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Attributes |
DEX: 5 | STR: 6 | TOU: 8 |
PER: 4 | WIL: 4 | CHA: 4 |
Initiative: 5 | Physical Defense: 6 |
Number of Attacks: 1 | Spell Defense: 8 |
Attack: 5 | Social Defense: 12 |
Damage: | Armor: 7 |
Number of Spells: (1) | Mystic Armor: 3 |
Spellcasting: 7 | Knockdown: 7 |
Effect: Gobbing (see below) | Recovery Tests: 2 |
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Death Rating: 24 | Combat Movement: 30 |
Wound Threshold: 6 | Full Movement: 60 |
Unconsciouness Rating: 16 | |
| |
Legend Points: 100 |
Equipment: Half-spear (+3 steps to Strength step) |
Loot: 1D10 silver pieces |
Commentary
Not native to Barsaive, bog gobs are squat, ugly, wicked creatures with
glowing yellow eyes set in mottled-gray heads. Standing 4 to 5 feet tall, they
weigh a staggering 200 pounds. The same magic that holds their mud-colored,
bipedal bodies together also acts as resilient natural armor. They gather in
groups numbering from 1060 throughout the wilderness of Barsaive.
According to legends, these creatures came to Barsaive from faraway swamps in
the lands to the north.
Bog gobs often attack simply to injure victims, as well as to kill and loot.
These creatures always leave survivors, although the larger the attacking
group, the fewer the survivors. The reason for this behavior remains a mystery,
though some believe the gobs leave survivors because they enjoy the tales that
inevitably spread following these attacks. Beastmasters cannot use their powers
to affect bog gobs.
Bog gobs possess a special magical ability called gobbing. To use
this ability, the bog gob touches a character and makes a Spellcasting Test
against the targets Spell Defense. If the Spellcasting Test is
successful, the bog gobs body becomes fluid and adheres to the character.
For each additional bog gob that touches the victim and makes a successful
Spellcasting Test, reduce the target characters step numbers by 1
for all tests he attempts while gobbed. Once four bog gobs have gobbed a
character, he begins to suffocate. The character takes 1 Damage Point each
Combat Round until fewer than four bog gobs remain on him. In most cases,
gobbing bog gobs must be killed before a character can physically remove them.
A Dispel Magic spell, however, removes them if the Effect dice roll result is
equal to or higher than the bog gobs Spell Defense. Bog gobs may also
attack other targets while gobbing a victim.
Attributes |
DEX: 5 | STR: 6 | TOU: 7 |
PER: 3 | WIL: 5 | CHA: 4 |
Initiative: 5 | Physical Defense: 7 |
Number of Attacks: 1 (2) | Spell Defense: 7 |
Attack: 7 (10) | Social Defense: 9 |
Damage: | Armor: 13 (17) |
Number of Spells: NA | Mystic Armor: 2 |
Spellcasting: NA | Knockdown: 12 |
Effect: NA | Recovery Tests: 4 |
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Death Rating: 54 | Combat Movement: 35 |
Wound Threshold: 14 | Full Movement: 75 |
Unconsciouness Rating: 48 | |
| |
Legend Points: 125 |
Equipment: None |
Loot: None |
Commentary
Dwarf hunters have described the brithan as a cross between a bear and an
elemental having a bad day. Luminescent flecks color these animals eyes,
and their large heads sit atop ursine bodies covered with shaggy, deep brown or
blue-black fur.
Brithans are territorial and will stand on their hind legs and roar a
challenge to anything that enters their domain. If a single character answers
the challenge, the brithan enters into ritual combat with him, and the two
fight until one submits. Brithans submit after taking their first Wound;
battering a brithan to unconsciousness is also a victory. A character need not
kill the brithan in order to win the combat. Defeating a brithan in ritual
combat earns the character all of the creatures Legend Points. A
brithans submission lasts for about 72 hours, after which the creature
tends to forget who beat him. Any character who submits to a brithan must move
himself and his team at least half a mile (800 meters) away from the victorious
creature, or the brithan will attack the character in an attempt to kill him.
If more than one character attacks a brithan, the animal fights back savagely,
gaining an extra attack in each round of the encounter, adding 3 steps to its
Attack step for each Attack Test and adding 4 steps to its Damage step for each
Damage Test.
Attributes |
DEX: 4 | STR: 6 | TOU: 7 |
PER: 3 | WIL: 6 | CHA: 4 |
Initiative: 4 | Physical Defense: 5 |
Number of Attacks: 1 (4) | Spell Defense: 6 |
Attack: 7 | Social Defense: 11 |
Damage: | Armor: 9 |
Number of Spells: NA | Mystic Armor: NA |
Spellcasting: NA | Knockdown: 7 |
Effect: NA | Recovery Tests: 2 |
| |
Death Rating: 36 | Combat Movement: 25 |
Wound Threshold: 9 | Full Movement: 50 |
Unconsciouness Rating: Immune | |
| |
Legend Points: 110 |
Equipment: None |
Loot: None |
Commentary
During the Scourge, some residents of citadels infested by Horrors chose death
rather than face such evil beings. From these suicide victims, some of the more
intelligent Horrors created the animated corpses known as cadaver
men, undead beings capable of feeling only pain. Although most cadaver
men retain their human intelligence, their miserable existences have filled
them with hatred of the living and driven most insane. As a result, social
contact with cadaver men, though possible, is unsettling for living beings.
Cadaver men are also cannibals, but contrary to popular myth do not require
sentient flesh for survival.
Cadaver men fly into attacking furies if they experience significant pain,
such as suffering a Wound. An enraged cadaver man may make 4 attacks per round
until it has killed the character who caused it pain or 10 rounds have passed,
whichever comes first. If a cadaver man cannot determine who caused its pain,
it kills any characters who happen to be within its striking range.
Attributes |
DEX: 8 | STR: 13 | TOU: 8 |
PER: 3 | WIL: 6 | CHA: 5 |
Initiative: 5 | Physical Defense: 6 |
Number of Attacks: 1 | Spell Defense: 6 |
Attack: 11 | Social Defense: 8 |
Damage: | Armor: 20 (with cave axe) |
Number of Spells: NA | Mystic Armor: 2 |
Spellcasting: NA | Knockdown: 7 |
Effect: NA | Recovery Tests: 3 |
| |
Death Rating: 40 | Combat Movement: 30 |
Wound Threshold: 11 | Full Movement: 60 |
Unconsciouness Rating: 32 | |
| |
Legend Points: 275 |
Equipment: Cave axe, chain mail |
Loot: 1D4 silver pieces per troll |
Commentary
Cave trolls descended from tribes of trolls who took to the deep places of the
Earth when the Horrors came. Their isolation from the rest of the world led to
cultural stagnation, and in some cases, degeneration among these tribes.
Elemental magic has raised the strength of these cave trolls beyond that of
civilized trolls, however, and in recent years they have emerged from their
tunnels to explore the world above. Rude and often violent, the cave
trolls habit of mixing trade with raiding has made them unwelcome
visitors in most of Barsaive.
Cave trolls use large stone weapons called cave axes, little more than crude
stone axes bolstered with elemental magic. Wielding a cave axe requires a
Strength Value of 17 (7 steps). Cave axes add 7 steps to the trolls
Strength step when making Damage Tests. Because demand for these weapons is
low, cave axes are undervalued at 50 silver pieces each. Cave trolls take
offense at anyone other than a fellow cave troll using one of their axes.
Attributes |
DEX: 8 | STR: 3 | TOU: 4 |
PER: 6 | WIL: 7 | CHA: 8 |
Initiative: 8 | Physical Defense: 10 |
Number of Attacks: 1 | Spell Defense: 8 |
Attack: 9 | Social Defense: 10 |
Damage: | Armor: 10 |
Number of Spells: 1 | Mystic Armor: 3 |
Spellcasting: 12 | Knockdown: 6 |
Effect: 12 | Recovery Tests: 1 |
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Death Rating: 30 | Combat Movement: 60 |
Wound Threshold: 8 | Full Movement: 120 |
Unconsciouness Rating: 21 | |
| |
Legend Points: 200 |
Equipment: None |
Loot: None |
Commentary
Chakta birds resemble large ravens with red-tipped wings and gold-flecked
feathers. These social animals usually travel in flocks of 1525 birds,
and can use their limited telepathy to communicate with intelligent beings
within a 60-yard radius. They often approach travelers to share news of the air
(or road) ahead, an example of the civilized behavior that has
prompted some scholars to speculate about their origins.
Courteous animals, chakta birds expect courtesy in return. Any rude behavior
or omission of simple road courtesies, such as sharing of bread or hunting
catch, proper introductions, or offering of places at a fire, enrages chakta
birds.
When angered, most chakta birds attack the offending character, and some
almost always attack the offenders companions. Chaktas begin an attack by
flying around their targets in a whirling circle, cawing and screeching madly.
The whirling birds then use their magic to paralyze the offending character.
Make a Spellcasting Test for the chakta bird against the Social Defense of the
target character. If the test is successful, roll the Effect dice to determine
the number of rounds the target remains paralyzed by the chaktas magic.
The paralysis effect reduces the targets Physical Defense to 3. After
paralyzing a target, chakta birds swoop in to physically attack the paralyzed
character. The character can break the paralysis before the rounds have expired
if he apologizes profusely to the bird (through stiffened, rigid lips), or
makes a successful Charisma Test against the birds Social Defense.
Attributes |
DEX: 5 | STR: 7 | TOU: 5 |
PER: 2 | WIL: 7 | CHA: 3 |
Initiative: 5 | Physical Defense: 7 |
Number of Attacks: 1 | Spell Defense: 5 |
Attack: 7 | Social Defense: 6 |
Damage: 9 | Armor: 3 |
Number of Spells: (1) | Mystic Armor: 1 |
Spellcasting: 6 | Knockdown: 7 |
Effect: 10 | Recovery Tests: 2 |
| |
Death Rating: 28 | Combat Movement: 60 |
Wound Threshold: 10 | Full Movement: 120 |
Unconsciouness Rating: 20 | |
| |
Legend Points: 60 |
Equipment: None |
Loot: Neck cord worth 1D6 x 10 silver pieces, that also counts as
treasure worth Legend Points
|
Commentary
their heavy bills like stone hatchets, the birds crack open the skulls of
recent kills or paralyzed prey and feast on the brains of their victims. The
bills are less useful against mobile targets than their fearsome appearance
suggests. Though crakbills have skulls and body and leg bones, their necks
contain no vertebrae. Instead, a crakbills neck is a thin tube of
interwoven muscle. A flexible spiral of magical material that looks like
burnished copper connects the skull to the body and reinforces the neck
muscles. This neck cord, worth 1D6 x 10 silver pieces, counts as treasure that
can earn a character Legend Points.
The crakbills most potent weapon is its paralyzing breath, which the
bird spews in an orange, gaseous stream around a single victim. The crakbill
makes a Spellcasting Test against the targets Spell Defense to determine
if the paralyzing breath takes effect. If the test is successful, the
gamemaster rolls the Effect dice to find out how much damage the breath weapon
does. The damage caused by the paralyzing breath is reduced by the
targets Mystic Armor Rating. A character Wounded by the breath weapon is
paralyzed, and must make a Willpower Test with a result of 10 or better to
break the paralysis. The victim may make only one Willpower Test per Combat
Round. Successful use of the breath weapon stains a character orange for 72
hours after the attack, when vigorous bathing removes the stain.
Crakbills combine the breath weapon attack with a special running attack in
which they run full speed past the intended victim and hiss orange vapor at him
in passing. Crakbills continue these running attacks until at least one or two
victims succumb to paralysis. This attack is similar to the Splitting
Movement Combat Option (see Combat). Once the crakbills have
dropped a victim, some of the birds try to feed on the paralyzed body.
Attributes |
DEX: 7 | STR: 6 | TOU: 6 |
PER: 6 | WIL: 8 | CHA: 5 |
Initiative: 9 | Physical Defense: 7 |
Number of Attacks: 1 | Spell Defense: 9 (14, see below) |
Attack: 7 | Social Defense: 13 |
Damage: 9 | Armor: 6 |
Number of Spells: (1) | Mystic Armor: 4 |
Spellcasting: 12 | Knockdown: 7 |
Effect: Chilling Touch | Recovery Tests: 1 |
| |
Death Rating: 38 | Combat Movement: 60 |
Wound Threshold: 10 | Full Movement: 120 |
Unconsciouness Rating: Immune | |
| |
Legend Points: 225 |
Equipment: None |
Loot: 1D4 small gems, worth 1D12 x 10 silver pieces each, or a total of
5D6 x 10 silver pieces |
Commentary
Demiwraiths are an unusual type of animated dead. Not true undead, such as
vampires or ghosts, these hateful spirits possessed victims during the long
years of the Scourge and eventually merged with the host body. Some of these
spirits could not separate themselves from their hosts when the hosts died, and
became demiwraiths. The demiwraiths animate the dead flesh that imprisons them,
and revel in destroying the living. A black, foggy, astral substance often
shrouds a demiwraiths body, giving these beings an appearance similar to
that of a true wraith. Because demiwraiths are not true undead, their Spell
Defense is increased by 5 against spells specifically designed to target undead
beings.
Demiwraiths use a magical effect called Chilling Touch. To inflict Chilling
Touch, the demiwraith must touch the target and make a Spellcasting Test
against the targets Spell Defense. If the test is successful, the
afflicted character takes 1 point of damage per Combat Round until the effect
is dispelled or the character makes a successful Willpower Test. Chilling Touch
manifests as severe cold, freezing the victim in his tracks. The victim can
take no action until the Chilling Touch effect is dispelled or the character
overcomes the effect by making a Willpower Test with a result of 9 or better.
To dispel Chilling Touch, treat it as a Circle 2 spell.
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