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SAVAGE FREE BESTIARY

Original collection created by Butch Curry ♦


Re-design, expansion & updates by Andrea “Lord Lance” Parducci

Version 1.30 ♦ SWD EDITION


(lately: changed headings and index, added Nue, fixed Pixie Dust, added Wandering Vines, Fauns, Swamp Hags, Banshee)

● Special thanks to Dave.B, BlueSponge, Mark Craddock, JackMann and others, for their new creatures
inserted along the versions.
● Some monster ability is inspired by the free document “Modern Martial Arts, revised edition” By Clint
Black.

Have a ton of fun!


Lord Lance
Contact me at https://www.pegforum.com or at ishmadrad AT gmail.com

“ This game references the Savage Worlds game system,


available from Pinnacle Entertainment Group at
www.peginc.com. Savage Worlds and all associated logos and
trademarks are copyrights of Pinnacle Entertainment Group.
Used with permission. Pinnacle makes no representation or
warranty as to the quality, viability, or suitability for purpose
of this product. ”

The original Savage Beasts document, a free Savage Worlds


Creature Collections, was originally dedicated to:

The Savages, for keeping me inspired; to Shane Lacy Hensley,


for coming up with the whole thing to begin with; and to my
son Dante, for not hitting the keyboard too often while Daddy
was working. Special thanks to Storn Cook, Cheyenne Wright,
and Steve Long (Thanks them for all the good art in the old
edition book).

Butch Email: butch.curry AT gmail.com


✦ Introduction and notes ✦
About flying creatures
I’m modifying the standard notation for the flying creatures, turning into the Savage Worlds Deluxe
standard. I’m sorry for the players who still use the “old” SW:EX edition. I had to “evolve” the bestiary.
I’m keeping some additional “crunch” to simulate slow acceleration creatures. This is an example showing
the standard notation for this bestiary:
● Flight: Manticores have a Flying Pace of 8” (only 4” in the first round, because their massive bodies
make it difficult for them to become initially airborne). They have a Climb of -1.

About the Guts skill


As you know, SWD edition doesn’t make use of the Guts skill anymore. So, as explained in the SWD core
book (SWDEE pag. 25), you can simply ignore the Guts skill you’ll find in the following creatures. However, I
decided to keep the skill in the skills list, because:
● It’s still useful for those still playing with the old SW versions (mainly SWEX edition).
● It can be useful to SWDEE players and GMs, ‘cause if you are playing a gritty horror game, you should
keep the Guts skill turned on, simulating the effort needed to getting a “shield” against the fearful
creatures you could meet during your scaring investigations.

About the Star symbol near the names


The ★ symbol means the monster is was designed to be a Wild Card in your adventures.
About the “Shape Change” notes
Josie “Jo So Production” contacted me because she wanted to add a note about the “Shape Change” power:
as you can read in the Power description, the character can shape-change into different creatures,

👹
depending on his current Rank and the PP expenditure. She proposed to provide the Rank needed for the
shape-change, for every depicted creature.

You can easily identify the note thanks to the Icon.

Absolute Terror (new Monstrous Ability)


This ability was created to represent a truly terrorizing, unsettling enemy*. It works in a similar way of the
Fear ability:
● If the hero obtains a Raise on the roll, he suffers no ill effects;
● With a simple success, he suffers reduced effects: he still need to roll on the Fright Table, however
he gains a +2 bonus on the roll;
● On a failure, he needs to roll on the Fright Table as usual.
* NOTE: initially, this document had many “Fear -4” monsters: I felt that assigning a huge negative modifier
to the players’ roll wasn’t interesting enough. It’s much better to introduce a new “two-staged mechanic”,
less brutal but more incisive, more difficult to get rid of. If you don’t want to introduce this new Monstrous
Ability, simply treat the monster as having the standard Fear ability, boosted by extra 2 points.

Highlighted lines
You could find (few, hopefully) highlighted text parts, like this, along the way. Those are parts I’m not happy
with, or that I’m trying to better harmonize with other, similar abilities scattered around. Stay tuned for the
updates! :D

Abbreviations
This should be obvious to all the veteran players, however:
SW:EX = Savage World Explorer Edition
SWDEE = Savage World Deluxe Explorer Edition (the most recent edition, today, Sept. 2017).
Final Words
Do you have doubts about the depicted creatures? Do you have suggestions, additional creatures, ideas?
Feel free to contact me (see 1st page).

✦ Index ✦
✦ Introduction and notes ✦
About flying creatures
About the Guts skill
About the Star symbol near the names
About the “Shape Change” notes
Absolute Terror (new Monstrous Ability)
Highlighted lines
Abbreviations
Final Words

✦ Index ✦

✦ Animals ✦
Antelope
Apes
Ape, Albino
Bats
Bat, Normal
Bat, Giant
Vampire Bats
Beetles, Giant
Fire Beetle
Oil Beetle
Tiger Beetle
Griffon Beetle
Boar
Camel
Cat, Great
Panther
Tiger
Sabretooth Tiger / Ligers
Cave Locust
Crab, Giant
Crocodile
Centipedes
Centipede, Big
Centipede, Giant
Smouldering Centipede, Monstrous
Deer, Alpha Male
Dog, war
Dragonfly, Giant
Elephants
Elephant
Elephant, War
Mastodon
Ferret, Giant
Fish, Giant
Giant Piranha
Spiny Rockfish
Giant Catfish
Giant Sturgeon
Giant Shark, Megalodon
Fox
Gray Foxes
Goat
Hawks
Hawk, Normal
Hawk, Giant
Killer Bees, Giant
King of the Jungle
Leech, Giant
Liger
Llama
Lizards, Giant
Gecko
Draco
Horned Chameleon
Tuatara
Monkeys
Monkey
Monkey (Pirate sidekick variety)
Rock Baboon
Mosquitos, Giant
Owl
Panther
Rabbit
Rats, Giant
Rhinoceros
Sabretooth Tiger
Scorpions
Scorpion, Giant
Whip Scorpion, Giant
Snakes, Giant
Giant Venomous Snake
Giant Constrictor
Spiders, Big
Dolomedes Spider
Spiders, Giant
Trapdoor Spider
Black Widow
Brown Recluse (Fiddleback)
Tarantula
Squid, Giant
Tiger
Toad, Big
Worm, Great

✦ Bestiary ✦
Acolyte
Cultists
Aliens
Damned Children ★
Darkstalkers
Grays ★
Men in Black
Nordic ★
UFO's
Ape, Mutant ★
Bandit
Banshee
Basilisk
Berserker
Blobs
Basin of Creation ★
Jelly Spawn
Black Blob
Cavern Crawler
Giant Blob
Invisible Devourer
Killer Mold
Centaur
Chimera ★
Cockatrice
Corrosive Slime
Crawling Eye ★
Crawling Hand
Creatures of the Beyond
Skitrach
Karkuz
Corhydron
Triciqe ★
Talza
Cyclops
Demons & Devils
The Damned
Ekatomatia Demon ★
Hellhound
Pishacha
Master of the Pit ★
Nuckelavee ★
Succubus / Incubus ★
Torture Lord ★
The Dukes of Hell ★
Dinosaurs
Deinonychus (Velociraptor)
Pteranodon
Triceratops
Tyrannosaurus Rex ★
Djinni ★
Doppelganger
Dragons
Elder Dragon ★
Forest Dragon ★
Ice Dragon ★
Sky Dragon ★
Swamp Dragon ★
Wurm of the Deep ★
Drakes
Nicore ★
Efreeti ★
Elementals
Air Elemental
Earth Elemental
Fire Elemental
Water Elemental
Elves
Forest Elven Skirmishers
Elven Horse
Ent ★
Faes
Dryads
Fauns
Maenads
Pixie
Weald Striders
Wildberry
Gargoyle
Ghoul
Ghroll ★
Giants
Hill Giant ★
Stone Giant ★
Frost Giant ★
Fire Giant ★
Cloud Giant ★
Storm Giant ★
Gnoll
Goblins
Bugbear
Goblin Harasser
Goblin, Oversized Tribechief
Hobgoblin
Hobgoblin Leader ★
Worg
Golems
Amber Golem
Bone Golem
Bronze Golem ★
Clay Golem ★
Flesh Golem ★
Wood Golem
Gorgon
Griffon
Hags
Hag ★
Hag, swamp
Hag, legendary (Morrigan, Baba Yaga) ★
Harpy
Hippogriff
Hydra ★
Hydra, Ancient ★
Killers
Serial Killer ★
Slasher ★
The Bogeyman ★
The Dreamstalker ★
The Ripper ★
Kobolds
Kobold, Skirmisher
Kobold, Lair Defender
Kraken ★
Landshark
Living Statues
Crystal Statue
Iron Statue
Stone Statue
Lizardmen
Lamia
Manticore ★
Manticore, Flying ★
Medusa ★
Mermen
Mummies
Mummy, Lesser
Mummy, Greater ★
Mummy Lord ★
Murlocs
Naga
Naga Myrmidon
Neanderthal
Nightmare
Nue ★
Pegasus ★
Rocs
Roc, Young
Roc, Adult
Roc, Giant ★
Rust Eater
Salamanders
Fire Salamander
Ice Salamander
Scavenger Worm
Screaming Fungus
Sea Serpents
Young Sea Serpent
Adult Sea Serpent ★
Giant Sea Serpent ★
Shadow ★
Shadow Hound
Shadow Panther
Spectre ★
Stalker ★
Svetocher
Swamp Monster ★
Treants
Treant, young
Treant, ancient
Troglodyte
Troll, Hunter ★
Unicorn ★
Wandering Vine
Wendigo ★
Werecreatures
Werebear ★
Werefox
Werehog: Swampwater Joe ★
Wererabbit
Wererat
Weretiger ★
Wolf-Man ★
Wight
Wyvern, Great
Zombies
Rage Zombie
Shambling Dead (Romero Zombie)
Raimi Zombie ★
Zombie Lord ★
✦ Templates ✦
Ancient ___ ★
Boss ___ ★

✦ Tables ✦
Flying Creatures

✦ Vanilla Opposition ✦
Grunt, novice
Grunt, seasoned
Grunt, veteran
Grunt, heroic

✦ Animals ✦
More or less common animals, grouped here for your convenience.

Antelope
You can use this template for other, similar animals such as deer, elk, or (non-magical!) reindeer.
Attributes: Agility d10, Smarts d6 (A), Spirit d6, Strength d8, Vigor d6
Skills: Fighting d4, Guts d4, Notice d6
Pace: 10; Parry: 4; Toughness: 6
Special Abilities:
● Fleet Footed: Antelopes have a Pace 10 and roll a d10 for running.
● Sharp Senses: They get a +1 to all Notice rolls.
● Kick/Horns: Str+d4
● Size +1
👹 Shape Change, Seasoned
Apes
Ape, Albino
This rare breed of gorilla lives in the deepest jungles, and are all but a myth to the outside world.
Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12+1, Vigor d8
Skills: Climbing d8, Fighting d8, Guts d8, Notice d6
Pace: 8; Parry: 6; Toughness: 7
Edges: Berserk, Combat Reflexes
Special Abilities:
● Brachiation: Albino apes can move through the treetops at a Pace of 6”.
● Claws/Bite: Str+d4 damage.
● Fleet Footed: Apes can move incredibly quickly when they drop down to all fours; they have a Pace
of 8 and roll a d8 for running.
● Leaping: Albino apes can leap 3”, +1” with a Strength roll.
● Low-light Vision: They ignore Dim and Dark lighting penalties.
● Size +1
👹 Shape Change, Heroic
Orangutan
Orangutans are solitary but social, among the most intelligent primates. They use a variety of sophisticated
tools and construct elaborate sleeping nests each night from branches and foliage.
They have long arms and short legs. Most of their bodies are covered in orange, red or chocolate coarse hair.
Males' faces can develop a beard.
Orangutans are mainly arboreal and inhabit tropical rainforest. They are primarily fruit-eaters.
Attributes: Agility d8, Smarts d4, Spirit d8, Strength d10, Vigor d8
Skills: Climbing d8, Fighting d8, Guts d8, Notice d6
Pace: 5; Parry: 6; Toughness: 6
Edges: Berserk, Combat Reflexes
Special Abilities:
● Brachiation: Orangutans can move through the treetops at a Pace of 6”.
● Claws/Bite: Str+d4 damage.
● Low-light Vision: They ignore Dim and Dark lighting penalties.
● Slow: on the ground Orangutans are awkward, moving at a Pace of 4” and rolling a d4 for running.
● Smaller Females: Orangutans display significant sexual dimorphism; females typically stand 115 cm
tall and weigh around 37 kg. Add Size -1 (Toughness becomes 5).

Bats
Bat, Normal
A regular, cave-dwelling bat. They're not really dangerous, but can scare those they catch unaware (hence
the Intimidation skill).
Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d4, Vigor d6
Skills: Fighting d4, Intimidation d4, Notice d8, Stealth d12
Pace: 1; Parry: 4; Toughness: 3
Special Abilities:
● Fear +1: Bats can cause the weak-willed to freak out; take a +1 to your Guts check.
● Flight: Bats have a Flying Pace of 12” with a Climb of +1.
● Nocturnal: In normal daylight, bats take a -4 to all rolls; reduce this to -2 on heavily overcast days.
● Size -2 & Small: Opponents take a -2 to any attack rolls against them.
● Slow: On the ground, bats can only crawl about at a Pace of 1”, and can’t run.
● Sonar: Bats can ”see” in complete darkness with a form of sonar; they ignore all lighting penalties.
However, when attacking opponents standing still (i.e., those who take no action, such as movement

👹
or attacking, or who are on Hold), they're at a -4 to attack rolls.
Shape Change, Novice

Bat, Giant
These massive creatures (nearly as large as a full-grown man) are ravenous meat eaters, while the vampiric
variety subsists solely on blood.
Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d8, Vigor d6
Skills: Fighting d6, Guts d6, Intimidation d8, Notice d8, Stealth d10
Pace: 2; Parry: 5; Toughness: 5
Special Abilities:
● Bite/Claws: Str+d4
● Death From Above: A flying giant bat that hits with a raise causes damage as usual. In addition, the
thing grasps its prey in its claws, swoops into the air, then lets go before it can be hurt by the victim’s
flailing. The drop is typically from about 10 yards, so the damage is 3d6+3. Before suffering the
damage from the drop, the victim can struggle with the Bat, trying to free himself, with a free
opposed Strength roll. If successful, they are dropped slower and nearer the terrain, suffering just
2d6+2 damage; with a raise, the victim forces the creature close enough to a landing spot to jump
free without taking damage.
● Fear
● Flight: Giant bats have a Flying Pace of 12” with a Climb of +1.
● Slow: On the ground, giant bats can only crawl about at a Pace of 2”, and can’t run.
● Sonar: Bats can ”see” in complete darkness with a form of active sonar; they ignore all lighting
penalties. However, when attacking opponents standing still (i.e., those who take no action, such as

👹
movement or attacking, or who are on Hold), they're at a -4 to attack rolls.
Shape Change, Veteran

Vampire Bats
For vampire bats, use the Giant Bat and add the following:
● Paralyzing Bite: Characters who are Shaken by the bite of a vampire bat must make a Vigor roll or be
unable to move for 1d4 rounds.
● Infection: Some (1 in 10) vampire bats can pass on true vampirism with their bite. Any one killed by
one of these bats will become a vampire 1d4 days after death, unless appropriate precautions are

👹
taken.
Shape Change, Ill-advised, Normal Seasoned, Giant Heroic

Beetles, Giant
Fire Beetle
These 2 ½' long beetles are usually found underground. They have glowing glands above their eyes and on
their back which allow them to see in the dark.
Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Guts d4, Notice d6
Pace: 6; Parry: 4; Toughness: 6 (1)
Special Abilities:
● Armor +1: Tough carapace.
● Bite: Str+d6
● Fluorescent Glands: The beetle halves all lighting penalties. These glands can be removed after the
beetle is dead (make an Agility roll at -2 to do so); they give off light in a 2” radius for 1d6 days.
● Low Light Vision: Ignore penalties for dim and dark light.
👹 Shape Change, Novice

Oil Beetle
Oil beetles are 3’ long, oily black in color, and can burrow underground.
Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Guts d4, Notice d4, Stealth d6
Pace: 6; Parry: 5; Toughness: 7 (2)
Special Abilities:
● Armor +2: Tough carapace.
● Bite: Str+d6
● Burrowing 6”: An oil beetle can dig through loose earth and soil at Pace 6”.
● Oil: Oil beetles can squirt at an opponent within melee range a stream of irritating, oily fluid, that
raises painful blisters. The target may make an Agility roll at -2 to avoid the steam. If the target fail
the roll, he takes a level of Fatigue. The blisters go away after 24 hours. If the target rolls a 1 on his
Agility die (regardless of his Wild Die), he is automatically blinded by the oil. The victim’s sight

👹
returns in 1d4 days. Multiple squirtings have no additional effect.
Shape Change, Novice

Tiger Beetle
The largest of the giant beetles, tigers are 4’ long, with particularly large and fearsome mandibles. They live
in grasslands, and are black and orange striped like a tiger.
Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Guts d6, Notice d6, Stealth d6
Pace: 8; Parry: 5; Toughness: 8 (2)
Special Abilities:
● Armor +2: Tough carapace.
● Bite: Str+d8
● Fleet Footed: Tiger beetles can scurry quickly; they have a Pace of 8, and roll a d8 for running.
● Tiger Stripes: When moving at their Pace or less in grasslands, tiger beetles get a +2 to all Stealth

👹
rolls.
Shape Change, Seasoned

Griffon Beetle
A rare giant beetle, griffon beetle is 6’ long, resembling a weird twisted experiment between the noble
steed and a tough insect. It has only four working legs, more feline than insect, still covered in chitine. Two
smaller vestigial legs are under the belly, usually retracted.
Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Guts d8, Notice d6, Stealth d6
Pace: 8; Parry: 6; Toughness: 9 (2)
Special Abilities:
● Armor +2: Tough carapace.
● Bite: Str+d8
● Fleet Footed: Tiger beetles can scurry quickly; they have a Pace of 8, and roll a d8 for running.
● Leaping: Griffon beatles have powerful elytra but weak wings, so they can only jump 4”, +2” with a
Strength roll.
● Size +1: Griffon beatles are slightly bigger than the average human, and they can stay on two legs for
a while.
● Tiger Stripes: When moving at their Pace or less in grasslands, tiger beetles get a +2 to all Stealth

👹
rolls.
Shape Change, Veteran

Boar
Massive, feral pigs, with razor-sharp tusks; they’re notoriously short-tempered.
Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d10, Vigor d10
Skills: Fighting d8, Guts d10, Notice d6, Stealth d6
Pace: 6; Parry: 6; Toughness: 8 (1)
Edges: Berserk
Special Abilities:
● Armor +1: Tough, thick hide.
● Charge: A boar can attack at the end of a run with no multi-action penalty, and gets a +2 to damage
when doing so.
● Tusks: Str+d4
👹
Shape Change, Veteran

Camel
These beasts of burden are a must for any desert-based adventure.
Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d12+1, Vigor d8
Skills: Fighting d4, Guts d6, Notice d6
Pace: 10; Parry: 4; Toughness: 9
Special Abilities:
● Fleet Footed: Camels have a pace of 10 and roll a d8 for running.
● Kick/Bite: Str damage
● Size +3
● Ships of the Desert: So long as they drink their fill of water before beginning a trip, they make their
Vigor rolls to survive the heat every 12 hours rather than every 4 and get a +2 to these rolls,
regardless of their physical activity. These benefits last for 5 +1d4 days, at which point the camel

👹
must fill up on water again.
Shape Change, Veteran

Cat, Great
Those great cats are cunny apex predators, especially dangerous while hunting in their favorite
environment.
Attributes: Agility d8, Smarts d6 (A), Spirit d10, Strength d12+1, Vigor d8
Skills: Fighting d8, Notice d8, Intimidation d8, Stealth d6, Tracking d4
Pace: 8; Parry: 6; Toughness: 8
Special Abilities:
• Bite/Claws: Str+d6.
• Favorite environment: choose the favorite environment for the specific Great cat (savanna for lions,
jungle for tigers...). They gain +2 to Tracking, Survival, and Stealth rolls while hunting into.
• Improved Frenzy: Great cats may make two Fighting attacks each action at no penalty.
• Low Light Vision: Great cats ignore penalties for Dim and Dark lighting.
• Leaping Pounce: Great cats can leap once per round for 1d4”, pouncing on their prey to best bring their
mass and claws to bear. If they attack with a Wild Attack at the end of a leap, they receive an additional +2
to its damage.
• Size +2: Great cats can weigh over 500 pounds.

Add the following special abilities for those specific Great Cats:

Panther
● Panthers roll a d10 for running (instead the standard d6).
👹 Shape Change, Veteran
Tiger
● Tigers have a Stealth d8 (instead of the standard d6).
👹 Shape Change, Veteran
Sabretooth Tiger / Ligers
● Sabretooths and Ligers (Lion-tiger hybrids) are Size +3 (Toughness 9), and their powerful natural

👹
weapons do Str+d8 damage.
Shape Change, Heroic

Cave Locust
These are stone grey, 3’ long, subterranean grasshoppers. They tend to move in small swarms, and avoid
trouble unless threatened.
Attributes: Agility d10, Smarts d4 (A), Spirit d4, Strength d4, Vigor d8
Skills: Climbing d8, Fighting d6, Guts d4, Notice d4, Stealth d8
Pace: 5; Parry: 5; Toughness: 6 (1)
Special Abilities:
● Armor +1: Thick carapace.
● Leaping: Cave locusts can leap up to 10” in a straight line in place of their normal move (they can’t
“Running”).
● Camouflage: If a cave locust doesn’t move or attack in a round, its natural coloration allows it to
hide; it gets a +2 to its Stealth roll to remain unnoticed.
● Mandibles: Str+d4 damage.
● Low Light Vision: Cave Locusts ignore penalties for Dim and Dark lighting.
● Size -1
👹 Shape Change, Seasoned
Crab, Giant
These are 10’ wide crabs, voracious animals which attack, kill, and eat anything that moves.
Attributes: Agility d6, Smarts d4 (A), Spirit d8, Strength d12, Vigor d8
Skills: Fighting d8, Notice d8, Stealth d10
Pace: 6; Parry: 5; Toughness: 13 (3)
Special Abilities:
● Aquatic: Giant crabs can breathe underwater, but they’re not swimmers. They move underwater by
walking at their normal Pace.
● Armor +3: Tough carapace.
● Claws: Str+d6
● Deadly Pinches: Giant crabs are skilled at getting a hold on the opponent. They gain a +1 bonus to
Fighting when making a Grappling attack and to the Strength or Agility roll to maintain the hold.
Finally, they just need one free ”arm” to initiate and maintain Grapples.
● Fearless: Crabs are essentially mindless creatures; as such, they’re immune to Fear, Intimidation, and
Taunts.
● Size +4 & Large: Normal sized foes get a +2 to attack rolls against them.
👹 Shape Change, Legendary 7pts

Crocodile
Crocodiles are large semi aquatic reptiles that live throughout the tropical lands. Crocodiles have a narrow
and long V-shaped head, webbing on the toes of the hind feet and can tolerate saltwater due to specialized
salt glands for filtering out salt.
They tend to congregate in freshwater habitats such as rivers, lakes, wetlands and sometimes in brackish
water and saltwater. Carnivorous, they feed mostly on vertebrates such as fish, reptiles, birds and mammals;
they are very aggressive.
Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d12+1, Vigor d10
Skills: Fighting d10, Guts d8, Notice d6, Stealth d6, Swim d8
Pace: 4; Parry: 7; Toughness: 9 (2)
Special Abilities:
● Armor +2: Thick scales.
● Bite: Str+d6
● Camouflage: Crocodiles are ambush predators. If a crocodile doesn’t move or attack in a round,
while standing still into shallow, muddy waters, it gets a +2 to its Stealth roll to remain unnoticed.
● Semi-Aquatic: Crocodiles can hold their breath for a couple of hours. They can swim at a Pace of 8”,
even into shallow waters that force other species to walk (for those preys, treat it as Difficult
Terrain).
● Snap & Roll: Crocodiles get +1 to Fighting when starting a Grapple, and they also inflict Bite damage
if they successfully entangle the prey.

Centipedes
Centipede, Big
These foot-long centipedes may not seem dangerous, but their bite carries a deadly poison.
Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d4, Vigor d6
Skills: Fighting d6, Guts d4, Notice d6
Pace: 5; Parry: 5; Toughness: 3
Special Abilities:
● Bite: Str, AP 1, damage.
● Poison: If the centipede does manage to bite a foe successfully (getting at least a Shaken result)
they must make a Vigor roll. Failure means they become violently ill for 1d6 days, taking a point of
Fatigue. While sick, their Pace is reduced by half, and they cannot run. Bedrest and plenty of fluids
will reduce the time of illness to half days.
● Size –2 & Small: Opponents take a –2 to their attack rolls against them, and they get a +2 to their
rolls against normal-sized foes.
● Wall Walker: Centipedes can crawl up most surfaces without making a Climbing roll.
👹 Shape Change, Novice

Centipede, Giant
These 15 foot-long centipedes are strong and dangerous: their bite carries a deadly poison, and they have a
tough carapace.
Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Guts d4, Notice d6
Pace: 5; Parry: 5; Toughness: 10 (2)
Special Abilities:
● Armor +2: Thick carapace.
● Bite: Str+d6, AP 2, damage.
● Poison: If the centipede does manage to bite a foe successfully (getting at least a Shaken result)
they must make a Vigor roll. Failure means they take an automatic Wound. Until cured, their Pace is
reduced by half, and they cannot run.
● Size +2
● Wall Walker: Centipedes can crawl up most surfaces without making a Climbing roll.
👹
Shape Change, Veteran
Smouldering Centipede, Monstrous
These giant dark centipede-like creatures are usually about 30’ (5” on tabletop) long, with a fish-like mouth
filled of long, sharp teeth. Their legs are longer and tougher than normal centipedes, and the spine is full of
jagged spines. They furiously fight keeping their head high, in a cobra stance, ready to blazing fast biting
and swallowing their prey.
Their body is hot, so merely touching the creature causes damage from intense heat. They use this feature
to create a dense mist from snowy or damp terrains, using their tremorsense to flawlessly hunt.
Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d12+3, Vigor d8
Skills: Fighting d8, Guts d8, Notice d6, Stealth d6, Tracking d4
Pace: 6; Parry: 6; Toughness: 14 (2)
Special Abilities:
● Armor +2: Tough, spiny carapace.
● Bite: Str+d6, +2 damage form the intense heat.
● Darkvision: Smouldering centipedes can see in complete darkness and through the thickest smoke
or fog; all lighting penalties are cut in half.
● Invulnerability: Smouldering centipedes are immune to all cold, heat and fire based attacks.
● Mist Trap: once per hour, as an action, the Smouldering centipede can forcibly release his body heat,
vaporizing the snow or the water on a damp terrain. Place two partially overlapping Large Burst
Template on the map. The heavy fog imposes -2 lightning penalty (it stacks with darkness based
penalty, and can’t be avoided with Low Light Vision). Creatures inside the area when the heat is
released must also succeed a Vigor roll at -2 or suffer a level of Fatigue. Then, the Smouldering
centipede Superheated Body ability is suppressed for a score of minutes after the Mist Trap release.
● Size +6 & Large: Normal sized foes get a +2 to attack rolls against them.
● Swallow Whole: If a Smouldering centipede gets a raise on its attack roll while biting, it swallows the
victim whole. The victim automatically suffers Str (d12+3, ignoring any not-sealed armor) damage
during the following rounds. While inside, a swallowed character can try to cut their way free with a
small blade by making an Agility roll at -2; roll damage against Toughness 6. If you can do at least one
wound, you've sliced a hole big enough to slip free; you're automatically Shaken once out. If the
Smouldering centipede is killed, you can be freed from the outside in a single round.
● Superheated Body: Smouldering centipede hot body creates an heat based aura that deals damage
to anyone who stays adiacent to them. At the start of the centipede turn, any adjacent character
must succeed a Vigor roll or suffer a level of Fatigue.
● Tremorsense: Smouldering centipede antennas grant them tremorsense; this gives them a +2 to
Notice and Tracking rolls against targets moving on ground, even hundred meters away. They suffer
no penalties when fighting in melee against Invisible opponents.

Deer, Alpha Male


The largest, brave, deer of the pack.
Attributes: Agility d10, Smarts d6 (A), Spirit d6, Strength d8, Vigor d6
Skills: Fighting d6, Guts d6, Notice d6
Pace: 10; Parry: 5; Toughness: 7
Special Abilities:
● Fleet Footed: Deers have a Pace 10 and roll a d10 for running.
● Kick/Horns: Str+d6
● Hardy: The creature does not suffer a Wound from being Shaken twice.
● Sharp Senses: They get a +1 to all Notice rolls.
● Size +2
Dog, war
Dogs in warfare have a long history starting in ancient times: they were trained for combat, or used as
scouts, sentries and trackers.
❏ Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d8, Vigor d8
❏ Skills: Fighting d8, Notice d8
❏ Pace: 8; Parry: 6; Toughness: 6 (1)
Edges: Brave, Dodge
Gear:
● Dog Armor: Protects neck and part of the spine, Armor +1.
● Spiked Collar: the war dogs don’t attack with it, however it automatically does Str+d4 damage if the
dog is grappled by an imprudent enemy.
Special Abilities:
● Bite: Str+d4.
● Fleet Footed: They have Pace 8 and roll a d8 for running.
● Go for the Throat: War Dogs are trained to aim at the soft spots. With a raise on their attack roll,
they hit the target’s most weakly armored location.
● Size –1: Dogs are relatively small.

Dragonfly, Giant
This creature resembles a normal dragonfly but is more than 6 feet long. It shows glittering colors under the
sun, but in the dark its true nature manifests: giant dragonflies are aggressive hunters, seeking for their
warm-blooded preys. Their skin, if well treated and preserved, can be sold well, or used for produce armors.
❏ Attributes: Agility d12+1, Smarts d4 (A), Spirit d6, Strength d12, Vigor d8
❏ Skills: Fighting d6, Notice d4
❏ Pace: 4; Parry: 5; Toughness: 7 (1)
Edges: Quick
Special Abilities:
● Armour +1: chitinous armour.
● Bite: Str+d6
● Fearless: Immune to fear and Intimidation.
● Flight: Flying Pace of 16" with a Climb of +2.
● Low Light Vision: Ignore penalties for dim and dark light.
● Slow: On the ground, giant dragonflies can only move at a Pace 4”, and they can’t run.

Elephants
Elephant
It’s an elephant!
❏ Attributes: Agility d4, Smarts d6 (A), Spirit d8, Strength d12+5, Vigor d10
❏ Skills: Fighting d4, Guts d6, Intimidation d6, Notice d6
❏ Pace: 6; Parry: 4; Toughness: 14 (2)
Special Abilities:
● Armor +2: Thick, leathery hide.
● Large: Elephants are massive creatures; normal sized foes get a +2 to attack rolls against them.
● Size +5
● Trample: Elephants will often attack by charging forward, by running forward and trampling their
opponents. They charge in a roughly straight line; anyone within their path must make an Agility
check or be run down. Victims take Str damage and are knocked Prone.
● Trunk Slap/Tusks: Str+d6
👹 Shape Change, Legendary 7pts
Elephant, War
A war elephant is an elephant trained and guided by humans for combat. Their main use was to charge the
enemy, trampling them and breaking their ranks. They carry howdahs or turrets in combat, and tusks
adorned with blades and maces to bring more pain to their enemies.
❏ Attributes: Agility d4, Smarts d6 (A), Spirit d10, Strength d12+6, Vigor d12
❏ Skills: Fighting d8, Guts d8, Intimidation d8, Notice d6
❏ Pace: 6; Parry: 6; Toughness: 16 (2)
Special Abilities:
● Armor +2: Thick, leathery hide.
● Large: Elephants are massive creatures; opponents get a +2 to all attack rolls when fighting them.
● Size +6
● Trample: Elephants will often attack by charging forward, by running forward and trampling their
opponents. They charge in a roughly straight line; anyone within their path must make an Agility
check at -2 or be run down. Victims take Str damage and are knocked Prone.
● Trunk Slap/Tusks: Str+d8
👹
Shape Change, Impossible

Mastodon
Ancestors of the modern elephant, mastodons (also known as wooly mammoths) are powerful, but none
too bright.
❏ Attributes: Agility d4, Smarts d4 (A), Spirit d8, Strength d12+7, Vigor d12
❏ Skills: Fighting d6, Guts d10, Intimidation d10, Notice d6
❏ Pace: 6; Parry: 6; Toughness: 17 (2)
Special Abilities:
● Armor +2: Thick fur and hide.
● Large: Mastodons are massive creatures; normal sized foes get a +2 to attack rolls against them.
● Resist Cold: Mastodons are capable of withstanding extreme cold; they take half damage from cold-
based attacks, and get a +4 to any rolls to resist other cold effects.
● Size +7
● Trample: Mastodons can attack by charging forward and trampling their opponents. They charge in a
roughly straight line; anyone within their path must make an Agility check or be run down. Victims
take Str damage and are knocked prone.
● Trunk Slap/Tusks: Str+d6
👹
Shape Change, Legendary 7pts

Ferret, Giant
These creatures look like large weasels; they're about a meter in length. They're quick, quite intelligent, and
can sometimes be trained. They hunt rats, normal and otherwise.
❏ Attributes: Agility d10, Smarts d8 (A), Spirit d6, Strength d6, Vigor d6
❏ Skills: Climbing d8, Fighting d6, Guts d6, Notice d6, Stealth d8
❏ Pace: 8; Parry: 5; Toughness: 4
Edges: Alertness, Quick
Special Abilities:
● Bite: Str+d4
● Fleet Footed: Ferrets are quick; they get a Pace of 8, and roll d8 for Running.
● Size -1
● Rat Hunters: Ferrets get a +1 to all Notice and Stealth rolls when fighting rats of any size, and +1 to

👹
damage them as well.
Shape Change, Seasoned

Fish, Giant
Giant Piranha
These are massive versions (nearly 5' long) of the familiar small, ravenous fish.
❏ Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d6, Vigor d6
❏ Skills: Fighting d8, Guts d4, Notice d4
❏ Pace: -; Parry: 6; Toughness: 5
Special Abilities:
● Aquatic: Pace 6.
● Bite: Str+d4
● Blood Frenzy: If a character in the water with piranha takes damage sufficient to leave him Shaken,
the blood drives the piranha into a feeding frenzy. The piranha targets the wounded character
whenever possible, and gets +2 to all attack and damage rolls against them, but take a -2 to their

👹
Parry.
Shape Change, Veteran

Spiny Rockfish
These fish hide in shallow salt water, and when motionless they're all but invisible, and their spines are filled
with deadly poison.
❏ Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d4, Vigor d6
❏ Skills: Fighting d6, Guts d6, Notice d4, Stealth d6
❏ Pace: -; Parry: 5; Toughness: 5
Special Abilities:
● Aquatic: Pace 6.
● Camouflage: A rockfish is hard to spot in its natural environment. When not moving, you must make
a Notice roll at - 2 to spot them.
● Poison: Those hit with a spine for at least a Shaken result must immediately make a Vigor roll. Failure
means they' become Exhausted, and they have to make a second Vigor roll after 2d6 minutes or die.
This poison can be treated normally (see SWDEE page 103).
● Spines: Str+d4 damage.
👹
Shape Change, Heroic

Giant Catfish
👹
These are massive, 15' long fish found in freshwater. Use the Medium Shark in SWDEE page 162.
Shape Change, Heroic

Giant Sturgeon
These creatures are 30' long, and can swallow their prey whole! Use the Great White Shark in SWDEE, page
162, adding the following Special Ability:
● Swallow Whole: Instead to normally bite its prey, the Sturgeon scoring a success on its Fighting roll
can choose to grapple it inside its mouth. Unless the foe can escape, it swallow him on its next
action. On a raise, the victim is grappled and swallowed whole in the same action. Those swallowed
take Str (d12+4, ignoring any not-sealed armor) damage during the following rounds. While inside, a
swallowed character can try to cut their way free with a small blade by making an Agility roll at -2;
roll damage against Toughness 8. If you can do at least one wound, you've sliced a hole big enough
to slip free; you're automatically Shaken once out. If the sturgeon is killed, you can be freed from the

👹
outside in a single round.
Shape Change, Impossible, Swallow Whole would result in Shape Changer’s death.

Giant Shark, Megalodon


Description adapted from Wikipedia.
Megalodon is an extinct species of shark that lived approximately 23 to 2.6 million years ago.
Regarded as one of the largest and most powerful predators in vertebrate history, Megalodon probably had
a profound impact on the structure of marine communities. Fossil remains suggest that this giant shark
reached a length of 18 metres, and also indicate that it had a cosmopolitan distribution. Scientists suggest
that Megalodon looked like a stockier version of the great white shark.
❏ Attributes: Agility d8, Smarts d4 (A), Spirit d8, Strength d12+4, Vigor d12
❏ Skills: Fighting d10, Notice d12, Swimming d10, Tracking d10
❏ Pace: -; Parry: 7; Toughness: 21 (4)
Special Abilities:
● Aquatic: Pace 10.
● Armour +4: thick skin.
● Bite: Str+d8; Grab
● Hardy: The creature does not suffer a wound from being Shaken twice.
● Huge: Megalodons are really massive creatures; normal sized foes get a +4 to attack rolls against
them.
● Fear (Fear -2 in a low-powered, horror setting)
● Fearless: Megalodons are killing machines, immune to Fear, and they cannot be Taunted or
Intimidated.
● Grab: Megalodons pin the opponent if they hit with a raise. At the start of the opponent turn, they
can try to escape, using the rules to break free from a Grapple.
● Keen Sense of Smell: megalodons can track and notice using their sharp sense of smell (range 24",
modified by sea conditions, and doubled for very strong scents). They can attack adjacent creatures
by just sniffing their smell, pinpointing well enough that they suffers just -2 penalty to the attack.
● Size +9: Megalodons can grow up to 60’ in length.
● Swallow Whole: After successfully pinning a victim as large as Size +3 with a bite attack, this
creature may make an opposed Strength roll as a normal action. If successful, the victim has been
swallowed, and automatically suffers Str (d12+4, ignoring any not-sealed armor) damage during the
following rounds. A swallowed victim can attempt to climb back up to the creature's mouth as a
normal action, using the rules to break free from a Grapple, although he still remains pinned by the

👹
bite.
Shape Change, Legendary 10pts

Fox
Foxes are small omnivorous mammals with flattened skull, a pointed snout, upright triangular ears, and a
long bushy tail. Their reputation for cunning has contributed to their prominence in popular culture and
folklore.
❏ Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d4, Vigor d6
❏ Skills: Fighting d6, Guts d6, Notice d10, Stealth d8
❏ Pace: 8; Parry: 5; Toughness: 3
Special Abilities:
● Bite: Str+d4
● Camouflage: In its natural setting (woodlands for Red fox, arctic for Arctic fox, desert for Kit fox,
etc.) the animal gains a +2 bonus to stealth.
● Fleet Footed: Foxes have a Pace of 8 and roll a d10 for running.
● Size –2: The Fox is not as big as most canines.
👹 Shape Change, Novice
Gray Foxes
Gray foxes are one of the only two species of canines which can actually climb a tree. Add this special ability:
● Climb Tree: The Gray fox is a natural tree climber. Climbing (Trees) d8.
👹 Shape Change, Novice

Goat
You can use this template for other, similar animals such as sheep.
❏ Attributes: Agility d10, Smarts d6 (A), Spirit d6, Strength d6, Vigor d6
❏ Skills: Climbing d8, Fighting d4, Guts d4, Notice d6
❏ Pace: 6; Parry: 4; Toughness: 5
Special Abilities:
● Great Climbers: Goats are good climbers, they can climb on trees too. Also, they possess impressive
balance sense.They get a +2 to all Climbing rolls and Agility rolls made to keep balance.
● Sharp Senses: They get a +1 to all Notice rolls.
● Kick/Horns: Str+d4
👹 Shape Change, Seasoned
Hawks
Hawk, Normal
These birds of prey are often tamed and used for hunting.
❏ Attributes: Agility d10, Smarts d6 (A), Spirit d10, Strength d4, Vigor d6
❏ Skills: Fighting d8, Guts d8, Notice d10
❏ Pace: 2 ; Parry: 6; Toughness: 3
Special Abilities:
● Claws/Beak: Str+d6
● Go for the Eyes!: With a raise on its Fighting roll, the hawk has attached itself to the targets head,
and will begin clawing and pecking at their face. The target is at –4 to all rolls while they’re being
attacked, and must make an opposed Strength roll to get the hawk off. While attached, the hawk
gets a +2 to its Fighting and damage rolls. If the character suffers an Injury from this damage, they
have lost an eye. Anyone attacking the hawk while the hawk is attached, in melee or at distance, is
subject to Innocent Bystanders rule (see SWDEE page 83). If he gets a 1 on the Fighting roll, he hit
the hawk's victim!
● Swoop: If the hawk can fly at least 10” in a straight line before attacking, it does +2 damage with its
claws.
● Slow: On the ground, hawks can only hop for a Pace of 2”, and can’t run.
● Flight: Hawks have a Flying Pace of 12”with a Climb of +1.
● Sharp Eyes: Hawks get a +4 to all Notice rolls.
● Size -2
👹 Shape Change, Novice
Hawk, Giant
These pony-sized cousins of mundane hawks have been known to carry off sheep or half-folk when game is
scarce…
❏ Attributes: Agility d8, Smarts d6 (A), Spirit d10, Strength d12+1, Vigor d8
❏ Skills: Fighting d8, Guts d8, Notice d10
❏ Pace: 4 ; Parry: 6; Toughness: 7
Special Abilities:
● Claws/Beak: Str+d6
● Flying: Giant hawks have a Flying Pace of 20”with a Climb of +1.
● Sharp Eyes: They get a +4 to all Notice rolls.
● Size +1
● Slow: On the ground, giant hawks hop about at a Pace of 4”, and they can’t run.
● Snatch: If the Giant Hawk gets a raise on its Fighting roll when Swooping against a target man-sized
or smaller, it snatches up the victim and flies off with it, most likely to feed its young... (grappled?)
● Swoop: If the hawk can fly at least 10” in a straight line before attacking, it does +2 damage with its

👹
claws.
Shape Change, Veteran

Killer Bees, Giant


These are foot-long bees, vicious and fearless. Unlike modern Africanized killer bees, they have barbs on
their stingers, so they can strike only once. Since they usually attack in groups of anywhere from twenty to a
hundred, though, this is no great comfort to those attacked. Anyone who approaches too close to a killer
bee hive will be attacked mercilessly until they are dead or well away from the hive.
❏ Attributes: Agility d8, Smarts d4 (A), Spirit d10, Strength d4, Vigor d6
❏ Skills: Fighting d6, Notice d6
❏ Pace: 2; Parry: 5; Toughness: 3
Special Abilities:
● Slow: On the ground, killer bees have Pace 2” and cannot run.
● Flight: Killer bees have a Flying Pace of 8” with a Climb of +2.
● Size –2, Small: Opponents take a -2 to all attack rolls.
● Fearless: Killer bees are immune to Fear, and they cannot be Taunted or Intimidated.
● Sting: Str+d4, AP 2; if the bee strikes and causes at least a Shaken result, it buries its stinger into the
target, pumping poison into the wound. The stinger remains in the wound, and the bee dies the next
round. Removing the stinger does an additional 2d4 damage to the victim’s base Toughness.
● Poison (-2): Anyone wounded or Shaken by the sting attack must make a Vigor roll or gain a level of
Fatigue. They take an automatic wound in 1d6 minutes. The poison can be treated normally,

👹
preventing this secondary damage. Fatigue levels are recovered at the rate of one per day.
Shape Change, Seasoned

King of the Jungle


See Cat, great

Leech, Giant
There are certainly creatures deadlier than the giant leech, but few which cause such revulsion. They’re
typically 3 to 4 feet long, and live in swamps and bogs. They attach themselves to unwary travellers and
drain them dry.
Attributes: Agility d4, Smarts d4 (A), Spirit d6, Strength d4, Vigor d4
Skills: Fighting d6, Notice d8, Stealth d8, Swimming d6
Pace: 2 / 6; Parry: 5; Toughness: 2
Special Abilities:
● Aquatic: Leeches function equally well in water and on land; they swim at Pace 6.
● Bite: Str+d4.
● Blood Drain: Any bite from a giant leech which results at least in a Shaken will inject the victim with a
numbing poison. Victims take a level of Fatigue every minute (they get a new Notice check when
they do); they die if reduced below Incapacitated. The victim must make a Notice roll when unaware
of the attack (eg. when the Leech approach with a Stealth roll); otherwise, they won’t even know
they’re being killed!
● Camouflage: Leeches are almost impossible to see in the murky swamp water of their home; they
get a +4 to Stealth rolls there.
● Size -2
● Slow: On land, leeches move at Pace 2.
● Weakness (Salt): A fistful of salt scattered on a leech will kill it almost instantly.
👹 Shape Change, Novice

Liger
👹 Shape Change, Heroic
See Cat, great

Llama
The Llamas aren't big or strong as horses, still their hardiness and sure-footedness make them good pack
animals for those adventuring in the mountainous areas. Their fur can be used to make soft and warm gear.
Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d12, Vigor d8
Skills: Climbing d8, Fighting d4, Guts d6, Notice d6
Pace: 10; Parry: 4; Toughness: 7
Special Abilities:
• Kick/Bite: Str
• Size +1
• Sure-Footed: +2 to all Climbing and Agility-related rolls dealing with footing or uncertain ground.

Lizards, Giant
Gecko
These lizards are about 5' long, colored pale blue with orange/brown spots. They typically climb into trees or
onto steep walls and drop onto their prey from above.
Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d8, Vigor d6
Skills: Climbing d10, Fighting d8, Guts d6, Notice d6, Stealth d8
Pace: 6; Parry: 6; Toughness: 6 (1)
Special Abilities:
● Armor +1: Scaly hide.
● Bite: Str+d6.
● Wall Walking: Geckos can move on all but the smoothest vertical surfaces with ease, and can move
upside down with a Climbing roll.
● Sprint: Geckos move at a Pace of 6 normally, but roll a d8 for running.
👹
Shape Change, Veteran

Draco
These lizards are slightly larger than geckos at 6', though they are colored differently (dark green and
brown) and have wide flaps of skin stretched between their legs which they can use to glide silently down
onto their prey.
Attributes: Agility d10, Smarts d6 (A), Spirit d6, Strength d6, Vigor d6
Skills: Climbing d8, Fighting d8, Guts d8, Notice d6, Stealth d8
Pace: 6 ; Parry: 6; Toughness: 6 (1)
Special Abilities:
● Armor +1: Scaly hide
● Bite: Str+d6.
● Gliding: Dracos are simple gliders. For every 1” vertically from which they begin their flight, they can
travel 2” horizontally, at a Pace of 8”.
● Stealthy Descent: When gliding, dracos get a +2 to their Stealth rolls.
● Wall Walking: Dracos can climb walls with great skill, though they cannot hang upside down.
👹
Shape Change, Veteran

Horned Chameleon
These 7’ long lizards change their coloration to match their surroundings, and use their tongue as an
effective entangling weapon.
Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d8, Vigor d8
Skills: Climbing d8, Fighting d8, Guts d8, Notice d10, Stealth d10, Throwing d10
Pace: 8; Parry: 6; Toughness: 8 (1)
Special Abilities:
● All-Around Sight: A chameleons eyes allow it to see in all directions; it gets a +2 to Notice rolls
involving sight.
● Armor +1: Scaly hide.
● Color Change: While remaining motionless, a horned chameleon gets a +4 to its Stealth rolls.
● Horn: Str+d4.
● Size +1
● Trip: Place a Small Burst Template behind the Chameleon: it can trip every creature in the area with
its tail by making an opposed Strength roll. On a Raise, that specific enemy is also Shaken.
● Tongue Strike: Horned chameleons can fire their tongues up to 2” with exceptional accuracy (use
Throwing skill for this attack), grabbing a target no larger than themselves. This is like a Grapple
attack, and chameleons can damage the target in subsequent rounds using Grapple rules but doing

👹
Str+d8 bite damage.
Shape Change, Veteran

Tuatara
These massive lizards are over 8’ long and bulkier than other giant lizards. They look like a cross between an
iguana and a toad.
Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d10, Vigor d10
Skills: Fighting d10, Guts d10, Notice d6, Stealth d4
Pace: 6; Parry: 7; Toughness: 8 (1)
Edges: Improved Frenzy
Special Abilities:
● Armor +1: Scaly hide.
● Claw/Bite: Str+d6.
● Low Light Vision: Ignore Dark and Dim lighting penalties.
● Size +1
👹 Shape Change, Heroic
Monkeys
Monkey
There are lots of monkey-like creatures around the world. This is a mixed-bag of skills and abilities for a
canny, agile, small monkey type.
Attributes: Agility d10, Smarts d8(A), Spirit d8, Strength d6, Vigor d6
Skills: Climbing d10, Fighting d6, Guts d8, Intimidation d8, Notice d10, Throwing d10
Pace: 6; Parry: 5; Toughness: 4
Special Abilities:
● Bite: Str+d4. Monkeys don't count as armed, if they have no rocks, clubs or similar weapons at hand.
● Cunny: Monkeys can easily imitate other creatures skills, after seen them for a while. They can also
use simple tools (keys, clubs, bandages etc.). They can observe for a while, then roll Smart: with a
success, they temporary gain a skill they don't have, at d4 (d6 with a raise), or they learn using a tool.
● Leaping: Monkeys can jump 3”, +2” with a Strength roll.
● Natural Climber: Monkeys move their standard Pace while on trees or similar environments, and
they don’t need to make Climbing rolls.
● Size -1: Monkeys are smaller than humans.
● Thrown Rocks: range 5/10/20, Str+d6

Monkey (Pirate sidekick variety)


Attributes: Agility d8, Smarts d6(A), Spirit d6, Strength d4, Vigor d4
Skills: Climbing d10, Guts d6, Notice d6, Stealth d4, Swimming d4, Taunt d4, Throwing d6
Pace: 8, Parry: 2, Toughness: 3
Hindrances & Edges: Curious, Loyal (optional: Greedy, All Thumbs), Fleet Footed (Rope Monkey, if PotSM is
being used), Extraction.
Special Abilities:
● Bite: Str
● Natural Acrobat: A monkey sidekick adds +2 to all Agility rolls made to perform acrobatic
maneuvers.
● Scrounger: Monkeys tend to pick up and collect odd things. At the GM's discretion, a benny may be
spent by anyone familiar to the monkey (ie. the players) that he might possess one small mundane
(or perhaps not) item that is consequential to the current situation.
● Size -1
Thanks to BlueSponge for the starting inspiration

Rock Baboon
These animals are larger and more powerful than normal baboons, and far more aggressive. They’re
ravenous meat eaters and attack in large packs.
Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d12, Vigor d8
Skills: Climbing d8, Fighting d8, Guts d6, Intimidation d6, Notice d8, Throwing d6
Pace: 6; Parry: 6; Toughness: 7 (1)
Special Abilities:
● Armor +1: thick skin.
● Bite/Claw: Str+d4.
● Brachiation: Rock baboons can move through treetops and other similar environments at Pace 6.
● Leaping: Rock baboons can leap 3”, +1” with a Strength roll.
👹 Shape Change, Heroic
Mosquitos, Giant
These foot-long bloodsuckers are a nuisance alone; when attacking en masse, they are deadly.
Attributes: Agility d10, Smarts d4 (A), Spirit d6, Strength d4, Vigor d6
Skills: Fighting d6, Notice d6
Pace: 2; Parry: 5; Toughness: 5
Special Abilities:
● Fearless: Giant mosquitos lack the brains to feel fear; they’re immune to Fear, Intimidation, and
Taunts.
● Fly: Giant mosquitos have a Flying Pace of 10” with a Climb of +1.
● Poison: if the Giant mosquito gets at least a Shaken result with his Proboscis (see below), it injects
the target with its poison. Make a Vigor roll; if you fail, you take a level of Fatigue. You can’t be
reduced below Exhausted by it. An hours rest will remove one of these Fatigue levels.
● Proboscis: Str+d4 damage.
● Slow: On the ground, giant mosquitos can only move at a Pace 2”, and they can’t run.
👹
Shape Change, Novice, Fearless Seasoned

Owl
Owls are solitary and nocturnal birds of prey with a broad head, forward-facing eyes, keen hearing, sharp
talons, and feathers adapted for silent flight. Owls hunt mostly small mammals, other birds, or fish. The
larger owls have the size of an eagle.
Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d4, Vigor d6
Skills: Fighting d8, Guts d8, Notice d8, Stealth d8, Tracking d6
Pace: 2 ; Parry: 6; Toughness: 4
Special Abilities:
● Claws/Beak: Str+d6
● Low Light Vision: Worgs ignore penalties for Dim and Dark lighting.
● Nocturnal Hunter: when owls are hunting at night, using their silent flight, they gain +2 to Notice
and Stealth. They will try to get The Drop on unsuspecting preys.
● Slow: On the ground, owls can only hop for a Pace of 2”, and can’t run.
● Flight: Owls have a Flying Pace of 12”with a Climb of +0.
● Size -1

Panther
👹 Shape Change, Veteran
See Cat, great

Rabbit
Attributes: Agility d8, Smarts d4 (A), Spirit d4, Strength d4, Vigor d6
Skills: Fighting d6, Notice d10; Stealth d6
Pace: 8 ; Parry: 5; Toughness: 3
Special Abilities:
● Bite or Claw: Str
● Camouflage: In a woodland or brushy setting, the rabbits gain a +2 bonus to Stealth.
● Dodge: Unless surprised, the dodgy lil rabbits are a –1 to hit with ranged weapons.
● Fleet Footed: Rabbits have a Pace of 8 and roll a d10 for running.
● Size: -2
● Small: Anyone attacking a rabbit must subtract 2 from his attack rolls.
👹 Shape Change, Novice
Rats, Giant
These are rats of unusual size, typically four to five feet in length.
Attributes: Agility d8, Smarts d8 (A), Spirit d8, Strength d6, Vigor d8
Skills: Climbing d10, Fighting d6, Guts d6, Notice d8
Pace: 6 ; Parry: 5; Toughness: 6
Special Abilities:
● Bite: Str+d6
● Low Light Vision: Giant Rats ignore penalties for Dim and Dark lighting.
● Wall Walker: They can climb walls without making a Climbing roll.
👹 Shape Change, Seasoned
Rhinoceros
Rhinos are responsible for more human deaths in their native land than any other land mammal. They are
powerful, brutal, and notoriously short-tempered.
Attributes: Agility d4, Smarts d4 (A), Spirit d10, Strength d12+4, Vigor d10
Skills: Fighting d8, Guts d10, Notice d6
Pace: 6; Parry: 6; Toughness: 9 (2)
Special Abilities:
● Armor +2: Thick hide.
● Charge: If a rhino moves at least 6” in a straight line before attacking, it gets an extra +4 damage.
● Gore: Str+d6
👹 Shape Change, Veteran

Sabretooth Tiger
👹 Shape Change, Heroic
See Cat, great

Scorpions
Scorpion, Giant
Scorpions are mean-spirited and aggressive creatures; the giant versions have tempers to match!
Attributes: Agility d6, Smarts d4 (A), Spirit d8, Strength d12, Vigor d10
Skills: Fighting d8, Intimidation d8, Notice d8
Pace: 6; Parry: 6; Toughness: 12 (3)
Edges: Quick
Special Abilities:
● Armor +3: Chitinous body.
● Pinces: Str+d6. If the scorpion gets a raise on its Fighting roll, it can attack the target with its tail
with no multi action penalty.
● Fear
● Size +2
● Tail Spike: Str+d8. Those hit with spike for at least a Shaken result must immediately make a Vigor
roll. Failure means they' become Exhausted, and they have to make a second Vigor roll after 2d6

👹
minutes or die. This poison can be treated normally (see SWD page 103).
Shape Change, Heroic
Whip Scorpion, Giant
Actually, not a real scorpion. Still, we put it here for the resemblance. This is the giant version of the real
mastigoproctus. Whip scorpions are carnivorous, nocturnal hunters. They have two big pinces and eight legs,
while they use only six for walking, with the first two serving as antennae-like sensory organs. They have
eight eyes, but their sight isn’t good. Whip Scorpions have no venom glands, instead they can spray an
irritating acid when they are bothered.
Attributes: Agility d6, Smarts d4 (A), Spirit d8, Strength d12+1, Vigor d10
Skills: Fighting d8, Intimidation d8, Notice d6, Stealth d8
Pace: 6; Parry: 6; Toughness: 13 (3)
Special Abilities:
● Armor +3: Chitinous body.
● Pinces: Str+d6.
● Size +3
● Acid Glands: Place a Small Burst Template adjacent to the whip scorpion; everyone inside the
template must make a Vigor roll at –2 or take 2d6 damage. If they roll a 1 on the Vigor die (even if
they succeed), they are also Shaken and distracted, taking a –2 penalty for their next action.
The whip scorpion can’t make any claw/bite attacks the same round that it uses its acid glands.
● Tail Whip: Str+d4 (like flails, it ignores Parry bonus from shields and alike). Place a Small Burst
Template adjacent to the whip scorpion’s rear; make a single Fighting roll, hitting everyone inside
the template. On a Raise, they suffer extra damage and become Prone.
● Tremorsense: Whip scorpions use their sensory legs to pinpoint targets moving on ground. They
halve all lighting penalties at short range, and suffer no penalties when fighting in melee against
Invisible opponents. This compensates their bad eyesight (-2 to Notice when relying on sight).

Snakes, Giant
Why bother with a normal-sized monster when you can pit your players against a giant version?

Giant Venomous Snake


These are super-sized versions of cobras, rattlesnakes, cottonmouths, and other venomous snakes. They’re
usually 20-30’ long.
Attributes: Agility d8, Smarts d4 (A), Spirit d8, Strength d10, Vigor d8
Skills: Fighting d8, Guts d10, Notice d10, Stealth d4
Pace: 6; Parry: 6; Toughness: 10
Special Abilities:
● Bite: Str+d6.
● Large: Normal sized foes get a +2 to attack rolls against them.
● Size +4
● Poison (-2): if the giant snake gets at least a Shaken result with his Bite, it injects the target with its
venom. Make a Vigor roll at -2; if you fail, you take 2d8 damage and a level of Fatigue. If you succeed,

👹
you only take the Fatigue level, or none with a Raise. Lost Fatigue returns at 1 level per day of rest.
Shape Change, Heroic

Giant Constrictor
Anacondas, boas, and many other constrictor snakes are big to begin with; this version is large enough to
swallow a cow!
Attributes: Agility d8, Smarts d6 (A), Spirit d10, Strength d12+4, Vigor d10
Skills: Climbing d8, Fighting d6, Guts d8, Intimidation d10, Notice d8, Stealth d8
Pace: 6; Parry: 5; Toughness: 13
Special Abilities:
● Bite: Str+d10. When they get a raise on their Fighting roll, they constrict instead of biting.
● Constriction: A constrictor can grab a target and squeeze. It does Str+d8 that round, and each
subsequent round, until the victim use an action for escaping, with a success on an opposed Strength
roll.
● Large: Normal sized foes get a +2 to attack rolls against them.
● Size +6
👹 Shape Change, Legendary 7pts
Spiders, Big
Dolomedes Spider
Also known as fishing spiders or dock spiders, they are semi-aquatic hunters, with a striking pale stripe down
each side of the body. They wait at the edge of a pool or stream. When they detect the ripples from prey,
they run across the surface to subdue it using their legs, injecting venom with their jaws to kill and digest
the prey. They can also swim under the surface to get their prey!
Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d6, Vigor d8
Skills: Fighting d8, Guts d8, Notice d10, Stealth d8, Swimming d8
Pace: 6; Parry: 6; Toughness: 5
Edges: Quick
Special Abilities:
● Bite: Str+d4.
● Grappling legs: While hunting in water, Dolomedes can grapple enemies with the standard
Grappling rules. If successful, it can do a free Bite attack in the same turn.
● Hide: While hunting, motionless, at the edge of a pool or stream, the heroes take -2 to Notice rolls
trying to spot them.
● Semi-Aquatic: Dolomedes can walk on the water surface, and they are good swimmers, capable to
staying under the surface for 5 minutes before checking for drowning, thanks to an air bubble they
create when submerging. Their Pace on/in water is equal to his Swimming skill.
● Size -1
● Poison: if the big Dolomedes gets at least a Shaken result with his Bite, it injects the target with
venom. Make a Vigor roll: if you fail, you take 2d8 damage and a level of Fatigue. If you succeed, you
only take the Fatigue level. After 2d6 minutes, make another Vigor rol: if you fail, you die. If you
succeed, you take another Fatigue level. On both the rolls, if you get a Raise, you suffer no effect at
all. Lost Fatigue returns at 1 level per day of rest.

Spiders, Giant
Trapdoor Spider
These spiders hide just beneath the surface of the earth, springing up when prey (i.e., anything smaller than
them!) comes within easy reach.
Attributes: Agility d10, Smarts d6 (A), Spirit d10, Strength d12+1, Vigor d8
Skills: Fighting d8, Guts d10, Notice d12, Stealth d10
Pace: 6; Parry: 6; Toughness: 7
Edges: Quick
Special Abilities:
● Bite: Str+d6.
● Burst of Speed: Trapdoor spiders move at a normal Pace, but when running roll a d10.
● Hide: While in their holes and remaining motionless, the heroes take -4 to Notice rolls trying to spot
them.
● Size +1
👹 Shape Change, Heroic
Black Widow
Widows aren’t the largest of the giant spiders, but their venom is particularly potent.
Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d12, Vigor d8
Skills: Fighting d10, Guts d8, Notice d10, Stealth d8
Pace: 6; Parry: 7; Toughness: 6
Edges: Quick
Special Abilities:
● Bite: Str+d6.
● Fear
● Poison (-4): if the giant Black Widow gets at least a Shaken result with his Bite, it injects the target
with venom. Make a Vigor roll at -4; if you fail, you take 2d10 damage and a level of Fatigue. If you
succeed, you only take the Fatigue level. After 2d6 minutes, make another Vigor roll at -4; if you fail,
you die. If you succeed, you take another Fatigue level. Lost Fatigue returns at 1 level per day of rest.
● Web: Widows are web spinners. Roll character Notice against the spider Stealth to notice the web
and avoid it. Anything in the web must cut or break their way free (Toughness 9). Webbed characters

👹
can still fight, but all physical actions are at -4.
Shape Change, Legendary 7pts

Brown Recluse (Fiddleback)


Fiddlebacks are lurking spiders; they hunt by hiding in a darkened area and waiting for their prey to come
close. Their venom slowly eats away at flesh, stripping it down to the bone unless healed.
Attributes: Agility d8, Smarts d4 (A), Spirit d10, Strength d12+2, Vigor d8
Skills: Fighting d10, Guts d10, Intimidation d10, Notice d10, Stealth d12
Pace: 6; Parry: 7; Toughness: 10
Special Abilities:
● Bite: Str+d8
● Large: Normal sized foes get a +2 to attack rolls against them.
● Size +4
● Poison (-2): if the giant Fiddleback gets at least a Shaken result with his Bite, it injects the target
with its horrible venom. Make a Vigor roll at -2; if you fail, you take 2d8 damage and 2 levels of
Fatigue. If you succeed, you only take the Fatigue level. Either way, the poison must be removed
within an hour, and the wound thoroughly cleaned (a Greater Healing spell will accomplish this, as
well as an Healing roll at -2, but because so much flesh must be removed to get out the poison it
inflicts a Wound at the same time!). If not removed, the area will rapidly begin to rot, and after 12
hours of excruciating pain, use the Injury table to determine the result of the poison damage. Lost

👹
Fatigue returns at 1 level per day of rest.
Shape Change, Legendary 7pts

Tarantula
As if the other giant spiders weren’t big enough, giant tarantulas are truly monstrous creatures (perfect for
attacking isolated desert towns in the 50’s...).
Attributes: Agility d6, Smarts d6 (A), Spirit d12, Strength d12+6, Vigor d10
Skills: Fighting d10, Guts d12, Notice d8
Pace: 6; Parry: 7; Toughness: 13
Special Abilities:
● Bite: Str+d8
● Large: Normal sized foes get a +2 to attack rolls against them.
● Size +6
● Poison (-2): if the giant Tarantula gets at least a Shaken result with his Bite, it injects the target with
its venom. Make a Vigor roll at -2; if you fail, you take 2 levels of Fatigue. If you succeed, you only

👹
take the Fatigue level, or none with a Raise. Lost Fatigue returns at 1 level per day of rest.
Shape Change, Legendary 10pts

Squid, Giant
Perhaps no creatures inspire more fear in sailors than sharks and sea serpents. Only one creature strikes
fear in the hearts of sharks and serpents: the Kraken!
Attributes: Agility d6, Smarts d6(A), Spirit d12, Strength d12+10, Vigor d12
Skills: Fighting d10, Guts d12, Notice d4, Swimming d10
Pace: 10; Parry: 7; Toughness: 23 (5)
Edges: Improved Frenzy, Improved Sweep
Special Abilities:
● Aquatic: The kraken breathes water, and can swim at Pace 10.
● Bite: Str+d8; must grab first (see below). The kraken can bite a single grabbed target as a free attack.
If it gets a Raise on its attack roll when biting, it swallows the target whole: they’re dead.
● Absolute Terror -2
● Gargantuan: Normal sized foes get a +4 to attack rolls against them.
● Size +10
● Tentacles: Str+d10. Treat these as Heavy Weapons. When attacking ships, the kraken ignores their
Armor bonus. With a raise on its attack roll, it grabs the target and either drags them to its mouth to
bite next round if edible, or lifts it up and slams it into the water if not. Breaking free with raw
strength is almost impossible; wriggling free with an Agility roll at -2 is more likely.
● Tough Hide: Armor +5; counts as Heavy Armor.
👹 Shape Change, Legendary 10pts

Tiger
👹 Shape Change, Veteran
See Cat, great

Toad, Big
These are massive toads, roughly the size of a large dog, with incredibly long tongues.
Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Guts d6, Notice d6, Throwing d10
Pace: 6; Parry: 5; Toughness: 6
Special Abilities:
● Bite: Str+d4.
● Leaping: They can leap 6”, +2” with a Strength roll.
● Size -1
● Tongue Strike: Toads can fire their tongues up to 2” with exceptional accuracy (use Throwing skill
for this attack). This is like a Grapple attack (see SWDEE page 82), and toad can damage the target in

👹
subsequent rounds using Grapple rules but doing Bite damage.
Shape Change, Seasoned
Worm, Great
These giant gray wormlike creatures are usually about 30’ (5” on tabletop) long, with a gaping maw fully five
feet across and lined completely around with sharp, hook shaped teeth.
Attributes: Agility d4, Smarts d4 (A), Spirit d6, Strength d12+3, Vigor d8
Skills: Fighting d6, Guts d8, Notice d4, Stealth d6, Tracking d4
Pace: 4; Parry: 5; Toughness: 12
Special Abilities:
● Bite: Str+d4
● Burrowing 6”: Great Worms can burrow underground at great speeds. While underground, they can
rise up and attack a target with their bite, making an opposed Stealth vs. Notice roll. If the Great
Worm wins, it gets a +2 to attack and damage that round, or +4 (it gains the Drop) with a raise.
● Large: Normal sized foes get a +2 to attack rolls against them.
● Size +6
● Slow: Great worms have a Pace of 4” and roll a d4 for running.
● Swallow Whole: If a Great Worm gets a raise on its attack roll while attacking from underground
(see Burrowing), it swallows the victim whole. The victim automatically suffers Str (d12+3, ignoring
any not-sealed armor) damage during the following rounds. While inside, a swallowed character can
try to cut their way free with a small blade by making an Agility roll at -2; roll damage against
Toughness 6. If you can do at least one wound, you've sliced a hole big enough to slip free; you're
automatically Shaken once out. If the landshark is killed, you can be freed from the outside in a single
round.
● Tremorsense: Great Worms have a special tremorsense; this gives them a +2 to Notice and Tracking
rolls against targets moving on ground, even hundred meters away. They halve all lighting penalties
at short range, and suffer no penalties when fighting in melee against Invisible opponents. This

👹
compensates their bad eyesight (-2 to Notice and Tracking when relying on sight).
Shape Change, Legendary 7pts

✦ Bestiary ✦
I’m unsure about creating several macro categories (Horrors, Mythical Animals, Undeads etc.)
Will see... :)

Acolyte
Acolytes are non-powered clerics, or cultists; they’re the lowest level of a clerical or a religious organization,
lacking the ability to manifest miracles. They’re often led by a more powerful cleric.
Attributes: Agility d6, Smarts d6, Spirit d8,Strength d6, Vigor d6
Skills: Fighting d6, Guts d6, Knowledge: Religion d8, Notice d4, Shooting d4
Pace: 6; Parry: 5; Toughness: 7 (2)
Gear:
● Armor +2: In a fantasy setting, acolytes usually wear medium-weight armor, such as chain mail. In a
more modern setting, they'll wear only their ceremonial robes.
● Weapons: Acolytes typically carry swords, clubs, or maces; these are Str+d6 weapons. Some will carry
crossbows (15/30/60, 2d6, AP2, takes 1 action to reload). Most will also carry a dagger, usually
ceremonial but always functional (Str+d4). Modern acolytes will carry low-quality firearms (10/20/40,
2d6-1, Semi-Auto)
Cultists
For a foaming-at-the-mouth cultist of Things Men Was Not Meant To Know, add the following:
● Fervor: Cultists can whip themselves up into a religious fervor. This takes a Spirit roll and a normal
action. Once in this frenzy, they get a +2 to all Fighting and Guts rolls, and a –2 to any Smarts,
Shooting, or Notice rolls. This fervor lasts until the combat ends.

Aliens
👹
Where are these creatures from? Another planet? Another time? Another dimension? Who can say?
Shape Change, unless otherwise listed, is impossible for aliens.

Damned Children ★
These are human children who have been genetically manipulated by the Grays either pre-conception or in
utero. From birth there’s no question that they’re somehow... different. The Damned often serve as advance
scouts for the alien invaders. They’re all born with blonde hair and blue eyes.
Attributes: Agility d6, Smarts d10, Spirit d10, Strength d4, Vigor d6
Skills: Fighting d4, Intimidation d10, Knowledge (Alien science) d12, Notice d8, Persuasion d8, Repair d8,
Stealth d10
Pace: 6; Parry: 4; Toughness: 4
Hindrances & Edges: Small; Level Headed
Special Abilities:
● Fear: When using their Mind Control power, the eyes of the Damned glow eerily; anyone seeing this
happen must make a Guts check.
● Know it All: Constant use of their Mind Reading power gives the Damned an almost encyclopedic
knowledge of Earth lore. Treat all but the most rarified information as Common Knowledge for
them.
● Mind Control: The Damned can use the Puppet power at will, and get a +2 to their Spirit rolls when
doing so.
● Mind Link: The Damned are typically inserted onto Earth in packs of up to a dozen. These packs are
in constant mental contact with each other, allowing them to share information instantaneously with
each other: when one of them learns something, they all learn it. There is a drawback: if one of them
becomes Shaken, the rest of them do, too. (This doesn’t extend to Wounds, though!)
● Mind Reading: By making an opposed Spirit roll against a target, the Damned can read their mind.
With a normal success, they can scan surface thoughts; subsequent raises allow them to scan deeper.

Darkstalkers
Darkstalkers are small insectoid aliens that hang on the shadowy sides of ceilings, waiting for unsuspecting
victims to pass below. When they spot prey, they race down from their hidings, and strike with lightning
speed. Their prey almost never sees them coming before it’s too late.
Before they strike, darkstalkers are almost totally silent. They emit an evil hissing sound when fighting that
sounds almost like a riled serpent.
Attributes: Agility d10, Smarts d4 (A), Spirit d6, Strength d10, Vigor d8
Skills: Climb d12+2, Fighting d10, Guts d6, Intimidation d10, Notice d8, Stealth d12
Pace: 8; Parry: 7; Toughness: 5
Special Abilities:
● Armor +2: Darkstalkers have thick spiny hides.
● Bite: Str+d8.
● Ambush: Darkstalkers love to ambush their preys. If they beat an opposed Perception roll with their
Stealth, they gain the Drop on their nearby preys, gaining +4 to hit and damage as they scramble
down from their hidings.
● Size -1
● Wall Walking: Darkstalkers can climb walls with great skill at their normal Pace, though they cannot

👹
hang upside down.
Shape Change, Seasoned

Grays ★
These beings generally appear to be your archetypal aliens: gray skinned, tall and spindly, with huge black
eyes and small slits for mouths, though they can take on other forms. These particular aliens do not come in
peace.
They utilize a bizarre mixture of super-science and mysticism which to a large degree has baffled Earth
scientists. More recently, they have completed development of the technology to distill pain and fear from
Earth creatures as a source of techno-occult power. (Hence the rise in horrifying abductions and cattle
mutilations.) At some point their supply of such power will reach critical mass; what happens then is up to
you, but it certainly won’t be anything good... The Grays find combat distasteful, and allow their servants to
handle it for them.
Attributes: Agility d8, Smarts d12, Spirit d10, Strength d8, Vigor d6
Skills: Fighting d6, Guts d10, Intimidation d10, Knowledge (Occult Science) d12, Knowledge (Torture) d12,
Notice d10, Shooting d6
Pace: 6; Parry: 4; Toughness: 5
Edges: Arcane Resistance, Level Headed
Gear:
● Hypodermic: Str+d4. These are foot-long and wickedly barbed. If the Gray hits with a raise, the extra
damage inflicted is caused by blood and other fluids (and sometimes solids!) being extracted from
the target. Damage from a hypo is incredibly painful; those Shaken by one are at a -2 to their Spirit
roll to recover.
● Implants: These are small bits of metal implanted into victim during their time with the Grays. They
allow the aliens to track the victim anywhere on Earth; they also transmit fear, pain, and feelings of
paranoia and isolation back to the Grays for distillation.
● Probes: These aren’t used for gathering information, but for inflicting pain. They allow the Grays to
torture a victim for days (or longer) without doing any permanent damage to them.
Special Abilities:
● Alien Intellect: Grays get +2 to any Smarts based opposed rolls against normal humans; their
thought patterns are unpredictable, at best.
● Fear
● Garmonbozia: Grays gain power and sustenance from the pain and suffering of others. When
injected into themselves, it both removes any Wounds they have and boosts their Agility and
Strength to d10 for one hour. When injected into a human, they suffer incredible agony. They must
make a Vigor roll at -2 immediately to avoid being Shaken. They must continue to make Vigor rolls
every round for 3 +1d6 rounds or take a level of Fatigue and become Shaken again if they’ve
recovered. If reduced to Incapacitated by Fatigue, any additional Fatigue levels become Wounds
instead.
● Immunity: Grays are immune to the mental powers of the Damned Children and Nordics.
● Mind Wipe: Grays can wipe an individuals memories, up to 48 hours worth, with an opposed Smarts
roll. The memories aren’t really gone, though, just deeply suppressed. They still surface in the form
of dreams and hallucinations, and can be recovered through extensive hypnotherapy.
● Paralysis: Grays can induce paralysis in humans with their minds. Make an opposed Spirit roll; if the
Gray wins, the target can’t move for 3 rounds. Each Gray that acts in concert to hold the victim
doubles the duration (6 rounds with 2 Grays, 12 rounds with 3, etc.); use the Cooperative Roll rules to
have them assist. Engaging the paralysis counts as an action for the Grays, but maintaining it does
not.
Men in Black
There is considerable speculation on who these agents really work for; is it the Grays? Are they part of a
government black op? Someone else, someone we haven’t seen yet? Or do they work for no one but
themselves, serving an agenda we can’t hope to understand? Men in Black are known to appear wherever a
great deal of psychic/supernatural activity has occurred, or is about to occur. They look more or less normal,
but their features are uneven, and their voices project down into deep subharmonics. Their behavior is
erratic, at best.
Attributes: Agility d8, Smarts d10, Spirit d10, Strength d10, Vigor d8
Skills: Fighting d10, Guts d10, Intimidation d8, Knowledge (Alien technology) d8, Notice d8, Persuasion d8
Pace: 6; Parry: 7; Toughness: 7
Edges: Arcane Resistance, Brawny, Level Headed
Gear:
● Vehicle - Edsel: What’s weirder than the MiB’s driving Edsels? The fact that they look like they just
drove off of the assembly line. A careful examination under the hood reveals that although the
engine appears normal at first glance, it’s put together completely wrong, and could never actually
run... They’re identical to Sports Cars (see SWDEE page 67).
● Guns: These are functionally identical to a Colt .45, and look approximately like one as well. Like their
Edsels, if the inner workings are examined, there’s no way these weapons should be able to actually
fire.
Special Abilities:
● Unshakable: MiB’s ignore all Wound penalties and are never Shaken by attacks.

Nordic ★
Contrary to conspiracy theory, the Nordics are not a separate alien race (they’re alternately described as
being in league with, or opposed to, the Grays). Rather, they are Damned Children who have grown to full
size... and full power. Despite this power, they remain the thralls of the Grays. Nordics are all statuesque
(averaging 6’6”), with perfectly chiseled features, platinum blonde hair and pale blue eyes. With all their
power, they’re still more comfortable with others of their kind around, and are almost never encountered
alone.
Attributes: Agility d8, Smarts d10, Spirit d12, Strength d8, Vigor d8
Skills: Fighting d6, Guts d10, Intimidation d10, Knowledge (alien science) d12, Notice d12, Piloting d8, Repair
d10, Shooting d8, Stealth d8
Pace: 6; Parry: 5; Toughness: 6
Edges: Level Headed, Combat Reflexes, Hard to Kill
Special Abilities:
● Know it All: Having grown up constantly reading the minds of those around them, the Nordics have a
vast array of knowledge to draw upon, allowing them to make a Common Knowledge roll for all but
the most bizarre or trivial information.
● Mind Control: Nordics can use the Puppet power at will, getting a +2 to their Spirit roll. They can use
this power on up to three people at a time, though they can only activate it once a round. Unless all
the targets are performing similar actions, the Nordic must make a Smarts roll each round to
maintain control. If it fails, all the targets are freed.
● Mind Reading: Nordics can scan the surface thoughts of anyone within their line of sight with a Spirit
roll, getting a +2 to the roll. With a raise, they can read the targets recent memories, and with two
raises they can read all their memories.
● Telekinesis: Nordics can use the Telekinesis power at will, lifting 120 pounds normally, or 600 on a
raise of their Spirit roll.

UFO's
The ships used by the Grays are not simply vehicles; they are living, sentient beings enslaved by the aliens
and tortured into subservience. The Grays use their dark science to alter the appearances of their ships, so
no two of them look exactly the same.
Acc/Top Speed: 100/1000+ (see below)
Climb: 100; Toughness: 16 (4)
Crew: 2+50; Cost: Alien only
Notes: Advanced Stealth Tech (as Stealth Paint); Heavy Armor; Improved Stabilizer
● Sensor Array: UFO's ignore all lighting penalties, and the pilot gets a +2 to Notice rolls to spot other
aircrafts.
● FTL/Interdimensional Travel: Depending on what you choose as the Grays place of origin, their
vehicles will have either faster-than-light drives or will be capable of travelling between dimensions
or through time. Regardless, the engine warps space/time, creating some unusual effects: ”lost
time”, disruption of Earthly electronics, etc.
Weapons:
● Particle Beam: 100/200/400, Damage 4d10 (Heavy Weapon), AP 10, RoF 1.
● Tractor Beam: These allow the craft to manipulate items up to 12” away; it can lift, hold, and
manipulate up to two tons.

Ape, Mutant ★
Whether it's Nazi scientists in a pulp setting or a deranged wizard in a fantasy world, someone always makes
a super-intelligent ape! They typically serve as laboratory assistants for their creators, and are capable of
speech.
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d12+1, Vigor d8
Skills: Climbing d8, Fighting d10, Guts d10, Knowledge (Science or Magic) d8, Notice d6, Shooting d6
Pace: 6; Parry: 7; Toughness: 8
Gear:
● Weapons: The apes' creator will typically arm them with a large, powerful weapon, such as a
Greatsword (Str+d10, Parry -1; due to their size, they can wield them one-handed) or large gun.
Special Abilities:
● Berserk: Whenever a mutant ape is Shaken or Wounded, it must make a Spirit roll at -2 or give in to
its more animalistic urges. In addition to the normal Berserk modifiers, its effective Smarts drops to
d6 (A), and it cannot use its Knowledge or Shooting skills.
● Fleet Footed: Normally, mutant apes would never stoop (literally!) to running on all fours, as they
consider it beneath them. They will in a pinch, though, allowing them to roll a d8 for Running.
● Leaping: Mutant apes can leap 3”, +1” with a Strength roll.
● Level Headed: This Edge doesn't function when the ape is Berserk.
● Punch: Str damage. These apes' claws are usually kept filed down, to make their lab work easier, and
their fangs are removed to make speech easier for them.
● Size +2
👹
Shape Change, Impossible Requires Animal Intelligence

Bandit
Human brigands. They specialize in ”highway robbery”, capturing poorly guarded merchant caravans.
Attributes: Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d6
Skills: Climbing d6, Fighting d6, Guts d6, Notice d4, Shooting d6
Pace: 6; Parry: 5; Toughness: 6 (1)
Gear:
● Armor +1: Bandits wear poorly-tended armor; regardless of its type, it only adds a +1 to Toughness.
● Weapons: Most bandits carry clubs or daggers, which do Str+d4 damage, though some may have a
bow (range 12/24/48, damage 2d6).
Special Abilities:
● Cowardly: Bandits will only initiate an attack when they outnumber their targets by at least 2-to-1. If

👹
they're reduced to even odds, make a Spirit roll for them at -2 each round; failure means they run.
Shape Change, Impossible Requires Human Intelligence

Banshee
Banshee are female spirits who wails outside a home to warn of the imminent death of a family member.
Often heard before she is seen, her wailing is that high-pitched that nobody would dare to willingly attempt
to witness this terrifying spirit.
Banshee can take one of many forms, while they are always female (look at the Special Abilities for more
about it). They always have unnatural red eyes, with a desperate stare caused by all their crying, often
covered by a veil.
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d8
Skills: Climbing d6, Fighting d6, Intimidation d8, Notice d8, Stealth d8, Persuasion d8, Tracking d6
Pace: 6; Parry: 5; Toughness: 8
Special Abilities:
● Detect Life: the banshee can magically sense the presence of living creatures up to 5 miles away,
getting the general direction they’re in: +2 to Notice and Tracking them.
● Fearless
● Incorporeal Movement: The banshee may turn ethereal by making a Vigor roll. While in this form,
they can move through other creatures and objects as if they were difficult terrain, and they
generally follow the Ethereal rules (see SWDEE page 152).
● Low Light Vision: Great cats ignore penalties for Dim and Dark lighting.
● Scratch: Str
● Undead: +2 Toughness; +2 to recover from being Shaken; no additional damage from Called Shots;
immune to disease and poison; does not suffer wound penalties.
● Wail: Once per night, and again anytime she draws a Joker in combat, the banshee can release a
mournful wail. Anyone within 12” (24 yards) that can hear the wail must make a Spirit roll or become
Unconscious and die in 2d6 turns (see Heart Attack in the Fear Table). Those who are successful are
Shaken, and with a raise they aren’t affected at all.
Choose the actual banshee appearance. She gains the related Special Abilities:
● The beautiful young woman with long, flowing silver/white (sometimes red) hair, wearing a long
shimmering silver dress.
+ Attractive: +2 Charisma. this banshee is beautiful, and can be mistaken for a normal human, at
least from the distance.
+ Harbinger of Death: choose a single target that heard her Weil. He will know the Death is coming
for him, of one of his allies. The next time he or one of his allies become Incapacitated on scene, do
not roll Vigor: he’ll die. The curse can be lifted hunting down the banshee, or dispelling it (while it’s
difficult, the caster suffers -2 to his roll).
+ Silver Comb: once per night, after using it for a minute, it bestows a beautiful look and a
inebriating perfume. +2 Charisma until dawn, and the user will be more difficult to be recognized (+1
to disguise, deception etc.) thanks to the slightly different look.
NOTE: usually the banshee is met while she’s brushing her long hairs with this comb. It can be a
valuable loot.
● The old woman with dirty grey hair, long fingernails and sharp-pointed teeth, in her long, dark dress.
+ Fear
+ Claws/Bite: Str+d6
● The deathly pale woman with long red hair, dressed in a shroud, bringing a bowl of blood.
+ Fast Regeneration (only while she owns the bowl).
+ Blood Curse (arcane background): she uses Vigor as arcane skill. 15 PP. Powers: Armor (blood
bath), Burst (blood spurt), Fear (bloody demon visage).
The bowl can be disarmed (she keep it in both hands), or destroyed (Object Toughness 10).
NOTE: If the bowl is wielded by a mage, it gives +5 PP; once exhausted, it needs to be refilled with
human blood to regain the PP. It can be a valuable loot.

Basilisk
Ten feet long, sinuous magical lizards, made famous for their ability to turn men to stone with their gaze.
Attributes: Agility d6, Smarts d8 (A), Spirit d6, Strength d10, Vigor d8
Skills: Fighting d6, Guts d6, Notice d6, Stealth d6
Pace: 5; Parry: 5; Toughness: 10 (1)
Special Abilities:
● Armor +1: Scaly hide.
● Bite: Str+d4
● Slow: Basilisks have a Pace of 5 and only roll a d4 for running.
● Size +3
● Stone Gaze: The basilisk can turn those who meet its gaze to stone. This power only works against
opponents within 5”, and it does not work in complete darkness. Anyone surprised by the basilisk
meets its gaze automatically. Anyone within range meets its gaze automatically at the start of their
action, unless looking away; those who do choose to look away take a -4 to their rolls against the
basilisk, while it gets a +2 to hit them. Using a mirror-like object, you can cut this to a -2 to your rolls,
and give the basilisk a +1. Those who meet its gaze must immediately make a Vigor check or be
partially or fully turned to stone: with a Raise, they suffer no effects; with a Success, they are
partially restrained, suffering a –2 penalty to Pace and skills linked to Agility and Strength; with a
Failure, they are fully restrained, cannot move or use any skills linked to Agility or Strength; with a
Critical Failure they are turned to stone. Repeat the Vigor roll every turn they meet its gaze. Those
who are partially or totally turned to stone remain in this state until the basilisk chooses to release
them or until it is killed. Use of the Greater Healing spell will also return an affected character to
normal, though it will not simultaneously heal any wounds they might have received prior to being

👹
petrified.
Shape Change, Heroic. Stone Gaze wears off when Shape Change does.

Berserker
Crazed barbarian warriors, berserkers are fearsome foes.
Attributes: Agility d6, Smarts d4, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Guts d8, Intimidation d8, Notice d4, Survival d6, Throwing d4
Pace: 6; Parry: 5; Toughness: 7 (1)
Edges: Berserk, Combat Reflexes
Gear:
● Armor +1: Heavy furs and rough leather hide.
● Weapons: Axes, swords, and cudgels of primitive design - never ranged weapons (Str+d6).
Special Abilities:
● Berserker Rage: Berserkers can force themselves into a fighting rage. By making a Spirit roll, they
can drive themselves into the berserk frenzy (see Berserk edge) voluntarily.
● Brave: Berserkers get a +2 to their Guts checks and to oppose Intimidation rolls. In skirmish level
encounters, Berserkers do not need to make morale rolls.
● Scare Tactics: Before combat, a berserkers unit (a group of 10 or more) can try to frighten their foes
by chanting, beating on their shields, and the like. Treat this as an Intimidation roll at +2.
Blobs
Basin of Creation ★
These are huge blobs that inhabit small swamp lakes, growing with the abundant nutrients they naturally
find in those environments. Initially they use insects, algae and small creatures. Then, when they grow
enough to cover almost the whole basin surface, they start to prey on bigger games. Occasionally, they split
a little part of them, creating a small ooze ready to roam, getting bigger, and infesting another lake or
dungeon, turning maybe into another kind of blob. The basin has a very weak acidic body, probably because
it’s so spreaded among a watery surface, or maybe because it needs to conserve most of the flora and fauna
intact around it, selecting its preys only when they are needed.
❏ Attributes: Agility d4, Smarts d4 (A), Spirit d6, Strength d12+4, Vigor d12
❏ Skills: Fighting d8, Notice d10, Stealth d8
❏ Pace: 4; Parry: 6; Toughness: 16
Special Abilities:
● Camouflage: If the basin of creation isn’t involved in feeding, ie. it isn’t attacking a prey, its own ooze
nature and the natural coloration allows it to hide; it gets a +2 to its Stealth roll to remain unnoticed.
The basin of creation will try to get the Drop on the nearest creature in its surroundings, with an
opposed Stealth roll against the target’s Notice.
● Fearless: The blobs have no true intellect to speak of; they are thus immune to Fear, and cannot be
Intimidated or Taunted.
● Grabbing Pseudopods: In contrast to other blobs, the basin of creation has a weak acidic touch.
Every time it rolls his Str damage, it adds a d4 for their acid. So, the pseudopods inflict Str+d4
damage; 4” reach.
The basin of creation can extend up to four pseudopods (no more than one for each creature)
toward the preys that walk along the lake, or approaching in search of fresh water or fishes. It will try
to Grapple the preys (see SWDEE pag.82). If successful, at the start of his turns it drags every
grappled creature 1” toward the lake. Also, during its turn, it will try also to damage the Grappled
creatures (see SWDEE pag.83).
⊳ Cutting a Pseudopod: an ally of a grabbed prey can try to sever the pseudopod. This is a Called
Shot, and the pseudopod is treated like a Size +0 creature, with Parry 6 and Toughness 8. If the
pseudopod suffers a Wound, then it’s cut away from the basin, and the grabbed creature is free. The
basin suffers no Shaken or wounds from the damage done to a pseudopod.
⊳ Drowning Attack: A creature dragged past the shore, into the basin body, must immediately
begin checking against Drowning as in white water (see SWDEE page 100), substituting Vigor rolls in
place of Swimming. In order to escape, the trapped character must win an opposed Strength roll
against the basin of creation; if the basin is Shaken, the trapped character gets a +2 to their roll.
An adjacent ally can make the opposed Strength roll as a normal action in his turn, trying to pull the
friend out of trouble, or he can roll Strength aiding the ally for his next roll (see Cooperative Rolls,
SWDEE pag.71).
● Immobile: Basin of Creation moves very slowly on the water surface. During action scenes, as in
combat, treat this as Pace 0” (can’t run).
● Immunity: basin of creation takes no damage from mundane weapons; they only cause it to split and
reform.
● Ooze: +2 to recover from Shaken; no damage from called shots; immune to poison and disease; no
Ganging Up bonuses apply; squeeze through openings as small as an inch across; can’t be blinded or
deafened; ignore all lighting penalties.
● Size +8 & Huge: Normal sized foes get a +4 to attack rolls against them.
● Summon Spawn: when endangered, the basin of creation can use an action to spread pheromones to
call back some of its younger Jelly Spawns. 1d4+1 of those oozes will arrive in 1d4 rounds, stealthily
appearing at 10” from the farthest enemy.
● Unstoppable: The basin of creation can take 1 additional Wound and still stay in fight. It suffers at
most -3 penalty to his actions, as usual.
● Weakness (Fire, Ice): basin of creation is vulnerable to fire, heat, cold, and ice-based attacks, taking
+4 damage from them.

Jelly Spawn
Small amorphous blobs, roughly six feet in diameter. They’re not massive blob, but pretty fast, for a jelly.
❏ Attributes: Agility d6, Smarts d4 (A), Spirit d4, Strength d6, Vigor d6
❏ Skills: Fighting d4, Notice d10, Stealth d10
❏ Pace: 5; Parry: 5; Toughness: 5
Special Abilities:
● Acidic Touch: Jelly spawns secrete a powerful acid that eats anything but stone. By making a Touch
attack (+2 to Fighting), they inflict 2d6 damage. Any non-magical weapon or armor that come in
contact with will suffer the same damage, and it will be ruined if suffers enough damage to reach
their Object Toughness (see SWDEE pag.80-81, but you can use TN8/10/12 for light/medium/heavy
equip). The item corrodes away to a smoking heap of goo.
● Fearless: Black blobs have no true intellect to speak of; they are thus immune to Fear, and cannot be
Intimidated or Taunted.
● Ooze: Jelly spawns are amorphous creatures. As such, they get the following bonuses: +2 to recover
from Shaken; no damage from called shots; immune to poison and disease. They can’t be blinded or
deafened, and ignore all lighting penalties. They have no facing to speak of, and those fighting them
in groups are denied any Ganging Up bonuses. They can squeeze themselves through openings as
small as an inch across.
● Resistance: Jelly spawns take -2 damage from mundane weapons.
● Slow: Jelly spawns have a Pace of 5 and cannot run.
● Wall Walker: Blobs can move on walls and ceilings at their normal Pace.
● Weakness (Fire, Ice): Jelly spawns are vulnerable to fire, heat, cold, and ice-based attacks, taking +4
damage from them.

Black Blob
An amorphous blob, roughly thirty feet in diameter. They’re not massive creatures, but are spread out over
a wide area. Because they are pretty slow, they are better used in conjunction with a stealthily tactic, or in
cramped situations.
❏ Attributes: Agility d4, Smarts d4 (A), Spirit d4, Strength d6, Vigor d6
❏ Skills: Fighting d4, Notice d12, Stealth d10
❏ Pace: 4; Parry: 5; Toughness: 9
Special Abilities:
● Acidic Touch: Blobs secrete a powerful acid that eats anything but stone. By making a Touch attack
(+2 to Fighting), they inflict 2d8 damage. Any non-magical weapon or armor that come in contact
with will suffer the same damage, and it will be ruined if suffers enough damage to reach their
Object Toughness (see SWDEE pag.80-81, but you can use TN8/10/12 for light/medium/heavy equip).
The item corrodes away to a smoking heap of goo.
● Fearless: Black blobs have no true intellect to speak of; they are thus immune to Fear, and cannot be
Intimidated or Taunted.
● Invulnerable: Weapons and most spells do no damage against a blob; they only cause it to split and
reform (this happens whenever the blob is Shaken). They can only be harmed by fire; torches, for
example, do 1d10 damage to them. Fire-based spells do full damage.
● Ooze: Blobs are amorphous creatures. As such, they get the following bonuses: +2 to recover from
Shaken; no damage from called shots; immune to poison and disease. They can’t be blinded or
deafened, and ignore all lighting penalties. They have no facing to speak of, and those fighting them
in groups are denied any Ganging Up bonuses. Blobs can squeeze themselves through openings as
small as an inch across.
● Slow: Blobs have a Pace of 4 and cannot run.
● Size +4 & Large: on the map it occupies an area roughly equivalent to a Medium Burst Template.
Normal sized foes get a +2 to attack rolls against them.
● Wall Walker: Blobs can move on walls and ceilings at their normal Pace.
👹
Shape Change, Legendary 7pts

Cavern Crawler
Crawlers hide in caves - the deeper and darker the better - waiting for something living to come within
reach.
Attributes: Agility d4, Smarts d4 (A), Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Notice d12
Pace: 2; Parry: 5; Toughness: 6
Special Abilities:
● Acidic Touch: Oozes attack by secreting a powerful acid: making a Touch attack (+2 to Fighting), they
inflict 2d6 damage. Any non-magical weapon or armor that come in contact with will suffer the same
damage, and it will be ruined if suffers enough damage to reach their Object Toughness (see SWDEE
pag.80-81, but you can use TN8/10/12 for light/medium/heavy equip). The item corrodes away to a
smoking heap of goo.
● Fearless: Cavern crawlers have no true intellect to speak of; they are thus immune to Fear, and
cannot be Intimidated or Taunted.
● Immunity: Crawlers take no damage from cold or fire based attacks.
● Ooze: Cavern crawlers are amorphous blobs. As such, they get the following bonuses: +2 to recover
from Shaken; no damage from called shots; immune to poison and disease. They have no facing to
speak of, and those fighting them in groups are denied any Ganging Up bonuses. Oozes can squeeze
themselves through openings as small as an inch across. They can’t be blinded or deafened, either;
they ‘see’ by feeling vibrations and changes in air density, across their entire surface (making it
exceptionally difficult to sneak up on them), and thus ignore all lighting penalties.
● Size +1
● Slow: Crawlers have a Pace of 2, and can’t run.
● Wall Walker: They can move up walls and across ceilings without difficulty.
👹 Shape Change, Heroic
Giant Blob ★
These are the giant, town-eating movie blobs you’d expect a young Steve McQueen to be running from in a
movie theatre.
Attributes: Agility d4, Smarts d4 (A), Spirit d6, Strength d12+10, Vigor d12
Skills: Fighting d6, Notice d12, Stealth d6
Pace: 4; Parry: 5; Toughness: 17
Special Abilities:
● Acidic Touch: The giant blobs acid eats through organic materials: making a Touch attack (+2 to
Fighting), they inflict 2d10 damage. The giant blob touch usually ignore standard armor protection,
as the acid seeps through almost instantly. HAZMAT-style uniforms will work, at least for a short
time. Any non-magical weapon or armor that come in contact with will suffer the same damage, and
it will be ruined if suffers enough damage to reach their Object Toughness (see SWDEE pag.80-81,
but you can use TN8/10/12 for light/medium/heavy equip). The item corrodes away to a smoking
heap of goo.
● Crush: Str damage, plus Size bonus and acid. This is treated as a Heavy Weapon.
● Fear -2
● Fearless: The blobs have no true intellect to speak of; they are thus immune to Fear, and cannot be
Intimidated or Taunted.
● Ooze: +2 to recover from Shaken; no damage from called shots; immune to poison and disease; no
Ganging Up bonuses apply; squeeze through openings as small as an inch across; can’t be blinded or
deafened; ignore all lighting penalties.
● Pseudopods: Str damage, plus acid; 8” reach.
● Size +9 & Gargantuan: Can only be hurt by Heavy Weapons; adds Size bonus to crushing attacks,
minus Size bonus of target; ignore armor of vehicles when crushing. Normal sized foes get a +4 to
attack rolls against them.
● Slow: Blobs move at Pace 4 and can’t run.
👹
Shape Change, Legendary 10pts

Invisible Devourer
A 10’ (2”) square cube, almost completely transparent, which moves through dungeons clearing them of
waste and corpses. When they encounter living beings, the devourer’s touch paralyzes them, usually long
enough for them to suffocate and the devourer to consume them. It has but one attack: it keeps moving
forward, inexorably, until killed.
❏ Attributes: Agility d4, Smarts -, Spirit d6, Strength d8, Vigor d8
❏ Skills: None
❏ Pace: 2 ; Parry: 2; Toughness: 10
Special Abilities:
● Goo Resistance: -4 damage from any form of attacks, except from fire, ice, powers with those
trapping, or weapons enchanted with them.
● Consumption: The devourer attacks simply by moving forward. Opponents in the way, paralyzed or
not, are drawn into the devourer’s body (characters who aren’t paralyzed will have to roll against
paralyzation each round they’re in the devourer). Characters drawn in must immediately begin
making Vigor rolls to keep from suffocating (use the Drowning rules, SWDEE page 100). A swallowed
character who remains unparalyzed can try to crawl free with an opposed Strength roll against the
devourer. It takes several hours for a devourer to digest a full-sized human; they can’t digest metal
or glass, and these will remain inside the devourer for several days, until it can finally expel them as
waste.
● Large: Normal sized foes get a +2 to attack rolls against them.
● Mindless: The devourer has no more intellect than an amoeba. It’s immune to Fear, Intimidation,
Taunts, and Tricks, as well as any mind-affecting spells or powers.
● Paralyzing Touch: Anyone touching a devourer (usually by running into them blindly) must
immediately make a Vigor roll or be paralyzed for 1d4 rounds. Application of a Healing spell will
eliminate the paralysis, though it will not heal any Wounds the character has suffered.
● Size +4
● Slow: Devourers have a Pace of 2 and can’t run.
● Transparent: Devourers are transparent, almost to invisibility. Make a Notice roll at –2 to see them.
👹
Shape Change, Impossible

Killer Mold
Killer Mold is, like corrosive slime, an environmental hazard rather than a true monster. It can
be found in patches of varying sizes (Small, Medium, or Large Burst Template), always underground, and
usually scattered with bones and bits of stone and metal.
A hero approaching a Killer Mold must make a Notice roll to spot the Mold in time to avoid the nasty
consequences of stepping into it. The Notice roll is modified by lighting conditions and other circumstances,
as usual.
Any flesh, wood, leather, or other organic that comes in contact with the mold is attacked by a digestive
enzyme doing 2d6 damage each round you’re in the mold and for 1d4 rounds after you’ve left. (It takes only
one round for the enzyme to eat through a pair of boots and start attacking your feet!)
The mold can be killed with fire; you can clear away a 1” section of it each round with a torch, and a Blast
spell of sufficient size will wipe it out entirely. When burned, there’s a 1 in 6 chance the mold will release its
defense mechanism: a massive cloud of spores. These spread out in a radius around the mold (1” for Small,
2” for Medium, 4” for Large); anyone caught in the cloud must make a Vigor roll each round they’re inside or

👹
take a level of Fatigue. Those reduced below Incapacitated choke to death.
Shape Change, Impossible, Not an Animal

Centaur
The half-man, half-horse warriors of Greek myth.
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d8
Skills: Fighting d8, Guts d6, Notice d6, Shooting d6, Throwing d6, Tracking d6
Pace: 8; Parry: 6; Toughness: 8
Gear:
● Weapons: Centaurs typically arm themselves with clubs (damage Str+d4), light throwing spears
(range 3/6/12, damage Str+d6), or bows (range 12/24/48, damage 2d6).
Special Abilities:
● Kick/Punch: Str.
● Fleet Footed: Centaurs have a Pace of 8 and roll a d10 for running.
● Multiattack: They can attack with both their kick and a melee weapon in a single round with no
penalty.
● Size +2
👹
Shape Change, Impossible Requires Animal Intelligence

Chimera ★
A terrible creature with the forebody of a lion, hindquarters of a goat, and the wings of a dragon, with a
head from each creature.
Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d12+2, Vigor d8
Skills: Fighting d8, Guts d8, Notice d10
Pace: 6; Parry: 6; Toughness: 10 (1)
Special Abilities:
● Armor +1: Thick, tough hide.
● Bite/Horns/Claws: Str+d4 damage.
● Fear: Chimera’s are fearsome creatures to behold, and force a Guts check when initiating combat.
● Fire Breathing: A chimera’s dragon head can belch forth fire, using the Cone Template. Anyone in
the area must make an Agility roll at –2 or take 2d8 damage, and must check to see if they catch fire
(see SWDEE page 101). A chimera can’t use the Sweep ability and breathe fire in the same round,
however she can do another melee attack without penalty, using horns or claws.
● Improved Sweep: Chimeras can attack any adjacent opponents, with a combination of biting,
ramming with its goat head, and claws, at no penalty.
● Flight: Chimeras are capable of winged flight, at a pace of 10” (only 5” in the first round, because
their massive bodies make it difficult for them to become initially airborne).
● Size +3
● Three Headed: The chimera's three heads afford it the following bonuses; it gets a +2 to all Notice
rolls, a +2 to recover from Shaken, and called shots to the head do no additional damage. However, a
called shot to the head which results in at least 1 wound will kill that head, though the creature

👹
suffers no particular ill effects from this. Destroying all three heads kills the creature.
Shape Change, Legendary 10pts
Cockatrice
Bizarre magical rooster/serpents, capable of petrifying those they touch.
Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d4, Vigor d6
Skills: Fighting d6, Guts d6, Notice d6
Pace: 5; Parry: 5; Toughness: 4
Special Abilities:
● Beak: Str+d4
● Flight: Cockatrices have a Flying Pace of 10” (only 5” in the first round, because their ungraceful
bodies make it difficult for them to become initially airborne). They have a Climb of -2.
● Petrification: Any living creature hit by a cockatrice in combat (either by beak with a normal Fighting
roll) must immediately make a Vigor roll or be turned to stone. They'll remain stone until the
cockatrice is killed or a Greater Healing spell is cast upon them (though this spell will not
simultaneously heal any damage they might have taken prior to being turned to stone).
● Size -1: They're long, but not massive creatures, roughly equivalent to a large dog.
👹 Shape Change, Veteran
(Petrification wears off either when Shape Change wears off, or if Shape Changer is rendered unconscious)

Corrosive Slime
This creature looks like… well, like slime! Its acidic touch eats away inanimate objects, and turns any flesh it
contacts into more slime. The slime itself isn't really a living opponent, so it should be treated more as an
environmental hazard, or a trap, rather than a monster.
Contact with the slime will immediately begin to dissolve any metal or wood it contacts; if it's not burned or
frozen off within 3 rounds, the items will be rendered useless, and will be completely dissolved in 6 rounds.
Any cold or fire based magic will destroy it utterly, or flames equivalent to a normal torch (though these will
damage the victim as well, of course!). If the slime isn't removed from living flesh in 3 rounds, the target
must begin making Vigor saves each round or take 2d6 damage as they're turned into slime themselves.

Crawling Eye ★
The Crawling Eye is a massive eyeball which crawls around on a bed of maggot-white tentacles. These
horrifying creatures typically live underground, making their home in caverns or sewers.
Attributes: Agility d4, Smarts d6 (A), Spirit d10, Strength d12, Vigor d8
Skills: Climbing d8, Fighting d8, Intimidation d10, Notice d12
Pace: 6; Parry: 6; Toughness: 11
Special Abilities:
● Fear -2: The Eye incurs a Guts check in anyone who sees it. The first time it’s struck for at least a
Shaken result in melee combat, the attacker is splashed with a gout of yellowish, bitter vitreous
humor, and must immediately make another Guts check.
● Multiattack: The Eye can attack any number of adjacent opponents with no penalty.
● Size +5 & Large: The Eyes are massive creatures; normal sized foes get a +2 to attack rolls against
them.
● Vision: The Eye ignores all lighting penalties, including those from the Obscure spell, and can see in
complete darkness. It suffers a -2 to any rolls to attempt to blind it with bright light, however.
● Wall Walker, poor: The Eye can crawl up walls at Pace 2, and hang from ceilings with a Climbing roll.
👹 Shape Change, Heroic

Crawling Hand
A disembodied human - or humanoid - hand, given life by demonic possession, dark arts, or weird science.
Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d8, Vigor d8
Skills: Climbing d10, Fighting d8
Pace: 8; Parry: 7; Toughness: 4
Edges: Quick
Special Abilities:
● Choke: A hand’s only real attack; it throws itself at the target and tries to latch onto their throat
(requires a raise on a Fighting roll). With a success, the target begins taking Fatigue and Wounds as
though drowning (see SWDEE page 100); a successful opposed Strength roll can pull the hand off.
● Leaping: Hands can leap 3”, +1” with a Strength roll.
● Size -2 & Small: Opponents take a -2 to their attack rolls when fighting a crawling hand.
👹
Shape Change, Impossible, Too Human

Creatures of the Beyond


Original stats By JackMann, found in the old PEGinc forum. Note by him: “A long while back, I made some creatures from
the Far Realm for D&D 3.5. As a bit of an exercise, I decided to try reworking them into SW creatures. The idea was to make
them as alien and bizarre as possible, while still hopefully making an interesting encounter.”

Skitrach
Skittering forward on its six knife-like legs, this creature makes gurgling, chittering sounds deep inside its three-
part mouth. Its glittering violet eyes turn to you, and it suddenly darts forward. The air and ground bend around
it, and the distance shrinks as it moves, bringing it far too quickly by your side. You kill it quickly, but hear the
gurgling cries of more from deeper in the caves.
Skitrachai are small, chitinous creatures from the Beyond. They look like a cross between rats and spiders,
with six long legs, mottled gray hair, and a three-jawed mouth. Though an individual Skitrach is fairly
harmless, they are rarely found in groups smaller than eight.
Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d4, Vigor d6
Skills: Climbing d8, Fighting d6, Guts d8, Notice d6
Pace: 8; Parry: 5; Toughness: 4 (1)
Special Abilities:
● Armor +1: Chitinous shell
● Bite: Str+d4
● Alien Geometries: Skitrachai don't move entirely in this world. Their run die is reduced to d4, but it
can explode, giving the Skitrach an unexpected burst of speed.
● Swarm: Skitrachai are used to bearing enemies down through sheer numbers. Their maximum gang-
up bonus is 6 instead of 4.
● Wall Walker: Skitrachai can move on walls and ceilings at their normal Pace.
● Size -2 & Small: Skitrachai are roughly the size of rats. Opponents take a -2 to their attack rolls when
fighting a crawling hand.

Karkuz
This creature has a humanoid torso over a bulbous abdomen with a dozen thin legs. Plates of black chitin seem
to float on slimy, pallid flesh. Though it stands in bright light, strange shadows play across its surface. It holds a
pair of knives. At the end of its long neck you see your own face.
Karkuz are intelligent, rapacious creatures from the Beyond, small, cunning, and cruel. They’re a hideous mix
of slug and insect, but perhaps their most terrible feature is their face. While a Karzuz is alive, its true face
cannot be seen. Anyone looking at it sees their own instead. Only when it dies is its true slug-like face
revealed. They are the only race from the Beyond that's shown any interest in communicating with others,
even if it's only to deceive or confuse.
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Climbing d8, Fighting d8, Guts d6, Notice d6, Persuasion d8, Stealth d10, Taunt d8, Throwing d8
Pace: 6; Parry: 6; Toughness: 7 (2)
Special Abilities:
● Armor +2: Chitinous Shell
● In Strange Shadows: Attackers gain an additional -1 when attacking the karkuz in any darkness (dim
light is -2, dark is -3, pitch darkness is -5.
● Perfect Mimicry: Karkuz are able to imitate the voices of anyone they've seen.
● Seduction of Madness: A karkuz can use a person's voice to stun or distract their enemies. Treat as a
test of will using Taunt against all enemies in a medium burst template around the karkuz.
● Gear: Knives (Range: 3/6/12, Damage Str+1d4)

Corhydron
Barely humanoid, this creature’s grey-black skin constantly oozes an oily slime that coats the ground
around it. It stands on two legs than bend twice in the wrong direction. A long tail balances its forward-
leaning body. It wears armor that looks like raw meat over much of its torso. Its single tentacle writhes
around, as though to grasp at something unseen. Two eyes, one set above the other, stare blankly where
its throat should be. Two long necks lead to a pair of mouths that dart forward and back, tasting the air.
Coyhydrons are an intelligent species, but lack either the ability or the desire to communicate with others,
save for karkuz, which they enslave, and triciqe, which sometimes command them. Though capable of
wielding weapons in their tentacles, they prefer to use their fanged mouths to attack. They wear armor of a
sort; actually a living symbiote that protects their chest.
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d8, Guts d8, Notice d6, Tracking d6
Pace: 6; Parry: 6; Toughness: 8 (2)
Special Abilities:
● Armor +2: Living armor
● Bite: Str+d4
● Double Bite: The Corhydron can attack with both mouths in one round with no multi-action penalty.
● Oily: Corhydrons get +2 to their parry (or opposed rolls if they need to free themselves) against
grapple attempts.
● Fear: Corhydrons are terrifying to look at. Anyone seeing one must make a Guts roll.
● Size +1: Corhydrons are six feet tall and weigh three hundred pounds.

Triciqe ★
The creature at the head of the formation turns one of its eyestalks to stare at you. It stands a cylindrical
body on six thick, powerful legs, set in three groups of two. Three arms near the top hold a single long,
curved blade. Its body is covered in the same raw-meat armor you’ve seen on the other monsters. There
is an eye beneath each arm, giving it a full view of its surroundings. One of these eyes is looking at you
with alien malice. At the “waist” of the creature is a hole covered by a membrane. Something churns
within, and the membrane tears open, disgorging several of the skittering creatures you saw before. The
membrane seals back up.
Triciqes are the lords of the creatures from the Beyond, commanding lesser ones in raids against the world
we know. They are capable of bringing other entities from Beyond into this world through the portal held
deep inside their own flesh.
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d12+2, Vigor d10
Skills: Fighting d10, Guts d10, Notice d8
Pace: 6; Parry: 7; Toughness: 10 (1)
Special Abilities:
● Armor +1: Living armor
● Summoning: A triciqe can summon one karkuz or 1d4 skitrachai to fight at its side. This takes up its
entire turn, and the allies appear on the next round. If it's shaken or wounded before they arrive, it
must succeed on a spirit check or the ability is disrupted.
● Absorption: A triciqe can absorb an ally, killing it instantly, to recover a wound.
● Telepathy: A triciqe knows what any of its allies knows, within 10”.
● Mouth From Afar: When a triciqe is killed, all creatures within 2” must make an immediate Spirit roll.
If they fail, they are inflicted with a strange malady. An orifice, much like the one on the triciqe,
begins to form on their body. At the start of each day, draw a card. If a face card is drawn, the
condition worsens. When three face cards have been drawn, the orifice has formed completely. They
are pulled through it to the Beyond, and a triciqe appears in their place. The orifice is now placed on
the triciqe. This condition can be removed by a healing check made at -2 (plus an additional -2 for
each face card that has already been drawn). This can be attempted more than once, but no more
than once per day.
● Size +2: Triciqes stand nine feet tall and weigh over eight hundred pounds.
● Gear: Great Blade (Damage Str+d10, requires three hands to wield)

Talza
You hear a discordant jangling in the distance. After a moment, you realize the sound is in your head, and
not in your ears, making it harder to think. A dozen dark shapes move toward you out of the woodline.
Writhing tendrils like vines reach out and pull the things along rapidly. As they approach, you can see
that each has the same wizened face, its mouth twisted open in fury and terror. Though eyes are gone,
torn through by more of the tendrils, the things move toward you still.
Talza was once a human mage who ventured into the Beyond, looking for power and immortality. No man
knows quite what happened there, but when Talza returned, he was a terrible, twisted little inhumanity.
Though he had lost his wizardry, he had gained new, strange powers. His veins and arteries had torn through
his skin, animated by some strange power, dragging him along as he reached out with grasping, claw-like
fingers and mouthed gibberish. He was quickly killed, but then he appeared again. And again. Somehow,
Talza was multiplied across the world, and yet all were the same Talza. A wound to one could be moved to
another, and what one knew, all knew. They were often seen in the company of other creatures of the
Beyond, carrying out strange tasks. No one knows how many of Talza there are, save Talza himself.
Attributes: Agility d8, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Guts d8, Knowledge (occult) d10, Notice d6
Pace: 6; Parry: 5; Toughness: 6
Special Abilities:
● Claws: Str+d4
● Distracting Harmonies: All creatures within 10” of a Talza take -1 to trait tests, unless they are from
the Beyond.
● Multitude of One: Although Talza can appear in any number, they are all instances of the same,
infinitely multipliable being. This means that what one instance of Talza has seen, all know about,
and can plan accordingly. As well, whenever an instance of Talza is injured in combat, the damage can
be applied to any other Talza within 20” instead.
● Slaves of Madness: When Talza incapacitates an enemy with his claws, it can choose not to inflict
actual injury. Instead, the victim must make an immediate Spirit roll. If it fails, Talza's nerves pierce
the victim's skin and take control of its body. Treat the victim as being affected by the Puppet power,
save that the effect only ends when the victim is either killed or removed from the nerves. A given
instance of Talza can only have one affected victim at a time. The initial instance of Talza must
remain adjacent to the victim. The nerves have a toughness of 10 (use Breaking Things rules to
breaks them). Damage to the nerves do not transfer to Talza.
● Stun: Those successfully touched by Talza are Shaken by the strange energies he carries.
● Wall Walker: Talza can move on walls and ceilings at his normal Pace.

Cyclops
These one-eyed giants stand 20’ tall, and are known for their stupidity.
Attributes: Agility d6, Smarts d4, Spirit d8, Strength d12+4, Vigor d10
Skills: Fighting d8, Guts d8, Intimidation d10, Notice d4, Throwing d6
Pace: 6; Parry: 5; Toughness: 12
Gear:
● Club: Str+d10, Parry -1
● Thrown Rocks: range 5/10/20, Str+d8
Special Abilities:
● One Eye: They take a –2 to any Trait roll dependent on vision (like Notice or Throwing).
● Size +5 & Large: A Cyclops is a massive creature; normal sized foes get a +2 to attack rolls against

👹
them.
Shape Change, Legendary 7pts, does not have gear

Demons & Devils


Demons and devils are extra dimensional beings whose sole purpose is the corruption and destruction of
human souls. Demons are wild, chaotic, unpredictable, and dedicated to the spreading of pain and suffering.
Devils are cool, calculating, manipulative, and are more inclined to trick humans into corrupting themselves
or each other.
❖ In some settings (especially gritty / horror) a special ritual or item must be used to destroy or
exorcize a demon. The ritual or item is determined on a case by case basis.
❖ Also, you might want to add all or some of those following abilities, depending on which best reflect
the nature of these creatures in your specific setting:
● Immunity: Demons are immune to poison and disease.
● Unnatural Resistance: Half-damage from non-magical attacks except for their Weakness
(material).
● Unwavering: Demons get +2 to recover from being Shaken.
● Weakness (material): Demons are vulnerable to weapons forged with setting specific
material [choose from starfall, cold iron, white silver, blessed...]; they take normal damage
from them.
● Weakness (Holy Symbol): Demons suffer a –2 penalty to Fighting attacks against anyone

👹
brandishing a holy symbol.
Shape Change, Impossible

The Damned
These are the tortured souls of Hell. When the need arises, their masters can force them to do battle for
them, or simply pit them against one another for their own amusement.
Attributes: Agility d6, Smarts d6, Spirit d4, Strength d6, Vigor d6
Skills: Fighting d6, Notice d6, Throwing d6
Pace: 6; Parry: 5; Toughness: 5
Special Abilities:
● Bite/Claw: Str damage.
● Demon: choose his abilities as described above.
● Nigh-Unkillable: The Damned are already dead. They take damage normally, but when ‘killed’
anywhere but Hell they simply collapse and decompose almost instantly, reforming in Hell. The only
way to dispose of them permanently is within the boundaries of Hell itself, and then only with a
blessed weapon or faith-based magics.
● Unholy: Damneds cannot enter onto sanctified ground.

Ekatomatia Demon ★
Beware this powerful orb covered in black leather flesh floating down from the infinite tunnels of Hell.
Dozens of fluctuating tendrils protrude from its surface like an hypnotizing crown, each of which adorned
with an alien eye. It possess an huge mouth full of sharp teeth, and a single bigger central eye.
Attributes: Agility d8, Smarts d10, Spirit d8, Strength d10, Vigor d10
Skills: Fighting d6, Guts d10, Knowledge (arcana) d12, Intimidate d10, Notice d12, Spellcasting d12, Stealth
d8, Survival d10
Pace: 6 (always flying); Parry: 5; Toughness: 12 (2)
Edges: Alertness (see Scores of Eyes), Level Headed, Strong Willed, Improved Rapid Recharge
Special Abilities:
● Antimagic Aura: Ekatomatia Demons central eye project a close range aura where magical effects
are suppressed. This works as a Dispel power, casted as a free action at the start of the demon’s
Turn. Additionally, if a power is activated or launched in the area, even outside the demon’s Turn, the
caster must beat the demon Spellcasting roll, or the power is negated. The demon is constantly
moving and turning around, so the area of effect is a Large Burst Template centered on it.
Alternately, at the start of his Turn, the demon can focus his gaze on a single target in his line of
sight. Until the start of his next Turn, the antimagic aura affects only the chosen target, while it has
no range limits.
PS: if a hero stealthily sneaks upon the Demon, getting the Drop on it, he can avoid the Antimagic
Aura, until discovered.
● Armor +2: thick leathery skin.
● Bite: Str+d6, AP2.
● Demon: choose his abilities as described above.
● Flying: Ekatomatia Demons have a Flying Pace of 6” with a Climb of -1. They actually float around
with no efforts.
● Eye Rays: The Ekatomatia Demon possess 30 Power Points. Each of its eyes is capable to cast a
magical effect. This is why, as a single action, the demon can cast multiple Powers, at a single target
or at different ones, using special penalties: no penalties up to 2 casts; -1 up to 4 casts; -2 up to 6
casts. Roll and resolve each cast as they were different actions, in the order you prefer. For example,
in a single Turn the demon could cast 2×3 Bolts at a single target, 1 Slow at another target, and 1
Fear to a third target; all those powers are rolled at -1 penalty. Or, he could bite an enemy, and cast
Slow and Fear (2 casts), with the standard -2 Multiple Action Penalties to both the actions: bite action
and eye rays action (2 casts).
Every Ekatomatia Demon knows different arrays of Powers, however those are common: Bolt
(disintegrate), Confusion, Entangle (partial flash to stone), Fear, Slow, Telekinesis.
When rolling the dice for Eye Rays casts, the demon suffers Backlash (Shaken) only with a Critical
Failure, in addition to what the GM says. Usually this also terminates the demon’s Turn.
● Scores of Eyes: Ekatomatia Demons’ great number of eyes grants Alertness edge, and a +2 modifier
when he’s resisting Blind power or similar effects. If blinded, he can’t use the Antimagic Aura and the
Eye Rays.
● Size +3

Hellhound
Appearing as massive coal-black mastiffs with eyes like burning embers, hellhounds are usually found in the
company of the foulest servants of the Pit.
Attributes: Agility d6, Smarts d8 (A), Spirit d10, Strength d10, Vigor d10
Skills: Fighting d8, Guts d10, Notice d8, Stealth d6, Tracking d8
Pace: 8; Parry: 6; Toughness: 9 (1)
Special Abilities:
● Armor +1: Thick skin.
● Bite: Str+d8
● Darkvision: Hellhounds can see in complete darkness and through the thickest smoke or fog; all
lighting penalties are cut in half.
● Demon: choose his abilities as described above.
● Fleet-footed: Hellhounds have a Pace of 8 and roll a d10 for running.
● Hellbreath: Instead of making a bite attack, a hellhound can spit forth a gout of flame. Place a Small
Burst Template directly in front of the hound; every target in the template may make an Agility roll
at –2 to avoid the attack. Those who fail suffer 2d8 damage and must check to see if they catch fire
(see SWDEE page 101).
● Size +1
● Unholy: Hellhounds cannot enter onto sanctified ground.

Pishacha
Pishachas are flesh eating demons. Their origin is obscure, although some believe that they were created by
Brahma or one of his sons. They have a dark complexions with bulging veins and protruding, red eyes. They
prefer darkness and haunt cremation grounds along with other demons like Bhut and Vetals. Pishachas may
be encountered alone or in small packs of 2d4 demons.
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d6, Guts d8, Intimidation d8, Notice d8, Stealth d10, Tracking d8
Pace: 6; Parry: 5; Toughness: 6
Special Abilities:
● Claw/Bite: Str+d4
● Demon: choose his abilities as described above.
● Ethereal: As an action, Pishachas may become immaterial. In this form, they can only be harmed by
magical attacks and may choose to be completely invisible. Ethereal Pishachas may not make
physical attacks but may attempt to possess individual targets. They remain susceptible to their
weaknesses in this form.
● Improved Frenzy: Pishachas may make two fighting actions each round with no penalty.
● Fear –2: Pishachas are horrid creatures to behold. Anyone seeing one must make a Guts or Spirit roll
at –2.
● Infravision: Pishachas halve penalties (round down) for bad lighting when attacking living targets.
● Possession: While in their ethereal state, a Pishacha may attempt to possess a target. An opposed
Spirit roll is made. With a success, the demon has possessed the target for a round. It retains its own
traits, with the exceptions of Strength and Vigor, and may act through its possessed form. Each
round, the possessed may repeat the opposed Spirit roll to force the demon from his or her psyche.
● Shapechange: As an action, a pishacha may shapechange into one of the following forms: a bat, a
dog, a snake, or a panther.
● Weakness (Daylight): Exposed to full daylight, Pishacha suffer –1 to all Trait rolls. They may not
shapechange or attempt possession (though they are not automatically driven from possessed
targets).
● Weakness (Mantra): In the presence of a holy mantra, a pishacha must make a Spirit roll –2 or flee.

Master of the Pit ★


These creatures are the torture masters of Hell, and are feared by the Damned even above the Princes.
Attributes: Agility d8, Smarts d8, Spirit d12, Strength d12+4, Vigor d12
Skills: Fighting d12, Guts d12, Intimidation d12+2, Notice d8
Charisma -4; Pace: 6; Parry: 8; Toughness: 13 (3)
Hindrances: Bloodthirsty
Edges: Frenzy
Gear:
● Whip: Str+d4, +2” reach. Anyone left Shaken by a Pit Master’s whip takes a -2 to their Spirit roll to
recover due to the pain it inflicts. Once per combat, the Pit Master can cause the whip to burst into
hellish flame for 3 rounds; it then does +4 damage.
Special Abilities:
● Armor +3: Heavy chains and gore-spattered black leather.
● Demon: choose his abilities as described above.
● Fear
● Fearless: The Masters are immune to Fear and Intimidation.
● Fly: The Master’s massive, batlike wings allow it to fly at Pace 10” with a Climb of +0.
● Size +2
● Unholy: The Masters cannot enter onto sanctified ground.

Nuckelavee ★
The nuckelavee, the Devil of the Sea, is a unique and solitary evil creature, a horse-like demon that combines
equine and human elements.
The nuckelavee is responsible for droughts and epidemics on land despite being predominantly a sea-
dweller. Its breath releases a deadly disease known as mortasheen, wilting crops and sickening livestock.
The nuckelavee has a man's torso attached to a horse's back as if it were a rider. The male torso has no legs,
but it can elongate the arms, easily reaching the ground or nearby enemies. The torso has a demon’s horned
head, with bone plates resembling a battle helm, capable of inhuman, unsettling movements and twists. The
equine gaunt head has an enormous gaping mouth that exudes a smelly toxic vapour, and four demon’s
eyes burning of an evil glow, under heavy bony plates. The four horse legs have claw like appendages. Pale
sinews and powerful muscles are visible under its thin skin, and golden blood courses through its veins.
It hates fresh flowing water, therefore it can be escaped by crossing a stream, or be distracted with a splash
of water from a pool. It’s often found in the vicinity of a beach, but would never come ashore if it was
raining.
❏ Attributes: Agility d8, Smarts d8, Spirit d10, Strength d12+2, Vigor d12+1
❏ Skills: Fighting d8, Guts d10, Intimidation d10, Knowledge (sea history, flora and legends) d6, Notice
d6, Stealth d8, Tracking d6
❏ Pace: 8; Parry: 6; Toughness: 12, 15 (3) only for heads
Edges:
● Devil’s Frenzy: Nuckelavee may make three attacks in the same round at no penalty, using its horse
or human weapons. Alternately it can exhale its poisonous breath and make one attack.
● First Strike: Once per turn, nuckelavee (if not Shaken) gets a free Fighting attack against a single foe
who moves adjacent to him, using one of its horse weapons.
Special Abilities:
● Aquatic: Nuckelavee has no need of breathing, so it can stay underwater indefinitely, but it’s not a
swimmer. It can move underwater by walking or running at their normal Pace.
● Armor +3: Bony plates cover both equine and human heads, resembling open battle helms (50%
chance to defend against head shot).
● Demon: choose his abilities as described above.
● Fear (nuckelavee scream)
● Fleet-Footed: Nuckelavee roll a d8 when running instead of a d6.
● Horse Kick/Bite: Str+d6.
● Human Claws: Str+d4, AP 1, Reach 3”.
● Mortasheen: The nuckelavee spreads out this slow, yet deadly, magical disease, in an area width
Spirit miles, centered on it. It starts this curse when insulted, or enraged by the human “industrial”
activity near the sea. Crops starts to wilt, livestock become sicken and eventually die. Humanoids
need to pass a Vigor roll each week, or suffer a level of Fatigue. If Incapacitated, they’ll die in the
next few days, hungry and thirsty. The fatigue levels can’t be relieved but killing the nuckelavee, or
leaving the affected area (Succor works normally, but the character will be forced by the mortasheen
to roll again the following night). If the nuckelavee is beated or drove away, or if the sickened ones
abandon the area, Fatigue levels are recovered at the rate of one per day.
● Sickening Breath: the horse head exhales a dense mortasheen cloud, capable to kill plants and
creatures in minutes. Place a Cone Template adjacent to the nuckelavee; everyone inside the
template must make a Vigor roll or gain a level of Fatigue; who fails will also take an automatic
wound in 1d6 minutes. This concentrated disease can be treated normally, preventing the secondary
damage. Fatigue levels are recovered at the rate of one per day.
● Size +3: Nuckelavee is a large creatures comparable to a warhorse with its mounted knight.
● Slow Regeneration: to gain the effects of the slow regeneration, the nuckelavee must take a rest
submerged into the sea.
● Underwater Camouflage: even if just barely under the surface of the sea, nuckelavee gains a +2
bonus to stealth.
● Weakness (freshwater): Nuckelavee must pass a Spirit test at -2 if it must cross a stream, or emerge
under a rainy sky. If failed, he desists. Even if successful, it suffers -2 to all its successive actions, for
the rest of the scene. Finally, it suffers -2 penalty to all freshwater based Tricks or Test of Will.

Succubus / Incubus ★
These are devils who attack human souls through raw sexuality. Contrary to popular belief, succubi and
incubi are not separate creatures. They are in and of themselves sexless, but are capable of changing their
physiology to suit the desires of those they are attempting to seduce.
❏ Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
❏ Skills: Fighting d4, Guts d6, Notice d8, Persuasion d12, Shooting d6, Stealth d8
❏ Charisma: +2/+4 (special); Pace: 6; Parry: 4; Toughness: 5
Edges: Attractive
Special Abilities:
● Demon: choose his abilities as described above.
● Horrible Beauty: The natural form of succubi is equally beautiful and horrific, so they have the
Attractive edge, but also have a Fear effect: anyone who sees a succubi in its natural form must make
a Fear check. Should they fail and roll a 19+ on the Fear Effects Table (see SWEE page 101), they
become equally overwhelmed with fear and desire, and must make a Spirit roll at -2 or become
completely subservient to the succubus, though they will hate themselves for it.
● Mind Reading: Succubi can scan the thoughts of others with a successful opposed Smarts roll. They
can only use this power to gain insight into the targets wishes and desires.
● Shapeshifting: Given the opportunity to Mind Read his target, a succubus can alter its appearance to
make itself into someone’s ‘perfect specimen’. To that person they will be Very Attractive, getting
another +2 to their Charisma.
● Unholy: Succubi cannot enter onto sanctified ground. If they touch or are touched by a holy symbol,
they revert to their natural form, and cannot change their appearance again for 24 hours.

Torture Lord ★
The Lords are the special agents of the Dark Prince himself, and appear to anyone who wants or needs their
special services.
❏ Attributes: Agility d8, Smarts d10, Spirit d12, Strength d8, Vigor d10
❏ Skills: Fighting d8, Intimidation d12, Knowledge (torture) d12, Notice d8, Persuasion d8
❏ Pace: 6; Parry: 6; Toughness: 9 (2)
Edges: Level Headed
Gear:
● Armor +2: Spiked leather.
● Knives: Str+d6. These inflict incredibly painful wounds; those Shaken by them take a -2 to their Spirit
roll to recover.
Special Abilities:
● Demon: choose his abilities as described above.
● Fear (Absolute Terror in a low-powered, horror setting)
● Fearless: The Lords are immune to Fear and Intimidation, except from the Dukes of Hell or the
Prince himself.
● Chains: The Lords can summon and control hooked chains, seemingly from nowhere. Treat this as
the Telekinesis power, summoned with a Spirit roll. They can be used to attack as well; use the Lord’s
Spirit in place of Fighting, and the chains do d12+d6 damage. The Lords can take no other actions
and can only move at half Pace while controlling the chains.
● Pleasure in Pain: The Lords do not suffer from Wound penalties; instead, while wounded they take a
+1 bonus to all their Trait rolls.
● Summoning: The Torture Lords can leave Hell more freely than other demons and devils. They can
appear before anyone, anywhere, who believes badly enough that they deserve punishment a
misdeed, whether real or imagined.
● Unholy: The Lords cannot set foot on sanctified ground unless summoned there; if summoned, they
can remain in the presence of their summoner if they succeed in a Spirit roll.

The Dukes of Hell ★


While the Prince of Darkness broods in the ebon towers of Dis, it’s the Dukes of Hell who oversee to the
successful operation of the pits.
❏ Attributes: Agility d10, Smarts d12+2, Spirit d12+2, Strength d12+4, Vigor d12+2
❏ Skills: All of them at d12
❏ Pace: 6; Parry: 10; Toughness: 17 (5)
Edges: Imp. Arcane Resistance, Imp. Block, Imp. Frenzy, Harder to Kill, Imp. Level Headed, Imp. Nerves of
Steel, Imp. Sweep, Command, Fervor, Hold the Line!
Gear:
● Armor +5: Magical heavy plate.
● Weapons: The Dukes each have a favored weapon, doing Str+d12 damage.
Special Abilities:
● Demon: choose his abilities as described above.
● Fear -2: (Absolute Terror -2 in a low-powered, horror setting) The Dukes are among the most
horrifying creatures around!
● Fearless: The Dukes are immune to Fear and Intimidation, except from the Prince.
● Magic: The Dukes have 66 power points and can cast all known spells.
● Shapeshifting: The Dukes can take on any humanoid form, from Size -1 to +2 at will. Their Attributes
and Abilities remain the same no matter what form they take.
● Size +3: In their natural form, the Dukes are massive, towering over the other denizens of Hell.
● Summon the Damned: By making a Spirit roll at -2, a Duke can summon 3d6 of the Damned to do his
bidding. They appear all around him, and can act in the same round.
● Unholy: The Dukes are powerful to enter sanctified ground at will, though they do find it
uncomfortable; they take a -2 to their Toughness and a -2 to all their Trait rolls.

Dinosaurs
Deinonychus (Velociraptor)
These dinosaurs are among the most perfect land predators ever to walk the earth. They combine
impressive intelligence with incredible speed, pack tactics, and an array of natural weaponry. (The Jurassic
raptors are actually closer in appearance to deinonychus, a cousin of the sleeker velociraptor.)
❏ Attributes: Agility d10, Smarts d10 (A), Spirit d10, Strength d12+1, Vigor d10
❏ Skills: Fighting d10, Guts d10, Intimidation d10, Notice d10, Stealth d8, Tracking d10
❏ Pace: 10; Parry: 7; Toughness: 10 (2)
Edges: Quick
Special Abilities:
● Armor +2: Tough scaly hide.
● Bite/Talons: Str+d4. If the raptor can move at least 6” before making a wild attack, it leaps into the
air and kicks the target with its massive hooked claws, adding +2 to its damage total.
● Fast: Raptors have a Pace of 10, and roll a d12 when running.
● Fear
● Leaping: Raptors can jump 4”, +2” with a Strength roll.
● Sharp Senses: Raptors have an acute sense of smell; they get a +2 to Notice and Tracking rolls.
● Size +1
👹 Shape Change, Legendary 7pts
Pteranodon
These flying dinosaurs and their cousins, the pterodactyls, are right at home in any lost world setting.
❏ Attributes: Agility d10, Smarts d6 (A), Spirit d6, Strength d8, Vigor d8
❏ Skills: Fighting d6, Notice d10
❏ Pace: 4; Parry: 5; Toughness: 9 (1)
Special Abilities:
● Armor +1: Scaly hide.
● Bite/Claw: Str+d6.
● Flight: Pteranodons have a Flying Pace of 12” (only 4” in the first round, because their massive
bodies make it difficult for them to become initially airborne). They have a Climb of -1.
● Fly-By Attack: When the pteranodon is flying at full speed, it can do a flyby attack, getting a +2 to
damage. If it gets a raise on its attack roll when flying-by against a human or smaller sized opponent,
it snatches them up and carries them off, most likely to its nest.
● Size +2
● Slow: On the ground, they can only move at a Pace 4”, and can’t run.
👹 Shape Change, Heroic
Triceratops
Trikes are among the most recognizable of dinosaurs, with their distinctive head-ridge and three horns.
Normally docile plant-eaters, they are terrible foes if they - or their young - are threatened.
❏ Attributes: Agility d4, Smarts d6 (A), Spirit d8, Strength d12+5, Vigor d12
❏ Skills: Fighting d6, Guts d10, Intimidation d6, Notice d8
❏ Pace: 6; Parry: 5; Toughness: 16 (3)
Special Abilities:
● Armor +3: Tough hide. Attacks to the trike’s head and neck double this armor value - a total
Toughness of 19 (6) - due to its bony ridge.
● Charge: If the trike moves 6” in a straight line before attacking, it gets a +2 to hit and damage.
● Gore: Str+d8
● Size +5 & Large: Trikes are big creatures; normal sized foes get a +2 to attack rolls against them.
👹Shape Change, Heroic

Tyrannosaurus Rex ★
Modern science believes that T-Rex was little more than a massive, lumbering jackal, but that’s no fun at all.
Here’s Rex as we know and love him; hail to the King, baby!
❏ Attributes: Agility d6, Smarts d6 (A), Spirit d12, Strength d12+7, Vigor d10
❏ Skills: Fighting d8, Intimidation d12, Notice d6, Tracking d6
❏ Pace: 8; Parry: 6; Toughness: 17 (3)
Edges: Improved Nerves of Steel
Special Abilities:
● Armor +3: Tough, scaly hide.
● Bite: Str+d8.
● Fear -2 (Absolute Terror -2 in a low-powered, horror setting)
● Fearless: The Rex is immune to Fear and Intimidation.
● Huge: Normal sized foes get a +4 to attack rolls against them.
● Size +7
● Stomp: Str damage. The Rex’s stomp counts as a Heavy Weapon. A stomped foe must make an
opposed Strength roll against the Rex to break free. As long as the Rex doesn’t move, it will continue
to do Str damage to the victim each round (though typically it will bite them to death once it has
them trapped), and gets a +2 to hit and damage to its bite attacks against them.
● Swallow Whole: Rexes can swallow prey as large as Size +1 whole. While engulfed, the target is
grappled as per the core rulebook and suffers 2d6 damage per round from digestive juices, until

👹
eaten or cut out the beast’s stomach. Armor offers no protection.
Shape Change, Legendary 7pts, Legendary 10pts for Fearless

Djinni ★
Ancient, powerful spirits from a desert dimension, djinn are sometimes captured and forced into servitude
by particularly powerful sorcerers. Lesser djinn are used as guardians and assassins by those who summon
them, as they lack the power of wish fulfillment their more powerful cousins, the True Djinn, posses.
❏ Attributes: Agility d10, Smarts d10, Spirit d12+2, Strength d12+1, Vigor d10
❏ Skills: Fighting d10, Guts d12, Notice d8
❏ Pace: 6; Parry: 7; Toughness: 9
Special Abilities:
● Flight: Djinn’s are creatures of the air; they fly at a speed of 12” with a Climb of +3. They may not run.
● Gaseous Form: The Djinn may convert its body into mist by making a Vigor roll. While in this form,
they can squeeze themselves through openings as small as an inch across, and they generally follow
the Ethereal rules (see SWDEE page 152)
● Invisibility: As the spell. The Djinn becomes invisible by making a Spirit roll; it remains invisible for
three rounds. If it takes any action other than movement (including Flight) while invisible, it must
make another Spirit roll at -2 to maintain the effect. The djinn can’t use its Whirlwind or Gaseous
Form powers while invisible, nor can it turn invisible while either of these powers is already in effect.
● Invulnerability: Djinn are immune to all attacks save those from magic or magical/blessed weapons.
● Partially incorporeal: Djinni is partially incorporeal at all times. This conferes to them +2 Toughness
bonus.
● Punch: Str damage.
● Size +2: Djinn are 7’ to 8’ tall.
● Whirlwind: The Djinn may transform himself into a raging whirlwind. It takes a full round for the
djinn to get up to speed; next round he can start the attack. If he’s Wounded or Shaken during this
time, he must start the process over again. Place a Large Burst Template centered on the djinn’s
location. Everything inside takes 2d6 damage, and Size +1 or less creatures are picked up and hurled
about for the duration of the effect, taking an additional 1d6 damage for each round inside. The
whirlwind moves at Pace 10, and the djinn can remain in this form for 3 rounds. At that time, the

👹
djinn reappears, and must make a Vigor roll or be Shaken.
Shape Change, Impossible

Doppelganger
In their natural state, these creatures are gray skinned and unnaturally thin. They can alter their appearance
to look like anyone they’ve ever seen; they’ll often kill a party member, take their place, and attack from
within when the group is at its most vulnerable.
❏ Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
❏ Skills: Fighting d6, Guts d4, Investigation d8, Notice d8, Persuasion d10, Shooting d6, Stealth d10,
Throwing d6
❏ Pace: 6; Parry: 5; Toughness: 5
Gear:
● Armor/Weapons: The doppelganger will use whatever gear the person it’s duplicating uses.
Otherwise it’ll be usually armed with a dagger (Str+d4).
Special Abilities:
● Shapeshifting: The doppelganger can duplicate a target from Size -1 to +1 with a Smarts roll. With a
normal success, the copy is extremely close, though it can be detected with a Notice roll at –2. On a
raise, the duplication is perfect, down to moles, birthmarks, etc. A doppelganger’s power is
considered to be protected by a Conceal Arcana spell at all times; if someone tries to detect it, they
should make an opposed roll against the doppelganger’s Smarts.
● Mind Eaters: A handful of doppelgangers, legendary even among their own kind, are known as Mind
Eaters. They can not only copy the appearance of a target but, by consuming their brain and making a
Smarts roll, their memories and skills as well. These memories only last a short time (24 hours with a

👹
normal success, 48 with a raise); long enough for them to do considerable damage.
Shape Change, Impossible

Dragons
The dragon presented in Savage Worlds is a force to be reckoned with, representing the standard fantasy
dragon. These are a few alternate versions and regional variations.

👹 Shape Change, Animal Intelligence Rule waived for Rule of Cool


Elder Dragon ★
Elder dragons are the most powerful and rare of their kind, and unlike other dragons they are peaceful and
work to aid in the war against evil. They rarely appear in their natural form, using their magic to pass as
commoners, but when they do, they appear as great, sinuous Oriental dragons covered in scintillating gold
and silver scales, with a mane of silver fire surrounding their heads.
❏ Attributes: Agility d8, Smarts d12, Spirit d10, Strength d12+10, Vigor d12
❏ Skills: Fighting d10, Guts d12, Intimidation d12, Notice d12, Spellcasting d12
❏ Pace: 8; Parry: 7; Toughness: 21 (4)
Edges: Improved Frenzy, Improved Level Headed
Special Abilities:
● Armor +4: Tough, scaly hide.
● Claws/Bite: Str+d8
● Aura of Majesty: Elder dragons are incredibly fearsome to creatures of evil intent (Absolute Terror
ability), and inspirational to those who are true of heart (they get a +4 to all Spirit rolls).
● Fiery Breath: Use the Cone Template. All those within the template must make an Agility check at –2
or take 3d8 damage. Those who fail must also must check to see if they catch fire (see SWDEE page
101). The dragon can’t use its claw or bite attacks in the same round that it breathes fire.
● Flight: Elder dragons have a Flying Pace of 24” (only 12” in the first round, because their massive
bodies make it difficult for them to become initially airborne). They have a Climb of 0.
● Huge: Elder Dragons are really massive creatures; normal sized foes get a +4 to attack rolls against
them.
● Size +9
● Tail Lash: The dragon can sweep all opponents in its rear facing in a 3” long by 6” wide area. This is a
standard Fighting attack and does Str-2 damage.
● Shapeshifting: Elder dragons can change their appearance to look like a humanoid, from Size -1 to
+1, or any normal (non-magical, average sized) animal with a Smarts roll. They’re not skilled as
mimics, so if they attempt to duplicate an existing person, you get a +2 to Notice. Regardless of the
form it takes, the dragon retains its Attributes, Pace, and Toughness.
● Spellcasting: Elder dragons have 30 power points and the following spells, though feel free to
change them as you see fit: Barrier, Blast, Bolt, Detect/Conceal Arcana, Dispel, Invisibility, and Stun.
(They’ll never take Armor, relying on their natural toughness to protect them, and will rarely take

👹
Fear.)
Shape Change, Legendary 10pts, does not include Shapeshifting, nor Spellcasting.

Forest Dragon ★
These dragons live in jungles and forests. They’re consummate hunters and skilled trackers, and never use
their gas attack on any target they intend to eat, as it spoils the taste. They usually make their lairs near salt
licks; they eat copious amounts of salt (a process in their stomach breaks the salt down into sodium, which
they digest, and chlorine gas, which they expel as their breath weapon). Their coloration varies throughout
the year: bright green in spring, darkening through summer, gold and red in fall, and brown/grey in winter.
Some even have a mane of leaves which grows and changes with the seasons as well.
❏ Attributes: Agility d8, Smarts d8, Spirit d10, Strength d12+4, Vigor d10
❏ Skills: Fighting d8, Guts d10, Intimidation d10, Notice d10, Tracking d8
❏ Pace: 8; Parry: 6; Toughness: 16 (3)
Edges: Improved Frenzy, Level Headed
Special Abilities:
● Armor +3: Thick, scaly hide.
● Claws/Bite: Str+d6
● Fear -1
● Chlorine Gas Breath: Place a Medium Burst Template adjacent to the dragon; everyone inside the
template must make a Vigor roll at –2 or take 2d8 damage. If they roll a 1 on the Vigor die, they are
also blinded for 1d4 rounds. The dragon can’t make any claw/bite attacks the same round that it uses
its breath weapon.
● Flight: Green dragons have a Flying Pace of 18” (only 8” in the first round, because their massive
bodies make it difficult for them to become initially airborne). They have a Climb of -1.
● Immunity: Forest dragons are immune to all natural poisons, save those that target dragons
specifically.
● Scent: +2 to all their Notice and Tracking rolls.
● Large: Normal sized foes get a +2 to attack rolls against them.
● Size +6
👹 Shape Change, Legendary 10pts
Ice Dragon ★
The smallest of dragons, these live in cold regions such as frozen mountaintops, glaciers, and arctic areas.
They’re the most primal of the dragon breeds, as befitting the harsh environment they call home. They’re
equally covered with shaggy white fur and icy blue scales.
❏ Attributes: Agility d8, Smarts d8, Spirit d10, Strength d12+2, Vigor d10
❏ Skills: Fighting d8, Guts d10, Intimidation d10, Notice d10
❏ Pace: 8; Parry: 6; Toughness: 14 (5)
Edges: Improved Frenzy
Special Abilities:
● Armor +2: Thick, scaly hide and heavy fur.
● Breath of Ice: Ice dragons breathe a cone of icy vapor. Use the Cone Template; those within the area
of effect must make an Agility roll or take 2d6 damage. It cannot use its breath attack and its
claw/bite attacks in the same round.
● Claws/Bite: Str+d4
● Fear
● Flight: Ice dragons have a Flying Pace of 12” (only 6” in the first round, because their massive bodies
make it difficult for them to become initially airborne). They have a Climb of 0.
● Immunity: Ice dragons are immune to cold-based attacks, and can survive indefinitely in cold
weather.
● Large: Normal sized foes get a +2 to attack rolls against them.
● Size +5
👹 Shape Change: Legendary 10pts
Sky Dragon ★
Sky dragons live in deserts and plains, though they spend more time in the air than in their lairs (hence their
mottled blue and white coloration; it makes them harder to see while flying). They’re the fastest flyers
amongst dragonkind.
❏ Attributes: Agility d8, Smarts d8, Spirit d10, Strength d12+6, Vigor d12
❏ Skills: Fighting d8, Guts d12, Intimidation d10, Notice d10
❏ Pace: 8; Parry: 6; Toughness: 18 (3)
Edges: Improved Frenzy, Level Headed, Quick
Special Abilities:
● Armor +3: Thick, scaly hide.
● Claws/Bite: Str+d8
● Fear -1
● Lighting Breath: Use the Cone Template; anyone inside makes an Agility roll at –2 or takes 2d8
damage. The dragon can’t use its claw/bite attacks in the same round it uses its breath weapon.
● Flight: Sky dragons have a Flying Pace of 30”, (only 14” in the first round, because their massive
bodies make it difficult for them to become initially airborne). They have a Climb of +1.
● Storm Sight: Sky dragons ignore lighting penalties caused by inclement weather, such as fog or rain.
● Large: Sky dragons are big creatures; normal sized foes get a +2 to attack rolls against them.
● Size +7
● Immunity: Sky dragons are immune to lightning and electric-based attacks.
👹
Shape Change, Legendary 10pts

Swamp Dragon ★
These dragons live in swamps and marshlands. They typically submerge themselves in the swamp, with only
their eyes and nostrils exposed (appearing much like an alligator) and wait for prey to pass by, attacking by
surprise. Their coloration is typically a mixture of black, brown, and mossy green.
❏ Attributes: Agility d8, Smarts d8, Spirit d10, Strength d12+3, Vigor d10
❏ Skills: Fighting d8, Guts d10, Intimidation d10, Notice d10, Stealth d10, Swim d12
❏ Pace: 8; Parry: 6; Toughness: 15 (3)
Edges: Improved Frenzy, Quick
Special Abilities:
● Acid Spittle: Swamp dragons can spit a blast of acid with horrific results. The globe can be fired up
to 12” away; place a Small Burst Template where it strikes. Anyone in the template must make an
Agility roll at –2 or take 2d6 damage (and 2d6 damage again, at the start of their next round). Also,
randomly choose an armor, clothing or other useful item the target is using: the object suffers 2d6
damage, and it will be ruined if suffers enough damage to reach their Object Toughness (see SWDEE
pag.80-81, but you can use TN8/10/12 for light/medium/heavy equip). The item corrodes away to a
smoking heap of goo.
Characters hit with the acid can neutralize it by immersing themselves in water or applying a base
chemical, such as lye. The dragon can’t make any claw/bite attacks in the same round it uses its
spittle attack.
● Armor +3: Thick, scaly hide.
● Claws/Bite: Str+d4
● Fear
● Flight: Swamp dragons have a Flying Pace of 12” (only 6” in the first round, because their massive
bodies make it difficult for them to become initially airborne). They have a Climb of -1.
● Immunity: Swamp dragons are immune to acid-based attacks, and to all toxins and poisons.
● Large: Normal sized foes get a +2 to attack rolls against them.
● Semi-Aquatic: Swamp dragons can swim at a Pace of 12”, and can hold their breath underwater for
up to an hour.
● Size +5: Swamp dragons are long, sinuous creatures, well built for gliding through the water.
👹
Shape Change, Legendary 10pts

Wurm of the Deep ★


These non-flying dragon’s distant relatives live in compex subterranean structures, sculpted caves,
forgotten temples in the deeps. They can move thru the earth like they were swimming, sensing the
creatures moving on the surface hundreds meters in the distance. Their body are over 20 meters long, quick
and slender, ready to attacking by surprise. Their coloration is typically a mixture of brown, black and dark
ruby.
❏ Attributes: Agility d8, Smarts d6, Spirit d12, Strength d12+5, Vigor d10
❏ Skills: Fighting d8, Guts d10, Intimidation d10, Notice d10, Stealth d10, Tracking d8
❏ Pace: 6; Parry: 6; Toughness: 18 (4)
Edges: Quick, Frenzy
Special Abilities:
● Armor +4: Rocky, scaly hide.
● Burrowing 12”: Wurms tunnel through the ground as they were swimming, blocked only by solid
bedrocks. While underground, they can rise up and make an explosive ramming attack: it’s an
opposed Fighting vs. Agility roll against all the targets in a Small Burst Template (ignore the Size
difference for this special attack). Who fails, suffers Str damage. The wurms must stay surfaced for
the rest of the Turn.
● Claws/Bite: Str+d6, AP2 vs. rigid armors.
● Fear
● Hardy: The creature does not suffer a Wound from being Shaken twice.
● Immunity: Wurm of the Deep are immune to earth-based attacks.
● Large: Normal sized foes get a +2 to attack rolls against them.
● Rock Shards Spittle: Use the Cone Template; anyone inside makes an Agility roll at –2 or takes 2d8,
AP2 vs. rigid armors, damage. The dragon can’t use its claw/bite attacks in the same round it uses its
breath weapon.
● Size +7: Swamp dragons aren’t massive, but they are long, sinuous creatures, well built for swimming
into the earth.
● Tremorsense: Wurms have a special tremorsense; this gives them a +2 to Notice and Tracking rolls
against targets moving on ground, even hundred meters away. They halve all lighting penalties at
short range, and suffer no penalties when fighting in melee against Invisible opponents.
● Wurm’s Flight: Wurms can jump outside the earth with their powerful muscles, projecting

👹
themselves up to 8”; vertically they can cover about half that distance.
Shape Change, Legendary 10pts

Drakes
Nicore ★
Nicore are non-flying, savage drakes. While stealthy and patient, they are very territorial and aggressive,
fearsome in close combat.
❏ Attributes: Agility d8, Smarts d6 (A), Spirit d12, Strength d12+5, Vigor d10
❏ Skills: Fighting d10, Intimidation d10, Notice d8, Stealth d10, Swimming d10
❏ Pace: 6; Parry: 7; Toughness: 16 (3)
Edges: Improved Frenzy: Nicores may make two Claws/Bite attacks in the same round at no penalty.
Special Abilities:
● Armor +3: Scaly hide.
● Claws/Bite: Str+d8, Reach 1".
● Fear: Nicore are frightening creatures to behold.
● Freak Wave: If the nicore is at least partially submerged in a body of water, it can create a dangerous
wave using the Cone Template. Every target within the area may make a Strength roll at –2 to avoid
the attack (if flying, they suffer an additional -2). Those who fail are pushed back 2d6" by the wave
and become Prone (if they roll "1" on the Strength die, they also drop the objects they are wielding).
If they hit an inanimate object, they also suffer 2d4 damage (or more, if the object is dangerous,
spiked etc.). Targets behind Cover subtract the value from the distance moved. The area become
Difficult Terrain until the end of the combat, covered in slippery mud, seaweeds etc. A nicore may
not attack with its claws or bite in the round it creates the wave.
● Large: Attackers add +2 to their attack rolls when attacking a nicore due to its large size.
● Size +5: Nicore are over 30’ long from snout to tail, and weigh in at over 3000 pounds.
● Semi-Aquatic: Nicore can hold their breath underwater for 15 minutes and swim at Pace 10.
● Tail Lash: A nicore can do a sweeping attack with the tail, in its rear facing. Place a Large Burst
Template centered on the beast, and choose one of the two semicircles. All the creatures in the
semicircle compare their Parry with a standard nicore Fighting roll, suffering Str damage if hit. A

👹
nicore may not bite or attack with its claws in the round it lashes with the tail.
Shape Change, Legendary 7pts

Efreeti ★
Eternal foes of the djinn, the efreeti are elemental spirits of fire. They can be summoned to serve as
powerful bodyguards and assassins, though they will make every attempt to twist and subvert the
commands of their master.
❏ Attributes: Agility d10, Smarts d8, Spirit d12+3, Strength d12+3, Vigor d12
❏ Skills: Fighting d10, Guts d12, Intimidation d10, Notice d8
❏ Pace: 6; Parry: 7; Toughness: 15 (4)
Special Abilities:
● Invulnerability: Efreeti are immune to all attacks save those from magic or magical/blessed
weapons.
● Armor +4: Body of semisolid flame and smoke.
● Size +3
● Punch: Strength damage.
● Flight: Efreeti have a Flying Pace of 8” with a Climb of +3.
● Pillar of Fire: As a normal action, an efreeti can transform itself into a pillar of flame. Place a Small
Burst Template in place of the Efreeti; anything touching the template takes 2d10 damage and must
check to see if it catches fire. The efreeti can maintain this form for 3 rounds; after it changes back, it
cannot assume this form again for ten minutes.
● Wall of Fire: Three times a day, as a normal action, an efreeti can summon up a wall of fire as per the

👹
Barrier spell. The wall is 10” in length and lasts for 3 rounds.
Shape Change, Impossible

Elementals
👹 Shape Change, Impossible
Air Elemental
These elementals appear as a whirlwind roughly 10’ high; occasionally, a screaming face can be seen within
the swirling mass.
❏ Attributes: Agility d12, Smarts d6, Spirit d8, Strength d10, Vigor d8
❏ Skills: Fighting d8, Notice d6
❏ Pace: 20; Parry: 6; Toughness: 9
Edges: Level Headed, Quick
Special Abilities:
● Elemental: No additional damage from called shots; Fearless; Immune to disease and poison. If Wild
Cards, never suffer from Wound Modifiers.
● Invulnerability: Air elementals are immune to all non-magical attacks except fire.
● Dust Cloud: Air elementals can kick up dust and small debris around them, making it almost
impossible to see. Place a Large Burst Template centered on the elemental; this area has Dark
lighting. The cloud lasts 3 rounds.
● Flying: Air elementals have a Flying Pace of 20” with a Climb of +3. This is their normal mode of
movement, and they cannot run.
● Immunity: Air elementals are immune to attacks based on air, wind, lighting, and electricity.
● Size +3
● Strike: Str damage.
● Vulnerability: They are vulnerable to magic effects/weapons with stone or crystalline trappings.
Such attacks cause +4 Damage. Air elementals can’t be summoned underground, and will never enter
a cave or stone structure voluntarily.
● Whirlwind: The elemental makes a Vigor roll at –2; on a success, place a Medium Burst Template
centered on the elemental, or a Large Template with a raise. Everyone within must make an Agility
roll or take 1d10 non-lethal damage, and they’re ejected 1d4” from the Template in a random
direction, becoming prone. If they strike an inanimate object, they're Shaken as well. The elemental
can’t move or take any other actions in the same round it creates a whirlwind.

Earth Elemental
Earth elementals appear as crude, 12’ tall humanoid figures composed of earth, mud, or stone.
❏ Attributes: Agility d4, Smarts d4, Spirit d8, Strength d12+6, Vigor d12
❏ Skills: Fighting d8, Notice d4
❏ Pace: 4; Parry: 6; Toughness: 13
Edges: Hardy
Special Abilities:
● Elemental: No additional damage from called shots; Fearless; Immune to disease and poison. If Wild
Cards, never suffer from Wound Modifiers.
● Burrowing 15”: They can burrow at Pace 15”.
● Immunity: Earth elementals are immune to attacks based on earth or stone, as well as petrification
attacks by creatures such as basilisks or medusae.
● Large: Normal sized foes get a +2 to attack rolls against them.
● Punch: Str damage.
● Size +5
● Slow: Earth elementals move at Pace 4” and roll a d4 for Running. They can never make more than
one attack a round.
● Vulnerability: Earth elementals are vulnerable to air, lightning, and electricity. Attacks with an air or
electrical effect (such as a Blast defined as a whirlwind, or a Bolt created as a lightning bolt) cause +4
Damage. Earth elementals can’t be summoned in areas such as open plains, or during a
thunderstorm. They’ll never voluntarily cross plains, deserts, or any other area with similarly wide-
open skies.

Fire Elemental
Fire elementals appear as a swirling, animated column of flame, roughly 10’ high.
❏ Attributes: Agility d10, Smarts d6, Spirit d8, Strength d8, Vigor d10
❏ Skills: Fighting d10, Notice d6
❏ Pace: 12; Parry: 7; Toughness: 10
Edges: Quick, Two Fisted
Special Abilities:
● Body of Fire: Anyone who gets within melee range of a fire elemental must contend with the
intense heat; make a Vigor check each round of combat or take a point of Fatigue. Flammable items
within adjacent squares must check to see if they catch fire (see SWDEE page 101).
● Elemental: No additional damage from called shots; Fearless; Immune to disease and poison. If Wild
Cards, never suffer from Wound Modifiers.
● Firestorm: These elementals can unleash a sudden burst of flame. The elemental makes a Vigor roll
at –2; on a success, place a Medium Burst Template centered on the elemental, and all creatures
within the template must make an Agility roll or take 2d6 damage and must check to see if they
catch fire. If the elemental gets a raise on its Vigor roll, use a Large burst template instead.
● Fleet Footed: Fire elementals move incredibly quickly; they have a Pace of 12, and roll d10 for
running.
● Immunity: Fire elementals are immune to any attacks based on heat and flame.
● Invulnerability: Fire elementals are immune to all non-magical attacks except water.
● Size +3
● Strike: A fire elemental's hand to hand attack does Str damage, plus 1d10 fire damage. Anyone
struck must check to see if they catch fire (see SWDEE page 101).
● Vulnerability: Water is harmful to fire elementals; a bucket of water does 2d6 damage to them,
while complete immersion will kill them instantly. Water based spells or effects cause +4 Damage
against them. Fire elementals can’t be summoned within 100 yards of a major body of water, and
they cannot cross any amount of water more than 2” wide.

Water Elemental
Water elementals appear as a semi-solid, swirling mass of water, roughly 10’ high.
❏ Attributes: Agility d8, Smarts d4, Spirit d8, Strength d12, Vigor d10
❏ Skills: Fighting d8, Notice d6
❏ Pace: 6; Parry: 5; Toughness: 10
Edges: Level Headed
Special Abilities:
● Aquatic: Water elementals obviously can’t drown. They can swim at a Pace of 15”.
● Drowning Attack: A water elemental can attack by moving into the same area as a target; make an
opposed Agility roll for the attack. If the elemental wins, the character is trapped inside and must
immediately begin checking against Drowning as in white water (see SWDEE page 100), substituting
Vigor rolls in place of Swimming. In order to escape, the trapped character must win an opposed
Strength roll against the elemental; if the elemental is Shaken, the trapped character gets a +2 to
their roll. Any attack on the elemental that comes up a 1 on the attack die indicates that the trapped
character is hit instead (use the Innocent Bystanders rules, SWDEE page 83). The elemental can only
drown one character at a time, and cannot move while drowning someone; if it does, the trapped
character is freed.
● Immunity: The elemental is immune to all water based attacks and effects. Cold based attacks won’t
hurt it, but will freeze portions of it; each attack reduces its Pace by 1, but adds 1 to its Toughness,
for 1d4 rounds.
● Invulnerability: Water elementals are immune to all non-magical attacks except fire. A torch or
lantern causes them 1d10 damage (+4 for the Vulnerability) but is instantly put out if it hits.
● Size +3
● Slam: Str attack.
● Tidal Wave: The elemental can surge forward, slamming multiple targets in a single round. Place a
Small Burst Template in place of the elemental for the duration of the tidal wave, and move it in a
straight line 6”. Anyone hit takes Str+d4 damage.
● Vulnerability: Water elementals are vulnerable to fire or flame based attacks. Such attacks cause +4
Damage.

Elves
Forest Elven Skirmishers
Stealthy spec-ops forest fighters.
❏ Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
❏ Skills: Climbing d8, Fighting d8, Guts d6, Knowledge (Nature) d6, Notice d6, Stealth d8, Swimming d4,
Throwing d8
❏ Pace: 6; Parry: 6; Toughness: 7 (2)
Hindrances: All-Thumbs, Cautious, Loyal
Gear:
● Throwing Dagger x6: Range: 3/6/12, Damage Str+d4, Concealable.
● Elven short sword: Str+d6, AP1, Fragile.
● Boiled full leather armor: Armor +2 on torso, arms, legs, 50% chance to defend against head shot.
Special Abilities:
● Dagger Volley: Elven skirmishers are trained to unleash a deadly volley of daggers. They may throw
up to three daggers as a single Throwing action at -2 (rolled like an auto-fire attack). This special
attack uses up to three daggers.
● Forest Skirmisher: While fighting in their beloved forests, the elven skirmishers add +1 to their
Parry and all their melee attacks. In addition, they are heavily trained to fight together as a team, so
they gain +1 to their gang-up bonus.
● Low Light Vision: Ignores Dim and Dark lighting penalties.

Elven Horse
Elven horses aren’t trained with strength, but charisma and magic, building a deep bond between steed and
rider. They are noble, cunning and graceful beasts, gifted with incomparable agility.
Dark coats are considered unlucky, somewhat connected to the demon's spawn.
Elven horses leave no tracks of their passing, making them difficult to track without magic.
Attributes: Agility d12, Smarts d8 (A), Spirit d8, Strength d12, Vigor d8
Skills: Fighting d4, Guts d6, Notice d6
Pace: 10; Parry: 4; Toughness: 8
Special Abilities:
● Fleet-Footed: Elven Horses roll a d10 when running instead of a d6.
● Kick: Str.
● Size +2: Elven horses weigh between 800 and 1000 pounds.
● Wild steps: Elven horses silently moves through woods and forests, without a trace. Their steps are
muffled, granting +2 to Stealth rolls. They also hide their passage, making it impossible to follow
without the use of magic. It cannot be used indoors or in urban environments.

Ent ★
Ents are living trees, protectors of the woodlands they call home.
❏ Attributes: Agility d4, Smarts d8, Spirit d10, Strength d12+6, Vigor d12
❏ Skills: Fighting d6, Guts d12, Notice d6, Stealth d6, Tracking d10
❏ Pace: 6; Parry: 5; Toughness: 16 (2)
Edges: Improved Sweep
Special Abilities:
● Armor +2: Thick bark.
● Construct: +2 to recover from being Shaken; no additional damage from called shots; constructs do
not suffer from poison or disease.
● Large: normal sized foes get a +2 to attack rolls against them.
● Size +6
● One With the Forest: Ents are powerful beings. By making a Spirit roll, they can communicate with
animals (Animal Friend), hinder movements of their enemies (Entangle) and they can communicate
with the spirits of wood, earth, and air (use the rules of Detect Arcana to find and communicate).
● Vulnerability: Ents are quite vulnerable to fire or flame based attacks. Such attacks cause +2

👹
Damage, and they are treated like flammable objects (see SWDEE page 101).
Shape Change, Impossible

Faes
Dryads
A female spirit of the trees. They are tied to a tree at birth, and die if the tree dies. They’re generally
peaceful and reclusive.
❏ Attributes: Agility d8, Smarts d8, Spirit d10, Strength d6, Vigor d6
❏ Skills: Climbing d6, Fighting d4, Guts d6, Notice d8, Persuasion d8, Stealth d10
❏ Charisma +4; Pace: 6; Parry: 4; Toughness: 5
Edges: Very Attractive
Special Abilities:
● One With the Forest: Dryads get a +2 to their Notice and Stealth rolls, while they are in their natural
surroundings.
● Charm: Few men can resist the charms of a dryad. This is the equivalent of the Puppet power; the
dryad and target make opposed Spirit rolls. If the dryad wins, the target is under her control. When
facing numerous opponents, she’ll use the target to occupy them until she can escape; if facing a
single foe, she’ll take them back to her tree and Merge them (see below). A Charmed target remains
under control for one hour.
● Fae Resistance: -4 damage from non-magical attacks, except from weapons made with Cold Iron.
● Low Light Vision: Dryads ignore penalties for Dim and Dark lighting.
● Merging: A dryad can physically merge with her tree by making a Spirit roll. While inside the tree, she
can’t be harmed unless the tree is harmed. If she’s taken more than 24” away from her tree, however,
she must make a Vigor roll each hour or suffer a Fatigue level (can cause Incapacitation and death). A
dryad can also force a Charmed opponent to merge with her tree; the target can make a Spirit roll to
resist, but failing that, they will be dragged into the tree. Merged victims will live as long as the tree

👹
does, and can be freed by the dryad or with a Dispel effect.
Shape Change, Impossible unless already a Dryad

Fauns
They are male feys, half human, half goat, usually with goat’s horns and tails. They are symbol of peace and
fertility. They inhabit wild, lonely places, and if befriended can help lost humans to find their way home.
❏ Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d6
❏ Skills: Fighting d6, Guts d6, Notice d6, Persuasion d8, Stealth d8, Survival d6, Tracking d8
❏ Charisma +2; Pace: 6; Parry: 4; Toughness: 5
Edges & Hindrances: Pacifist, Attractive, Arcane Resistance
Special Abilities:
● Charge: If the Faun moves 6” in a straight line before attacking with its horns or trampling, it does +2
damage; even if it causes no damage, the target need to succeed in a Strength roll, or become Prone.
● Fae Resistance: -4 damage from non-magical attacks, except from weapons made with Cold Iron.
● Kick/Horns: Str+d4
● Merry Performance: once per scene, the Faun can use its Persuasion skill to sing, play flute, tell
stories for a few minutes. This roll is used as arcane skill to cast Boost Trait to the audience, or to
give Attractive; these gifts will last until the end of the next scene. Alternatively the can bless the
next union, with a child.
Gear:
● Weapons: Fauns usually carry a useful knife (Str+d4, easily concealed), and a sturdy short bow (range
9/18/36, damage 2d6+1).

Maenads
A female fae striving for strong emotions and wild indulgences. Usually red-haired, deep blue eyes, pale
skin. She loves to drink, and dance, and feel alive.
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d8, Vigor d6
Skills: Climbing d6, Fighting d8, Guts d8, Notice d8, Persuasion d10, Stealth d8, Swimming d4
Charisma +4; Pace: 6; Parry: 4; Toughness: 5
Edges: Very Attractive, Berserk
Special Abilities:
● Charm: Few men can resist the charms of a maenad. This is the equivalent of the Puppet power; the
dryad and target make opposed Spirit rolls. If the dryad wins, the target is under her control. When
facing numerous opponents, she’ll use the target to occupy them until she can escape. A Charmed
target remains under control for one hour.
● Endurance: +2 bonus to Soak rolls, to all Vigor rolls for resisting hazards (as described in the Hazards
section of SWD) and to Bleeding Out.
● Fae Resistance: -4 damage from non-magical attacks, except from weapons made with Cold Iron.
● Low Light Vision: Maenads ignore penalties for Dim and Dark lighting.
● Wild Form: when drunk or angered, Maenads gain beastly traits (and lose the Charm ability in the
meanwhile). As free action their fingertips turn to claws, and they gain a dangerous predatory bite.
Both do Str+d8 damage. When they calm down, they turn again to their wonderful female aspect.
Gear:
● One goatskin full of strong, red wine. A sip from the goatskin is enough to require a Vigor roll: if
failed the target is drunk for one hour, suffering -2 to Smarts and Agility-based rolls.

Pixie
These fairies are forest dwellers, flitting about in the company of dryads, nymphs, and sprites.
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d4, Vigor d6
Skills: Fighting d4, Guts d6, Notice d8, Stealth d12, Taunt d8, Throwing d8
Pace: 4; Parry: 4; Toughness: 5
Hindrances & Edges: Curious; Arcane Resistance, Quick
Gear:
● Dagger: Str+d4
Special Abilities:
● Flight: Pixies have a Flying Pace of 8”. They have a Climb of -1.
● Invisibility: Pixies are naturally invisible, only becoming visible when they choose, as an action.
● Pixie Dust: Pixies typically carry 3 doses of this powerful magical dust. When thrown in the face of an
opponent, the target must make a Vigor roll. If they fail, they take 2 Fatigue levels; if they succeed,
they take just 1 (no Fatigue on a Raise). An hour of sleep will remove these Fatigue levels. If the pixie
gets the Drop on the target before throwing their dust, they will send it fall asleep for 1d4 hours, if
the Vigor roll is failed.
● Size -2
● Small: Opponents take a -2 to all attack rolls.
👹 Shape Change, Impossible, Requires Animal Intelligence
Weald Striders
A weald strider is a small guardian fae. When she feels their wood is endangered, she magically recall
stones, twigs, mold, forming a menacing big battle armor.
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6*, Vigor d8
Skills: Climbing d6, Fighting d8, Guts d8, Intimidate d8, Notice d10, Persuasion d6, Shooting d8, Stealth d8
Charisma +2; Pace: 6; Parry: 4; Toughness: 5*
Edges: Attractive
Special Abilities:
● Endurance: +2 bonus to Soak rolls, to all Vigor rolls for resisting hazards (as described in the Hazards
section of SWD) and to Bleeding Out.
● Fae Resistance: -4 damage from non-magical attacks, except from weapons made with Cold Iron.
● Low Light Vision: Weald Striders ignore penalties for Dim and Dark lighting.
● Size -1
● Wilderness Battle Armor: once per hour, as an action, the small fae can reach Strength d12+1, Size
+3, Armor +2, therefore Toughness 11 (2). She can maintain the Wilderness Battle Armor for 4 Turns.
If she suffers a Wound while enclosed in the Wilderness Battle Armor, the armor dissipates around
her, and she's Shaken, but still alive and kicking.
Gear:
● Weapons: Weald Striders are usually armed with a sturdy branch (Str+d6 damage, 1 AP vs. rigid
Armors). They can shoot stones from their Wilderness Battle Armor (range 12/24/48, damage 2d6,
RoF 3).

Wildberry
Wildberries are small, quick faes, often standing at less than one foot tall. They have elven features, with
light green skin and dragonfly-like wings. Wildberries have magical abilities, and sometimes carry small
weapons as well.
They are usually wood guardians and lookouts: when they find an intruder, they try to make him go away,
using illusions and summoned insects.
Wildberries live in the forest undergrowths, in small groups. They create small residences that looks like
doll's houses, and they usually stay away from any intruder.
❏ Attributes: Agility d10, Smarts d6, Spirit d8, Strength d4, Vigor d6
❏ Skills: Fighting d6, Notice d8, Stealth d12, Spellcasting d6
❏ Charisma: +2; Pace: 4; Parry: 6; Toughness: 3
Edges: Attractive, Alertness, Quick, Arcane Background (Magic) with 10 PPs.
Powers: Beast Friend, Light (dancing lights), Invisibility, Shrink.
Special Abilities:
● Low Light Vision: Wildberries ignore penalties for Dim and Dark lighting.
● Flight: Wildberries bees have a Flying Pace of 8” with a Climb of +2.
● Fae Resistance: -4 damage from non-magical attacks, except from weapons made with Cold Iron.
● Size –2, Small: Opponents take a -2 to all attack rolls.
● Pesky Insects Summoning: once for encounter, as an action, they can call insects for help. A large
swarm (or two medium ones) will arrive in 1d4 turns, attacking the intruders.
Gear:
● Rapier (Str+d4; Parry +1)
Gargoyle
Just as their name implies, these are creatures of living stone, with wings, claws, and fangs. They are
cunning, powerful creatures.
❏ Attributes: Agility d4, Smarts d8 (A), Spirit d8, Strength d12, Vigor d10
❏ Skills: Fighting d8, Guts d8, Notice d4
❏ Pace: 6; Parry: 6; Toughness: 12 (5)
Special Abilities:
● Armor +5: Gargoyles are solid stone.
● Claws/Fangs: Str+d6
● Construct: As living statues, gargoyles get the following bonuses: +2 to recover from being Shaken;
no additional damage from called shots; constructs do not suffer from poison or disease.
● Flying: Gargoyles have a Flying Pace of 8” with a Climb of +0.
● Stillness: When a gargoyle takes no action during a round, in an appropriate environment (on castle
or church walls, perched on a cavern ledge, etc.), it can appear to be nothing more than a statue;
make a Notice roll at -2 to notice. They can remain motionless like this for weeks or more at a time,

👹
though they are completely awake and aware the entire time.
Shape Change, Heroic

Ghoul
Ghouls are undead who feast on human flesh (the more decomposed, the better). They appear as emaciated
humans with gray, dried skin drawn taut across a framework of bone. They are bestial in nature, little better
than animals.
❏ Attributes: Agility d8, Smarts d8 (A), Spirit d6, Strength d6, Vigor d8
❏ Skills: Fighting d6, Guts d6, Intimidation d6, Notice d8, Stealth d8, Tracking d8
❏ Pace: 6; Parry: 5; Toughness: 8
Edges: Improved Frenzy
Special Abilities:
● Claw/Bite: Str+d4
● Infravision: Ghouls are nocturnal creatures; halve penalties for bad lighting against living targets
(round down).
● Paralysis: The touch of a ghoul – typically delivered through its claw or bite attack – can cause
paralysis. Those hit by the ghoul for a Shaken result or better should immediately make a Vigor check
at -2 or be paralyzed for 1d6 rounds.
● Undead: +2 Toughness; +2 to recover from Shaken; no extra damage from called shots; immune to

👹
disease and poison.
Shape Change, Impossible, Undead

Ghroll ★
These horrific creatures are trolls brought back to unlife as ghouls. The look like trolls that have spent a
week in the grave, and smell even worse.
❏ Attributes: Agility d6, Smarts d4, Spirit d8, Strength d12+2, Vigor d10
❏ Skills: Fighting d8, Guts d10, Intimidation d10, Notice d8, Swimming d4, Tracking d4, Throwing d6
❏ Pace: 6; Parry: 6; Toughness: 12 (1)
Edges: Quick, Improved Sweep
Special Abilities:
● Armor +1: Rubbery hide.
● Claws: Str+d4
● Fast Regeneration: Ghroll may attempt a natural healing roll every round unless their wounds were
caused by fire or flame.
● Infravision: Ghrolls halve penalties for bad lighting when attacking living targets (round down).
● Size +2: Ghrolls are tall, lanky creatures over 9’ tall.
● Undead Wild Card: +2 Toughness; +2 to recover from Shaken; no extra damage from called shots;

👹
immune to disease and poison; ignores Wound penalties.
Shape Change, Impossible, Undead

Giants
👹 Shape Change, Impossible
Hill Giant ★
The smallest – and least intelligent - of the giants, they still tower over Ogres at 12' tall.
❏ Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12+5, Vigor d10
❏ Skills: Fighting d6, Guts d8, Intimidation d8, Notice d4, Throwing d6
❏ Pace: 8 ; Parry: 5 (6 with Spear); Toughness: 11
Hindrances: All Thumbs
Edges: Sweep
Gear:
● Weapons: Hill giants use either massive spears (Str+d8, Parry +1, Reach 2”, requires 2 hands) or
stone-headed clubs (Str+d10).
● Rocks: They typically carry bags full of throwing rocks, the only missile weapon they can manage.
Range 3/6/12, Str+d6 damage.
Special Abilities:
● Just Plain Dumb: Hill giants take a -2 penalty to most Common Knowledge rolls, as well as a -2
penalty to resist Taunts and Smarts-based Tricks.
● Large: Normal sized foes get a +2 to attack rolls against them.
● Size +4

Stone Giant ★
These 14' tall gray-skinned giants use stalactites as clubs and typically keep bears as pets (typically 1d4 black
or brown bears). They're incredibly adept at throwing rocks.
❏ Attributes: Agility d6, Smarts d6, Spirit d6, Strength d12+6, Vigor d10
❏ Skills: Fighting d6, Guts d8, Intimidation d8, Notice d6, Throwing d10
❏ Pace: 8 ; Parry: 5; Toughness: 13 (2)
Edges: Sweep
Gear:
● Stalactite Club: Str+6
● Rocks: range 5/10/20, Str+d8 damage
Special Abilities:
● Armor +2: Thick, tough skin.
● Large: Normal sized foes get a +2 to attack rolls against them.
● Size +4

Frost Giant ★
Frost giants are massive 18' tall creatures native to the icy reaches. They typically keep polar bears or dire
wolves as pets; their homes will typically have 1d4 of them somewhere in the vicinity.
❏ Attributes: Agility d6, Smarts d6, Spirit d8, Strength d12+6, Vigor d12
❏ Skills: Fighting d8, Guts d10, Intimidation d10, Notice d4, Throwing d8
❏ Pace: 8 ; Parry: 6 (5 when using Greataxe); Toughness: 15 (2)
Edges: Sweep
Gear:
● Greataxe: Str+d8, AP 1, Parry -1, Requires 2 hands
● Iron Armor: +2 Toughness
● Rocks: range 3/6/12, Str+d6 damage
Special Abilities:
● Immunity: Frost giants are immune to cold and cold-based attacks.
● Large: Normal sized foes get a +2 to attack rolls against them.
● Size +5
● Weakness (Fire): Frost giants are vulnerable to fire-based attacks, taking +4 damage from them. In
temperatures over 15°C (60°F), they suffer the effects of intense heat (see SWDEE page 102).

Fire Giant ★
Fire giants make their home in volcanic regions, forging weapons and armor in temperatures that would
make even the most hardened dwarven blacksmith faint. They’re strong for their size (16' tall), more so than
their larger cousins the Frost Giants. They often keep hydras or hell hounds as guards; you’ll find 1d6 of
them in their settlements.
❏ Attributes: Agility d6, Smarts d6, Spirit d10, Strength d12+7, Vigor d12+1
❏ Skills: Fighting d8, Guts d10, Intimidation d10, Notice d6, Repair d10, Throwing d6
❏ Pace: 8 ; Parry: 7 (6 without shield); Toughness: 14 (2)
Edges: Level Headed, Improved Sweep
Gear:
● Brass Armor: Armor +2
● Brass Shield: Parry +1, Armor +2 to ranged shots that hit
● Giant Longsword: Str+d8, AP 2
● Rocks: Range 3/6/12, Str+d6 damage
Special Abilities:
● Immunity: Fire giants are immune to heat and all flame and fire-based attacks and effects.
● Large: Normal sized foes get a +2 to attack rolls against them.
● Size +4
● Weakness (Cold): Fire giants are vulnerable to cold attacks, taking +4 damage from them. In
temperatures under 20°C (70°F), they suffer the effects of extreme cold (see SWDEE page 99).

Cloud Giant ★
Cloud giants live on great mountains and, sometimes, in great castles within the clouds themselves. They
breed giant hawks, and take great sport in using them for hunting. They’re among the largest of giants at
20' tall.
❏ Attributes: Agility d6, Smarts d8, Spirit d10, Strength d12+7, Vigor d12
❏ Skills: Fighting d8, Guts d10, Intimidation d10, Notice d8, Throwing d6
❏ Pace: 8 ; Parry: 6; Toughness: 15 (2)
Edges: Level Headed, Improved Sweep
Gear:
● Robes: Armor +1
● Giant Mace: Str+d8
Special Abilities:
● Armor +1: Thick, tough hide.
● Keen Senses: Cloud giants have sharp eyesight and a keen sense of smell; they get a +2 to all their
Notice rolls that involve eyesight, and a +4 when using scent.
● Large: Normal sized foes get a +2 to attack rolls against them.
● Size +5

Storm Giant ★
These massive (22' tall) giants are opponents feared by most; only the very powerful or the very foolish
would consider taking one on. Like their cousins the cloud giants, they live on mountain tops or cloud
castles, though some also make their homes in the ocean depths.
❏ Attributes: Agility d6, Smarts d10, Spirit d12, Strength d12+8, Vigor d12
❏ Skills: Fighting d10, Guts d12, Intimidation d12, Notice d6, Swim d8
❏ Pace: 8 ; Parry: 7; Toughness: 15 (2)
Edges: Improved Level Headed, Improved Sweep
Gear:
● Giant Longsword: Str+d10, AP 2
Special Abilities:
● Aquatic: These giants can breathe water, and swim at Pace 8.
● Armor +2: Thick, tough hide.
● Fear
● Immunity: They are immune to lightning and electrical based attacks.
● Large: Opponents get a +2 to all attack rolls.
● Size +5
● Spells: Storm giants have 15 power points and the Bolt and Blast spells (in the form of lightning), as
well as the power to summon a thunderstorm at a cost of 5 power points. The storm appears within
10 minutes, lasts for 6 hours, and creates Dim lighting conditions for the duration. (The giants ignore
this penalty.)

Gnoll
Gnolls appear to be humanoid hyenas. They're powerful and cruel, using others to do the dirty work for
them. When they do attack, they prefer to attack from surprise. In their hearts, though, they are cowardly
creatures, and prone to run when the tide turns against them.
❏ Attributes: Agility d6, Smarts d6, Spirit d6, Strength d10, Vigor d8
❏ Skills: Fighting d8, Guts d4, Intimidation d8, Notice d8, Shooting d8, Stealth d6, Tracking d6
❏ Pace: 6 ; Parry: 7 (6 without shield); Toughness: 7 (1)
Gear:
● Armor: Boiled leather vest (+1 Toughness, covers chest) and Medium Shield (+1 Parry, +2 Armor to
ranged attacks that hit) for those not using bows.
● Weapons: Gnolls prefer to use flails (Str+d6, ignores Shield Parry bonus) and bows (range 12/24/48,
2d6 damage).
Special Abilities:
● Low Light Vision: Gnolls ignore penalties for Dim and Dark lighting.
● Scent: Gnolls get a +2 to Notice and Tracking rolls due to their sharp sense of smell.
👹 Shape Change, Impossible

Goblins
Goblins are monstrous creatures that appears in almost every fantasy setting.
They are small and grotesque, mischievous or outright malicious, and greedy, especially for gold and
jewelry. They often have magical abilities similar to a fairy or demon.
Bugbear
Bugbears are cousins to goblins, but larger, more powerful, and less clever. Despite their size, they’re quite
stealthy, and prefer to wait until they can get the Drop on an opponent to attack.
❏ Attributes: Agility d6, Smarts d4, Spirit d6, Strength d10, Vigor d10
❏ Skills: Climbing d4, Fighting d8, Guts d6, Notice d6, Shooting d4, Stealth d10, Throwing d8
❏ Pace: 6; Parry: 6; Toughness: 9 (1)
Edges: Alertness
Gear:
● Weapons: Bugbears use a variety of simple melee weapons (Str+d6), but usually prefer to open a
combat with thrown spears or axes (range 3/6/12, Str+d6).
● Armor +1: Bugbears wrap themselves in stinking hide and leather.
Special Abilities:
● Infravision: Bugbears are nocturnal creatures; halve penalties for bad lighting against living targets
(round down).
● Size +1: Bugbears are slightly larger than the average human.
👹 Shape Change, Impossible, Requires Animal Intelligence

Goblin Harasser
❏ Attributes: Agility d8, Smarts d6, Spirit d4, Strength d4, Vigor d6
❏ Skills: Climbing d4, Fighting d6, Guts d4, Notice d6, Stealth d8, Taunt d6
❏ Pace: 6; Parry: 6 (5 without shield); Toughness: 5 (1)
Edges: Extraction.
Gear:
● Armor +1: Light leather armor. Cover torso.
● Vicious Scimitar: Str+d6 (become Str+d8 it the goblin hits with Raise)
● Small Shield: Parry +1, Armor +2 to ranged shots that hit
Special Abilities:
● Cruel Frenzy: goblin harassers love cruel pranks. If they succeed in a Trick (described as a prank),
they immediately gain a free, different action.
● Infravision: They halve all lighting penalties.
● Size -1

Goblin, Oversized Tribechief


Those rare, bigger, obese goblin are revered between their kind. Often they become leaders, with no
apparent reason, and for no special merit.
❏ Attributes: Agility d6, Smarts d6, Spirit d6, Strength d4, Vigor d8
❏ Skills: Fighting d6, Guts d6, Notice d6, Stealth d4, Intimidate d8, Taunt d8
❏ Charisma -2; Pace: 4 (d4 for running); Parry: 5; Toughness: 9 (2)
Hindrances & Edges: Mean, Obese.
Gear:
● Ceremonial Armor +2: Light lamellar armor, obtained with shards of enemy armors. Cover torso,
head (50% chance to defend against head shot).
● Vicious Scimitar: Str+d6 (become Str+d8 it the goblin hits with Raise)
Special Abilities:
● Infravision: They halve all lighting penalties.
● Humiliating Leader: tribechiefs use their annoying voice and gestures to unnerve opponents and
allies. They add +2 to Taunt and Intimidation rolls. They can yell at a goblin ally, using those skills:
with a success, the ally gain +2 to his next action; with a Raise, they gain +1 Toughness until the end
of the scene.
Hobgoblin
Hobgoblins are a militant offshoot of the goblinoid races; some believe that, like Tolkien’s Uruk-Hai, they
are a crossbreed between orc and goblin. Not as large or powerful as bugbears and orcs, they’re better
trained, highly disciplined, and completely ruthless.
❏ Attributes: Agility d6, Smarts d6, Spirit d10, Strength d8, Vigor d8
❏ Skills: Fighting d8, Guts d10, Intimidation d8, Notice d6, Shooting d8, Stealth d6, Throwing d8
❏ Pace: 6 ; Parry: 7 (6 without shield); Toughness: 8 (2)
Edges: Two-fisted
Gear:
● Piecemeal Armor: Armor +2, covering most of the body including the head, though their backs are
completely unarmored.
● Falchion: Str+d8 damage.
● Medium Shield: +1 Parry, +2 armor vs. ranged attacks that hit. These are usually equipped with
vicious spikes that do Str+d4 damage when used as a weapon.
● Heavy Bow: Range 10/20/40, 2d6+1 damage, +1 AP.
Special Abilities:
● Low Light Vision: Hobgoblins ignore Dim and Dark light conditions.
👹
Shape Change, Impossible

Hobgoblin Leader ★
The elite of hobgoblin society – if you can call it that – they lead through fear and iron discipline.
❏ Attributes: Agility d6, Smarts d8, Spirit d10, Strength d10, Vigor d10
❏ Skills: Fighting d10, Guts d10, Intimidation d10, Knowledge: Tactics & Warfare d8, Notice d6,
Shooting d10, Stealth d6, Throwing d8
❏ Pace: 6 ; Parry: 8 (7 without shield); Toughness: 9 (2)
Edges: Command, Improved Frenzy, Level Headed
Gear:
● Piecemeal Armor: Armor +2; no different than the armor of their troops, though they’ll typically
have a crest on their helm to differentiate them from the others.
● Falchion: Str+d8 damage.
● Medium Shield: +1 Parry, +2 armor vs. ranged attacks that hit. These are usually equipped with
vicious spikes that do Str+d4 damage when used as a weapon.
Special Abilities:
● Low Light Vision: They ignore Dim and Dark light conditions.
👹
Shape Change, Impossible

Worg
Big wolves, probably related with werewolves, they are somewhat intelligent, muttering in a proto-
language. They are usually seen in league with goblins, whom they permitted to ride on their backs into
battle, or with orcs.
Attributes: Agility d8, Smarts d8 (A), Spirit d6, Strength d10, Vigor d8
Skills: Fighting d8, Notice d10
Pace: 8; Parry: 6; Toughness: 8 (1)
Gear:
● Shabby Harness: Protects neck, scapulas and part of the spine, Armor +1.
Special Abilities:
● Bite: Str+d4, AP1.
● Fleet Footed: They have Pace 8 and roll a d10 for running.
● Go for the Legs: Worgs love to bring their quarry to the ground. With a raise on their attack roll,
they force the target to succeed in a Strength -2 roll, or going Prone.
● Low Light Vision: Worgs ignore penalties for Dim and Dark lighting.
● Size +1: Worgs are slightly smaller than horses!

Golems
👹 Shape Change, Impossible, Constructs
Amber Golem
These golems are typically carved to look like life-sized statues of lions or tigers, and are used as guards or
trackers.
❏ Attributes: Agility d8, Smarts d8 (A), Spirit d10, Strength d12+2, Vigor d10
❏ Skills: Fighting d10, Intimidation d8, Notice d12, Stealth d8, Tracking d10
❏ Pace: 8 ; Parry: 7; Toughness: 11 (2)
Edges: Improved Frenzy, Level Headed
Special Abilities:
● Armor +2: Body of solid amber.
● Claw/Bite: Str+d6 damage.
● Construct: +2 to recover from being Shaken; no additional damage from called shots; constructs do
not suffer from poison or disease.
● Fearless: Amber golems feel no fear.
● Supernatural Sense of Smell: Amber golems can track and notice using their sharp sense of smell
(range 12", modified by wind conditions, and doubled for very strong scents). They can attack
adiacent creatures by just sniffing their smell, pinpointing well enough that they suffers just -2
penalty to the attack.
● Size +2

Bone Golem
These golems are created by binding together various bones into a nearly-solid framework in the shape of a
man, and are often mistaken for skeletons. They have weapons bound to them, often in the place of hands,
and are created to either guard or to kill.
❏ Attributes: Agility d8, Smarts d4, Spirit d8, Strength d8, Vigor d8
❏ Skills: Fighting d10, Intimidation d6, Notice d8
❏ Pace: 8 ; Parry: 7; Toughness: 8 (2)
Edges: Arcane Resistance, Level Headed, Improved Frenzy
Special Abilities:
● Armor +2: Body of bone.
● Construct: +2 to recover from being Shaken; no additional damage from called shots; constructs do
not suffer from poison or disease.
● Fast: Bone golems have a Pace of 8 and roll a d8 for running.
● Fearless: Bone golems have no fear; they'll charge into any danger at the command of their creator
without a second thought.
● Immunity: They are immune to attacks based on fire, cold, and electricity.
● Weapons: Str+d6 damage; these weapons can't be disarmed.

Bronze Golem ★
These are often mistaken for fire giants, sharing their stature and many of their features. They are fueled by
a viscous fluid that ignites upon exposure to air.
❏ Attributes: Agility d6, Smarts d6, Spirit d10, Strength d12+6, Vigor d12
❏ Skills: Fighting d8, Intimidation d6, Notice d6
❏ Pace: 8 ; Parry: 6; Toughness: 15 (3)
Edges: Arcane Resistance, Improved Sweep
Gear:
● Giant Sword: Str+d8, AP 1
Special Abilities:
● Armor +3: Body of solid bronze.
● Blood of Fire: Whenever a bronze golem takes a Wound in melee, the attacking character must
make an Agility check or take 2d6 fire damage, and must check to see if they catch fire. If the golem
takes more than 1 Wound from a single blow, place a Medium Burst Template centered on the
golem. Everyone in the template must save or take damage and check against catching fire.
● Construct: +2 to recover from being Shaken; no additional damage from called shots; constructs do
not suffer from poison or disease.
● Fearless: Bronze golems feel no fear.
● Size +4

Clay Golem ★
The first golems were behemoths formed from clay and given life by a mark carved into their forehead. The
creation of such creatures is thought to be a lost art, but occasionally an enterprising wizard will rediscover
the secret.
❏ Attributes: Agility d4, Smarts d4 (A), Spirit d12, Strength d12+4, Vigor d10
❏ Skills: Fighting d8, Intimidation d10, Notice d4
❏ Pace: 6 ; Parry: 6; Toughness: 11 (2)
Edges: Berserk, Improved Arcane Resistance
Special Abilities:
● Armor +2: Formed from solid clay.
● Construct: +2 to recover from being Shaken; no additional damage from called shots; constructs do
not suffer from poison or disease.
● Fearless: Clay golems feel no fear.
● Punch: Str damage. Clay golems are incapable of using weapons, relying solely on their massive
clublike fists and smothering attack.
● Size +2
● Sluggish: Clay golems move at Pace 6, but cannot run. When drawing for initiative, they take two
cards and act on the worst of the two.
● Smother: If the clay golem gets a raise on its Fighting roll, the target must make an immediate
opposed Strength roll against the golem. If the golem wins, it has grabbed the victim by the back of
the head and shoved their head into its body. The victim will have to make an opposed Strength roll
to escape in their round, as action; they’ll also have to begin making Vigor rolls each round or suffer
the effects of Drowning (see SWDEE page 100). If the golem hasn’t been directly commanded to kill
the victim, it will release them as soon as they become Incapacitated.
● Weakness (Mark of Creation): Clay golems are given life by the magical rune carved into their
foreheads. If this mark is removed or altered, the golem collapses, lifeless. Removing the head isn’t
sufficient; the body will continue to function normally even if the golem is decapitated. An attack
directed specifically at the mark (-6 to Fighting or Shooting rolls) which gets at least a Shaken result
is damaging enough to sully the mark and stop the golem (don't take in account Armor and Size of
golem, so Toughness is 7).

Flesh Golem ★
These unfortunate creatures are usually created by Weird Scientists. They’re stitched together from the
corpses of murderers executed for their crimes, and unlike other golems it is believed that the flesh carries
with it an equally piecemeal soul. Some flesh golems have been able to break the bonds of servitude that go
with their creation, though these rogues rarely live long when left to their own devices.
❏ Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+1, Vigor d10
❏ Skills: Climbing d6, Fighting d8, Guts d10, Intimidation d10, Notice d6, Stealth d6, Survival d6
❏ Pace: 8 ; Parry: 6; Toughness: 9
Edges: Arcane Resistance, Sweep
Special Abilities:
● Construct: +2 to recover from being Shaken; no additional damage from called shots; constructs do
not suffer from poison or disease.
● Fleet Footed: Flesh golems have a Pace of 8 and roll d8 for running.
● Leaping: Flesh golems can jump 4”, +2” with a Strength roll.
● Punch: Str damage. They can wield weapons.
● Size +2

Wood Golem
These 3' tall figures are carved from a single block of wood and given life by magic. They're the least of the
golems, usually tasked with simple household chores.
❏ Attributes: Agility d6, Smarts d4, Spirit d6, Strength d4, Vigor d4
❏ Skills: Fighting d6, Notice d4, Stealth d6
❏ Pace: 5 ; Parry: 5; Toughness: 6 (2)
Edges: Arcane Resistance
Special Abilities:
● Armor +2: They're made of solid wood.
● Construct: +2 to recover from being Shaken; no additional damage from called shots; constructs do
not suffer from poison or disease.
● Fearless: Wood golems have no fear; they'll charge into any danger at the command of their creator
without a second thought.
● Punch: Str+d6 damage.
● Weakness (Fire): These golems are vulnerable to fire and fire based attacks; they take double
damage from them.

Gorgon
These magical creatures appear to be bulls covered in heavy metallic scales.
❏ Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d12+2, Vigor d10
❏ Skills: Fighting d6, Guts d10, Intimidation d8, Notice d4
❏ Pace: 6 ; Parry: 5; Toughness: 12 (3)
Special Abilities:
● Armor +3: Metallic scales.
● Charge: If the gorgon moves 6” in a straight line before attacking, it does +4 damage.
● Horns/Hooves: Str+d6
● Petrifying Breath: Any round that the Gorgon does not attack with horns or hooves, it may belch
forth a cloud of green gas which petrifies those exposed to it. Place a Small Burst Template directly
in front of the Gorgon; anyone touched by it must make an immediate Vigor roll at –2 or be turned to
stone. This can be cured by a Greater Healing spell (which will not heal any Wounds at the same time)
or by killing the gorgon.
● Size +2
👹 Shape Change, Legendary 7pts
(Petrification ends at the end of Shape Change or if Shape Changer is rendered unconscious.)

Griffon
Creatures of mythology, griffons have the head, claws, and wings of an eagle and the body and hindquarters
of a lion. Some brave souls capture and tame them to use as mounts.
❏ Attributes: Agility d8, Smarts d8 (A), Spirit d8, Strength d12+1, Vigor d8
❏ Skills: Fighting d8, Guts d10, Intimidation d8, Notice d8
❏ Pace: 8; Parry: 6; Toughness: 10 (1)
Special Abilities:
● Armor +1: Thick hide.
● Claws/Beak: Str+d6
● Favored Prey: Griffons love to feast on horse flesh. Wild griffons will attack horses on sight. Those
using a griffon as a mount must make an opposed Spirit check against the griffon to prevent it from
attacking a horse.
● Flight: Griffons have a Flying Pace of 16” (only 8” in the first round, because their massive bodies
make it difficult for them to become initially airborne). They have a Climb of 0.
● Size +3
👹 Shape Change, Legendary 7pts

Hags
Hag ★
Horrible witches, hags are infamous in folklore for eating children. (A reputation they richly deserve!)
They’re usually encountered singly, but are sometimes found in covens of three or five.
❏ Attributes: Agility d6, Smarts d10, Spirit d10, Strength d8, Vigor d8
❏ Skills: Fighting d6, Guts d10, Intimidation d10, Notice d4, Riding d8, Spellcasting d10
❏ Charisma -2; Pace: 6; Parry: 5; Toughness: 8 (2)
Hindrances & Edges: Mean; Hard to Kill, Nerves of Steel, Beast Bond
Gear:
● Cauldron: These massive cauldrons can hold a creature up to Size +1. Once the lid is on, it’s held in
place with an effective Strength of d12+4 against anyone inside; it can be opened by anyone from
the outside. Those inside take a Fatigue level every 10 minutes until dead.
● Broomstick: Hags ride flying sticks that have a Flying Pace of 18”, with a Climb of +0.
Special Abilities:
● Armor +2: Unnaturally tough.
● Familiar: Hags typically have a small animal, such as a cat, toad, or snake, as their familiar. When the
familiar is within 6” of the hag, she gets +10 power points and +2 to all her Spellcasting rolls. If the
familiar is killed, she automatically takes 1 Wound.
● Fear -1
● Magic: Hags have 30 power points and can cast the following spells: Barrier, Bolt, Boost/Lower Trait,
Detect/Conceal Arcana, Dispel, Healing, Obscure, Shape Change (Heroic equivalent), Stun, Zombie.
● Nightmares: Hags can visit the sleeping and haunt their dreams with an opposed Spirit roll. The
victim can’t be hurt physically, but takes a level of Fatigue from loss of sleep. A hag can only haunt

👹
one person a night.
Shape Change, Impossible

Hag, swamp
This is a variation for your standard Hag. She’s amphibian, unnaturally powerful but less clever. Usually they
don’t use broomsticks.
❏ Attributes: Agility d6, Smarts d6, Spirit d10, Strength d12+1, Vigor d10
❏ Skills: Fighting d8, Guts d10, Intimidation d10, Notice d4, Spellcasting d8, Swimming d8, Stealth d6
❏ Charisma +2/-6; Pace: 6; Parry: 6; Toughness: 9 (2)
Hindrances & Edges: Mean; Hard to Kill, Nerves of Steel
Special Abilities:
● Amphibious: The Swamp Hag can breathe both air and water equally well, and swims at Pace 8.
● Armor +2: Unnaturally tough.
● Claws: Str+d6
● Fear -1: only when its nature is revealed.
● Horrible Beauty: As long as her face and head are covered, she gets a +4 Charisma; once her true
nature is revealed, it becomes -4.
● Invisibile Traverse: As the Invisibility spell. While in its swamp, this Hag becomes invisible by making
a Smart roll; it remains invisible until it can concentrates on it. If it takes any action other than
movement while invisible, the effect ends.
● Magic: Swamp Hags have 25 power points and can cast the following spells: Barrier, Bolt, Lower
Trait, Detect/Conceal Arcana, Dispel, Healing, Obscure, Shape Change (Heroic equivalent), Stun,
Zombie.
● Mimicry: those swamp dwelling Hags can mimic human voice or nearby animal sounds. Treat this as a
Smart Trick action with +2 modifier, in addition to fictional consequences if used outside combat.

Hag, legendary (Morrigan, Baba Yaga) ★


Powerful witches, trickster or war goddess. Implacable and mercurial, harbinger of doom, may help or
hinder those that encounter or seek her out. May play a maternal role and has associations with their sacred
place (forests, battlefields, swamps...).
❏ Attributes: Agility d8, Smarts d10, Spirit d12, Strength d8, Vigor d10
❏ Skills: Fighting d10, Guts d12, Healing d10, Intimidation d12, Notice d6, Persuasion d8, Riding d8,
Spellcasting d12
❏ Charisma 0; Pace: 6; Parry: 8; Toughness: 11 (2)
Hindrances & Edges: Mean; Beast Bond, Charismatic, Combat Reflexes, Hard to Kill, Imp. Nerves of Steel,
Killer Instinct
Gear:
● Cauldron: These massive cauldrons can hold a creature up to Size +1. Once the lid is on, it’s held in
place with an effective Strength of d12+4 against anyone inside; it can be opened by anyone from
the outside. Those inside take a Fatigue level every 10 minutes until dead.
● Broomstick: Legendary hags ride flying sticks that have a Flying Pace of 18”, with a Climb of +0.
● Battle Weapon: choose an appropriate shape for the weapon; whatever the shape, it has Str+d8+1
(magic) damage, +1 Parry; also Reach 1” or AP 2.
● Battle Gear: choose an appropriate shape for the cuirass (or the magical vest); whatever the shape,
it grants +2 Toughness (it can’t be bypassed by Armor Piercing), everywhere but the face (50%
chance to defend against head shot).
Special Abilities:
● Armor +2: Unnaturally tough.
● Familiar: Legendary hags typically have a powerful, magical animal, such as a cat, toad, or snake, as
their familiar (give 3 Advancements to the creature, and remove (A) from Smarts). When the familiar
is within 6” of the hag, she gets +10 power points and +2 to all her Spellcasting rolls. If the familiar is
killed, she automatically takes 1 Wound.
● Fear -2 (horrifying visage, unsettling scream).
● Magic: Legendary hags have 35 power points and can cast the following spells: Barrier, Blast, Bolt,
Boost/Lower Trait, Confusion, Detect/Conceal Arcana, Dispel, Healing, Obscure, Shape Change
(Legendary equivalent), Stun, Zombie.
● Centenary Sorceress: Legendary hags may cast a single spell as a free action each turn (so, no
penalty if they take another, different, action).
● Nightmares: Legendary hags can visit the sleeping and haunt their dreams with an opposed Spirit
roll. The victim can’t be hurt physically, but takes a level of Fatigue from loss of sleep. A hag can only

👹
haunt one person a night.
Shape Change, Impossible

Harpy
These creatures a bizarre amalgam of an eagle and a horrific old woman. They’re known for luring travelers
to their lair with their song in order to devour them.
❏ Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d10
❏ Skills: Fighting d6, Guts d8, Intimidation d6, Notice d6
❏ Pace: 6 ; Parry: 5; Toughness: 7
Edges: Improved Frenzy
Gear:
● Short sword: Str+d6
Special Abilities:
● Claws: Str+d4
● Flight: Harpies have a Flying Pace of 12”. They have a Climb of 0.
● Song: Harpies can charm targets in a group up to the size of a Large Burst Template up to Range
Smart x2 away with their song. Everyone in the Template must make a Spirit roll at –2 to resist the
song; those who fail fall victim to the Puppet power. They’ll be compelled to go to the harpy, who
will consume them at its leisure if they’re not stopped. If anyone tries to prevent the victims from
marching to their death, they’ll attack (though they’ll get another Spirit roll, again at –2, to break the

👹
spell).
Shape Change, Impossible

Hippogriff
Combining the head and foreparts of a giant eagle and the hindquarters of a horse, hippogriffs are popular
amongst those looking for a flying mount. They’re not as powerful as Griffons, but are more easily
controlled.
❏ Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12, Vigor d8
❏ Skills: Fighting d6, Guts d6, Intimidation d8, Notice d6
❏ Pace: 8 ; Parry: 5; Toughness: 8
Special Abilities:
● Claws/Beak: Str+d6
● Flight: Hippogriffs have a Flying Pace of 20” with a Climb of +1.
● Size +2
● Swoop: If the hawk can fly at least 10” in a straight line before attacking, it does +2 damage with its

👹
claws.
Shape Change, Veteran

Hydra ★
These creatures are similar to dragons, though smaller and lacking wings, and with multiple heads.
❏ Attributes: Agility d6, Smarts d8 (A), Spirit d8, Strength d12+2, Vigor d10
❏ Skills: Fighting d6, Guts d8, Intimidation d10, Notice d10
❏ Pace: 6 ; Parry: 5; Toughness: 13 (2)
Special Abilities:
● Armor +2: Thick scales.
● Bite: Str+d4 damage, Reach 1”.
● Size +4 & Large: Normal sized foes get a +2 to attack rolls against them.
● Many-Headed: Hydras have 3d4 heads. They can be killed by either attacking the body or by killing
all the heads individually. The body uses all the stats listed above; it’s easy to hit due to its size, but
harder to damage. An individual head can be Shaken, but this doesn’t affect the others, and as long
as at least one head remains un-Shaken, the body can act as well. Heads can be killed with a single
Wound (area effect attacks like Blast always hit the body rather than the heads!), and have the
following stats:
● Head: Parry 7, Toughness 7, -2 to all attack rolls against them (-4 called shot to the head & +2 large
creature)
● Hailstorm of Fangs: Hydras can attack as many opponents in reach as it has living heads, though it

👹
can’t send more than one head after the same target (they tend to get in the way of each other).
Shape Change, Legendary 10pts

Hydra, Ancient ★
This mighty hydra is a true force of nature, capable to slay whole parties of heroes. Similar to a wingless
dragons, theas cunning beast has multiple heads and developed a human-like awareness.
NOTE: It was created adding the Ancient Template you’ll find at the end of this document.
❏ Attributes: Agility d4, Smarts d8, Spirit d12, Strength d12+5, Vigor d12+1
❏ Skills: Fighting d8, Guts d12, Intimidation d12+1, Notice d12+1
❏ Pace: 8 ; Parry: 6; Toughness: 18 (3)
Edges: Fear
Special Abilities:
● Armor +3: Thick scales.
● Bite: Str+d6 damage, Reach 1”.
● Size +7 & Large: Normal sized foes get a +2 to attack rolls against them.
● Many-Headed: Hydras have 2d4+4 heads. They can be killed by either attacking the body or by killing
all the heads individually. The body uses all the stats listed above; it’s easy to hit due to its size, but
harder to damage. An individual head can be Shaken, but this doesn’t affect the others, and as long
as at least one head remains un-Shaken, the body can act as well. Heads can be killed with a single
Wound (area effect attacks like Blast always hit the body rather than the heads!), and have the
following stats:
● Head: Parry 7, Toughness 7, -2 to all attack rolls against them (-4 called shot to the head & +2 large
creature)
● Hailstorm of Fangs: Hydras can attack as many opponents in reach as it has living heads, though it

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can’t send more than one head after the same target (they tend to get in the way of each other).
Shape Change, Impossible

Killers
Those are perfect for your Horror flix adaptations. Or you can re-skinning them when you need special

👹
adversaries for other settings. They are perfect as hard to beat demons, for example.
Shape Change, Impossible

Serial Killer ★
Modern books and movies have attributed all sorts of motivations to the serial killer, but in truth there’s
only one reason they commit the crimes that they do: to fulfill their sick sexual fantasies.
This version is based on highly organized killers like Ted Bundy: intelligent, educated, and persuasive. The
Psychotic Hindrance is common to all of them, but you can add on Cannibal, Necrophilia, etc., as required.
❏ Attributes: Agility d8, Smarts d8, Spirit d6, Strength d8, Vigor d8
❏ Skills: Driving d6, Fighting d8, Guts d6, Intimidation d10, Lockpicking d6, Notice d8, Persuasion d8,
Stealth d10
❏ Pace: 6; Parry: 6; Toughness: 6
Hindrances & Edges: Psychotic, Wanted; Attractive, Charismatic, Frenzy, Level Headed, Improved
Trademark Weapon (weapon of choice)
Gear:
● Melee Weapon: Str+d4. This can be any small melee weapon, typically a knife.
Special Abilities:
● Pain: Serial killers are adept at inflicting especially painful wounds. Victims Shaken by a serial killers
attack take a -2 to their Spirit roll to recover.

Slasher ★
Michael Myers and Jason Voorhees are the prototypical slashers: powerful, brutal, and all but unstoppable.
❏ Attributes: Agility d6, Smarts d4, Spirit d12, Strength d12+2, Vigor d12
❏ Skills: Fighting d10, Intimidation d10, Notice d6, Stealth d10, Throwing d8, Tracking d8
❏ Pace: 6 ; Parry: 7; Toughness: 10
Hindrances & Edges: Bloodthirsty; Combat Reflexes, Improved Frenzy, Improved Nerves of Steel
Gear:
● Improvised Weapons: Str+d6. Slashers sometimes use a particular weapon (knife, machete), but will
often use whatever is at hand, like gardening tools. Whatever they use, it’ll do the same damage.
Special Abilities:
● Damage Resistance: Slashers are incredibly tough, getting a +2 to Toughness; this is not armor, so
AP attacks get no benefit.
● He’s Ba-aack: Slashers are notoriously difficult to kill. Treat this as the Harder to Kill Edge, but the
slasher only dies if you roll a 1 on d6.
● Regeneration: Slashers can make a Natural Healing roll (see SWDEE page 88) each round to recover
damage they’ve taken.
● Right Behind You!: Slashers always seem to pop up from nowhere. If a Slasher gets a raise on its
Stealth roll, it’s considered Invisible until after its first attack.

The Bogeyman ★
The Bogeyman lives under beds and in dark closets. He feeds only under cover of darkness; any manflesh
will do, though children are his preferred meal.
❏ Attributes: Agility d8, Smarts d8, Spirit d10, Strength d10, Vigor d10
❏ Skills: Climbing d10, Fighting d8, Guts d8, Intimidation d12, Notice d8, Persuasion d10, Stealth d12
❏ Pace: 6; Parry: 6; Toughness: 7
Edges: Level Headed, Improved Nerves of Steel
Gear:
● Knives: Str+d4 damage. The Bogeyman can produce knives instantly (as the Fast Draw Edge) and at
will. No two of them are the same, and he never runs out: he’s perfectly recreating knives that have
been used in murders all over the world and throughout time. (The recreation includes the
fingerprints and blood of the original killer and victim, which could lead to some interesting
investigations...)
Special Abilities:
● Fear -2
● Invulnerability: Normal attacks can only leave the Bogeyman Shaken.
● Move in Darkness: The Bogeyman can travel instantaneously from one place to another, anywhere
in the world, so long as it’s completely dark. (Hence his preference for closets and under beds.)
● See in the Dark: Lighting penalties are reversed for the Bogeyman:, it sees normally in total
darkness, -1 for Dark, -2 Dim, and -6 for full lighting.
● Weakness (Knives): If you manage to get one of the Bogeyman’s own knives away from him, he can
be Wounded with it normally. If he’s killed with one, he vanishes into shadow, but isn’t permanently
dead; he reforms seven nights later, but can never return to the place where he was “killed”.
● Weakness (Daylight): Direct sunlight does 2d8 damage to the Bogeyman each round, and is the only
thing that will kill him permanently.

The Dreamstalker ★
“One, two, Freddy’s coming for you...”
❏ Attributes: Agility d10, Smarts d8, Spirit d12, Strength d12+1, Vigor d10
❏ Skills: Fighting d10, Guts d10, Intimidation d12, Notice d10, Stealth d8, Taunt d12
❏ Pace: 6; Parry: 7; Toughness: 9
Hindrances & Edges: Overconfident; Combat Reflexes, Harder to Kill, Nerves of Steel, Trademark Weapon
(bladed glove)
Gear:
● Bladed Glove: Str+d6. Since this is worn as a glove, the Dreamstalker can’t be disarmed.
Special Abilities:
● Damage Resistance: Dreamstalkers get a +2 to Toughness due to their unnatural origins; this
doesn’t count as armor, so AP attacks gain no benefit.
● Dream Magic: While in the dreamworld, the Dreamstalker has complete control over the
environment. Treat him as having 50 power points and the following spells: Barrier, Deflection,
Dispel, Fear, Fly, Obscure, Shape Change (Legendary equivalent), Telekinesis. He can also change the
setting at will; for example, the dream may begin in a haunted house, and then suddenly shift to an
industrial boiler room.
● Dreamstalking: The Dreamstalker normally exists only in dreams. Use the stats listed above;
characters attacked in dream use their Smarts for all Agility-based rolls (Fighting, Shooting) and their
Spirit in place of Strength and Vigor (damage in hand-to-hand combat, for determining Toughness,
etc.). Any Wounds and Injuries the characters suffer in dream carry over to the waking world. While a
character is being attacked, other characters must make an opposed Spirit roll against the
Dreamstalker to wake the character up. If the attacked character can hold onto the Dreamstalker
when they’re awakened, the Dreamstalker is dragged into the waking world with them.
● Absolute Terror -2
● Invulnerability: While in the dreamworld, the Dreamstalker can be Shaken but not Wounded.
● Weakness (The Waking World): The only way to kill the Dreamstalker is by dragging him into the
waking world first. He loses his Invulnerability and Dream Magic abilities in the real world.

The Ripper ★
This malevolent spirit has been called the Murder Elemental, and with good reason. It was around long
before the Whitechapel murders, though it was there that it finally earned its name. The Ripper travels
ethereally, seeking out men who have fantasized about murder but haven’t acted on these fantasies. Taking
control, it forces them to act on these tendencies until its hunger is sated (five murders usually does the
trick). Once gone, those who have been possessed either continue on their path of death or commit one
final murder by killing themselves.
❏ Attributes: Agility n/a, Smarts d10, Spirit d12, Strength n/a, Vigor n/a
❏ Skills: Fighting d10, Guts d10, Intimidation d12, Knowledge (Anatomy) d10, Notice d10, Persuasion
d10, Stealth d10, Streetwise d10
❏ Pace: n/a; Parry: 7; Toughness: n/a
Hindrances & Edges: Bloodthirsty; Danger Sense, Level Headed, Improved Nerves of Steel, Quick Draw
Gear:
● Knife: Str+d4. The Ripper always forces the possessed to use a knife as their preferred weapon.
Once the Ripper has moved on, the possessed may choose another weapon more suited to their
temperament.
Special Abilities:
● Possession: The Ripper can take total control over a target with an opposed Spirit roll. It can only
take over those who want to kill but haven’t. Once possessed, the target takes on the Ripper's
Smarts and Spirit, as well as all its Skills, Hindrances, and Edges. Their Agility, Strength, and Vigor
increase by one die type. They retain their own Skills and Edges. (Where two Skills overlap, use the
best of the two.)
● Ethereal: In its natural state, the Ripper is both ethereal and invisible, flying about at Pace 12”, Climb
+0. In this state, it cannot be harmed in any way, but neither can it interact with the physical world.
● Weakness (Holy Ground): The Ripper, either in ethereal form or while possessing a target, cannot
set foot on holy ground. If a possessed target is forced onto it, the Ripper is wrenched out of the
target; they must make a Spirit roll at -4 or be rendered catatonic for the rest of their natural life.
The Ripper can’t possess a new target for 1d6 days as it licks its wounds.
● Weakness (Ritual Death): An ancient ritual exists which can kill the Ripper once and for all; it must
be used while the Ripper is in possession of a host body. If the Ripper is trapped at the scene of one
of its murders, and that ground is then sanctified by a priest at the same time the possessed is killed,
the Ripper is ‘attached’ to the killer’s soul, and is forced to ride along on its trip to Hell, locked
together for eternity in the pit.

Kobolds
Kobold, Skirmisher
These small (smaller even than goblins) cave dwellers look like a humanoid dog/lizard. They attack from
hiding, striking quickly and moving away over and over, harrying their opponents to death.
Attributes: Agility d10, Smarts d4, Spirit d6, Strength d4, Vigor d6
Skills: Climb d8, Fighting d4, Guts d4, Notice d6, Taunt d6, Shooting d8, Stealth d10, Throwing d8
Pace: 6 ; Parry: 4; Toughness: 4
Gear:
● Blowgun: 5/10/20, 1d6 damage. With a raise on their Shooting roll, the blowgun dart hits the target
in their least armored spot. The darts are typically poisoned; the target must make a Vigor check or
take a level of Fatigue. This effect wears off after 1 hour.
● Small Bow: 10/20/40, 2d4 damage.
● Small Javelin: 3/6/12, Str+d4 damage. These are small, light throwing spears, treated as Small
Improvised Weapons in melee.
Special Abilities:
● Cowardly: Kobolds will only initiate an attack when they outnumber their targets by at least 2-to-1.
If they’re reduced to even odds, make a Spirit roll for them at –2 each round; failure means they run.
● Cunning: Kobolds get a +2 to all their Stealth and Taunt rolls, so long as they outnumber their
opponents.
● Infravision: They halve all lighting penalties.
● Size –1
● Sprint: Kobolds can move extremely quickly when necessary; they roll a d10 for Running.
👹
Shape Change, Impossible

Kobold, Lair Defender


It’s usually the slightly bigger, tougher one between the kobolds of a clan.
Attributes: Agility d10, Smarts d4, Spirit d6, Strength d6, Vigor d8
Skills: Climb d8, Fighting d8, Guts d6, Notice d6, Taunt d6, Stealth d10, Throwing d6
Pace: 6 ; Parry: 7 (6 without shield); Toughness: 6 (1)
Edges: Quick Draw.
Gear:
● Armor +1: Light leather armor. Cover torso.
● Clan Spear: 3/6/12, Str+d4 damage, bastard (when 2-handed wielded, Str+d6 damage). These are
light throwing spears. Usually lair defender kobolds have 3 of them.
● Pelta Shield: Parry +1, Armor +2 to ranged shots that hit.
Special Abilities:
● Cunning: Kobolds get a +2 to all their Stealth and Taunt rolls, so long as they outnumber their
opponents.
● Infravision: They halve all lighting penalties.
● Size –1
● Sprint: Kobolds can move extremely quickly when necessary; they roll a d10 for Running.
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Shape Change, Impossible

Kraken ★
See Squid, Giant. Turn it a Wild Card.

Landshark
The landshark is a heavily scaled carnivorous monster, a huge ravenous creature that burrows through the
earth and attacks unsuspecting victims from below.
Attributes: Agility d6, Smarts d4 (A), Spirit d8, Strength d12+4, Vigor d10
Skills: Fighting d8, Guts d10, Notice d8, Stealth d8
Pace: 6; Parry: 6; Toughness: 18 (4)
Special Abilities:
● Armor +4: Landsharks are covered in thick, dense but light bone plates.
● Burrowing 10”: Landsharks can burrow underground at great speeds, though it takes them some
time to get started; the landshark needs 1 round to go underground, during which time it can take no
other actions. While underground, they can rise up and attack a target with their bite, making an
opposed Stealth vs. Notice roll. If the landshark wins, it gets a +2 to attack and damage that round,
or +4 with a raise.
● Tremorsense: Landsharks have a special tremorsense; this gives them a +2 to Notice rolls against
targets moving on ground. They halve all lighting penalties at short range, and suffer no penalties
when fighting in melee against Invisible opponents. This compensates their bad eyesight (-2 to
Notice and Tracking when relying on sight).
● Bite/Claw: Str+d8.
● Huge: Normal sized foes get a +4 to attack rolls against them.
● Size +7: Bigger than giant sharks, landsharks are truly massive.
● Swallow Whole: If a landshark gets a raise on its attack roll while attacking from underground (see
Burrowing), it swallows the victim whole. The victim automatically suffers Str (d12+4, ignoring any
not-sealed armor) damage during the following rounds. While inside, a swallowed character can try
to cut their way free with a small blade by making an Agility roll at -2; roll damage against Toughness
7. If you can do at least one wound, you've sliced a hole big enough to slip free; you're automatically
Shaken once out. If the landshark is killed, you can be freed from the outside in a single round.

Living Statues
Similar to golems in many respects, living statues differ in one key area: they’re independent, sentient
beings. These write-ups are for statues of roughly human size and shape; living statues can come in any form
or size, however.
👹 Shape Change, Impossible, Constructs
Crystal Statue
These appear to be carved from a block of quartz or some other crystal. They are frighteningly quick, vicious
opponents, lacking in patience and guile.
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d8, Guts d8, Notice d6, Stealth d6
Pace: 8; Parry: 6; Toughness: 8 (2)
Edges: Fleet-Footed, Improved Frenzy
Gear:
● Sword: Str+d8. These are carved from the same crystal as the statue, and share the statues'
vulnerability to sonics (see below).
Special Abilities:
● Armor +2: The statue is made of solid crystal.
● Construct: Though they are sentient, crystal statues are still considered constructs in many ways. As
a result, they gain the following bonuses: +2 to recover from being Shaken; no additional damage
from called shots; constructs do not suffer from poison or disease.
● Vulnerability (Sonics): Crystal statues are vulnerable to sonic and sound-based attacks; they cause
the statues to resonate and possibly shatter! Any time a statue is hit with such an attack and is
Shaken or Wounded, it must immediately make a Vigor roll or shatter, killing it instantly.

Iron Statue
These statues can also be of any size or shape, though they are invariably larger and bulkier than crystal
statues.
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d12+2, Vigor d10
Skills: Fighting d6, Guts d10, Notice d4
Pace: 6 ; Parry: 5; Toughness: 11 (3)
Edges: Improved Sweep
Special Abilities:
● Armor +3
● Construct: Iron statues get the following benefits: +2 to recover from being Shaken; no additional
damage from called shots; constructs do not suffer from poison or disease.
● Iron Absorption: Iron golems take no damage from weapons made of iron or steel. In fact, when
they’re hit with such a weapon, they can make an Agility roll to trap the weapon inside their body. It
remains there until the statue chooses to remove it or until it is killed.
● Punch: Str damage.
● Size +1

Stone Statue
These statues appear to be roughly hewn from lava rock filled with magma. Areas where the stone skin is
thinner - the eyes, mouth, and joints, glow red hot and sometimes leak lava.
Attributes: Agility d6, Smarts d4, Spirit d10, Strength d12, Vigor d10
Skills: Fighting d6, Guts d10, Notice d4
Pace: 4 ; Parry: 5; Toughness: 10 (2)
Special Abilities:
● Armor +2
● Construct: Stone statues get the following benefits: +2 to recover from being Shaken; no additional
damage from called shots; constructs do not suffer from poison or disease.
● Last Blast: When a stone statue is killed, it cracks wide open, spilling out hot magma. This begins in a
Small Burst Template, becomes a Medium in the round after that, and a Large in the third round. This
does 2d8 damage to anyone in the template; it takes about 15 minutes for the magma to become
cool enough to walk on.
● Magma Blast: Any round that a stone statue doesn’t Punch, it can belch forth a ball of hot lava. The
blast has a 3” range and does 2d8 damage in a Small Burst Template. Anyone or anything hit must
check to see if it catches fire (see SWDEE page 101).
● Punch: Str+d8 (the extra damage is from the heat of the magma inside the statue).
● Size +1
● Slow: Stone statues have a Pace of 4”, and roll a d4 for running.

Lizardmen
These humanoid lizards usually keep to themselves, but have been known to raid human settlements when
the need arises.
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d6, Guts d6, Notice d8, Shooting d6, Swimming d8, Throwing d8
Pace: 6; Parry: 5 (6 w/spear); Toughness: 7 (1)
Gear:
● Club or Knife: Str+d4
● Spear: Str+d6, +1 Parry, 1” Reach, requires 2 hands
Special Abilities:
● Armor +1: Tough hide.
● Semi-Aquatic: Lizardmen can hold their breath underwater for 10 minutes and swim at Pace 8.
👹
Shape Change, Impossible

Lamia
The lamia is a creature with the lower body of a lion, and the upper torso, arms, and head of a human
female.
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d10, Vigor d8
Skills: Climbing d4, Fighting d6, Guts d8, Intimidation d8, Knowledge (Occult) d6, Notice d6, Persuasion d8,
Stealth d6, Spellcasting d8
Pace: 8; Parry: 5; Toughness: 8
Edges: Frenzy
Special Abilities:
• Claws: Str+d4
• Obfuscating Touch: By making a Touch attack (+2 to Fighting) aimed to exposed skin, they force the target
to succeed a Spirit roll, or suffer -2 on further Spirit rolls (and related skills) for the next hour.
• Size +2
• Spellcasting: Lamia have 15 power points and the following spells: Confusion, Deflection (mirror images),

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Disguise (can’t copy a specific being), Puppet.
Shape Change, Impossible

Manticore ★
These freakish creatures combine a lion’s body with the face of a man, armed with a wicked spiked tail. They
will hunt and kill almost anything smaller than itself, but their favorite food is man!
Attributes: Agility d8, Smarts d8 (A), Spirit d8, Strength d12+3, Vigor d10
Skills: Climbing d6, Fighting d10, Guts d10, Intimidation d10, Notice d8, Shooting d8, Tracking d6
Pace: 8; Parry: 7; Toughness: 10 (1)
Edges: Improved Frenzy
Special Abilities:
● Armor +1: Thick fur.
● Bite/Claw: Str+d6
● Size +2
● Tail Spikes: A manticore can use its tail as a striking weapon against targets in its rear facing, doing
Str+d8 damage. If it makes no other attacks in a round, it can launch a barrage of spikes; these have a

👹
3/6/12 range and do 2d6+2 damage.
Shape Change, Legendary 7pts

Manticore, Flying ★
This Manticore version combine a lion’s body with the face of a man, topped with massive bat-like wings and
armed with a venomous stinger on the tail. They will hunt and kill almost anything smaller than itself, but its
favorite food is man!
Attributes: Agility d8, Smarts d8 (A), Spirit d8, Strength d12+2, Vigor d10
Skills: Climbing d6, Fighting d10, Guts d10, Intimidation d10, Notice d8, Shooting d8, Tracking d6
Pace: 8; Parry: 7; Toughness: 11 (1)
Edges: Improved Frenzy
Special Abilities:
● Armor +1: Thick fur.
● Bite/Claw: Str+d6
● Flight: Manticores have a Flying Pace of 8” (only 4” in the first round, because their massive bodies
make it difficult for them to become initially airborne). They have a Climb of -1.
● Size +3
● Tail Stinger, Poison (-2): A manticore can use its sting as a striking weapon against targets in its rear
facing, doing Str+d8 damage. Those hit with the sting for at least a Shaken result must immediately
make a Vigor roll. Failure means they become Exhausted, and they have to make a second Vigor roll

👹
after 2d6 minutes or die. This poison can be treated normally (see SWD page 103).
Shape Change, Legendary 7pts

Medusa ★
The fabled creature of Greek legend, a medusa appears as a woman with a perfect body, but a hideous face
topped with snakes in place of hair.
Attributes: Agility d8, Smarts d10, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d8, Guts d10, Intimidation d10, Notice d8, Persuasion d8, Stealth d8
Pace: 6 ; Parry: 7; Toughness: 7 (1)
Hindrances & Edges: Alertness, Combat Reflexes, Improved Dodge, Danger Sense
Gear:
● Short Sword, poisoned: Str+d6 (+2 extra damage for the poison)
● Short Bow, poisoned: Range 10/20/40, 2d6 damage (+2 extra damage for the poison)
Special Abilities:
● Armor +1: Magically tough.
● Horrible Beauty: As long as her face and head are covered, she gets a +4 Charisma; once her true
nature is revealed, it becomes -4.
● Petrifying Gaze: A medusa can try to turn an opponent to stone by catching their gaze. This power
only works against opponents within 10”, and it does not work in complete darkness. Anyone
surprised by the medusa meets its gaze automatically. Anyone within range meets its gaze
automatically at the start of their action, unless looking away; those who do choose to look away
take a -4 to their rolls against the medusa, while it gets a +2 to hit them. Using a mirror-like object,
you can cut this to a -2 to your rolls, and give the medusa a +1. Those who meet its gaze must
immediately make a Spirit check or be partially or fully turned to stone: with a Raise, they suffer no
effects; with a Success, they are partially restrained, suffering a –2 penalty to Pace and skills linked
to Agility and Strength; with a Failure, they are fully restrained, cannot move or use any skills linked
to Agility or Strength; with a Critical Failure they are turned to stone.
Repeat the Spirit roll every turn they meet its gaze. Those who are partially or totally turned to stone
remain in this state until the medusa chooses to release them or until it is killed. Use of the Greater
Healing spell will also return an affected character to normal, though it will not simultaneously heal
any wounds they might have received prior to being petrified.
● Snakes: A medusa can attack every adjacent foe with her snake-hairs, if she makes no other attacks
in that round. She must make a single Fighting roll opposed to targets' Agility. Every target hit must

👹
make a Vigor roll (at -2 if hit with Raise) or take 1 automatic Wound from poison.
Shape Change, Impossible

Mermen
Mermen are the undisputed rulers of the underwater kingdoms. They prefer not to sully themselves with
‘dirt dwellers’, though they’ll sometimes form temporary alliances against a common foe.
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d6, Guts d6, Notice d6, Swimming d8, Throwing d8
Pace: 8; Parry: 6 (5 without shield); Toughness: 7 (1)
Gear:
● Armor +1: Usually made of layered seashells.
● Turtle Shell Shield: +1 Parry, +2 armor to ranged shots that hit.
● Trident: Str+d6. These are short spears, used one-handed.
Special Abilities:
● Aquatic: Mermen can breathe air and water equally well. They swim at Pace 8, and are immune to
the cold and high pressure of deep water.
● Low Light Vision: They ignore Dim and Dark lighting penalties.
● Weakness (Waterbound): Mermen cannot survive long out of the sea. After an hour, they must

👹
begin making a Vigor roll every 10 minutes or become Fatigued.
Shape Change, Impossible

Mummies
Mummy, Lesser
These are often found in the service of Mummy Lords; just use the Skeleton stats from SWDEE page 162, for
them.

👹 Shape Change, Impossible, Undead


Mummy, Greater ★
The classic Hammer mummy: slow, powerful, and as inevitable as death.
Attributes: Agility d4, Smarts d6, Spirit d12, Strength d12+2, Vigor d12
Skills: Intimidate d10, Fighting d10, Notice d4, Throwing d6, Tracking d8
Pace: 4; Parry: 7; Toughness: 12
Special Abilities:
● Damage Resistance: Mummies are supernaturally tough; they get +2 to Toughness.
● Fear: Greater mummies incur a Guts roll in those who see them.
● Fearless: Greater mummies are immune to Fear and Intimidation effects.
● Single Minded: Greater mummies have intense focus and sense of purpose. They get a +2 to resist
Smarts-based Tricks.
● Slam: Str+d4 attack.
● Slow: Greater mummies move at Pace 4 and they roll only a d4 for running rolls.
● Tireless: They are never Fatigued.
● Tracking Sense: Greater mummies always have a mission, typically to kill those who defiled their
grave. They can always find the individuals they’re tracking, no matter where on Earth they may run
or hide. They ignore all lighting penalties (including those for complete darkness and other blinding
effects; their eyes rotted out long ago!) and can ‘see’ through Invisibility and illusions.
● Undead: Greater mummies gain the following benefits: +2 Toughness; +2 to recover from being
Shaken; No wound penalties; Immune to disease and poison; No additional damage from called
shots.

Mummy Lord ★
Mummy Lords are as rare as they are powerful. They have been damned to eternal life as a mummy as
punishment for an offense against their Pharaoh; they’re usually set to guard over the greatest secrets - or
treasures! - of the desert.
Attributes: Agility d8, Smarts d10, Spirit d12, Strength d12+4, Vigor d12
Skills: Fighting d12, Notice d6
Pace: 6; Parry: 8; Toughness: 10
Hindrances & Edges: All Thumbs; Improved Arcane Resistance, Improved Level Headed
Special Abilities:
● Body of Sand: They can turn into a swirling column of sand. In this form they can pass through
openings as small as a keyhole, and can’t be harmed by physical attacks. While in this form, they can
fly at Pace 15”, Climb +1, and can carry up to five passengers.
● Call the Sandstorm: Once a day, a Mummy Lord can call forth a massive sandstorm, covering many
square miles of desert. Treat this as a massive version of the Obscure power. The mummy can move
and control the storm, but doing so requires his constant attention; if he’s Shaken or distracted in
any other way (by a successful Trick, for example), the storm blows itself out at the end of the round.
It can only use this power when its Canoptic Jars are all filled.
● Canoptic Jars: When first awakened, Mummy Lords have two levels of Fatigue and appear
completely desiccated. They regain their human appearance and remove the Fatigue levels by
murdering humans and placing their organs inside their canoptic jars; each human murdered
removes one Fatigue level.
● Command the Dead: Once a day, a mummy lord can forth aid; it can summon a dozen Lesser
Mummies who will do its bidding. The Mummy Lord has the following Edges with these summoned
mummies only: Command, Fervor, and Hold the Line!
● Fear -2: Mummy Lords incur a Guts roll (-2) in those who see them.
● Fearless: Greater mummies are immune to Fear and Intimidation effects.
● Invulnerability: Normal attacks can only leave the Mummy Lord Shaken.
● Undead: +2 Toughness; +2 to recover from being Shaken; No wound penalties; Immune to disease
and poison; No additional damage from called shots.
● Weakness (Book of Life): Mummy Lords are called forth by the Book of the Dead; the only way to
put them to rest again is by reading from the Book of Life. When the appropriate passage is read
aloud within 12” of the Mummy Lord, it loses all of its powers (though it retains its Attributes, Skills,
and Edges). Reading from the Book takes 3 rounds, during which the reader can only move at half
Pace and can take no other actions.
● Weakness (Cats): Mummy Lords are deathly afraid of cats, and must make a Guts check at -4
whenever seeing one or flee immediately. It’s believed that cats remove a Mummy Lord’s
Invulnerability, but so far no one has put this to the test.

Murlocs
Creature by Mark Craddock, modified. Description from Wikipedia, Races of Warcraft.
The murlocs are amphibious frog-like creatures which dwell along the coastlines of the Eastern Kingdoms,
and few other locations. Little is known about this species, although they seemingly have enough intellect
to form societies and tribes, even having their own faith system. They have their own spoken language,
although it is unpronounceable in the common tongue.
Attributes: Agility d10, Smarts d4, Spirit d6, Strength d6, Vigor d4
Skills: Fighting d6, Notice d6, Shooting d8, Swimming d10
Pace: 8; Parry: 5; Toughness: 3
Edges: Quick
Special Abilities:
● Aquatic: They are native to the water, natural swimmers, and cannot drown. While in the water, their
Pace is equal to Swimming skill.
● Fleet-Footed: Murlocs have a Pace 8 and roll a d10 for running.
● Slimy: When a Murloc withdraws from melee, he makes an Agility roll. If successful, one opponent
doesn’t get a free attack. If succeed with a raise all opponents lose their free attack.
● Size -1
Gear:

👹
● Short Sword: Str+d6
Shape Change, Impossible, Requires Human Intelligence

Naga
The naga are mutated Highborne, an elite part of the ancient night elf culture. They have snake-like tails in
place of legs, and have other serpentine features such as scales and fins. Their queen made a pact with the
Old Gods to save the Highborne, thus the Old Gods cursed them and twisted them into the naga. The naga
capital lies underneath the Great Maelstrom. Males are large, with muscular arms and torso, and additionally
have two dorsal fins starting near their tail and running up their back, short tentacles erupting from their
chin, and are most often dark blue. Females are slimmer by comparison, have four arms, larger dorsal fins
and are usually a pale green color. Their faces are much more humanoid compared to the males' snake-like

👹
snouts. The females also tend towards the role of spellcasters, as opposed to the male warriors.
Shape Change, Impossible, Requires Human Intelligence

Naga Myrmidon
Creature by Mark Craddock, modified. Description from Wikipedia, Races of Warcraft.
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12, Vigor d10
Skills: Fighting d10, Notice d6, Shooting d8, Stealth d8 (+4 while in water), Swimming d8
Pace: 6; Parry: 7; Toughness: 10 (1)
Special Abilities:
● Aquatic: They are native to the water, natural swimmers, and cannot drown. While in the water, their
Pace is equal to Swimming skill.
● Armor +1: Coral Scales
● Size +2
Gear:
● Coral Blade: Str+d10
● Net: Range 2/4/8. The Naga's Shooting skill roll is opposed by the target’s Agility. Success indicates
partial restraint so that the target suffers a –2 penalty to Pace and skills linked to Agility and
Strength. A raise restrains the target fully. He cannot move or use any skills linked to Agility or
Strength. Each following action, an entangled target may make a Strength or Agility roll to break
free. Other characters may also attempt to free the ensnared person by making a Strength roll at –2.
👹 Shape Change, Impossible, Requires Human Intelligence
Neanderthal
Your standard, brutish cavemen.
Attributes: Agility d8, Smarts d4, Spirit d8, Strength d10, Vigor d10
Skills: Climbing d6, Fighting d8, Guts d8, Intimidation d8, Notice d8, Stealth d6, Throwing d8, Tracking d6
Pace: 6; Parry: 6; Toughness: 8
Hindrances & Edges: All Thumbs; Brawny
Gear:
● Club: Str+d6
● Throwing Stick: range 3/6/12, Str+d4. This could be a sharpened stick, usable as a melee weapon, or
a shaped blunt stick, like an Aboriginal boomerang, which is only useful as a ranged weapon.
Special Abilities:
● Fire Bad!: Well, not just fire... Neanderthals confronted with magic or weird science are easily

👹
startled. They must make a Guts check when confronted by them.
Shape Change, Impossible

Nightmare
These horrifying horses are as big as Clydesdales, pitch black, snort fire and brimstone and strike sparks with
every hoofbeat. They’re often used as mounts by the forces of Darkness.
Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d12+4, Vigor d10
Skills: Fighting d10, Guts d12, Notice d8
Pace: 8; Parry: 7; Toughness: 10
Special Abilities:
● Fear
● Fleet Footed: They have Pace 8 and roll d8 for running, flying just above the ground.
● Kick: Str+d6.
● Size +3
👹 Shape Change, Legendary 7pts
Nue ★
A frightening creature with the head of a monkey, the body of a lion, eagle talons, and a tainting foxy tail.
Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d12+1, Vigor d8
Skills: Fighting d10, Guts d10, Notice d8, Stealth d8
Pace: 8; Parry: 7; Toughness: 9 (1)
Hindrances & Edges: Improved Frenzy, Dodge
Special Abilities:
● Armor +1: Thick, tough hide.
● Disease: if the nue touch the target with its tail (see Smokey Tail Lash), it corrupts the skin with a
smokey, tainting mark. Make a Vigor roll; if you fail, you suffer a level of Fatigue. If you succeed, you
manage to resist, at least for a while. Repeat the Vigor roll once a day, at dusk. If you become
Incapacitated by the mark, you’ll die within the day. Only killing the Nue can remove the mark and
healing the Fatigue loss.
● Fear -1: Nues make terribly eerie bird cry "hyoo hyoo" noises, forcing a Guts check when initiating
combat.
● Fleet Footed: They move at Pace 8 and roll a d8 for running.
● Here comes the mists!: Once per scene, with a successful Vigor roll, a nue can summon unnatural
mists in a Large Burst Template centered on it. Treat the mists as a -2 modifier to all skills related to
the sight; Low Light Vision can’t pierce them.
● Immunity: Nue are immune to smoke or shadow based Powers, included the effects of their mists
and disease.
● Mist Form: Once per scene, with a successful Vigor roll, the nue becomes a creature of mist, as per
Intangibility power. They can remain in this form for 3 rounds, usually using them to run away or
hide.
● Sharp claws: Str+d4 damage, +2AP.
● Size +2
● Smokey Tail Lash: A nue can do a sweeping attack with its tail. Place a Small Burst Template
adjacent to the beast. All the creatures in the area compare their Parry with a standard nue Fighting
roll, suffering Str damage and Disease, if hit. A nue may not attack with its claws in the round it

👹
lashes with the tail.
Shape Change, Legendary 10pts

Pegasus ★
Balancing the scales of the Nightmare, these winged horses are often used as mounts by great heroes and
champions.
Attributes: Agility d10, Smarts d8 (A), Spirit d8, Strength d12+1, Vigor d8
Skills: Fighting d8, Guts d8, Notice d8
Pace: 8; Parry: 6; Toughness: 8
Special Abilities:
● Fleet Footed: They move at Pace 8 and roll a d8 for running.
● Flying: Pegasus have a Flying Pace of 12” with a Climb of +1.
● Inspirational: Allies within 5” of a pegasus get a +1 to recover from Shaken.
● Kick: Str+d4.
● Size +2
👹 Shape Change, Legendary 7pts
Rocs
Rocs are massive birds resembling eagles. They are fiercely protective of their nests.

Roc, Young
Attributes: Agility d6, Smarts d6 (A), Spirit d10, Strength d12+2, Vigor d8
Skills: Fighting d8, Guts d8, Notice d8
Pace: 2 ; Parry: 6; Toughness: 7
Special Abilities:
● Claws/Beak: Str+d6
● Flight: Young rocs have a Flying Pace of 12” with a Climb of +0.
● Size +1
● Slow: On the ground, young rocs hop about at a Pace of 2”, and can’t run.
👹
Shape Change Impossible, Unless Shape Changer is a Child, Heroic

Roc, Adult
Attributes: Agility d6, Smarts d8 (A), Spirit d10, Strength d12+4, Vigor d8
Skills: Fighting d8, Guts d10, Notice d8
Pace: 4 ; Parry: 6; Toughness: 9
Special Abilities:
● Claws/Beak: Str+d6
● Fearless: When defending their nest, adults are immune to Fear and Intimidation, and need never
make morale checks.
● Flight: Adult rocs have a Flying Pace of 16” (only 8” in the first round, because their massive bodies
make it difficult for them to become initially airborne). They have a Climb of +0.
● Size +3
● Slow: On the ground, they hop about at Pace 4”, and can’t run.
● Snatch: If the roc gets a Raise on its Fighting roll when Swooping against a target Size +0 or smaller,
it snatches up the victim and flies off with it.
● Swoop: If the roc can fly at least 10” in a straight line before attacking, it gains +2 to its attack and
damage for this action, but its Parry is reduced by –2 until its next action when performing the

👹
swoop.
Shape Change, Legendary 7pts

Roc, Giant ★
When most people think of a roc, this is what they think of: massive birds nearly 50 feet long with a
wingspan over twice that size.
Attributes: Agility d6, Smarts d8 (A), Spirit d12, Strength d12+7, Vigor d10
Skills: Fighting d8, Guts d12, Notice d6
Pace: 6; Parry: 6; Toughness: 14
Special Abilities:
● Claws/Beak: Str+d8
● Fearless: When defending their nest, they are immune to Fear and Intimidation, and need never
make morale checks.
● Flight: Giant rocs have a Flying Pace of 20” (only 10” in the first round, because their massive bodies
make it difficult for them to become initially airborne). They have a Climb of 0.
● Large: Normal sized foes get a +2 to attack rolls against them.
● Size +7: While giant rocs are longer and have a wider wingspan than dragons, they’re not as massive.
● Slow: On the ground, giant rocs move at a normal Pace 6”, but can’t run.
● Snatch: If the roc gets a raise on its Fighting roll when Swooping against a target Size +3 or smaller,
it snatches up the victim and flies off with it.
● Swoop: If the roc can fly at least 12” in a straight line before attacking, it gains +2 to its attack and
damage for this action, but its Parry is reduced by –2 until its next action when performing the

👹
swoop.
Shape Change, Legendary 10pts

Rust Eater
These supernatural creatures can turn iron-based metals into rust, which they must consume to live. They
appear to be man-sized lobsters made of pitted iron, with long moth-like feelers on their heads.
Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d8, Vigor d8
Skills: Climbing d6, Fighting d6, Guts d6, Notice d6
Pace: 6; Parry: 5; Toughness: 9 (3)
Special Abilities:
● Armor +3: Iron-tough hide.
● Pincers: Str+d4.
● Rusting Touch: Rust eaters use their feelers to rust ferrous metals with a touch. They make a Touch
attack with appropriate modifiers for called shots (no penalty for targeting a foes suit of full plate
armor, for example); with a success on their attack roll, the item rusts. Armor will lose a point of
defense bonus with each attack, shields lose a point of Parry bonus, and weapons lose a step of
Damage (so, a d6 short sword become a d4). When the bonus is reduced to 0 (or the Damage’s lower
than d4), the item is useless. Miscellaneous items will survive 1-3 attacks based on their mass, at the

👹
GM’s discretion.
Shape Change, With Knowledge roll Novice, Seasoned if failed roll

Salamanders
Salamanders are magical lizards from the elemental dimensions of Fire and Ice, though they sometimes slip
through the cracks and end up on our world.

Fire Salamander
Attributes: Agility d8, Smarts d8 (A), Spirit d8, Strength d12+1, Vigor d10
Skills: Fighting d8, Guts d10, Intimidation d10, Notice d8
Pace: 8; Parry: 6; Toughness: 11 (2)
Special Abilities:
● Armor +2: Tough scales.
● Bite/Claw: Str+d6
● Body Heat: Fire salamanders emit a tremendous amount of heat. Anyone coming adjacent must
begin making Vigor rolls each round or become Fatigued (see SWDEE page 99).
● Fleet Footed: They have Pace 8 and roll a d10 for running.
● Immunity: They are immune to all fire and heat based attacks and effects.
● Size +2
● Weakness (Cold): Fire salamanders are vulnerable to cold attacks, taking +4 damage from them. In

👹
temperatures under 20°C (70°F), they suffer the effects of extreme cold (see SWD page 99).
Shape Change, Legendary 7pts

Ice Salamander
Attributes: Agility d6, Smarts d6 (A), Spirit d10, Strength d12+3, Vigor d12
Skills: Fighting d6, Guts d10, Intimidation d8, Notice d6
Pace: 6; Parry: 5; Toughness: 14 (3)
Special Abilities:
● Armor +3: Heavy scales.
● Aura of Cold: Ice salamanders give off an aura of intense cold. Anyone coming adjacent or within
Reach 1” must begin making Vigor rolls each round or become Fatigued (see SWDEE page 99).
● Bite/Claw: Str+d8
● Frosty Nest: Once per scene, the salamander creates a damaging frosty air-based aura. The
salamander makes a Vigor roll; on a success, place a Medium Burst Template centered on her.
Everyone within must make an Agility roll (at -2 with a raise on the Vigor roll) or take 2d8 cold
damage. The terrain under the template stay frosted for some minute, turning it into Difficult
Terrain (the salamander in unaffected). During downtime, after a short rest, the salamander regains
this special attack.
● Size +3
● Weakness (Fire): Ice salamanders are vulnerable to fire-based attacks, taking +4 damage from them.

👹
In temperatures over 15°C (60°F), they suffer the effects of intense heat (see SWDEE page 102).
Shape Change, Legendary 7pts

Scavenger Worm
These bizarre creatures look like 9’ long, partially decomposed millipedes with a seething mass of tentacles
around their mandibles. At the end of each tentacle is a tiny - and uncomfortably human-looking - mouth
capable of delivering a paralyzing bite.
Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d10, Vigor d8
Skills: Climbing d10, Fighting d6, Notice d8
Pace: 6 ; Parry: 5; Toughness: 8
Special Abilities:
● Bite: Str+d6
● Fear
● Paralysis: Anyone Shaken or wounded by one of the worm’s tentacles must immediately make a
Vigor roll or be paralyzed for 1d6 round. A Healing spell will remove the paralysis, though it will not
heal any wounds the character has suffered at the same time.
● Size +2
● Wall Walker: Scavengers can move at their normal Pace along walls and ceilings.
👹
Shape Change, Seasoned

Screaming Fungus
This is an environmental hazard, like the Corrosive Slime. Patches of this fungi are typically fairly large
(Large Burst Template sized), yellow-grey in color, and dotted with fungi-covered bones of various
creatures.
Anyone setting foot on a fungus will ‘hear’ a horrible scream inside their head. They’ll have to make a Spirit
roll immediately or be paralyzed by the scream and unable to move. Each subsequent round they must
continue making Spirit rolls or take levels of Fatigue. Once reduced to Incapacitated, they collapse, and
fungus will begin growing on them at an astonishing pace, completely covering the character. They’ll have
to make a Vigor roll each round or die, suffocated by the fungus.
The ‘scream’ is psychic in nature, and only those in contact with the fungus can actually hear it. (Characters
with a psychic-based Arcane Background might be able to, though they wouldn’t suffer the full effects

👹
unless in contact with the fungus.)
Shape Change, Impossible, Not an Animal

Sea Serpents
These massive underwater snakes have been known to attack passing vessels.

Young Sea Serpent


Attributes: Agility d8, Smarts d4 (A), Spirit d8, Strength d12+4, Vigor d8
Skills: Fighting d6, Guts d8, Intimidation d8, Notice d6, Swimming d8
Pace: 8; Parry: 5; Toughness: 11 (1)
Edges: Quick
Special Abilities:
● Aquatic: Sea serpents breathe water normally, and can breathe air for short periods, though they
can’t move on dry land. They swim at Pace 8.
● Armor +1: Thick scales.
● Bite: Str+d6.
● Large: Normal sized foes get a +2 to attack rolls against them.
● Size +4
👹 Shape Change, Heroic
Adult Sea Serpent ★
Attributes: Agility d6, Smarts d6 (A), Spirit d10, Strength d12+7, Vigor d10
Skills: Fighting d6, Guts d10, Intimidation d10, Notice d6, Swimming d8
Pace: 10; Parry: 5; Toughness: 16 (2)
Edges: Quick
Special Abilities:
● Aquatic: Sea serpents breathe water normally, and can breathe air for short periods, though they
can’t move on dry land. They swim at Pace 10.
● Armor +2: Thick scales.
● Bite: Str+d6.
● Fear
● Large: Normal sized foes get a +2 to attack rolls against them.
● Size +7
👹 Shape Change, Legendary 7pts
Giant Sea Serpent ★
Attributes: Agility d6, Smarts d6 (A), Spirit d10, Strength d12+9, Vigor d10
Skills: Fighting d8, Guts d12, Intimidation d12, Notice d6, Swimming d8
Pace: 10; Parry: 6; Toughness: 19 (3)
Edges: Hard to Kill, Quick
Special Abilities:
● Aquatic: Sea serpents breathe water normally, and can breathe air for short periods, though they
can’t move on dry land. They swim at Pace 10.
● Armor +3: Very thick scales. This is Heavy Armor, and can only be pierced by Heavy Weapons.
● Bite: Str+d6. This is treated as a Heavy Weapon.
● Crush the Hull: With an Agility roll, a giant sea serpent can hurl itself up out of the water and onto a
vessel, doing d12+18 damage, minus the targets Size rating (just for creatures). This attack ignores
the vehicle’s armor.
● Fear -2
● Fearless: There’s really nothing big enough to scare them...
● Gargantuan: Normal sized foes get a +4 to attack rolls against them.
● Size +9
👹 Shape Change, Legendary 10pts
Shadow ★
These incorporeal creatures appear to be living shadows. They despise normal humans, envying them their
solid bodies; the only pleasure shadows gain is from killing them.
Attributes: Agility d10, Smarts d6, Spirit d10, Strength n/a, Vigor d8
Skills: Fighting d6, Guts d8, Intimidation d6, Notice d6, Stealth d12
Pace: 8; Parry: 5; Toughness: 6
Special Abilities:
● Blend With Shadow: A shadow can alter its shape and blend in with someone’s real shadow. In
normal, dim, and dark lighting, treat this as a +2 to their Stealth rolls, and the targets are always
treated as inactive, unless they’re using torches, flashlights, etc., to examine their shadows.
● Drain Life: With a successful touch attack, a shadow drains vitality from the victim. Make a Vigor roll
at -2; failure means you lose a die type of Strength and take a Fatigue level. Victims reduced to
Incapacitated can be killed with a normal Finishing Move by the shadow. Lost Strength and Fatigue
levels return at 1 per hour; a Greater Healing spell will return them immediately, though it will not
simultaneously heal any injuries.
● Fleet Footed: Shadows move at Pace 8 and roll d10 for running.
● Incorporeal: Shadows can pass through walls and barriers with ease, and can’t be harmed by normal
attacks. Arcane powers (magic, psionics, weird science, etc.) can injure them normally, as can magical

👹
weapons.
Shape Change, Impossible, Requires Animal Intelligence, Non Corporeal Being

Shadow Hound
Shadow hounds look something like a cross between a hyena and a bull mastiff as painted by Picasso. They
exist in a bizarre interstitial dimension which crosses over into ours at strange angles, allowing the Hounds
to disappear and reappear in our world seemingly at random.
Attributes: Agility d8, Smarts d8 (A), Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Guts d8, Notice d10, Stealth d8, Tracking d8
Pace: 8 ; Parry: 5; Toughness: 4
Special Abilities:
● Bite: Str+d4.
● Fleet Footed: Shadow hounds have a Pace of 8 and roll a d10 when running.
● Go for the Throat: Shadow Hounds instinctively go for an opponent’s soft spots. With a raise on its
attack roll, it hits the target’s most weakly-armored location.
● Size –1
● Teleport: The hounds are incredible short-range teleporters. They can teleport up to 5” in any
direction (they cannot pass through walls, doors, or other barriers) in place of normal movement,
both before and after their attack! In any round where they have initiative, they can blink in, attack,
and blink away without fear of counterattack unless the target has the First Strike Edge. Characters

👹
who get the initiative and remain on Hold can attack normally when the hounds teleport in to attack.
Shape Change, Seasoned (does not have Teleport ability)

Shadow Panther
These creatures appear to be panthers viewed through a greasy kaleidoscope; they have too many eyes, too
many legs, and seem to sprout tentacles periodically, only to absorb them a moment later. They are mortal
foes of the Shadow Hounds; it’s believed that they may come from the same other-dimensional space.
Attributes: Agility d10, Smarts d8 (A), Spirit d8, Strength d10, Vigor d6
Skills: Fighting d8, Guts d6, Notice d8, Stealth d8, Tracking d8
Pace: 8; Parry: 6; Toughness: 5
Edges: Improved Frenzy
Special Abilities:
● Displacement: Shadow panthers aren’t really where you see them; their coexistence in multiple
dimensions make them difficult to focus on. They’re always treated as being under the effect of the
Deflection power. One time for scene, using an action, they can push this ability to the limit, gaining
the effects as they rolled a Raise, for 3 turns duration.
● Fleet Footed: Shadow panthers are fast normally, and even faster when sprinting: they have a Pace
of 8, and roll a d10 for running.
● Tentacles: Str+d6.
👹 Shape Change, Seasoned (does not have Displacement ability)

Spectre ★
Malevolent spirits from beyond the grave, spectres feed on fear and are among the most feared of the
undead.
Attributes: Agility d8, Smarts d6, Spirit d12, Strength n/a, Vigor d10
Skills: Fighting d8, Guts d8, Intimidation d10, Notice d8, Stealth d12+2
Pace: 6; Parry: 6; Toughness: 9
Special Abilities:
● Chilling Touch: By making a touch attack, a spectre can drain vitality. Make a Vigor roll at -2; if you
fail, you lose 1 die type of both Strength and Vigor. If either of these is reduced under d4, the victim
is Incapacitated and will die in 1d6 rounds. A Healing spell will return one level of each Attribute,
while Greater Healing will return all lost levels. Another spell or mundane Healing is required to
remove Incapacitation status.
● Fear -2: A spectre must be visible to use this power.
● Incorporeal: Normally, a spectre is invisible and incorporeal. When it decides to use its touch attack,
it becomes visible and partially corporeal and must remain so for 3 rounds. In this state, it can still
only be harmed by Arcane effects, or magic or blessed weapons. It can become visible at any time,
for as long as it wishes, while still remaining incorporeal.
● Undead: +2 Toughness; +2 to recover from being Shaken; No wound penalties; Immune to disease
and poison; No additional damage from called shots.
● Unholy Spirit: Spectres cannot enter onto sanctified ground, and must make a Guts check in the face

👹
of holy symbols.
Shape Change, Impossible, Undead

Stalker ★
These creatures from the elemental plane of air are often summoned by wizards to act as trackers or
hunters. They’ll follow their instructions to the letter, but hate their enforced servitude, so they’ll attempt
to twist any command given to them which isn’t stated as simply and clearly as possible.
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d8, Vigor d10
Skills: Fighting d8, Guts d6, Notice d8, Stealth d10, Taunt d8, Tracking d10
Pace: 6 ; Parry: 6; Toughness: 7
Special Abilities:
● Claws: Str+d6
● Flight: Stalkers have a Flying Pace of 12” with a Climb of +3.
● Invisible: As their name implies, stalkers are permanently invisible. This is their natural state, so
Dispel or similar effects won’t make them visible. See the Invisibility power (see SWD page 133) for

👹
details.
Shape Change, Impossible, Requires Animal Intelligence

Svetocher
Svetochers are the tortured and horrific offspring of vampires and humans. While some legends recount the
dhampir, these monsters are much more common to be born by ripping its way from its mother's womb and
to stalk the homeland until a hunter is brave or lucky enough to destroy it.
Attributes: Agility d10, Smarts d4, Spirit d4, Strength d10, Vigor d10
Skills: Fighting d10, Intimidation d8, Notice d6
Pace: 4; Parry: 7; Toughness: 10 (2)
Edges: Arcane Resistance, Brawny, Berserk, Combat Reflexes, Improved Dodge
Special Abilities:
● Fangs/Claws: Str+d6
● Armor +2: rough leather hide.
● Fear
● Flight: Svetochers have a Flying Pace of 12" with a Climb of +0.
Original version by Mark Craddock
Swamp Monster ★
These creatures live in the blackest lagoons, usually in South and Central America. They are reclusive so long
as their territory isn’t invaded. If anyone enters their hunting ground, they’re fair game. Swamp monsters
prefer to steal up underwater and attack from below whenever possible.
Attributes: Agility d8, Smarts d8 (A), Spirit d10, Strength d12+1, Vigor d10
Skills: Fighting d10, Guts d10, Notice d8, Stealth d10, Swimming d10
Pace: 4 ; Parry: 7; Toughness: 9 (2)
Edges: Combat Reflexes, Frenzy
Special Abilities:
● Amphibious: The swamp monster can breathe both air and water equally well, and swims at Pace 10.
● Armor +2: Thick scales.
● Bite/Claws: Str+d4.
● Slow: Out of the water, the swamp monsters move at Pace 4” and roll a d4 for running.
👹
Shape Change, Legendary 7pts

Treants
Treants are sentient trees with human characteristics. They are typically portrayed as protectors of the
forests and antagonists to industrialization and despoiling of nature. They are typically allies of druids and
fae, opposing malicious races such as orcs.
Description from Wikipedia.

Treant, young
Attributes: Agility d4, Smarts d4, Spirit d8, Strength d12+4, Vigor d10
Skills: Fighting d8, Guts d8, Intimidate d6, Notice d6, Throwing d6
Pace: 5; Parry: 6; Toughness: 13 (2)
Special Abilities:
● Armor +2: Thick bark.
● Branch Flail: Str+d6, Reach 1”.
● Thrown Rocks: range 5/10/20, Str+d6
● Size +4: A young treant is over 20’ tall.
● Large: Normal sized foes get a +2 to attack rolls against them.
● Slow: Treants move at Pace 5”.
● Natural Camouflage: While the Treants remain motionless, they are almost indistinguishable from a
normal tree. A character needs a Notice roll at -4 to detect them.
● Plant Soul: Treants get a +2 to their Guts checks and to oppose Intimidation rolls. In skirmish level
encounters, Treants do not need to make morale rolls.
● Weakness (Fire): Fire attacks cause +4 damage. They are easily scared and tricked by weapons on
fire.

Treant, ancient
Ancient Treants are slow, but their big size adequately compensates.
Attributes: Agility d4, Smarts d4, Spirit d10, Strength d12+5, Vigor d10
Skills: Fighting d8, Guts d10, Intimidate d8, Notice d6, Throwing d8
Pace: 5; Parry: 6; Toughness: 17 (3)
Special Abilities:
● Armor +3: Iron-like bark.
● Branch Flail: Str+d6, Reach 1”.
● Thrown Rocks: range 5/10/20, Str+d6 (HW)
● Size +7: A young treant is over 35’ tall.
● Large: Attackers are +2 to attack rolls against a treant due to its size.
● Natural Camouflage: While the treants remain motionless, they are almost indistinguishable from a
normal tree. A character needs a Notice roll at -4 to detect them.
● Plant Soul: Treants get a +2 to their Guts checks and to oppose Intimidation rolls. In skirmish level
encounters, Treants do not need to make morale rolls.
● Stampede: If the Treant moves on Size +2 or smaller targets, it causes Str+d6 damage (HW), ignoring
nonrigid armor (ie. leather, chain mail, fur etc.) protection. Targets can avoid the stampede rolling
away with a success on Agility -2 test.
● Sweep: An Ancient Treant can attack all adjacent opponents at no penalty.
● Weakness (Fire): Fire attacks cause +4 damage. They are easily scared and tricked by weapons on
fire.

Troglodyte
Bizarre fish/lizard/human hybrids, troglodytes are equally at home in deep water and underground.
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d8, Guts d6, Intimidation d6, Notice d8, Shooting d6, Swimming d8, Throwing d8
Pace: 6; Parry: 6; Toughness: 7 (1)
Gear:
● Trogs will use swords (Str+d6 damage) or short spears (range 5/10/20, Str+d4 damage) in most
situations. Out of the water, they’ll also use short bows (range 10/20/40, 2d6 damage)
Special Abilities:
● Aquatic: Trogs swim at Pace 8 and can breathe both air and water.
● Armor +1: Tough scales.
● Bite/Claws: Str+d4.
● Horrid Stench: Trogs give off a terribly rotted-fish smell; it ruins their ability to sneak up on victims,
but it does tend to make them ill. Make a Vigor roll when you come within 3” of a troglodyte. Failure
means you are violently ill: you’re Shaken and take a Fatigue level. Success means you just take the

👹
Fatigue level; with a Raise there’s no effect. Lost Fatigue returns with 5 minutes of fresh air.
Shape Change, Impossible, Requires Animal Intelligence

Troll, Hunter ★
Troll hunters are horrid, flesh-eating creatures. They are more cunning than usual trolls: not satisfied with
merely eating civilized beings, Troll hunters train to prey them relentlessly.
They are most often found in cold, mountainous regions, but can be encountered nearly anywhere. Trolls
are infamous for their regenerative abilities, able to recover from the most grievous of wounds. Troll
hunters stand nine feet high and weight roughly 500 pounds. Despite an apparent awkwardness, they are
quite agile.
Attributes: Agility d6, Smarts d6, Spirit d10, Strength d12+2, Vigor d10
Skills: Fighting d8, Guts d10, Intimidation d10, Notice d8, Stealth d8, Survival d6, Swimming d6, Throwing d8,
Tracking d10
Pace: 6; Parry: 6; Toughness: 10 (1)
Edges: Quick, Improved Frenzy, Sweep
Gear:
● Weapons: Troll hunters carry some short crude spears, which do Str+d8 damage, and can be hurled
from the distance (range 5/10/20, damage Str+d8).
Special Abilities:
● Armor +1: Rubbery hide.
● Claws: Str+d4
● Fast Regeneration: Troll hunters may attempt a natural healing roll every round unless their
wounds were caused by fire or flame.
● Infravision: Troll hunters halve penalties for bad lighting when attacking living targets (round down).
● Relentless Hunter: Troll hunters gain +2 to Tracking, Survival, and Stealth rolls made in the
wilderness.
● Size +2: Troll hunters are tall, lanky creatures over 9’ tall.
👹 Shape Change, Impossible, Requires Animal Intelligence

Unicorn ★
These magical horses are prized as mounts amongst the forces of good.
Attributes: Agility d10, Smarts d6, Spirit d10, Strength d12+1, Vigor d12
Skills: Fighting d8, Guts d10, Notice d8, Stealth d6
Pace: 10; Parry: 6; Toughness: 10
Edges: Champion, Improved Frenzy, Quick
Special Abilities:
● Fast: Unicorns move at Pace 10 and roll a d12 for running.
● Healing: A unicorn can use the magic of its horn to heal as well as harm; once a day it can use the
Greater Healing power by touching a target with its horn. This also cures any poisons, diseases, or
other illnesses.
● Horn/Kick: Str+d6.
● Size +2: Unicorns weigh between 800 and 1000 pounds.
👹 Shape Change, Legendary 10pts
Wandering Vine
Wandering sines are carnivorous plants easily found while traveling thru swamps and jungles. They usually
prey on small creatures, however they don’t disdain distracted humans, if starving. They are partially
composed by magic, so they are often attracted by potions, enchanted trinkets or powerful magic auras.
Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d12+2, Vigor d6
Skills: Fighting d10, Notice d8, Stealth d8
Pace: 6; Parry: 7; Toughness: 9 (1)
Edges: Extraction
Special Abilities:
● Armor +1: Tough bark.
● Carrier: The creature can move its full Pace even when Grappling an enemy.
● Constrict: Wandering Vines are skilled at getting a hold on the opponent. They gain a +1 bonus to
Fighting when making a Grappling attack and to the Strength or Agility roll to maintain the hold.
Finally, they inflict Str+d6 damage with Grapples.
● Hardy: The creature does not suffer a Wound from being Shaken twice.
● Fearless: Wandering vines are essentially mindless creatures; as such, they’re immune to Fear,
Intimidation, and Taunts
● Size +3
● Swinging: Wandering Vines can move on walls and ceilings at their normal Pace. Also, they ignore
difficult terrain or small pits, almost flying over them if they can make use of belays and branches
nearby.
Wendigo ★
The Wendigo is a mythical creature appearing in the mythology of the Algonquian people. It is a malevolent
cannibalistic spirit into which humans could transform, or which could possess humans. Those who indulged
in cannibalism were at particular risk, and the legend appears to have reinforced this practice as a taboo.
Wendigo psychosis is a culture-bound disorder which involves an intense craving for human flesh and the
fear that one will turn into a cannibal.
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d12+3, Vigor d12
Skills: Climb d12, Fighting d12, Intimidation d12, Notice d10, Swimming d10, Stealth d10, Throwing d10,
Tracking d10
Pace: 8; Parry: 8; Toughness: 8
Special Abilities:
● Claws: Str+d8.
● Fear -2: Wendigos are terrifying to behold.
● Fearless: Wendigos are immune to Fear and Intimidation.
● Low Light Vision: Wendigos ignore penalties for Dim and Dark lighting.
● Weakness: A wendigo is instantly killed by pouring hot tallow down his throat.
👹
Shape Change, Impossible, Requires Human Intelligence

Werecreatures
👹 Shape Change, Impossible, Hereditary Curse/ Infection
Werebear ★
These lycanthropes are solitary, wise, and generally friendlier with outsiders than other shapeshifters,
though their patience with outsiders is easily tested.
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d12+4, Vigor d12
Skills: Climb d6, Fighting d10, Guts d12, Intimidation d10, Notice d8, Stealth d4, Swimming d10, Tracking d6
Pace: 6; Parry: 7; Toughness: 9
Edges: Berserker, Improved Frenzy, Improved Sweep
Special Abilities:
● Bite/Claw: Str+d6.
● Infection: Anyone slain by a werebear has a 50% chance of becoming one themselves at the next full
moon. He gains control of his mutation only after 1d6 years as a Werebear.
● Invulnerability: Werebears can only be Shaken by weapons that are not silver - not wounded.
● Size +1
● Weakness: Werebears suffer normal damage from silver weapons.

Werefox
Werefoxes are much smarter than their lycanthropic cousins and very clever. They can even speak human
language and, with proper concealing clothing, can even try to pass themselves off as humans. They are
tricksey and cowardly sorts who will lie, beg, steal, and ambush to achieve their particular goals, whatever
they may be, and will even use weapons and other technology if available.
Despite their intelligence and wits, they are still opportunistic predators and scavengers at heart; they will
not pass up a meal either dug up from a shallow grave or scrounged in a trash heap.
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d8, Vigor d10
Skills: Climbing d8, Fighting d10, Guts d6, Intimidation d6, Notice d10, Persuasion d10, Swimming d8, Stealth
d10, Taunting d10, Tracking d8
Pace: 8; Parry: 7; Toughness: 7
Edges: Level Headed
Special Abilities:
● Claws or Teeth: Str+d4.
● Fleet Footed: Pace 8", and Werefoxes roll a d10 when running.
● Infection: Anyone bitten by a Werefox has a 10% chance of catching their particular form of
lycanthropy, changing into a Werefox on the first full moon of the next month.
● Invulnerability: Werefoxes can only be Shaken by weapons that are not silver - not wounded.
● Low Light Vision: Werefoxes ignore penalties for Dim and Dark lighting.
● Weakness: Werefoxes suffer normal damage from silver weapons.

Werehog: Swampwater Joe ★


Swampwater Joe is a unique lycanthrope, appearing either as disgustingly obese human or as a massive,
feral hog. He lives in a shack back in the depths of the swamp, where he brings his victims to be hung up and
butchered for meat... dead or not. Despite his bulk, he's capable of moving with remarkable stealth, and
prefers to attack from ambush. Though Joe is a lycanthrope, he cannot pass on this condition via his bite.
Human Form
Attributes: Agility d4, Smarts d6, Spirit d8, Strength d12+1, Vigor d10
Skills: Boating d6, Fighting d10, Guts d10, Intimidation d12, Notice d8, Stealth d10, Throwing d8
Pace: 4; Parry: 7; Toughness: 10 (2)
Edges: Alertness, Arcane Resistance, Brawny, Combat Reflexes, Hard to Kill, Improved Nerves of Steel,
Sweep
Gear:
● Weapons: Joe is usually armed with a wicked spiked club (Str+d8) or a massive knife (Str+d6). In a
modern setting, he carries a length of heavy tractor chain (Str+d8, 1” Reach); the links have been
carefully wrapped with friction tape, so it's nearly silent when swung.
Special Abilities:
● Armor +2: Layers of fat and muscle.
● Invulnerability: Joe is a lycanthrope of the classical variety: he can only be Wounded by silver or
magical weapons, though he can be Shaken normally by other weapons. Until someone manages to
kill him, he's effectively immortal.
● Shapeshifting: At night, Joe can switch back and forth between human and swine by making a Spirit
roll at +2, as a normal action. During the day, he must remain in human form. When changing to
swine form, any weapons, armor, clothing, or other equipment that he carries vanishes, and reappear
when he shifts back to human form.
● Slow: Joe has a Pace of 4 and rolls a d4 for running.
Swine Form
Attributes: Agility d6, Smarts d6, Spirit d10, Strength d12+3, Vigor d12
Skills: Fighting d12, Notice d10, Stealth d4
Pace: 6; Parry: 7; Toughness: 13 (4)
Edges: Alertness, Quick, Improved Arcane Resistance, Improved Frenzy, Hard to Kill, Improved Nerves of
Steel
Special Abilities:
● Armor +4: Tough hide and fat.
● Fear -2
● Fearless: Immune to Fear and Intimidation.
● Gore: Str+d8
● Invulnerability: Same as for human form.
● Shapeshifting: Same as for human form.
● Size +1
Wererabbit
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d12+2, Vigor d10
Skills: Fighting d10, Guts d8, Intimidation d10, Notice d12, Stealth d10
Pace: 8; Parry: 7; Toughness: 8
Special Abilities:
● Teeth or Claws: Str+d6.
● Fear -1: Wererabbits freak people out, man!
● Fleet Footed: Pace 8", and Wererabbits roll a d10 when running.
● Infection: Anyone bitten by a Wererabbit has a 10% chance of contracting the dread rabbititis,
changing into Wererabbit for on the first full moon of the next month.
● Invulnerability: Wererabbits can only be Shaken by weapons that are not silver - not wounded.
● Low Light Vision: Wererabbits ignore penalties for Dim and Dark lighting.
● Leaping Pounce: Wererabbits can leap once per round for 1d4”, vertical or horizontal, pouncing on
their prey to best bring their mass and claws to bear. If it attacks with a Wild Attack at the end of a
leap, it receives an additional +2 to its damage. Plus, it's freaking scary when it does this, man!
● Size +1: Wererabbits are big, man!

Wererat
Wererats are the least powerful, but most clever, of the lycanthropes, and are the most likely to ally
themselves with more powerful creatures of evil.
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d6, Vigor d8
Skills: Climbing d10, Fighting d8, Guts d6, Notice d8
Pace: 6; Parry: 6; Vigor: 6
Edges: Quick
Gear:
● Dagger: Str+d4. Sometimes poisoned (make a Vigor roll or take 1 automatic wound).
Special Abilities:
● Bite/Claw: Str+d4.
● Immunity: Wererats are immune to poison and disease.
● Infection: Anyone slain by a wererat has a 50% of returning to life as one.
● Low-light Vision: Wererats halve all lighting penalties.
● Swarm Form: Wererats can turn into a swarm of rats with a Smart roll. In this form they’re effectively
Incorporeal: they can pass through walls by crawling through any available nooks and crannies, can’t
attack, and can only be harmed by area effect attacks. They can move up and down walls as with the
Wall Walker ability while in this form. They can remain in this form for 3 rounds.

Weretiger ★
Weretigers are native to India primarily, though they're sometimes spotted in other parts of Asia.
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+2, Vigor d12
Skills: Climb d10, Fighting d12, Guts d12, Intimidation d12, Notice d10, Swimming d8, Stealth d10, Tracking
d10
Pace: 8; Parry: 8; Toughness: 8
Edges: Quick, Improved Frenzy
Special Abilities:
● Bite/Claw: Str+d6.
● Fast: Weretigers move at Pace 8 and roll d8 for running.
● Infection: Anyone slain by a weretiger has a 50% chance of returning to life as one.
● Low-light Vision: Weretigers ignore Dim and Dark lighting penalties.
● Leaping Pounce: Weretigers can leap once per round for 1d4”, vertical or horizontal, pouncing on
their prey to best bring their mass and claws to bear. If it attacks with a Wild Attack at the end of a
leap, it receives an additional +2 to its damage.
● Size +1: Weretigers are scaring big!

Wolf-Man ★
Wolf-men are a form of werewolf, more in keeping with old, B-horror movies like I Was a Teenage Werewolf
than Ginger Snaps or Dog Soldiers. For a twist, you could make werewolves the “pureblood” lycanthropes,
born of two werewolf parents, while wolfmen are normal humans who have been infected by lycanthropy.
Attributes: Agility d8, Smarts d8 (A), Spirit d8, Strength d12, Vigor d10
Skills: Climbing d8, Fighting d10, Guts d10, Intimidation d10, Notice d8, Stealth d10
Pace: 6; Parry: 7; Toughness: 7
Edges: Level Headed, Improved Frenzy
Special Abilities:
● Bite/Claws: Str+d6.
● Infection: Anyone slain by a wolf-man has a 50% chance of returning to life as one.
● Invulnerability: Werebears can only be Shaken by weapons that are not silver - not wounded.
● Low-light Vision: Wolf-men ignore Dim and Dark lighting penalties.
● Weakness: Werebears suffer normal damage from silver weapons.
● Weakness (Wolfsbane): Wolf-men can't stand the smell of wolfsbane. They must make a Spirit check
at -4 whenever they’re within 6” of it, if they want to stay within range.

Wight
Known as “the frozen dead” for their pale blue skin and ice-blue eyes, wights are terrifying foes: corpses
with a part of their decayed soul still in residence, often draining life from their victims.
Attributes: Agility d8, Smarts d6, Spirit d10, Strength d8, Vigor d8
Skills: Fighting d8, Guts d10, Intimidation d10, Notice d8, Shooting d8, Stealth d12
Pace: 6; Parry: 6; Toughness: 10 (2)
Edges: Quick
Gear:
● Armor/Weapons: The Wight wear the gear he had while alive. He’s usually armed with an ancient,
rusting sword (Str+d6), and pieces of his once precious armor (Armor +2).
Special Abilities:
● Claws: Str+d4. Wights also drain warmth and life from the victim: a character clawed by a wight must
make a Vigor roll; failure means you lose 1 die type of Vigor and take 1 Fatigue level. On a success,
you only take the Fatigue; with a raise, there's no effect. Lost Fatigue and Vigor returns in 1 hour,
provided you have somewhere to warm up.
● Damnation of the Soul: Any humanoid slain by a wight has a 50% chance of becoming one of them
within 1d4 rounds. The spawn are under the command of the wight that created them and remain
enslaved until its death. They do not retain any of the abilities they had in life.
● Darkvision: Wights can see in complete darkness and through the thickest smoke or fog; all lighting
penalties are cut in half.
● Fear: Anyone who sees a wight must make a Guts check.
● Fearless: Wights are immune to Fear and Intimidation.
● Undead: Wights gain the following benefits: +2 Toughness; +2 to recover from being Shaken;

👹
Immune to poison and disease; No additional damage from called shots.
Shape Change, Impossible, Requires Human Intelligence Undead
Wyvern, Great
Great Wyverns are just smaller than common dragons, but they are ferocious, vicious adversaries. They have
lesser or no breath powers, but they compensate with deadly sharp teeth and powerful claws along their
winged arms.
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+5, Vigor d10
Skills: Climbing d6, Fighting d8, Intimidation d8, Notice d8
Pace: 7” Run Die: d8”; Parry: 6; Toughness: 16 (3)
Edges & Hindrances: Quick, Improved Frenzy
Special Abilities:
● Armor +3: Thick scales.
● Bite/Sting: Str+d6, AP1, Reach 1”.
● Flight: Great Wyverns have a Flying Pace of 10” (only 6” in the first round, because their massive
bodies make it difficult for them to become initially airborne). They have a Climb of -1.
● Large: Opponents get a +2 to all attack rolls against a Wyvern, due to its size.
● Size +6
● Tail Lash: Place a SBT adjacent to the Wyvern: it sweeps all the opponents under the area. This is a
standard Fighting attack, and damage is equal to the Wyvern’s Strength –2. Every opponent hit (even
if not damaged) must succeed in a STR -2 check, or going Prone and be moved outside the area.
Optional (choose one):
▻ Lesser Breath (Corrosive): Once per combat, wyverns can breathe energy using the SBT placed adjacent
in front of them. Every target within the area may make an Agility roll at –2 to avoid the attack. Those who
fail suffer 2d8 damage and roll a d6: on a 5-6, a random equipment is damaged by the attack.
▻ Lesser Breath (Poisonous): Once per combat, wyverns can breathe energy using the SBT placed adjacent
in front of them. Every target within the area may make a Vigor roll: Raise: no effects. Success: the target
suffers 1 level of Fatigue. Failure: the target suffers also 1 Wound after 2d6 turns.
Wyverns can make no other attacks in the same turn they breathe.

Zombies
👹
Here are a few alternatives to the standard SW zombies.
Shape Change, Impossible, Undead/Magical/Radiation/Viral Outbreak

Rage Zombie
Not zombies in the strictest sense, these are humans who have been infected with Rage, an experimental
and viciously contagious virus which attacks the human brain (specifically the emotional center). Victims
become feral killing machines, running on pure instinct until they finally burn out, a process which typically
takes about 2 months.
Attributes: Agility d8, Smarts d6 (A), Spirit d10, Strength d8, Vigor d8
Skills: Fighting d6, Guts d8, Intimidation d8, Notice d6, Throwing d4
Pace: 8 ; Parry: 3; Toughness: 8
Edges: Combat Reflexes
Special Abilities:
● Berserk: Rage zombies are permanently Berserk. They take a -2 to their Parry, and get a +2 to all
their Fighting and Strength rolls and to their Toughness.
● Bite/Claws: Str damage.
● Fast: Rage zombies move at a Pace of 8 and roll a d8 for Running.
● Fearless: These zombies are immune to Fear and Intimidation, and need never make morale checks.
They will attack until every non-zombie within sight is dead (and most likely devoured) or until they
are themselves killed.
● Infection: Rage is incredibly infectious; any scratch or bite from a Rage zombie which results at least
in a Shaken will infect the victim unless they make a Vigor roll at -2. Failure means that they will
succumb to the virus and become a Rage zombie within 1d4 rounds. There is no cure or treatment
for Rage except death.
● Weakness (Daylight): Bright light, especially sunlight, is painful to the Rage zombies. Unless directly
provoked, they won’t venture into sunlight, and if they do, they suffer a -2 penalty to all their rolls.

Shambling Dead (Romero Zombie)


These zombies are mindless automatons with a taste for living human flesh. They're attracted by light and
noise, and have been known to seek out familiar places and continue old routines even in death. Individually
They're usually not a match for an armed foe, but in packs of a dozen (or fifty, or a hundred...) they shouldn’t
be underestimated.
Attributes: Agility d4, Smarts d6 (A), Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Guts d6, Notice d4
Pace: 4 ; Parry: 3; Toughness: 7
Special Abilities:
● Bite/Claws: Str damage.
● Fear
● Fearless: Shambling zombies are immune to Fear and Intimidation, with one exception: they have an
animals' instinctive fear of fire, and suffer a -2 to any Guts checks involving fire.
● Infection: Anyone bitten by a shambler must immediately make a Vigor roll at -2; failure means that
they've been infected. The disease will incubate for 1d6 hours, at which point the victim must make
subsequent Vigor rolls, also at -2, each hour or become Fatigued. When reduced to Incapacitated, the
victim dies and within 1d4 minutes will rise as a new shambling dead. There is no cure or treatment.
Anyone killed by them always comes back as a shambler, in 1d4 minutes.
● Invulnerability: Attacks to anywhere but the head can only leave a shambler Shaken; they can only
be killed by injury to the brain. (Dismemberment, by making called shots to the limbs with an edged
weapon, will render them helpless of course, and attacks which affect the body as a whole, such as
explosions or fire, will kill the zombie as well.)
● Slow: Shamblers have a Pace of 4 and cannot run. They’re largely incapable of defending themselves
as well, suffering a -2 Parry.
● Undead: +2 Toughness; +2 to recover from being Shaken; Called shots do no extra damage (except
to the head).
● Weakness (Head): Shots to a zombie’s head are +2 damage.

Raimi Zombie ★
These are dead bodies given life by an evil spirit entity. They are fast, strong, and worst of all, intelligent.
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d10, Vigor d10
Skills: Fighting d8, Guts d8, Intimidation d10, Notice d6, Shooting d4, Throwing d6
Pace: 8 ; Parry: 6; Toughness: 9
Edges: Level Headed, Frenzy
Special Abilities:
● Bite/Punch/Kick: Str damage. Raimis will also use whatever weapons are available.
● Disturbing: Raimis get a +2 to their first Intimidation roll against a target.
● Fleet Footed: Raimis have a Pace of 8 and roll d8 for running.
● Infection: Raimis can infect others with their bite: Anyone Shaken or wounded by Raimis’ bite must
immediately make a Vigor roll. Failure indicates that they are infected, through the sickness moves
fairly slowly. If an infected limb is amputated within 30 minutes, the victim can avoid infection.
However, the limb will take on a life of its own!
● Leaping: Raimi zombies can leap 6”, +2” with a Strength roll.
● Undead: +2 Toughness; +2 to recover from being Shaken; Called shots do no extra damage (except
to the head). No Wound penalties.
Zombie Lord ★
When there was no more room in Hell, and the dead began to walk the earth, humankind (the living ones,
that is) was all but wiped out. It was discovered soon after that a select few children born after the Zombie
Apocalypse had been mutated by whatever force had brought the dead back to life.
Attributes: Agility d8, Smarts d10, Spirit d12, Strength d6, Vigor d10
Skills: Fighting d6, Guts d12, Intimidation d10, Notice d8, Shooting d6, Spellcasting d12
Pace: 6; Parry: 5; Toughness: 9 (7 without necklace)
Edges: Arcane Resistance, Harder to Kill, Improved Level Headed, Command, Fervor, Hold the Line!, Soul
Drain
Gear:
● Staff of Bone: While holding this staff, a Zombie Lord pays only 1 power point for each usage of the
Zombie spell. It can also be used as a weapon (Str+d4).
● Unholy Necklace: This necklace, made from the skulls and bones of infants, gives the Zombie Lord
all the benefits of the Undead: +2 Toughness; +2 to recover from being Shaken; Called shots do no
extra damage. No Wound penalties.
Special Abilities:
● Command the Dead: Zombie Lords can command undead to do their bidding with an opposed Spirit
roll. Any undead under the Lord's control gain (and within range of the Lord) benefit from his
Leadership Edges.
● Magic: Zombie Lords have 40 Power Points and can cast the following spells: Armor, Barrier, Bolt,
Boost/Lower Trait, Dispel, Fear, Fly, Invisibility, Obscure, Quickness, Stun, and Zombie (special; see
below).
● Zombies: Zombies created by the Lord are animated for 7 days with a success on the Lord's
Spellcasting roll, and remain indefinitely with a raise.

✦ Templates ✦
Templates are a method to obtain modified creatures when you are in a hurry, and you need that “special
creature” to impress your players, or a final boss that could create an interesting ending battle.
Obviously, Savage Worlds doesn’t need a deep template sub-system, ‘cause you can easily modify a
creature's abilities with ease, still we hope you’ll find those options useful and fun.
A note about the following templates: simply add the value proposed. You don’t need to make any math,
we made it for you: for example, as you can see in the Ancient template, Toughness +6 is gained with
augmented Vigor, Armor and Size.

Ancient ___ ★
Ancient is a ”template” that you can apply on a ”normal” beast, when you need a more powerful enemy
quickly. Ancient animals are found in the deep of forests or other natural environments, usually guarding
sacred places, or objects that needs to remain hidden from the civilized men, forever.
The creature becomes a Wild Card, if it wasn't before.
Attributes: Agility -1 step, remove the ”A” from Smarts, Spirit +2 steps, Strength +3 steps, Vigor +2 steps
Skills: Fighting +1 step, Guts +2 steps, Intimidate +2 steps, Notice +2 steps
Pace: +2 (every type of movement); Parry: +1; Toughness: +6 (+1)
Bonus Edges:
● Choose one from: Level Headed, Frenzy, Fear. If the creature had the same Edge/Ability before, turn
it into the Improved version.
Special Abilities:
● Armor: +1 step. The skin is sturdier.
● Natural weapons: +1 step of Damage.
● Size +3 (eventually check for Large/Huge/Gargantuan size related ability)

Here there is an example of Ancient template applied to a standard creature from this bestiary (in dark red
the altered Stats):
Chikakas the Ancient (Bat, Giant) ★ (Wild Card)
The sacred white giant bat, defender of the caves.
Attributes: Agility d4, Smarts d6, Spirit d10, Strength d12+1, Vigor d10
Skills: Fighting d8, Guts d10, Intimidation d12, Notice d12, Stealth d10
Pace: 4; Parry: 6; Toughness: 11 (1)
Edges:
● Level Headed
Special Abilities:
● Armor: +1. The skin is sturdier.
● Bite/Claws: Str+d6
● Death From Above: A flying giant bat that hits with a raise causes damage as usual. In addition,
the thing grasps its prey in its claws, swoops into the air, then lets go before it can be hurt by
the victim’s flailing. The drop is typically from about 10 yards, so the damage is 3d6+3. Before
suffering the damage from the drop, the victim can struggle with the Bat, trying to free himself,
with a free opposed Strength roll. If successful, they are dropped slower and nearer the terrain,
suffering just 2d6+2 damage; with a raise, the victim forces the creature close enough to a
landing spot to jump free without taking damage.
● Fear
● Flight: Giant bats have a Flying Pace of 14” with a Climb of +1.
● Size +3
● Slow: On the ground, giant bats can only crawl about at a Pace of 4”, and can’t run
● Sonar: Bats can ”see” in complete darkness with a form of active sonar; they ignore all lighting
penalties. However, when attacking opponents standing still (i.e., those who take no action,
such as movement or attacking, or who are on Hold), they're at a -4 to attack rolls.

Boss ___ ★
Boss is a ”template” that you can apply on any ”normal” enemy, when you need the classic End-Level
Badass - and you need him quickly!
A Boss can hold his own against an entire heroes party; however he’s usually found in the company of his
last, loyal-till-the-end minions. He never surrenders without a long, bloody fight!
The enemy becomes a Wild Card, if he wasn't before.
Attributes: all attributes gain +1 Step (ie. a d8 becomes d10; a d12+2 becomes d12+3).
Skills: All relevant skills gain +1 Step; if needed, Boss can roll any other skill as he possesses them at d4.
Pace: +1; Parry: +1; Toughness: +3 (+1 Armor)
Hindrances: Usually the Boss is Bloodthirsty and Overconfident.
Bonus Edge (choose one): Frenzy, Fear (monstrous ability), No Mercy.
Special Abilities (choose one, or more, suiting to your Boss as you need it):
● Come get some!: The boss is faster, far more expert than player’s characters, or simply one step
higher on the evolutive ladder! He has two or more separate turns per round instead of the usual
one. Each turn is handled independently with its own initiative card/s and its own actions.
The Boss gain 1 extra turn with 3 or 4 players at the game table, 2 extra turns with 5 or 6 players, and
so on (no extra turns with just 1 or 2 players at the game table, just the standard one).
● Boss feels no pain!: He is impervious to, or has learned to fight on through, the most intense pain.
The Boss suffers no wound penalties, and he recovers quickly from shock and trauma, adding +2 to
his Spirit roll when attempting to recover from being Shaken (cumulative with other effects, like
Combat Reflexes).
● Boss hates bookkeeping!: If the Boss has Powers, do not keep track of his PPs. He has a lot of them,
trust me.
● Boss is the big one!: Size +1. If he becomes big enough, increase to Large/Huge/Gargantuan as
appropriate.
● You aren’t even a challenge!: The Boss loves having lots of foes to fight, and he’s masterful at
fighting in a crowd. Foes get only ½ Gang-Up bonuses against the Boss (so, 4 characters in melee
with the Boss get +1 Gang-Up bonus, instead of +3).
Optional Special Abilities (choose one, or more, suiting to your Boss as you need it):
● Muahahahah!: When Incapacitated, the Boss explodes! This may be a final activation, a dead-man
switch, or whatever trapping is appropriate. Everything within a Large Burst template take 3d6
damage (Agility at -2 to avoid the blast) of an appropriate trapping (fire, acid, radiation, etc). This
final attack may damage or destroy the surrounding area (as appropriate), and of course it destroys
the Boss gear... Take this, you greedy characters!
● Secret Getaway!: When he should normally be Incapacitated, his secret getaway plan is activated
instead! An explosion or other dramatic event distracts the party, and the Boss is momentarily lost
from sight. Subsequent searches fail to find his body. NOTE: this ability should be used only one
time, then “discarded”.
Special Gear (apply both):
● Armor: +1. The Boss's existing armor improves (or he now wears one, or has a natural hard skin):
describe its new shape. Its value is already calculated in the stats bonuses.
● Weapons: +1 damage. The Boss has better weapons/techniques, dealing +1 Damage. Describe how
the weapon is better.

Here there is an example of Boss template applied to a standard creature from this bestiary (in dark red the
altered Stats). This boss is actually fighting against 5 player characters:
Cockatrice, Boss ★ (Wild Card)
Bizarre magical rooster/serpents, capable of petrifying those they touch.
Attributes: Agility d10, Smarts d8 (A), Spirit d8, Strength d6, Vigor d8
Skills: Fighting d8, Guts d8, Notice d8, (all the other skills eventually rolled at d4)
Pace: 6; Parry: 6; Toughness: 7 (1)
Hindrances: Overconfident
Bonus Edge: Fear
Special Abilities:
● Beak: Str+d4+1 (sharp, fiery beak)
● Armor: +1 (thick skin)
● Flight: Cockatrices have a Flying Pace of 10” (only 5” in the first round, because their ungraceful bodies
make it difficult for them to become initially airborne). They have a Climb of -2.
● Petrification: Any living creature hit by a cockatrice in combat (either by beak with a normal Fighting roll)
must immediately make a Vigor roll or be turned to stone. They'll remain stone until the cockatrice is
killed or a Greater Healing spell is cast upon them (though this spell will not simultaneously heal any
damage they might have taken prior to being turned to stone).
● Size 0 (thanks to Boss is the big one!)
● Come get some!: two bonus turns per round (against 5 player characters).
● Boss feels no pain!: No wound penalties, +2 to recover from being Shaken.
● Boss hates bookkeeping!: Do not keep track of his PPs.
● You aren’t even a challenge!: Foes get 1/2 Gang-Up bonuses against the Boss.
● Secret Getaway! (fleeing in the ruins): When should be Incapacitated, the Boss gives a last furious
tail sweep, making some adjacent rocks to crumble: the Boss is momentarily lost from sight.
Subsequent searches fail to find his body. He’ll return, soon!
✦ Tables ✦
Here I put some tables, primarily for curiosity and comparison of different creature stats.

Flying Creatures
Creature Size Flying Climb Notes
Pace

Bat, Normal 12” +1

Bat, Giant 12” +1

Cockatrice 10” -2 Only 5” in the 1st round

Master of the Pit 10” +0


(demon)

Pteranodon 12” -1 Only 4” in the 1st round

Djinni 12” +3 May not Run

Dragonfly +0 16” +2

Elder Dragon 9 24” +0 Only 12” in the 1st round

Forest Dragon 6 18” -1 Only 8” in the 1st round

Ice Dragon 5 12” +0 Only 6” in the 1st round

Sky Dragon 7 30” +1 Only 14” in the 1st round

Swamp Dragon 5 12” -1 Only 6” in the 1st round

Efreeti 3 8” +3

Air Elemental 3 20” +3

Gargoyle 0 8” +0

Hag +0 18” +0

Harpy +0 12” +0

Hawk, Normal -2 12” +1

Hawk, Giant +1 20” +1

Hippogriff +2 20” +1

The Ripper (killer) +0 12” +0

Killer Bees, Giant +0 8” +2

Manticore, Flying +3 8” -1 Only 4” in the 1st round

Mosquitos, Giant +0 10” +1

Mummy Lord +0 15” +1

Owl -1 12” +0

Pegasus +2 12” +1
Pixie -2 8” -1

Roc, Young +1 12” +0

Roc, Adult +3 16” +0 Only 8” in the 1st round

Stalker +0 12” +3

Svetocher +0 12” +0

✦ Vanilla Opposition ✦
This is a work in progress. Not ready to be used...
The main idea is to create vanilla enemies, ready to be used in lot of different occasions. You can easily
adapt them as you see fit.

Grunt, novice
Description
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d6
Skills: Climbing d6, Fighting d6, Gambling d4, Guts d6, Intimidation d6, Notice d6, Shooting d4, Streetwise
d4, Survival d6, Swimming d4
Pace: 6; Parry: 5; Toughness: 6 (1)
Edges: -
Gear:
● Medium Weapon: Str+d8.
● Simple Armor: Cheap or in bad shape +1, torso, arms.
Special Abilities: -

Grunt, seasoned
Description
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d8
Skills: Climbing d6, Fighting d6, Gambling d4, Guts d6, Intimidation d6, Notice d6, Shooting d4, Streetwise
d4, Survival d6, Swimming d4, Throwing d4
Pace: 6; Parry: 5; Toughness: 9 (2)
Edges: Hardy
Gear:
● Medium Weapon: Str+d8.
● Medium Armor: partial armor +2, torso.
Special Abilities: -

Grunt, veteran
Description
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d8, Vigor d8
Skills: Climbing d6, Fighting d8, Gambling d4, Guts d6, Intimidation d6, Notice d6, Shooting d4, Streetwise
d6, Survival d6, Swimming d4, Throwing d4
Pace: 6; Parry: 6; Toughness: 9 (2)
Edges: Sweep, Hardy
Gear:
● Medium Bastard Weapon: Str+d8 (Str+d8+1 if wielded Two-handed).
● Medium Armor: partial armor +2, torso.
Special Abilities: -
● Unstoppable: The grunt can take 1 Wound and still stay in fight. He suffers -1 penalty to his actions,
as usual. Unlike Wild Cards, he doesn’t gain the Wild Die.

Grunt, heroic
Description
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d10, Vigor d8
Skills: Climbing d6, Fighting d10, Gambling d4, Guts d6, Intimidation d6, Notice d6, Shooting d4, Streetwise
d6, Survival d6, Swimming d4, Throwing d4
Pace: 6; Parry: 7; Toughness: 9 (2)
Edges: Combat Reflexes, Improved Sweep, Hardy
Gear:
● Heavy Two-handed Weapon: Str+d10, AP 1.
● Heavy Armor: partial armor +3, torso, head (50% chance to defend against head shot).
Special Abilities: -
● Unstoppable: The grunt can take 1 Wound and still stay in fight. He suffers -1 penalty to his actions,
as usual. Unlike Wild Cards, he doesn’t gain the Wild Die.

Temp
Quick list of skills:
Boating Climbing Driving Fighting Gambling Guts Healing Intimidation Investigation Knowledge Lockpicking
Notice Persuasion Piloting Repair Riding Shooting Stealth Streetwise Survival Swimming Taunt Throwing
Tracking

Temp: Dionea, winter court fae.


Human like, sound of bells. Slumber. Huge gaping maw along the body. Swallow a human whole.

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