(ENG) Fighting Fantasy Monters 2a Ed. - Out of The Pit - Flip eBook Pages 51-100 (2024)

FIEND SKILL: 6 STAMINA: 8 HABITAT: Deserts, Ruins NUMBER ENCOUNTERED: 1-2 TYPE: Monster/humanoid REACTION: Hostile INTELLIGENCE: Average In the heart of the Desert of Skulls all kinds of strange beasts dwell, encountered but rarely by men; the FIEND is one such creature. A remnant from an earlier civilization that colonized the fringes of the desert, it lurks among old ruins, perhaps awaiting the return of its long-dead masters. As tall as man, they are tough, sinewy humanoids, covered in leathery red skin. As well as sharp claws and teeth, they have a pair of horns which sprout from their savage-looking heads. In an attack they will slash about with their claws, and then catch their opponent unawares by breathing a blast of fire straight at him! Hitting on a roll of 1 or 2 on one die, it will cause an additional 1 point of damage. Should it slay its opponent, the Fiend will breathe on it a little more, before feasting on the succulent roasted flesh. Fiends will often be found watching over hoards of priceless ancient artefacts, or perhaps even the tombs of their ancient masters. FIRE DEMON SKILL: 10 3 Attacks STAMINA: 10 HABITAT: Demonic Plane, Caves, Ruins, Dungeons NUMBER ENCOUNTERED: 1 TYPE: Demon REACTION: Hostile INTELLIGENCE: High There are a whole host of Lesser Demons that dwell in the shadows deep in the Abyss. The most common of these are FIRE DEMONS. They are tall, red-skinned beings, vaguely humanoid in shape, but with large leathery wings, horns, and cloven hoofs for feet. They are violent, impulsive creatures, infamous for absent-mindedly massacring weaker creatures around them in their impatience for action. Fire Demons are sent to the Earthly Plane as Hell's shock troops, for they are imposing beings who are able to command lesser beings like Ores with ease. An air of darkness and death hangs around them; weak-willed creatures will flee them immediately. They will usually carry both a whip and a flaming sword, and use first one, then the other, in consecutive attacks. They can also shoot streams of fire from their nostrils. This will hit on a roll of 1-4 on one die, for 2 points of damage. If a Fire Demon is killed, it will be engulfed in its own flames, its spirit released to return home to the Demonic Plane. 50 FIEND

FIREFOX SKILL: 7 STAMINA: 6 HABITAT: Plains, Forests NUMBER ENCOUNTERED: I TYPE: Animal REACTION: Neutral—Unfriendly INTELLIGENCE: Average Foxes are fairly common predators throughout northern Allansia and Kakhabad. Most are content to leave men alone, for they know they are no match for them. To the FIREFOXES of the Forests of Snatta, however, an adventurer is just like a boar or a chicken — food! These beasts are as large as Wolves, covered in a rich fiery-red fur and with a magnificent brush of a tail. They are savage hunters, thinking only of their next meal, which they can sniff out and track with great cunning. Their strength, together with the sharpness of their teeth and claws, is enough to cope with most prey. Should a Firefox find itself losing a fight, it also has other powers to draw upon. If a Firefox is wounded at any time, in the next round it will suddenly burst into flames and leap on its opponent. If its attack is successful, it will burn them for 5 points of s STAM INA damage; if not, the creature will be wounded as usual. This 'flame on' is not without cost to the Firefox, for it will lose 1 SKILL and 1 STAMINA point for the tremendous energy it burns up. After its attack it will return to normal, but every time it is wounded again it will attack in flames the round after, until either the Firefox or its opponent is dead. The fiery-red pelt of a Firefox is very valuable, especially to sorcerers, for it is an essential ingredient in all manner of fire-producing spells and potions. FIRE SPRITE SKILL: 7 STAMINA: 4 HABITAT: Magical Plane of Fire, anywhere their summoner is NUMBER ENCOUNTERED: 1-3 TYPE: Magical creature REACTION: Hostile INTELLIGENCE: Average Similar to Devlins, FIRE SPRITES are tiny elemental creatures, normally found on the Plane of Fire. They can be summoned to earth, though, by powerful magic, to fight for their summoner. On this plane they appear to be small, vaguely human-shaped beings, composed entirely of flames. They attack by scorching their opponent; their touch is so hot that it does 3 points of damage instead of the normal 2. FIRE SPRITE 51

Anything flammable bursts into flames at their touch. Dousing them with water seems actually to make them larger and stronger, feeding the flames rather than extinguishing them. However, smothering them in a heavy cloak or rug will cut off their air, and they will go out, banished back to their home plane in an instant. Fire Sprites are no relation to the tiny earthly Sprites. FISH MAN SKILL: 7 STAMINA: 6 HABITAT: Rivers, Lakes, Caves, Marshes NUMBER ENCOUNTERED: 1 TYPE: Fish/humanoid REACTION: Unfriendly—Hostile INTELLIGENCE: Low Originally the result of some grisly experiments by an evil sorcerer in the Cloudcap Mountains, FISH MEN are strange hybrids between men and fish. They have spindly legs, which support a wide torso. Their heads are fish-like, with huge bulbous eyes and a broad mouth, joining straight on to their bodies without a neck. They are covered completely with small yellow-green scales which drip with water and slime. The strange creatures have both a fish's gills and a human's lungs, and can thus breathe both air and water. Their scaly nature, however, requires them to keep themselves damp; should they dry out, their skins would crack and they would die. For this reason they will only ever be encountered in or near a large body of water, often a pool inside a shady cave, well away from the sun. Fish Men are solitary beings, full of hatred for the world that shuns them as freaks. However, once a year, at the time of the Spring Equinox, they will gather in an ancient lake in the mountains to spawn, croaking and gurgling at the moon in their husky voices. Fish Men are not very intelligent, though they have learnt to use spears and javelins stolen from past opponents. They are prodigious meat-eaters, always hungry, and will attack most creatures. They are attracted, almost like magpies, to bright sparkling items, with which they will sometimes decorate the floor of their pool – laying coins, gems and other trinkets in a bizarre underwater mosaic! FLAYER SKILL: 6 3 Attacks STAMINA: 7 HABITAT: Dungeons, Ruins, Towns NUMBER ENCOUNTERED: 1 TYPE: Humanoid REACTION: Neutral—Unfriendly INTELLIGENCE: Average—Low It is widely believed in educated circles that FLAYERS are somehow related to the ghastly Brain Slayers. Certainly there are many physical similarities between the two races. Flayers have a humanoid body and legs, though they lack arms. Their 52 FIRE SPRITE

heads are octopus-like, with a dense fringe of thin prehensile tentacles. Unlike a Brain Slayer, however, their skin is not solid, but is more like grey jelly, which quivers repulsively with every movement. They dress in tatty clothes. Flayers are rarely seen by men, preferring to secrete themselves away from the attentions of other races. However, it has been discovered that they have somehow developed extraordinary skill at preparing some of the most bizarre, but also the tastiest, dishes. As a result, a Flayer may sometimes be encountered in the unlikely surroundings of a well equipped kitchen, cooking weird and wonderful meals for the nobleman who can afford to employ it. Their disgusting appearance, though, often causes other creatures and humans to hate and eventually attack them. The reaction they receive from other beings has made the Flayers sad and shy creatures, wary of others and quick to defend themselves. In a fight, a Flayer will whip its head violently from side to side, slashing the air with its tentacles. Each is equipped with a barbed sting that allows it to cause 3 points of damage for a successful hit, instead of the usual 2. FLESH GRUB SKILL: 1 STAMINA: 1 HABITAT: Marshes, Dungeons, Ruins, Caves NUMBER ENCOUNTERED: 2-12 TYPE: Insect REACTION: Neutral INTELLIGENCE: None Mooching about in old tombs or dungeons may be the best way for an adventurer to gain fame and fortune, but it is not without its hazards. As well as the larger creatures there are many smaller dangers, such as FLESH GRUBS. These disgusting maggot-like worms lurk writhing in rotting debris and other hidden corners, waiting for the tell-tale scent of human flesh to waft by. They are blind, but can easily smell out their target before latching on to it with barbed teeth. Each Flesh Grub will automatically inflict 1 point of STAMINA damage as it nibbles away at the fresh meat. The nasty little creatures can be pulled off and crushed easily, but only six can be removed in one round. GIANT FLY Common Fly Firefly Needlefly SKILL: 7 5 6 STAMINA: 8 5 6 HABITAT: Wilderness, Deserts NUMBER ENCOUNTERED: 1-3 TYPE: Insect REACTION: Unfriendly INTELLIGENCE: Low The various species of GIANT FLY are normally found only in warm regions, where they will be encountered flying around looking for suitable food for themselves and their young. COMMON FLIES can reach one and a half metres in length, with a wingspan twice that. They are disgusting creatures, with huge eyes, black bodies covered with stiff hairs, and a long, sharp proboscis for eating with. They will attack any creature up to and including the size of humans. If it wins an Attack Round, instead of causing damage the Giant Fly will try to fly off with its prey. Unless he can successfully Test for Luck, its victim will be dragged up into the air and dropped, causing 1 die worth of STAMINA damage. GIANT FIREFLIES are only a third of the size of a Common Fly, but they are just as aggressive. They are only encountered at night, when the rear of their bodies glows in the darkness. If they hit their prey, there is a 3 in 6 chance that they will also deliver a discharge of electricity, causing 2 points of STAMINA damage. NEEDLEFLIES look like enormous hornets, about a metre in length, with a long, sharp sting poking from their tails. They attack with their abdomens curled under them, so that this sting is pointing forwards, and swoop back and forth, trying to stab their prey before carrying it off to eat. GIANT FLY 53

FLYING FISH SKILL: 8 STAMINA: 8 HABITAT: Lakes NUMBER ENCOUNTERED: 2-7 (1 die plus 1) TYPE: Fish REACTION: Unfriendly INTELLIGENCE: Low There are FLYING FISH in the warm southern oceans, but none are as dangerous or aggressive as those found in Lake Ilklala in Kakhabad. They are only as long as a man's hand, but their wide mouths brim with teeth which can tear through flesh and bone alike. They can fly for a few minutes at a time, flapping thin, oversized fins like wings. Their long, feathery tails enable them to turn and swoop quite aerobatically, and they can bite while flying. The Flying Fish will attack as a group (treated as a single creature), flapping around their opponent for a maximum of seven Attack Rounds before they must land in the water again. If they land on the ground, they will quickly die, weakly flapping in a vain attempt to reach the lake and safety. Should anyone be foolish enough to eat one, they will find that its meat tastes foul and causes intense stomach pains for several hours, for one die of STAMINA damage. FLYING GUARDIAN SKILL: 8 STAMINA: 8 HABITAT: Ruins, Dungeons NUMBER ENCOUNTERED: 2 TYPE: Magical creature REACTION: Hostile INTELLIGENCE: Low Some very peculiar beings have been left to stand guard over sacred places. In the northern province of Chiang Mai, it is traditional to leave a pair of FLYING GUARDIANS to watch over a tomb or temple. They appear, to all intents and purposes, to be statues in the form of large, ostrich-like birds with hooked beaks, stubby wings and wide, clawed feet. They will remain perfectly rigid, keeping their silent vigil until the treasure or crypt is disturbed by a would-be thief or grave-robber. Then the Guardians will come to life, take to the air with strangely stilted, jerky movements, and attack with beaks and claws. They may also try to warn other denizens of the tomb, if there are any, by croaking loudly like a crow. When they have dealt with the defilers of their sacred home, they will return to their positions and stiffen into statues to continue their silent watch. FOG DEVIL SKILL: 8 STAMINA: 6 HABITAT: Forests NUMBER ENCOUNTERED: 1-3 TYPE: Monster REACTION: Unfriendly—Hostile INTELLIGENCE: Low When the mists of winter descend on the tangled hearts of forests, the FOG DEVILS gather amid the trees to hunt and play. Streaming through the trees, howling and screaming like demented Wolves, they roam in search of Woodlings or 54 FLYING FISH

Gnomes to feast upon. These strange and savage monsters appear as ghostly, billowing concentrations of vapour formed into vaguely human shapes. Their heads have the most definition; from here their bodies gradually trail away into nothingness and merge with the mist. Their faces are misshapen, nightmarish parodies of a human visage, with insane eyes and a fangfilled slash of a mouth. Their arms appear to be strong and muscular, ending in three-fingered hands which can rend a man in two with a single slash. In an attack, a swirling Fog Devil will spin around an opponent in a confusing spiral of mist that suddenly sprouts claws and teeth. Anyone attacked by such a creature will fight it with their SKILL reduced by 2 for the duration of the encounter. Should the creatures kill their opponent, they will stop briefly to nibble on the choicest parts, before swirling on. Thankfully for the other denizens of the forests, these savage, evil beings are very rare, and will only be encountered when the thickest winter fogs are in the air. For the rest of the time, the Fog Devils hibernate in the boles of trees and forgotten animal burrows, waiting for the mists to come again. GANJEE SKILL: 12 STAMINA: 0 (see below) HABITAT: Ruins, Dungeons, Caves NUMBER ENCOUNTERED: 1-6 TYPE: Undead REACTION: Hostile INTELLIGENCE: High Between the Earthly Plane and the Magical Planes is a nebulous layer known as the Spirit Plane. Its inhabitants dwell half in the world and half out of it. Most are souls passing up or down to the domains of their respective Deities. Some beings dwell permanently on the Spirit Plane itself: Poltergeists are trapped here because of the nature of their deaths. But the GANJEES live here on purpose. Related to Ghosts but far more hateful, these non-corporeal entities are little more than a small concentration of energy, driven by spite and anger, but they can appear to their victims as ghostly white faces, contorted with devilish glee. Anyone who meets one for the first time must immediately lose 1 SKILL and 2 STAMINA points from sheer terror! Ganjees can extinguish flames, throw objects and even wield weapons. Fighting back against them, though, is very difficult, because they do not have physical bodies. However, they can sometimes be bribed to let someone pass freely, by the gift of a magical item such as a potion or sword – though they are just as likely to forget all about their bargain and use these very items against the adventurer! GARGOYLE SKILL: 9 2 Attacks STAMINA: 10 HABITAT: Caves, Ruins, Dungeons NUMBER ENCOUNTERED: 1-2 TYPE: Monster REACTION: Hostile INTELLIGENCE: Average—Low GARGOYLES are ferocious beasts, whose ability to blend with the surrounding rock is such that they will surprise a prey 5 times out of 6, and be able to deliver their first blow automatically. They are roughly humanoid in shape, with clawed hands and feet, and bestial heads brimming with teeth and horns. A pair of large leathery wings sprouts from their backs, and a point-tipped tail hangs behind. They are GARGOYLE 55

coloured a mottled grey that looks just like stone. This camouflage allows them to play their favourite trick on an adventurer – standing motionless on a piece of stone and pretending to be a statue until they can strike. The stony hide of a Gargoyle is tough: normal weapons cannot injure them. In fact, two blows on a Gargoyle are enough to break even the strongest of swords. Enchanted magical weapons can injure them, however, and they will also retreat from fire. It is rumoured that the Gargoyles pay fealty, in both service and treasure, to the evil Night Demon Vradna, who is said to be served by a legion of a thousand of the foul creatures. GARK SKILL: 7 STAMINA: 11 HABITAT: Plains, Forests, Hills, Ruins, Caves, Dungeons NUMBER ENCOUNTERED: 1 TYPE: Humanoid REACTION: Unfriendly INTELLIGENCE: Low In the huge vats of dungeon-like laboratories deep below the surface of the earth, evil sorcerers have long experimented with cross-breeding the various inhuman races – Orcs, Goblins, Ogres, Trolls and Giants. Combining Orc and Troll they have produced the warlike Doragar; mixing Goblin and Giant they created the GARK. They look very much like a huge Goblin, well over two and a half metres tall. They are lithe, muscular and very aggressive. Their brown hides are tough and leathery, and they can prove to be formidable warriors with axes and cleavers. They are not overly intelligent, however, and can sometimes be very unpredictable, especially in the heat of battle. In the colonies of Goblins and Orcs in which they dwell, they will usually be found on guard-duty in some forgotten corner where they cannot damage anything. Garks are attracted to pretty, sparkling things, and they may possess whole trunks full of worthless trinkets that have caught their eye. GENIE SKILL: 12 STAMINA: 20 HABITAT: Magical Planes, anywhere their summoner is NUMBER ENCOUNTERED: 1 TYPE: Magical creature REACTION: Neutral INTELLIGENCE: High GENIES are magical creatures who can pop up in the most unlikely places to help or hinder a frustrated adventurer. They seem very Chaotic beings, but in truth they serve the Trickster Gods of Luck and Chance. These mysterious Deities delight in manipulating the aims of both Good and Evil for their own amusem*nt. If Evil looks as though it is winning at something, they will try to influence events so that Good starts to gain the upper hand, and vice versa. 56 GARGOYLE

To affect events like this they use the Genies. These beings usually dwell on the Magical Planes in spirit form. When they are sent to the Earthly Plane they will assume a more substantial shape, typically that of a wispy humanoid, fat and bald, who will float in the air as if levitating. The help a Genie offers can be most infuriating at times, but at others it can be very helpful. They may divert enemies, turn an adventurer invisible, or even offer him a free wish! Such aid is rarely completely to the benefit of the adventurer; wishes, especially, tend to be twisted and taken so literally that they are more trouble to their user than they are worth. Such behaviour makes some people dislike Genies intensely. Anyone trying to attack a Genie will be in for a shock, though, for weapons will pass straight through their bodies without harming them. In return, a Genie might decide to teach such an ungrateful person a lesson that will ensure he is more polite to the servants of Fate in the future! GHOUL SKILL: 8 2 Attacks STAMINA: 7 HABITAT: Ruins, Dungeons NUMBER ENCOUNTERED: 1-3 TYPE: Undead REACTION: Hostile INTELLIGENCE: Low Once, perhaps, they were human, but not now. GHOULS are noxious undead creatures whose spirits hover halfway between life and death. They dwell in tombs and crypts, for they eat corpses -especially those of humans. They look very much as though they are dead themselves, with rotting, maggot-ridden skin only half hiding their decaying innards. Their tongues loll from sickly, grinning mouths as they hiss with delight at the prospect of fresh meat. They will attack with their clawed hands, slashing violently about them, apparently unafraid of the swords held against them. The hands of a Ghoul carry further dangers, for they have the power to paralyse their prey, leaving him immobile and ready to be devoured. If a Ghoul manages to hit someone four times, he will be unable to move or speak, or indeed do anything else at all. His whole body will go numb, his breathing will become more and more constricted, and he can only wait to be eaten. GIANT GIANT 57

GIANTS are basically large humanoids, growing up to five times the height of the average human. There are a number of different species of Giant, scattered widely across different parts of the world. They are, on the whole, blustery, quicktempered beings, often forgetful of their great size. They stomp about the world, crushing trees and dwellings in their path without a thought. At other times, however, they will pay great attention to the 'little people'. They may 'play' with them – lifting them up and dropping them again, taking the roofs off their houses to peer curiously inside, and so on. But when they feel hungry, they may gather them up and eat them as snacks. Because of their Chaotic natures, Giants are greatly feared by many inhabitants of wilder regions. Thankfully, most Giants are rather dim; if they were ever organized into a disciplined army they could tear down whole cities. The various different races often fight among themselves, which keeps their attention away from smaller beings for most of the time. CAVE GIANT SKILL: 9 2 Attacks STAMINA: 10 HABITAT: Caves, Dungeons NUMBER ENCOUNTERED: 1-3 TYPE: Humanoid REACTION: Hostile INTELLIGENCE: Low CAVE GIANTS are the smallest of all Giants, growing to little more than three metres tall – and appearing to be even shorter, because their backs are hunched over from life in their low-ceilinged tunnels. They only dwell underground, living on other denizens of the darkness. Their skins are light grey in colour and hairless, enabling them to blend with their surroundings and surprise their prey (for one automatic blow) 5 times in 6. Their silvery eyes have grown dim from peering in the subterranean gloom, and they will be blinded by the sudden appearance of bright light. A Cave Giant will be wearing a loincloth and carrying a stone club or a sack of throwing-rocks. They are unintelligent beings, and will attack almost everything. They especially love the tender flesh of Troglodytes, which they scoop up to chew on when they are hungry. FOREST GIANT SKILL: 9 2 Attacks STAMINA: 9 HABITAT: Forests NUMBER ENCOUNTERED: 1 TYPE: Humanoid REACTION: Unfriendly INTELLIGENCE: Average Fully grown FOREST GIANTS can be as much as five metres tall. They are muscular beings, typically dressed in rough brown or green clothes of fur and cloth, with ruddy-brown skin and unkempt hair. They will be carrying a huge club made from the large branch of a tree, or a stone-headed axe, and sometimes a sack containing a few Gold Pieces, some food, and maybe even a few choice rocks for throwing. Unlike many Giants, this race cares for its habitat, and tends the trees of the forest. They are sometimes friendly with Tree Men and Wood Elves, though they often come into conflict with the former. While Forest Giants may tend young trees and bushes, they have no qualms about chopping down larger ones for firewood! Like the other races, though, they don't take kindly to trespassers in their domains and will attempt to remove them. They will throw rocks from a distance (hitting on a roll of 1-4 on one die, for 3 points of damage), before closing to finish them off with their clubs. They are not averse to eating humans, though they find them a little stringy and unsatisfying; they prefer deer or boar. FROST GIANT SKILL: 10 3 Attacks STAMINA: 10 HABITAT: Ice, Wilderness, Caves, Mountains NUMBER ENCOUNTERED: 1 TYPE: Humanoid REACTION: Hostile INTELLIGENCE: Average FROST GIANTS, which can grow up to six metres tall, live only in the coldest regions, such as the ice plains north of the craggy Icefinger Mountains. 58 GIANT

Their skin is pale white, but much of it is usually hidden by their long white beards and hair, and under swathes of Polar Bear fur. They are solitary beings, preferring the company of Snow Wolves to that of other Frost Giants. If encountered out hunting, a Frost Giant will be accompanied by 1-6 Snow Wolves. They live on the meat of any creature they can catch. They will stay clear of Toa-Suo, however, for they fear that they will be overwhelmed by sheer force of numbers. Frost Giants are not afraid of attacking humans, for they know that the little beings may also be carrying Gold, which Frost Giants dearly love to hoard in their caves. HILL GIANT SKILL: 9 2 Attacks STAMINA: 11 HABITAT: Hills, Caves NUMBER ENCOUNTERED: 1-2 TYPE: Humanoid REACTION: Hostile INTELLIGENCE: Average HILL GIANTS are lumpy, ugly brutes that grow up to seven metres tall. They are also fat, hairy and quite repulsive; they are usually dressed in tatty furs and skins. Their favourite weapons are huge wooden clubs, but they also enjoy throwing large rocks down on smaller creatures or on villages. Each rock will hit its target 3 times out of 6, causing 1 die of STAMINA damage to its target. These beings make their homes in large caves, which they sometimes share with Bears and which the latter help to guard. For this the creatures are rewarded with a regular supply of food. The favourite provender of Hill Giants is human flesh, and their caves may have a corner reserved for a 'larder', with many cured joints hanging waiting to be eaten. MARSH GIANT SKILL: 9 2 Attacks STAMINA: 9 HABITAT: Marshes NUMBER ENCOUNTERED: 1-3 TYPE: Humanoid REACTION: Hostile INTELLIGENCE: Average Green-skinned and scaly, MARSH GIANTS are very different to most other Giants. About six metres tall, they are thin, with membranes between their arms and sides, and wide webbed feet to help them swim. They dwell deep in swamps and marshes, and spend most of their time submerged in the slime hunting for food. They live mostly off small humanoids like Marsh Hoppers and Kokomokoa, but they may also attack humans who venture into their domain. They will overturn rafts and hold their victims underwater until they drown, before dragging them out again and eating them. MOUNTAIN GIANT SKILL: 10 3 Attacks STAMINA: 12 HABITAT: Mountains, Caves, Ice NUMBER ENCOUNTERED: 1 TYPE: Humanoid REACTION: Hostile INTELLIGENCE: Average MOUNTAIN GIANTS are only found among the highest peaks of large ranges. They can reach as much as eight metres in height; their bodies are hefty and muscular. They are usually clad in thick furs and hides, and will be carrying large stone clubs or axes. Mountain Giants are very strong and can uproot trees and huge boulders to throw at their opponents. These have a 3 in 6 chance of hitting, for one die plus one point of damage. A Mountain Giant may keep a Giant Eagle as a pet or for hunting, training it to attack intruders into his or her domain. They are solitary beings and are very avaricious, hoarding gold and other treasure in their caverns high in the clouds. When encountered away from their lairs, they will usually be carrying a large sack holding a few Gold Pieces, several throwing-rocks and a few scraps of food (a couple of boars, half a cow, or some other light snack). SEA GIANT SKILL: 10 3 Attacks STAMINA: 17 HABITAT: Sea NUMBER ENCOUNTERED: 1 TYPE: Humanoid REACTION: Unfriendly INTELLIGENCE: Average The largest of all Giants dwell not on the land, but underwater GIANT 59

SEA GIANTS are enormous blue-skinned beings that can reach ten metres tall. Their feet and hands are webbed, and their hair flows in tresses over their scaly bodies. They are said by superstitious sailors to be responsible for storms and whirlpools at sea. Certainly they dislike the intrusion of large vessels into their domains, and may make their presence known. Common tactics include sending great waves to swamp boats, or rearing out of the water to overturn them. Sea Giants can breathe both air and water, but never venture on land. When swimming in the open ocean they may be accompanied by Dolphins or Merfolk, with whom they are friendly. They make their lairs in great caves on the sea-bed, which they decorate with treasure taken from sunken ships, by plastering the walls with coins and littering the floor with jewels. STORM GIANT SKILL: 10 4 Attacks STAMINA: 15 HABITAT: Mountains, Wilderness NUMBER ENCOUNTERED: 1 TYPE: Humanoid REACTION: Neutral—Unfriendly INTELLIGENCE: High In vast stone castles perched above the clouds, on top of the jagged peaks of high mountains, solitary STORM GIANTS look down on the world of Giants and men alike with disdain. They are great scholars, their hawks gathering news from the farthest lands for them. Unlike other Giants, they are very intelligent, and have been the keepers of the wisdom of ancient times for many centuries. In their secluded castles are stored books, scrolls, devices and machines from past ages, most of which are unintelligible to a modern sorcerer or sage. A Storm Giant is typically eight metres tall, thin but muscular, with pale skin and yellow hair. They dress in fine robes and may be carrying a huge staff. From their lofty peaks they sometimes dabble in the affairs of others by changing the weather. They can send rain, heatwaves and even violent electrical storms down from their castles to influence the actions of armies or fleets. More often, however, they will use their powers to help the land itself in times of flood or drought. Their castles may be shared with Giant Eagles or Air Elementals, with whom they are friendly. They will be spartan, devoid of decoration and with plain furniture and fittings. Their libraries and observatories are more opulent, and crammed with relics. GNOME SKILL: 7 STAMINA: 5 HABITAT: Forests, Hills, Caves, Dungeons NUMBER ENCOUNTERED: 1 TYPE: Humanoid REACTION: Unfriendly INTELLIGENCE: High Grumpy, crotchety beings, GNOMES shun the affairs of other creatures. They are small humanoids, related distantly to Dwarfs, and may be encountered in remote areas. They prefer to be left alone, free from the attentions of other races, who seem only to bring violence and other complications to their simple lives. They will prove most unfriendly if disturbed by a rude human, sometimes suddenly attacking with their small axes, sometimes using magic. Gnomes can perform all kinds of subtle magic, but will use it mostly to defend themselves, by turning invisible, making a sword go limp in its wielder's hands and so on. A Gnome will not normally use its magic to attack someone who unwittingly disturbs it, but if he continues to do so, he may find himself on the wrong end of a lightning bolt, or some other clear warning to leave the Gnome alone! GOBLIN Goblin Marsh Goblin SKILL: 5 6 STAMINA: 5 6 HABITAT: Hills, Plains, Wilderness, Caves, Dungeons, Marshes NUMBER ENCOUNTERED: 1-6 TYPE: Humanoid REACTION: Hostile INTELLIGENCE: Average 60 GIANT

Smaller than Orcs but just as disgusting, GOBLINS are crude humanoids that are found causing trouble in many lands. They are ugly, brown-skinned beings, about a metre and a half tall, typically dressed in ragged furs, hides and scraps of armour. Goblins are evil creatures who delight in enslaving, torturing and killing humans, Dwarfs and Elves. Some still dwell in primitive villages in the wilderness, but most now serve alongside Orcs, Ogres and Trolls in the inhuman armies of Chaos. Like most of their cousins they prefer to live underground, away from sunlight which annoys them with its brightness. Goblins are typically armed with swords, small axes or throwing-daggers (these hit on a roll of 1-3 on one die, for 3 STAMINA points of damage). They also like making cruel traps for unwary creatures to stumble into. These can include deep pits full of poison-tipped spikes, barbed man-traps and a number of other nasty devices. Each tribe of Goblins will be led by a stronger warrior (SKILL 7, STAMINA 6), at the front of any attack. MARSH GOBLINS are similar to common Goblins, but with a few notable differences. They are thinner, with green-tinted, almost scaly skins, and their hands and feet are webbed for swimming. They spend most of their time skulking in the mud and reeds of their swampland homes, often raiding Kokomokoa, whom they hate. Marsh Goblins like humans even less than their land-based relatives do, and they delight, for example, in tying a captive to a board and leaving him for Giant Leeches to drain slowly of blood . . . GOLEM Flesh Stone Wood Golem Golem Golem SKILL: 8 8 8 2 Attacks STAMINA: 7 11 6 HABITAT: Anywhere their master is NUMBER ENCOUNTERED: 1 TYPE: Magical creature REACTION: Hostile INTELLIGENCE: Low GOLEMS are magical humanoids animated by sorcerers to serve them. Similar to Crystal Warriors, but far more flexible in their uses, they make excellent guards or servants, for they are strong, unsleeping and totally obedient. The creation of a Golem requires powerful magic and a day-long ritual. Some spell-casters have managed, however, to devise a spell that allows them to create a Golem instantly from a large mass of the appropriate material. By pointing a finger at a chair, for example, and muttering a few lines, a sorcerer can transform the object into a large wooden humanoid that will do his every wish. FLESH GOLEMS are animated from the dead bodies of humans, typically sewn together to create an ugly, disjointed figure almost three metres tall. Like all Golems, they are deaf to all but the voice of their master or mistress, and cannot speak. They attack with club-like fists, smashing their way through armour and bones alike. The strongest of the three types are STONE GOLEMS, large powerful beings that are easily mistaken for statues when stationary. They are created from a single block of stone, which is normally carved to the desired shape before being animated. Stone Golems are sometimes deliberately made exactly like statues, so that they can discreetly guard certain areas and catch intruders unawares. Others are made to look more human and will usually be more active in the service of their masters. They will attack with their large stone hands; if they have been posing as a statue, they may also be carrying a stone weapon. Their bodies are so hard that edged weapons – swords, axes, spears and arrows – have no effect on them at all. A crushing weapon such as a mace or warhammer will do normal damage to a Stone Golem. GOLEM 61

WOOD GOLEMS do not have to be carved from one single log, but all the wood must be from the same tree. Wood Golems, once animated, are completely invulnerable to magic of all kinds; even a magical weapon will be no better than an ordinary one. They are very vulnerable to fire, however, which can turn them into a blazing torch in a few short moments. Wood Golems attack with their hands, causing normal damage. GONCHONG SKILL: 5 STAMINA: 5 HABITAT: Anywhere their victim is NUMBER ENCOUNTERED: 1 TYPE: Monster REACTION: Hostile INTELLIGENCE: High If there was ever a creature that should not live, it is the GONCHONG. It is a cruel, evil parasite which takes control of the brain of its victim and uses it to commit horrendous atrocities. It looks rather like a huge bony spider or crab, with a pair of small, staring eyes on stalks at the front of its body. It is physically weak, and uses its evil intelligence instead to achieve its gruesome ends. The thing will choose a powerful leader – a king, general or high sorcerer–and latch on to his head by skewering a long proboscis through the top and into the brain. This thin tube must be severed to kill the Gonchong. However, the creature instils great physical powers in its host (adding 5 points to both SKILL and STAMINA), so that as the host is defending himself, he is defending the parasitic Gonchong too. The host of a Gonchong cannot be harmed by normal weapons: only an enchanted fire-sword will break the parasite's defences and injure its host. As soon as the host has been killed, the linking proboscis must be severed while it is still stuck in the dead creature's head. Otherwise, the foul thing will withdraw and attempt to leap on to a new victim. Avoiding such a move requires the target to roll his SKILL or less on two dice. If the Gonchong misses, it will fall to the floor, and while it readies itself for another attempt it can be dispatched easily. Should the thing hit its target, however, its proboscis will puncture the new host's head while it grips with its legs. The victim will become a soulless host for the evil Gonchong –strong beyond belief, but condemned to a deathly existence as its slave. GRANNIT SKILL: 4 STAMINA: 3 HABITAT: Caves, Dungeons NUMBER ENCOUNTERED: 1-6 TYPE: Monster REACTION: Unfriendly—Hostile INTELLIGENCE: Low Scuttling around their darkened caves in search of tasty morsels, GRANNITS are surprisingly ferocious little horrors. About the size of a coconut, they are covered in armadillolike bony armour that blends well with their surroundings and makes stationary Grannits indistinguishable from the rocks and stones around them. This camouflage allows them to surprise their prey as they suddenly scurry on eight tiny legs and sink their teeth into exposed flesh. This first attack inevitably causes 1 point of STAMINA damage to their prey; after this they can be fought normally. 62 GOLEM

GREMLIN Wingless Gremlin Winged Gremlin SKILL: 4 5 STAMINA: 3 4 HABITAT: Caves, Ruins, Forests, Dungeons NUMBER ENCOUNTERED: 1-3 TYPE: Humanoid REACTION: Hostile INTELLIGENCE: Average—High GREMLINS are tiny humanoids found lurking in underground caverns where they live off small insects and animals. WINGLESS GREMLINS stand up to half a metre tall, though they are often much shorter than this. They have thin bodies supporting large heads, greenish skins, long noses and pointed ears. They dress in ragged clothes of sackcloth or animal hide, and carry short daggers. They are nasty little creatures, who will not hesitate to attack beings much larger than themselves. They are skilled at burrowing through the earth, and may infest a dungeon complex with a myriad tiny tunnels between the larger passages. Their cousins, WINGED GREMLINS, are smaller and thinner, but just as evil. They grow only to about fifteen centimetres tall, with tiny leathery wings sprouting from their backs, but in all other respects they are similar to their larger, wingless relations. They make ideal familiars for wizards, and are often sent by them to gather ingredients or spy on enemies. They are too small to use weapons effectively, but they can bite with their sharp little teeth. GRETCH SKILL: 10 STAMINA: 13 HABITAT: Deserts NUMBER ENCOUNTERED: 1-3 TYPE: Monster REACTION: Hostile INTELLIGENCE: Low Not even the wisest desert nomads can tell where a GRETCH is hidden deep under the sands, waiting to surprise its unwary prey. The creatures are highly skilled at covering their tracks, and then burying themselves under the sand without a trace, leaving only two minute holes for their keen eyes to watch for the approach of a suitable meal. Gretch are thin, sandy-coloured reptilian monsters, which usually walk on their hind legs, standing as tall as a man. They have large heads, like that of a snake or lizard, with forked tongues and wide fang-filled mouths. Each scaly hand ends in one long claw, like a cruel curved dagger, honed and sharpened until it can slice through skin and bone alike. Gretch are cold-blooded creatures, and can survive well in the baking heat of the desert, though even they must shelter from its might as midday approaches, under the cooling sands. They are carnivorous, and will hide near water-holes and popular caravan routes, to prey on 'travellers and their mounts. They bury themselves and wait. When a suitable meal approaches, they will burst out of the sand and pounce on their surprised prey. Their claws are so sharp that they will do 3 points of damage in a successful hit. Their constant need for food makes them fight to the death, for an injured Gretch will die a slow, painful death from starvation, unable to capture its much-needed food. GRETCH 63

HAMAKEI SKILL: 7 STAMINA: 5 HABITAT: Deserts, Ruins NUMBER ENCOUNTERED: I TYPE: Humanoid REACTION: Neutral INTELLIGENCE: High Perched in towers hidden in the desert wastelands, the HAMAKEI are the last remnants of a past, more sorcerous age. Centuries old, these brittle, withered humanoids have vulture-like heads, and are usually swathed in masses of fine robes. They are warlocks and sages, kept alive well beyond their normal span by arcane spells and magical artefacts. Their powers are wide, gleaned from decades of research in forgotten libraries, but they use them only rarely. The Hamakei see themselves as scholars and observers, and will rarely be drawn into the petty conflicts of mortal men. Their lust is only for knowledge, and their advice can sometimes be traded for an old scroll or ancient device. As crotchety as an ancient owl, they can be extremely temperamental and absent-minded, but will swiftly turn from doddering fool to wily fox at the mention of lost knowledge. Occasionally a Hamakei will set out into the world of men, wandering from settlement to settlement in search of any snippet it can overhear. Some are interested in the progress of this younger age and will seek out human sorcerers, to see how much of the lost arts they have rediscovered. If encountered away from its home, a Hamakei will be dressed in inconspicuous travelling-clothes, and will lean on a long staff to help it along. The staff will usualy be magical and may have spells bound into it. In the event of a direct attack, a Hamakei can call upon many spells to ward off attackers, including magical dusts that blind or charm an opponent, and jets and walls of flame and ice. If such attacks fail to repel an aggressor, it will be forced to use its staff to defend itself as best it can. Their towers will usually be defended by a host of magical traps, to keep intruders away. Their treasure-hoard will be large, consisting for the most part of hundreds of unintelligible and very, very ancient books, scrolls and papers, with a few strange artefacts scattered among them. Any sage worth his salt would pay dearly for even a glimpse of such treasures, though they may appear all but worthless to an adventurer. HARPY SKILL: 7 STAMINA: 6 HABITAT: Wilderness, Hills, Mountains NUMBER ENCOUNTERED: 1-3 TYPE: Monster REACTION: Hostile INTELLIGENCE: Low Legends have long talked of the HARPIES, foul winged creatures that terrorize travellers in desolate lands. They are roughly humanoid with ugly, over-large heads and thin stunted bodies. Stretched between their limbs are vast leathery wings which make them look like human bats! Their feet are birdlike and end in large pointed claws. The vile things delight in tormenting lone travellers and adventurers, swooping down from the sky, cawing and screeching, to buffet them with their wings and slash them with their claws. They appear to have an almost limitless capacity for tormenting their victims, but eventually they will tire of their game and finish them off, before dividing up the bodies and flying off to eat in their lairs (usually a cave or ledge high up a cliff from where they can see a potential plaything kilometres away). 64 HAMAKEI

HARRUN SKILL: 6 STAMINA: 7 HABITAT: Jungles, Mountains NUMBER ENCOUNTERED: 1-3 TYPE: Animal REACTION: Neutral INTELLIGENCE: Low In the remote jungles of the east, apes have evolved and adapted to their environment in many ways. In the tree canopy many metres above the ground, the six-armed Krell swing on the hanging vines and lianas with incredible dexterity. Similarly, where the jungle meets the mountains, the HARRUN have arisen, and evolved to suit their environment. These creatures look like small apes, except for the thin, membrane-like wings which stretch from wrists to hips. They have long, flattened tails which help them maintain their balance during their short flights. A Harrun typically launches itself from the top of a high tree, and can swoop for up to half a kilometre down the hillside, with arms spread wide and legs drawn up. Harrun live on fruit and small creatures, but are particularly fond of squirrels and the like, which they will chase across the tree-tops in death-defying leaps and glides. Harrun live in small family groups in the trees, and in fact spend most of their lives above the ground. They are very inquisitive creatures, and will soar down, chattering excitedly, to investigate any strangers in the forest. This may frighten a nervous adventurer into thinking he is being attacked by the creatures. Despite this, Harrun have never been known to attack anything larger than themselves, except in defence. HAWK Death Hawk Night Hawk SKILL: 4 7 STAMINA: 5 5 HABITAT: Hills, Plains, Wilderness NUMBER ENCOUNTERED: 1-3 TYPE: Bird REACTION: Neutral–Hostile INTELLIGENCE: Average–Low There are times when a message must be sent more quickly than a horse can rides or into a normally inaccessible area. For these reasons many people keep HAWKS, especially trained to carry messages tied to their legs and to fight off any attackers. DEATH HAWKS, so called because in primitive times they were thought to be the message-carriers of the Gods themselves, are jet-black in colour with reddened eyes and large talons. With a wingspan approaching a metre across, they are not small birds, though they are sometimes mistaken for crows or ravens when seen from a distance. They are not very clever, about as smart as homing-pigeons, but they are plucky fighters. The large NIGHT HAWKS are more clever, and are able to fly and attack in formation. When a line of the large black birds begins to dive out of the sky, one after the other in perfect order, only the bravest of opponents will stand his ground! These creatures are the favourite pets of a number of evil men, for they make superb guards, since they are able to patrol a wide area of land much more easily than a foot patrol, and with their keen eyes pick out intruders from as much as a kilometre away before swooping down to attack. HEAD-HUNTER SKILL: 7 STAMINA: 6 HABITAT: Jungles, Forests NUMBER ENCOUNTERED: 1-6 TYPE: Humanoid REACTION: Hostile INTELLIGENCE: Average HEAD-HUNTER 65

In the depths of the jungle live small tribes of brutish primitives. They are known as HEADHUNTERS because of their grisly habit of boiling and curing the heads of their victims until they have shrunk down to a quarter of their normal size. These are then worn as decoration, tied to their loincloths to indicate their prowess as warriors. They are cannibals, preying on other tribes, especially the weaker Pygmies, whenever they need food. They dress only in loincloths and war-paint, with feathers tied in their hair. Their favourite weapons are clubs and spears, which they tip with carved flint. Head-hunters dwell in small villages, in which three to eighteen (three dice) of them will be encountered. Each tribe is ruled over by a powerful medicine man, a direct link between the superstitious primitives and their many vengeful Gods. The shaman will be wearing a ceremonial mask and many pieces of crude jewellery to indicate his status among the rest of the tribe. HELL DEMON SKILL: 14 4 Attacks STAMINA: 12 HABITAT: Demonic Plane, Ruins, Dungeons NUMBER ENCOUNTERED: 1 TYPE: Demon REACTION: Hostile INTELLIGENCE: Average–High Spawned from the eternal fires that forever rage in the depths of the Abyss, HELL DEMONS are among the strongest of the Lesser Demons. They are highly trusted by the Demon Princes, and are sent on many missions to the Earthly Plane. They are able to assume the form of any human they encounter, usually killing and eating the person after they have copied him. This allows them to move secretly among men, instilling evil into the heart of civilization. In their 'normal' form, they are truly horrific beasts. Three metres high, covered in scaly black skin, they hiss steam and sulphurous vapours from their fanged mouths. Their heads are large and misshapen, with long horns curving from the top. Their bodies are muscular, their hands tipped with hooked claws. Their legs end in cloven, goat-like hoofs; a long rat's tail lashes behind them. As if all this wasn't enough to drive a rational man insane, they have a further facet. Their origins in the Abyss have left them immune to blows from normal weapons; only those forged in the eternal fires themselves can pierce their skin. Some initiates, members of evil Demon-worshipping cults, may carry wavy-bladed kris knives tempered in such flames for use in rituals and sacrifices. Such weapons are exceedingly rare, but it is very advisable to be carrying one when you come face to ghastly face with a raging Hell Demon! HELLHOUND 'SKILL: 7 2 Attacks STAMINA: 6 HABITAT: Demonic Plane, Dungeons, Ruins NUMBER ENCOUNTERED: 1-2 TYPE: Monster REACTION: Hostile INTELLIGENCE: Low Many Demon Princes like to keep pets. Sith, a noxious Snake Demon, has a python twenty metres long and a metre thick. Some of the more sophisticated Princes, however, keep a pack of HELLHOUNDS. The huge dogs are bad-tempered and violent, and therefore make wonderful pets for the vile 66 HEAD-HUNTER

Demon Princes, who use them in the Wild Hunt, when all the Princes of Hell chase across the Earthly Plane in search of errant human souls. The beasts are huge, midnight-black dogs, about the size of a Wolf, with black teeth and tongues, and brilliant red eyes. Their bite would be savage enough, but they can also shoot bursts of fire from their mouths. As well as their usual attack, each round the flames will singe their opponent on a roll of 1 or 2 (on one die) for a further 1 point of damage. They can even claw at one opponent and breathe gouts of flame at another. Hellhounds are usually confined to the Demonic Plane. Some evil sorcerers have managed to summon them to the Earthly Plane, but the beasts are usually too savage to be kept as anything except guard-dogs, roaming empty rooms for intruders to stumble upon. WILD HILL MAN SKILL: 6 STAMINA: 5 HABITAT: Hills, Forests, Caves NUMBER ENCOUNTERED: 1-3 TYPE: Humanoid REACTION: Unfriendly–Hostile INTELLIGENCE: Average The WILD HILL MEN of the Moonstone Hills in eastern Allansia are a race of primitive humans related to Cavemen and Neanderthals, though they are more intelligent than either. They dress in animal furs and tanned hides, and usually carry stone clubs or axes and crude bows. The bows will hit on a roll of 1-3 on one die, for 3 points of damage to their target's STAMINA. Hill Men will usually be encountered on the trail of some prey. They are skilled at tracking down animals, which they then roast on spits above an open fire. They live on boar, deer, wild ducks, rabbits and other creatures. Gathered together in small tribes, they typically dwell in crude grass huts or caves. They don't have chieftains or any form of organized society; they just gather together for mutual protection from the ravages of larger creatures and other more warlike tribes. HOBGOBLIN SKILL: 6 STAMINA: 6 HABITAT: Hills, Dungeons, Ruins, Caves, Wilderness NUMBER ENCOUNTERED: 1-6 TYPE: Humanoid REACTION: Hostile INTELLIGENCE: Average Possibly the result of interbreeding between Goblins and Ores, HOBGOBLINS are tall gangling creatures encountered in many wild areas. Unlike Goblins, with whom they will sometimes be living, they are not afraid of sunlight, and make fearsome opponents both above and below ground. They are as tall as men, typically dress in tattered clothes and armour stolen from past opponents, and carry swords or spiked clubs. Like their cousins they revel in torture and death, especially where Elves are concerned. They are ugly, HOBGOBLIN 67

warty-skinned things, and hate anything that is in the slightest way graceful or pretty. Hobgoblins may be encountered living in primitive settlements in isolated lands, but most of their number serve in the armies of Chaos alongside their inhuman cousins. They are hardy fighters, and may sometimes be encountered leading small companies of Goblins or Ores into battle. Despite such a rare gift for discipline, they will just as quickly lose it if faced with an Elf or two, and will attack them rabidly without thought for their commands. HORNED DEMON SKILL: 12 STAMINA: 9 HABITAT: Ruins, Demonic Plane NUMBER ENCOUNTERED: 1 TYPE: Demon REACTION: Neutral–Hostile INTELLIGENCE: Average In the stormiest of seasons, on the darkest of moonless nights, HORNED DEMONS roam the lands of men, calling errant souls to hasten to Hell! These foul Demons, also known as Yachar, appear as humans, clad in layers of ragged and mildewed grey and black cloth. Above their hunched shoulders they have the rotting heads of rams, complete with large curled horns. Their mouths are flecked with foam, their eyes are a deep red colour, savage but empty, and bare bones poke through ragged clumps of wool and skin. Anyone seeing a Yachar for the first time will immediately lose 2 points of STAMINA because of the revulsion and fear these creatures cause. Their tasks on their rare visits to the Earthly Plane are to gather the souls of anyone unwise enough to be out on even the most terrible of nights – thieves and assassins, revellers and drunkards. Like most Demonspawn, Yachar can fly (though by magical levitation rather than actual wings). In an attack they will usually swoop down, grab an opponent from behind and try to slash his throat with dagger-length claws (such an attack causes their opponent to defend against this first blow with 3 points off his SKILL). If a fight starts to go against a Horned Demon, it will cast a Darkness spell over the area, and immediately return to its home plane. Should it win, however, the grisly creature will remove the still-beating heart of the corpse, before returning home to present the fresh soul to its diabolic masters. HOWL CAT SKILL: 8 STAMINA: 9 HABITAT: Hills, Mountains NUMBER ENCOUNTERED: 1-3 TYPE: Animal REACTION: Unfriendly INTELLIGENCE: Low When first discovered, HOWL CATS were mistaken for a variety of feline. Indeed, on first sighting, it is not difficult to imagine how this mistake was made. But they were subsequently discovered to be members of the Ape family, even though their heads are more characteristic of a lion than of an ape. They are short-haired apes, about the size of a large dog, and inhabit the timber-line between forests and higher mountainous areas, mainly in the western reaches of Kakhabad. Their bodies are a mottled grey colour, but their heads are ringed with a bold, ruddy mane (hence their resemblance to a lion). Howl Cats are carnivorous. Though they attack in turn, one after the other, a second creature is rarely needed in a battle. Their jaws are lined with razor-sharp teeth and each hand, or paw, wields a single slashing claw. They take their name from their battle-cry, an ear-piercing shriek which cannot fail to strike terror in the hearts of their opponents. This cry is always a prelude to their launching into attack, and, for the Attack Round following this howl, anyone fighting a Howl 68 HOBGOBLIN

Cat must deduct 1 point from their Attack Strength. During a battle, a Howl Cat will voice its cry whenever it takes STAMINA damage, and its opponent must suffer the Attack Strength penalty for the next Attack Round. But each time it utters its scream, this drains 1 STAMINA point from the creature. HYDRA Body Each head SKILL: 0 9 STAMINA: 9 5 HABITAT: Marshes, Ruins, Dungeons, Wilderness NUMBER ENCOUNTERED: 1 TYPE: Monster REACTION: Hostile INTELLIGENCE: Average The HYDRA is a many-headed creature which can unfortunately be found in many different types of terrain. Though they are rare, they often figure as the villains of heroic tales. They are reptilian creatures, like fat-bodied snakes, with a number of large heads rising on long necks from their bodies. The number of heads can be found by rolling one die and adding one, to give the beast between two and seven widemouthed, fang-filled heads. A Hydra has as many Attacks as it has heads. Covered in green-brown scales, but usually dripping mud and slime, the nightmarish beasts can grow as much as ten metres long. Each head has its own brain and can attack separately. In a fight, its opponent can engage one head while defending against the others, each of which has a separate Attack Roll. If its opponent wishes, he can concentrate on attacking the thing's body to kill it outright. He can deliver one automatic hit each round, while defending against all of the heads. Once its body is dead, the heads will also die, flopping to the ground on limp necks. ICE DEMON SKILL: 9 3 Attacks STAMINA: 11 HABITAT: Demonic Plane, Ice NUMBER ENCOUNTERED: 1 TYPE: Demon REACTION: Hostile INTELLIGENCE: High The trappers of the Icefinger Mountains talk in hushed whispers of a certain sheltered valley high in the mountains, from where streams of fanatical Ores, Goblins and Neanderthals have been known to pour out, to raid trading posts and villages for slaves and sacrifices. The raiders are surprisingly disciplined and it is widely thought that they are ruled over by an evil lord who has trained them. In fact, their leader is a powerful ICE DEMON, called to the Earthly Plane by his devoted acolytes. For most of the time, the beast simply squats, as motionless as a statue carved from the ice, watching and listening to its worshippers. It can communicate telepathically with the shaman who rules them, ordering attacks or sacrifices as it desires. When a captured human is brought for sacrifice, it is placed inside a magical blue circle carved out of the ice in the floor before the 'Frozen One'. The Demon will come to life and attack, rows of icicles snapping from its limbs as its great body lumbers forwards. ICE DEMON 69

The Ice Demon stands at least six metres tall, and is fat and strong. Its grim head supports two huge, curving ram's horns. Behind it, a wide pair of bat's wings spread for almost ten metres. It is completely white, and appears to be made from the ice itself. In an attack it will wield two massive fists. From its nose and mouth, a freezing vapour will gust, hitting on a roll of 1-3 on one die, and freezing away a further 1 point of STAMINA. Should the Demon be defeated, its evil spirit will be banished back to Hell, and its body will shatter like a block of ice. IMITATOR SKILL: 9 STAMINA: 8 HABITAT: Dungeons NUMBER ENCOUNTERED: 1 TYPE: Monster REACTION: Hostile INTELLIGENCE: Low In dark places underground there lurk strangely malleable creatures called IMITATORS. In their natural form they are shapeless, flowing things, like a pool of thick mud. When hunting their favourite food – warm meat – they can adapt themselves to look like something else. To trap an unintelligent creature they may mimic its potential food; for a more intelligent human or Orc, they will pose as a door or treasure-chest. When the gullible victim touches the Imitator, he will stick fast, held by a glue-like substance secreted by the creature. At the same time it will strike with a large fist-shaped protrusion. The trapped prey can fight back, but with a SKILL reduced by 2. Once the 'fist' has been cut off, the victim can finish off the Imitator at leisure, before slowly prising himself off the glue. IRON-EATER SKILL: 4 STAMINA: 5 HABITAT: Caves, Dungeons, Ruins NUMBER ENCOUNTERED: 1 TYPE: Monster REACTION: Neutral INTELLIGENCE: Low IRON-EATERS are strange, jelly-like creatures, rather like giant amoebas, which surprise many adventurers by dropping on to them from ceilings and overhangs. If its victim is unaware of it, the thing will land on him on a roll of 1-5 on one die. Otherwise, a normal Attack Round should be rolled. If the Iron-Eater hits successfully, it has landed; if not, it has missed, and can be finished off in one blow on the floor. 70 ICE DEMON

Once the creature has struck, it will start to feed, not on flesh, but on the metal of a helmet or breastplate! The strange beast will chew large holes in the armour, removing 1 SKILL point for each item (helmet, shield, breastplate, etc.) that it eats. A normal Attack must then be rolled to remove the Iron-Eater; if the beast wins, it has clung on to its opponent and will destroy another item. If it loses, it will be injured as normal, and will drop to the floor, where it can be finished off. JAGUAR SKILL: 8 STAMINA: 7 HABITAT: Jungles NUMBER ENCOUNTERED: 1-2 TYPE: Animal REACTION: Neutral–Unfriendly INTELLIGENCE: Low JAGUARS are ferocious predatory cats found chiefly in the jungles of the south. They live on smaller creatures such as boar, monkeys and deer, though when they are hungry they will take on creatures much larger than themselves. They will attack any creature they believe is a threat to them –especially man. They are hunted extensively by the primitive jungle tribes for their marvellous pelts, and are very wary of all humanoids as a result. Sometimes, a Jaguar cub will be taken from its jungle home and reared and trained as a pet for someone rich enough to pay the exorbitant price. Like all the big cats, they are difficult to handle, and can never be truly domesticated. Kept fed with a lot of fresh meat and fit with a lot of exercise, though, they make excellent guards, though their loyalty is never as strong as a Dog's, and they have been known to turn on their masters at the slightest whim. JIB-JIB SKILL: 1 STAMINA: 2 HABITAT: Hills, Caves NUMBER ENCOUNTERED: 1-2 TYPE: Animal REACTION: Neutral INTELLIGENCE: Low In the hills of Low Xamen dwell a number of strange creatures, but none more strange, perhaps, than the JIB-JIB. Shy and secretive in the extreme, they look like a tiny ball of fur (no bigger than a cabbage, as one wise sage put it) on two short, stumpy legs. They have small, frightened eyes, set just above a large mouth. Jib-Jibs are vegetarians, living on small bushes and plants, from which they suck the juices and nutrients, since they have neither teeth nor claws. These timid creatures have evolved an effective defence against the many predators that live off small, harmless beasts like themselves. They have developed tremendously loud voices, with which they begin to howl in an unearthly, ear-splitting wail whenever they feel danger threatening. The din will scare off even the largest of unintelligent creatures and most more intelligent ones too, by tricking them JIB-JIB 71

into thinking that they are about to be attacked by a ravening horde of blood-crazed Demons! Only the very bravest (or perhaps the stupidest) of creatures will ignore the horrendous screams and investigate further, to discover the timorous little Jib-Jibs, hiding and shaking in some corner, howling fit to raise the dead! KOKOMOKOA SKILL: 5 STAMINA: 5 HABITAT: Marshes, Jungles NUMBER ENCOUNTERED: 3-18 TYPE: Humanoid REACTION: Unfriendly INTELLIGENCE: Low The swamps and jungles of the south-east are home to many strange tribes. One race, known as the KOKOMOKOA, are a major menace to trappers and adventurers in the area. Standing a little over a metre high, these squat, green-skinned humanoids seem reptilian, because of their scaly skin and webbed feet. Their heads are wide and flat, their eyes large and yellow. They can swim well, their long, bony legs propelling them swiftly just below the surface with only their large eyes breaking the water. Kokomokoa, so called because of their ululating war-cries, live together in compact family groups, in huts woven from rushes and covered in hardened mud. These crude dwellings are very difficult to find, camouflaged as they are to blend with the surrounding vegetation, and act as secure bases from which the tribes mount raids over the area. Sometimes, Kokomokoa will train Giant Marsh Spiders as sentries, to watch over their females and young while the warriors hunt for food. In an attack, Kokomokoa will often use nets (hitting on a roll of a 1 or 2 on one die), which hold down their prey, while others spear it with their short bamboo javelins (since the nets will temporarily remove 3 points from their captive's SKIL L). Once captured, their victims can expect only to be boiled and eaten. Kokomokoa are particularly enamoured of Elves' flesh, which they consider a great delicacy, and great celebrations are held on the rare occasions when such meat is on their menu after a particularly successful raid! These grisly cannibals have no need of treasure or money, but many keep pretty gems, since they are attracted by their sparkle. KRELL SKILL: 8 STAMINA: 5 HABITAT: Wild — Forests, Jungles Tame — Towns, anywhere men are NUMBER ENCOUNTERED: 1-6 TYPE: Animal REACTION: Friendly—Neutral INTELLIGENCE: Average Originally found in the steamy jungle of the east, KRELL are six-armed ape-like creatures. Covered in thick mats of brown hair, they are incredibly nimble, and swing dextrously through the trees at great speeds. In the wild, Krell are very hard to find, since they are very shy creatures, who blend into the thick jungle foliage. They live in small family groups, hunting and eating parrots, rats and other small creatures, as well as fruit and roots. The quick wits of the Krell make them ideal as pets or magical familiars for wizards and other characters. They are highly suited to sneaking, spying and thieving, as much at home clambering up walls and over roof _tops as they are swinging through trees. In a fight they can be quite vicious, hanging on to their foe with as many limbs as possible, and then biting with sharp, pointed teeth. Occasionally, their masters will teach them simple tricks, such as juggling or tumbling, and some Krell are dressed in 72 JIB-JIB

miniature suits of clothes and taught to bow and be courteous. In their natural habitats, Krell communicate in a complicated language of clicks and chatters. A few of their owners learn this language, but none can match the achievement of the Arch-wizard Belandros, who taught his Krell to speak the language of men. LEAF BEAST SKILL: 6 STAMINA: 3 HABITAT: Port Blacksand NUMBER ENCOUNTERED: 3 TYPE: Magical creature REACTION: Hostile INTELLIGENCE: Low Despite his mean reputation, Lord Azzur, the ruler of Port Blacksand, has one passionate love: exotic flowers, which he exhibits in the public gardens. Pride of place in his collection is given to a small crop of the legendary Black Lotus plants. The rarity of these plants is such that the nobleman uses magical guardians to prevent them from being stolen. Around the bowl containing the flowers stand three bushes, expertly trimmed to look like large animals. Should anyone touch a Black Lotus, the three LEAF BEASTS – lion, tiger and leopard – will spring to life and attack ferociously! A single opponent will be able to match his Attack Strength with all three, but he can injure only one of them at a time. If a hit is indicated on the other two, he has simply held off their attack. When they have dealt with the would-be flower-picker, the beasts will spring back on to their pedestals and turn back into bushes. GIANT LEECH SKILL: 1 STAMINA: 1 HABITAT: Marshes, Rivers NUMBER ENCOUNTERED: 2-7 (1 die plus 1) TYPE: Animal REACTION: Neutral INTELLIGENCE: Low—None GIANT LEECHES are found among the still, rank backwaters of marshes and swamps across Allansia, Kakhabad and beyond. Disgustingly soft and tube-like, almost half a metre long, they swim leisurely around the brackish creeks, awaiting a warm-blooded creature to feed upon. When one passes, they latch on to it with tiny, hook-like teeth and begin to suck its blood. Each Leech will take 1 STAMINA point of blood a round, up to a limit of 3 points each, before falling off satiated and full of blood. Pulling off a Giant Leech will cause a further point of STAMINA damage, as its teeth tear away a large patch of skin. Striking and killing a Leech with a small knife needs a successful Test for Luck, or the blow will miss and cause another point of damage. A safer way to remove a Giant Leech is to sprinkle it with salt, which causes the revolting creature to shrivel up and die. LEPRECHAUN SKILL: 10 2 Attacks STAMINA: 4 HABITAT: Forests, Plains, Caves, Ruins, Dungeons NUMBER ENCOUNTERED: 1-3 TYPE: Humanoid REACTION: Friendly—Neutral INTELLIGENCE: High Many an adventurer has come to grief at the hands of a group of mischievous LEPRECHAUNS. They are small magical humanoids, at most a metre tall, which delight in playing tricks on unsuspecting people. They will appear out of nowhere, dressed in baggy clothes (usually coloured a dazzling spring green) and chuckling merrily. They may throw a rotten tomato, or just beckon for the person to follow them, laughing all the time in their squeaky little voices. They will lead their new acquaintance to where their fellows lie in wait, ready to play more tricks and hopefully steal some treasure or food. They can fly, hovering about in the air without the aid of wings, as well as turn invisible at will, conjure up illusions, and so on. If their foolish victims try to attack them, the Leprechauns will simply toss some magic dust in their faces, which will cause paralysis for an hour or more, and give the LEPRECHAUN 73

pests plenty of time to loot as much as they can carry. However, should their victim prove actually to have a sense of humour, and share their jokes (despite being the butt of them), the Leprechauns may become friendly and help him on his way – though they won't return anything they've stolen. LIFE-STEALER SKILL: 12 2 Attacks STAMINA: 18 HABITAT: Mountains, Caves NUMBER ENCOUNTERED: 1-2 TYPE: Monster REACTION: Hostile INTELLIGENCE: Average–High Not even sages record a name for these creatures more specific than simply LIFE-STEALERS. Certainly, for the mountain tribes who live in constant fear of their attacks, no other name is necessary. Flying out from their lairs high in the peaks, they wreak havoc on isolated farmsteads and small villages in their quest for human food. Life-Stealers are tall, thin humanoids with sinewy, leathery bodies. Their heads are long and thin, the skin stretched taut across the skull. Their ears are wide and almost bat-like, and they have short tusks which spill from a mouth brimming with teeth. Their eyes are milky white and apparently lifeless, but behind them lies a wickedly cunning intelligence, always full of plans for filling their gullets with fresh meat. Despite their wiry forms and thin, dangling limbs, the Stealers are inhumanly strong. They fly with surprising elegance, using the large pair of feathery wings that sprouts from their shoulders. Life-Stealers live in large caves high in the mountains, in groups of two or three. It is not known how they reproduce, if at all. No young have ever been seen in a raid, and no one has been able to get anywhere near their lofty homes and return to tell of what they saw there! Some folk-tales, though, say that the Life-Stealers are the warriors of the evil Storm God Sukh, said to dwell in an enormous stone palace high in the clouds above the mountains. Such stories are usually nothing more than rumours, though many of them also point out that some Life-Stealer corpses have been found, after unsuccessful raids, wearing gold pendants in the form of Sukh's traditional symbol – a skull with a circular mouth, as if blowing the wind. Such pendants are extremely rare, and considered highly valuable by many sages anxious to get their hands on one. Most are unable ever to do so. LifeStealers may be rare, but dead ones are rarer still. When they come soaring down on the thermals from their desolate peaks, broad wings beating together in a rhythm of death, they usually get what they desire – a feast of human flesh. LIVING CORPSE SKILL: 6 (see below) STAMINA: 6 (see below) HABITAT: Ruins, Dungeons NUMBER ENCOUNTERED: 1-3 TYPE: Undead REACTION: Hostile INTELLIGENCE: Average In the violent lands of Kakhabad and Allansia it is not uncommon to stumble across the scene of a battle, with fresh corpses left sprawled on the ground where they died. But 74 LEPRECHAUN

when some of the bodies begin to rise to their feet, a clever man will realize that no ordinary battle took place there, as the LIVING CORPSES ready themselves to attack their next victim! Similar in appearance, if not in manner, to Zombies, these ghastly beings look like half-decayed bodies, the flesh falling away in places to reveal internal organs and bare bones. Their rotten state makes them seem fairly fragile, but they can move surprisingly fast for a dead body! They will leap on their alarmed opponent and try to strangle him with their bony, flesh-peeling fingers. Should their opponent manage to land a hit on a Living Corpse, the creature will split up into six separate parts, and each will attack its victim, biting, clawing, crushing, kicking and hitting without respite. The parts are as follows: Dice roll Part SKILL STAMINA 1 Head 3 1 2 Body 2 1 3 Left arm 3 1 4 Right arm 3 1 5 Left leg 2 1 6 Right leg 2 1 Each part will attack separately with its own Attack Strength. Each roll should be checked against the opponent's single Attack Strength. For each one that is higher, a hit will be delivered to the victim. For his part, he can attempt to hit only one of the parts (chosen at random by rolling one die on the table above). If his attack is better than the part's, he will put it out of action and it will not attack him again. However, the body part will stay in the fight, and he may accidentally hit it again, wasting a blow. If a single Living Corpse is facing more than one opponent, it will divide its parts between them. Should every part finally be defeated, they will flap ineffectually until they reunite into their true form again - a battered (and now really dead) corpse. GIANT LIZARD Adult Young SKILL: 8 5 STAMINA: 9 5 HABITAT: Hills, Forests, Plains, Deserts NUMBER ENCOUNTERED: 1-2 TYPE: Reptile REACTION: Unfriendly INTELLIGENCE: Low Six metres long and one and a half metres high, ferocious GIANT LIZARDS can be major hazards to adventurers in many parts of Allansia and northern Kakhabad. Huge versions of their smaller cousins, they roam far and wide in search of fresh meat. The creatures appear slow, as they lumber along on four ungainly feet and drag their cumbersome tails behind them, but in a fight they prove to be remarkably agile, darting beneath swords to deliver savage bites from their large fang-filled mouths. GIANT LIZARD 75

Giant Lizards are solitary, aggressive reptiles as a rule, but they will meet up once a year to mate, producing a clutch of one to three eggs, before parting again. Young Giant Lizards will hatch out in twelve weeks or so. If trained from birth, Giant Lizards can be made to carry a rider, and as a result their eggs fetch a high price. It is believed that both the Lizard Men of Fire Island and the Caarth of the southern deserts maintain large troops of cavalry mounted on Giant Lizards. LIZARDINE SKILL: 8 STAMINA: 8 HABITAT: Towns NUMBER ENCOUNTERED: 1 TYPE: Humanoid REACTION: Neutral INTELLIGENCE: High No one is really sure where LIZARDINES come from. Different scholars talk of a hidden kingdom beyond the eastern jungles, of an isle in the southern seas, or of a mysterious land across the western oceans. The scaly humanoids will appear as if out of nowhere, stay for a few years, and then move on as if they had never been there at all. They look a little like Dragons, but with a human's proportions rather than a lizard's – longer arms, straighter legs and no wings. They are covered in scaly skin, usually a deep red colour, though in keeping with human conventions they will wear a few clothes or wrap themselves in a cloak. If encountered in a town, a Lizardine may well be discreetly running a shop, selling strange magical trinkets from faraway lands. The most common of these are scorpion-shaped brooches of different metals which will bring luck, strength or protection to their wearer, but they may also sell other items too. Such treasures occasionally attract foolish thieves, who are unaware that the Lizardine has its own defences. In an attack the beast can breathe fire from its mouth, which will hit its target on a roll of 1-3 on one die, causing 1 point of STAMINA damage in addition to any normal fighting damage caused by its claws. Such abilities have sometimes caused frightened townspeople, fearing the beasts, to drive them out of their settlements. Because of this, the Lizardines are discreet and secretive, keeping to themselves as much as possible, and basing their businesses in the merchants' quarter of a town or port, where they are lost among the many other bizarre and foreign inhabitants. LIZARD KING SKILL: 9 2 Attacks STAMINA: 10 HABITAT: Jungles, Marshes, Ruins, Dungeons NUMBER ENCOUNTERED: 1 TYPE: Reptile/humanoid REACTION: Hostile INTELLIGENCE: High As little as five centuries ago, what is now the great race of Lizard Men was little more than a few disorganized tribes who spent most of their time fighting or eating one another. From them, though, have come the LIZARD KINGS, superior reptilian beings who have taken control of the race, and begun to organize it into a civilization. Each tribe is now ruled over by a Lizard King, each of whom in turn pays fealty to the members of a grand council of the wisest and strongest beasts, in the creatures' capital in the southern swamplands. Lizard Kings are taller and stronger than normal Lizard Men, and far more intelligent. They are civilized and sophisticated, in their own way, and are great leaders. 76 GIANT LIZARD

Protected at all times by a guard of twenty handpicked Lizard Man warriors, they are nevertheless superb fighters themselves, their favourite weapons being magical fire swords. According to custom, the Lizard King race keeps itself as separate as it can from the lowly Lizard Men, and interbreeding is punishable by death, to ensure that their race is kept pure. LIZARD MAN Two-headed Mutant Lizard Man Lizard Man Lizard Man SKILL: 8 9 9 STAMINA: 8 10 9 HABITAT: Jungles, Marshes, Ruins, Dungeons NUMBER ENCOUNTERED: 1-6 TYPE: Reptile/humanoid REACTION: Hostile INTELLIGENCE: Average–High There are some areas of this world where man will never rule. The vast swamps and jungles south of the Desert of Skulls are not inhospitable by any means, but they are securely controlled by LIZARD MEN. These evil reptilians are strong and warlike, and seek always to extend their dominion. Thankfully they need a warm, moist climate to survive; the nearest colony is on Fire Island off the Skull Coast of southern Allansia. The green-skinned Lizard Men stand up to two and a half metres tall, and their bodies are covered in tough, scaly skin. They are like fat humans with a lizard's head and a long tail. A ridge of spikes runs up their backs, and two horns project from the top of their heads. They will usually be dressed in skillfully fashioned armour, and carry one of a number of weapons, such as a scimitar, spear, sword, axe or whip. They are fairly clever creatures, divided in rank throughout their vast armies according to experience and intelligence. These armies are well trained and equipped, for they are led by a separate race of superior Lizard Men known as the Lizard Kings. They hoard gold and precious metals, and set all their captives to work at digging for them in their mines. Lizard Men have managed to train various reptilian species for use as riding-animals, for no horse will bear them. Giant Lizards are used most often, for they are quick and nimblefooted over rough terrain. They are not very strong, however, so Styracosauruses are also used. These are harder to train, for they are exceptionally stupid, but they are very strong, and ideal for smashing a path through an enemy's ranks. The race is a Chaotic one, and has a number of rare subspecies as a result. TWO-HEADED LIZARD MEN are often found serving as priests, for their more normal relations seem to regard them as being blessed by their Gods. (Lizard Men worship a whole host of reptilian Deities, including the savage Lizard God Suthis Cha, and the Snake Demon Myurr.) They are larger and crueller than their more normal cousins, and are allowed free rein to slaughter slaves and prisoners as the mood takes them, for they serve the Gods and their actions are never questioned. Less fortunate are MUTANT LIZARD MEN, who are despised for their more irregular deformities, and as a consequence tend to form the front line in battles. They may have twisted limbs, lumpy bodies, a different skin colour, hunched backs, or one or more of a hundred other mutations. When sacrifices to the Gods are in short supply, they may end up as unwilling participants in appeasem*nt rites, as their two-headed cousins despise them most of all, on the grounds that the things blaspheme against the purity of the reptilian race with their ugly, twisted bodies. LIZARD MAN 77

MAMMOTH Adult Young SKILL: 10 7 2 Attacks STAMINA: 16 10 HABITAT: Ice, Plains NUMBER ENCOUNTERED: 1-6 TYPE: Animal REACTION: Unfriendly INTELLIGENCE: Low MAMMOTHS are huge shaggy-haired beasts, similar to elephants, but dwelling chiefly in cooler climes. They are rare creatures, encountered most frequently on the barren northern plains around the Icefinger Mountains, but a few scattered herds have been reported in other icy areas. They are usually coloured a deep brown, with large curving tusks extending out in front of them. They are fairly docile, and wander in small herds in search of vegetation to feed upon. Mammoths are also rather stupid, and a whole herd can take fright from the threatening movements of a much smaller creature. There will be a larger male Mammoth with most herds, however, who will valiantly attack to defend his cows and calves. In an attack, a bull Mammoth will rear on its back legs, brandishing its tusks threateningly, and attempt to knock over and trample its enemy. Mammoths are hunted by many of the northern tribes, both humans and Toa-Suo, for their meat, ivory and warm shaggy pelts. Folk-legends told by the shamans of such tribes tell of when the plains were greener and the Mammoth roamed everywhere. Such times are long gone, for the plains are now desolate and grey, and the Mammoth are being hunted into extinction. MAN-ORC Adult Young SKILL: 8 4 STAMINA: 6 3 HABITAT: Towns, Forests, Hills, Plains NUMBER ENCOUNTERED: 1 or 2-12 (see below) TYPE: Humanoid REACTION: Neutral—Unfriendly INTELLIGENCE: Average—High The sorry mongrel offspring of Orcs and humans, MANORCS are shunned by both races. They look very much like humans, but much uglier, with large teeth and ears and ruddy-brown skins. They may be found living alone in towns or the countryside, but in more isolated areas there are small farming villages of Man-Orcs, such as Torrepani in the Shamutanti Hills. Man-Orcs are unfriendly towards humans, for most of them remember beatings and stonings at their hands. Orcs despise them and treat them as worthless slaves to be whipped and abused, and eventually cast out or even killed. As a result Man-Orcs live a lonely existence, scraping a living out of the earth, well away from other beings who might harm them. 78 MAMMOTH

MANTICORE SKILL: 12 3 Attacks STAMINA: 18 HABITAT: Ruins, Caves, Dungeons, Wilderness NUMBER ENCOUNTERED: 1 TYPE: Monster REACTION: Hostile INTELLIGENCE: Average MANTICORES were created centuries ago by an insane warlock from beyond the Western Ocean, fooling with things that should have been left well alone. Using powerful magic, he mixed a lion, scorpion and a bat together with a human and created the first Manticore. He repeated the experiment many times, until he was finally killed by one of his creations. Since then the monstrosities have scattered into the most inhospitable parts of the world, where their evil natures fester with hatred for all life. A Manticore has the head of an old, bearded man, which flows into the mane and then the body of a huge lion. From their powerful shoulders a pair of large, leathery bat's wings sprout, and behind them rears a scorpion-like tail tipped with a sting the size of a man's head! They will attack with their claws or their sting, alternately slashing and striking at their opponent. After a successful hit, a roll of 5 or 6 on one die indicates a hit from its poisoned sting rather than its claws, causing 6 points of damage, unless its opponent can avoid it by a successful Test for Luck. Their slashes will otherwise do the usual 2 points of damage. In a Manticore's lair there will be innumerable bones, the sorry relics of its past victims. There may also be some weapons, equipment or treasure, for it cannot digest such hard items. MANTIS MAN SKILL: 6 STAMINA: 5 HABITAT: Forests, Plains, Hills NUMBER ENCOUNTERED: 1 TYPE: Humanoid REACTION: Neutral–Unfriendly INTELLIGENCE: Average The so-called MANTIS MEN of the northern Bak-lands have, in their isolation, developed an alarming method of ensnaring their food. When first encountered, a Mantis Man will invariably be standing totally motionless, more like a lifesized statue than a real being. Its long arms and hands will be raised to its chest, clasped together as if the 'statue' were praying devoutly! A wary creature may spot a blink of an eye, or a tremble of the hands, before the Mantis Man's arms shoot forward to grab its prey. A Mantis Man can be fought normally, but if at any time it delivers a successful strike on its opponent, it will lift and kill him instantly with a bite from MANTIS MAN 79

bite from its wide, fang-filled mouth. A victim's only hope, therefore, is to try to damage its arms and render it unable to attack. In the wild, Mantis Men live alone or in small groups. When out hunting, though, they will always be on their own – even the stupidest creatures may get suspicious of a whole tribe of motionless statues! Mantis Men are attracted to bright and shiny things, and will often hoard any such items found on their victims. MARSH HOPPER SKILL: 4 STAMINA: 4 HABITAT: Marshes NUMBER ENCOUNTERED: 1-3 TYPE: Humanoid REACTION: Friendly (see below) INTELLIGENCE: Average Related to the Kokomokoa of the south-eastern jungles, MARSH HOPPERS are small amphibian humanoids which dwell in the marshes of Fire Island and western Allansia. Standing about one and a half metres tall, they have large heads, with huge, almost sad eyes and wide mouths. Their bodies are small in comparison, and covered in green scales. Their arms are long and very dextrous, their legs shorter and ending in wide, webbed feet. Cunning in the extreme, they know the marshes backwards, and will often appear to aid lost adventurers. However, they will really lead them into the lairs of larger monsters such as Slime Suckers or Hydras in return for a few left-over scraps of meat. Marsh Hoppers live in small, isolated family groups, hidden deep in the swamps well away from larger predators. The nimble creatures often roam far and wide across the marshland, however, searching for a suitable meal. They usually live on fish, frogs and other small creatures, but their cunning minds occasionally bring them a far richer feast! MARSH WRAITH SKILL: 7 STAMINA: 5 HABITAT: Marshes, Rivers NUMBER ENCOUNTERED: 2-7 (1 die plus 1) TYPE: Monster REACTION: Unfriendly INTELLIGENCE: Low In the dark, fetid creeks and backwaters of slow-moving rivers and marshland, danger sometimes lurks, ready to catch adventurers unawares. Man is not lord over every domain; in some areas, older, darker beings hold sway. MARSH WRAITHS are strange, primal creatures, related to Earth Elementals, and dwell in the still waters among the head-high reeds. They spend much of their time wallowing in the mud, lazily sifting insects into their mouths. They are very territorial creatures, and will tenaciously defend their patches against any intruders who would disturb them. Should they sense the vibrations of approaching creatures through the water and rushes, Marsh Wraiths will rise from the swamp as one. When solidifying for an attack, they form themselves into a vaguely humanoid shape, dripping with slime. They will try to warn off the trespassers in a sombre moaning voice that has given many men the impression that they are some strange form of undead being (hence their 80 MANTIS MAN

name). If warnings do not deter the intruders, they will attack, all at once, in a coordinated assault that belies their low intelligence, and try to smother their opponent in mud. Because of their insubstantial forms, hits on them will only do 1 point of STAMINA damage. If a Marsh Wraith is very severely injured, it will retreat by dropping back into the mud and swimming away under the surface of the water. Little is known about the life-cycle of a Marsh Wraith. Smaller creatures have been encountered, but sages have been divided over whether they were females, immature young, or just smaller than normal. One theory is that the creatures reproduce by dividing themselves into separate Marsh Wraiths, each instantly able to carry on living as normal. It is not thought that they keep any possessions; their slimy forms would not be able to grasp any treasure long enough to appreciate it. MEDUSA SKILL: 6 STAMINA: 5 HABITAT: Ruins, Caves, Dungeons NUMBER ENCOUNTERED: 1 TYPE: Humanoid REACTION: Hostile INTELLIGENCE: Average To many unfortunate adventurers, there appeared nothing dangerous about the bent old woman, her head covered by a thick shawl. Most offered to help her, drawing near to lend a strong arm to steady the poor old crone. And then she threw back her shawl and fixed them with a red-eyed stare, and they were lost .. . A MEDUSA is a strange humanoid that looks much like a wizened old lady dressed in ragged clothes. However, in place of normal hair there sprouts a mass of wriggling snakes! It usually dwells in isolated ruins or caves, well away from other creatures, but ventures out occasionally to search for prey. When it encounters a choice human, the Medusa will attempt to trick him into gazing into its sickly red eyes. Anyone failing a Test for Luck will be caught by its stare, and cannot turn away. His limbs will begin to stiffen and within a few moments he will be nothing but solid stone! If its intended victim is swift enough to cover his eyes, the Medusa will approach and allow its snakes to lash out and bite him. Fighting the Medusa with eyes closed, slashing from side to side with a sword, temporarily reduces the opponent's SKILL by 2 points. If, by some chance, the Medusa's prey is carrying a mirror or some other reflective device like a polished shield, the Medusa may look into it. A Test for Luck is required for such a chancy manoeuvre; if it succeeds, the vile creature will transmute into rock and crumble to dust in an instant. MERMAN Merman Mermaid SKILL: 7 4 STAMINA: 10 7 HABITAT: Sea, Lakes NUMBER ENCOUNTERED: Merman —1-6 Mermaid —I TYPE: Fish/humanoid REACTION: Neutral—Unfriendly INTELLIGENCE: High MERFOLK are, quite simply, the people of the sea. They may once have been human, but their bodies are now perfectly adapted to life under the waves. MERMAN 81

Their upper halves are as normal humans, except that they have a pale blue-green tint. They have air-breathing lungs, but there are also gill-slits in the sides of their neck, usually hidden by their long flowing hair. From the waist downwards, though, each has a tail like a fish, covered in scales. They can swim very fast using their tails, yet still carry weapons or objects in their hands. They make their homes in caves and sheltered corners on the ocean floor, where they grow crops of seaweed, algae and other food. The MERMEN are the warriors of the race. Proud and haughty, they may sometimes be seen patrolling the depths with dolphins, on the look-out for sharks or other predators. They will usually be carrying spears or tridents, and sometimes shields. They have no time for the affairs of the surface world, and will treat the infrequent humans they encounter with disdain. The females of the species, the MERMAIDS, have a different view of the world beyond the waters. A lone Mermaid may sometimes be met basking on a rock in a secluded part of the sea-shore, singing to herself. The song of a Mermaid is so enchanting that all males who hear it will immediately fall in love with her. She will choose one of them, and beckon him into the water with her. The chosen person will desperately want to do this, but may Test for Luck to see if all his resistance is overcome. In this case, if he is Unlucky, he will resist the Mermaid's song, her spell will be broken and she will swim away alone. If her victim has been charmed, and no one tries to stop him, they will dive beneath the waves together to live under the sea. In time, his body will adapt until he becomes a Merman, and the Mermaid will come looking for another human. MESSENGER OF DEATH SKILL: 7 STAMINA: 6 HABITAT: Demonic Plane, anywhere their victim is NUMBER ENCOUNTERED: 1 TYPE: Magical creature REACTION: Neutral INTELLIGENCE: High When one is in need of an assassin, there are many highly trained men available for hire. But when one has a particularly skilled or stubborn enemy to eliminate, only a MESSENGER OF DEATH will do. These fell creatures can be summoned from one of the Demonic Planes by a secret ritual to kill powerful opponents, taking as payment the life-force of their victim. They appear as Zombie-like humans, dressed in ragged shrouds, their eyes and mouth full of mucus which makes their voice little more than a sickly gurgle. They silently approach their victim, tap lightly on one shoulder, murmur 'Death!' in a most dramatic manner, and then slink away to lay out the traps for the game which will follow. The Messenger will stay ahead of its victim, leaving letters marked in prominent places – painted on doors, chipped into stone and so on. If all the letters are read, they will spell the word 'Death', and the Messenger will reappear to watch the life drain out of its helpless prey. Messengers can only be harmed at the very moment the 'contract' is finalized, when the word is first spoken. As the vile creature touches its victim to seal it, its guard is dropped, and a silver dagger will banish the Messenger back to the Demonic plane and negate the contract. 82 MERMAN

MIK SKILL: 12 STAMINA: 7 HABITAT: Ruins, Dungeons, Towns NUMBER ENCOUNTERED: 1-3 TYPE: Humanoid REACTION: Neutral—Hostile INTELLIGENCE: High There is probably less known about the strange race of Elf-like humanoids called MIKS than any other beings. They are very rare, appearing without warning in a group of perhaps two or three, before departing again as if they had never been there. Worse, Miks are masters of illusion, able to transform themselves into any shape or form they desire. As a result, few have seen them as they really are –pale, emaciated humanoids with large, intelligent heads. A Mik's mastery of illusion is astounding. If it is disguised as a venomous snake, for example, and bites someone, he will die from the bite! They cannot, for some reason, simulate or use metal in their disguises, however, and their illusions cannot be cast over other objects or beings. They are a highly mischievous and aggressive race, and delight in playfully killing anyone they meet. They love gold, though, and can sometimes be bribed into letting someone go free. If threatened with violence, they will respond with their favourite weapon, a needle-knife (a thin stiletto-like dagger), or just turn into a bird and fly away! MINOTAUR SKILL: 9 2 Attacks STAMINA: 9 HABITAT: Dungeons, Ruins NUMBER ENCOUNTERED: 1 TYPE: Humanoid REACTION: Hostile INTELLIGENCE: Average According to tradition, at the heart of every good labyrinth there is a MINOTAUR. This perilous beast is half-man, half-bull – a fearsome combination. Its head is shaggy and bovine, with a huge pair of horns curving from the top. Its body is muscular and covered in short hair. Its overall colour is sandy brown, though it will be filthy with dust and muck. It can use weapons, if it has them, but its favourite method of fighting is a head-down charge, snorting and stamping just like a bull. Minotaurs may sometimes be placed to guard their master's treasure-hoard, though they are more often the final trap at the heart of a deadly maze. MIRROR DEMON SKILL: 10 2 Attacks STAMINA: 10 HABITAT: Demonic Plane, Dungeons NUMBER ENCOUNTERED: 1 TYPE: Demon REACTION: Hostile INTELLIGENCE: Average In the lower Demonic Planes all natural laws are suspended and bizarre beings dwell in several dimensions at once. Sometimes they will slip between gaps in space and time, and materialize on the Earthly Plane to trap some choice humans to torment. MIRROR DEMONS are horrific humanoid beings with four arms and four faces that scream wildly. They are always encountered close to a large mirror, which is their doorway back to their own dimension. MIRROR DEMON 83

The Demon will try to grab hold of its victim with its clawed hands and pull him into the mirror. Should its opponent lose an Attack Round, he will find himself drawn through into the Demon's dimension, from which he will never escape. Smashing the mirror requires a strong, steady blow, which is not easy when a screaming monstrosity is clawing at you! To smash the mirror the Demon's opponent must roll his SKILL or below on two dice. If this happens, the Mirror Demon's lifeline will be destroyed and it will die. However it is killed, cracks will begin to race across its face and body, and it will collapse with an ear-splitting crash into a small pile of shattered glass. MIST VAMPIRE SKILL: 8 STAMINA: 9 HABITAT: Marshes NUMBER ENCOUNTERED: 1 TYPE: Magical creature REACTION: Hostile INTELLIGENCE: High MIST VAMPIRE is the name given in the tales of the marsh people to a strange, ghostly creature said to dwell deep in the inaccessible reaches of the marsh. Related to Will-o'-theWisps, it usually appears amid the shifting mists and fogs of its home as a pale, vaguely man-shaped spirit, wavering like a spectre over the rushes. It is highly intelligent and has many ingenious tactics for ensnaring its prey. It lives on the life-forces of any creatures it can catch, chilling them by swathing them in its arms, before sucking their souls from their bodies with wispy fingers. It usually feeds off frogs, lizards and marsh birds, wafting over them and freezing them before they know they are dead. Sometimes, however, it gets to feast on larger, more satisfying sustenance, such as a man. Its favourite lure is to leave a conspicuous item of treasure or equipment, the remains of some previous victim, in a prominent position on the pathway some distance ahead of an approaching victim. When he arrives at the spot, the Mist Vampire moans and calls for help a little way off, from among the mists. It will lead its victim out into the marsh until he is lost, and then attack. The creature can only be hit by magical weapons; others pass straight through its ghostly body! On a successful hit, instead of inflicting the usual damage, it will remove 1 point of SKIL L. from its opponent with its chilling touch. Should the victim's SKILL reach 0, he will die. The Mist Vampire will take the last dregs of his soul, and allow his drained, lifeless body to sink slowly down into the marsh... MUCALYTIC SKILL: 8 2 Attacks STAMINA: 9 HABITAT: Dungeons, Towns (sewers) NUMBER ENCOUNTERED: 1-2 TYPE: Monster REACTION: Unfriendly–Hostile INTELLIGENCE: Average Well known in folk-tales. for their disgusting habits, MUCALYTICS are vile, slime-loving things. Vaguely humanoid in shape, but about the size of a bear, they are lumpy, ugly beasts. Most of their features are hidden under the filth and muck they plaster over themselves, but the trunk-like snouts that poke from the front of their faces will be visible, snorting the air or rooting in the slime. They are 84 MIRROR DEMON

revolting beasts, and anyone encountering them in their cesspool of a lair will immediately lose 2 points of STAMINA as a result of the stench. In a fight, a Mucalytic will flail about with its huge arms, but when it has softened up its opponent, it will resort to other tactics. After landing three successful blows, the Mucalytic will grab hold of its opponent, draw him near to its mouth and breathe on him. A Mucalytic can exhale highly poisonous fumes at will, of which even a short sniff is enough to kill! No one is sure where the disgusting beasts came from, but it is well known that the Archmage in Mampang hired some to guard his dungeons. It is said that they still lurk beneath the citadel, wallowing in their slime and filth. MUDCLAW SKILL: 5 STAMINA: 4 HABITAT: Marshes, Rivers NUMBER ENCOUNTERED: 4-14 (2 dice plus 2) TYPE: Animal REACTION: Unfriendly INTELLIGENCE: Low MUDCLAWS are small, two-legged amphibians which dwell in small colonies among the thickets of reeds and rushes on the fringes of marshes and river-banks. Standing only half a metre or so tall, they are coloured in mottled patterns of green and brown blotches, which provide them with good camouflage against larger predators. They have powerful legs with wide, webbed toes, allowing them to both run and swim at high speed. They have a high ridge of bony spikes across their backs, and a short tail which helps them steer when swimming. Their short arms finish in surprisingly strong prehensile hands, which are equipped with short, sharp claws. Mudclaws will eat almost anything they can find, including fish, insects and plants, but are most fond of warm-blooded meat. They will take rats, voles and stray herd animals, and will occasionally gang together to assail lone adventurers. Many an unwary traveller has suddenly found himself being assaulted on all sides by the ravenous little beasts, slashing and rending with dagger-sharp claws, trying to drag him into the water before tearing off strips to eat. In such a coordinated attack, they can be more deadly than Piranhas, though smaller groups tend to be less blatant and more selective in their choice of meals. The creatures live in dens similar to those built by beavers, small hut-like structures of woven reeds covered with mud and grass. Their young cannot provide for themselves until almost fully grown, relying instead on the food brought by their intriguingly loyal parents. MUMMY SKILL: 9 2 Attacks STAMINA: 12 HABITAT: Ruins, Dungeons NUMBER ENCOUNTERED: 1 TYPE: Undead REACTION: Hostile INTELLIGENCE: Low MUMMY 85

In musty crypts and tombs some corpses grimly hang on to a semblance of life, almost as if they were afraid to let go and die. In countries where the dead are embalmed and wrapped tightly in bandages to be preserved these undead beings appear as MUMMIES. They can move only slowly, as they are wrapped in constricting bandages, but they can unerringly find living creatures, detecting their life-forces like a beacon in the darkness. They attack by flailing about with their fists. Fighting a Mummy is not as straightforward as it seems, for they cannot be truly killed by blows from weapons. Although they will appear to die, they will return to life after twenty minutes and follow their would-be killers, to extract revenge. The only sure way of finishing off a Mummy is to set it on fire. Even a single touch with a blazing torch is sufficient for its bone-dry wrappings to catch fire and completely immolate the Mummy in a few seconds, leaving nothing but a pile of ashes. MUNGIE SKILL: 5 STAMINA: 4 HABITAT: Mountains, Hills NUMBER ENCOUNTERED: 3-5 (1-3 on 1 die, plus 2) TYPE: Animal REACTION: Unfriendly INTELLIGENCE: Low Similar in appearance to Wraith Apes, but somewhat smaller, MUNGIES appear in packs of three to five. They move with lightning-quick reactions. They attack in packs and must be fought as a single creature, adding 1 SKILL and 3 STAMINA for each additional Mungie in the pack. The creatures have glowing red eyes and have the advantage of night vision. As plants are attracted towards the sun, Mungies are uncontrollably drawn towards Gold. They are the ultimate natural pickpockets, using their nimble reactions to pilfer Gold from the packs or even the pockets of any adventurers whose concentration wanders. They prefer to steal at night, when there is less chance that they will be spotted. Anyone asleep in a Mungie area will without doubt fall foul of their thievery. In fact, anyone walking through Mungie territory even in broad daylight will have to Test for Luck to see whether the Mungies are successful. But apart from this lust for Gold, Mungies are quite harmless and will attack only in self-defence. An adventurer may only attack them (i.e. will only be able to follow their quick movements) if he has a SKILL of 10+ at night or 9+ during the day. Anyone with a lesser SKILL will just not be able to catch the little creatures. More unscrupulous adventurers have often wondered whether it would be possible to train a Mungie to steal Gold for their own purposes. In fact this is possible, but no one has so far succeeded. Only a wizard would be able to capture one of the little creatures and then cast a Control Creature spell. NANDIBEAR SKILL: 9 2 Attacks STAMINA: 11 HABITAT: Caves, Hills, Wilderness NUMBER ENCOUNTERED: I TYPE: Monster REACTION: Hostile INTELLIGENCE: Low Somewhere between a bear and an ape, and larger than either, the NANDIBEAR is a brutal, solitary beast found only in isolated regions. It is carnivorous, its favourite food being human flesh (especially the brains!). Despite its great size, it 86 MUMMY

can move very quietly, since soft pads on its great clawed feet soften its tread. When it attacks from behind, it will surprise its opponent, and automatically cause 2 points of s T A M I N A damage with its powerful claws. After this first attack the fight will proceed as usual. A Nandibear will often make its lair in a cave or hollow in the rocks, where it will return with food it has caught. The lair will be full of bones and half-chewed meat, but little treasure, for the Nandibear has no need of it and clears it from its home regularly. NANKA SKILL: 12 STAMINA: 20 HABITAT: Magical Planes, anywhere their victim is NUMBER ENCOUNTERED: 1 TYPE: Magical creature REACTION: Hostile INTELLIGENCE: High It is somewhat alarming to note the number of supernatural creatures, sent by various Deities, that can be found following a particularly heroic adventurer. The Gods of Good send the Suma to ease their path to glory. The Trickster Gods of Luck and Chance set mischievous Genies in their path to tempt them with wishes and false advice. And the nameless Gods of Evil that the Demon Princes follow will dispatch the perilous beings known as NANKA. Like Genies and Suma, this magical creature has no material form. When it wishes to appear to another being, it will manifest as a vague humanoid formed from thick black smoke in which a pair of dark eyes glint wickedly. Usually, however, a Nanka will set up a trap to ensnare its victim and bring his soul to its terrible masters. A favourite trap involves the Nanka hiding inside a glass phial, which is left where its prey is sure to find it. When the flask is unstoppered, the thing will flow out as a cloud of smoke and envelop the adventurer. It will then flow back into the phial, taking its unfortunate prey with it, and replace the stopper by magic. Once it has captured its victim, the Nanka will transport him to the Magical Planes and deliver his soul for its masters to feed upon. Only magical weapons can offer any defence against the malevolent Nanka. NEANDERTHAL SKILL: 7 STAMINA: 8 HABITAT: Ice, Wilderness, Hills, Caves NUMBER ENCOUNTERED: 1-6 TYPE: Humanoid REACTION: Neutral–Unfriendly INTELLIGENCE: Low The brutish semi-humans known as NEANDERTHALS are a primitive and violent race to be found in many areas. They will usually be encountered as a hunting-party or in a settlement – typically a crude circle of huts around a religious totem or statue. They look like thin, filthy humans, with wild NEANDERTHAL 87

hair and untrimmed claw-like nails on their hands and toes. They will be carrying crude spears and knives, and may be decorated with poorly made pendants, bracelets, and studs in their ears and noses. They are unintelligent beings and will sometimes be found in the service of a cleverer leader – an Orc, Goblin, or maybe even an evil human. Neanderthals have a whole pantheon of primitive Gods, for they worship everything they don't understand from the sun to a mountain. One member of a tribe may be a shaman, dressed up with bones, feathers and rattles and covered in bizarrely painted designs. They have no special powers except a great sense of theatre and ritual. Anyone demonstrating real magic to a Neanderthal tribe can expect to be treated as nothing less than a God! NIGHT DEMON SKILL: 14 STAMINA: 18 HABITAT: Demonic Plane, Ruins, Dungeons NUMBER ENCOUNTERED: 1 TYPE: Demon REACTION: Hostile INTELLIGENCE: High Huddled around their foggy scrying-pool, the mists flowing about their vast shadowy halls, the four NIGHT DEMONS keep a close watch on the affairs of men. The Princes, named Kahn, Relem, Shakor and Vradna, are the tacticians of the Legions of Hell, directing demonic forces to wherever they are needed. Occasionally one of them will appear on the Earthly Plane in person, to oversee the latest stage in their struggle against the forces of Good. The Night Demons stand almost three metres tall, but the almost tangible aura of power which surrounds them makes them seem even taller. They have human bodies, thickly muscled and tanned a deep red-brown colour. Their hands and feet are covered in tough lizard-like scales, and end in sharpened claws. They have two heads, black and dragonlike; each contains half their intelligence, but can talk and think independently of the other, which can be highly confusing when all four Princes argue at once. The Demons can fly, using their large, bat-like wings, but more often travel in large, skull-encrusted chariots drawn by hundreds of Demonic Servants. If encountered on the Earthly Plane, they will often manifest as the evil mastermind behind some foul human cruelty. Their powers of persuasion are immense, and many villainous men take orders direct from them. They have other powers too. In common with many Greater Demons, they can only be injured by weapons that have been enchanted or blessed; holy water and other pure items can repel them like a cross does a Vampire. Out of the palms of their hands they can project bolts of flame once a day, which will hit an opponent on a roll of 1-3 on one die, causing two dice of damage. In close-up combat they will use their hands another way, slashing at an opponent with their cruel claws. If such a blow is successful, it will cause 3 points of STAMINA damage. Worse still, a Night Demon's spirit cannot be killed on this plane, though its temporary earthly body can be destroyed. Its three brothers will call it back to Hell, where its true body lies awaiting its return. A Demon so banished cannot return to earth again for sixty-six days; once it has regained its powers, however, it will pursue its enemy without respite, until it has exacted a revenge fitting for a Demon Prince. NIGHT STALKER SKILL: 11 2 Attacks STAMINA: 8 HABITAT: Dungeons, Caves NUMBER ENCOUNTERED: 1 TYPE: Humanoid REACTION: Hostile INTELLIGENCE: Average In the dank, forbidding depths of dungeons deep below the ground, many perils stalk the darkness in search of their next meal. The NIGHT STALKERS were perhaps human once, but they are something less than human now. Bent over from their endless wanderings in the oppressive tunnels, they are sinewy beings, covered in folds of leathery grey skin. Their facial features are gruesome – eyes sunk deep into sockets and permanently squinting, teeth as long as a man's little finger, skin wrinkled and warty. Their arms are long and thin, and end in 88 NEANDERTHAL

large, clawed hands that can split stone or skulls with equal ease. They may be carrying a small lantern to guide their unceasing patrols, and they may wear pretty, worthless trinkets stolen from past victims for the nice way they sparkle in the wan lantern light. N'YADACH SKILL: 6 STAMINA: 8 HABITAT: Ruins, Caves, Dungeons NUMBER ENCOUNTERED: 1-6 TYPE: Humanoid REACTION: Unfriendly–Hostile INTELLIGENCE: Low The ancient legends of the Dwarfs speak of a subterranean race of evil humanoids, and of the terrible wars that raged across the centuries as the two proud peoples strove for dominance of the underground kingdoms. Called the N'YADACH, they were fearsome warriors, backed up with dark sorcery, and won many battles. In time, however, the superior troops and war-machines of the Dwarfs, aided by a rebellion of their enemies' slaves, the Skorn, brought about victory, and the power of the N'yadach waned. Nowadays there are very few remaining members of the once proud race, dwelling in small clans in isolated caves and burrows. They have forgotten much of their past skills and are rather sorry creatures. They are as tall as men when stood fully upright, but their lives underground have left them stooped and hunched. Their heads are long, almost Wolf-like, with ears pressed back along their skulls. They have small, cat-like eyes, which can see very well in the poorest light and are backed up by a keen sense of smell. They have two poisonous fangs which protrude from the sides of their mouths. They are thin, covered in short grey hair, which is tattered and unkempt, and have long, muscular arms and short legs that end in clawed feet. N'yadach typically wear a few scraps of armour, and carry clubs reinforced with iron bands. They live on any food they can find on their wanderings, usually rats and mosses. They communicate in a guttural, snarling language that has lost all past refinements, and they can no longer read or write their ancient script. N'yadach breed but rarely, and this, together with their harsh lifestyle, means they are fast dying out, the last sorry remnants of a once proud race. GIANT OCTOPUS SKILL: 9 4 Attacks STAMINA: 10 HABITAT: Sea, Caves NUMBER ENCOUNTERED: 1 TYPE: Mollusc REACTION: Unfriendly INTELLIGENCE: Low Over cups of strong rum in the taverns of ports the length of the land, wizened old sea-dogs tell tales of gigantic seamonsters which have attacked all sorts of ships from fishing GIANT OCTOPUS 89

smacks to war-galleys. Closer to the land, such creatures are smaller, but just as perilous. Lurking in caves and pools along the coast, GIANT OCTOPUSES can sometimes be encountered. Growing to quite alarming sizes, the creatures are cunning predators, with strong, dextrous bodies. They will attack and feed upon most living creatures, typically anchoring themselves on a rock with two sucker-lined tentacles and lashing out with the others. Their favourite tactic is to grasp a creature, gradually enfold it in their tentacles and crush the life out of it. Should a Giant Octopus score two successful hits in succession, without taking any in return, it will have grasped its opponent tightly and will squeeze him for a further point of damage. Unless its victim can break the hold by scoring a successful hit on the creature in return, the crushing damage will increase by a further point each time. Should the hold be loosened, the Giant Octopus can start trying to score two successive hits again, and so on, until one of the combatants is dead. Should the Octopus find itself the victor, it will drag the corpse of its victim beneath the water to be dismembered and eaten at leisure. OGRE SKILL: 8 2 Attacks STAMINA: 10 HABITAT: Hills, Plains, Forests, Towns, Caves NUMBER ENCOUNTERED: 1-6 TYPE: Humanoid REACTION: Hostile INTELLIGENCE: Average—High Large, ugly and violent, OGRES are foul humanoids related to Ores, Goblins and Trolls, and a whole host of cross-breeds. The average Ogre, if there is such a thing, stands about two metres tall, though the race is so Chaotic that this can vary up to a metre either way. They are very ugly to look upon, their savage faces lumpy and bestial, and drooling spittle everywhere. Ogres are strong creatures, more than a match for most men, and very skilled with their crude clubs and axes. In the wild, Ogres lead solitary lives in isolated caves away from civilization. These more primitive beings dress in animal skins, and live by hunting. They will attack almost anything or anyone they encounter with surprising ferocity. These days, however, many Ogres are more civilized, if that is the right word, and serve in the armies of evil sorcerers or noblemen. These Ogres will be trained and equipped for fighting, with battle-axes, war-hammers and even bows, and may be encountered in bands of up to six. Despite such new sophistication, though, Ogres are still crude and violent by nature, and delight in the torture and death of smaller beings. ORC Common Orc Great Orc SKILL: 6 7 STAMINA: 5 6 HABITAT: Plains, Towns, Wilderness, Dungeons, Ruins, Caves NUMBER ENCOUNTERED: 1-6 TYPE: Humanoid REACTION: Hostile INTELLIGENCE: Average On one side there are the forces of Good – humans, Elves and Dwarfs. On the other there are the forces of Evil – Goblins, Ogres, Trolls and ORCS. Of all the noxious inhuman creatures 90 GIANT OCTOPUS

an adventurer must overcome during his quests for fame and fortune, Orcs will always be the most frequent of his adversaries. Orcs infest almost everywhere, though they prefer dark underground regions: like Goblins, they dislike sunlight. They are squat, ugly brutes, shorter than a man, but taller than a Goblin. They have warty brown-green skins, usually covered in a motley assortment of skins, furs and irregular scraps of armour scavenged from previous opponents. Their favourite weapons are serrated swords, whips, flails, morning stars and spears. Orcs are disgusting, filthy creatures with vile habits to match. They delight in the pain of others, even weaker members of their own race, and they will torture their captives before setting them to work as slaves. The living-quarters of an Orc stronghold will be knee-deep in filth and muck, and will be very unhealthy, to say the least. Orcs delight in unsavoury activities. Their favourite food, for example, is a rare dish called Elf intestines in Gnome's-blood sauce, though when this is out of season they have to settle for more mundane delights like rat-gizzard soup, or curried bat surprise. The armies of the Orcs are led by GREAT ORCS. Larger and stronger than common Orcs, they are possibly the result of selective breeding with Trolls. If more than four Orcs are encountered, one of them will be a Great Orc. If one is present, it will keep the rest from squabbling and brawling with one another. Orcs are argumentative beasts, who seem to spend more of their time fighting among themselves than against the dreaded Elves and Dwarfs. Like all the Chaotic races, some unfortunate Orcs are mutants, with an amazing assortment of deficiencies. They may have strange skins, elongated or shortened limbs, or special powers, such as flying, telepathy and so on. Most mutants are despised by more normal Orcs, who treat them as if they were slaves, or mangy dogs suitable only for kicking and beating. GIANT OWL SKILL: 6 STAMINA: 7 HABITAT: Hills, Plains, Forests, Ruins NUMBER ENCOUNTERED: 1-2 TYPE: Bird REACTION: Neutral INTELLIGENCE: Low GIANT OWLS are rare creatures, because they avoid harassment by inhabiting very remote areas. In the past, many princes and lords kept the birds for hunting and as status symbols, and as a result few are now left in the wild. These magnificent birds stand up to one and a half metres tall, with a wingspan of almost double that. Like their smaller cousins, they are usually nocturnal, emerging at sundown to hunt for food in the twilight. Giant Owls usually feed upon sheep and goats, preferring herd animals to humanoids who might fight back. These birds make their homes at the tops of large trees, and occasionally in ruined towers and the like. Their nests are like those of any bird, built from twigs and branches, woven together and lined with feathers and down. A pair of Giant Owls will produce a clutch of one or two eggs only once a year. Their eggs and chicks fetch exorbitant prices from noblemen, as the young can with care be trained like hawks, some even to be ridden! The parents tend to be wary to the point of aggressiveness, if they feel that their brood is being threatened. Giant Owls attack in high-speed dives which add 4 to their SKILL for their first attack. Their talons are cruelly sharp, and can easily slice through helmets and shields. GIANT OWL 91

PEGASUS SKILL: 12 2 Attacks STAMINA: 12 HABITAT: Magical Plane, Mountains NUMBER ENCOUNTERED: 1 TYPE: Animal REACTION: Friendly INTELLIGENCE: High The PEGASUS is a magical winged horse, always the purest white in colour, which is seen only rarely in this world. It dwells mostly on the Magical Plane of Air, though it will sometimes be encountered in the remotest of mountains high above the clouds, where it can live without disturbance. Shy creatures, they can be summoned by someone with a good heart by the promise of silver. For such a gift, they will carry a passenger anywhere he wishes to go. They are very strong and can fly at great speed. They are also highly intelligent, but speak only the languages of aerial creatures. If danger threatens, they can fight with their hoofs if necessary, but will normally just blink back to the Magical Plane and safety. PHANTOM SKILL: 12 STAMINA: 2 (see below) HABITAT: Ruins, Dungeons NUMBER ENCOUNTERED: 1 TYPE: Undead REACTION: Hostile INTELLIGENCE: High Just the sight of a PHANTOM stalking through the night, hidden in its voluminous black cowl, its ghostly lantern swinging ahead of it, is enough to scare any faint-hearted being to death. Those brave enough actually to challenge the godless being will encounter the full extent of its power as it throws back its hood and reveals its face. A Phantom is a powerful undead spirit, usually found inhabiting a deathless human body. Its skin is stretched taut across its bones, a sickly yellow in colour. Its eyes trap attention: blood-red and sunk into their sockets, they can paralyse those who meet their powerful gaze. Anyone looking into the eyes of a Phantom must roll his current SKILL score or less on two dice, or lose 4 STAMINA points and be paralysed for fifteen minutes. The Phantom will use this time to make good its escape, fleeing away to continue its haunting elsewhere. If its opponent manages to survive the gaze and wishes to fight it, he will have another shock, for the thing is unaffected by blows from normal weapons. As soon as its opponent misses, or the weapon passes straight through its body, the Phantom will catch his gaze in its own again, and he will be paralysed. The only hope is to use a silver implement, for the very touch of an object 92 PEGASUS

made from this metal will cause the undead being to crumble to dust, its roving spirit finally released to return to the Spirit Plane in peace. PIRANHA SKILL: 6 STAMINA: 1 (see below) HABITAT: Lakes, Rivers NUMBER ENCOUNTERED: 2-12 TYPE: Fish REACTION: Hostile INTELLIGENCE: Low PIRANHAS are found in the rivers and lakes of the hot southern jungles, where they are greatly feared. They are voracious feeders, and can strip a horse to the bone with their teeth in a few minutes! Each fish is between twenty and thirty centimetres long, but they always swim and feed in a pack. The first sign most swimmers have of their presence is a turbulence in the water, as though it were boiling and bubbling, before they are jostled and buffeted as the Piranhas fight one another to be the first to feed. The pack can be treated as having a single sic IL L, with each fish having a STAMINA of 1. There are few tactics one can use against Piranhas: having a piece of fresh meat to distract them is useful, but few swimmers will be carrying such a thing! PIT FIEND SKILL: 12 3 Attacks STAMINA: 15 HABITAT: Jungles, Plains, Deserts NUMBER ENCOUNTERED: 1 TYPE: Reptile REACTION: Unfriendly INTELLIGENCE: Low Whether it is the descendant of a long-dead Dinosaur, or a Giant Lizard that has learnt to walk upright, the PIT FIEND is a frightening creature. Standing close on ten metres high on two enormous clawed legs, it is covered in a tough leathery hide mottled with blotches of green and brown. Its head is large, with powerful jaws designed solely for snapping bones and rending flesh, for the beast is utterly carnivorous. Its name comes from its use in games, where gladiators chosen from condemned prisoners are sent into a huge pit to fight one of the brutes, much to the delight of a bloodthirsty audience. GIANT PITCHER-PLANT Tendril Vase SKILL: 8 0 STAMINA: 7 11 HABITAT: Jungle NUMBER ENCOUNTERED: 1-2 TYPE: Plant REACTION: Neutral INTELLIGENCE: None Standing almost three metres tall, the GIANT PITCHERPLANT looks very much like an enormous vase, covered in vines and creepers. Like many other plants around it in the GIANT PITCHER PLANT 93

depths of the jungle, it has evolved to many times the size of normal pitcher-plants. These particular plants are quite rare, but can prove a hazard to anyone exploring deep in the jungle. Pitcher-Plants are carnivorous, living off any large creature they can capture. A strong, whiplike tendril, almost seven metres long, extends from the lip of the vase. Should any creature disturb the sensitive carpet of vines around the vase's base, the tendril will attack. If it scores a successful hit, it will wrap itself around the target and lift it into the vase to be digested. Unless the victim can finish off the tendril in the very next strike, he will find himself down inside the plant, in a metre of stagnant rainwater. The inside of the plant is covered with sharp spines to prevent anything climbing out again. Should a creature try to escape, it will suffer 15 points of STAMINA damage before reaching the lip. Once the plant has deposited its food into the vase, it will secrete digestive acids into the water that will do 1 point of damage every minute until the food is dissolved. These acids are not strong enough to harm most metals, so the inside of a vase may contain quite a hoard of treasure. The inside walls of the plant are toughened, to withstand the acid, and cannot be damaged. Anyone attacking the outside, however, can free a victim once the body of the plant has been killed. Hits on the vase are automatic, but only if the tendril has been destroyed. Every three blows will take one minute; once the vase is destroyed, the acid will flow away, and the victim can be rescued – if he is still alive! PIXIE SKILL: 5 STAMINA: 5 HABITAT: Forests, Plains NUMBER ENCOUNTERED: 1-3 TYPE: Humanoid REACTION: Friendly–Unfriendly INTELLIGENCE: High PIXIES are tiny, delicate humanoids, usually encountered in areas well away from humans, who seem to enjoy tormenting the little beings. They are peaceful creatures who care for nature and natural things. Pixies stand about half a metre tall, and are typically dressed in human-style clothing of browns or greens. They live together in small villages hidden away in the countryside. Here they tend their crops and generally live a contented life away from larger beings. Occasionally, however, they may be encountered elsewhere, perhaps in the villages of Dwarfs or in open country. Pixies don't automatically loathe humans – they are far too well mannered – but they will be very wary of any they meet unless they prove to be genuinely friendly. They will avoid starting a fight with a larger being, for they know it would be suicidal for them. Nevertheless, if set upon, they will defend themselves as best they can with their short knives. Should they ever encounter a Sprite, however, they will waste no time in setting about it. Perhaps they are jealous of the wings and magic powers of Sprites; at any rate, Pixies will always fight the unfortunate creatures to the death. POLTERGEIST SKILL: 9 STAMINA: 0 (see below) HABITAT: Ruins NUMBER ENCOUNTERED: 1 TYPE: Undead REACTION: Hostile INTELLIGENCE: Average 94 GIANT PITCHER PLANT

Ancient folk-tales sometimes claim that victims of a particularly violent murder will remain at the place of their death, unable to depart from the Earthly Plane until their killers themselves die. Such spirits may manifest as POLTERGEISTS. They are spiteful and malevolent, and will try to harm anyone entering their domain. They are invisible and immaterial, and cannot physically attack their opponent. Instead they will throw chairs, plates, rocks and other small objects. To avoid such a missile, their opponent must successfully Test for Luck, or suffer 1 point of STAMINA damage. The Poltergeist may even try to wield a stick or a weapon (in which case its SKILL score should be used for the fight). Fighting a Poltergeist is rather futile, however, as it cannot be hit by weapons. The only hope for its opponent is a fast retreat out of the spirit's range! PYGMY SKILL: 6 STAMINA: 5 HABITAT: Jungles, Forests NUMBER ENCOUNTERED: 2-7 (1 die plus 1) TYPE: Humanoid REACTION: Neutral–Unfriendly INTELLIGENCE: Average In some parts of the world primitive tribes of semi-humans still live, cut off from civilization. In remote jungle areas, stunted savages known as PYGMIES dwell. A little over a metre tall, they wear only loincloths, and their skins have been turned dark brown by the sun. They live on fruit and roots, as well as monkeys and other small creatures, which they hunt with blowpipes and poisoned darts. The venom is not strong enough to kill a human, but it will knock someone unconscious if it hits him (3 in 6 chance). Each dart will also cause 1 point Of STAMINA damage. Pygmies love gold and jewellery, and will steal it from their unconscious victims before melting back into the jungle. They live in well-hidden villages deep in the undergrowth, ruled over by a tribal chief and his witch-doctor. In the village there will also be between three and eighteen females and between two and twelve children, none of whom are able to fight. PYGMY 95

GIANT RAT SKILL: 5 STAMINA: 4 HABITAT: Ruins, Dungeons, Towns (sewers) NUMBER ENCOUNTERED: 2-7 (1 die plus 1) TYPE: Animal REACTION: Unfriendly INTELLIGENCE: Low GIANT RATS are a menace to all those who would search for treasure in ancient ruins or tombs. They a. are just like normal rats, but much larger – about metre long, with sharp claws and teeth that can gnaw through plate armour. They tend to hunt in small packs, of which one Giant Rat will usually be the leader. Larger and stronger than the others (add 1 point to both SKILL and STAMINA), it will appear to be giving orders to them via a complicated language of squeaks. If the leader is killed – a difficult task since it will try to remain at the rear in any fight – the other Giant Rats will retreat in disorganized panic, allowing their opponents to escape safely. RAT MAN SKILL: 5 STAMINA: 6 HABITAT: Ruins, Dungeons, Towns (sewers), Caves NUMBER ENCOUNTERED: 1-6 TYPE: Animal/humanoid REACTION: Unfriendly INTELLIGENCE: Low Alchemists and sorcerers have long laboured to create hybrid creatures to serve them as warriors and slaves. Many such experiments have been in cross-breeding men with hardier species. Some have worked well, but others have produced weak, regressive breeds like the RAT MEN. A little over one and a half metres tall, they have the bodies of humans, but the heads of rats, with big eyes and ears, sensitive whiskers and large front teeth. They are covered in short, soft fur, and they have long rat-like tails. Rat Men dress in humans' clothing, and can speak their language, but are otherwise shunned, made outcasts by their appearance. They have long been banished to sewers and old ruins in the wastelands, where they dwell in small groups, catching and eating anything they can. Despite their weakness, Rat Men are dextrous and have become skilled with snares, traps and slings. They can track well, sniffing the air to pick up a scent. They will try to strike from a distance, for they are not so skilled with their shortswords, preferring to use them only when finishing off a trapped prey prior to eating it. 96 GIANT RAT

RAZORJAW Adult Young SKILL: 10 6 STAMINA: 12 5 HABITAT: Volcanic areas NUMBER ENCOUNTERED: 1-2 TYPE: Monster REACTION: Hostile INTELLIGENCE: Low The RAZORJAW makes its nest among the foul sulphur pools and boiling mud around volcanoes; such a volatile and nauseous habitat suits the vile creature admirably. Over four metres long, they are slimy, reptilian monstrosities with ungainly, leathery bodies and stubby limbs. Their long, scaly necks support eyeless heads with great mouths lined with sharp teeth. The beasts are not affected by their blindness at all, for they have such an inbuilt hatred of all life that they can attack unerringly. From the very moment it bursts out of its huge, strangely shaped egg, a young Razorjaw knows only that it is hungry, and that it hates! Thankfully, Razorjaws are very rare, and will only ever be encountered in inaccessible volcanic areas, where they can wallow and thrash in the foul pools of mud, sulphur and steam. RED-EYE SKILL: 6 STAMINA: 4 HABITAT: Towns, Plains, Hills NUMBER ENCOUNTERED: 1-6 TYPE: Humanoid REACTION: Unfriendly–Hostile INTELLIGENCE: High RED-EYES are thin, spindly humanoids distantly related to Elves and humans; they live in small numbers in many border towns and villages across the semi-civilized world. They are arrogant beings, who delight in harassing and playing tricks on their neighbours as excuses for starting a fight. Anyone caught up in such antisocial behaviour must be on his guard, for Red-Eyes have a deadly natural weapon. Most of the time a Red-Eye will walk about with its eyelids closed tight to seal in its powerful vision. Their eyes can shoot out deadly bolts of energy when opened, so they have to keep them hidden, for fear of incinerating everything they gaze upon. The strength of their eyes is such that they can make out vague outlines through their closed eyelids. As a result, Red-Eyes are not very accurate in combat. Any time a Red-Eye receives a wound, however, it will let fly with its heat vision. The first shot will be very inaccurate, and can be avoided by rolling 1-5 on one die. Should the Red-Eye be injured again, it will let loose another blast, avoidable by rolling 1-4 on one die, and so on until the blast hits automatically. Each time it hits, the blast burns for one die of STAMINA damage; if a Red-Eye's vision hits the same person twice, he will die. Because of this power, Red-Eyes are greatly feared and are invariably forced to travel from settlement to settlement, without being allowed to stay in one place more than a single night. As a result their clothes are nothing more than rags and their possessions are meagre – but their hatred for humans grows ever stronger. RED-EYE 97

RHINO-MAN SKILL: 8 STAMINA: 9 HABITAT: Plains, Ruins NUMBER ENCOUNTERED: 1-3 TYPE: Animal/humanoid REACTION: Neutral–Unfriendly INTELLIGENCE: Average The RHINO-MEN of the southern plains are thought to be the sorry remnants of evil experiments by a mad sorcerer many centuries ago. They are huge, bulky humanoids, resembling a cross between a rhinoceros and a human. Their heads are large, with a huge horn of matted hair projecting from their foreheads. Their skin hangs in thick folds, and is tougher than leather armour. If encountered in the wild (a fairly rare occurrence, as they are not a common species), they will usually be on the trail of game, and carrying crude spears and knives. Some Rhino-Men, however, may be found serving as guards and soldiers for an evil leader, in which case they will be carrying better weapons and may be wearing the livery of their master. They don't make particularly good soldiers, for they are surly and clumsy, but their strength serves them in good stead in a fight. ROCK DEMON SKILL: 10 3 Attacks STAMINA: 13 HABITAT: Demonic Plane, Hills, Mountains NUMBER ENCOUNTERED: 1 TYPE: Demon REACTION: Hostile INTELLIGENCE: None Not all Demons are as sophisticated and decadent as Night or Snake Demons. There are some which are completely without the least vestiges of intelligence - vast brutes whose sole enjoyment comes from swatting, crushing and squashing lesser beings. ROCK DEMONS are particularly brutish. About four metres high, they take the form of ugly, misshapen humanoids equipped with hands the size of a Storm Giant's head! They appear to have a hide made completely of stone which somehow flows and bends like flesh, and can be pierced by a sharp blade. Their legs disappear down into the soil as if it were water. They are violent and aggressive, and delight in killing anything they encounter. It has been suggested by those brave enough to make a study of the Greater Demons that Rock Demons were originally made by the Princes in mockery of the Earth Elementals. Certainly they bear many resemblances, but their power is nowhere as strong. Despite their size and apparently rocky hides, Rock Demons can be harmed by normal weapons, and they cannot move real stone or earth except to throw at an opponent. Nevertheless, they are more than a match for most as they rise out of the ground, dripping mud and soil, to tower thunderously above their prey. ROCK GRUB SKILL: 7 2 Attacks STAMINA: 11 HABITAT: Dungeons, Caves NUMBER ENCOUNTERED: 1 TYPE: Insect REACTION: Unfriendly INTELLIGENCE: Low 98 RHINO MAN

Deep below the surface, monstrous insects chew their way through rock and stone. ROCK GRUBS are enormous creatures, looking like beetle-headed worms. They bore vast tunnels, eating everything in their path with enormously powerful mandibles, and leaving only a sticky trail of slime behind them. They are completely blind, but they appear to be able to sense the heat of living creatures. They are attracted to warmth, and will attempt to eat any living things they encounter, grasping them in their jaws and crushing them before digesting them. Dwarfs sometimes follow Rock Grubs as they burrow through the ground, for they know that the creatures can uncover seams of precious metals, ready to be mined. SABRE-TOOTHED TIGER SKILL: 11 STAMINA: 8 HABITAT: Hills, Forests, Caves NUMBER ENCOUNTERED: 1 TYPE: Animal REACTION: Neutral—Unfriendly INTELLIGENCE: Low SABRE-TOOTHED TIGERS are highly dangerous but luckily rare predatory cats, which dwell in warm, hilly regions. They live on just about any fresh meat they can catch, usually deer and wild boar, attacking with claws and the long fangs which give the beasts their name. Despite their voracious appetites and violent manner, Sabre-toothed Tigers are highly sought after by human hunters, as well as cavemen and other humanoids, for their magnificent pelts, which can fetch as much as 1,000 Gold Pieces in a large town. Among many of the primitive hill-tribes, a chief is chosen by a contest involving the single-handed capture, killing and skinning of a Sabre-toothed Tiger. The pelt is then proudly worn by the new chief, as an unmistakable badge of his office. SAND DEVIL SKILL: 10 STAMINA: 7 HABITAT: Deserts, Caves NUMBER ENCOUNTERED: 1 TYPE: Monster REACTION: Neutral—Unfriendly INTELLIGENCE: Low The sufi (or holy men) of the nomadic tribes of the Desert of Skulls tell many tales of the mysterious SAND DEVILS. Encountered only rarely in the sands of the vast desert wastes, they appear as dense, swirling spirals, shifting and dancing in the heat. They are solitary creatures, but occasionally serve, for the sake of mutual friendship, as lookouts and magical familiars for desert Elves, feeding off the energy cast in their ritual spells. Sand Devils appear to be Wardens over the desert in much the same way that druids care for plants and forests. As a result, they are very territorial, and will try to keep all trespassers away from the areas they care for. They will rise out of the dunes, swirling angrily at the transgressors of their sacred reaches, spitting sand and dust into the air. They fight by enveloping their opponents in abrasive sand, which stings and cuts into flesh, cloth and even metal. SAND DEVIL 99


(ENG) Fighting Fantasy Monters 2a Ed. - Out of The Pit - Flip eBook Pages 51-100 (2024)

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