 Groin: 5 44
MT 12 Base PR: 2 Right Leg: 5 44
FT 8 Missile DR: -2 Left Leg: 5 44
WL 12 Poison Adj. -44 Weapon Arm: 5 33
LD 6 Dodge: +2 Shield Arm: 5 33
ST Bonus: +2 Blood: 222

Weapon Damage DoM CR DR PR Blows Note


Club d6+11 7 6 0 4 3

Speed Multiplier: *3

Description: A diamond giant is a huge humanoid, who appear to be covered by crystal. This crystal is not
actually diamond.

Equipment: Nothing but a club and miscellaneous junk.

Comments: All true giants have an exoskeleton as well as an interior skeleton. The composition of their
exoskeleton identifies the giant. All giants are brutish by nature and will generally attack other humanoids for
food and loot.
January 20, 2023 Giants 141

Giant, Earth
PS 26 Height: 15' Armor
MD 8 Weight: 2500 Head: 3 23
AG 8 BHP 150 Chest: 3 60
CN 12 Base CR: 2 Abdomen: 3 45
IT 8 Base DR: -1 Groin: 3 30
MT 12 Base PR: 2 Right Leg: 3 30
FT 8 Missile DR: -1 Left Leg: 3 30
WL 12 Poison Adj. -30 Weapon Arm: 3 23
LD 6 Dodge: +2 Shield Arm: 3 23
ST Bonus: +2 Blood: 150

Weapon Damage DoM CR DR PR Blows Note


Club d6+9 7 7 1 4 3

Speed Multiplier: *2.5

Description: An earth giant looks like a brutish humanoid covered in dried, cracked earth

Equipment: Nothing but a club and miscellaneous junk.

Comments: All true giants have an exoskeleton as well as an interior skeleton. The composition of their
exoskeleton identifies the giant. All giants are brutish by nature and will generally attack other humanoids for
food and loot.
142 Quest Monster Manual

Giant, Stone
PS 28 Height: 18' Armor
MD 8 Weight: 4000 Head: 4 24
AG 8 BHP 162 Chest: 4 65
CN 12 Base CR: 2 Abdomen: 4 49
IT 8 Base DR: -2 Groin: 4 32
MT 12 Base PR: 2 Right Leg: 4 32
FT 8 Missile DR: -2 Left Leg: 4 32
WL 12 Poison Adj. -33 Weapon Arm: 4 24
LD 6 Dodge: +2 Shield Arm: 4 24
ST Bonus: +2 Blood: 162

Weapon Damage DoM CR DR PR Blows Note


Club d6+10 7 7 0 4 3

Speed Multiplier: *3

Description: The stone giant is a large, humanoid figure covered by stone.

Equipment: Nothing but a club and miscellaneous junk.

Comments: All true giants have an exoskeleton as well as an interior skeleton. The composition of their
exoskeleton identifies the giant. All giants are brutish by nature and will generally attack other humanoids for
food and loot.
January 20, 2023 Halflings 143

HALFLINGS
Because of hostility between their parent races, Halflings may form kingdoms of a Halfling nature. Remember
that Halflings will breed true. They tend towards forest realms. They will tend to mimic the prevalent human
cultures in the area. The Fairie will not allow a Halfling kingdom to exist, although individual Halflings are
accepted in Fairie realms.

Range & Habitat: The Halfling prefers woods and hills. They rarely civilize and cultivate the lands, preferring
them to remain half wild.

Halfling Archer
PS 14 Height: 5'3" Armor
MD 15/14 Weight: 155 Head: 2 3
AG 12/10 BHP 22 Chest: 3 9
CN 14 Base CR: 3 Abdomen: 3 7
IT 10 Base DR: 2 Groin: 3 4
MT 12 Base PR: 2 Right Leg: 2 4
FT 8 Missile DR: 3/2 Left Leg: 2 4
WL 11 Poison Adj. -4 Weapon Arm: 2 3
LD 10 Dodge: +3 Shield Arm: 3 3
ST Bonus: +1 Blood: 22

Weapon Damage DoM CR DR PR Blows Note


Long bow d6+4 3 5 2 - 1
Broadsword d6+3 3 5 3 2 1

Description: The Halfling archer is a regular soldier, unlike the Fairie light infantry.

Equipment: They are equipped with a longbow, 20 arrows, a broadsword, buckler and reinforced leather armor
and ringmail.

Disciplines:
General Fighter DoM 2

Comments: The archer is the most common kind of soldier in Halfling realms. They are steady in both melee
and skirmish situations.
144 Quest Monster Manual

Halfling Captain
PS 14 Height: 5'4" Armor
MD 15/12 Weight: 160 Head: 3 4
AG 13/10 BHP 24 Chest: 4 10
CN 15 Base CR: 3 Abdomen: 4 7
IT 12 Base DR: 1 Groin: 4 5
MT 15 Base PR: 2 Right Leg: 3 5
FT 8 Missile DR: 4/1 Left Leg: 3 5
WL 12 Poison Adj. -5 Weapon Arm: 3 4
LD 12 Dodge: +2 Shield Arm: 5 4
ST Bonus: +2 Blood: 24

Weapon Damage DoM CR DR PR Blows Note


Broadsword d6+4 6 7 6 6 3 1
Long bow d6+4 5 6 1 - 2/1

1 The sword is AFT, Master Craftsman

Magical Abilities: Cast Chance: 24 Immediates: 3


SPP (mage)=    39

Spell lists:
Mystic Theory DoM 5
Elemental Magic (one of the four) DoM 5
Battle Magic DoM 4
Spell Casting DoM 3
Self-Shapings DoM 1

Description: Captains are finely dressed, with badges of rank on his or her surcoat.

Equipment: Captains wear heavy, bronze chain and a bronze battle helm. They carry weapons as stated above,
plus 25 arrows and a kite shield.

Disciplines:
Military Science DoM 3
General Fighter DoM 4

Comments: A captain will generally command a group of thirty to forty warriors.


January 20, 2023 Halflings 145

Halfling Great Captain


PS 14 Height: 5'4" Armor
MD 16/14 Weight: 160 Head: 8/{2} 4
AG 14/11 BHP 26 Chest: 9/{2} 10
CN 16 Base CR: 4 Abdomen: 9/{2} 8
IT 14 Base DR: 1 Groin: 9/{2} 5
MT 18 Base PR: 2 Right Leg: 8/{2} 5
FT 9 Missile DR: 4/1 Left Leg: 8/{2} 5
WL 14 Poison Adj. -5 Weapon Arm: 8/{2} 4
LD 15 Dodge: +2 Shield Arm: 8+2/{2} 4
ST Bonus: +4 Blood: 26

Weapon Damage DoM CR DR PR Blows Note


Broadsword d6+7 9 11 9 11 4 1,4
Shield bash d6-1 5 8 9 7/5 2 2,4
Long bow d6+6 8 9 1 - 4/3 3,4

1 The sword is AFT, mild steel and is also a Focus, Enchanted to a total of +3 damage.
2 The shield is Master Craftsman.
3 The long bow is a +1 damage bow. The arrows are AFT.
4 Includes the +1 CR bonus from DoM 8 General Fighter.

Magical Abilities: Cast Chance: 34 Immediates: 3


SPP (mage)=    68.4

Spell lists:
Mystic Theory DoM 8 Self-Shapings DoM 7
Elemental Magic (one of the four) DoM 7 Logos DoM 3
Battle Magic DoM 7 Divination DoM 1
Spell Casting DoM 7

Description: Great captains are always finely dressed and their accouterments are of the highest quality.

Equipment: They wear Master Craftsman, mild steel, heavy chain, and a mild steel battle helm, both
Enchanted to +2 damage absorption.

Disciplines:
Military Science DoM 6
General Fighter DoM 8

Comments: Usually, there will be one or two great captains in a kingdom, although a large realm may have as
many as five or six.
146 Quest Monster Manual

Halfling Healer
PS 10 Height: 5' Armor
MD 12 Weight: 120 Head: 1/{1} 3
AG 12 BHP 18 Chest: 1/{1} 7
CN 15 Base CR: 3 Abdomen: 1/{1} 5
IT 14 Base DR: 3 Groin: 1/{1} 4
MT 16 Base PR: 2 Right Leg: 1/{1} 4
FT 16 Missile DR: 3 Left Leg: 1/{1} 4
WL 14 Poison Adj. -4 Weapon Arm: 1/{1} 3
LD 12 Dodge: +2 Shield Arm: 1/{1} 3
ST Bonus: +3 Blood: 18

Magical Abilities: Cast Chance (mage): 28 Immediates: 3


SPP (mage)=    48
Cast Chance (cleric): 28 Immediates: 3
SPP (cleric)=    48

Spell lists:
Theology DoM 6 Mystic Theory DoM 6
Healing DoM 8 Elemental Magic-Air DoM 6
Wiccan Hierarchy DoM 6 Illusions DoM 2
Wiccan Appeals DoM 5 General Mage DoM 1
Nature DoM 3
Wiccan Protections DoM 1

Description: When at home, the healer will wear her ceremonial robes, as befitting her rank. On the road, the
healer will dress practically.

Equipment: A healer's ceremonial robes are Enchanted to +1 damage absorption. Generally, their Focus is a
slender wand, Enchanted to +1 to healing dice rolls.

Comments: Healers are also the priestesses of the Halflings. They are usually women, although there are male
healers. They rarely stray far from home.
January 20, 2023 Halflings 147

Halfling Mage
PS 8 Height: 5' Armor
MD 13 Weight: 135 Head: 1/{1} 3
AG 12 BHP 18 Chest: 1/{1} 7
CN 13 Base CR: 3 Abdomen: 1/{1} 5
IT 16 Base DR: 3 Groin: 1/{1} 4
MT 20 Base PR: 2 Right Leg: 1/{1} 4
FT 11 Missile DR: 3 Left Leg: 1/{1} 4
WL 14 Poison Adj. -4 Weapon Arm: 1/{1} 3
LD 12 Dodge: +2 Shield Arm: 1/{1} 3
ST Bonus: +4 Blood: 18

Magical Abilities: Cast Chance (mage): 38 Immediates: 4


SPP (mage)=    84

Spell lists:
Mystic Theory DoM 9
Elemental Magic-Air DoM 10
Wards and Shields DoM 9
General Mage DoM 8
Logos DoM 5
Light/Dark DoM 6
Spell Casting DoM 3
Illusions DoM 1

Description: Halfling mages almost always affect symbol-laden, many layered robes. They carry staves.

Equipment: The mage's robes are Enchanted to +1 damage absorption. He or she carries a Focus in the form of
a staff (-4/10 SPP cost).

Comments: A Halfling mage or wizard, is a wanderer. They will always come to the aid of any threatened
Halfling kingdom. They frequently wander unaccompanied.
148 Quest Monster Manual

Halfling Mystic
PS 8 Height: 5'1" Armor
MD 11 Weight: 110 Head: 0 3
AG 10 BHP 18 Chest: 0 7
CN 16 Base CR: 3 Abdomen: 0 5
IT 18 Base DR: 2 Groin: 0 4
MT 20 Base PR: 2 Right Leg: 0 4
FT 14 Missile DR: 2 Left Leg: 0 4
WL 16 Poison Adj. -4 Weapon Arm: 0 3
LD 10 Dodge: +2 Shield Arm: 0 3
ST Bonus: +4 Blood: 18

Magical Abilities: Cast Chance (mage): 41 Immediates: 4


SPP (mage)=    84

Spell lists:
Mystic Theory DoM 9
Divination DoM 10
Mentalism DoM 10
Sorcery DoM 8
Demonology DoM 6
General Mage DoM 5
Runic Magics DoM 2
Necromancy DoM 1

Description: Halfling mystics are always female. They generally affect plain robes.

Equipment: Mystics have a Great Focus in the form of a crystal ball. It is +1 Magic Talent and Enchanted to a
further +2 Cast Chance.

Comments: All Halfling realms have at least one mystic who functions as a court advisor. She will be highly
respected.
January 20, 2023 Halflings 149

Halfling Ranger
PS 14 Height: 5'6" Armor
MD 15 Weight: 165 Head: 2 5
AG 14/13 BHP 30 Chest: 4 12
CN 18 Base CR: 4 Abdomen: 4 9
IT 12 Base DR: 3 Groin: 4 6
MT 12 Base PR: 2 Right Leg: 2 6
FT 15 Missile DR: 3 Left Leg: 2 6
WL 12 Poison Adj. -6 Weapon Arm: 2 5
LD 12 Dodge: +3 Shield Arm: 2 5
ST Bonus: +3 Blood: 30

Weapon Damage DoM CR DR PR Blows Note


Bastard sword (2) d6+6 7 9 4 6 3 1
Broadsword (1) d6+4 6 9 5 7 3 1
Long bow d6+4 6 7 3 - 3/2

1 The sword is AFT, and Master Craftsman.

Magical Abilities: Cast Chance (cleric): 26 Immediates: 3


SPP (cleric)=    45

Spell lists:
Theology DoM 5
Nature DoM 6
Healing DoM 4
Appeals DoM 3
Clerical Divination DoM 1

Description: Rangers prefer anonymity and frequently go about cloaked. Their equipment, while well cared for,
tends to be battered.

Equipment: Rangers wear leather limb armor, studded cap and a chain shirt. They are armed with a longbow,
30 arrows and a broadsword.

Disciplines:
Outdoorsman (woods) DoM 6 (17)
Bowyer/Fletcher DoM 4
Outdoorsman (water) DoM 4 (14)
Horsemanship DoM 1.

Comments: Halfling rangers are not soldiers. They are more like the pioneer mountain men. While they may be
employed by Halfling authorities, they are very independent. They are frequently found wandering the
wilderness alone, or in pairs.
150 Quest Monster Manual

Halfling Warrior
PS 14 Height: 5'3" Armor
MD 13/10 Weight: 158 Head: 3 3
AG 11/8 BHP 22 Chest: 4 9
CN 14 Base CR: 2 Abdomen: 4 7
IT 10 Base DR: 1 Groin: 4 4
MT 12 Base PR: 2 Right Leg: 3 4
FT 7 Missile DR: 4 Left Leg: 3 4
WL 10 Poison Adj. -4 Weapon Arm: 3 3
LD 10 Dodge: +2 Shield Arm: 3+2 3
ST Bonus: +1 Blood: 22

Weapon Damage DoM CR DR PR Blows Note


Spear d6+3 3 5 4 2 1 1

1 The spear is AFT.

Description: The regular heavy infantry of the Halflings, warriors are mailed and surcoated. Their shields
displays the device of the kingdoms for which they fight.

Equipment: Warriors wear Norman helms and regular chain. They are armed with a long spear and a kite
shield.

Comments: The Halfling warrior uses the pole arm charge whenever possible. Most Halfling armies are
composed of 50% warriors and 50% archers.
January 20, 2023 Humans 151

HUMANS
Humanity is the dominant, civilized species on the world. It has the greatest diversity of types. Unlike the other
civilized species discussed here, humanity is not uniform in its habits, culture or weaponry.

Range & Habitat: Humans are found almost everywhere on the world.

African Shaman
PS 10 Height: 5'6" Armor
MD 12 Weight: 165 Head: 0 4
AG 9 BHP 27 Chest: 0 11
CN 16 Base CR: 3 Abdomen: 0 8
IT 14 Base DR: 2 Groin: 0 5
MT 17 Base PR: 2 Right Leg: 0 5
FT 16 Missile DR: 2 Left Leg: 0 5
WL 15 Poison Adj. -5 Weapon Arm: 0 4
LD 14 Dodge: +2 Shield Arm: 0 4
ST Bonus: +3 Blood: 27

Magical Abilities: Cast Chance (cleric): 29 Immediates: 3


SPP (cleric)=    48
Magical Abilities: Cast Chance (mage): 30 Immediates: 3
SPP (mage)=    51

Spell lists:
Theology DoM 6 Mystic Theory DoM 6
Rites DoM 6 Sorcery DoM 6
Healing DoM 7 Necromancy DoM 2
Hunting Magics DoM 6 Mentalism DoM 1
Appeals DoM 5
Clerical Divination DoM 4
Protections DoM 3

Description: A shaman tends to be more ornately dressed than his fellows. Feathers, jewelry and animal
headdresses all go into the shaman's costuming.

Equipment: The shaman will normally possess a Focus in the form of a small bag, holding herbs. It is +2 to
Cast Chance.

Disciplines:
Outdoorsman (Plains) DoM 3 (12)
Social Science DoM 2

Comments: Every tribe will have a shaman and few tribes, unless they are split up into clans, will have more
than one shaman. They almost never journey alone.
152 Quest Monster Manual

Amerindian Shaman
PS 12 Height: 5'6" Armor
MD 12 Weight: 165 Head: 0 4
AG 9 BHP 27 Chest: 0 11
CN 16 Base CR: 3 Abdomen: 0 8
IT 14 Base DR: 2 Groin: 0 5
MT 17 Base PR: 2 Right Leg: 0 5
FT 16 Missile DR: 2 Left Leg: 0 5
WL 14 Poison Adj. -5 Weapon Arm: 0 4
LD 15 Dodge: +2 Shield Arm: 0 4
ST Bonus: +3 Blood: 27

Magical Abilities: Cast Chance (cleric): 29 Immediates: 3


SPP (cleric)=    48
Magical Abilities: Cast Chance (mage): 30 Immediates: 3
SPP (mage)=    51

Spell lists:
Theology DoM 6 Mystic Theory DoM 6
Healing DoM 7 Sorcery DoM 6
Rites DoM 6 Illusions DoM 2
Hunting Magics DoM 6 Mentalism DoM 1
Clerical Divination DoM 4
Protections DoM 3
Appeals DoM 1

Description: A shaman dresses much like those around him or her, although he or she does possess special
ceremonial robes, which include feathers and semi-precious stones.

Equipment: The shaman will normally possess a Focus in the form of a carved stick called a totem. It is +2 to
Cast Chance.

Disciplines:
Outdoorsman (Plains) DoM 3 (12)
Social Science DoM 2

Comments: Every tribe will have a shaman and few tribes, unless they are split up into clans, will have more
than one shaman. Shamans will be found alone, as they journey upon some spirit or vision quest.
January 20, 2023 Humans 153

Archmage
PS 10 Height: 5'6" Armor
MD 12 Weight: 165 Head: 3/{3} 3
AG 10 BHP 20 Chest: 3/{3} 8
CN 12 Base CR: 3 Abdomen: 3/{3} 6
IT 18 Base DR: 2 Groin: 3/{3} 4
MT 20 Base PR: 2 Right Leg: 3/{3} 4
FT 12 Missile DR: 2 Left Leg: 3/{3} 4
WL 16 Poison Adj. -4 Weapon Arm: 3/{3} 3
LD 12 Dodge: +2 Shield Arm: 3/{3} 3
ST Bonus: +3 Blood: 3/{3} 20

Magical Abilities: Cast Chance (mage): 48 Immediates: 5


SPP (mage)=    116

Spell lists:
Mystic Theory DoM 13
Elemental Magic DoM 10
General Mage DoM 10
Shaping DoM 10
Logos DoM 9
Enchantments DoM 8
Sorcery DoM 6
Mentalism DoM 5
Illusions DoM 4
Divination DoM 2
Spell Casting DoM 6

Description: Most archmages are older, although they have Spells to keep them young. Their manner of dress
will vary widely.

Equipment: They will wield a Great Focus in the form of a staff Enchanted to +2 Magic Talent and +3 Cast
Chance. They will have Enchanted robes that give them +3 damage absorption and an amulet or ring with the
Spell, Force Field (3X/day), inscribed upon it. Some of them will wield a glove that gives them +3 CR.

Comments: The archmage is very powerful, and is set out here more for a template for the Game Master.
Usually, any NPC this strong will be individually rolled up, as if he or she were a Character. If the Game Master
has need of a really potent mage, here it is.
154 Quest Monster Manual

Bandit
PS 14 Height: 5'5" Armor
MD 12 Weight: 169 Head: 2 4
AG 10 BHP 24 Chest: 2 9
CN 14 Base CR: 3/2 Abdomen: 2 7
IT 9 Base DR: 2/2 Groin: 2 5
MT 9 Base PR: 2/2 Right Leg: 1 5
FT 8 Missile DR: 2/4 Left Leg: 1 5
WL 10 Poison Adj. -5 Weapon Arm: 1 4
LD 9 Dodge: +2 Shield Arm: 2 4
ST Bonus: +1 Blood: 24

Weapon Damage DoM CR DR PR Blows Note


Club d6+1 2 3 4 4 1
Horse bow d6+2 2 3 2 - 1

Description: Bandits tend to be seedy and dirty. Their equipment is rarely well cared for.

Equipment: Bandits wear leather and are armed with a club, short bow and 15 arrows.

Comments: Bandits are poorly equipped to face regular soldiers, and will avoid attacking any party that
remotely equals them. This is not so much cowardliness, as a recognition of reality. Bandits have no discipline
and are easily routed.
January 20, 2023 Humans 155

Captain
PS 16 Height: 5'6" Armor
MD 12/9 Weight: 165 Head: 4 4
AG 11/9 BHP 25 Chest: 5 10
CN 15 Base CR: 3/2 Abdomen: 5 8
IT 12 Base DR: 2/1 Groin: 5 5
MT 9 Base PR: 2/2 Right Leg: 4 5
FT 9 Missile DR: 1/4 Left Leg: 4 5
WL 12 Poison Adj. -5 Weapon Arm: 4 4
LD 12 Dodge: +2 Shield Arm: 4+2 4
ST Bonus: +2 Blood: 25

Weapon Damage DoM CR DR PR Blows Note


Broadsword d6+5 5 6 5 6 2 1
Shield bash d6+1 3 4 4 5/3 1 2
Lance d6+8p 5 5 5 - 2 3

1 The sword is AFT, Master Craftsman


2 If the shield is not actively used add 1 to the broadsword's CR and PR
3 This is for the lance when it is used charging on horseback

Description: A captain tends to have better cared-for equipment, and has a badge of rank.

Equipment: A captain wears heavy chain and a battle helm.

Disciplines:
Military Science DoM 5
Horsemanship DoM 5 (14)
General Fighter DoM 4

Comments: A captain will usually lead 30 to 50 men. The one presented here is for European cultures. The GM
may design Captains for other cultures using this as a guide.
156 Quest Monster Manual

City Militia/Guard
PS 12 Height: 5'6" Armor
MD 10 Weight: 170 Head: 2 3
AG 10/8 BHP 20 Chest: 2 8
CN 12 Base CR: 3/2 Abdomen: 2 6
IT 10 Base DR: 2/2 Groin: 2 4
MT 9 Base PR: 2/1 Right Leg: 2 4
FT 10 Missile DR: 2/2 Left Leg: 2 4
WL 10 Poison Adj. -4 Weapon Arm: 2 3
LD 9 Dodge: +2 Shield Arm: 2 3
ST Bonus: +1 Blood: 20

Weapon Damage DoM CR DR PR Blows Note


Bill Hook d6+2 2 3 2 3 1

Description: The city militia or guards are part-time soldiers, who serve in and around their city. Their
equipment is shoddy and poorly kept.

Equipment: They are armed with bill hooks and leather armor.

Comments: These troops are used to keep order in the city or during a siege.
January 20, 2023 Humans 157

Fencing Master
PS 14 Height: 5'6" Armor
MD 18 Weight: 165 Head: 3 4
AG 16 BHP 25 Chest: 2 10
CN 15 Base CR: 4/4 Abdomen: 2 8
IT 12 Base DR: 3/3 Groin: 2 5
MT 9 Base PR: 2/2 Right Leg: 3 5
FT 9 Missile DR: 3/3 Left Leg: 3 5
WL 12 Poison Adj. -5 Weapon Arm: 3 4
LD 12 Dodge: +3 Shield Arm: 3 4
ST Bonus: +3 Blood: 25

Weapon Damage DoM CR DR PR Blows Note


Rapier d6+2 9 14 9 12 5 1
Main Gauche d6 9 14 9 12 5 2

1 The rapier is AFT, mild steel, and Master Artisan.


2 The main gauche is AFT, mild steel, and Master Artisan.

Description: A fencing master is usually an older fighter who is a superlative fencer. He or she earns the bulk of
his or her income by instructing others in the art of fencing. The are always well-dressed, so as to impress the
clientele. They try to avoid looking foppish

Equipment: The fencing master wears a Master Artisan leather cuirass and Master Artisan mild steel reinforced
leathers on his or her limbs.

Disciplines:
Fencing DoM 8
Acrobatics DoM 5 (16)
General Fighter DoM 6
Business DoM 3 (9)
Social Science DoM 1

Comments: Most fencing masters are ambidextrous. They are usually found in major cities. They will teach
almost any one individually for a fee, usually 5 to 10 silver shilling per day.
158 Quest Monster Manual

Great Captain
PS 18 Height: 5'9" Armor
MD 13/11 Weight: 190 Head: 7/{1} 5
AG 11/11 BHP 30 Chest: 8/{1} 12
CN 16 Base CR: 3/3 Abdomen: 8/{1} 9
IT 12 Base DR: 2/2 Groin: 8/{1} 6
MT 9 Base PR: 2/2 Right Leg: 7/{1} 6
FT 10 Missile DR: 2/5 Left Leg: 7/{1} 6
WL 14 Poison Adj. -6 Weapon Arm: 7/{1} 5
LD 14 Dodge: +2 Shield Arm: 7+2/{1} 5
ST Bonus: +4 Blood: 30

Weapon Damage DoM CR DR PR Blows Note


Broadsword d6+7 9 10 10 9 4 1
Kite Shield d6+2 6 7 9 7/5 3 2
Lance d6+9p 9 9 5 - 4 3

1 The broadsword is AFT, Master Artisan, high carbon steel and Enchanted to +1 damage
2 The kite shield is Master Craftsman
3 The lance is AFT, Master Craftsman. It may only be used while charging on horseback.

Description: A great captain is usually a knight or great noble, although he or she can be a mercenary captain.
His or her clothing and equipment are of the highest quality and perfectly maintained.

Equipment: The great captain is armed as described above. In addition, the great captain wears Master Artisan
high carbon steel, heavy chain and battle helm, both Enchanted to +1 damage absorption. He or she will always
have a war-horse.

Disciplines:
Horsemanship DoM 8 (16)
Military Science DoM 7
Social Science DoM 3
Language(s) DoM 3 or 4

Comments: A small kingdom will usually have one great captain in its service. Great captains command armies
and are never found unattended, although it is possible for a great captain, who is also a knight to be sent upon
some quest by his or her liege.
January 20, 2023 Humans 159

Healer
PS 11 Height: 5'6" Armor
MD 14 Weight: 165 Head: 0 4
AG 9 BHP 25 Chest: 0 10
CN 15 Base CR: 3 Abdomen: 0 8
IT 14 Base DR: 2 Groin: 0 5
MT 16 Base PR: 2 Right Leg: 0 5
FT 16 Missile DR: 2 Left Leg: 0 5
WL 17 Poison Adj. -5 Weapon Arm: 0 4
LD 10 Dodge: +2 Shield Arm: 0 4
ST Bonus: +2 Blood: 25

Magical Abilities: Cast Chance (mage): 28 Immediates: 3


SPP (mage)=    48
Magical Abilities: Cast Chance (cleric): 26 Immediates: 3
SPP (cleric)=    41.6

Spell lists:
Theology DoM 5 Mystic Theory DoM 6
Healing DoM 7 Mentalism DoM 6
General Mage DoM 6
Self-Shapings DoM 4

Description: Healers are a members of a non-sectarian religious order, devoted to all of the healing arts. They
may charge gold or not, as they see fit. They will generally wear homespun robes, although some will dress
normally, or even in fine garb.

Equipment: Healers will carry the tools of their trade everywhere, usually in a small satchel. He or she will
carry a Focus in the shape of a staff with carved snakes entwined about the staff, with the extra bonus dedicated
to +1 healing dice rolls.

Disciplines:
Life Sciences DoM 6 (13)
Chemistry DoM 2 (9)

Comments: Although they are Clerics, Healers are not affiliated with any one religion. They respect all deities.
Quite often. if someone is too poor to afford the healer's skills, they may appeal to the healer’s charity.
160 Quest Monster Manual

Hedge-Wizard
PS 10 Height: 5'4" Armor
MD 14 Weight: 154 Head: 2 3
AG 12/10 BHP 18 Chest: 2 7
CN 12 Base CR: 3/3 Abdomen: 2 6
IT 13 Base DR: 2/2 Groin: 2 4
MT 15 Base PR: 2/2 Right Leg: 1 4
FT 10 Missile DR: 2/2 Left Leg: 1 4
WL 11 Poison Adj. -4 Weapon Arm: 1 3
LD 10 Dodge: +2 Shield Arm: 1 3
ST Bonus: +2 Blood: 18

Weapon Damage DoM CR DR PR Blows Note


Short Sword d6+1 2 4 2 4 1

Magical Abilities: Cast Chance (mage): 20 Immediates: 2


SPP (mage)=    27

Spell lists:
Mystic Theory DoM 3
Illusion DoM 3
Earth Magics DoM 2
Shapings DoM 2

Description: A hedge wizard will try to put forward the most impressive front possible. To this end, he or she
will dress as ornately s possible, so as to impress the 'natives".

Equipment: The hedge-wizard will keep a variety of magical-looking paraphernalia around his or her abode, to
impress the clients. He or she will wear leather armor, when necessary, and carry a serviceable shortsword.

Disciplines:
Sleight of Hand DoM 3 (12)
Fence DoM 2 (8)

Comments: A hedge-wizard is part Mage and part con-man. Although he or she has real, if feeble, magical
powers, the hedge-wizard magnifies his or her abilities to prospective clients so much that the claims are unreal
and unbelievable.
January 20, 2023 Humans 161

High Priest, Buddhism


PS 12 Height: 5'7" Armor
MD 13 Weight: 163 Head: 0 4
AG 12 BHP 26 Chest: 0 10
CN 16 Base CR: 3 Abdomen: 0 8
IT 14 Base DR: 3 Groin: 0 5
MT 12 Base PR: 2 Right Leg: 0 5
FT 17 Missile DR: 9 Left Leg: 0 5
WL 14 Poison Adj. -5 Weapon Arm: 0 4
LD 12 Dodge: +2 Shield Arm: 0 4
ST Bonus: +3 Blood: 26

Weapon Damage DoM CR DR PR Blows Note


Holds d6+1 8 9 9 7/5 4 1,2
Throws d6 8 9 9 7/5 4 1,2

1 +3 Stun
2 +1 DR with a successful Acro Roll (13 or less)

Magical Abilities: Cast Chance (cleric): 31 Immediates: 3


SPP (cleric)=    57.8

Spell lists:
Theology DoM 7
Rites DoM 7
Meditations DoM 7
Ki DoM 5
Knowledge DoM 4
Protections DoM 3
Piety DoM 4

Description: The outfitting of a Buddhist high priest will vary, depending on the culture. Many dress and live
simply.

Equipment: The average Buddhist high priest will carry little about his or her person, save for a begging bowl
and a Focus, with the extra bonus dedicated to +1 Faith.

Disciplines:
Acrobatics DoM 5 (13)
Stealth DoM 4 (8)
Music-Voice DoM 3
Theatrics DoM 2 (8)

Comments: The usual place to find a Buddhist high priest is within the walls of a Buddhist monastery. The
Buddhist high priest is more concerned with spiritual perfection then the ways of the world.
162 Quest Monster Manual

High Priest (Bishop), Christian


PS 12 Height: 5'6" Armor
MD 11 Weight: 165 Head: 0 3
AG 10 BHP 20 Chest: 0 8
CN 12 Base CR: 3 Abdomen: 0 6
IT 14 Base DR: 2 Groin: 0 4
MT 10 Base PR: 2 Right Leg: 0 4
FT 17 Missile DR: 2 Left Leg: 0 4
WL 12 Poison Adj. -4 Weapon Arm: 0 3
LD 12 Dodge: +2 Shield Arm: 0 3
ST Bonus: +3 Blood: 20

Magical Abilities: Cast Chance (cleric): 31 Immediates: 3


SPP (cleric)=    57.8

Spell lists:
Theology DoM 7
Christian Hierarchy DoM 7
Protections DoM 8
General Cleric DoM 6
Appeals DoM 5
Healing DoM 4
Piety DoM 3
Clerical Divination DoM 2

Description: The Christian high priest, whose actual title is bishop, is usually dressed in easily recognizable
robes. He wears a miter, which is a conical shaped headpiece, and a gold and white mantle

Equipment: A bishop will usually carry a prayer book, his ring and a Focus (+1 Faith) in the form of a cross

Disciplines:
Social Science DoM 6
Music-Voice DoM 5
Business DoM 3 (10)

Comments: A Christian bishop is known as a prince of the Church and like any prince, he is always
accompanied by guards, assistants, etc. Bishops may be landed or unlanded.
January 20, 2023 Humans 163

High Priest, Confucian


PS 10 Height: 5'2" Armor
MD 15 Weight: 158 Head: 0 4
AG 10 BHP 24 Chest: 0 9
CN 13 Base CR: 4 Abdomen: 0 7
IT 15 Base DR: 2 Groin: 0 5
MT 16 Base PR: 2 Right Leg: 0 5
FT 16 Missile DR: 2 Left Leg: 0 5
WL 16 Poison Adj. -5 Weapon Arm: 0 4
LD 12 Dodge: +2 Shield Arm: 0 4
ST Bonus: +3 Blood: 24

Magical Abilities: Cast Chance (cleric): 31 Immediates: 3


SPP (cleric)=    54.4
Magical Abilities: Cast Chance (mage): 31 Immediates: 3
SPP (mage)=    54.4

Spell lists:
Theology DoM 7 Mystic Theory DoM 7
Hierarchy DoM 6 Elemental Magic (one of the four) DoM 7
I Ching 1st 8 DoM 4 Illusions DoM 5
I Ching 2nd 8 DoM 7 Ward & Shields DoM 6
I Ching 3rd 8 DoM 4 Logos DoM 2
I Ching 4th 8 DoM 3
I Ching 5th 8 DoM 5
I Ching 6th 8 DoM 5
I Ching 7th 8 DoM 4
I Ching 8th 8 DoM 4
Piety DoM 6

Description: A Confucian high priest wears rich brocade robes, cut in the Chinese fashion.

Equipment: A Confucian will carry 1 or 2 Alchemetical potions, and a Great Focus (-7/10 SPP), in the form of
some jewelry.

Comments: The Confucians have little temporal power. Their high priests are scholars or hermits. They are
found alone.
164 Quest Monster Manual

High Priest, Islamic


PS 11 Height: 5'6" Armor
MD 12 Weight: 165 Head: 0 4
AG 14 BHP 25 Chest: 2 10
CN 15 Base CR: 3 Abdomen: 2 8
IT 12 Base DR: 3 Groin: 2 5
MT 10 Base PR: 2 Right Leg: 0 5
FT 17 Missile DR: 3 Left Leg: 0 5
WL 14 Poison Adj. -5 Weapon Arm: 0 4
LD 13 Dodge: +2 Shield Arm: 0 4
ST Bonus: +3 Blood: 25

Weapon Damage DoM CR DR PR Blows Note


Scimitar d6+1 6 6 5 6 3

Magical Abilities: Cast Chance (cleric): 30 Immediates: 3


SPP (cleric)=    57.8

Spell lists:
Theology DoM 7
Rites DoM 6
Healing DoM 7
Piety DoM 6
Sufi Orders DoM 5
Appeals DoM 5
Protections DoM 2

Description: A Islamic high priest, also known as a dervish, is usually clothed in homespun robes. He or she
carries a scimitar and wears a leather cuirass. The male Islamic high priests have long beards.

Equipment: The dervish will have the basic equipment needed to survive in the desert.

Disciplines:
Horsemanship DoM 5 (15)
Acrobatics DoM 4 (13)
Music-Voice DoM 4

Comments: Any Islamic army will be accompanied by several dervishes. A dervish may be found traveling
alone, in groups together, or with pilgrims.
January 20, 2023 Humans 165

High Priest, Jewish


PS 10 Height: 5'6" Armor
MD 12 Weight: 165 Head: 0 3
AG 10 BHP 22 Chest: 0 9
CN 13 Base CR: 3 Abdomen: 0 7
IT 16 Base DR: 2 Groin: 0 4
MT 16 Base PR: 2 Right Leg: 0 4
FT 16 Missile DR: 2 Left Leg: 0 4
WL 14 Poison Adj. -4 Weapon Arm: 0 3
LD 12 Dodge: +2 Shield Arm: 0 3
ST Bonus: +3 Blood: 22

Magical Abilities: Cast Chance (mage): 30 Immediates: 3


SPP (mage)=    54.4
Magical Abilities: Cast Chance (cleric): 30 Immediates: 3
SPP (cleric)=    54.4

Spell lists:
Theology DoM 7 Mystic Theory DoM 7
Healing DoM 8 Shapings DoM 7
Hierarchy DoM 6 Earth Magics DoM 6
Kabbalah DoM 5 Wards and Shields DoM 4
Symbols DoM 4
Laws of Creation DoM 2
Clerical Divination DoM 2

Description: The attire of a Jewish high priest will vary with circumstance. When in the temple, or synagogue,
he or she will wear ornate robes. At other times, the high priest will wear scholar's robes.

Equipment: The Jewish high pries; will carry a Focus in the form of an amulet which gives +1 Magic Talent.
Any other equipment carried will be a function of his or her situation.

Disciplines:
Scholar DoM 4
Social Science DoM 7
Music-Voice DoM 5
Language(s) DoM 3 or 4

Comments: The Jewish high priest is a scholar and a teacher. He or she be found where there is a concentration
of Jews. He or she is rarely a traveler.
166 Quest Monster Manual

High Priest, Norse


PS 16 Height: 5'10" Armor
MD 14 Weight: 187 Head: 4 4
AG 10/8 BHP 28 Chest: 5 11
CN 15 Base CR: 3 Abdomen: 5 8
IT 12 Base DR: 2 Groin: 5 6
MT 11 Base PR: 2 Right Leg: 4 6
FT 15 Missile DR: 2 Left Leg: 4 6
WL 12 Poison Adj. -6 Weapon Arm: 4 4
LD 15 Dodge: +2 Shield Arm: 4 4
ST Bonus: +3 Blood: 28

Weapon Damage DoM CR DR PR Blows Note


Battle Axe (2) d6+7 9 10 5 7 4 1
Battle Axe (1) d6+6 5 8 4 6 3 1
Thrown Hand Axe d6+1 5 6 2 - 2

1 The battle axe is his Focus and is AFT, mild steel and Master Craftsman.

Magical Abilities: Cast Chance (cleric): 29 Immediates: 3


SPP (cleric)=    51

Spell lists:
Theology DoM 7 Runic Magic II DoM 2
Hierarchy DoM 6 Runic Magic III DoM 5
Appeals DoM 7 Piety DoM 4
Clerical Divination DoM 5 Healing DoM 4
Runic Magic I DoM 4

Description: The Norse high priest looks a great deal like any other Norse warrior. He or she may have a
jeweled weapon or more ornate armor than is common.

Equipment: The Norse high priest wears Master Craftsman chainmail armor, Enchanted to +1 damage
absorption, and a Norman helm with horns on it. He carries the battle axe described above which is his Focus
with the extra bonus dedicated to +1 CR. He also carries several hand axes for throwing. Many will also carry
an additional -2/10 SPP cost-cutting item, for a total of 1/2 SPP cost.

Disciplines:
Outdoorsman (Mountain) DoM 2 (10)

Comments: The Norse high priest is not a traveler. He or she will usually be found at home, although a few
may go viking.
January 20, 2023 Humans 167

High Priest, Shinto


PS 12 Height: 5'3" Armor
MD 14 Weight: 159 Head: 0 4
AG 14 BHP 24 Chest: 0 10
CN 15 Base CR: 3 Abdomen: 0 7
IT 12 Base DR: 3 Groin: 0 5
MT 10 Base PR: 2 Right Leg: 0 5
FT 15 Missile DR: 4 Left Leg: 0 5
WL 12 Poison Adj. -4 Weapon Arm: 0 4
LD 11 Dodge: +3 Shield Arm: 0 4
ST Bonus: +3 Blood: 24

Weapon Damage DoM CR DR PR Blows Note


Bo d6 6 11 8 9 3 1,2

1 The bo is Master Artisan


2 The cleric has Martial Arts-Weapon (Bo) and may attack 2X/blow or parry 4X/blow, both at -1 damage

Magical Abilities: Cast Chance (cleric): 29 Immediates: 3


SPP (cleric)=    51

Spell lists:
Theology DoM 7
Hierarchy DoM 6
Healing DoM 7
Appeals DoM 5
Protections DoM 4
Ki DoM 4
Piety DoM 4

Description: A Shinto high priest is usually an older man. He will generally wear ornate robes in his temple,
and ordinary, oriental clothing at other times.

Equipment: The Shinto high priest will carry a Focus (-4/10 SPP cost) in the form of a staff.

Disciplines:
Fence DoM 6 (10)
General Thief DoM 5
Business DoM 3 (9)
Scholar DoM 2

Comments: The Shinto high priest is the mediator, judge and teacher for his village or town. He will rarely
stray from his temple, as that is his power base.
168 Quest Monster Manual

High Priest (Druid), Wiccan


PS 12 Height: 5'2" Armor
MD 12 Weight: 124 Head: 0 3
AG 10 BHP 19 Chest: 0 10
CN 15 Base CR: 3 Abdomen: 0 6
IT 13 Base DR: 2 Groin: 0 4
MT 16 Base PR: 2 Right Leg: 0 4
FT 16 Missile DR: 2 Left Leg: 0 4
WL 12 Poison Adj. -4 Weapon Arm: 0 3
LD 13 Dodge: +2 Shield Arm: 0 3
ST Bonus: +3 Blood: 19

Magical Abilities: Cast Chance (mage): 30 Immediates: 3


SPP (mage)=    54.4
Magical Abilities: Cast Chance (cleric): 30 Immediates: 3
SPP (cleric)=    54.4

Spell lists:
Theology DoM 7 Mystic Theory DoM 7
Hierarchy DoM 7 Earth Magics DoM 7
Healing DoM 8 General Mage DoM 3
Nature DoM 7 Spellcasting DoM 2
Clerical Divination DoM 5 Illusions DoM 3
Appeals DoM 3
Protections DoM 6
Piety DoM 5

Description: Druids are generally female. The typical Druid usually wears browns and greens, with a large
moon pendant between her breasts.

Equipment: The Druid carries a Focus (- 4/10 SPP cost) in the form of a moon pendant.

Disciplines:
Outdoorsman (Woods) DoM 7 (16)
Music-Voice DoM 6
Music-Harp DoM 4

Comments: The Druid will generally stay within a defined region, although this region may be quite large. The
Druid will roam freely within this region and there should be a sacred grove at the approximate center of the
region.
January 20, 2023 Humans 169

Kensai
PS 18 Height: 5'3" Armor
MD 16 Weight: 158 Head: 3 4
AG 15/14 BHP 26 Chest: 3 10
CN 16 Base CR: 4 Abdomen: 3 8
IT 12 Base DR: 3 Groin: 3 5
MT 9 Base PR: 2 Right Leg: 3 5
FT 11 Missile DR: 4 Left Leg: 3 5
WL 14 Poison Adj. -5 Weapon Arm: 3 4
LD 10 Dodge: +3 Shield Arm: 3 4
ST Bonus: +3 Blood: 26

Weapon Damage DoM CR DR PR Blows Note


Katana (2) d6+7 9+1 13 8 8 5 1
Katana (1) d6+5 8 11 6 7 4 1

1 The katana is AFT, mild steel, and Master Artisan. Because of Oriental Fencing, the kensai's initiative is
19.

Description: Kensai are usually plainly dressed and soft-spoken. His or her sword will be very well cared for.

Equipment: The kensai carries little, save for his or her sword. He or she will wear a plain set of oriental armor
including a kabuto, haramaki-do, kote and suneate.

Disciplines:
General Fighter DoM 6
Oriental Fencing - 2 Handed Katana DoM 7
Oriental Fencing - 1 Handed Katana DoM 4

Comments: The kensai are wandering swordsmasters. As a general rule, they will aid the forces of good. A
kensai may be found any place in an oriental country.
170 Quest Monster Manual

Knight
PS 14 Height: 5'7" Armor
MD 13/10 Weight: 168 Head: 6 4
AG 13/7 BHP 25 Chest: 6 10
CN 15 Base CR: 3 Abdomen: 6 8
IT 11 Base DR: 2 Groin: 6 5
MT 10 Base PR: 2 Right Leg: 5 5
FT 9 Missile DR: 2 Left Leg: 5 5
WL 11 Poison Adj. -5 Weapon Arm: 5 4
LD 11 Dodge: +1 Shield Arm: 5+2 4
ST Bonus: +2 Blood: 25

Weapon Damage DoM CR DR PR Blows Note


Broadsword d6+4 6 5 4 6 3 1
Lance d6+8p 6 5 2 - 3 2

1 The broadsword is AFT, and Master Craftsman.


2 This damage is for a charge only.

Description: When going into battle, the knight will wear ornate plate armor. In a social setting, he or she will
wear fine clothing, although some knights are poorer than others.

Equipment: A knight will wear Master Craftsman plate armor and carry a Master Craftsman kite shield. His or
her squire may carry an extra lance or two. The knight will always ride a heavy war-horse into combat.

Disciplines:
Horsemanship DoM 5 (14)
Social Science DoM 2

Comments: Since a Knight is member of the nobility, he or she is quite often hard to handle in battle situations.
In a small group setting, the knight will naturally assume command.
January 20, 2023 Humans 171

Magician
PS 10 Height: 5'5" Armor
MD 11 Weight: 169 Head: 0 4
AG 9 BHP 24 Chest: 0 9
CN 14 Base CR: 3 Abdomen: 0 7
IT 14 Base DR: 2 Groin: 0 5
MT 16 Base PR: 2 Right Leg: 0 5
FT 11 Missile DR: 2 Left Leg: 0 5
WL 12 Poison Adj. -4 Weapon Arm: 0 4
LD 12 Dodge: +2 Shield Arm: 0 4
ST Bonus: +2 Blood: 24

Magical Abilities: Cast Chance (mage): 27 Immediates: 3


SPP (mage)=    41.6

Spell lists:
Mystic Theory DoM 5
Elemental Magic-Air DoM 6
Ward & Shields DoM 4
Shapings DoM 3
Logos DoM 2

Description: A magician usually wears symbol-covered robes, as a mark of his or her profession.

Equipment: The magician will carry a Focus (+2 CC) in the form of a wand or a staff. The magician will
usually carry little money on his or person. Any other equipment will appropriate for the situation the magician
may expect to encounter.

Comments: Any good sized town will magician or two, and a city will have many. Magicians may travel and
can be found almost anywhere. In a town with more than one magician, there will be little duplication of Spell
lists between magicians.
172 Quest Monster Manual

Man-at-Arms, European
PS 14 Height: 5'6" Armor
MD 11/7 Weight: 165 Head: 2 4
AG 10/7 BHP 24 Chest: 2 10
CN 14 Base CR: 2 Abdomen: 2 7
IT 10 Base DR: 1 Groin: 2 5
MT 8 Base PR: 2 Right Leg: 2 5
FT 9 Missile DR: 4/1 Left Leg: 2 5
WL 11 Poison Adj. -5 Weapon Arm: 2 4
LD 10 Dodge: +1 Shield Arm: 2+2 4
ST Bonus: +1 Blood: 24

Weapon Damage DoM CR DR PR Blows Note


Broadsword d6+3 3 4 4 5 1
Light crossbow d6+3 3 4 1 - 1 1

1 If a man-at-arms carries a crossbow, he or she will not carry a shield, and his DR will be a 1 when wielding
the broadsword

Description: The average European man-at-arms is an uneducated farmer or poor city dweller, conscripted or
forced to enlist in the army because of poverty. They are general unkempt and slovenly, but some turn into good
soldiers

Equipment: A European man-at-arms wears leather armor and a studded cap. He or she carries a broadsword,
and a kite shield. Some carry a light crossbow in lieu of the kite shield.

Disciplines:
General Fighter DoM 2

Comments: The European man-at-arms is the standard soldier found in any European, medieval nation. About
one in three will carry the crossbow. Other weapons are possible.
January 20, 2023 Humans 173

Man-at-Arms, Japanese
PS 14 Height: 5'3" Armor
MD 12 Weight: 159 Head: 2 4
AG 11/10 BHP 24 Chest: 2 10
CN 15 Base CR: 3 Abdomen: 2 7
IT 10 Base DR: 2 Groin: 2 5
MT 8 Base PR: 2 Right Leg: 2 5
FT 8 Missile DR: 2 Left Leg: 2 5
WL 11 Poison Adj. -4 Weapon Arm: 2 4
LD 10 Dodge: +2 Shield Arm: 2 4
ST Bonus: +1 Blood: 24

Weapon Damage DoM CR DR PR Blows Note


Katana (2) d6+5 4 5 3 5 2 1
Yumi bow d6+3 4 6 2 - 2/1

1 The Katana is AFT.

Description: The average samurai is clean, and well groomed. He or she wears plain clothing. A samurai's hair
is shaved to his crown, giving him a high forehead and a topknot.

Equipment: A samurai wears light oriental armor, and carries a katana, wakizashi and a yumi bow.

Disciplines:
Oriental Fencing DoM 2
General Fighter DoM 3
Social Science DoM 1

Comments: The average samurai is a very minor noble. He or she is more disciplined than the European
counterpart.
174 Quest Monster Manual

Man-at-Arms, Mongol
PS 14 Height: 5'3" Armor
MD 11/10 Weight: 158 Head: 2 4
AG 11/10 BHP 24 Chest: 2 10
CN 15 Base CR: 3 Abdomen: 2 7
IT 10 Base DR: 2 Groin: 2 5
MT 8 Base PR: 2 Right Leg: 2 5
FT 12 Missile DR: 3/2 Left Leg: 2 5
WL 10 Poison Adj. -5 Weapon Arm: 2 4
LD 11 Dodge: +2 Shield Arm: 2+1 4
ST Bonus: +1 Blood: 24

Weapon Damage DoM CR DR PR Blows Note


Heavy scimitar d6+3 3 5 4 5 1
Recurved bow d6+3 2 4 2 - 1

Description: All Mongol men-at-arms are light horsemen. Some elite units are medium lancers. They are dirty,
smelly and peerless light cavalry.

Equipment: The Mongol men-at-arms wears leather armor reinforced with horn plates. He or she carries a
composite bow, 3 heavy scimitar, a small buckler, and 2 quivers filled with 60 arrows. He or she will ride a war
pony, with two spares. He or she will carry 2 weeks of rations and spare bowstrings.

Disciplines:
Horsemanship DoM 4 (12)

Comments: The Mongol warrior is very hardy, and can travel and fight in conditions where more civilized
troops would be useless.
January 20, 2023 Humans 175

Man-at-Arms, Moslem
PS 14 Height: 5'6" Armor
MD 11/10 Weight: 165 Head: 2 4
AG 11/9 BHP 25 Chest: 3 10
CN 15 Base CR: 3 Abdomen: 3 8
IT 10 Base DR: 2 Groin: 3 5
MT 8 Base PR: 2 Right Leg: 2 5
FT 12 Missile DR: 3/2 Left Leg: 2 5
WL 10 Poison Adj. -5 Weapon Arm: 2 4
LD 10 Dodge: +2 Shield Arm: 3 4
ST Bonus: +1 Blood: 25

Weapon Damage DoM CR DR PR Blows Note


Heavy scimitar d6+3 3 4 4 5 1
Horse bow d6+2 2 4 2 - 1

Description: Moslem men-at-arms are sturdy warriors, with craggy features and sharp, aquiline noses.

Equipment: A Moslem man-at-arms wears ring mail and reinforced leather armor, and carries 2 heavy
scimitars, a short bow, a small buckler, and a quiver with 30 arrows. He or she rides a fleet, fragile war horse.

Disciplines:
Horsemanship DoM 3 (11)

Comments: The Moslem man-at-arms tends to be a fanatic, and will fight on for a great leader long after other
troops would have broken.
176 Quest Monster Manual

Priest, Buddhism
PS 12 Height: 5'7" Armor
MD 13 Weight: 155 Head: 0 4
AG 12 BHP 25 Chest: 0 10
CN 16 Base CR: 3 Abdomen: 0 8
IT 14 Base DR: 3 Groin: 0 5
MT 12 Base PR: 2 Right Leg: 0 5
FT 16 Missile DR: 9 Left Leg: 0 5
WL 14 Poison Adj. -5 Weapon Arm: 0 4
LD 12 Dodge: +2 Shield Arm: 0 4
ST Bonus: +2 Blood: 25

Weapon Damage DoM CR DR PR Blows Note


Holds d6+1 8 9 9 7/5 4
Throws d6 8 9 9 7/5 4

Magical Abilities: Cast Chance (cleric): 23 Immediates: 2


SPP (cleric)=    35.2

Spell lists:
Theology DoM 4
Rites DoM 4
Meditations DoM 4
Ki DoM 2
Knowledge DoM 1
Piety DoM 1

Description: The outfitting of a Buddhist priest will vary, depending on the culture. Many dress and live
simply.

Equipment: The average Buddhist priest will carry little about his or her person, save for a begging bowl.

Disciplines:
Acrobatics DoM 2 (10)
Stealth DoM 1 (5)

Comments: The usual place to find a Buddhist priest is within the walls of a temple. A Buddhist priest is more
concerned with spiritual perfection then the ways of the world.
January 20, 2023 Humans 177

Priest, Christian
PS 12 Height: 5'6" Armor
MD 11 Weight: 165 Head: 0 3
AG 10 BHP 20 Chest: 0 8
CN 12 Base CR: 3 Abdomen: 0 6
IT 14 Base DR: 2 Groin: 0 4
MT 10 Base PR: 2 Right Leg: 0 4
FT 16 Missile DR: 2 Left Leg: 0 4
WL 12 Poison Adj. -4 Weapon Arm: 0 3
LD 12 Dodge: +2 Shield Arm: 0 3
ST Bonus: +2 Blood: 20

Magical Abilities: Cast Chance (cleric): 23 Immediates: 2


SPP (cleric)=    35.2

Spell lists:
Theology DoM 4
Protections DoM 5
Christian Hierarchy DoM 4
Healing DoM 4
General Cleric DoM 3
Appeals DoM 2

Description: The Christian priest usually wears black robes, with a white collar. The various orders wear
differing habits making them easily distinguished.

Equipment: A priest will usually carry a prayer book, a Mass kit and a cross

Disciplines:
Social Science DoM 2
Music-voice DoM 2

Comments: A Christian priest is frequently found wandering, or in the confines of his parish. He is usually very
obedient with regards to his superiors. He may be landed or unlanded.
178 Quest Monster Manual

Priest, Confucian
PS 10 Height: 5'2" Armor
MD 15 Weight: 158 Head: 0 4
AG 10 BHP 24 Chest: 0 9
CN 13 Base CR: 4 Abdomen: 0 7
IT 15 Base DR: 2 Groin: 0 5
MT 16 Base PR: 2 Right Leg: 0 5
FT 16 Missile DR: 2 Left Leg: 0 5
WL 16 Poison Adj. -5 Weapon Arm: 0 4
LD 12 Dodge: +2 Shield Arm: 0 4
ST Bonus: +3 Blood: 24

Magical Abilities: Cast Chance (cleric): 23 Immediates: 2


SPP (cleric)=    35.2
Magical Abilities: Cast Chance (mage): 23 Immediates: 2
SPP (mage)=    35.2

Spell lists:
Theology DoM 4 Mystic Theory DoM 4
Hierarchy DoM 3 Elemental Magic (one of the four) DoM 4
I Ching 1st 8 DoM 1 Illusions DoM 2
I Ching 2nd 8 DoM 4 Wards and Shields DoM 3
I Ching 3rd 8 DoM 1
I Ching 5th 8 DoM 2
I Ching 6th 8 DoM 2
I Ching 7th 8 DoM 1
I Ching 8th 8 DoM 1
Piety DoM 3

Description: A Confucian priest wears simple brocade robes, cut in the Chinese fashion.

Equipment: A Confucian priest will carry 1 alchemetical potion.

Comments: The Confucians have little temporal power. Their priests are scholars or hermits. They are found
alone.
January 20, 2023 Humans 179

Priest, Islamic
PS 11 Height: 5'6" Armor
MD 12 Weight: 165 Head: 2 4
AG 14 BHP 25 Chest: 2 10
CN 15 Base CR: 3 Abdomen: 2 8
IT 12 Base DR: 3 Groin: 2 5
MT 10 Base PR: 2 Right Leg: 2 5
FT 17 Missile DR: 3 Left Leg: 2 5
WL 14 Poison Adj. -5 Weapon Arm: 2 4
LD 13 Dodge: +2 Shield Arm: 2 4
ST Bonus: +2 Blood: 25

Weapon Damage DoM CR DR PR Blows Note


Scimitar d6+1 6 6 5 6 3

Magical Abilities: Cast Chance (cleric): 24 Immediates: 2


SPP (cleric)=    37.4

Spell lists:
Theology DoM 4
Rites DoM 3
Healing DoM 4
Sufi Orders DoM 2
Appeals DoM 2
Piety DoM 3

Description: A Islamic priest, also known as a mullah, is usually robed in black and silver. He or she will
preach to the faithful, traveling from mosque to mosque.

Equipment: The mullah will carry the basic equipment needed to survive in the desert.

Disciplines:
Horsemanship DoM 5 (15)
Acrobatics DoM 3 (12)
Music-Voice DoM 2

Comments: Any Islamic army will be accompanied by many mullahs. A mullah may be found traveling alone
in groups together, or with pilgrims
180 Quest Monster Manual

Priest, Jewish
PS 10 Height: 5'6" Armor
MD 12 Weight: 165 Head: 0 3
AG 10 BHP 22 Chest: 0 9
CN 13 Base CR: 3 Abdomen: 0 7
IT 16 Base DR: 2 Groin: 0 4
MT 16 Base PR: 2 Right Leg: 0 4
FT 16 Missile DR: 2 Left Leg: 0 4
WL 14 Poison Adj. -4 Weapon Arm: 0 3
LD 12 Dodge: +2 Shield Arm: 0 3
ST Bonus: +2 Blood: 22

Magical Abilities: Cast Chance (cleric): 23 Immediates: 2


SPP (cleric)=    35.2
Magical Abilities: Cast Chance (mage): 23 Immediates: 2
SPP (mage)=    35.2

Spell lists:
Theology DoM 4 Mystic Theory DoM 4
Healing DoM 5 Shapings DoM 4
Hierarchy DoM 4 Earth Magics DoM 3
Kabbalah DoM 2 Wards and Shields DoM 1
Symbols DoM 1

Description: The attire of a Jewish priest will vary with circumstance. When in the temple, or synagogue, he or
she will wear ornate robes. At other times, the priest, or rabbi, will wear scholar's robes.

Equipment: The Jewish rabbi will carry any common equipment needed in the area.

Disciplines:
Scholar DoM 3
Social Science DoM 3
Music-Voice DoM 2

Comments: The Jewish high priest is a scholar and a teacher. He or she will be found where there is a
population of Jews. He or she is rarely a traveler.
January 20, 2023 Humans 181

Priest, Norse
PS 16 Height: 5'10" Armor
MD 14 Weight: 187 Head: 3 4
AG 10/8 BHP 28 Chest: 4 11
CN 15 Base CR: 3 Abdomen: 4 8
IT 12 Base DR: 2 Groin: 4 6
MT 11 Base PR: 2 Right Leg: 3 6
FT 15 Missile DR: 2 Left Leg: 3 6
WL 12 Poison Adj. -6 Weapon Arm: 3 4
LD 15 Dodge: +2 Shield Arm: 3 4
ST Bonus: +2 Blood: 28

Weapon Damage DoM CR DR PR Blows Note


Battle Axe (2) d6+7 4 6 2 4 2 1
Battle Axe (1) d6+6 2 3 2 3 1 1

1 The battle axe is AFT, and Master Craftsman.

Magical Abilities: Cast Chance (cleric): 21 Immediates: 2


SPP (cleric)=    30.8

Spell lists:
Theology DoM 4
Hierarchy DoM 3
Appeals DoM 4
Clerical Divination DoM 2
Runic Magic I DoM 1
Runic Magic II DoM 5
Runic Magic III DoM 2
Healing DoM 3
Piety DoM 1

Description: The Norse priest looks like any other Norse warrior.

Equipment: The Norse priest wears chain armor, a Norman helm with horns on it, and carries the battle axe
described above.

Comments: The Norse priest will be found in the company of any band of Norse warriors.
182 Quest Monster Manual

Priest, Shinto
PS 12 Height: 5'3" Armor
MD 14 Weight: 159 Head: 0 4
AG 14 BHP 24 Chest: 0 10
CN 15 Base CR: 3 Abdomen: 0 7
IT 12 Base DR: 3 Groin: 0 5
MT 10 Base PR: 2 Right Leg: 0 5
FT 15 Missile DR: 4 Left Leg: 0 5
WL 12 Poison Adj. -4 Weapon Arm: 0 4
LD 11 Dodge: +3 Shield Arm: 0 4
ST Bonus: +2 Blood: 24

Weapon Damage DoM CR DR PR Blows Note


Bo d6 3 7 6 5 2 1

1 The Shinto Priest has Martial Arts-Weapons Bo. May be used to Parry 2X per blow.

Magical Abilities: Cast Chance (cleric): 21 Immediates: 2


SPP (cleric)=    30.8

Spell lists:
Theology DoM 4
Hierarchy DoM 3
Healing DoM 4
Appeals DoM 2
Protections DoM 1
Ki DoM 1

Description: A Shinto priest is usually one of the outstanding young men of the village. He will ply his trade
and attend to the spiritual needs of his neighbors.

Equipment: As for a normal, rich villager.

Disciplines:
Fence DoM 3 (8)
General Thief DoM 2
January 20, 2023 Humans 183

Priest (Initiate of the Grove), Wiccan


PS 12 Height: 5'2" Armor
MD 12 Weight: 124 Head: 0 3
AG 10 BHP 19 Chest: 0 10
CN 15 Base CR: 3 Abdomen: 0 6
IT 13 Base DR: 2 Groin: 0 4
MT 16 Base PR: 2 Right Leg: 0 4
FT 16 Missile DR: 2 Left Leg: 0 4
WL 12 Poison Adj. -4 Weapon Arm: 0 3
LD 13 Dodge: +2 Shield Arm: 0 3
ST Bonus: +3 Blood: 19

Magical Abilities: Cast Chance (cleric): 23 Immediates: 2


SPP (cleric)=    35.2
Magical Abilities: Cast Chance (mage): 23 Immediates: 2
SPP (mage)=    35.2

Spell lists:
Theology DoM 4 Mystic Theory DoM 4
Hierarchy DoM 3 Elemental Magic-Earth DoM 4
Healing DoM 5
Nature DoM 4
Clerical Divination DoM 2
Protections DoM 3
Piety DoM 2

Description: The Wiccan Initiate, usually female, wears brown and green with a large moon pendant between
her breasts.

Equipment: The Wiccan Initiate carries equipment as needed for the environment.

Disciplines:
Outdoorsman (Woods) DoM 3 (12)
Music-Voice DoM 2

Comments: The Initiate of the Grove will generally stay within a defined region, although this region may be
quite large. The Initiate is beholden to, and under the orders of, a Druid.
184 Quest Monster Manual

Samurai
PS 14 Height: 5'3" Armor
MD 15 Weight: 158 Head: 5 4
AG 13/12 BHP 24 Chest: 5 10
CN 15 Base CR: 3 Abdomen: 5 7
IT 12 Base DR: 2 Groin: 5 5
MT 8 Base PR: 2 Right Leg: 4 5
FT 10 Missile DR: 2 Left Leg: 4 5
WL 11 Poison Adj. -5 Weapon Arm: 4 4
LD 12 Dodge: +2 Shield Arm: 4 4
ST Bonus: +2 Blood: 24

Weapon Damage DoM CR DR PR Blows Note


Katana (2) d6+5 7 10 7 7 3 1
Wakizashi (1) d6+2 4 6 3 6 2 2
Yumi bow d6+4 6 7 2 - 3/2 3

1 The Katana is AFT and Master Craftsman.


2 The Wakizashi is AFT and Master Craftsman.
3 The arrow heads are AFT.

Description: The samurai is a landed noble, equivalent to the European knight. He or she will wear fine, silk
kimonos in for social occasions, and ornate armor when he or she goes to war.

Equipment: The samurai wears mild steel, Master Craftsman, Heavy Kabuto, Do-Maru, Kote and Suneate. He
or she carries the two swords, the wakizashi, and the katana, described above. In addition, he or she will carry a
yumi bow and 30 arrows.

Disciplines:
Oriental Fencing DoM 6
Horsemanship DoM 4 (13)
Military Science DoM 3
Social Science DoM 2

Comments: The samurai is very proud and very conscious of his or her honor. A samurai will kill, or die before
accepting insult. A samurai is a minor lord, and will command ten or twenty men-at-arms, and will rule a small
village.
January 20, 2023 Humans 185

Ship Captain
PS 14 Height: 5'7" Armor
MD 12 Weight: 168 Head: 3 4
AG 12 BHP 25 Chest: 4 10
CN 15 Base CR: 3 Abdomen: 4 8
IT 13 Base DR: 2 Groin: 4 5
MT 8 Base PR: 2 Right Leg: 3 5
FT 8 Missile DR: 2 Left Leg: 3 5
WL 14 Poison Adj. -5 Weapon Arm: 3 4
LD 13 Dodge: +2 Shield Arm: 3 4
ST Bonus: +2 Blood: 25

Weapon Damage DoM CR DR PR Blows Note


Cutlass d6+4 7 7 4 6 3 1
Light crossbow d6+3 3 5 2 - 1

1 The cutlass is AFT.

Description: A typical ship captain will dress in fine clothing ashore, to impress his or her clients. aboard ship,
the captain will either rough clothing, or a uniform to assert his or her rank.

Equipment: The captain wears leather armor, reinforced with mild steel, and carries a cutlass. He or will keep
his or her crossbow handy, in case of trouble. In the captain's cabin may be found maps, navigational aids, and
books and charts of accounts.

Disciplines:
Nautical Science DoM 5
Military Science DoM 5
Outdoorsman (water) DoM 4 (13)

Comments: A ship captain tends to be a martinet on ship, to keep discipline. Their characters will vary widely.
186 Quest Monster Manual

Smith, Average
PS 18 Height: 5'8" Armor
MD 16 Weight: 187 Head: 0 4
AG 12 BHP 30 Chest: 0 12
CN 16 Base CR: 4 Abdomen: 0 9
IT 12 Base DR: 2 Groin: 0 6
MT 8 Base PR: 2 Right Leg: 0 6
FT 8 Missile DR: 2 Left Leg: 0 6
WL 11 Poison Adj. -5 Weapon Arm: 0 4
LD 10 Dodge: +2 Shield Arm: 0 4
ST Bonus: +2 Blood: 30

Weapon Damage DoM CR DR PR Blows Note


Hammer d6+6 4 6 3 5 2

Description: Most smiths are burly, with seamed skin and healed burns. they dress as tradesmen of their
particular standing.

Equipment: The average smith will own a small smithy in a large town or small city. He or she may have few
journeyman smiths in his or her employ.

Disciplines:
Craftsman DoM 4 (14)

Comments: Note that the average smith may produce AFT weapons, although he or she does not routinely
produce AFT weapons, as they take twice as long to produce.
January 20, 2023 Humans 187

Smith, Master
PS 18 Height: 5'8" Armor
MD 16 Weight: 187 Head: 0 4
AG 12 BHP 30 Chest: 0 12
CN 16 Base CR: 4 Abdomen: 0 9
IT 12 Base DR: 2 Groin: 0 6
MT 8 Base PR: 2 Right Leg: 0 6
FT 8 Missile DR: 2 Left Leg: 0 6
WL 11 Poison Adj. -5 Weapon Arm: 0 4
LD 10 Dodge: +2 Shield Arm: 0 4
ST Bonus: +3 Blood: 30

Weapon Damage DoM CR DR PR Blows Note


Hammer d6+6 7 9 5 7 3 1

1 The hammer is Master Craftsman.

Description: Most smiths are burly, with seamed skin and healed burns. They dress as tradesmen of their
particular standing.

Equipment: The master smith will own a large establishment in or near a city. He or she employ many
journeyman smiths and several average smiths.

Disciplines:
Craftsman DoM 6 (15)

Comments: The master smith spends most of his or her time producing Master Craftsman weapons and armor.
Only true genius smiths can produce Master Artisan work.
188 Quest Monster Manual

Smith, Genius
PS 18 Height: 5'8" Armor
MD 16 Weight: 187 Head: 0 4
AG 12 BHP 30 Chest: 0 12
CN 16 Base CR: 4 Abdomen: 0 9
IT 12 Base DR: 2 Groin: 0 6
MT 8 Base PR: 2 Right Leg: 0 6
FT 8 Missile DR: 2 Left Leg: 0 6
WL 11 Poison Adj. -5 Weapon Arm: 0 4
LD 10 Dodge: +2 Shield Arm: 0 4
ST Bonus: +4 Blood: 30

Weapon Damage DoM CR DR PR Blows Note


Hammer d6+3 9 11 6 9 4 1

1 The hammer is Master Artisan.

Description: Most smiths are burly, with seamed skin and healed burns. They dress as tradesmen of their
particular standing.

Equipment: The genius smith will frequently be found in out of the way places. He or she will own a small, but
exceedingly fine forge, with which he or she plies his or her art. The genius smith will generally have one
apprentice

Disciplines:
Craftsman DoM 8 (16)
Chemistry DoM 3 (9)

Comments: The Genius smith spends all of his or her time producing marvelous weapons and armor, and
teaching his or her apprentice all that the Genius smith knows. The genius smith has become a recluse in order
to avoid the bustle of city life.
January 20, 2023 Humans 189

Tower Mage
PS 10 Height: 5'4" Armor
MD 15 Weight: 144 Head: 5/{5} 3
AG 9 BHP 17 Chest: 5/{5} 7
CN 12 Base CR: 3 Abdomen: 5/{5} 5
IT 16 Base DR: 2 Groin: 5/{5} 3
MT 16 Base PR: 2 Right Leg: 5/{5} 3
FT 11 Missile DR: 2 Left Leg: 5/{5} 3
WL 12 Poison Adj. -3 Weapon Arm: 5/{5} 3
LD 10 Dodge: +2 Shield Arm: 5/{5} 3
ST Bonus: +5 Blood: 17

Magical Abilities: Cast Chance (mage): 31 Immediates: 5


SPP (mage)=    60.8

Spell lists:
Mystic Theory DoM 14
Enchantments DoM 10 (25)
General Mage DoM 7
Alchemy DoM 6 (26)
Runic Magics DoM 4 (26)
Greater Enchantments DoM 1 (15)

Description: A tower mage is usually an old recluse who has devoted his or her life to the study of Magic. The
tower mage will generally dress in unkempt robes, despite his or her wealth.

Equipment: The tower mage will have a variety of magical items about his or her person. These will include a
ring of Mystic Shields (Wards and Shields, DoM 2), always on, a ring of +3 armor absorption, several potions
and scrolls, and any other invested or Enchanted items the GM may deem useful. His or her Great Focus aids in
Enchantments and Greater Enchantments by reducing Enchantment time (-2/10 time).

Comments: The tower mage is usually found in his or her tower. The GM may use this NPC as a source of
commissioned magical items. The tower mage will have various other spell lists for making items, potions and
scrolls. These will vary depending on the tower mage and may be chosen by the GM or rolled up randomly.
190 Quest Monster Manual

Town Thief
PS 10 Height: 5'4" Armor
MD 15 Weight: 144 Head: 0 2
AG 14 BHP 16 Chest: 0 6
CN 11 Base CR: 4 Abdomen: 0 5
IT 12 Base DR: 3 Groin: 0 3
MT 8 Base PR: 2 Right Leg: 0 3
FT 8 Missile DR: 3 Left Leg: 0 3
WL 10 Poison Adj. -3 Weapon Arm: 0 2
LD 11 Dodge: +3 Shield Arm: 0 2
ST Bonus: +1 Blood: 16

Description: A town thief usually dresses like, and is, one of the urban poor. He or she is usually an adolescent.

Equipment: The town thief carries little to avoid incriminating evidence. A rope, a file, and some long sharp
instrument to serve as a lock pick, make up the bulk of his or her equipment.

Disciplines:
General Thief DoM 4
Sleight of Hand DoM 4 (12)
Security Systems DoM 2 (7)

Comments: The town thief is a pickpocket and a sneak thief. If successful, the Players will never realize they
have met a town thief.
January 20, 2023 Humans 191

Warrior, African
PS 14 Height: 5'6" Armor
MD 12/10 Weight: 165 Head: 1 4
AG 11 BHP 25 Chest: 0 10
CN 15 Base CR: 3 Abdomen: 0 8
IT 10 Base DR: 2 Groin: 0 5
MT 11 Base PR: 2 Right Leg: 0 5
FT 11 Missile DR: 6/2 Left Leg: 0 5
WL 10 Poison Adj. -5 Weapon Arm: 0 4
LD 9 Dodge: +2 Shield Arm: 1 4
ST Bonus: +1 Blood: 25

Weapon Damage DoM CR DR PR Blows Note


Spear d6+2 3 5 6 3 1
Thrown spear d6+2 2 3 6 - 1

Description: The African warrior does not wear armor, save for a headdress and a wicker tower shield. He or
she will wear a loin cloth, adorned with feathers and gold ornaments. Some tribes ritually scar their warriors.

Equipment: The African warrior carries 3 or 4 spears, a wicker tower shield (it adds four to DR, subtracts two
from Manual Dexterity, and adds one point of armor absorption) and rations.

Disciplines:
Outdoorsman (jungle or plains) DoM 4

Comments: The African warrior is brave, and can be very disciplined, but is more used to low intensity
warfare, such as raids.
192 Quest Monster Manual

Warrior, Amerindian
PS 14 Height: 5'6" Armor
MD 12/10 Weight: 165 Head: 1 4
AG 11 BHP 25 Chest: 1 10
CN 15 Base CR: 3 Abdomen: 1 8
IT 10 Base DR: 2 Groin: 1 5
MT 11 Base PR: 2 Right Leg: 1 5
FT 11 Missile DR: 3/2 Left Leg: 1 5
WL 10 Poison Adj. -5 Weapon Arm: 1 4
LD 9 Dodge: +2 Shield Arm: 2 4
ST Bonus: +1 Blood: 25

Weapon Damage DoM CR DR PR Blows Note


Yahtaghan d6+2 3 5 4 5 1 1
Short bow d6+2 2 4 2 - 1

1 The yahtaghan is a club with sharp flakes embedded in it. It uses one handed club statistics but is +1
damage because of the flakes.

Description: The Amerindian warrior is a hunter, as well as a warrior. He or she is young or middle-aged and
very healthy.

Equipment: The Amerindian warrior wears light leather armor buckskins and carries a short bow, 20 arrows, a
yahtaghan and a small, hide buckler

Disciplines:
Outdoorsman (woods or plains) DoM 4

Comments: The Amerindian warrior is brave and a master of ambush, but the very concept of discipline is
foreign to them.
January 20, 2023 Humans 193

Witch
PS 12 Height: 5'2" Armor
MD 12 Weight: 155 Head: 2 3
AG 11/9 BHP 23 Chest: 1 9
CN 15 Base CR: 3 Abdomen: 1 7
IT 14 Base DR: 2 Groin: 1 5
MT 19 Base PR: 2 Right Leg: 1 5
FT 21 Missile DR: 2 Left Leg: 1 5
WL 14 Poison Adj. -4 Weapon Arm: 1 3
LD 12 Dodge: +2 Shield Arm: 1 3
ST Bonus: +3 Blood:

Magical Abilities: Cast Chance (cleric): 33 Immediates: 3


SPP (cleric)=    63
Magical Abilities: Cast Chance (mage): 31 Immediates: 3
SPP (mage)=    57

Spell lists:
Theology DoM 6 Mystic Theory DoM 6
Healing DoM 4 Elemental Earth DoM 7
Hierarchy DoM 4 Sorcery DoM 5
Granted Powers DoM 7 Wards and Shields DoM 5
Maleficia DoM 6 Logos DoM    3
Appeals DoM 2

Description: A witch is usually an older woman, although some witches are male. She will dress in poor
clothing, and frequently lives in out of the way places.

Equipment: The witch will wear light armor, and carry a Focus in the form of a broom, amulet, or wand. She
will keep her familiar near her at all times. Without the familiar, the witch's MT and FT will decrease by three.

Comments: The witch is Satanist cleric, who has grown powerful enough to operate out in the open, although
she will still keep a low profile.
194 Quest Monster Manual

Wizard
PS 14 Height: 5'6" Armor
MD 13 Weight: 165 Head: 4 4
AG 12/9 BHP 25 Chest: 4 10
CN 15 Base CR: 3/3 Abdomen: 4 8
IT 16 Base DR: 3/2 Groin: 4 5
MT 16 Base PR: 2/2 Right Leg: 3 5
FT 11 Missile DR: 2 Left Leg: 3 5
WL 14 Poison Adj. -5 Weapon Arm: 3 4
LD 14 Dodge: +2 Shield Arm: 3 4
ST Bonus: +3 Blood: 25

Weapon Damage DoM CR DR PR Blows Note


Quarterstaff d6+2 8 9 6 10 5 1

1 The quarterstaff is Master Artisan, mild steel shod and is the wizard's Focus (+1 damage). The wizard
may Parry 2X per blow.

Magical Abilities: Cast Chance (mage): 34 Immediates: 4


SPP (mage)=    67.4

Spell lists:
Mystic Theory DoM 9
Elemental Magic (one of the four) DoM 7
General Mage DoM 8
Mage Divination DoM 4
Logos DoM 3
Illusions DoM 2

Description: A wizard is a sort of mage errant, a person who travels the lands, trying to right wrongs. He or she
is close in spirit to adventurers. His or her clothing will be practical for the environment.

Equipment: The wizard wears phosphor bronze chain and a battle helm. He or she carries a Focus in the form
of a quarterstaff

Disciplines:
Outdoorsman (woods) DoM 3 (13)
General Fighter DoM 2

Comments: As stated above, the wizard is a traveling do-gooder. He or she will attempt to aid good folks who
are in trouble. They can be found anywhere.
January 20, 2023 Humanoids 195

HUMANOID CREATURES
This section contains miscellaneous humanoid monsters

Birdman, Warrior
PS 8 Height: 4.5' Armor
MD 17 Weight: 80 Head: 0 2
AG 16 BHP 12 Chest: 1 5
CN 17 Base CR: 4 Abdomen: 0 4
IT 11 Base DR: 3 Groin: 0 2
MT 10 Base PR: 2 Tail 0 2
FT 10 Missile DR: 3 Right Leg: 0 2
WL 11 Poison Adj. -2 Left Leg: 0 2
LD 11 Dodge: +3 Weapon Arm: 0 2
ST Bonus: +2 Shield Arm: 0 2
Right Wing 0 2
Left Wing 0 2
Blood: 12

Weapon Damage DoM CR DR PR Blows Note


Javelin d6-1 4 6 4 3 2 1

1 When a birdman dives\charges, it does +3 damage

Special Abilities: Fly at 40 mph

Speed Multiplier: *0.8

Description: Birdmen are short, fragile humanoids, with great wings growing out of their shoulders. Their chest
is covered with feathers, and they have hair-like feathers on top of their heads, rather than hair.

Range & Habitat: Birdmen prefer the tops of mountains.

Comments: The Game Master May have all sorts of birdmen, including birdmen shaman, mages and great
warriors.
196 Quest Monster Manual

Catman, Warrior
PS 12 Height: 5'2" Armor
MD 18/17 Weight: 120 Head: 1 2
AG 18/17 BHP 16 Chest: 2 6
CN 13 Base CR: 4 Abdomen: 2 5
IT 10 Base DR: 3 Groin: 2 3
MT 11 Base PR: 2 Right Leg: 1 3
FT 7 Missile DR: 3/4 Left Leg: 1 3
WL 14 Poison Adj. -3 Weapon Arm: 1 2
LD 7 Dodge: +3 Shield Arm: 1 2
ST Bonus: +2 Blood: 16

Weapon Damage DoM CR DR PR Blows Note


Claws d6-2 4 6 3 3 2
Short sword d6+1 4 6 5 5 2

Special Abilities: Catmen have superlative senses of smell and hearing.

Description: Catmen are human-sized humanoids, covered in light fur, possessing a long, sinuous tail, and have
a cat-like head and face.

Range & Habitat: Catmen are usually found in remote areas.

Equipment: The average Catman warrior has a short sword, buckler, leather armor and a knife.

Disciplines:
Stealth DoM 3 (10)

Comments: Catmen are easily aroused slightly provoked. Like Birdmen, Catmen may have all types of
Characters if the Game Master chooses.
January 20, 2023 Humanoids 197

Lizardman, Warrior
PS 20 Height: 7' Armor
MD 12 Weight: 250 Head: 2 6
AG 8 BHP 38 Chest: 3 15
CN 15 Base CR: 3 Abdomen: 3 11
IT 8 Base DR: 2 Groin: 2 8
MT 8 Base PR: 2 Tail 2 8
FT 8 Missile DR: 6/2 Right Leg: 2 8
WL 12 Poison Adj. -8 Left Leg: 2 8
LD 5 Dodge: +2 Weapon Arm: 2 6
ST Bonus: +1 Shield Arm: 3 6
Blood: 38

Weapon Damage DoM CR DR PR Blows Note


Club-Sword d6+5 2 4 6 4 1 1
Claws d6+2 3 5 2 2 1
Bite d6+3 3 5 2 2 1

1 The lizardman's club-sword is length of wood with a row of obsidian flakes embedded in the wood.

Special Abilities: Lizardmen can hold their breath for up to 20 minutes and are extremely good swimmers.

Description: Lizardmen are reptilian humanoids, covered with green and gray scales.

Range & Habitat: Lizardmen are amphibious, and are found in semi-tropical and tropical wetlands.

Equipment: Lizardmen wear no armor and use a wicker tower shield and their club-sword.

Disciplines:
Outdoorsman (water) DoM 4 (11)

Comments: Lizardmen are frequently found in swamps and in the backwaters. They are an aggressive race who
will attack any intruders. They may be the degenerate remains of a once advanced race.
198 Quest Monster Manual

Troll, Great
PS 24 Height: 7' Armor
MD 11 Weight: 350 Head: 5 11
AG 11 BHP 70 Chest: 6 28
CN 20 Base CR: 3 Abdomen: 6 21
IT 10 Base DR: 2 Groin: 6 14
MT 12 Base PR: 2 Right Leg: 5 14
FT 5 Missile DR: 2 Left Leg: 5 14
WL 13 Poison Adj. -14 Weapon Arm: 5 11
LD 7 Dodge: +2 Shield Arm: 5 11
ST Bonus: +3 Blood: 70

Weapon Damage DoM CR DR PR Blows Note


Halberd d6+10 9 8 4 5 4

Special Abilities: The great troll will regenerate 4 hit points per round, including severed and broken limbs, and
blood. Bleeding wounds will close at the rate of -2 blood loss per Round. Only fire will stop the regenerative
process.

Speed Multiplier: *1.1

Description: Great trolls are large, hideous humanoids, covered with a thick, oily hide.

Equipment: Great trolls wear chain armor and carry a halberd.

Comments: Great Trolls are solitary creatures, although they may be found in the company of their mate. Their
hide gives them an additional two points of armor.
January 20, 2023 Humanoids 199

Troll, Mud
PS 14 Height: 5'1" Armor
MD 9 Weight: 150 Head: 2 3
AG 10 BHP 18 Chest: 2 7
CN 12 Base CR: 2 Abdomen: 2 5
IT 9 Base DR: 2 Groin: 2 4
MT 8 Base PR: 2 Right Leg: 1 4
FT 10 Missile DR: 2 Left Leg: 1 4
WL 10 Poison Adj. -4 Weapon Arm: 1 3
LD 9 Dodge: +2 Shield Arm: 1 3
ST Bonus: +1 Blood: 18

Weapon Damage DoM CR DR PR Blows Note


Spear (2) d6+3 2 3 2 2 1
Horse bow d6+2 2 3 2 - 1

Description: Mud trolls are scraggly creatures. Their skin is a brownish black, hence their name. They are
pathetic looking specimens of trolldom.

Equipment: Mud trolls wear leather armor and carry a spear and a horse bow, with 20 arrows.

Comments: Mud trolls are numerous and quick breeding. They survive in a hostile world by banding together
in large tribes. Higher level mud trolls are possible as leaders, and magic-using Shamans are found in the tribes
(see below).
200 Quest Monster Manual

Mud Troll, Shaman


PS 14 Height: 5'1" Armor
MD 11 Weight: 150 Head: 2 3
AG 10 BHP 18 Chest: 2 7
CN 12 Base CR: 2 Abdomen: 2 5
IT 12 Base DR: 2 Groin: 2 4
MT 15 Base PR: 2 Right Leg: 1 4
FT 15 Missile DR: 2 Left Leg: 1 4
WL 12 Poison Adj. -4 Weapon Arm: 1 3
LD 11 Dodge: +2 Shield Arm: 1 3
ST Bonus: +2 Blood: 18

Weapon Damage DoM CR DR PR Blows Note


Spear (2) d6+4 5 5 3 4 2 1

1 The spear is the shaman's Focus, with +1 to damage.

Magical Abilities: Cast Chance (cleric): 23 Immediates: 2


SPP (cleric)=    33
Magical Abilities: Cast Chance (mage): 23 Immediates: 2
SPP (mage)=    33

Spell lists:
Theology DoM 4 Mystic Theory DoM 4
Hierarchy DoM 4 Battle Magics DoM 4
Healing DoM 5 Elemental Earth DoM 3
Appeals DoM 3 Spell Casting DoM 1
Protections DoM 1

Description: A mud troll shaman is a more impressive figure than a normal mud troll.

Equipment: The mud troll shaman wears leather and carries a spear which is his Focus.

Comments: Every group of 10 mud trolls will be led by a shaman. They are the traditional leaders. The mud
troll religion greatly resembles the black African religion. The totem is, of course, a great troll.
January 20, 2023 Humanoids 201

Troll, Rock
PS 16 Height: 5'3" Armor
MD 14/11 Weight: 190 Head: 4 5
AG 11/7 BHP 31 Chest: 6 12
CN 16 Base CR: 3 Abdomen: 6 9
IT 10 Base DR: 1 Groin: 6 6
MT 10 Base PR: 2 Right Leg: 4 6
FT 11 Missile DR: 4/1 Left Leg: 4 6
WL 12 Poison Adj. -6 Weapon Arm: 4 5
LD 10 Dodge: +1 Shield Arm: 6 5
ST Bonus: +2 Blood: 31

Weapon Damage DoM CR DR PR Blows Note


Heavy mace d6+5 5 6 5 4 2
Heavy crossbow d6+5 5 6 1 - 2
Light crossbow d6+3 4 5 1 - 2

Description: Rock trolls are squat, muscular humanoids. Their skin is a slate gray color. They have pronounced
canines.

Equipment: Rock trolls wear half plate and carry a heavy mace, a heavy crossbow, a light crossbow, and 30
quarrels.

Comments: Rock trolls band into social groups, just like mud trolls. They are considerably more sophisticated
than their cousins.
202 Quest Monster Manual

Troll, Rock, Shaman


PS 14 Height: 5'3" Armor
MD 12 Weight: 190 Head: 3 5
AG 11/9 BHP 31 Chest: 3 12
CN 16 Base CR: 3 Abdomen: 3 9
IT 14 Base DR: 2 Groin: 3 6
MT 16 Base PR: 2 Right Leg: 2 6
FT 16 Missile DR: 2 Left Leg: 2 6
WL 14 Poison Adj. -6 Weapon Arm: 2 5
LD 12 Dodge: +2 Shield Arm: 2 5
ST Bonus: +3 Blood: 31

Weapon Damage DoM CR DR PR Blows Note


none

Magical Abilities: Cast Chance (cleric): 28 Immediates: 3


SPP (cleric)=    48
Magical Abilities: Cast Chance (mage): 28 Immediates: 3
SPP (mage)=    48

Theology DoM 6 Mystic Theory DoM 6


Hierarchy. DoM 5 Earth Magics DoM 6
Healing DoM 6 Battle Magics DoM 4
General Cleric DoM 6 Self-Shapings DoM 2
Clerical Divination DoM 1 Spell Casting DoM 1

Description: Rock trolls are squat, muscular humanoids. Their skin is a slate gray color. They have pronounced
canines.

Equipment: Rock troll shamans wear leather armor and carry a Focus in the form of an amulet that gives +1
damage absorption.

Comments: The shaman is the leader in group settings. There will be 1 shaman per 10 rock troll warriors.
January 20, 2023 Index 203

INDEX
A

Abbadon..................................................................................93
Acaos......................................................................................94
African Shaman....................................................................150
Alligator..................................................................................22
Allocen....................................................................................75
Amerindian Shaman.............................................................151
Amon......................................................................................84
Archer
Fairie................................................................................138
Halfling............................................................................142
Archmage..............................................................................152
Asmodeus.............................................................................106
Astaroth.................................................................................110
B

Baal.........................................................................................95
Balam......................................................................................76
Bandit....................................................................................153
Base damage table....................................................................7
Basic Hit Points
Allocation table....................................................................6
Large Creatures....................................................................6
Weight Factors.....................................................................6
Basic Undead.........................................................................12
Bathsin....................................................................................85
Bear
Black..................................................................................16
Grizzly................................................................................17
Polar...................................................................................18
Bechard.................................................................................107
Beelzebub..............................................................................111
Beleth......................................................................................86
Belial.....................................................................................112
Berith......................................................................................77
Birdman, Warrior..................................................................194
Blood Drain...........................................................................12
Boar.........................................................................................19
Great...................................................................................50
Bootis......................................................................................87
Buer.........................................................................................88
C

Camel......................................................................................20
Captain..................................................................................154
Dwarf...............................................................................123
Halfling............................................................................143
Human, European............................................................154
Catman, Warrior....................................................................195
Cedon......................................................................................96
Celsus....................................................................................102
Chimera...................................................................................45
City Militia............................................................................155
204 Quest Monster Manual
Clauneck...............................................................................108
Cougar.....................................................................................21
Creature Strength Table............................................................4
Crocodile.................................................................................22
Nile.....................................................................................23
D

Deer, White-tail.......................................................................24
Demon Cherubim
Asmodeus.........................................................................106
Bechard............................................................................107
Clauneck..........................................................................108
Leviathan..........................................................................109
Demon Dominions
Abbadon.............................................................................93
Acaos..................................................................................94
Baal....................................................................................95
Cedon.................................................................................96
Essas...................................................................................97
Humost...............................................................................98
Khil....................................................................................99
Morbas.............................................................................100
Procel...............................................................................101
Demon Knight........................................................................72
Demon Powers
Allocen...............................................................................75
Balam.................................................................................76
Berith..................................................................................77
Furfur.................................................................................78
Ipos.....................................................................................79
Ose.....................................................................................80
Phoenix..............................................................................81
Stolus..................................................................................82
Vine....................................................................................83
Demon Principalities
Amon..................................................................................84
Bathsin...............................................................................85
Beleth.................................................................................86
Bootis.................................................................................87
Buer....................................................................................88
Halpas................................................................................89
Purson................................................................................90
Raum..................................................................................91
Valefor................................................................................92
Demon Seraphim
Astaroth............................................................................110
Beelzebub.........................................................................111
Belial................................................................................112
Lucifuge...........................................................................113
Demon Thrones
Celsus...............................................................................102
Guland..............................................................................103
Mersilde...........................................................................104
Segal.................................................................................105
Demon Warrior.......................................................................71
Dolphin, Bottle-nose...............................................................25
DR
adjustments due to size........................................................5
Dragon....................................................................................48
Druid.....................................................................................167
January 20, 2023 Index 205
Dwarf
Captain.............................................................................123
Great Captain...................................................................124
Mage................................................................................125
Smith................................................................................126
Warrior.............................................................................127
E

Eagle, Bald..............................................................................26
Elephant..................................................................................27
Enchanted monsters...............................................................3
Essas.......................................................................................97
F

Fairie
Baron................................................................................129
Count................................................................................130
Duke.................................................................................131
Healer...............................................................................132
Heavy Infantry.................................................................133
Heavy Infantry Captain....................................................134
Knight..............................................................................135
Leprechaun.........................................................................54
Light Infantry...................................................................136
Light Infantry Captain......................................................137
Master Archer...................................................................138
Ogre....................................................................................56
Fear........................................................................................12
Fencing Master.....................................................................156
Furfur......................................................................................78
G

General Monster Type..............................................................3


Ghouls...................................................................................114
Giant
Diamond...........................................................................139
Earth.................................................................................140
Stone................................................................................141
Gorilla.....................................................................................28
Great Animal
Boar....................................................................................50
Lion....................................................................................51
Wolf....................................................................................52
Great Captain
Dwarf...............................................................................124
Halfling............................................................................144
Human, European............................................................157
Great Captain........................................................................157
Gryphon..................................................................................47
Guard....................................................................................155
Guland...................................................................................103
H

Halfling
Archer..............................................................................142
Captain.............................................................................143
Great Captain...................................................................144
Healer...............................................................................145
Mage................................................................................146
206 Quest Monster Manual
Mystic..............................................................................147
Ranger..............................................................................148
Warrior.............................................................................149
Halpas.....................................................................................89
Healer....................................................................................158
Fairie................................................................................132
Halfling............................................................................145
Human..............................................................................158
Hedge-Wizard.......................................................................159
Hell hound..............................................................................73
High Priest
Buddhism.........................................................................160
Christian (Bishop)............................................................161
Confucian.........................................................................162
Islamic..............................................................................163
Jewish...............................................................................164
Norse................................................................................165
Shinto...............................................................................166
Wiccan.............................................................................167
Horse
Nightmare (demonic).........................................................74
Riding.................................................................................29
Steppe.................................................................................30
War.....................................................................................31
Humanoids...............................................................................3
Humost....................................................................................98
I

Immunity...............................................................................12
Imp..........................................................................................69
Ipos.........................................................................................79
J

Jaguar......................................................................................32
K

Kensai...................................................................................168
Khil.........................................................................................99
Killer Whale............................................................................33
Knight
Fairie................................................................................135
Human..............................................................................169
Kraken.....................................................................................53
L

Leap/Pounce.............................................................................9
Legendary monsters...............................................................3
Leopard...................................................................................34
Leprechaun.............................................................................54
Lessor Demons
Demon Knight....................................................................72
Demon Warrior..................................................................71
Imp.....................................................................................69
Succubus/Incubus..............................................................70
Leviathan..............................................................................109
Lich.......................................................................................115
Life Drain..............................................................................12
Lion.........................................................................................35
Great...................................................................................51
January 20, 2023 Index 207
Lizardman, Warrior...............................................................196
Lucifuge................................................................................113
Lycanthrope
Bear....................................................................................61
Coyote................................................................................62
Jaguar.................................................................................63
Leopard..............................................................................64
Tiger...................................................................................65
Wolf....................................................................................66
Lycanthropy..........................................................................12
M

Mage
Archmage.........................................................................152
Dwarf...............................................................................125
Halfling............................................................................146
Halfling Mystic................................................................147
Hedge-Wizard..................................................................159
Magician..........................................................................170
Tower Mage.....................................................................188
Witch................................................................................192
Wizard..............................................................................193
Magician...............................................................................170
Man-at-Arms
European..........................................................................171
Japanese...........................................................................172
Mongol.............................................................................173
Moslem............................................................................174
Mantichore..............................................................................55
Melee Combat Ability...............................................................7
Mersilde................................................................................104
Monster Statistics......................................................................4
Agility..................................................................................4
Constitution........................................................................4
Faith....................................................................................5
Intellect................................................................................5
Leadership..........................................................................5
Magic Talent.......................................................................5
Manual Dexterity...............................................................4
Physical Strength...............................................................4
Will......................................................................................5
Monsters
Animal Missile Attack.......................................................10
Armor.................................................................................11
Leap/Pounce.........................................................................9
Magic Ability.....................................................................11
Missile Combat Ability......................................................10
Natural Weaponry Disciplines.............................................9
Special Abilities.................................................................11
Morbas..................................................................................100
N

Natural Animals......................................................................3
Nightmare...............................................................................74
Nile Crocodile.........................................................................23
O

Ogre........................................................................................56
Orca.........................................................................................33
208 Quest Monster Manual
Ose..........................................................................................80
Ostrich.....................................................................................36
P

Patterns of Attack......................................................................8
Avian....................................................................................8
Canine.................................................................................8
Draconian............................................................................8
Feline...................................................................................8
Herbivore............................................................................8
Table.....................................................................................8
Ursoid..................................................................................8
Pegasus...................................................................................57
Phoenix...................................................................................81
Pixie........................................................................................58
Priest
Buddhism.........................................................................175
Christian...........................................................................176
Confucian.........................................................................177
Islamic..............................................................................178
Jewish...............................................................................179
Norse................................................................................180
Shinto...............................................................................181
Wiccan.............................................................................182
Procel....................................................................................101
Purson.....................................................................................90
Python.....................................................................................37
R

Raum.......................................................................................91
Regeneration.........................................................................12
S

Samurai.................................................................................183
Segal.....................................................................................105
Shaman
African.............................................................................150
Amerindian......................................................................151
Mud Troll.........................................................................199
Rock Troll........................................................................201
Shape Change........................................................................12
Shark
Large..................................................................................38
Medium..............................................................................39
Ship Captain..........................................................................184
Size
DR adjustments table...........................................................5
Size and Hit Points....................................................................5
Skeletons...............................................................................116
Smith
Average............................................................................185
Dwarf...............................................................................126
Genius..............................................................................187
Master..............................................................................186
Snake
Python................................................................................37
Spitting Cobra....................................................................41
Venomous...........................................................................40
Snapping Turtle, Alligator......................................................42
January 20, 2023 Index 209
Specter..................................................................................117
Stolus......................................................................................82
Succubus/Incubus...................................................................70
T

Tiger........................................................................................43
Tower Mage..........................................................................188
Town Thief............................................................................189
Troll
Great.................................................................................197
Mud..................................................................................198
Mud, Shaman...................................................................199
Rock.................................................................................200
Rock, Shaman..................................................................201
U

Undead
Ghouls..............................................................................114
Lich..................................................................................115
Skeletons..........................................................................116
Specter..............................................................................117
Vampire............................................................................118
Wights..............................................................................120
Wraiths.............................................................................121
Zombies............................................................................122
Unicorn...................................................................................59
V

Valefor.....................................................................................92
Vampire.................................................................................118
Vine.........................................................................................83
W

Warrior
African.............................................................................190
Amerindian......................................................................191
Birdman............................................................................194
Catman.............................................................................195
Dwarf...............................................................................127
Halfling............................................................................149
Lizardman........................................................................196
Werebear.................................................................................61
Werecoyote.............................................................................62
Werejaguar..............................................................................63
Wereleopard............................................................................64
Weretiger.................................................................................65
Werewolf.................................................................................66
Wights...................................................................................120
Witch.....................................................................................192
Wizard...................................................................................193
Wolf........................................................................................44
Great...................................................................................52
Wraiths..................................................................................121
Z

Zombies................................................................................122

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