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SQUADETH GAMES

DRAGONBANE
AUXILIARY 2023

This game is not affiliated with, sponsored, or endorsed by Fria Ligan AB. This
Supplement was created under Fria Ligan AB’s Dragonbane Third Party
Supplement License.
TABLE OF CONTENTS

New Magic Schools New Professions


Page 3 Telekinism Page 9 Prizefighter
Page 5 Augmentism Page 10 Cultist
Page 7 Spiritism Page 11 Woodcutter

New Kin New Monsters


Page 12 Half-Orc Page 15 Zombie
Page 13 Vineling Page 16 Baby Smoke Dragon
Page 14 Demonborn Page 17 Minor Demon

Page 2
MAGIC SCHOOL: TELEKINISM
MAGIC TRICKS HEAVY LIFTING
Theatrical Manipulation: You can "juggle or otherwise Rank: 1
manipulate up to four tiny objects for 30 seconds. This Prerequisite: Telekinism
trick can be used to impress people or as a distraction. Requirement: Gesture
Casting Time: Action
Nudge: You send a small energy pulse directly outward to Range: 4 meters
harmlessly nudge a creature up to 20 meters away. They Duration: Instant
will instinctively know the nudge came from you.
You use your mind to lift and move a large heavy object
Search: You emit a wave of force in a 10 meter radius within range. The object must be dropped within 10 seconds.
around you, using it to detect traps, treasures, or other If the item is dropped onto an enemy, the target receives 1D10
noteworthy items within range. Any loose items will be bludgeoning damage. At spell level 2, the roll can be made
blown away to the edge of this radius, and any living with a boon. At spell level 3, make the roll with a boon and
creatures will become aware of your presence. roll 2D10 for damage.

Scoop: You send a small, precise cup of magic force out


up to a distances of 20 meters. This cup can gently scoop
SUSPEND
up a tiny object and bring it to you. If you are trying to be Rank: 1
stealthy, the GM might suggest you also make a Prerequisite: Telekinism
SNEAKING roll after successfully casting the spell. Requirement: Gesture
Casting Time: Action
Hop: You throw a small burst of kinetic energy directly Range: 8 meters
downward, allowing yourself to jump 2D4 meters in the Duration: Instant
air.
Using all your concentration, you hold a creature of size large

PUSH / PULL or smaller in place. The target is considered GRAPPLED until


your next turn. It can use its turn to try to break free with an
Rank: 1 EVADE roll. At spell level 1, cast the spell with a bane to your
Prerequisite: Telekinism Telekinism roll. At spell level 2, roll normally. At spell level 3,
Requirement: Gesture, Word roll with a boon.
Casting Time: Action
Range: 10 meters
Duration: Instant MEND WOUNDS
Rank: 1
This spell lets you push or pull (decide before you roll) a Prerequisite: Telekinism
creature within range. The creature is moved 2D8 meters Requirement: Gesture
in the direction you chose, and it also takes half the result Casting Time: Stretch
(rounded up) as bludgeoning damage. If the target is Range: 2 meters
large or bigger, take a bane on the roll. Add 1D8 for each Duration: Stretch
spell level.
With careful use of your telekinesis, you can tend to one ally's
wounds during a stretch rest while also freeing yourself up to
naturally rest and heal. Your ally recovers 2D6 HP and you
can recover 1D6 HP yourself as if resting.

Page 3
MAGIC SCHOOL: TELEKINISM
VIOLENT WHIP OUTBURST
Rank: 2 Rank: 3
Prerequisite: Push/Pull Prerequisite: Violent Whip
Requirement: Gesture, Word Requirement: Word
Casting Time: Action Casting Time: Action
Range: 16 meters Range: 10 meters
Duration: Instant Duration: Instant

You send an invisible tendril of force outward to grab a With a single word of power, you send a powerful concussive
creature, squeeze it, and then hurl it away. The creature wave in a 10 meter radius around you. All creatures within
takes 2D10 bludgeoning damage, and is thrown up to that range take 2D8 bludgeoning damage and are thrown back
many meters. Add an additional 1D10 per higher spell level. that many meters. Add 1D8 for each additional spell level. If
This attack can be dodged, but with a bane. you have allies in this radius, make your Telekinism roll with a
bane to exclude them from the attack.

LEVITATE HEAVY OBJECT


Rank: 2
LAUNCH HEAVY OBJECT
Prerequisite: Heavy Lifting Rank: 3
Requirement: Gesture Prerequisite: Levitate Heavy Object
Casting Time: Action Requirement: Gesture
Range: 4 meters Casting Time: Action
Duration: 1 minute Range: 4 meters
Duration: Instant
You can use your mind to life a heavy object within range,
and leave it hovering for up to 1 minute. When dropped, You lift a heavy object or creature with such powerful
the object causes 2D10 bludgeoning damage to any upward force, that it is hurled 3D12 meters into the air, before
creature or object caught beneath it. crashing into the ground. The target, and any creatures or
objects it lands on, take the same result in bludgeoning
damage. Add 1D12 for each higher spell level.
SQUEEZE
Rank: 2
Prerequisite: Suspend
PUPPET MASTER
Requirement: Gesture Rank: 3
Casting Time: Action Prerequisite: Squeeze
Range: 8 meters Requirement: Gesture, Word
Duration: Instant Casting Time: Action
Range: 8 meters
You can use your mind to GRAPPLE a creature of size Duration: Round
large or smaller in place, and can squeeze it for 4D8
bludgeoning damage. At spell level 1, you make your You GRAPPLE a target's body, inflicting 2D8 bludgeoning
Telekinism roll with a bane. At spell level 2, roll normally. damage. On the same turn as casting the spell, you can use
At spell level 3, roll with a boon. the target to perform a simple action (e.g. a melee attack).
The target is still in full control of their mind, and can use their
turn to make an EVADE roll to escape your spell. The spell
lasts until the target escapes, or until your next turn.

Page 4
MAGIC SCHOOL: AUGMENTISM
MAGIC TRICKS IMBUE ELEMENT
Cosmetic Change: You make a small cosmetic change Rank: 1
to a character's appearance. This can be something Prerequisite: Augmentism
about their clothes, their hairstyle, or anything at the GM's Requirement: Gesture, Material
discretion. Casting Time: Action
Range: Touch
Improve Flavour: You drastically improve the flavour of Duration: Stretch
one item of food or drink.
You hold a weapon and imbue it with the power of either fire
Improve Value: You instantly make small changes to an or ice. For one stretch, the weapon will deal an additional
item that you wish to sell, making it pristine and more 1D4 damage (of the chosen type) when used. If the weapon
valuable. This will grant a boon to whoever is BARTERING is made of metal, the caster gets a bane to the spell roll.
for the sale. A quiver of arrows or bolts counts as one weapon.

Trinket: You can turn random raw materials into small


figurines and trinkets. IMBUE FEAR
Rank: 1
Inspire Artisan: You can gift a burst of inspiration to an Prerequisite: Augmentism
artisan while they work, granting them a boon on their Requirement: Gesture, Material
CRAFTING roll. Casting Time: Action
Range: Touch
Extra Ration: Whenever you are around NPCs who are Duration: Stretch
eating or drinking, you can magic an extra portion of their
meal for yourself. You hold a weapon and imbue it with the power of fear. Any
NPC who is attacked with this weapon must make a WIL roll
against fear, with a boon on the roll. Monsters are immune,
INGENUITY unless their stat block specifically says they are susceptible to
fear.
Rank: 1
Prerequisite: Augmentism
Requirement: Gesture, Materials
Casting Time: Action
IMBUE POISON
Range: Touch Rank: 1
Duration: Shift Prerequisite: Augmentism
Requirement: Gesture, Material
After gathering a few random raw materials, you can use Casting Time: Action
this spell to magic them into something useful at the GM's Range: Touch
discretion. For example, a medium-sized stick, a long Duration: Stretch
blade of grass, and a sharp stone can be turned into a
small handaxe. The item will break after a shift. You hold a weapon and magically coat it with a layer of
poison. For one stretch, the weapon will deal an additional
1D4 damage, and if the victim is susceptible to poison, they
must make an opposed CON roll against a poison 10.

Page 5
MAGIC SCHOOL: AUGMENTISM
IMPROVE ARMOUR REFLECT MAGIC
Rank: 2 Rank: 3
Prerequisite: Imbue Element / Fear / Poison Prerequisite: Improve Armour
Requirement: Gesture, Material Requirement: Word
Casting Time: Action Casting Time: Reaction
Range: Touch Range: 10 meters
Duration: Stretch Duration: Instant

You hold an item of armour or clothing, and channel You yell an arcane word of such great power that it can
magical protection into its very essence, improving its shield yourself or an ally within range from any magical
armour rating for a stretch. If the armour consists mostly of attack, lessening the damage by 3 per spell level cast. Any
metal, the caster must make their roll with a bane. The damage that is negated by this spell is then cast back at the
armour improves by the number of spell levels spent on the source at no additional WP cost.
spell.

REPAIR STRUCTURE SET THINGS RIGHT


Rank: 3
Rank: 2
Prerequisite: Repair Structure
Prerequisite: Ingenuity
Requirement: Word, Gesture
Requirement: Word, Gesture
Casting Time: Stretch
Casting Time: Stretch
Range: 20 meters
Range: Touch
Duration: Stretch
Duration: Stretch

You have the ability to put things back to the way they are
If you find a small building, statue, or structure that has
supposed to be, within a 20 meter radius. This includes
been suffered considerable damage, you can chant a
completely healing allies, removing conditions, mending
spell of repair, directing all the pieces of rubble to return
wounds, repairing damaged buildings, or even resurrecting
to where they were before the damage occurred. At spell
the recently deceased. Choose 1 effect per spell level cast.
level 1, make your roll with a bane. At level 2, make a
normal roll. At level 3, roll with a boon.

MASS HASTE
HASTE Rank: 3
Rank: 2 Prerequisite: Haste
Prerequisite: Imbue Element / Fear / Poison Requirement: Word
Requirement: Word Casting Time: Action
Casting Time: Action Range: 8 meters
Range: Touch Duration: 1D4 Rounds
Duration: 1D4 Rounds
You speak a powerful incantation that enhances your allies'
You touch an ally and enhance their speed and agility for speed and agility for 1D4 Rounds. Any hastened character
1D4 Rounds. While hastened, they can draw twice as many can draw twice as many initiative cards as they normally
initiative cards as normal. At spell level 1, cast the spell would. This can be combined with any Heroic Abilities that
with a bane. At spell level 2, make a normal roll. At spell affect initiative. Choose 1 ally per spell level cast.
level 3, roll with a boon.

Page 6
MAGIC SCHOOL: SPIRITISM
MAGIC TRICKS SPECTRAL HISTORY
Spirit of Calm: You conjure a soothing presence from the Rank: 1
beyond. If used during a stretch rest, this spirit can grant Prerequisite: Telekinism
one member of your part a boon on their HEALING roll. Requirement: Word
Casting Time: Action
Spirit of Doubt: You conjure a negative presence from Range: Self
the beyond. You can inflict this spirit on an NPC to give Duration: Instant
them a bane on their next action.
You can see one or more deceased figures from the current
Spirit of Rest: You conjure a watchful spirit to help you location's past. They can give you useful information at the
find a suitable place to make camp in the wilderness. GM's discretion. You can ask the ghosts one question per
Whoever is making a BUSHCRAFT roll to set up camp, can spell level.
do so with a boon.

Spirit of Joy: You conjure an upbeat presence to put a PROTECTIVE ESSENCE


smile on everybody's face and bring a hint of levity to any
Rank: 1
situation. This can be used to assist a PERSUASION roll.
Prerequisite: Telekinism
Requirement: Gesture

COLD TOUCH OF DEATH Casting Time: Stretch


Range: 12 meters
Rank: 1 Duration: Stretch
Prerequisite: Spiritism
Requirement: Word During a stretch rest, a shroud of glowing spiritual essences
Casting Time: Action swirls around your party, creating a haven of warmth and
Range: 10 meters light. Everyone within the haven can recover one additional
Duration: Instant condition of their choice. At spell level 2, everyone except
the caster also recovers an additional 1D6 WP. At spell level
You whisper a plea to the beyond and summon a ghost in 3, they recover an additional 1D6 WP and 1D6 HP.
front of one of your enemies within range. The ghost
touches the creature and inflicts 1D10 cold damage,
ignoring armour. SCREAMING SOUL
Rank: 1
GHOSTLY MULE Prerequisite: Telekinism
Requirement: Word
Rank: 1
Casting Time: Action
Prerequisite: Telekinism
Range: 8 meters
Requirement: Word
Duration: 1D8 Rounds
Casting Time: Action
Range: Self
You bellow a call to the spirits around you, summoning forth a
Duration: Shift
tortured soul who lets out a blood-curdling scream. One
enemy within range suffers 1D8 mental damage, and gets a
You call forth the spirit of a mule to assist you and your allies
bane to any roll they make against you for that same amount
with their burdens. The ghostly mule can carry 10 weight units,
of rounds.
and has the same encumbrance as a Donkey. The mule
disappears after a shift.

Page 7
MAGIC SCHOOL: SPIRITISM
DEADLY EMBRACE CLOAK OF DECAY
Rank: 2 Rank: 3
Prerequisite: Cold Touch of Death Prerequisite: Deadly Embrace
Requirement: Word Requirement: Gesture, Word
Casting Time: Action Casting Time: Action
Range: 16 meters Range: 20 meters
Duration: Instant Duration: Instant

With a single cold word, you summon forth a giant ghostly An onslaught of spirits erupts from your body and swirls
hand in front of one of your enemies. The hand wraps around a target within range, surrounding them in a whirlwind
around the target and squeezes into a fist, inflicting 2D10 of death and torment. The target receives 3D12 cold
cold damage. All NPCs within 4 meters of the target, damage, ignoring armour, and must roll against a disease
suffer a fear attack. with virulence 14. If the target dies as a result of this spell,
their body will instantly rot and decompose. Any living
creatures within 2 meters of the whirlwind receive 1D6 cold
GUARDIAN ESSENCE damage and must also roll against the disease.
Rank: 2
Prerequisite: Protective Essence
Requirement: Gesture THE OTHER SIDE
Casting Time: Action Rank: 3
Range: 12 meters Prerequisite: Guardian Essence
Duration: Instant Requirement: Gesture
Casting Time: Action
An enormous ghostly creature envelopes the area in a Range: 12 meters
blanket of energy. All your allies within range recover a Duration: Instant
condition of their choice, and all enemies within range
receive 1D8 cold damage. Increase the damage by 1D8 for You and one ally temporarily enter a small pocket of the
each additional spell level. spiritual realm. In this realm, you can experience a full shift
rest while only a few seconds pass in the material world. Add
SCREAMING MAELSTROM one ally for each additional spell level. Everyone who enters
this realm, permanently loses 1 WP each time.
Rank: 2
Prerequisite: Screaming Soul
Requirement: Gesture, Word GHOSTLY ALLY
Casting Time: Action
Rank: 3
Range: 16 meters
Prerequisite: Screaming Maelstrom
Duration: 1D8 Rounds
Requirement: Gesture, Word
Casting Time: Action
Your words tear a hole in reality which spews forth a
Range: 4 meters
torrent of screaming souls of the damned. All enemies
Duration: Stretch
within range suffer 2D8 mental damage, and get a bane
on any roll they make against you for that same amount of
The spell summons a ghost (page 87 of the Dragonbane
rounds.
rulebook), to act as your ally with its own initiative. Your ghost
has a ferocity of 1 and has 9 HP per spell level.

Page 8
PROFESSION: PRIZEFIGHTER

"Sometimes the only thing


a fighter has is their own
body. If you can learn to
use yourself as a weapon,
you will never find
yourself unarmed."

Page 1 of "The Scrapper's


Code" by Colish Firehand

D6 GEAR
Prizefighters are fighters who lack the
1 - 2 Rope (hemp), simple clothes, boots, flint
regimented discipline of trained knights, or the
& tinder, torch, bottle, D8 food rations,
weapon mastery of warriors, but make up for
D6 silver
these in speed, determination, and ingenuity.
3- 4 Leather armour, sleeping fur, flint &
They are flexible in mind and body, and can tinder, lamp oil, oil lamp, backpack, D8
use their own fists and feet as deadly food rations, D6 silver
weapons. They are also masters at turning the
3- 4 Simple clothes, sleeping fur, guard dog,
objects around them into improvised tools for
D10 food rations, D8 silver
combat.

D6 NICKNAME D6 NICKNAME
Key Attribute: AGI
Skills: Acrobatics, Awareness, Brawling, Evade, 1 Lightfoot 4 Barweasel
Hammers, Performance, Staves 2 Goldenfist 5 The Foolish
Heroic Ability: Iron Fist 3 The Untouchable 6 Headcracker

Page 9
PROFESSION: CULTIST

"You must believe. It is


imperative that you
believe. The tenets and
teachings of our faith are
not to be questioned."

Grand Master Doriah


Trueheart

D6 GEAR
Cultists live their lives cloaked in shadow,
1 - 2 Rope (hemp), ceremonial robe, dagger,
secrecy, and deception.
flint & tinder, torch, D8 food rations, D6
silver
They obey the masters of their order without
question, lest they be excommunicated and 3- 4 Ceremonial robe, staff, flint & tinder,
labeled as heretics. lamp oil, oil lamp, D8 food rations, vial of
poison
Cultists are often trained in lore, medicine,
3- 4 Ceremonial robe, wineskin (full), sleeping
subterfuge, and arcane knowledge of an
fur, staff, D6 food rations, D8 silver
infernal, dark, or demonic nature.

Key Attribute: CHA


NICKNAME
Skills: Bluffing, Evade, Healing, Knives,
Languages, Myths & Legends, Persuasion, Cultists do not get a nickname. They are either
Sneaking, Staves referred to as "Brother", "Sister", "Master",
Heroic Ability: Weasel or Disguise "Acolyte", or "Outcast".

Page 10
PROFESSION: WOODCUTTER

"The world needs timber.


Housing, bridges,
fireplaces to warm the
heart in the dead of
winter. Without the noble
profession of the
woodcutter, none of these
essential things can be."

Jaston The Burly

D6 GEAR
Woodcutters are strong and humble folk, who
1 - 2 Rope (hemp), simple clothes, boots, flint
often live in harmony with the forest that
& tinder, torch, handaxe, D8 food
provides them their trade.
rations, D6 silver

They are excellent at navigating wooded 3- 4 Sleeping fur, simple clothes, flint &
areas, and can make camp in even the tinder, lamp oil, oil lamp, handaxe, D8
harshest of environments. food rations, D6 silver

3- 4 Simple clothes, sleeping fur, donkey, D10


Woodcutters spend most of their time alone, as
food rations, D8 silver
they hone their skills and commune with nature.

D6 NICKNAME D6 NICKNAME
Key Attribute: STR
Skills: Awareness, Axes, Brawling, Bushcraft, 1 Treebane 4 Axehand
Evade, Hammers, Hunting & Fishing, Riding. 2 Forester 5 Cutter
Heroic Ability: Lone Wolf 3 The Chopper 6 Naturesmith

Page 11
KIN: HALF-ORC

Half-orcs are the bastard children born of the


mixed bloodlines of humans and orcs.

Usually raised in human society, they are often


seen as weak and soft by their full-blooded orc
relatives. However, unlike full orcs, they do not
suffer an aversion to direct sunlight.

Half-orcs have formidable strength, and a


deep sense of honour and loyalty.

D6 FIRST NAME D6 FIRST NAME

1 Maddock 4 Cosshick
2 Dorvid 5 Ukment
3 Larkin 6 Brune

ABILITY: STRENGTH OF THE ORCS DERIVED RATINGS

Willpower Points: 3 Movement: 10


When making a roll using any Strength- Always Strong: A half-orc in the age
based skill, you can spend 3 WP to get a category "old" does not get a penalty
boon on the roll. to their strength.

Page 12
KIN: VINELING

Vinelings are semi-divine creatures that are the


culmination of spirits and magical energy
lingering in the deep forests of the world.

They are born fully-formed at a height of


roughly 1 meter, and do not live for long, usually
returning to the forest within two years.

They have an innate connection to nature, and


are Animist mages by default. Vinelings do not
get a profession.

D6 FIRST NAME D6 FIRST NAME

1 Leaf 4 Stump
2 Blossom 5 Branch
3 Forest 6 Root

ABILITY: FOREST HARMONY DERIVED RATINGS

Willpower Points: 3 Movement: 8


Vinelings can commune with the trees Always Young: Vinelings are born
and soil in forested areas. With this into the world fully formed, and return
ablility, they can grant any ally a boon on to the earth after two years. They can
BUSHCRAFT rolls. only be age category "young".

Page 13
KIN: DEMONBORN

Demonborn are the spawn of minor demons and


elves.

They are often tall and sleek in appearance, and


bear a pair of horns atop their heads, and black,
feathered wings sprouting from their backs. The
wings are incapable of flight, but can be used as
a shield if the demonborn is trained well enough
in combative arts.

Each demonborn has the power to resist a


particular element, and can even imbue this
resistance upon others.

D6 FIRST NAME D6 FIRST NAME

1 Sorgamuul 4 Kaktinar
2 Gor'Or 5 Zieglermel
3 Chek-Grish 6 Dustiss

ABILITY: ELEMENTAL RESISTANCE DERIVED RATINGS

Demonborn are born with a resistance Movement: 10


(half-damage) to one element. The player Never Old: Demonborn are born as
must choose this at character creation. babies, but cease aging when they
reach their prime. They can only be
Willpower Points: 3
age categories "young" or "adult".
As a reaction, Demonborn can spend 3 WP
However, they are not immortal, and
to grant one ally within 2 meters temporary
will die after 90 years.
resistance to their chosen element.

Page 14
MONSTER: ZOMBIE

Raised from the dead, a zombie's only desire is


to feed on living flesh. Its rotting body moves at
a slow and lumbering pace, but its bite can
cause a lethal infection that turns its victims in
undead once they die.
A zombie can only be permanently stopped by
removing its head, or burning it. If the zombie
reaches zero HP by any other means, it will get
back up with 1 HP in two rounds.
As they are mindless creatures, zombies are
immune to fear and persuasion.

Ferocity: 1 Size: Normal


Movement: 6 Armour: - HP: 8

MONSTER ATTACKS
D6 ATTACK

1-3 Lunge! The zombie violently slams its grotesque, rotting body into the nearest player character.
The attack inflicts 2d6 bludgeoning damage and the target is knocked down.

2-5 Disgusting Horror! The zombie grabs a player character, digging its filthy fingernails into their
flesh, and leaking putrefied gore from its mouth onto their face. The player suffers a condition of
their choice and must get the zombie away before its next turn or suffer another.

6 Bite! The zombie opens its jaw wide and bites down on an exposed piece of your skin. Its teeth
tear at your flesh, inflicting 1d10 piercing damage. If the victim takes at least 1 HP of damage,
they also contract a disease with virulence 10. If they reach zero HP while they have this disease,
they will die and then come back as a zombie.

Page 15
MONSTER: BABY SMOKE DRAGON

Some dragons are born with a deformity that


prevents them from accessing the fire that would
normally live inside their bellies.

These dragons rarely make it past infancy, as


they are either culled by their own kind, or
hunted by humans for their curious black and
grey scales.

They emit an aura of smoke at all times, and


some even live long enough to use the smoke as
a tool or weapon.

Ferocity: 1 Size: Normal


Movement: 16 Armour: 2 HP: 24

MONSTER ATTACKS
D6 ATTACK

1 Baby Dragon Roar! The baby dragon opens its smoky maw, bares its fangs, and lets out a small
but fierce roar. All player characters within 10 meters suffer a fear attack, with a boon on the roll.

2 Claw Attack! The baby dragon takes a flying leap at one player character and slashes at them
with its claws, inflicting 2d6 slashing damage.

3 Slashing Spin! The beast wraps itself in its scaly wings and spins in a whirlwind, causing 1d10
slashing damage to all creatures within 2 meters, and releasing a small puff of smoke.

4 Jabbing Tail! The monster pulls back its barbed tail and thrusts it forward with lightning speed.
The target receives 1d8 piercing damage. This attack can be parried.

5 Smoky Bite! The baby dragon snaps at one player character, digging its fangs deep into their
flesh. The attack causes 1d6 piercing damage, and inflicts a poison with virulence 8.

6 Smokescreen! The dragon breathes in deeply, before releasing a thick smoky cloud that fills a
20 meter radius. All creatures in the cloud suffer a condition and act as if in full darkness.

Page 16
MONSTER: MINOR DEMON

Minor demons are sometimes dragged into the mortal


world by their more powerful counterparts, usually as
slaves or servants. Some minor demons abandon their
masters to carve out their own path of mayhem and
destruction.
Minor demons vaguely resemble humans and elves, but
with sharp horns atop their heads and tattooed
markings on their faces, denoting their status within
demon society.

Ferocity: 2 Size: Normal


Movement: 16 Armour: 2 HP: 30
Gear: Dagger, Leather Armour

MONSTER ATTACKS
D6 ATTACK

1 Whispered Terror! The demon whispers an infernal incantation, causing one player character
within 10 meters to suffer a fear attack, with a bane on the WIL roll.

2 Horn Gore! The demon runs a full speed towards the nearest player character, leans down, and
gores them with the horns on its head, inflicting 2d8 piercing damage.

3 Persuasion! The demon tries to convince one player character that it is their master. The player
must resist with a WIL roll. On a fail, they must use their next turn to do the demon's bidding.

4 Infernal Spear! The demon holds out a hand and summons a spear of bone and flame. It hurls
the spear into the chest of a player character within 8 meters, inflicting 2d8 piercing damage
before disappearing into the ether. This attack can be parried.

5 Flame Burst! A violent burst of flame erupts from the demon in a 6 meter radius. All creatures
within range take 2d6 fire damage. This attack ignores armour.

6 Invisible Attack! The demon suddenly disappears from sight, and makes a dagger attack against
two player characters within 6 meters, inflicting 1d8 slashing damage each. This cannot be
dodged or parried. The demon will remain invisible until the beginning of its next turn, and all
attacks against it will suffer a bane.

Page 17

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