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[Creatures]
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The jungle crawled with horrific creatures of both this world and others . . .
-- Ardis Foarr, Wizard,
to a gathering of the village of Tardim
A wide array of magical and mundane creatures inhabit the world of Earthdawn. The animals of the forests and jungles, the creatures of legends, and the Horrors all roam the lands of Barsaive, and many pose real dangers to the unwary traveler or adventurer.

This section is primarily intended for the gamemaster, because he controls the creatures in every Earthdawn adventure. The entries in this section describe the average specimens of Earthdawn’s creatures, so feel free to modify the information given to suit your campaigns.

[Travel in a Group]

A partial list of the creatures of Earthdawn follows. Each entry includes a physical description of the creature, its habitat and behavior, and any unique abilities or magical effects the creature possesses. This section also provides descriptions and game statistics for opponents other than creatures, such as guards.

Each entry also includes the creature’s game statistics, defined below. Most statistics are expressed in step numbers, used when making tests for the creature. A notation of NA indicates a statistic does not apply to a creature.

GAME TERMS

Attributes: Each creature has a step number for the following Attributes: Dexterity (DEX), Strength (STR), Toughness (TOU), Perception (PER), Willpower (WIL), and Charisma (CHA). Use the Action dice for the step number indicated when making tests based on Attributes.

Initiative: Use the Action dice for this step number to make the creature’s Initiative Tests.

Number of Attacks: This number describes how many attacks the creature may make in each Combat Round. A number in parentheses means that the gamemaster must subtract other actions the creature takes in that Combat Round from the Number of Attacks. For example, if a creature with Number of Attacks: (1) wants to cast a spell, it must give up its attack for that round to do so.

Attack: Use the Action dice for this step number to make the creature’s Attack Tests. More than one entry means the creature can mount more than one type of attack.

Damage: Use this step number to make Damage Tests resulting from the creature’s physical attacks. Separate Damage step numbers are provided for each type of attack a creature can make.

Number of Spells: This number describes how many spells the creature can cast in one Combat Round. A creature may sacrifice one of its spells to weave spell threads required by another spell.

Spellcasting: Use this step number to make tests whenever the creature attempts to cast a spell or create a magical effect. Creatures also use their Spellcasting talent to weave any spell threads they need for a spell or magic effect. A number in parentheses means that the gamemaster must subtract an action to use Spellcasting from the number of attacks or other actions the creature may take in a round. (A round is 10 seconds of game time.) For example, a creature with Spellcasting: (1) must give up an attack to cast a spell. Note that many magical creatures must choose between a physical attack or a magical effect in combat.

Effect: This is the step number of any of the creature’s magical effects or spells. This category describes the spell or effect that results from the creature’s successful Spellcasting Tests. Characters will most often be instructed to roll the Effect dice to determine a value such as the amount of damage inflicted by an attack, the duration of the effect of the spell, and so on. See Spell Magic, for more on Effect.

Physical Defense: This is the creature’s Physical Defense Rating.

Spell Defense: This is the creature’s Spell Defense Rating.

Social Defense: This is the creature’s Social Defense Rating. Characters must be able to communicate to use social talents against a creature. Taunts and other, non-verbal talents work on most creatures.

Armor: This is the creature’s natural Armor Rating.

Mystic Armor: This is the creature’s Mystic Armor Rating.

Knockdown: The creature uses this step number to resist knockdown. A notation of “Immune” means the creature cannot be knocked down. A notation of “NA,” or “Not Applicable,” means the creature cannot resist knockdown; it is knocked down any time the gamemaster makes a Knockdown Test.

Death Rating: This number represents the creature’s Death Rating.

Wound Threshold: This is the creature’s Wound Threshold. A notation of “Immune” means the creature cannot be Wounded.

Unconsciousness Rating: This represents the creature’s Unconsciousness Rating. A notation of “Immune” means that accumulated damage does not render the creature unconscious.

Recovery Tests: This represents the number of Recovery Tests the creature may make each day. Most creatures use their Toughness step for Recovery Tests. If the creature uses steps other than its Toughness step to make Recovery Tests, that step number appears in parentheses.

Combat Movement: This number describes how many yards the creature can move in a Combat Round and make an attack or take other action.

Full Movement: This number describes a creature’s running, or other fastest movement. A creature that uses its Full Movement in a Combat Round can take no other action that round.

Legend Points: A character receives this number of Legend Points for defeating a creature. Keep in mind that characters can defeat creatures by ways other than combat, and do not have to kill a creature in order to defeat it.

Equipment: This notation refers to the equipment, such as weapons, chain mail, and the like, that a creature usually carries. A creature may have other equipment than that listed; the gamemaster may add whatever additional equipment he sees fit. Most animals carry no equipment.

Loot: This notation lists the valuable items the creature carries, including treasure worth Legend Points. For more information on treasure and Legend Points, see Earning Legend Points, in Building Your Legend.

[A Beast]
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