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EZD6 Book of Beasts
EZD6 Book of Beasts
EZD6 Book of Beasts
Beasts
Bestiary
Acheri
A female skeleton wearing a skin dress singing to her victims.
Strikes To-Hit
Ankheg
Massive chiton armored burrowing insect-like creature.
Strikes To-Hit
Basilisk
Large six-legged lizard like monster.
Strikes To-Hit
1
fl
fi
Black Pudding
Large black ooze.
Strikes To-Hit
• 1 attack (Pseudopod) 3 4
• Corrode Metal - any non-magical or non-silvered weapon
corrodes; player takes Bane on all melee attacks using that weapon
• Pseudopod - if target is wearing non-magical metal armor, target must take a bane to all
armor save rolls
• Splatter - if hit with normal weapons, the ooze splatters onto nearby characters and
dissolves any armor making all armor saves 6 with a bane. Also, the ooze splits into 2
di erent oozes, each with 3 strikes each.
• Sensitive to Fire - re damage does 2 strikes per hit to the black pudding.
Bugbear
Large, hairy humanoids that crave battle.
Strikes To-Hit
Carrion Crawler
Slimy caterpillar-like creature with 6 waving tentacles.
Strikes To-Hit
2
ff
fi
(The) Devil’s Fog
An evil, red, fog-like cloud that should be feared and avoided.
Strikes To-Hit
Death Dog
Ugly 2-headed hound that loves humanoid esh.
Strikes To-Hit
• 2 attacks (bite) 3 3
• Bite (Diseased) - in addition to the damage from the bite, targets
must succeed on a roll of 2+ or become infected with a esh-eating
bacteria; each day after the infection, maximum strikes decrease by 1 until the disease is
cured or the target dies
Dryad
A graceful and beautiful female fey creature.
Strikes To-Hit
Elder Brain
Enormous brain with tentacles extending from it underside. Strikes To-Hit
3
ff
ff
ff
fl
fl
fi
• Magick attack 3D6
• Slow moving (5 feet per turn)
• Immune to psychic attacks, cannot be charmed or put to sleep
• Psychic Armor - all ranged and melee attacks against the elder brain must be done with
a bane
• Awareness - the elder brain is aware of all sentient creatures within 5 miles
• Telepathic Hub - can initiate and maintain telepathic communications between itself and
several other creatures
• Sense Thoughts - the elder brain can detect surface thoughts of creatures within 100
feet
• Mind Blast - once per turn, psionic energy blasts outward in a circle hitting all up to far
range for 1 strike; this is a magickal ability
• Tentacle Attack - target must roll magickal defense or take1 1 strike of psionic energy
and become grappled (near targets only)
Fire Beetle
Giant beetle with glands that glow.
Strikes To-Hit
• 1 attack (bite) 1 3
• Glands glow and shed light, will continue to glow for 1D6 days after
beetle dies
• 2 attacks (claw) 8 4
• Magick resistance 3D6
• Boon to hiding while fog is present
• Invisibility - can become invisible until it attacks or looses anchoring
• Death Fog - works like a spell requiring anchoring; fog rolls out encompassing all within
near range; while players are in the fog, they must make all rolls with a bane, and each
turn must roll anything but 1 or take 1 strike
• Rejuvenation - when the foglet is killed, a will-o’-wisp appears from the corpse and
attempts to escape; if successful, it will reanimate a corpse in 24 hours and retain all prior
memories
• Unliving - needs no sustenance, sleep, or air
Gelatinous Cube
All but transparent ooze that clears paths in dungeons.
Strikes To-Hit
• Slow-moving 3 6
• Near transparent, players must make roll of 4+ to spot unless
4
looking closely, otherwise surprises the players
• Engulf - if the ooze hits a target, the target becomes engulfed; if engulfed, the target
takes 1 strike of acid damage per turn until the target can escape by rolling a 6; other
players can attempt to pull out engulfed target by rolling a 5+, and if the player fails, the
player attempting the contest takes 1 strike (miraculous save to avoid)
Ghost
Incorporeal soul of a once-living being.
Strikes To-Hit
Ghoul
Undead that hunt in packs for living esh.
Strikes To-Hit
Giants
Giants are descendants from ancient immortal beings. Although many think that giants are
related, the giants do not consider di erent types as brethren. They often live out their long
lives with little to no contact with humans… even when living in relative proximity.
Giant (Fire)
Larger of the giants with thick skin resembling dried lava.
Strikes To-Hit
10 4 5
fl
fl
fl
ff
fi
• 1 attack (Sweep Attack, rock throw [ranged attack])
• Double boon to strength tasks
• Immune to re damage
• Cold attacks against the re giant get a boon
• Double Damage - 2 strikes of damage per hit
• Sweep Attack - the re giant can strike at all targets within melee range that are in front
of the giant
• Fire Rage - when enraged in battle, their body temperature rises and any creature within
melee range must roll 3+ with 1D6 or take a strike
Giant (Frost)
Lanky giants with icy blue skin. Disrupting the beauty of their frigid
home draws their ire.
Strikes To-Hit
Giant (Hill)
The smallest of the giants, but no less mighty... but they are stupid.
Strikes To-Hit
Giant (Stone)
Reclusive, peaceful, and artistic giants living in caverns and mountains. Although they
respect dwarves for their stonework, they feel dwarves have lost focus (too much ale and
ghting, not enough crafting). Stone giants have some limited ability to tap into Druidic
magick.
Strikes To-Hit
6
fi
fi
fi
fi
fi
fi
fi
fl
• Double Damage - 2 strikes of damage per hit (club, st, thrown rock)
• Fling Creature - in melee, they may grab and ing targets high into the air and let gravity
do the work (contest roll to grab; if successful, roll 1D6: on 5+ see Sure Death rule,
otherwise in ict 2 strikes)
• Erupting Earth - a fountain of earth erupts from the ground within far range; targets must
roll magick defense against 2D6, hits do 1 strike of damage; can hit small groups of
targets if they are next to each other
• Entangling Vines - Within far range, a stone giant can summon magickal vines to
entangle a target; the target must roll magickal defense against 2D6 or become restrained
— to escape the vines, continue to roll magickal defense against 2D6, if successful, they
escape from the vines
Giant (Storm)
Largest of all giants. Benevolent stewards of sea and sky.
Strikes To-Hit
Storm giants are contemplative seers that live in places far removed from mortal civilization.
They like to recall the ancient glories of the giant’s empires. With their historical knowledge,
prophesying, and reading of omens, they have learned vast secretes and troves of lore
forgotten.
Gnoll
Hyena-like humanoid that inhabit borderlands and attack in packs.
7
fl
fl
ffi
fl
fl
fi
fi
Goblin
Small humanoids that are individually weak, but powerful in
numbers.
Strikes To-Hit
Gray Ooze
Formless biomass that absorbs their prey.
Strikes To-Hit
• 1 attack (pseudopod) 2 3
• Corrode Metal - any non-magical or non-silvered weapon
corrodes; player takes Bane on all melee attacks using that weapon
• False Appearance - while ooze remains motionless, it is indistinguishable from an oily
pool or wet rock
• Pseudopod - if target is wearing non-magical metal armor, target must take a Bane to all
armor save rolls
Hag
She gets her powers through dark and malevolent means.
Strikes To-Hit
• 3 actions/attacks 5 3
• Magick resistance 2D6
• Magick ability 3D6
• Poisoned Dagger - (melee attack) the target must make a miraculous save or become
poisoned (target looses 1 strike per turn until a miraculous save is made, or an antidote is
provided)
• Festering Talons - (melee attack) the festering talons impart a wasting sickness; on the
following day, have the target make a 4+ strength roll or fall ill; if ill, rest will not heal
strikes and the victim loses 1 strike per day until healed or dead
• Hex - (ranged magick attack) the target makes all rolls with a bane for a scene
• Blind - (ranged magick attack) the target is blinded for 3 rounds
• Confuse - (ranged magick attack) the target becomes confused and cannot make any
meaningful actions until a miraculous save is made
• Necrosis - (ranged magick attack) causes target to lose a strike
• Dark Shroud - (requires anchoring) casting dark shroud causes shadows to swirl around
the hag making her harder to hit (To-Hit becomes 5)
• Soul-Linked - if any allies are near the hag, the hag can drain 1 strike from an ally
(possibly killing them) and gain one strike for herself
• Villain Die - the hag has a “villain die” that works like a Hero Die.
8
ff
Hobgoblin
Red/orange skinned humanoids that love battle and warfare.
Strikes To-Hit
Kobold
Craven, small reptilian humanoids that worship evil dragons.
Strikes To-Hit
Kobold Chieftain
Larger, stronger kobold who leads with brutality.
Strikes To-Hit
• 1 attack (axe) 1 3
• Pack Attack - if melee target is near 2+ other kobolds, kobold
attacks with a Boon
• The presence of the chieftain prevents other kobolds from surrendering or eeing
• Boon to melee
Kriv Walker
Fast-moving undead warriors with glowing white eyes.
Strikes To-Hit
9
fi
fl
fl
Illithid
Humanoid with a tentacled mouth, which it uses to suck out and Strikes To-Hit
Illithid begin life as a parasitic tadpole hatched from eggs. Most tadpoles do not survive to
reach maturity, but the few that do are inserted into a humanoid host captured for this
purpose. The tadpole then burrows into the host’s brain eventually replacing the brain. The
body then begins a transformation that takes 3-4 months. During this transformation period,
the illithid is vulnerable and weak lacking its feared attacks.
When an illithid dies, its brain is removed in a sacred ceremony and placed into the
spawning pool and absorbed by the Elder Brain. It is a great punishment to be denied
joining with the Elder Brain upon death.
Lich
Gaunt and skeletal humanoid.
Strikes To-Hit
• 1 attack 20 4
• The lich starts with 3 random scrolls that it can use during combat
• Magick ability 5D6
• Magick resistance 4D6
• Boon on resisting turn undead
• Unliving - needs no sustenance, sleep, or air
• Paralyzing Touch - (melee magick attack) target becomes paralyzed for 1D6 turns
• Death Tether - the lich shoots out a tether of cracking dark energy to one creature it can
see in near range as a magick attack; while tethered, the creature takes half the damage
in icted against the lich; at then end of the creature’s turn, roll magick defense to end
e ect
• Call Undead - lich rolls magick against 2D6; if successful, 1D6 undead rise from the
ground under the lich’s command; roll 1D6 for type: 1-3 = skeleton, 4-5 = zombie, 6=
wight
• Disrupt Life - (ranged magick attack) causes 1 strike of damage to up to 6 targets
• Life Drain - (melee magick attack) causes 1 strike of damage while healing 1 strike to the
lich
10
ff
fl
• Rejuvenation - a destroyed lich will gain a new body in 2D6 days if its phylactery is intact
• Unliving - needs no sustenance, sleep, or air
• Villain Die - has 2 “villain dice” that works like Hero Die
A lich must feed souls into its phylactery in order to preserve its form. If it fails to do so, it
begins to physically fall apart and make become a demilich.
Lizardman
Primitive reptilian humanoids that make swamps their den.
Strikes To-Hit
Man-at-Arms
Regular foot soldier.
Strikes To-Hit
Medusa
A once beautiful woman, now a terrifying visage.
Strikes To-Hit
• Tail Attack - she will try and grapple those nearby and force them 5 3
to see her gaze; if her gaze fails to work, she will try to bite target
(bite does no strike damage but target is poisoned)
• Bow Attack - will re arrows to force victims into tail attack range
• Magical ability 3D6
• Petrifying Gaze - If you meet her gaze, roll magic defense; avoid petri cation with
success, but gain a bane to all actions for encounter
Minotaur
Massive beast with hooves and horns that live for the hunt.
Strikes To-Hit
Strikes To-Hit 11
fi
fi
Mountain Lion
Large tan feline that is fast and strong.
Ogre
Huge brutes whose strength outweighs their wits.
Strikes To-Hit
Orc
Piggish faced savage raiders.
Strikes To-Hit
Owlbear
Bear-like creature with jaws that look like a beak.
Strikes To-Hit
Rat (Giant)
Giant vermin with red eyes and sharp needle-like teeth.
Strikes To-Hit
• 1 attack (bite) 1 3
• Cannot crit
• Carry Disease - if the rat’s attack roll was a 6, the target becomes
diseased (miraculous save to avoid); disease lasts 1D6+1 scenes; roll 1 D6 each scene
and on a roll of 5+, player loses a strike
Strikes To-Hit
12
Shadow
Undead amorphous shadow creature.
Skeleton
Decayed corpses turned magic automatons.
Strikes To-Hit
Sprite
Tiny magickal fey humanoid being with wings of a dragon y.
Strikes To-Hit
13
fi
fi
ff
fl
• Heart Sight - if the sprite touches a creature, it will know their surface thoughts and
intentions; this is a magickal ability
• Invisibility - can become invisible until it attacks, casts a spell, or looses anchoring
• Poisoned Arrows - if a creature is hit by a sprite’s arrow, roll magickal defense to avoid
falling into a deep slumber that lasts 2D6 turns
• Hatred of Evil - sprites will do everything the can to thwart evil (boon on attacks against
evil creatures or those attempting to do evil)
Stirge
Large bat-like beast with long snout to suck blood.
Strikes To-Hit
Succubus
Beautiful winged female humanoid end with a barbed tail.
Strikes To-Hit
Treeman
A sentient tree-creature.
Strikes To-Hit
14
fl
fl
ff
fi
fi
ff
fi
fi
ff
fl
fi
ff
ff
ff
fi
fi
fl
fi
• Normal weapons attacks against treemen have a bane
• Fire Hatred - the use of re against them causes the treemen to go into a rage allowing
them to have 4 attacks per turn
• Slam - melee attack that does 2 strikes of damage on a hit
• Rock Throw - ranged weapon attack
• Animate Plants - (once per scene) a treeman can animate vines, trees, and other plants
within far range
Troll
Large, boorish humanoids fond of tearing enemies to bits.
Strikes To-Hit
Vampire
Lord of the undead. Drinker of blood.
Strikes To-Hit
Vampires are territorial creatures that rarely tolerate other vampires in its area. This often
leads to violent con ict leaving one or more vampires dead.
Venomcreeper
Large segmented centipede-like creature that spits a highly caustic venom and has a nasty
bite. It will do hit-and-run attacks till its quarry is dead.
Strikes To-Hit
3 4
15
fl
fi
fi
ff
• 2 attacks (bite [+3 to hit] and venom squirt [+3 to hit])
• Boon to melee, grapples, and stealth
• Can t in tight places with its attened exible body
• Can climb like a spider
• Venom Squirt - caustic venom causes painful burns and gives a bane to the survivor's
next round action
Warp Ferret
Small mammal with sharp fangs and claws, crackles with energy.
Strikes To-Hit
Watcher Fiend
Large oating endish head with central eye and 6 eye stalks.
Strikes To-Hit
The watcher end will use telekinesis to raise a target into the air and let them fall (see Sure
Death rules).
16
fi
fi
fl
fi
fl
fi
fi
fi
fl
fi
fl
fl
fi
fl
Watcher ends are highly intelligent but also very paranoid and a bit crazy. Each watcher
end believes that it is the most superior being in the universe. They must feed regularly and
dispatch their minions to capture humanoids and return them to the lair. The ends like to
eat their food alive and will use paralyzing rays or the minions will chain a humanoid to a
feeding post.
Wight
Undead warrior that was once a mortal chasing dark desires.
Strikes To-Hit
Will-O’-Wisp
An undead creature that is an ephemeral sphere of light.
Strikes To-Hit
Witch
Usually an understudy of a hag. More dangerous than they appear.
Strikes To-Hit
17
fi
fi
fi
• Poison - (melee attack) the target becomes poisoned (target looses 1 strike per turn until
a miraculous save is made, or an antidote is provided)
Wyvern
A small (size of a horse) dragon-like creature. Strikes To-Hit
Zombie
Animated corpses. Terrible in vast numbers.
Strikes To-Hit
18
fl
ff
Diseases
Black Death
• Infected are covered in black boils that ooze blood and pus for 2D6 days.
• The infected take 1 strike per day.
• Potential cure: dryad’s saddle fungus, honey, crushed garlic, and blue cheese. If ingested,
roll 1D6, on a 4+, the infection is cured.
• All that come in close contact with an infected person must roll 1D6 — on a roll of 1, the
contact becomes infected as well.
Cavern Cough
• A frequent and persistent cough caused by spores found in caves and underground
dungeons.
• Cough lasts 1-2 days.
• It is impossible to remain stealthy or hidden due to the cough.
• Can be immediately cured by drinking pine needles steeped in hot water with honey and
dried and crushed blister fungus.
Cholera
• Cholera is a disease that causes an impressive and disgusting amount of vomiting and
diarrhea.
• Disease lasts 1D6 days.
• The infected is unable to travel.
• Unless the infected is attended to and given water and salts daily, they will take a strike.
• Anyone attending to the infected has a chance of becoming infected as well: roll 1D6
daily — on a roll of 1, the attendant becomes infected.
Ogre Fly
• The ogre ies are large (palm-sized). The males have a red abdomen, the females have a
green abdomen. The have a painful bite, but the females have a fang-like organ on their
abdomen where they lay their eggs into a host.
• In areas where ogre ies are found, roll 1D6 daily. On a roll of 1, the target becomes a host
for ogre y larvae.
• Hosts will develop a classic, easy to recognize rash. The red blotches progress to blisters.
The blisters erupt and a developed larvae falls out to continue its life cycle.
• Infection lasts 2D6 days.
• While infected, all rolls are made with a bane.
19
fl
fl
fl
• Most people can recognize the rash and will not allow the infected to be anywhere near
others. They know that the infected could lead to ogre ies in their area.
Red Dread
• The victims eyes turn blood red and they develop a pronounced tremor. The tremor
causes a bane on all tasks that require any dexterity (e.g. ranged weapon use, lock
picking, etc).
• Symptoms last 1D6 days.
• At a random time each day of infection, roll 1D6. On a roll of 1, the infected falls to the
ground and has a seizure. A new Devil Fog pours fourth from the mouth of the victim.
20
fl
Beastmen
Background
• Beastmen are savage mutant humanoids with the head of a beast and the body of a man
and often have hooves and claws.
• Beastmen are created from humanoids that come into contact with the proto-magick of
chaos.
Appearance
Roll 2D6 for head (once for general type, once for speci c appearance), and 1D6 for body.
Roll Head Body
1 Mammal: (1) bear, (2) pig, (3) goat/ Covered in boils dripping pus
ram, (4) wolf, (5) rat, (6) cougar
2 Reptile: (1) snake, (2) lizard, (3) Hunched back with spikes
alligator, (4) turtle, (5) gila monster,
(6) chameleon
3 Insect: (1) ant, (2) roach, (3) y, (4) Scorpion-like tail (gives extra attack: target
mantis, (5) spider, (6) maggot must make magickal defense against 1D6
or become poisoned)
4 Avian: (1) crow, (2) hawk, (3) owl, (4) Wings (either insect or bird) allowing
turkey, (5) chicken, (6) vulture beastman to y
5 Amphibian: (1) frog, (2) salamander, Extra thick hide (add 1 to the To-Hit value)
(3) axolotl
6 Random: (1) lamprey, (2) octopus, Deformed with extra appendages, mouths,
(3) slug, (4) tardigrade, (5) pus or eyes
caterpillar, (6) bat
Attacks/Strikes/To-Hit
Roll 1D6 three times; once for each column.
Roll Number of Attacks Strikes To-Hit
1 1 1 2
2 1 1 3
3 1 1 3
4 2 2 3
5 2 2 4
6 3 3 4
21
fl
fl
fi
Special Abilities
Roll 1D6 for number of abilities, and 1D6 for ability feature.
Roll Number of Ability Feature
Abilities
1 None Magick resistance 2D6
2 None Dark vision (can see twice as far in dim light)
3 1 Boon to melee
4 1 Boon to strength and grappling
5 1 Boon to ranged attacks
6 2 Can hurl either re or ice as a magickal range attack (magick
ability 2D6) against up to 3 targets per turn
22
fi
Named Beasts
Background
The beasts on below are single, named beasts. These monsters are a “one and only”
monster and not a general race of creatures.
Grendel
Large endish humanoid monstrosity.
Strikes To-Hit
Shoggoth
A rolling pool of black ooze covered in eyes that appear and get
Strikes To-Hit
23
fi
fl
ff
fl
fl
ff
resorbed. Called forth from a dark place of existence.
Tul’Gazeen (Nightscream)
Large humanoid with long claws, and a skull-like head.
Strikes To-Hit
24
ff
ff
ff
fi
ff
ff
fl
• Fetid Cloud - all players in near range must make a D6 roll of 3+ each round or become
overtaken with dizziness and nausea for that turn (all actions by the player must be done
with a Bane)
• Villain Die - has a “villain die” that works like Hero Die.
Tul’Gazeen, also called the Nightscream, does not remember when it came to be.
Perhaps it was the Primordial Ones that brought it forth. Perhaps it formed itself
from the Chaos. Regardless, it has been on this world for millennia. It feeds on both
the dead and the living. Feeding on old corpses and carrion sustains it, but does not
give it pleasure. The joy is the fear, panic, screams, and pain from ripping
something living apart.
If defeated, Tul’Gazeen will eventually return rising from a pool of dark ichor
located in a foreboding forest at the base of a mountain far to the north. It will be
very hungry and must feed. After that, it will seek revenge on those that
vanquished it.
Verogyld
Grendel’s mother: a daemon disguised as a beautiful woman.
Strikes To-Hit
25
ff