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[Fantasy Creatures]
A - M

Copyright © 2001 by Robert J. Hall

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Contents


Animated Statue

These stone guardians are magically enchanted to protect an important location from intruders. When the specified conditions arise, the statue will come to life and attack the closest foe. Animated statues are incapable of distinguishing friend from foe, and will attack until all targets have been slain. Once the threat is eliminated, the statue will return to its previous pose.

  Val   Char   Cost        Val   Char   Cost

35* STR 0 7 PD* 0 15 DEX 15 5 ED* 0 0 CON -20 3 SPD 5 8 BODY -4 0 REC -4 5 INT -5 0 END 0 0 EGO -0 0 STUN -0 20 PRE 10 10 COM 0 * Bonuses for Density Increase already figured in. Cost Abilities END
60 Takes no STUN. (Automaton) 15 Does Not Bleed (Automaton) 37 Density Increase (25 pts), 0 END Persistent, Always On (-5" KB) 15 +5 PD/+5 ED Armor 30 50% Resistant Physical Damage Reduction 30 50% Resistant Energy Damage Reduction 12 +4d6 HA - fists 30 Life Support: Full 20 Targeting Hearing 3 Simulate Death 17 0 END w/ STR 6 0 END w/ Running 2 FAM w/ Common Melee Weapons 5 +1 w/ H-to-H combat 3 Climbing 12- -2 -2" Swimming (0" total) 75+ Disadvantages
25 Psych. Lim.: Follows Orders (Common, Total) 15 Psych. Lim.: Only active when instructed condition occurs (Uncommon, Total) 25 Berserk in combat (Uncommon) 14-, 8- 140 Creature Bonus

OCV: 5; DCV: 5; ECV: 0; Modifiers: +1; Phases: 4, 8, 12.
Points = -3 + 283 = 280 = 205 + 75

Batreng

Dark furred creatures about this size of a small monkey, these winged beasts thrive in the Mystal Forest. Their facial features are somewhat ape-like, with deep brown eyes, pointed ears, a flat nose, and pointed jaw. While on the ground, the Batreng can travel upright using a slow, waddling gait. Once they take to the wing, however, they are quite agile flyers and can swoop and scramble through the heaviest growth.

The Batreng possess an intense curiosity, and will investigate any unusual sounds or shiny objects. Many a merchant has cursed a Batreng who stole a silver ornament or glassy gem. Families of Batreng organize themselves into a travelling formation, with scouts above and to the flanks, and the toughest males positioned in front where they can ward off any approaching foe. Lone Batreng are much more cautious, and rarely leave cover when a predator is nearby.

Orcs have been known to domesticate Batreng by capturing the young and crippling their wings before they learn to fly. These pathetic specimens lurk around the Orc camps, diving for scraps after a meal. They serve as sport for the cruel games of the Orc infants.

  Val   Char   Cost        Val   Char   Cost

5 STR 0 4 PD 3 18 DEX 21 3 ED 0 14 CON 10 3 SPD 2 6 BODY 0 4 REC 0 7 INT -4 28 END 0 5 EGO -10 20 STUN 4 10 PRE -2 10 COM 0 Cost Abilities END
27 Shrinking (20 Pts.), Persistent, Always On (-4 to others' sight PER, +6" KB) 3 +1d6 HA - Bite 5 UV Vision 3 +1 to all Perceptions (11-) 3 Acrobatics 13- 3 Breakfall 13- 3 Climbing 13- 3 Tactics (Pack) 10- 8 6" Flight, OIF Wings (-1/2) -4 -2" Running (4" total) -2 -2" Swimming (0" total) 50+ Disadvantages
15 Timid when alone 10 Curious 56 Creature Bonus

OCV: 6; DCV: 10; ECV: 2; Modifiers: +0; Phases: 4, 8, 12.
Points = 79 + 52 = 131 = 81 + 50

Black Wolves

While they appear to be normal wolves with a thick, dull black coat, these beasts exist only to spread fear and horror at the behest of the Doom Priests. They will be found naturally only on the plane of Doom, or in the lands most blighted with his evil.

  Val   Char   Cost        Val   Char   Cost

10 STR 0 5 PD 3 17 DEX 21 3 ED 0 15 CON 10 3 SPD 3 10 BODY 0 5 REC 0 6 INT -4 30 END 0 5 EGO -10 23 STUN 0 8 PRE -2 10 COM 0 Cost Abilities END
8 1/2d6 HKA, reduced penetration (-1/4) - Bite 24 2d6 STUN Drain, Recover every day (+1+1/2), Continuous (+1), Uncontrolled (+1/2); Gradual Effect (Every 10 Minutes) (-1/2), 3 Charges (-1-1/4), Only after bite does at least 1 BODY (-1/2) - Green Venom. 5 Regeneration: 1 BODY/turn, Only on home plane (-1). 1 Damage Resistance 1 rPD/1 rED 12 +15 PRE, create fear only (-1/2), while growling (-1/4) 2 +1" Running (7" total) 1/5" 5,5 Ultraviolet Vision, Ultrasonic Hearing 3 +1 to all Perceptions (11-) 6 +3 to Hearing Perception (14- total) 6,5 +3 to Smell Perception (14- total); Stealth 12- 7,7 Concealment 12-; (Pack) Tactics 13- 50+ Disadvantages
15 Physical Limitation: No fine manipulation 15 Pack goes berserk during combat 8-, Recover 11- 10 1d6 RKA from holy water & items 5 Vulnerability: x1+1/2 damage from holy weapons (Uncommon) 10 Must slay enemies of Doom 12 Creature Bonus

OCV: 6; DCV: 6; ECV: 2; Modifiers: +0; Phases: 4, 8, 12.
Points = 21 + 96 = 117 = 67 + 50

Blazing Terror

These snow-white creatures appear similar to a lynx, but with a long serated beak. This powerful beak can saw through most common armor. Their shiny flesh appears to emit a blue flame that will inflict freezing damage on contact. They can also emit a hideous screech that will cause many beings to be paralyzed in terror. It is thought that the Blazing Terror is a creature summoned from a parallel icy dimension, but little is known about their habitat.

  Val   Char   Cost        Val   Char   Cost

18 STR 8 4 PD 1 21 DEX 33 3 ED 1 12 CON 4 4 SPD 9 15 BODY 10 5 REC 0 5 INT -5 30 END 0 8 EGO -4 36 STUN 7 15 PRE 5 10 COM 0 Cost Abilities END
31 1d6+1 RKA, Damage Shield (+1/2), Personal Immunity (+1/4), Persistent (+1), Not versus Life Support: Extreme Cold (-1/4), Always On (-1/2) 15 1d6 HKA, Armor Piercing (+1/2), Reduced Penetration (-1/4), Not AP versus cold (-1/4) 5 Extra-Dimensional Movement - Home Plane, x5 Increased Endurance Cost (-2), Extra Time - Full Phase (-1/2), Not while berserk (-1/4) 2 20 6d6 Mind Control, Explosion (+1/2), While screeching (-1/4), Only to cause paralysis (-1/2), No Range (-1/2) 4 7 +15 PRE, While screeching (-1/4), Create fear only (-1/2), Linked to Mind Control (-1/2) 9 +4 PD/+2 ED Armor 8 Life Support: Extreme Cold, No need to eat 15 50% Resistant Energy Damage Reduction, only versus cold (-1) 5 Infrared Vision 3 +1 to all Perceptions 4 +2 to Infrared Perception 5 5" Superleap 5 Defense Maneuver 3 Acrobatics 13- 3 Breakfall 13- 2 AK: Home Plane 11- 4 +2" Running (8" total) -2 -2" Swimming (0" total) 75+ Disadvantages
15 Distinctive Features (Not Concealable, Noticed) 15 Physical Limitation: No fine manipulation 10 Hatred of creatures from ice free environments (Uncommon, Strong) 25 Berserk When Trapped (Uncommon) 14-, 8- 10 2x STUN from fire (Uncommon) 10 1.5x Effect from cold manipulating powers (Uncommon) 5 1d6/Minute when not in extreme cold (Uncommon) 2 Creature Bonus

OCV: 7; DCV: 7; ECV: 3; Modifiers: +0; Phases: 3, 6, 9, 12
Points = 25 + 142 = 167 = 92 + 75

Cavern Spike

This odd creature lurks in the upper reaches of limestone caverns, waiting for prey to walk underneath. When a sufficiently large target moves into position, the Spike drops from the ceiling to pierce the victim with its hard, conical body. Eggs are planted within the still-warm corpse, then the Spike slowly climbs back to the ceiling using its single, muscular foot. The mature spike consumes moss and lichen growing on the rock.

  Val   Char   Cost        Val   Char   Cost

5 STR -5 2 PD 1 3 DEX -21 4 ED 0 20 CON 20 1 SPD -3 21 BODY 22 5 REC 0 1 INT -9 20 END -10 5 EGO -10 30 STUN -4 6 PRE -4 10 COM 0 Cost Abilities END
30 4d6 RKA, Armor Piercing (+1/2), Only from drop (-2). 6 15 5 PD/ED Armor 15 25% resistant Physical Damage Reduction 12 +6 Clinging 15 Infrared Vision, 360 Degree 9 +3 OCV, +2 Range Offset during drop 15 Concealment 15- 7 Stealth 12- -10 -5" Running (1" Total) -2 -2" Swimming (0" Total) 50+ Disadvantages
15 Physical Limitation: No fine manipulation 18 Creature Bonus

OCV: 1; DCV: 1; ECV: 2; Modifiers: +3,+2; Phases: 12
Points = -23 + 106 = 83 = 33 + 50

Cellar Dweller

Also known as the Bone Crusher, the hideous Cellar Dweller is a creation of pure evil. It dwells in the dark cramped spaces in the cellar and under furniture, waiting for an opportunity to slay innocents and spread mayhem. The Cellar Dweller resembles a small ogre with olive flesh and sparkling white pupils. Staring into the eyes of this creature will cause temporary blindness, while the fanged bite will cause a numbing weakness to quickly spread through the body. Fortunately it is vulnerable to the abilities of holy persons, and direct exposure to sunlight is lethal.

  Val   Char   Cost        Val   Char   Cost

15 STR 5 4 PD 1 21 DEX 21 4 ED 1 14 CON 8 4 SPD 9 12 BODY 4 12 REC 12 10 INT 0 28 END 0 15 EGO 10 40 STUN 13 10 PRE 10 0 COM -5 *Bonus for Shrinking already figured in. Cost Abilities END
13 Shrinking (10 Pts.), Persistent, Always On (-2 to others sight PER, +3" KB) 10 1/2d6 HKA - bite 1 16 2d6 STR Drain, Recover 5/minute, Continuous Uncontrolled, Only if bite does BODY, Only affect living things, Linked, 4 Charges 12 1d6 HKA, reduced penetration - claws 1 13 2d6 Flash to Sight, Persistent, Target must make eye contact with eyes (-1), OIF Eyes, Always On 20 10" Teleport, Invisible Power Effects (All), Only from shadow to shadow (-1) 4 3 +2 PD/+2 ED Armor - thick hide 30 Regenerate 3 BODY/Turn 10 +20 Power Defense, Only versus Drain (-1) 8 +20 PRE, Only to cause fear (-1/2), Only versus animals (-1) 11 Life Support: Immunity to disease and aging, No need to eat or excrete 4 +2 to Hearing Perception 20 Targeting Hearing 15 +4 to Concealment, Shadowing, and Stealth 3 Climbing 13- 3 Concealment 17- 3 Shadowing 17- 3 Stealth 17- 2 Ventriloquism 11-, only to throw voice (-3/4) 4 KS: Terror Techniques 13- 5 +1 w/ H-to-H combat 12 +2 to Move By and Move Through 6 +3" Running (9" total) - Language: Local Tongue (Native) - AK: Local Region 11- - ES: Deduction 8- 75+ Disadvantages
25 Distinctive Features: aura of evil (Not Concealable, Extreme Reaction) 10 1d6/turn when on holy ground (Uncommon) 5 1d6 RKA from holy water and items (Uncommon) 35 1d6 RKA/phase from direct sunlight (Very Common) 10 2x BODY from holy weapons (Uncommon) 10 2x Effect from PRE attacks of Holy Men 10 Psych. Lim.: Must Cause Fear (Common) 15 Psych. Lim.: Malicious (Very Common) 107 Creature Bonus

OCV: 7; DCV: 9*; ECV: 5; Modifiers: +1, +2; Phases: 3, 6, 9, 12.
Points = 58 + 204 = 262 = 188 + 75

Chyte

This small, flying creature has an appearance similar to a sprite, but is a deep blue in color and constantly radiates a bitter cold. It can easily withstand sub-zero temperatures, and prefers to dwell in icy surroundings such as an Iceberg. The Chyte can fly slowly through most solid materials, allowing it to penetrate through glaciers and build a dwelling in an ice cave. Due to its icy nature, the Chyte is highly vulnerable to fire fire, and will suffer excruciating pain when exposed to warmer temperatures.

It is a moderately intelligent and friendly creature, and will sometimes aid travellers who do not carry fire. However, the Chyte will unceasingly attack any beings who carry open flames into its territory. It wears simple garb spun from lichen, and carries a tiny silver spear that only does 1-pip of damage.

  Val   Char   Cost        Val   Char   Cost

0 STR -10 1 PD 1 15 DEX 15 1 ED 0 6 CON -8 3 SPD 5 8 BODY -4 1 REC 0 10 INT 0 12 END 0 12 EGO 4 12 STUN 1 4 PRE -6 16 COM 3 Cost Abilities END
67 Shrinking (50 pts), Persistent, Always On (2gm, 6cm tall, -10 to other's Sight PER rolls) 40 1" Tunneling through 6 DEF, Closes Behind, Invisible Power Effects (Sight) (+1/2), 0 END (+1/2) 19 2d6 EB versus ED, NND (Immune to Cold, Heaters) (+1), Explosion (+1/2), 0 END Persistent (+1), Personal Immunity (+1/4), No Range (-1/2), Always On (-1/2) 8 6" Flying, OIF - Wings (-1/2) 15 50% Resistant Energy Defense, Only versus Cold (-1) 3 Life Support - Immune to Cold 3 Breakfall, Stealth 12- 2 +1 OCV w/ Spear ES: Climbing, Concealment, Conversation, Deduction, Shadowing 8- (each) AK: Home grounds -10 -5" Running (1" Total) -1 -1" Running (1" Total) 75+ Disadvantages
15 Distinctive Features (Not Concealable) 10 Psych. Lim: Fears fire (Uncommon, Strong) 10 x2 BODY from Heat or Fire (Uncommon) 15 1d6 per Turn above 10 degrees C. (Common) 22 Creature Bonus

OCV: 3; DCV: 13; ECV: 5; Modifiers: +1; Phases: 4, 8, 12
Points = 1 + 146 = 147 = 72 + 75

Cinderlings

Native to the plane of Lava, these faintly glowing, egg-shaped rocks fly in small packs looking for a warm place to nest. Their small size, combined with a swift, darting flight pattern, make them especially difficult to strike. They will drive off anybody who disturbs their home by ramming the intruders with their scorching hot bodies.

When not in their native plane, Cinderlings are commonly found near active lava tubes, hot springs, and other sources of geologic heat. Naturally, cool water or cold weather conditions can be quite lethal to these beings.

  Val   Char   Cost        Val   Char   Cost

5 STR -5 2 PD 1 21 DEX 33 3 ED 0 15 CON 10 4 SPD 9 14 BODY 8 4 REC 0 5 INT -5 30 END 0 8 EGO -4 50 STUN 25 6 PRE -4 4 COM -3 Cost Abilities END
53 Shrinking (40 pts), Persistent, Always On (-8 to others' PER, +8 DCV, +12 KB) 20 -10" Knockback Resistance (+2" total) 20 1d6 Energy HKA, 0 END Persistent, Damage Shield, Personal Immunity, Always On, No Knockback, Reduced Penetration - Heat 26 Tunneling 3" through 10 DEF, Closes Behind, Only through stone (-1). 1/5" 15 75% Resistant Energy Damage Reduction, only vs. fire (-1) 11 Life Support (Doesn't eat or excrete, Immune to Disease, Intense Heat) 15 Flight 5", 0 END 12 +4 PD/ +4 ED Armor 6 +2 w/ Unarmed Combat 5 Infrared Vision 3 Bump of Direction 2 AK: Geologically Active Areas 11- 75+ Disadvantages
15 Phys. Lim: No fine manipulation 15 Phys. Lim: No sense of hearing or smell (Always, Slightly) 10 Psych. Lim: Defend nesting grounds (Uncommon, Strong) 5 1.5x Effect from Earth/Fire Manipulating Powers (Uncommon) 20 2x Effect from water or cold (Common) 10 3d6/Hour in freezing environment (Common) 15 1d6/Turn from cold water (Common) 10 -5" Running (1" total) 2 -2" Swimming (0" total) 25 Distinctive Features (Not concealable) 51 Creature Bonus

OCV: 7(9); DCV: 15; ECV: 3; Modifiers: +2; Phases: 3, 6, 9, 12
Points = 65 + 188 = 253 = 178 + 75

Demon Eye

This spawn of the nether planes is both hideous to behold and extremely dangerous to defy. Through some mysterious means, the hideous, egg-shaped body constantly floats about a meter above the ground. The fanged maw sits low in the gaunt belly, surrounded by a mat of waving tentacles that trail down to the ground. Clustered about the scalp, a ring of black eyes peer outward in all directions. A set of five somewhat larger eyes, with a slightly larger central eye, looks out from just above the mouth, and serves as the primary source of vision for this villainous beast.

The Demon Eye is utterly without redeeming humanitarian qualities, and lives only to dominate or destroy those around it. The ring of eyes have lethal powers that efficiently serve the beast to this end. The cunning mind of this creature makes it a particularly dangerous opponent, even to the demon lords of the nether planes. When released upon the realms, a Demon Eye is a most formidable foe indeed. The Eye will usually be found among dark, dank, subterranean ruins, surrounded by a retinue of slaves, guardians, evil allies, and other spawn from the depths.

  Val   Char   Cost        Val   Char   Cost

16 STR 6 4 PD 2 13 DEX 9 3 ED 0 16 CON 12 4 SPD 17 12 BODY 4 5 REC 0 18 INT 9 38 END 3 12 EGO 4 28 STUN 2 20 PRE 10 4 COM -3 Cost Abilities END
30 60 Pt. Multipower, OIF - Eyes, Breakable (-1/2), Each slot can be activated once/minute (-1/2). Fixed Slots: 3 1) 10d6 Mind Control, Reduced by Range (-1/4) - 50pts 5 3 2) 9d6 Mind Control, Telepathic (+1/4), Only to Flee in Fear (-1/2) - 60pts 6 3 3) 6d6 EGO Attack, Based on CON (-1/2) - 60pts 6 2 4) 20 STR Telekinesis, Fine Manipulation - 40pts 4 2 5) 2d6 Major Transform (Flesh to Stone), cumulative (+1/2) - 45pts 4 2 6) 2d6 RKA, No Range Penalty (+1/2) - 45pts 4 2 7) 3d6 Drain SPD, No Range Penalty (+1/2) - 45pts 4 3 8) 2d6 BODY Drain, Recover 5/week (+1+1/2) - 45pts 4 22 1d6 STR Drain, Area Effect (5" Cone), Personal Immunity, 0 END Persistent, No Range, Always On. 16 1d6+1 HKA, reduced penetration (-1/4) - Bite 1 7 2" Flight, 0 END Persistent, Always On, Only to hover one meter above ground (-1). 14 6 DEF Armor, Only 4 DEF from front (-1/4) 10 360 degree sensing to Sight Group 4 +2 to sight Perception (15- total) 6 +2 OCV w/ Multipower 6 Persuasion, Tactics 13- 3 Language: Demon Eye (Fluent) AK: Den & Vicinity KS: Managing servants 11- ES: Conversation, Deduction, Shadowing -12 -6" Running (0" Total) -2 -2" Swimming (0" Total) 75+ Disadvantages
25 Distinctive Features (Not concealable, Extreme Reaction) 15 Physical Limitation: No fine manipulation 10 Psych. Limitation: Must be Obeyed (Common, Moderate) 15 Psych. Limitation: Malicious (Very Common) 10 Psych. Limitation: Short Tempered (Common) 15 Reputation (Extreme) 11- 51 Creature Bonus

OCV: 4; DCV: 4; ECV: 5; Modifiers: +2; Phases: 3, 6, 9, 12
Points = 75 + 126 = 201 = 126 + 75

Demon, Major

Demons come in many shapes and sizes, and possess all manner of powers. All, however, are unspeakably evil. To generate a randomly summoned major Demon, use the following description for the base, then roll on the tables at the end of this section to generate random characteristic modifiers, plus additional powers and skills.

    Val   Char    Cost   Val   Char    Cost

14 STR 4 4 PD 1 12 DEX 6 3 ED 0 13 CON 6 3 SPD 8 11 BODY 2 6 REC 0 10 INT 0 26 END 0 12 EGO 4 25 STUN 0 15 PRE 5 4 COM -3 Cost Abilities
120 Roll twice on Table A 40 Roll twice on Table B 40 Roll twice on Table C 65 Roll once on each Table D 20 25% resistant Physical Damage Reduction: not vs. silver or magic. 75+ Disadvantages
10 2x Body from Holy Weapons 15 Phys Lim: Confined by Pentagrams 15 Phys Lim: Must obey anyone who knows true name 10 Psych Lim: Fears Holy Symbols (Uncommon, Strong) 15 Distinctive Features: Aura of Evil 20 Susceptibility to Holy Ground: 3d6 END Per Turn 25 Susceptibility to Holy Water: 3d6 Stun Per Phase 50 Roll once on Table E 174 Creature Bonus

Points = 124 + 285 = 409 = 334 + 75

Dragon Warrior

This fierce warrior being is magically created from the void when a dragon's tooth is planted in the ground. It is humanoid in form, but has features of a dragon. These include a scaled hide, a fanged protruding mouth, no ear lobes or hair, a heavy neck, and a thick tail. They begin with no will of their own, but quickly develop a sense of self-identity. In due course they will strike out to find their place in the world and seek others of their kind.

The newly formed dragon warrior will have no abilities besides a deeply predatory nature and basic survival instincts, and must be taught nearly everything. Fortunately it is a fast learner and will be able to communicate on a basic level within a few weeks.

When slain, the dragon warrior dissolves into a cloud of smoke and vanishes. He can be slain by the normal means or a suitably powerful dispel magic.

  Val   Char   Cost        Val   Char   Cost

25 STR 15 6 PD 1 15 DEX 15 5 ED 1 20 CON 20 3 SPD 5 18 BODY 16 9 REC 0 14 INT 4 40 END 0 0 EGO -20 41 STUN 0 19 PRE 9 6 COM -2 Cost Abilities END
6 2d6 Aid to EGO, 0 END Persistent (+1), x4 Difficult to Dispel (+1/2), Gradual Effect (1-3 weeks) (-1-3/4), Always On (-1/2), No Range (-1/2), Self Only (-1/2) 12 1d6-1 HKA, Reduced penetration (-1/4) - bite 12 1/2d6 HKA, Reduced penetration (-1/4) - clasw 4 +2d6 HA, OIF - tail whip 8 +4 PD/+4 ED Armor 5 Extra Limbs: Tail 5 Ultraviolet Vision 3 +1 to all Perceptions (12-) 3 Lightsleep 3 Concealment 11- 3 Stealth 12- 3 Survival 11- 4 +2" Running (8" total) 2 +2" Swimming (4" total) - Language: Any Tongue (Basic), Must train for 1-3 weeks - ES: Climbing, Deduction, Shadowing 8- 75+ Disadvantages
20 Distinctive Features (Not Concealable, Major Reaction) 10 Psych. Lim.: Completely ignorant about life (Common, Moderate) 10 Psych. Lim.: Curious (Common) 5 Takes STUN from Dispel Magic (Uncommon) 15 Enraged in combat (Common) 11-, 8- 0 Creature Bonus

OCV: 5; DCV: 5; ECV: 0; Modifiers: +0; Phases: 4, 8, 12.
Points = 60 + 73 = 133 = 58 + 75

Dwarven Wyrm

Shaped somewhat like their larger cousins, these Draconian beasts are proportionally stockier in build, with a pale yellow hide and heavy limbs. Dwarf Wyrms spend most of their life deep under the Eldar Mountains. They have evolved powerful claws to dig quickly through solid rock. Their stubby wings are now mere vestiges of their former glory, but they serve as adequate climbing hooks when scaling a cavern wall or ceiling.

Despite their smaller size, Dwarf Wyrms are still a formidable foe and much feared by inhabitants of the underground world. Their breath weapon has adopted to the tunnel life, emitting a stream of powerful corrosive fluid. The Wyrm hide is tougher than that of a lesser dragon, and sports two rows of folding barbs along the back.

  Val   Char   Cost        Val   Char   Cost

40* STR 10 18* PD 14 16 DEX 18 18* ED 10 35 CON 50 3 SPD 4 28* BODY 30 10 REC 0 9 INT -1 70 END 0 12 EGO 4 55* STUN 1 30 PRE 20 5 COM -2 * Bonuses for Growth and Density Increase already figured in. Cost Abilities END
20 Growth (15 pts), Persistent, Always On (800KG, +2 to others' Sight PER, -3" KB, +1" reach) 7 Density Increase (5 pts), 0 END Persistent, Always On (x2 Mass, -1" KB) 24 2d6 HKA, reduced penetration (-1/4) - bite 3 36 2d6 HKA, armor piercing, reduced penetration - claws 4 3" Tunneling through 9 DEF 4 +2d6 HA, OIF - tail lash 48 4d6 Energy Blast, NND (Acid, BODY versus metal) (+1), Area Effect (Any) (+1), Reduced by Range - breath 6 24 +8 DEF Armor 30 75% Resistant Energy Damage Reduction, only versus own breath type (-1) 5 Extra Limbs - wings & tail 8 +4" Running (10" total) 1/5" 7 Clinging, OIF - Wings 5 Infrared Vision 6 +2 to all Perceptions 6 +2 w/ H-to-H combat 3 Climbing 12- 3,3 Concealment, Survival 11- (each) 0 ES: Breakfall, Stealth, Tracking 8- (each) AK: Underground passages and caverns 75+ Disadvantages
15 No fine manipulation 25 Distinctive Features: Sinister form (Not conceal, extreme) 10 Phys. Lim: Unable to cross bodies of water 15 Psych. Limitation: Greedy (Very Common) 15 Reputation (Extreme) 14- 242 Creature Bonus

OCV: 5; DCV: 5; ECV: 4; Modifiers: +1; Phases: 4, 8, 12
Points = 158 + 239 = 397 = 322 + 75

Eagle, Giant

These large, graceful predators dwell high in the mountain ranges, where they soar among the clouds searching for suitable prey. Territorial in nature, they build huge nests atop peaks and great cliffs, from whence they can survey their land. However, they are unusually intelligent and possess an elegant language and social structure. Giant Eagles will sometimes be seen in great flock performing an aerial dance of unknown significance.

Much like their smaller cousins, the Giant Eagle has a huge wing span, with sharp eye sight, talons, and a predatory beak. Most are dark brown in color with a white head and wing tips. Their beak and talons are golden brown. Giant Eagles will defend their hatchings with a furious valor that will make even an aggressive gryphon pause.

The favorite prey of Giant Eagles are large, herd animals that dwell on the mountain sides and alpine valleys. These include mountain sheep, elk, moose, and goats. Typically they will leave the large predators alone, unless food is in especially short supply.

    Val   Char    Cost   Val   Char    Cost

22* STR -8 2 PD 4 15 DEX 15 4 ED 0 18 CON 16 4 SPD 15 16* BODY 0 6 REC 8 9 INT -1 32 END 0 8 EGO -4 16* STUN 1 15 PRE 5 12 COM 1 *Effects of growth already factored in. Cost Abilities
40 Growth (30 pts), Persistent, Always On. (500kg, -4 DCV, +4 to other's PER, +2" Reach, -6"KB) 24 2d6 HKA, reduced penetration (-1/4) - bite 3 24 2d6 HKA, reduced penetration (-1/4) - claws 3 6 +4 PD / +4 ED Armor, Coverage (6-14) (-1) 31 Flight 16" (64" non-combat), 1/2 END (+1/4), OIF - wings (-1/2) 1/10" 9 Telescopic Sight (+6 to ranged PER) 9 +3 to all Perceptions (14- total) 10 +2 w/ H-to-H combat 6 +3 w/ Move By -10 -5" Running (0" Total) -2 -2" Swimming (0" Total) -6 +3" KB (+3" KB total) ES: Breakfall, Deduction 8- (each) Language: Giant Eagle (Native) 75+ Disadvantages
15 Physical Lim: no fine manipulation 10 Psych. Lim: Must protect nest (Uncommon, Strong) 15 Distinctive Features (Not Concealable, Major Reaction) 10 Reputation (Extreme) 11- 10 Physical Limitation: Cannot Leap 58 Creature Bonus

OCV: 5; DCV: 1; ECV: 3; Modifiers: +2, +3; Phases: 3, 6, 9, 12
Points = 52 + 141 = 193 = 118 + 75

Eerie Assistant

An Eerie Assistant is not a living being in the normal sense, but is a magical force summoned to the bidding of a Wizard. The standar Assistant will not engage in any form of combat, but will follow any orders given by its master even at the cost of its own existence. The assistant is normally wrapped in clothing to allow the Wizard to view his actions.

The Eerie Slugger is an enhanced version of the Eerie Assistant that has some limited unarmed combat ability. This later type of entity is very difficult to control during combat and will often attack any nearby targets.

    Val   Char    Cost   Val   Char    Cost

5 STR -5 1 PD 0 10 DEX 0 1 ED 1 0 CON -20 4 SPD 20 10 BODY 0 0 REC -2 10 INT 0 0 END 0 0 EGO -20 0 STUN -7 10 PRE 0 10 COM 0 Cost Abilities END
30 Takes no STUN. Takes only BODY (Automaton) 40 Invisible to sight group, 0 END Persistent (+1), Always On (-1/2) 2 0 END w/ STR 6 0 END w/ Running 21 Life Support (Immune to Disease, Immune to Aging, Doesn't Eat, Sleep, Breath, or Excrete) 6 PS: Servant 15- Cost Additional Abilities (Eerie Slugger) END
9 +2d6 HA, 0 END (+1/2) 2 +1 OCV w/ Punch 2 FAM w/ Unarmed Combat 50+ Disadvantages
20 Psych. Limitation: Will Not Fight (Common, Total), Eerie Assistant Only 10 Vulnerability: 2x Effect from Drain attacks (Uncommon), Eerie Slugger Only 15 Berserk while in combat (Common), 14-, 8-, Eerie Slugger Only 2 Creature Bonus, Eerie Assistant Only 10 Creature Bonus, Eerie Slugger Only

OCV: 5; DCV: 5; ECV: 0; Modifiers: +0; Phases: 3, 6, 9, 12
Eerie Assistant: Points = -33 + 105 = 72 = 22 + 50
Eerie Slugger: Points = -20 + 105 = 85 = 35 + 50

Eldraal

This servant being from the plane of lava is magically created to carry out the whims of its masters. It resembles little more than a big, shapeless blob of molten rock. An Eldraal lacks any will of its own and has only a modest intelligence. In the normal world, however, these creatures can be tough and dangerous entities due to their molten bodies. They have the ability to form new limbs that can be stretched out for several meters. They can also pass through solid rock and can peer through the stone while doing so. Finally, in addition to being physically tough, they have the ability to heal themselves whenever they are in contact with lava.

    Val   Char    Cost   Val   Char    Cost

40 STR* 0 7 PD* 0 15 DEX 15 11 ED* 0 24 CON 28 3 SPD 5 15 BODY 10 7 REC 0 9 INT -1 48 END 0 0 EGO -20 32 STUN 0 20 PRE 10 4 COM -3 *Density Increase already included in the totals Cost Abilities END
40 Density Increase (30 Pts.), Persistent, Always On (-6" KB) 10 Change Environment (create light and heat) 2" Radius, Persistent, Always On, Not in fog (-1/2) 12 +8 PD/+8 ED Armor 30 50% Resistant Physical Damage Reduction 30 50% Resistant Energy Damage Reduction 5 Regeneration 1 BODY/Turn, Only while in lava (-1) 14 Life Support: No need to eat, breathe, or excrete, Immune to Disease and Aging, Intense Heat and Radiation 10 N-Ray Vision (not through organic matter), Only through earth and stone (-1) 5 Infrared Vision 3 +1 to all Perception rolls 12- 31 4" Tunneling through 10 DEF, Closes behind, Only through stone (-1/2). 1/5" 1 FAM w/ Unarmed Combat 5 Extra Limbs - create new limbs at will 6 +2d6 HA - Lava Fists 10 2" Stretching 3 Climbing 12- 3 Deduction 11- - Language: Native tongue (fluent) - AK: Home plane 12- -2 -2" Swimming (0" total) 75+ Disadvantages
15 Phys. Lim.: No fine manipulation 10 Phys. Lim.: Large, Bulky and Clumsy (Frequently) 15 Distinctive Features (Not Concealable, Extreme Reaction) 10 1.5x Effect from fire manipulating powers (Uncommon) 20 1.5x Effect from cold (Common) 20 2x Effect from water (Common) 20 1d6/turn from water (Very Common) 60 Creature Bonus

OCV: 5; DCV: 5; ECV: 0; Modifiers: +0; Phases: 4, 8, 12
Points = 44 + 276 = 320 = 245 + 75

Fallen Idol

A creation of pure evil, this beast serves only to spread fear and dissent among the weaker mortal races. Normally, this beast will take the form of an small stone Idol. The features of this statue are absurdly exaggerated, with a pot belly, large pointed ears, bulging eyes, and squat arms and legs. Whenever this beast is not being observed, however, the Idol can assume its true hideous form - that of a small, winged demon with red scaled flesh, a fang- lined mouth, razor-sharp talons and bat-like wings. Regardless of its form, the mind control abilities of the Idol allow it to spread horror wherever it is carried.

    Val   Char    Cost   Val   Char    Cost

20 STR* -5 7 PD* 0 10 DEX 0 7 ED* 1 16 CON 12 2 SPD 0 15 BODY 10 7 REC 0 12 INT 2 32 END 0 11 EGO 2 33 STUN 0 20 PRE 10 2 COM -4 *Density Increase already included in the totals Cost Abilities
10 Shape Shift - Fallen Idol, 0 END Persistent, Uncontrolled, Invisible Power Effects (All), Limitation - unable to move while in Idol Form (-2) 2 Simulate Death, Only while in form of Idol (-1/2) 13 Shrinking (10 points), Persistent, Always On (-2 to others sight PER, +2 DCV) 20 Density Increase (15 points), 0 END Persistent, Always On (+15 STR, 100kg, +0 KB, +3 PD / +3 ED) 37 6d6 Mind Control, Telepathic (+1/2), Invisible Power Effects (All) (+1), Target must watch Idol (-1) 7 12 1d6 HKA, reduced penetration (-1/4) - bite 1 16 1d6+1 HKA, reduced penetration (-1/4) - claws 2 12 25% rPD, Not versus Holy Weapons (-1/4) 12 25% rED, Not versus Holy Weapons (-1/4) 7 +7 PD / +7 ED Damage Resistance 12 Flight 9", OIF - wings 1/5" 5 Extra limbs - wings and tail 30 Full Life Support 15 3d6 Luck 21 Infrared Vision, 360 Degree Sight Group, +2 to all perceptions 20 Universal Translator 12- 9 Breakfall, Concealment, Stealth 11- ES: Deduction, Shadowing 75+ Disadvantages
15 Distinctive Features: Aura of Evil (Easy to Conceal, Extreme Reaction) 10 2x Body from Holy Weapons 10 1d6 RKA from holy water (Uncommon) 10 2x Effect from PRE Attacks of Holy Men 10 Psych Lim: Fears Holy Symbols (Uncommon, Strong) 20 Psych Lim: Malicious (Very Common, Strong) 20 Psych Lim: Must assume shape of fallen idol whenever observer is present (Very Common, Strong) 111 Creature Bonus

OCV: 3; DCV: 3; ECV: 4; Modifiers: +0; Phases: 6, 12
Points = 28 + 253 = 281 = 206 + 75

Garguant

This hulking great creature of the earth has the appearance of a huge mound of dirt, stones, moss, and plant roots that has taken the form of the upper body of an oversized humanoid creature. In actuality, the Garguant is an elemental life form that draws its primal powers from rich soil. The Garguant fears little save for running water and great open spaces. It prefers to dwell deep within an ancient forests, or in secluded alpine valleys. This beast is unable to travel where there is no rich soil, and can not cross any flowing water larger than a stream.

A Garguant has a great hatred for any life forms that mine the earth for mineral wealth. This includes humans, dwarves, orcs, kobolds, and so forth. It will normally attack its enemies by rumbling forward through the earth, then enveloping and suffocating any targets. The Garguant can also form an arm-like mass which can be used for a smashing blow. Finally, this beast is extremely robust and proof against most physical attack forms, save for Water-based spells.

  Val   Char   Cost        Val   Char   Cost

40 STR* 0 10 PD* 6 9 DEX -3 8 ED* 0 18 CON 16 2 SPD 1 30 BODY* 32 6 REC 0 9 INT -1 36 END 0 15 EGO 10 44 STUN* 0 10 PRE 0 6 COM -2 * Effects of Growth and Density Increase already included in totals. Cost Abilities END
27 Growth (20 pts), Persistent, Always On (+2 PER to other's sight, -2 DCV, +1" Reach) 13 Density Increase (10 pts), 0 END Persistent, Always On (-1/2). (6,400kg, -6" KB) 29 2" Tunneling through 4 DEF, Closes behind. 3 27 3d6 Entangle, Blocks Sight Group, No Range (-1/2) 4 12 2d6 Energy Blast, NND (Appropriate Life Support) (+1), 0 END (+1/2), No Range (-1/2), Linked to Entangle (-1/2) - engulf & smother 2 24 +8d6 HA - punch 2 20 50% Resistant Physical Damage Reduction, Not versus Water (-1/2) 7 Regeneration - 1 BODY / turn, Only while tunneling through dirt (-1/2) 10 +5 rPD / +5 rED Damage Resistance 10 2" Stretching (4" Non-Combat) 1 18 Life Support - No need to Eat, Sleep, or Excrete; Immune to Disease -2 -1" Running (5" total) -2 -2" Swimming (0" total) 13 Concealment 16- 0 ES: Deduction, Stealth 8- (each) AK: Home forest or valley 75+ Disadvantages
20 Distinctive Features (Not Concealable, Major Reaction) 15 Physical Limitation: No fine manipulation 10 Dependence on rich dirt (Very Common, 1d6 per turn) 20 1d6 BODY per phase of immersion in water (Common) 10 x2 BODY from water attacks (Uncommon) 10 Psych. Lim: Fear of wide open plains (Common, Moderate) 15 Psych. Lim: Fear of flowing water (Common, Strong) 10 Hatred of mining races (Uncommon, Strong) 80 Creature Bonus

OCV: 3; DCV: 1; ECV: 5; Modifiers: +0; Phases: 6, 12
Points = 59 + 206 = 265 = 142 + 75

Giant, Column

These unique entities were created by a god to guard a few sacred sites. Column Giants have nearly infinite patience and spend the majority of their life in the form of a natural-looking column of rock. While in this state, the giant uses a magical clairsentience ability to view the area and look for any threats to their ward. They have no need for sustainance, as they draw all their needs from the earth. Column Giants are extremely reticent and will not converse with anybody except their creator.

  Val   Char   Cost        Val   Char   Cost

65* STR 0 9* PD 2 15 DEX 15 9* ED 0 20 CON 20 3 SPD 5 34* BODY 36 12 REC 12 12 INT 2 56 END 8 20 EGO 20 60* STUN 39 40 PRE 30 10 COM 0 *Effects of growth and density increase already factored in. Cost Abilities END
40 Growth (30 pts), Persistent, Always On (+4 to others' sight PER, +2" reach, -6" KB) 33 Density Increase (25 Pts.), Persistent, Always On (-5" KB) 30 50% Resistant Physical Damage Reduction 30 50% Resistant Energy Damage Reduction 14 +10 PD/+10 ED Armor 10 Shapeshift: Column of Stone 1 53 Clairsentience to Sight and sound, 10 km Range, 0 END, Invisible Power Effects (Sight), 1/2 DCV Concentrate Throughout 6 +2 PER w/ all Perceptions 30 Life Support: Full 12 +4d6 HA 2 FAM w/ Common Melee Weapons 5 +1 w/ H-to-H combat 3 Breakfall 12- 3 Climbing 12- 3 Tactics 12- 4 +2" Running (8" total) 42 1" Tunneling through 10 DEF, Only through stone, Closes behind 2 KS: Siege Techniques 11- 2 AK: Area of ward 11- - Language: Local tongue (Basic conversation) 75+ Disadvantages
20 Distinctive Features (Not Concealable, Major Reaction) 10 Phys. Lim.: Large, Bulky, and Clumsy (Frequently) 15 Psych. Lim.: Must protect ward (Uncommon, Total) 20 Psych. Lim.: Must assume form of column when not active (Very Common, Strong) 15 Psych. Lim.: Only talks to creator (Uncommon, Total) 15 Psych. Lim.: Stubborn (Common, Strong) 10 1.5x Effect from Earth Manipulating Powers (Uncommon) 10 1d6/turn when not in contact with the earth (Uncommon) 321 Creature Bonus

OCV: 5; DCV: 1*; ECV: 3; Modifiers: +1, +2; Phases: 4, 8, 12
Points = 189 + 322 = 511 = 436 + 75

Giant, Crevice

Close relatives of the Mountain Giant, these huge beings thrive among the dragon-free peaks of the rugged Eldar Mountains. Crevice Giants build their mining villages out of stone, among inaccessible valleys and narrow gorges high in the range. Their preferred hunting grounds are the peaks and rocky water channels above the tree line, although they will make occasional forays down into the hills when food is scarce.

They can be distinguished from their Mountain Giant cousins by flaming red hair, a rudy complexion, and long, slender digits. Their preferred weapons consist of large iron shot, which they can hurl at a foe from a great distance, and massive clubs studded with iron spikes. At least three distinct tribes of Crevice Giants live among the Eldar Mountain peaks, each with its own distinct culture, garb, and dialect.

  Val   Char   Cost        Val   Char   Cost

38* STR 13 16 PD 11 15 DEX 15 10 ED 4 28 CON 36 3 SPD 5 24* BODY 22 12 REC 2 9 INT -1 60 END 2 10 EGO 0 60* STUN 9 28 PRE 18 8 COM -1 *Effects of growth already factored in. Cost Abilities END
20 Growth (15 pts), 0 END Persistent, Always On (800Kg, +2 to others sight PER, +1" Reach, -3" KB) 3 +2 PD Armor 6 +3" Running (9" total) 3 +1 to all Perceptions (12-) 5 Climbing 13- 3 Concealment 11- 2 AK: Eldar Mountains 2 KS: Mountains 11- 1 Lang: Tharse (Basic Conversation) 2 PS: Mining 11- 9 Survival 14- 3 FAM w/ Common Melee Weapons 5 +1 w/ H-to-H combat 3 +2 Range Offset w/ Shot 0 ES: Trading 8- 75+ Disadvantages
25 Distinctive Features (Not Concealable, Extreme Reaction) 20 Reputation (Extreme) 14- 10 Phys. Lim.: Large, Bulky, and Clumsy (Frequently) 15 Psych. Lim.: Greedy (Common, Strong) 10 Dislike of racial enemies (Uncommon, Strong) 5 Hunted (Watched) by local races (Limited Area) 11- 42 Creature Bonus

OCV: 5; DCV: 3*; ECV: 3; Modifiers: +1, +2; Phases: 4, 8, 12
Points = 135 + 67 = 202 = 127 + 75

Giant, Sea

This enormous race of seafaring amphibians shares a common ancestor with the Lizardmen. Some time in the distant past, however, they were changed into the largest of the common Giant races. The hands of the Sea Giants are webbed, but capable of handling weapons and tools fashioned from coral. A spiked dorsal fin peaks at the rib cage, then runs the length of their back to the tail. The ocean water supports much of their vast bulk, and they are incapable of standing upright on dry land, even if they had legs instead of a vertical tail.

The tough, slick, dark-green hide of the Sea Giant provides considerable protection, and streamlines their movement through the water. Their eyes are slitted vertically much like a cat, and provide excellent vision underwater. They also have large, spiked ears which sense minute noises from passing fishes and other denizens of the depths.

Sea Giants travel in small hunting parties to trap and slay large sea creatures, such as whales or giant sharks. They even gather Orcas to join their hunt and round up the prey. Typically, a Sea Giant hunting party is armed with razor-sharp coral spears, and they employ a large net made from tough shark hide.

The Sea Giant clans typically reside in clusters of underwater caves, surrounded by delightful gardens decorated by beautiful coral and many tropical fishes. The clans grow extensive fields of sea weeds in the ocean shallows. They have some limited commerce with Lizardmen, but usually avoid contact with any other surface dwellers. They are greatly feared and hated by other intelligent sea dwellers, whom they enslave to work the farms.

There may be a rare offshoot of the Sea Giants who inhabit large, freshwater lakes. These are smaller than their sea-going cousins, and are not held in high regard. Most Sea Giants avoid unsalted water, unless necessary.

  Val   Char   Cost        Val   Char   Cost

40* STR -10 15 PD 15 15 DEX 15 10 ED 5 25 CON 30 3 SPD 5 26* BODY 22 12 REC 14 12 INT 2 50 END 0 12 EGO 4 60* STUN 19 30 PRE 20 8 COM -1 *Effects of growth already factored in. Cost Abilities END
53 Growth (40 pts), 0 END Persistent, Always On (-5 DCV, +5 to others sight PER, +3" Reach, -8" KB) 21 6d6 Mind Control, Non-verbal, only on water animals 3 8 Life Support (Breathe underwater, High pressure) 21 +2 Hearing, targeting, only in water (-1/4) 4 Ultraviolet Vision, only in water 9 Armor: +4 rPD, +2 rED, tough hide 3 FAM w/ Common Melee & Nets 5 +1 w/ Hand-to-hand 0 Language: Sea Signing (Native) 7 Navigation 13- 3 Survival 11- 2 AK: Home Area 11- 4 AK: Ocean Depths 13- 2 PS: Current occupation/hobby 11- 0 ES: Concealment, Conversation, Deduction 8- (each) 8 +8" Swimming (10" total) 75+ Disadvantages
20 Distinctive Features (Not Concealable, Major Reaction) 20 Reputation (Extreme) 14- 5 Unable to vocalize (Infrequently, Slightly) 10 Dislike of racial enemies (Uncommon, Strong) 5 Hunted (Watched) by underwater races 11- 12 -6" Running (0" total) 143 Creature Bonus

OCV: 5; DCV: 0; ECV: 4; Modifiers: +1; Phases: 4, 8, 12
Points = 166 + 124 = 290 = 215 + 75

Giant, Two-Headed

Apart from their dual heads, this race of Giants could easily be mistaken for Stone Giants, both in appearance and life style. The second head does provide advantages, including the ability to operate each arm independently. Since one head can remain awake and alert at all times, it is difficult to sneak up on these beings. However, the mind of the Giant has been split between the two heads, so that they appear less intelligent and clumsier overall than their stone cousins.

  Val   Char   Cost        Val   Char   Cost

40* STR 15 16 PD 11 13 DEX 9 10 ED 4 28 CON 36 4 SPD 17 25* BODY 24 12 REC 2 8 INT -2 50 END -3 11 EGO 2 65* STUN 23 30 PRE 20 8 COM -1 *Effects of growth already factored in. Cost Abilities END
20 Growth (15 pts), Persistent, Always On (-2 DCV, +2 to others sight PER, +1" Reach, -3" KB) 3 Life Support (Does not need to sleep) 3 Armor: +2 rPD, tough hide 3 +1 PER, all senses 5 Ultraviolet Vision 3 Ambidexterity 2 FAM w/ Common melee weapons 3 +1 w/ Clubs 2 Language: Local Common (Fluent Conversation) 2 AK: Home Area 11- 2 AK: Caves & Rocky Terrain 11- 5 Survival 12- 0 ES: Climbing, Concealment, Deduction 8- (each) 75+ Disadvantages
20 Distinctive Features (Not Concealable, Major Reaction) 5 Berserk (Enraged) when in combat 8-, Recovers 14- 20 Reputation (Extreme) 14- 10 Phys. Limitation: Large, Bulky & Clumsy (Frequently) 10 Dislike of racial enemies (Uncommon, Strong) 70 Creature Bonus

OCV: 4; DCV: 2; ECV: 4; Modifiers: +1; Phases: 3, 6, 9, 12
Points = 157 + 53 = 210 = 135 + 75

Giant Vampire

Despite the similarity of their deprived behavior, these hulking beings are not true Vampires. Instead, a hereditary defect fuels a severe craving for large doses of growth hormones from other humanoid creatures. They satisfy their urge by biting into their victim, and extracting most of the growth glands from the body. The Vampires can exhale a powerful hypnotic gas that will hold their target long enough to insert a special fang and extract the gland. The wound from this bite usually proves fatal to the victim, unless special care is taken by the Giant.

Their favorite victims are young giants with very active thyroids. For this reason, the Giant Vampire are greatly feared by their normal kin, and are shunned or slain outright when discovered. Giant Vampires do not receive sufficient hormones from normal-sized humanoids, but will still attack when their craving grows extreme.

In all other respects, Giant Vampire resemble their normal kin, and always seek to disguise their true nature.

  Val   Char   Cost        Val   Char   Cost

50 STR* 20 19 PD 13 14 DEX 12 11 ED 6 25 CON 30 3 SPD 6 25 BODY* 26 12 REC 2 12 INT 2 65 END 7 20 EGO 20 70 STUN* 17 30 PRE 20 10 COM 0 * Bonuses for Growth already figured in. Cost Abilities END
27 Growth (20 pts), Persistent, Always On (1,600 KG, +2 to others' Sight PER, -2 PER, -4 KB, +1" reach) 24 6d6 EB, NND (Hypnotic Gas Attack) (+1), Personal Immunity (+1/4), Reduced by Range (-1/4), Extra Time - Full Phase (-1/2), 4 Charges/day (-1) - Exhale gas 10 1d6-1 HKA - bite 1 3 +2 PD Armor 8 +4" Running (10" total) 5 Ultraviolet Vision 6 +2 to all Perceptions (13-) 9 Concealment 14- 3 Survival 11- 3 Language: Local (Fluent w/ Accent) 2 AK: Hunting grounds 11- 4 Fam. w/ Common Melee & Missile Weapons 75+ Disadvantages
25 Distinctive Features (Not concealable, Extreme Reaction) 20 Reputation (Extreme) 14- 10 Phys. Lim: Large, Bulky, & Clumsy (Frequently) 0 Dependent upon growth hormone (2d6 Shrinking/day) 15 Hunted by other giants (Frequently) 223 Creature Bonus

OCV: 5; DCV: 3; ECV: 7; Modifiers: +0; Phases: 4, 8, 12
Points = 181 + 187 = 368 = 293 + 75

Gibber-Beasts

These howling, jabbering abominations were created in the heart of chaos and exist only to destroy. Gibbering packs relentlessly haunt the barren lands, looking for any creatures to consume, regardless of how small or pitiful a meal they may provide.

When their numbers grow too great for the land to support, the Gibbering instinctively form great hordes and advance out of their lands destroying all in their path. Insane beyond measure, these hordes will flow forth without stopping to feast or rest. They will not stop until they are all slain or have starved to death. Fortunately, major invasions of this type are quite rare, only happening every few centuries. More often their numbers are culled by constant wars between the packs.

As creatures go, Gibberings are both revolting and terrifying to behold. Their tapered, fang-filled maws dominate their over-large heads. Small, beady eyes are set atop the head, with inadequate ear holes just behind. The body tapers from front to back, with powerful front shoulders and peculiarly small hammocks. Thick plates of cartilage along the back provide protection to the neck and back, favorite targets of rival Gibberings. A pathetic looking tail, bearing a small tuft at the end, drags along behind.

  Val   Char   Cost        Val   Char   Cost

16 STR 6 4 PD 1 11 DEX 3 2 ED 0 10 CON 0 3 SPD 9 14 BODY 8 10 REC 10 5 INT -5 40 END 10 6 EGO -8 25 STUN -2 25 PRE 15 1 COM -4 Cost Abilities END
30 1d6 Energy RKA, Continuous, Uncontrolled, Penetrating, Sticky, Reduced by Range, Extra Time: Phase - bile 5 18 1d6 HKA (2d6 w/ STR), Armor Piercing, Continuous, Reduced Penetration - bite 2 13 1d6+1 HKA (2d6+1 w/ STR), Reduced Penetration (-1/4), only when biting (-1/4) - claws 2 8 +4" Running (10" total) 4 1/2 END while running 1/10" 3 +4 PD/+2 ED Damage Resistance 10 +15 Mental Defense, Only when berserk (-1/2) 10 Tracking Scent 10 +2 w/ H-to-H Combat 3 Tactics (Pack) 10- 3 Survival 11- 75+ Disadvantages
15 Phys. Lim: No fine manipulation 20 Distinctive Features (Not concealable, Major Reaction) 15 Psych. Lim: Must slay creatures (Common, Strong) 5 Psych. Lim: Form horde when starving (Uncommon) 20 Berserk while in combat (Common, 11- Berserk, 11- Recover) 5 Creature Bonus

OCV: 4(6); DCV: 4; ECV: 2; Modifiers: +2; Phases: 4, 8, 12
Points = 43 + 112 = 155 = 80 + 75

Glashans

This mysterious phenomenon has only been observed around wind-swept lava flows, when dry winds sweep up the steep mountain faces and create strong electrical disturbances. Strange lightning forms dance and cavort across the crags, leaving a trail of singed plants and magnetized iron scraps.

A noted sage believes the Glashans to be extraplanar beings, possibly from a dimension of pure lightning plasma. They possess powerful magnetic and electrical abilities, and prefer to linger in regions where conditions are ripe for lightning storms. Something about the land about lava eruptions allows these beings to move easily between the planes and take advantage of the heavily charged conditions along the coast.

  Val   Char   Cost        Val   Char   Cost

-10 STR -20 2 PD 4 20 DEX 30 10 ED 6 21 CON 22 5 SPD 20 18 BODY 16 5 REC 6 12 INT 2 84 END 21 10 EGO 0 24 STUN 0 20 PRE 10 10 COM 0 Cost Abilities END
15 Elemental Control - Plasma 25 - Desolidification 45 - 6d6 Energy Blast versus ED, Area Effect (Any) (+1) 5 - 20 STR Telekinesis, Only versus Ferrous Metals (-2) 25 2d6 Energy RKA, 0 END Persistent (+1), Damage Shield (+1/2), Always On (-1/2), Not versus grounded or wet targets (-1-1/2). 5 25% Resistant Physical Damage Reduction, Not versus Metal, Earth, or Water (-2). 60 75% Resistant Energy Damage Reduction 14 Life Support (Doesn't Eat, Sleep, or Excrete, Immune to Disease, Aging, and Vacuum) 5 +10 Mental Defense, Only versus Mind Control (-1) 40 5" Flight (x4 non-combat), 0 END Persistent 8 -6" Running (0" total) 2 -2" Swimming (0" total) 6 +2 to all Perceptions 6 +2 w/ H-to-H combat 75+ Disadvantages
15 No fine manipulation 25 Distinctive Features (Not conceal, extreme) 10 Susceptibility: Moisture, 1d6 per turn, (Common) 20 2x Vulnerability to Water (Common) 10 Phys. Lim: Unable to cross bodies of water 223 Creature Bonus
OCV: 5; DCV: 5; ECV: 4; Modifiers: +1; Phases: 3, 5, 8, 10, 12
Points = 117 + 261 = 378 = 303 + 75

Green Mound

This slimy infestation is usually found in damp, underground locations. Unable to move readily, Green Mounds lie in wait for food to come to them, often dangling from ceilings where they can drop on passing creatures. Once in contact with food, the slime begins dissolving the material and converting it into more slime. Mounds can quickly eat their way through most metals and more slowly through plant matter, but has little or no effect on rock or glass.

  Val   Char   Cost        Val   Char   Cost

-10 STR -20 6 PD 8 0 DEX -30 3 ED 3 0 CON -20 1 SPD 0 8 BODY -4 2 REC 8 0 INT -10 0 END 0 0 EGO -20 15 STUN 12 10 PRE 0 0 COM -5 Cost Abilities END
15 Cannot be Stunned (Automaton) 15 Does not bleed (Automaton) 7 +12 STR Clinging, Always On 60 2d6 Major Transform to Green Mound, Any material dissolved by acid, Cumulative Attack (+1/2), 0 END Persistent, Sticky, No Range, Always On 60 75% Resistant Physical Damage Reduction 15 25% Resistant Energy Damage Reduction 75 10d6 Suppress All Magic, 0 END persistent, no range, always on -12 -6" Running (0" total) -2 -2" Swimming (0" total) 75+ Disadvantages
15 Distinctive Features (Not concealable) 15 2x BODY from Cure Disease spells 10 1d6 Susceptibility: Sunlight (Common, Every Turn) 10 Phys Limit: no fine manipulation 30 Creature Bonus

OCV: 0; DCV: 0; ECV: 0; Modifiers: +0; Phases: 12
Points = -78 + 233 = 155 = 80 + 75

Groll, Stone

These small creatures are sometimes kept as pets by Gargoyles. They have a dark, furry, egg-shaped body with small slender legs. Their beady eyes are a malevolent red and they have a wide, drooling mouth with sharp, pointy teeth. Their ears are oversized and wrap around the sides of their head. They will growl and snap like a dog and dart about with unusual speed and energy.

The bite of these creatures can cause a harmless skin condition that will spread across most of the body before fading away after several weeks. This condition creates a grey, mottled-like texture that resembles granite.

  Val   Char   Cost        Val   Char   Cost

8 STR -2 2 PD 0 12 DEX 6 2 ED 0 9 CON -2 4 SPD 18 10 BODY 0 4 REC 0 5 INT -5 18 END 0 9 EGO -2 19 STUN 0 12 PRE 2 2 COM -4 *Effects of shrinking already factored in. Cost Abilities END
13 Shrinking (10 Pts.), Persistent, Always On (-2 to others' sight PER, +3" KB) 12 1d6-1 HKA, reduced penetration (-1/4) - bite 1 6 +3 PD/+1 ED Armor 12 Clinging, +4 STR 1 6 +2 to all senses (12-) 6 +3 to smell/taste (15- total) 10 Tracking Scent 8 +4" Running (10" total) -2 -2" Swimming (0" total) 50+ Disadvantages
15 Physical Limitation: No fine manipulation 10 1d6/Minute from water (Common) 15 Psych. Lim.: Afraid of water (Common, Moderate) -8 Creature Bonus

OCV: 4; DCV: 6*; ECV: 3; Modifiers: +0; Phases: 3, 6, 9, 12
Points = 11 + 71 = 82 = 32 + 50

Grolt

These pig-faced humanoids are undoubtedly members of the Goblinoid race, as they share the same green flesh and stupid, unpleasant demeanor. However, they also suffer from instability to direct sunlight, and their flesh will boil and mutate when exposed directly to the sun. For this reason, the Grolt always seek to hide within darkened holes during the day.

In the worst cases of lengthy exposure, a Grolt will be transformed into a twisted, monstrous beast that seeks only to consume flesh. This sickly form resembles a gaunt, predatory animal, with hairless, blackened flesh; an arched backbone covered by a row of horns; barbed claws dripping with sickly-green excretions; and a drooling jaw filled with short, crooked, triangular fangs.

  Val   Char   Cost        Val   Char   Cost

14 STR 8 4 PD 1 14 DEX 12 3 ED 0 14 CON 8 2 SPD -4 10 BODY 0 6 REC 0 8 INT -2 28 END 0 9 EGO -1 26 STUN 2 11 PRE 1 4 COM -3 Cost Abilities END
5 Ultraviolet Vision 2 FAM w/ Common Melee Weapons 2 FAM w/ Common Missile Weapons 4 Multiform (into 41 point Hyena), only in direct sunlight (-1), Requires 1 turn to shift forms (-1), Change is permanent (-2). 50+ Disadvantages
15 Distinctive Features (Concealable, Major Reaction) Psych. Lim.: Fear of Daylight (Common, Total) 10 1d6/Minute from COM in direct sunlight (Common) 20 1d6/Hour Major Cumulative Transform into Hyena-like creature in direct sunlight -60 Creature Bonus

OCV: 5; DCV: 5; ECV: 2; Modifiers: +0; Phases: 6, 12
Points = 22 + 13 = 35 = -15 + 50

Hippogriff

This rare beast has the head and wings of a great eagle, the forequarters of a lion, and the hindquarters of a horse. The Hippogriff is less fierce than its cousin the Griffon, and can move faster along the ground. In the right hands, it can be tamed as a mount, and is capable of carrying a man in full armor through the air.

Hippogriffs live in territorial herds on rolling plains, where they can graze, hunt for meat, and readily take off in flight. The females lay their sizeable eggs in a nest, then the combined herd guards the young and hunts for their food. Young griffs are able to run long before they learn to fly, and this is the best time to tame the creatures as mounts.

  Val   Char   Cost        Val   Char   Cost

28* STR 13 10 PD 6 18 DEX 24 8 ED 6 20 CON 20 4 SPD 17 16* BODY 10 12 REC 2 6 INT -4 40 END 0 8 EGO -4 41* STUN 0 25 PRE 15 18 COM 4 *Effects of growth already factored in. Cost Abilities END
7 Growth (5 pts), Persistent, Always On (200 KG, -1" KB) 15 1d6 HKA - bite 1 24 2d6 HKA, reduced penetration - claws 2 3 +1 PD, +1 ED Armor 20 +10" Running (16" total) 1/5" 17 10" Flight (20" non-combat), OIF - wings 1/5" 5 Ultraviolet Vision 6 +3 to Sight Perception (13-) 4 +2 to Hearing Perception (12-) 0 ES: Deduction 8- (each) 75+ Disadvantages
20 Distinctive Features (Not Concealable, Major Reaction) 15 Physical Limitation: No fine manipulation 20 Reputation (Extreme) 14- 15 Psych. Limit.: Fear of fire & loud noises (Uncommon, Strong) 65 Creature Bonus

OCV: 6; DCV: 6; ECV: 3; Modifiers: +0; Phases: 3, 6, 9, 12
Points = 109 + 101 = 210 = 135 + 75

Ice Elemental

An Ice Elemental resembles a crystalline stand of deep blue glacial ice. The bitterly cold nature of this being draws much of the heat from the surrounding air. They make a deep ice grinding noise whenever they move, making it nearly impossible for the Elemental to sneak up on anyone with normal hearing. They can exist anywhere there is frozen water, although they prefer crevasses within deep glaciers.

Ice Elementals attack by freezing their foes in a shell of bitterly cold ice. They can also blast shards of primordial ice at their foes, although by doing so they wound themselves.

    Val   Char    Cost   Val   Char    Cost

20* STR 5 10 PD 0 16 DEX 18 7 ED 0 23 CON 26 2 SPD 0 15* BODY 8 9 REC 0 8 INT -2 50 END 2 10 EGO 0 40* STUN 2 20 PRE 10 8 COM -1 *Effects of growth already factored in. Cost Abilities END
7 Growth (5 pts), Persistent, Always On (200kg, -1" KB) 30 30 points in spells from Air College 35 Elemental Control - Ice. 36 4d6 NND (Not vs. warm clothing or immunity to Cold), 0 END Persistent, Explosion, Continuous, Always On, No Range, No Knockback. 0 30 4d6 Ice Entangle* (4 DEF), Impervious to Hearing and Smell Groups, Entangle takes all damage aimed at victim (-1/2), x2 damage from Heat (-1/2). 6 13 *2d6 NND Cold (Not vs. warm clothing or immunity to Cold), 0 END Persistent, Continuous, Independent, Linked to Entangle, Only while Entangle Intact. 30 2d6 Energy RKA (Ice Shard), Armor Piercing, Autofire 5 shots, Loses 1 BODY per shot (-1). 6x 19 Tunnelling 2" through 6 DEF, Closes Behind, Only Through Ice or Snow (-1). 1/5" 12 +6 PD, +2 ED. 20 50% Resistant Physical Damage Reduction, not vs. Fire or Heat (-1/2). 30 75% Resistant Energy Damage Reduction, only versus Cold (-1). 4 Mental Defense (10 Pts), only vs Mind Control (-1). 14 Life Support (Doesn't eat, sleep or excrete, Immune to Disease & Aging, Intense Cold). 3 Climbing 14- 3 Concealment 11- 2 AK: Home Plane 11- ES: Deduction 8- -8 -4" Running (2" Total) 75+ Disadvantages
10 Distinctive Features (Not Concealable, Extreme) 15 Physical Limitation: No fine manipulation 5 Physical Limitation: Loud grinding noise while moving 10 1.5x Effect from cold manipulating powers (Uncommon) 10 1.5x Effect from Heat (Common) 15 1d6/Turn from temperatures above 5 C (Common) 15 Psych. Limitation: Wants to return to home plane (Common, Strong) 163 Creature Bonus

OCV: 5; DCV: 5; ECV: 3; Modifiers: +0; Phases: 6, 12
Points = 67 + 251 = 318 = 243 + 75

Karkadann

This ferocious predator has a voracious appetite, and is much feared by all grazing animals. The Karkadann resembles a giant, stag-like creature, with wolf-like features and a temperament to match. Also known as a Karg, it lives a solitary life at the edges of deserts and hot, barren lands. Much like a Unicorn, a Karkadann bears a single horn in the center of its forehead. This horn is reputed to be very tough, and is sensitive to the presence of poison. One common myth concerning the Karg is that it can be stilled by the presence of the Ringdove bird, or by a young woman of pure virtue.

  Val   Char   Cost        Val   Char   Cost

36 STR* 6 8 PD 5 15 DEX 15 7 ED 1 28 CON 36 3 SPD 5 25 BODY* 22 9 REC 0 6 INT -4 56 END 0 9 EGO -2 51 STUN* 0 20 PRE 10 10 COM 0 *Effects of growth already factored in. Cost Abilities END
27 Growth (20 pts), Persistent, Always On (x16 mass, +2 to other's sight PER, -2 DCV, -4" KB, +1" Reach) 24 2d6 HKA, Reduced Penetration (-1/4) - Bite 3 21 1d6 HKA, Armor Piercing (+1/2) - Horn 2 10 +4d6 HA, Reduced Penetration (-1/4) - Hooves 1 9 +4 PD / +2 ED Armor 12 +6" Running (12" total) 6 +2 to all Perceptions (12-) 4 Sense Poison, OIF - Horn (-1/2), Persistent (+1/2), Always On (-1/2) 5 +1 w/ H-to-H Combat 4 +2 w/ Horn 3 +1 w/ Move By & Move Through 12 Concealment, Survival 12- ES: Climbing, Navigation 8- (each) 75+ Disadvantages
15 Physical Lim: No fine manipulation 10 Frequently Hungry (goes out of way to find food) (Common) 25 Distinctive Features (Not Concealable, Extreme Reaction) 10 Reputation (Extreme) 8- 96 Creature Bonus

OCV: 5; DCV: 3; ECV: 3; Modifiers: +1,+2,+1; Phases: 4, 8, 12
Points = 94 + 137 = 231 = 84 + 75

Khryg

The Khryg are lithe, fur-covered humanoids with long, prehensile tails. Their heads are narrow and triangular, with a fleshy beak and a long, flowing mane. The arms and legs are long and sinewy, with three-digit hands and feet. Triple-jointed legs give them an odd, tottering gait that is somehow elegant.

The beautiful fur coloration of a Khryg is grown according to a complex pattern determined by the social structure within their tribes, and is a source of considerable pride for these beings. Fur coloration ranges from drab browns, yellows, or gray, to brilliant green and blue with some red, white and black banding around the neck. Fully erect, they stand about 6-1/2 feet tall and usually wear minimal attire.

This race is very agile and can leap between tree branches effortlessly. The Khryg also have an amazing ability to heal wounds at an prodigal rate, exceeded only by that of a Troll. It is believed that this ability allows the Khryg to survive falls from great heights. Unfortunately, they are very vulnerable to fire and have a great fear of combustion.

Despite their remarkable powers of healing, the Khryg are a cowardly race and will usually flee their home rather than risk battle. To some folks, their natural honesty more than makes up for their flightiness. However, they are not widely respected among the other races. While the Khryg fall somewhat below a typical human in intelligence, they are masters of plant lore and have learned to shape their surroundings through magic and careful cultivation.

Living plants and trees are the only comfortable habitat for a Khryg. While they can tolerate wood or stone structures for a period, they are always uncomfortable in such surroundings.

Their deep love and knowledge of plant life gives the Khryg a profound understanding of vegetation, it's purpose within the ecosystem, and how to alter its form and function.

  Val   Char   Cost        Val   Char   Cost

9 STR -1 2 PD 0 15 DEX 15 1 ED -3 18 CON 16 3 SPD 5 10 BODY 0 6 REC 0 8 INT -2 36 END 0 8 EGO -4 24 STUN 0 9 PRE -1 10 COM 0 Cost Abilities END
30 30 Pts. Elemental Control (Plant Powers) 15 1d6-1 HKA - Bite 1 10 Regeneration, 1 BODY/Turn 10 Clinging 5 +5" Superleap 1/5" 5 Ultraviolet vision 7 +2 PER to smell; +1 PER to all senses 10 Breakfall, Climbing 13- 8 Stealth, Survival 12- 2 KS: Plant Biology, Jungle Language: Khryg (Fluent) AK: Local Jungle ES: Concealment, Conversation, Deduction, Shadowing 50+ Disadvantages
20 x2 BODY from Fire damage (Uncommon) 15 Psych. Lim.: Cowardice (Common, Strong) 15 Psych. Lim.: Honesty (Common, Strong) 10 Psych. Lim.: Fear of Fire (Uncommon, Strong) 17 Creature Bonus

OCV: 4; DCV: 4; ECV: 3; Modifiers: +0; Phases: 6, 12
Points = 25 + 102 = 127 = 77 + 50

Kyden

These four-legged insect-like creatures resemble a cross between a large spider and a flightless dragon fly. The body of the Kyden is polished black, with a red, symmetrical pattern along their bellies. The tip of the tail contains a gland they use to secrete sticky streamers the Kyden use to capture their prey. The mandibled jaws inject a powerful juice that eats away at their victims from the inside.

The Kyden dwell in hard nests on the underside of caverns. They spend their entire existance living upside down near the cavern openings. They build long, sticky streamers that are used to capture flying creatures as they enter and exit the caverns. These streamers hang down more than 50 meters. Old streamers often become entangled and chocked with dirt. The Kyden build their nests within this dirt mass, sealing the openings with secretions.

Various fungi and vine-like plants grow among the Kyden tubes, giving the openiong a very lush appearance. During the occasional quake, the Kyden tubes have been known to drop tons of dirt onto the ground below. The Kyden that survive the fall become disoriented and die.

  Val   Char   Cost        Val   Char   Cost

8 STR -3 4 PD 2 12 DEX 6 3 ED 1 12 CON 4 2 SPD -2 6 BODY -8 4 REC 2 3 INT -7 26 END 2 5 EGO -10 16 STUN 0 10 PRE 0 10 COM 0 * Bonus for shrinking already figured in. Cost Abilities END
27 Shrinking (20 pts), Persistent, Always On (-4 to others' Sight Perception, +6" KB) 15 1d6-1 HKA - Bite 1 13 2d6 (phy) Energy Blast, NND (appropriate immunity, alien metabolism, or anti-venom, +2), Persistent, No Range (-1/2), Gradual Effect (5 minutes) (-3/4), only if bite does body (-1/2), only effects living things (-1/2), 6 charges (-3/4) - venom 4 1d6 Entangle (1 DEF), Sticky, Area Effect (hex), Caster Immune, Independent, takes 30 minutes - web 1 10 Clinging, Only to celing (-1/2) 6 +2 PD/+2 ED armor 5 Ultraviolet vision 6 +2 to all Perceptions (12-) 2 +1 PER to sight (13- total) 2 +1 w/ Bite 13 10" Flight, OIF Sheathed Wings (-1/2) -8 -4" Running (2" total) -2 -2" Swimming (0" total) 50+ Disadvantages
25 Distinctive Features (Not concealable, Major Reaction) 15 Psych. Lim.: Disoriented when on ground - INT check to perform any action (Uncommon, Total) -11 Creature Bonus

OCV: 4; DCV: 8*; ECV: 2; Modifiers: +0; Phases: 4, 8, 12
Points = -14 + 93 = 79 = 29 + 50

[Occum]

Lake Beast

Also known as the Occum, this hideous beast usually dwells at the bottom of fresh water lakes and rivers. It can, however find its way into the unguarded sewers of a city and become a menace. It has a rubbery mottled brown-grey hide, two huge eyes at the end of short stalks, several long tentacles, two blood-sucking arms and a wide, gaping, tendril-lined maw. A profuse mat of hair-like tendrils wave about its head.

The Lake Beast is primarily a scavenger, feeding on the carrion and food debris that falls to the bottom. It will, however, resort to predation when food runs low. Live prey is captured by the tentacle arms and sucked dry of blood. The corpse will then be buried until it begins to rot a few days later. Carrion is drawn into the toothless maw to be squeazed and ground into a cloudy pulp of mashed flesh.

For a beast, the Occum is a highly intelligent creature who is a wily foe during combat. It will recognize weapons and seek to disarm a foe it has grabbed. It will also flee when the odds look poor or when it has taken serious damage. When several of these creatures are found together, they will cooperate to overwhelm a foe.

  Val   Char   Cost        Val   Char   Cost

30* STR 5 5 PD 2 15 DEX 15 5 ED 0 25 CON 30 3 SPD 5 25* BODY 24 8 REC 0 8 INT -2 50 END 0 11 EGO 2 45* STUN 0 15 PRE 5 4 COM -3 * Bonuses for Growth already figured in. Cost Abilities END
20 Growth (15 pts), Persistent, Always On (+2 to others' Sight Perception, -3" KB, +1" Reach) 12 1d6 HKA, reduced penetration (-1/4) - suck blood 3 3 rPD/3 rED Damage Resistance 8 Life Support - Breath Underwater, High Pressure 5 Extra Limbs - 6 tentacles 10 Stretching 2" (3" total reach), 0 END, No non-combat stretching (-1/2) 10 Clinging (normal STR) 3 Concealment 12- 7 Stealth 14- 7 Survival 13- 5 (Pack) Tactics 12- 5 Ultraviolet Vision 3 +1 to all Perceptions (11-) 4 +2 to Sight Perception (13- total) 4 +2 w/ Grab -8 -4" Running (2" Total) 2 +2" Swimming (4" Total) 75+ Disadvantages
25 Distinctive Features (Not Concealable, Extreme Reaction) 15 Physical Limitation: No fine manipulation 10 1.5x STUN & BODY from heat (Uncommon) 53 Creature Bonus
OCV: 5; DCV: 3*; ECV: 4; Modifiers: +2; Phases: 4, 8, 12 Points = 83 + 95 = 178 = 103 + 75

Larvae People

This ancient race of intelligent amphibian beings have adopted to life in the underground caverns and passages. Their flesh is pigment-free, with prominent blood vessels and some internal organs visible. The red eyes of the Larvae people are almost vestigial organs, and they now rely on sound and odor for senses and communication. The lower body resembles a segmented worm, with a slight bulge at the abdomen and an irregular taper. The upper body is more amphibian in appearance, with two powerful arms, a wide neck and mouth, and a dorsal fin running up the back to crest above the neck.

Although steadily declining in numbers due to constant warfare, the Larvae people are well suited to life underground and they are not to be taken lightly by any foe. The largest surviving community of Larvae people now reside in the underground city of Khadringale, which they still rule by means of their mysterious mind-controlling odors.

  Val   Char   Cost        Val   Char   Cost

13 STR 3 3 PD 0 15 DEX 15 2 ED 0 10 CON 0 3 SPD 5 9 BODY -2 8 REC 6 12 INT 2 20 END 0 15 EGO 10 21 STUN 0 14 PRE 4 6 COM -2 Cost Abilities END
22 30 pts Elemental Control (Chemical Mind Powers), 0 END (+1/2). Common limitations: Reduced by Range (-1/4), Full Phase (-1/2), Transmitted via gaseous chemicals (-1/4). 6 +2d6 HA, tail slap 1 4 +3 to Olfactory, +1 to Hearing Perception 20 Targeting Sense (Hearing) 5 +1 w/ H-to-H combat 6 Concealment, Shadowing 11- 0 ES: Climbing, Conversation, Deduction, Stealth 8- (ea) AK: Home tunnels Local Language (4 pts) -2 +1" Running (5" total) 1/5" 2 +2" Swimming (4" total) 50+ Disadvantages
15 Distinctive Features (Difficult conceal, strong reaction) 15 Poor Sight (-3 PER) (All the time, slightly impairing) 10 1d6/turn Susceptibility to dry environment (Uncommon) 5 x2 Vulnerability to heat or fire attacks (Uncommon) 9 Creature Bonus

OCV: 5; DCV: 5; ECV: 5; Modifiers: +1; Phases: 4, 8, 12
Points = 41 + 59 = 104 = 54 + 50

Lenk

A Lenk is a giant, flightless bird known to inhabit certain thinly wooded wild lands. Undoubtedly a magical creation, this beast has the legs of a Crane, the wings and body of a Gull, and the head and beak of a Hawk. While unable to provide lift, the wings of a Lenk can create a prodigious blast that can knock a full grown man off his feet, and enables the beast to glide quite respectable distances. Each long, gangly leg has four claws which can grab and hold a human-sized creature long enough for the powerful beak to tear it apart.

When they can locate a spouse, the Lenk are known to mate for life. The male builds a large, covered nest from tree branches dragged far across the woods. The call of a Lenk is a long, soulful cry that can carry a great distance on a peaceful day.

  Val   Char   Cost        Val   Char   Cost

35 STR* 0 4 PD 0 15 DEX 15 2 ED 0 10 CON 0 3 SPD 5 13 BODY* -4 6 REC 0 6 INT -4 20 END 0 8 EGO -4 29 STUN* 1 24 PRE 14 16 COM 3 * Bonuses for Growth already figured in Cost Abilities END
33 Growth (25 pts), Persistent, Always On (3,200KG, +3 to others' Sight PER, -2 DCV, -5 KB, +1" Reach) 20 1d6+1 HKA - Beak 1 24 2d6 HKA, Reduced Penetration - Talons 1 22 20 STR Telekinesis, Area Effect (6" Cone), No Range, Reduced by Range, Affects all parts of target (-1/4), Only to push away (-1/4), Extra time - Full Phase. OIF - wing buffet. 6 8 2" Stretching, Only with legs (-1/4) 7 10" Gliding, OIF - wings 6 Telescopic Vision (+4 to Ranged PER) 5 +1 w/ H-to-H combat 3 Stealth 12- 3 Survival 11- 4 +2" Running (8" total) ES: Breakfall 8- 75+ Disadvantages
25 Distinctive Features (Not Concealable, Extreme Reaction) 15 Physical Limitation: No fine manipulation 2 -2" Swimming (0" total) 38 Creature Bonus

OCV: 5; DCV: 3; ECV: 3; Modifiers: +1; Phases: 4, 8, 12
Points = 26 + 119 = 155 = 80 + 75

Manta-Kine

Also called the Sissirin, this little-known race has a head resembling that of a hooded cobra, with a wiry, humanoid frame. The arms and legs of the Manta-kine consist of flexible tentacles, with a bundle of slender tendrils at the tip of each arm. While less than physically imposing overall, the bite of these beings produces a toxin that can completely paralyze smaller creatures within a few moments.

Due to their sensitive eyes, Manta-kine much prefer dim lighting, and usually wear loose, hooded robes to cover their heads and other extremities. The flesh is a dark, scaly green, with light and dark tan stripes extending from just above the wide nostrils to the base of their protruding spine. The female of the species is smaller and more numerous than the males, deep aqua in hue, and lacks a toxic bite. The Sissirin dwell in extensive, well- concealed adobe tunnels in the barren lands. When they mate, the Sissirin produce batches of eggs which are kept in a fanatically guarded rookery at the heart of their hive.

Well versed in herbal lore, they have mastered the art of cultivating different strains of mushrooms and fungi for various specialized purposes. Despite their nature-based civilization, the Sissirin possess a sophisticated culture and a highly centralized, theocratic government. Their serpentine appearance causes strong reactions among outsiders, so the Manta-kin are justifiably wary of any strangers. The priesthood often cultivates secret spy networks among potential foes, seeking to play enemies against each other.

When travelling outside their hives, the Manta-kine are armed with a hardwood staff that has a double-pronged tip. The longer barbed prong is used to hook or trip an opponent, while the shorter tip is fitted with a nasty stinging bulb. (Treat the weapon as a hooked Glaive that inflicts a single charge of 3d6 STUN Drain when it causes BODY damage.) For extra protection, woven leather armor (2 DEF) is often worn under the robes.

  Val   Char   Cost        Val   Char   Cost

10 STR 0 5 PD 3 9 DEX -3 4 ED 2 12 CON 4 3 SPD 11 11 BODY 2 4 REC 0 10 INT 0 24 END 1 13 EGO 6 20 STUN -2 9 PRE 5 8 COM -2 Cost Abilities END
15 1d6 HKA, reduced penetration (-1/4) - Bite 1 32 3d6 SPD Drain, NND (appropriate immunity, alien metabolism, or anti-venom, +2), Persistent, Recover every 5 minutes (+1/2), Gradual Effect (1 Turn), No Range, Only if bite does BODY damage (-1/2), Only affects living things (-1/2), 4 Charges - Venom (Male only) 3 1 DEF Armor - Leathery Hide. 1 2 PD Resistant defense 5 Infrared Vision - Tongue 4 +2 to Sight PER 2 Familiar w/ Common Melee Weapons 4 +2 OCV w/ Bite attack 3 +1 w/ Hooked Staff 3 +1 w/ Fine Motor Skills (Pick Lock, Sleight of Hand, etc.) 4 +4 Resistance 3 Simulate Death 12 Climbing, Concealment, Paramedic, Shadowing 11- 4 KS: Herbal Lore 13- 3 KS: Selective breeding of vegetation 12- ES: Deduction, Stealth 8- AK: home region 75+ Disadvantages
15 Distinctive Features (Concealable, Major Reaction) 15 Psych. Lim: Distrust of Strangers (Common, Moderate) 5 2x Effect from Sight Flash (Uncommon) 2 -1" Running (5" total) 13 Creature Bonus

OCV: 3; DCV: 3; ECV: 4; Modifiers: +2, +1; Phases: 4, 8, 12
Points = 27 + 98 = 125 = 50 + 75

Mechanical Bird

These wonderful little mechanical devices were created by the College of Animation to perform various services for their owner, such as scouting and spying. They have a set of tiny switches on their back that are used to activate and program the device, although this requires special skills to perform.

Once activated, they will loyally follow the orders of their owner even at the risk of their own life. They have a strange, rasping language that only their owner seems to be able to understand. Mechanical birds are made from special metal alloys that are resistant to corrosion and they will operate well in almost all conditions except intense cold.

Mechanical birds are exceedingly rare and very difficult and expensive to create. Only a true master of animation, working in concert with an expert mechanic, inventor, and smithy, can build such a device.

  Val   Char   Cost        Val   Char   Cost

0 STR -10 4 PD 4 15 DEX 15 3 ED 1 10 CON 0 3 SPD 5 8 BODY -4 4 REC 4 10 INT 0 20 END 0 -0 EGO 0 -0 STUN 0 12 PRE 2 10 COM 0 * Bonus for shrinking already figured in. Cost Abilities END
45 Takes no stun, Lose abilities each time BODY taken. (Automaton) 13 Shrinking (10 pts), Persistent, Always On (-2 to others' sight Perceptions, +3" KB) 8 1/2d6 HKA, reduced penetration (-1/4) - talons 1 20 15" Flight, 1/2 END, OIF Wings (-1/2) 1/10" 14 Life Support: No need to eat, sleep, or excrete, Immune to Disease and Aging, Intense Heat 12 +15 Mental Defense, Not versus mind link (-1/4) 5 2d6 Mental Telepathy, 0 END (+1/2), Only to communicate with owner verbally (-2) 9 +3 PD/+3 ED Armor 3 Telescopic Vision (+2 to ranged PER) 3 Concealment 12- 3 Shadowing 12- 5 +1 w/ H-to-H combat 4 +2 w/ Move By 16 Universal Translator 11-, Can only communicate with owner (-1/4) 3 Simulate Death -10 -5" Running (1" total) -2 -2" Swimming (0" total) 2 Language: Mechanical tongue (native) - ES: Climbing, Deduction 8- 75+ Disadvantages
25 Distinctive Features (Not Concealable, Extreme Reaction) 15 Phys. Lim.: No fine manipulation 15 Phys. Lim.: Cannot be healed, must be repaired by Mechanic (Infrequently, Fully) 20 Psych. Lim.: Obeys orders of owner (Very Common, Strong) 10 1.5x Effect from metal manipulating powers (Uncommon) 10 1d6 SPD Drain per phase from intense cold (Uncommon) 0 Creature Bonus

OCV: 5; DCV: 7*; ECV: 0; Modifiers: +1, +2; Phases: 4, 8, 12.
Points = 17 + 153 = 170 = 95 + 75

Mekanoid

This metallic construct, built by the most arcane magic of the Animation Wizards, is a peculiar combination of mechanical parts and magical powers. The body consists of segmented metallic chambers, usually made from iron or copper, joined by heavy ball-hinges. Several metal limbs are attached to the body, each with a specialized tool at the tip. A Mekanoid is given only the minimal intelligence required to perform its assigned task.

The magical power imbued in the device allows the Mekanoid to repair itself, provided it retains sufficient END to continue functioning. The senses of the Mekanoid are formed from mounted crystals, each enchanted by its creator for a different purpose. When the Mekanoid runs out of END, the large screw on its back must be wound up before it can function again.

The following values are for a typical Mekanoid, but will vary considerably from device to device.

  Val   Char   Cost        Val   Char   Cost

30 STR* 20 7 PD* 0 6 DEX -12 5 ED* 0 18 CON 16 2 SPD 4 40 BODY 60 0 REC -14 5 INT -5 0 END** -18 0 EGO -20 64 STUN 0 15 PRE 10 10 COM 0 * Bonuses for Density Increase already figured in. ** Torsion spring Cost Abilities
45 Takes no STUN (Automaton) 24 2d6 PD HKA, Reduced Penetration (-1/4) - tools 13 Density Increase (10 points), 0 END Persistent, Always On. (400kg, -2" KB) 10 100 Pts. END Reserve (5 REC), Only recovered by turning large screw on back (-1/2) - Torsion spring** 13 20 Pts. Mental Defense, Only versus Mind Control (-1/2). 7 Regeneration (1 BODY/turn), Costs END to use (-1/2). 20 1" Tunneling through 6 DEF 5 One of: Infrared Vision, Ultraviolet Vision 5 Extra Limbs 27 9 PD/ED Armor 30 Life Support (Full) 12 Mechanics, Security Systems 12- 9 +3 w/ Tools 3 Ambidexterity -4 -2" Running (4" total) -1 -1" Swimming (1" total) ES: Deduction Programmer's Language 75+ Disadvantages
25 Berserk (When Electrified, Berserk 14-, Recover 8-) 25 Psych. Lim.: Must follow programming (Very Common, Always) 10 Phys. Lim.: Unable to jump 10 x2 Damage from Metal-affecting attack (Uncommon) 114 Creature Bonus

OCV: 2; DCV: 2; ECV: 0; Modifiers: +3; Phases: 6, 12
Points = 41 + 218 = 259 = 184 + 75

Minos Bull

The Bull is a large and powerful herd animal with large, curved horns and a brown or black coat. They have an aggressive personality, expressed by snorting and stomping motions, followed by a charge with their horns. Mature Bulls will often be accompanied by one or more female cows which they will protect against predators and other Bulls. The Minos Bull is a sacred member of the species that carries all of the regular bovine traits, but is also capable of breathing fire.

  Val   Char   Cost        Val   Char   Cost

36 STR* 11 4 PD 0 16 DEX 15 5 ED 0 25 CON 16 3 SPD 4 25 BODY* 24 9 REC 0 5 INT -5 50 END 0 10 EGO 0 52 STUN* 0 18 PRE 8 10 COM 0 * Bonuses for Growth already figured in Cost Abilities END
20 Growth (15 points), Persistent, Always On (800kg, +2 to Other's Sight PER, -2 DCV, -3" KB, +1" Reach) 16 1d6+1 HKA, reduced penetration (-1/4) - horns 2 10 +4d6 HA, reduced penetration (-1/4) - hooves 1 26 3d6 Energy Blast, NND (Immune to Heat) (+1), Area Effect (Cone) (+1), No Range (-1/2), Reduced by Range (-1/4) - Breath 4 9 +4 PD / +2 ED Armor 3 +1 to Hearing and Smell Perceptions -4 -2 to Sight Perception 2 +1 w/ Horn 3 +1 w/ Move By and Move Through 6 Running +3" (9" total) 75+ Disadvantages
15 Distinctive Features (Not concealable) 15 Physical Limitation: No fine manipulation 5 Physical Limitation: Cannot leap (Frequently) 10 Psych Limitation: short-tempered (Common) 15 Reputation 11- 31 Creature Bonus

OCV: 5; DCV: 3; ECV: 3; Modifiers: +1,+1; Phases: 4, 8, 12
Points = 75 + 91 = 166 = 91 + 75


Major Demon Tables

Table A. Characteristic Modifiers

Roll 3d6 twice, then consult this table for the modifiers to the primary characteristics

 Roll  Roll
  #1    #2    STR   DEX   CON  BODY   INT   EGO   PRE   COM

3 10 11 3 6 2 5 6 7 0 4 9 6 6 7 5 8 3 5 -4 5 8 12 2 4 1 5 7 12 4 6 7 0 8 5 4 7 1 8 4 7 6 3 2 10 7 2 5 5 0 8 5 10 1 4 2 10 6 11 4 9 4 9 5 0 8 4 4 10 10 10 3 16 3 1 4 3 8 6 0 11 18 2 5 9 0 7 9 3 -6 12 17 11 1 8 3 6 4 9 2 13 16 7 8 2 6 9 1 4 -4 14 15 14 4 1 5 0 7 7 2 15 14 1 7 7 1 5 8 0 -2 16 13 5 9 6 6 2 2 1 -2 17 12 13 7 3 3 6 0 2 0 18 11 4 4 5 9 0 5 6 0

Table B. Attack Forms

Roll 2d6 twice, then consult this table for the attack forms. If a duplicate attack occurs, select one or roll again.

 Roll  Roll
  #1    #2     Power

2 6 2d6 HKA, Reduced Penetration (-1/4), Limited Power* (-1/4) 3 5 2d6 HKA, OAF (weapon), Armor Piercing, 0 END 4 4 4d6 EB, Indirect, Any Location, x2 END 5 3 1d6 HKA; 1d6 Drain, 5 per Minute (+1/4), Only if HKA does BODY (-1/4), 4 charges (-1) 6 2 3d6 NND*, Cone Effect, No Range, Full Phase attack, Limited Power* (-1/4) 7 12 20 STR TK, Full Phase 8 11 3d6 Flash, Single Sense, Limited Power* (-1/2) 9 10 6d6 EB, x2 END Cost 10 9 10d6 Mind Control, Activation 12- (-3/4) Limited Power* (-3/4) 11 8 3d6 Entangle, Limited Power* (-1/2) 12 7 1d6 HKA, Continuous, Only after grabbed (-1/2) *Determined by GM.

Table C. Defense Forms

Roll 2d6 twice, then consult this table for the defense forms. If a duplicate defense occurs, select one or roll again.

 Roll  Roll
  #1    #2     Power

2 6 +25% resistant Physical Damage Reduction: not vs. silver or magic (-1/2); Regeneration, 2 BODY/turn, home dimension (-1) 3 5 50% resistant Energy Damage Reduction: only vs heat & cold (-1); +5 Power Defense 4 4 Invisibility 5 3 Life Support, Immune to heat, cold, disease, aging; +3 PD, +2 ED Armor 6 2 +25% resistant Physical Damage Reduction: not vs. silver or magic (-1/2); Life Support, no need to breathe. 7 12 50% resistant Energy Damage Reduction: only vs heat & cold (-1); +5 Mental Defense 8 11 +4 PD, +3 ED Armor, Hardened, OIF-Armor (-1/2) Regeneration, 2 BODY/turn, home dimension (-1) 9 10 +5 rPD, +5 rED Damage Resistance; +5 Mental Defense; Lack of Weakness; +5 Power Defense 10 9 Regeneration, 2 BODY/turn, home dimension (-1); Life Support, no need to breathe 11 8 +25% resistant Physical Damage Reduction: not vs. silver or magic (-1/2); Life Support, no need to breathe 12 7 50% resistant Energy Damage Reduction: only vs heat & cold (-1); Lack of Weakness

Table D. Special Powers and Skills

Roll once on each of the following tables for the special powers and abilities.

  1d6    Power (30 pts)

1 Extradimensional Movement, Earth & Hells 2 Teleport 10", 4xMass 3 Shapeshift, Any Shape 4 Clairsentience, Sight Group 5 2d6 Major Transform (Dead to Life), Cumulative (1/2), Full Phase (-1/2) 6 6d6 Telepathy 1d6 Power (20 pts)
1-2 Growth (15 pts), Persistent, Always On 3 Shrinking (15 pts), Persistent, Always On 4-6 Roll twice on table below 1d6 Power (10 pts)
1 +5" Swimming, Breath Underwater 2 +5" Running 3 10" Flight 4 Tracking Scent 5-6 Roll twice on table below 2d6 Power (5 pts)
2 Choose One: Concealment, Stealth, Tracking 3 +1 PER Ultrasonic Hearing 4 Choose One: Bribery, Bureaucratics, Streetwise 5 Choose One: Acting, Deduction, Persuasion, Seduction 6 Knowledge Skills 7 Infrared Vision 8 Familiarity w/ Weapons 9 Ultraviolet Vision 10 Choose One: Conversation, Interrogation, Oratory 11 Extra Limbs 12 Choose One: Lipreading, Mimicry, Ventriloquism

Table E. Disadvantages

Roll once on the table below to determine the number of selections:

  1d6    Number of Selections

1 1 x E1; 2 x E2 2 1 x E1; 1 x E2; 1 x E3; 1 x E4 3 1 x E1; 3 x E3 4 2 x E2; 2 x E3 5 1 x E2; 3 x E3; 1 x E4 6 4 x E3; 2 x E4

Select the appropriate number of disadvantages from each category:

  E1(20 pts):  No manipulatory limbs
               x2 Vulnerability to a Common Attack Form

  E2(15 pts):  Psych. Limitation: Overconfident (Very Common)
               Psych. Limitation: Malicious (Very Common)
               Missing Sense (Always, Slightly Impairing)

  E3(10 pts):  2x Effect from PRE Attacks of Holy Men
               Psych. Limitation: Short Tempered (Common)
               Psych. Limitation: Devious (Common)
               Psych. Limitation: Greedy (Common, Strong)
               Must Eat Frequently (Very Common, 1d6/turn)
               Fear Creature or Person (Uncommon, Strong)

  E4(5 pts):   Enraged when insulted (Uncommon) 8-, 11-
               Distinctive Smell