BT-Barbarous

From Sword World Translation Project
Jump to navigationJump to search
1 Kobold CRI
Int: Low Perc: 5 Senses Lang: Barbaric, Youma, Trade Common
Hab: Forest, Mountains, Caves Disp: Neutral
Rep/Weak: 6 / 11 Init: 10 Move Spd: 12 Fort: 2 (9) Will: 3 (10)
Fighting Style Accuracy Damage Evasion Defense HP MP
Weapon 2 (9) 2d+1 1 (8) 1 13 10
Weak Point: Magic Damage +2 pts.
Unique Skills
None
Loot
Always Crude Weapon (10G)
2 - 9 None
10+ Bag of Silver (1d x 30G)

The kobold is the weakest monster in the Barbarous family. Standing about 1m20cm, they are close to a dog's length when standing upright. Among other Barbarous, they are treated like a slave, and may escape to humanoid towns where they help with cooking. As perpetual servants, kobolds are surprisingly good at cooking, and an adventurer will often spot a kobold in a restaurant's kitchen.

2 Gremlin CRI
Int: Average Perc: 5 Senses (Darkvision) Lang: Barbaric, Arcana, Trade Common Hab: Mountains, Highlands Disp: Hostile
Rep/Weak: 9 / 12 Init: 11 Move Spd: 16 / 32 (Flying) Fort: 2 (9) Will: 5 (12)
Fighting Style Accuracy Damage Evasion Defense HP MP
Bite 2 (9) 2d - 2 4 (11) 0 14 14
Weak Point: Wind Damage +3 pts.
Unique Skills
[Truespeech Magic (Level 2) / Magic Power 4 (11)]
A Gremlin may cast Truespeech Magic as a second-level Sorcerer. For individual spell effects, refer to that spell's description.
[Flight]
A Gremlin receives a +1 bonus to Accuracy and Evasion only for melee attacks.
Loot
2 - 7 None
8+ Strange Necklace (160G)

Gremlins appear to be small children with hair covering their entire body, with small fangs and bat-like wings. They are often very mischievous and dexterous creatures. However, the reason for this has not yet been discovered and people often simply say that gremlins like to ridicule.

2 Goblin
Int: Low Perc: 5 Senses (Darkvision) Lang: Barbaric, Youma
Hab: Forest, Mountains, Caves Disp: Hostile
Rep/Weak: 5 / 10 Init: 11 Move Spd: 11 Fort: 3 (10) Will: 3 (10)
Fighting Style Accuracy Damage Evasion Defense HP MP
Weapon 3 (10) 2d + 2 3 (10) 2 16 12
Weak Point: Magic Damage +2 pts.
Unique Skills
None
Loot
2 - 3 Crude Weapon (10G)
4 - 9 Weapon (30G)
10+ High-quality Weapon (150G)

A goblin is shorter in height than a human and has much shorter arms and legs. Goblins usually have big eyes and long noses. If it sees you as superior, it fears for its life and without thought, it begins to obey commands immediately. They are rather unintelligent creatures and often steal and rob to survive. In addition, they completely lack the reflex to flee from danger.

2 Redcap
Int: Low Perc: 5 Senses (Darkvision) Lang: Barbaric, Youma
Hab: Mountains, Forest Disp: Hostile
Rep/Weak: 7 / 12 Init: 9 Move Spd: 13 Fort: 4 (11) Will: 4 (11)
Fighting Style Accuracy Damage Evasion Defense HP MP
Weapon 3 (10) 2d + 3 3 (10) 1 18 10
Weak Point: Accuracy +1
Unique Skills
None
Loot
Always Red Hair (10G)
2 - 4 None
5 - 8 Weapon (30G)
9+ High-quality Weapon (150G)

Redcaps grow deep-red hair on their head like a hat and are approximately the size and shape of a goblin. Redcaps have slender limbs and carry small knives. They are very patient and often attack humans in groups. In addition, small redcaps have white hair, but it is said to be dyed a deep-red with repeated murders.

2 Sahagin
Int: Low Perc: 5 Senses Lang: Barbaric, Gilman
Hab: Coast, River Delta Disp: Hostile
Rep/Weak: 10 / 13 Init: 10 Move Spd: 12 / 16 (Swimming) Fort: 4 (11) Will: 3 (10)
Fighting Style Accuracy Damage Evasion Defense HP MP
Weapon 3 (10) 2d+2 3 (10) 2 20 10
Weak Point: Earth Damage +3 pts.
Unique Skills
[Underwater Aptitude]
A Sahagin is able to move in water without penalty.
Loot
2 - 7 None
8 - 10 Sahagin Trident (30G)
11+ Ornate Trident (120G)

An aquatic Barbarous, Sahagin are a slave tribe to Gilmen, often used as labor and soldiers. Their appearance is little more than that of a fish with limbs, so as a race Sahagin are very self-conscious and timid. However, when ordered, they will move out of the deeper waters towards the shore and attack, sometimes going after smaller boats, sometimes attacking those who may be on the shore.

3 Centaur
Int: Average Perc: 5 Senses Lang: Barbaric, Centaur, Trade Common
Hab: Grasslands Disp: Neutral
Rep/Weak: 10 / 13 Init: 12 Move Spd: 22 Fort: 5 (12) Will: 4 (11)
Fighting Style Accuracy Damage Evasion Defense HP MP
Weapon 5 (12) 2d+2 3 (10) 1 25 18
Weak Point: Earth Damage +3 pts.
Unique Skills
[Fairy Magic (Level 2) / Magic Power 4 (11)]
A Centaur may cast Fairy Magic as a second-level Fairy Tamer. For individual spell effects, refer to that spell's description.
[Charge / 5 (12) / Evasion / Negated]
This attack can only be used after moving, in which case it does 2d+7 physical damage.
Loot
2 - 7 None
8 - 10 Battle Gear (30G)
11+ Fine Outfit (120G)

A tribe of Barbarous whose upper body is connected to the body of a horse. While considered to be one of the many tribes of Barbarous, Centaurs are incredibly proud and independent, rarely interacting willingly with other Barbarous. Centaurs also tend to be excellent soldiers, their pride leading them to be among the first to charge into battle.

3 Invisible Beast
Int: Low Perc: 5 Senses (Scent) Lang: Barbaric
Hab: Indeterminate Disp: Hostile
Rep/Weak: 12 / 15 Init: 12 Move Spd: 16 Fort: 4 (11) Will: 5 (12)
Fighting Style Accuracy Damage Evasion Defense HP MP
Claw 4 (11) 2d + 3 4 (11) 2 19 10
Weak Point: Accuracy +1
Unique Skills
[Invisibility]
An Invisible Beast may turn its body invisible. Outside of combat, it may remain invisible indefinitely. In combat, however, it may become invisible for a maximum of 20 seconds (2 rounds) at a time.
The initial attack against an Invisible Beast is made with a -4 Accuracy penalty; all subsequent attacks (or if it is bloodied) are made at -2 Accuracy.
Loot
2 - 7 None
8+ Clear Jewel (200G)

A rare beast with a transparent body, not much is known about its ecology. An invisible beast, when it chooses to appear (or is killed), appears to be a bizarre humanoid creature with transparent skin and horribly sharp claws. Sadly, little else is known.

3 Boggart
Int: Low Perc: 5 Senses (Darkvision) Lang: Barbaric, Youma
Hab: Forest, Mountains, Caves Disp: Hostile
Rep/Weak: 7 / 13 Init: 11 Move Spd: 14 Fort: 4 (11) Will: 4 (11)
Fighting Style Accuracy Damage Evasion Defense HP MP
Weapon 4 (11) 2d + 5 4 (11) 3 21 10
Weak Point: Physical Damage +2 pts.
Unique Skills
[Continuous Attack]
If a Boggart successfully hits a target in melee, they may make a second attack on that same target without rolling Accuracy.
Loot
2 - 6 Weapon (30G)
7+ High-quality weapon (150G)

Lithe and slender, a boggart uses its wiry form to cause incredible bloodshed. About the size of a human, boggarts have no productivity to speak of, and make a living killing and stealing from others. In addition, boggarts are often so caught up in their bloody revels that they will not surrender, instead fighting to the death.

Boggarts will capture humans, goblins, and redcaps with no impunity, and force their captives to obey their every whim. Boggarts are also able to domesticate wolves, as there are often wolf packs following a band of boggart hunters.

4 Deep Gremlin
Int: Average Perc: 5 Senses Lang: Barbaric, Youma, Trade Common, Arcana
Hab: Mountains, Highlands Disp: Hostile
Rep/Weak: 8 / 13 Init: 11 Move Spd: 10 / 18 (Flying) Fort: 4 (11) Will: 5 (12)
Fighting Style Accuracy Damage Evasion Defense HP MP
Bite 4 (11) 2d 5 (12) 0 21 27
Weak Point: Wind Damage +3 pts.
Unique Skills
[Truespeech Magic (Level 4) / Magic Power 7 (14)]
A Deep Gremlin may cast Truespeech Magic as a fourth-level Sorcerer. For individual spell effects, refer to that spell's description.
[Flight]
A Deep Gremlin receives a +1 bonus to Accuracy and Evasion only for melee attacks.
Loot
2 - 6 None
7 - 10 Strange Necklace (160G)
11+ Beautiful Necklace (300G)

A variant of Gremlin, these Barbarous have strikingly purple skin. They are also a bit larger than their kin, ending up roughly the size of a human child. Deep Gremlins are also much more brutally cunning, going above and beyond what would normally be considered harmless pranks. For example, a Deep Gremlin "prank" will see them kill some livestock, disguise itself as one of the dying animals, and call out to human children in order to scare and terrify them.

4 Boggart Swordsman
Int: Low Perc: 5 Senses (Darkvision) Lang: Barbaric, Youma
Hab: Forest, Mountains Disp: Hostile
Rep/Weak: 9 / 14 Init: 11 Move Spd: 20 Fort: 4 (11) Will: 4 (11)
Fighting Style Accuracy Damage Evasion Defense HP MP
Weapon 5 (12) 2d+3 6 (13) 2 21 14
Weak Point: Physical Damage +2 pts.
Unique Skills
[Twin Strike & Double Attack]
A Boggart Swordsman can make two Weapon attacks each round, though each attack requires its own Accuracy check. They may choose to attack different characters with each attack.
[Continuous Attack]
If a Boggart Swordsman successfully hits a target in melee, they may make a second attack on that same target without rolling Accuracy.
[Techniques]
A Boggart Swordsman may use the "Cat's Eyes" Technique.
Loot
2 - 5 Weapon x2 (60G)
6+ Keen Weapon x2 (200G)

Much leaner than most Boggarts, these Boggart Swordsmen more than make up for it in speed and agility. They leverage this improved agility by dual-wielding weapons, turning them into very dangerous opponents. Even among Boggarts, a Boggart Swordsman is often involved in scouting and covert operations.

4 Lizardman
Int: Average Perc: 5 Senses Lang: Barbaric, Lizardman, Dragonic
Hab: Swamps, Wetlands Disp: Hostile
Rep/Weak: 11 / 14 Init: 10 Move Spd: 13 / 13 (Swimming) Fort: 6 (13) Will: 5 (12)
Fighting Style Accuracy Damage Evasion Defense HP MP
Weapon 6 (13) 2d+4 4 (11) 5 22 15
Weak Point: Earth Damage +3 pts.
Unique Skills
[Tail Swing]
A Lizardman can use their tail to attack up to 5 targets. Accuracy and Damage is the same as a normal attack, and this attack cannot be used in consecutive rounds.
[Underwater Aptitude]
A Lizardman is able to move in water without penalty.
Loot
2 - 9 None
10+ Seven-color Scales (220G)

Lizardmen are one of the more aquatically inclined Barbarous, preferring to spend time in swamps and other wetlands worshiping their dragon gods. Standing just shy of 2m, they look like upright lizards, though they take offense if mistaken for lildraken.

While they are unable to breathe underwater, Lizardmen can hold their breath for up to an hour, like elves, and similarly have houses with both dry and wet sections.

4 Medusa
Int: Average Perc: 5 Senses (Darkvision) Lang: Barbaric, Youma
Hab: Dungeons Disp: Hostile
Rep/Weak: 10 / 15 Init: 13 Move Spd: 14 Fort: 4 (11) Will: 6 (13)
Fighting Style Accuracy Damage Evasion Defense HP MP
Gorgon's Mane 6 (13) 2d + 2 4 (11) 2 28 22
Weak Point: Physical Damage +2 pts.
Unique Skills
[Simultaneous Attack]
A Medusa's Gorgon's Mane attacks all characters in the battlefield, but a separate Accuracy Check is needed for each character.
[Snake Venom / 5 (12) / Fort / Negated]
Each time Gorgon's Mane successfully hits, the stricken character makes a Fortitude Check or receives an additional 3 Poison-type damage.
[Eyes of Stone / 4 (11) / Will / Negated]
At the end of each round, if a character is facing a Medusa, they need to roll a Willpower Check or receive a cumulative -6 penalty to either Dexterity or Agility (randomly determined). If either ability score drops to 0, the character immediately turns to stone.
Loot
Always Viper of Medusa (50G)
2 - 9 None
10 - 12 Gems (1d x 150G)
13+ Eyes of Stone (1,200G)

Often mistaken for a human female, Medusae are really Barbarous with multiple thin snakes for hair. Not only can a Medusa slowly petrify unlucky adventurers, but the hair-snakes are poisonous as well.

Rarely, a Medusa's eyes may retain their fearsome gaze after death. These magical eyes can be used to make magical armor to protect against petrification, and command a high price in the markets.

4 Lesser Ogre
Int: Average Perc: 5 Senses (Darkvision) Lang: Trade Common, Barbaric, Ogrish, Arcana
Hab: Various Disp: Hostile
Rep/Weak: 9 / 14 Init: 13 Move Spd: 14 Fort: 5 (12) Will: 6 (13)
Fighting Style Accuracy Damage Evasion Defense HP MP
Weapon 5 (12) 2d + 4 5 (12) 2 36 20
Weak Point: Accuracy +1
Unique Skills
[Truespeech Magic (Level 3) / Magic Power 5 (12)]
A Lesser Ogre may cast Truespeech Magic as a third-level Sorcerer. For individual spell effects, refer to that spell's description.
[Personification]
As a Minor Action, a Lesser Ogre may take on the appearance and mannerisms of a character they have eaten. When transformed, the Lesser Ogre's maximum HP and MP are decreased by 5. Accuracy, Evasion, Fortitude and Willpower are also reduced by 1 point each. This form can be held up to a total of 18 hours per day.
Loot
2 - 3 None
4 - 8 Bag of Silver (1d x 30G)
9 - 10 Large Bag of Silver (1d x 100G)
11+ Gems (1d x 150G)

Standing about 2m tall, a Lesser Ogre is a fearsome flesh-eating behemoth of pure muscle. Even though a Lesser Ogre is slight in build (compared to other Ogres), they make up for their shortcomings by being proficient with magic. Lesser Ogres can also shapechange into a humanoid race, and can speak fluently enough to blend in. A Lesser Ogre can only shapechange into a humanoid whose heart he's eaten, and gains the knowledge of that person.

Transformed Lesser Ogres often attempt to infiltrate the higher ranks of society in an attempt to learn all they can. Once they feel this mission has been accomplished, the Ogres return to the Barbarous for debriefing.

It is rather difficult to detect a transformed Lesser Ogre, as the transformation is nearly perfect to normal observation. A handful of spells, including Sense Enemy and Banish, can pierce through the illusion. However, the spellcaster must be vigilant, as an Ogre is still a dangerous enemy...

5 Gilman
Int: Average Perc: 5 Senses (Darkvision) Lang: Barbaric, Gilman
Hab: Coast, River Delta Disp: Hostile
Rep/Weak: 13 / 16 Init: 13 Move Spd: 18 / 18 (Swimming) Fort: 7 (14) Will: 7 (14)
Fighting Style Accuracy Damage Evasion Defense HP MP
Weapon 7 (14) 2d + 7 7 (14) 3 32 23
Weak Point: Fire Damage +3 pts.
Unique Skills
[Feint Attack]
A Gilman receives a +1 Accuracy bonus to the next attack. Characters wearing Metal Armor are unaffected.
Loot
2 - 3 None
4 - 8 Mysterious Shells (130G)
9+ Gems (1d x 150G)

Gilmen are humanoid in shape, with fish-like faces and covered in fine scales from head to toe. Able to breathe and move in water without penalty, Gilmen tend to live close to, if not in, the water. Caves and estuaries near rivers are common Gilman settlements, but there are also underwater civilizations as well.

Gilmen tend to share few to no values with humanoid races, and are fairly emotionless. In combat, a Gilman will fight to win, and will stick around to protect allies even if it becomes disadvantageous to do so. They are also rather stoic and will not panic, even if abandoned by their allies.

5 Androscorpion
Int: Average Perc: 5 Senses (Darkvision) Lang: Barbaric, Androscorpion, Magitech
Hab: Desert, Ruins Disp: Hostile
Rep/Weak: 12 / 15 Init: 12 Move Spd: 15 Fort: 7 (14) Will: 7 (14)
Fighting Style Accuracy Damage Evasion Defense HP MP
Weapon (Upper Body) 7 (14) 2d+5 7 (14) 6 24 26
Tail (Lower Body) 8 (15) 2d+4 6 (13) 5 28 12
Sectionss: 2 (Upper Body / Lower Body) Main Section: Upper Body Weak Point: Physical Damage +2 pts.
Unique Skills
  • Upper Body

[Magitech (Level 4) / Magic Power 6 (13)]
An Androscorpion may cast Magitech spells as a fourth-level Artificer. For individual spell effects, refer to that spell's description.
[Ranged Attack (Precise Shot) / 6 (13) / Evasion / Negated]
An Androscorpion is able to attack with a readied gun, whose Max. Magazine is 4 and range is 20m.

  • Lower Body

[Tail Poison / 5 (12) / Fort / Negated]
If the Androscorpion's Lower Body hits with their Tail attack, the target must immediately make a Fortitude check. If they fail to resist, they receive an extra 6 Poison-type damage.
[Weakening]
When the Lower Body section is reduced to 0 HP or fewer, the Androscorpion receives a -2 penalty to Evasion.

Loot
Always Scorpion Shell (50G)
2 - 6 None
7 - 11 Poison Stinger (100G)
12+ Poison Stinger w/Intact Poison Sac (800G)

These odd Barbarous have a humanoid upper body growing out of the lower body of a giant scorpion. Living in deserts and around ruins, androscorpions are fairly capable Artificers in their own right, and they will often be seen carrying and wearing the various spoils of their expeditions, whether armor, weapons, or strong magical artifacts.

5 Boggart Trooper
Int: Low Perc: 5 Senses (Darkvision) Lang: Barbaric, Youma
Hab: Forest, Mountains Disp: Hostile
Rep/Weak: 10 / 15 Init: 10 Move Spd: 12 Fort: 6 (13) Will: 5 (12)
Fighting Style Accuracy Damage Evasion Defense HP MP
Weapon 7 (14) 2d+5 5 (12) 7 32 17
Weak Point: Earth Damage +3 pts.
Unique Skills
[Power Attack]
A Boggart Trooper can deal an additional 4 damage on their next attack. However, any Evasion Check made by the Boggart Trooper this turn receives a -2 penalty.
[Continuous Attack]
If a Boggart Trooper successfully hits a target in melee, they may make a second attack on that same target without rolling Accuracy.
[Techniques]
A Boggart Trooper may use the "Beetleskin" and "Bear Muscle" Techniques.
Loot
2 - 7 Well-Balanced Weapon (150G)
8+ Extravagant Weapon (500G)

This particular breed of Boggart is twice as tall as normal Boggarts, and is just as muscular. Often seen at the head of Boggart groups, Troopers are often in charge of defending their home base, if not leading the attack. A favorite hobby is seeking out the largest and most foolhardy braggarts and taking them down with little effort.

5 Merman
Int: Average Perc: 5 Senses (Darkvision) Lang: Merman, Elven
Hab: Ocean Disp: Neutral
Rep/Weak: 11 / 14 Init: 12 Move Spd: 5 / 20 (Swimming) Fort: 6 (13) Will: 7 (14)
Fighting Style Accuracy Damage Evasion Defense HP MP
Weapon 7 (14) 2d+6 7 (14) 4 30 19
Weak Point: Fire Damage +3 pts.
Unique Skills
[Underwater Specialization]
A Merman can breathe and vocalize while underwater, and does not suffer any penalties for moving while underwater. While outside of water, all actions receive a -2 penalty.
[Water/Ice Immunity]
A Merman takes no damage from Water/Ice-type effects.
[Cover]
A Merman can choose any number of allies in the same battlefield, and will automatically receive any damage dealt to those allies instead.
Loot
Always Rusted Spear (50G)
2 - 6 None
7+ Beautiful Shell (180G)

Also called mermaids, these Barbarous have the lower half as that of a fish. As they lived in the sea for most of their history, Mermen had little contact with the land-bound races, and thus escaped a lot of persecution as humanoid civilization grew and prospered. As a race, Mermen tend to avoid fighting except in self-defense, and are often neutral towards most other races. They do have a hostile relationship with Gilmen, however, which could theoretically be leveraged into an alliance with Elves against the other aquatic races.

5 Goblin Shaman
Int: Average Perc: 5 Senses (Darkvision) Lang: Barbaric, Youma, Sylvan
Hab: Forest, Mountains, Caves Disp: Hostile
Rep/Weak: 13 / 16 Init: 12 Move Spd: 11 Fort: 7 (14) Will: 8 (15)
Fighting Style Accuracy Damage Evasion Defense HP MP
Weapon 6 (13) 2d+4 7 (14) 5 31 38
Weak Point: Magic Damage +2 pts.
Unique Skills
[Fairy Magic (Level 5) / Magic Power 8 (15)]
A Goblin Shaman may cast Fairy Magic as a fifth-level Fairy Tamer. For individual spell effects, refer to that spell's description.
[Divine Magic (Level 2) / Magic Power 5 (12)]
A Goblin Shaman may cast Divine Magic as a second-level Priest. It is up to the GM to determine any Special Divine Spells. For individual spell effects, refer to that spell's description.
[Magic Aptitude]
A Goblin Shaman can use the Combat Feat《Metamagic/Targets》.
Loot
2 - 5 Bag of Silver (1d x 30G)
6 - 9 Gems (1d x 150G)
10+ Luxury Accessories (1d x 500G)

A high-ranking Goblin that can use Fairy Magic in addition to their usual combat prowess. While they look like normal Goblins, Goblin Shamans are often adorned with colorful feathers and flashy jewelry to help them stand out from other low-ranking Goblins.

6 Drake (Human Form)
Int: High Perc: 5 Senses (Darkvision) Lang: Barbaric, Trade Common, Drakish, Arcana
Hab: Various Disp: Hostile
Rep/Weak: 10 / 17 Init: 16 Move Spd: 20 / 40 (Flying) Fort: 9 (16) Will: 10 (17)
Fighting Style Accuracy Damage Evasion Defense HP MP
Sword 9 (16) 2d + 8 7 (14) 4 38 36
Weak Point: Magic Damage +2 pts.
Unique Skills
[Spiritualism Magic (Level 5) / Magic Power 8 (15)]
A Drake may cast Spiritualism Magic as a fifth-level Conjurer. For individual spell effects, refer to that spell's description.
[Magic Attack]
A Drake can deal an additional 8 damage on their next attack. However, any Evasion, Fortitude or Willpower Check made by the Drake this turn receives a -1 penalty.
[Dragonification]
As a Major Action, the Drake transforms into a dragonic form, healing all HP and MP. Any lingering magical effects are removed as well. For more information, see the Drake (Dragon Form) data. A Drake cannot transform for an hour after using this ability.
[Flight]
A Drake receives a +1 bonus to Accuracy and Evasion only for melee attacks.
Loot
Always Sword Shard (200G)

Drakes are similar in appearance to beautiful young men and women, though horns gracefully sweep from their head and membranous wings sprout from their backs. Drakes are able to transform into huge dragons that wield massive swords infused with magic.

Other Barbarous look to Drakes as natural leaders, and huge forces have been known to gather at a Drake's beck and call. While there is often little cooperation between Drakes, in rare cases a powerful "king" Drake appears, accompanied by many other Drakes. In these cases, there is no hope for the opposition.

7 Drake (Dragon Form)
Int: High Perc: 5 Senses (Darkvision) Lang: Barbaric, Trade Common, Drakish, Arcana
Hab: Various Disp: Hostile
Rep/Weak: 12 / 18 Init: 18 Move Spd: 20 / 40 (Flying) Fort: 10 (17) Will: 11 (18)
Fighting Style Accuracy Damage Evasion Defense HP MP
Bite (Torso) 9 (16) 2d + 12 9 (16) 7 52 46
Wing (Wing) x2 11 (18) 2d + 9 7 (14) 4 28 16
Sections: 3 (Torso / Wings x2) Main Section: Torso Weak Point: Magic Damage +2 pts.
Unique Skills
  • Torso

[Spiritualism Magic (Level 5) / Magic Power 9 (16)]
A Drake may cast Spiritualism Magic as a fifth-level Conjurer. For individual spell effects, refer to that spell's description.
[Energy Breath / 8 (15) / Fortitude / Half]
The Drake may vomit a mass of pure energy, directed towards a single target. The energy travels to a range of 50m, and deals 2d + 10 Energy-type damage. This ability cannot be used in consecutive turns.
[Humanification]
As a Minor Action, a Drake can change from a dragonic form to a human. However, any HP lost as a dragon is carried over as a human, which may cause death if enough HP is lost. For more information, see the Drake (Human Form) data.

  • Wings

[Flight]
A Drake receives a +1 bonus to Accuracy and Evasion only for melee attacks. If one of the wings falls to 0 HP or lower, this ability cannot be used.

Loot
2 - 6 Sword Shard (200G)
7 - 10 Sword Shard x2 (400G)
11 Sword Shard x3 (600G)
12+ Decaying Magic Sword (4,000G)

The Drake, while it is transformed, takes on a silvery-white sheen of razor-edged scales. Its physique becomes sleek and streamlined, and its wings become as sharp as a sword. Despite it's bulk, a transformed Drake can strike as fast (if not faster) than it could in it's humanoid form.

6 Troll
Int: Average Perc: 5 Senses (Darkvision) Lang: Barbaric, Giantish
Hab: Caves Disp: Hostile
Rep/Weak: 6 / 11 Init: 10 Move Spd: 12 Fort: 2 (9) Will: 3 (10)
Fighting Style Accuracy Damage Evasion Defense HP MP
Weapon 9 (16) 2d + 10 7 (14) 5 40 26
Weak Point: Magic Damage +2 pts.
Unique Skills
[Divine Magic (Level 5) / Magic Power 7 (14)]
A Troll may cast Divine Magic as a fifth-level Priest. It is up to the GM to determine any Special Divine Spells. For individual spell effects, refer to that spell's description.
[Power Attack]
A Troll can deal an additional 4 damage on their next attack. However, any Evasion Check made by the Troll this turn receives a -2 penalty.
[Weakening]
As long as a Troll is under sunlight, it receives a -2 penalty to all Accuracy and Evasion Checks.
Loot
Always Troll Blood (100G)
2 - 8 Large Weapon (300G)
9+ Gems (1d x 150G)

A Troll's stature is like that of a boulder; standing taller than 3m, its skin is tougher than that of a rock. For a Barbarous, Trolls have incredible discipline and take great pride in maintaining their physique. Although this bulk prevents Trolls from being fast, they have made up for it in advancing their technology level to be able to forge quality weapons. It is not uncommon to see Trolls with fine swords or maces in hand. Trolls also tend to be rather spiritual, praying to the Malevolent Gods more often than most other Barbarous.

Troll blood is said to be a symbol of power as well, and it is often used as a sort of paint. When applied by a Troll, it will strengthen weapons, armor, even a Troll's skin can be toughened by their own blood. Trolls are often nocturnal creatures as well, and dislike bright lights. Sunlight, in particular, will significantly weaken a Troll, and they abhor going out during the daytime.

6 Lamia
Int: High Perc: Magic Lang: Barbaric, Trade Common, Drakish, Arcana
Hab: Civilized Lands Disp: Neutral
Rep/Weak: 12 / 16 Init: 12 Move Spd: 12 Fort: 7 (14) Will: 9 (16)
Fighting Style Accuracy Damage Evasion Defense HP MP
Tail 8 (15) 2d + 8 7 (14) 3 28 42
Weak Point: Earth Damage +3 pts.
Unique Skills
[Truespeech Magic, Spiritualism Magic (Level 5) / Magic Power 9 (16)]
A Lamia may cast both Truespeech and Spiritualism Magic as a fifth-level Sorcerer and Conjurer. For individual spell effects, refer to that spell's description.
[Drain Blood]
If the Lamia successfully hits with a Tail attack, it may wrap around the target and drain the target for 2d + 2 Physical damage, recovering HP equal to the damage dealt..
[Transformation]
As a Minor Action, the Lamia may take on a human shape. While transformed, the Lamia receives a -1 penalty to Accuracy, Evasion, Fortitude and Willpower. In addition, both maximum HP and maximum MP are reduced by 5 points. While transformed, the Lamia cannot use a Tail attack. A Lamia may be transformed for up to 18 hours a day.
Loot
2 - 4 None
5 - 8 Strange Necklace (160G)
9+ Armband of Spirit (500G)

Lamia are Barbarous with the upper body of an attractive human female, but the lower body of a huge serpent. They tend to live not far from humanoid settlements, as they require blood to live. Despite this sanguine reliance, not every Lamia wishes to kill, and some even despair at the thought of having to suck blood to live. However, many humanoids feel that having a Lamia live with them is a horrible idea, and so those Lamia who live in relative peace with humanoids are rare.

6 Centaur Impeller
Int: Average Perc: 5 Senses Lang: Barbaric, Centaur, Youma
Hab: Grasslands Disp: Neutral
Rep/Weak: 11 / 17 Init: 15 Move Spd: 30 Fort: 8 (15) Will: 7 (14)
Fighting Style Accuracy Damage Evasion Defense HP MP
Weapon 8 (15) 2d+8 7 (14) 6 43 28
Weak Point: Earth Damage +3 pts.
Unique Skills
[Fairy Magic (Level 4) / Magic Power 6 (13)]
A Centaur Impeller may cast Fairy Magic as a fourth-level Fairy Tamer. For individual spell effects, refer to that spell's description.
[Charge / 7 (14) / Evasion / Negated]
This attack can only be used after moving, in which case it does 2d+14 physical damage.
Loot
2 - 6 Spear (50G)
7 - 9 Heraldic Spear (150G)
10+ Well-Balanced Spear (600G)

Spear cavalry of centaurs, Impellers are often young and anxious to show off their military training. Despite their youth, Centaur Impellers are the equivalent of knights in their hierarchy, and will often have subordinates following their commands. In combat, a Centaur Impeller will often seek out and fight the strongest enemy on the battlefield, looking to prove themselves on the field of battle.

6 Siren
Int: High Perc: 5 Senses Lang: Barbaric, Youma, Elven, Trade Common
Hab: Coast, Ocean Disp: Hostile
Rep/Weak: 11 / 15 Init: 12 Move Spd: 12 / 24 (Flying) Fort: 7 (14) Will: 8 (15)
Fighting Style Accuracy Damage Evasion Defense HP MP
Claw 7 (14) 2d+4 8 (8) 3 26 26
Weak Point: Wind Damage +3 pts.
Unique Skills
[Spellsongs / 10 (17)]
A Siren can use all of the Spellsongs listed in this book. For individual Spellsong effects, refer to that Spellsong's description. Spellsongs have an effective range of 50m, centered on the Siren.
[Flight]
A Siren receives a +1 bonus to Accuracy and Evasion only for melee attacks.
Loot
2 - 8 Siren's Feathered Kimono (100G)
9 - 10 Beautiful Feathered Kimono (300G)
11+ Shining Feathered Kimono (1000G)

These Barbarous, resembling human women, live out on open water, often on a reef, small island, or other isolated area. Sirens have an entertaining personality, and will often create mischief and have fun using their Spellsongs with visitors, regardless if they're humanoids or Barbarous.

Sirens are very dangerous to those at sea, however, as their beautiful, nearly nude appearance and powerful Spellsongs can cause the entire crew of a ship to jump overboard. It's also said that the feathered kimonos of sirens are what gives them the ability to fly, and so people go out to try and trade for these kimonos.

6 Merman Bishop
Int: Average Perc: 5 Senses (Darkvision) Lang: Merman, Elven
Hab: Ocean Disp: Neutral
Rep/Weak: 12 / 15 Init: 12 Move Spd: 5 / 20 (Swimming) Fort: 7 (14) Will: 8 (15)
Fighting Style Accuracy Damage Evasion Defense HP MP
Weapon 6 (13) 2d+4 7 (14) 4 28 38
Weak Point: Fire Damage +3 pts.
Unique Skills
[Divine Magic (Level 6) / Magic Power 8 (15)]
A Merman Bishop may cast Divine Magic as a sixth-level Priest. It is up to the GM to determine any Special Divine Spells. For individual spell effects, refer to that spell's description.
[Underwater Specialization]
A Merman Bishop can breathe and vocalize while underwater, and does not suffer any penalties for moving while underwater. While outside of water, all actions receive a -2 penalty.
[Water/Ice Immunity]
A Merman Bishop takes no damage from Water/Ice-type effects.
Loot
Always Rusty Spear (50G)
2 - 6 None
7 - 12 Beautiful Shells (180G)
13+ Silver Pearl (3,000G)

Bishops among the Merman species are powerful, following the gods and leading their tribes in the manner prescribed by their words. Bishops even have the ear of Merman chiefs, giving them considerable political power as well.

While Merman Bishops tend to follow the Ancient Gods, regardless whether they're gods of the First Sword, Lumiere, or the Second Sword, Ignis, there are those who follow gods that have recently found apotheosis and are thus unknown among the land-swelling races.

7 Ogre
Int: Average Perc: 5 Senses (Darkvision) Lang: Barbaric, Trade Common, Ogrish, Arcana
Hab: Various Disp: Hostile
Rep/Weak: 12 / 15 Init: 14 Move Spd: 18 Fort: 10 (17) Will: 9 (16)
Fighting Style Accuracy Damage Evasion Defense HP MP
Weapon 10 (17) 2d+11 10 (17) 7 48 30
Weak Point: Accuracy +1
Unique Skills
[Truespeech Magic (Level 5) / Magic Power 8 (15)]
An Ogre may cast Truespeech Magic as a fifth-level Sorcerer. For individual spell effects, refer to that spell's description.
[Magic Aptitude]
An Ogre can use the Combat Feats 《Guided Magic》 and 《Wordbreak》.
[Personification]
As a Minor Action, an Ogre may take on the appearance and mannerisms of a character they have eaten. When transformed, the Ogre's maximum HP and MP are decreased by 5. Accuracy, Evasion, Fortitude and Willpower are also reduced by 1 point each. This form can be held up to a total of 18 hours per day.
Loot
2 - 8 Large Bag of Silver (1d x 100G)
9 - 12 Gems (1d x 150G)
13+ Sword Shard x3 (600G)

Much larger than the Lesser species, Ogres wield significantly more power, both physically and magically. Standing close to 3m tall, they are able to use larger equipment, to the point that an Ogre's sword seems to be more a slab of metal with a handle than a forged sword.

Ogres want to act as though they are master tacticians, using Lesser Ogres and other Barbarous as fodder for their evil (and often cowardly) operations to attack humanoid races. However, their success rate isn't the greatest, and those who fail often tend to be sent on those same suicide missions by other Ogres.

7 Caesarscorpion
Int: Average Perc: 5 Senses (Darkvision) Lang: Barbaric, Androscorpion, Magitech
Hab: Desert, Ruins Disp: Hostile
Rep/Weak: 13 / 18 Init: 14 Move Spd: 17 Fort: 9 (16) Will: 9 (16)
Fighting Style Accuracy Damage Evasion Defense HP MP
Weapon (Upper Body) 9 (16) 2d+6 9 (16) 7 36 35
Pincers (Pincers) 9 (16) 2d+10 8 (15) 4 22 14
Tail (Lower Body) 8 (15) 2d+7 8 (15) 8 42 16
Sections: 3 (Upper Body / Pincers / Lower Body) Main Section: Upper Body Weak Point: Physical Damage +2 pts.
Unique Skills
  • Upper Body

[Magitech (Level 5) / Magic Power 7 (14)]
A Caesarscorpion may cast Magitech spells as a fifth-level Artificer. For individual spell effects, refer to that spell's description.
[Ranged Attack (Precise Shot) / 7 (14) / Evasion / Negated]
A Caesarscorpion is able to attack with a readied gun, whose Max. Magazine is 4 and range is 30m.

  • Lower Body

[Tail Poison / 8 (15) / Fort / Negated]
If the Caesarscorpion's Lower Body hits with their Tail attack, the target must immediately make a Fortitude check. If they fail to resist, they receive an extra 8 Poison-type damage.
[Weakening]
When the Lower Body section is reduced to 0 HP or fewer, the Upper Body and Pincers sections of the Caesarscorpion receive a -2 penalty to Evasion.

Loot
Always Scorpion Shell (50G)
2 - 6 None
7 - 10 Poison Stinger w/Intact Poison Sac (800G)
11+ Poison Stinger w/Deadly Poison Sac (1,200G)

A warrior branch of the Androscorpions, Caesarscorpions are often seen leading groups in sorties, or at the head of a squadron of Androscorpions in emergencies. As the name says, Caesarscorpions have a pair of large pincers that can cut through enemies like scissors through paper.

7 Minotaur
Int: Low Perc: 5 Senses (Darkvision) Lang: Barbaric, Minotaur
Hab: Various Disp: Hostile
Rep/Weak: 10 / 17 Init: 12 Move Spd: 12 Fort: 9 (16) Will: 7 (14)
Fighting Style Accuracy Damage Evasion Defense HP MP
Weapon 9 (16) 2d+12 7 (14) 8 82 18
Weak Point: Magic Damage +2 pts.
Unique Skills
[Techniques]
A Minotaur may use the "Bear Muscle", "Beetleskin", "Cat's Eyes", "Gazelle Feet" and "Recovery (5 HP)" Techniques.
[Simultaneous Attack]
A Minotaur's Weapon attacks up to 5 characters in the same battlefield, but a separate Accuracy Check is needed for each character. Each Accuracy Check is made with a -2 penalty.
[Power Attack]
A Minotaur can deal an additional 4 damage on their next attack. However, any Evasion Check made by the Minotaur this turn receives a -2 penalty.
Loot
Always Minotaur Axe (475G)
2 - 6 None
7 - 9 Large Horn (150G)
10+ Beautiful Horn (600G)

A giant monster with a cow's head on a humanoid body, Minotaurs are incredibly powerful and dangerous monsters. Their intelligence is fairly low, but they are quick to anger, and when riled they are difficult to deal with. Adept at finding sword labyrinths, they will often take up residence inside and quite often become the warden of such labyrinths. A minotaur will only really need to eat every few days, but will often lure young women to the labyrinth in order to be devoured.

7 Lizardman Mariner
Int: Average Perc: 5 Senses Lang: Barbaric, Lizardman, Dragonic
Hab: Swamp, Wetlands Disp: Hostile
Rep/Weak: 12 / 16 Init: 15 Move Spd: 14 / 14 (Swimming) Fort: 10 (17) Will: 10 (17)
Fighting Style Accuracy Damage Evasion Defense HP MP
Weapon 10 (17) 2d+6 9 (16) 8 54 20
Weak Point: Earth Damage +3 pts.
Unique Skills
[Cooperation]
A Lizardman Mariner gains a bonus to their Accuracy equal to the number of other Lizardman Mariners in the same battlefield, up to a maximum of +4.
[Revenge]
When another Lizardman in the same battlefield is defeated, the Lizardman Mariner gains a cumulative +2 bonus to damage for 10 seconds (1 round).
[Underwater Aptitude]
A Lizardman Mariner is able to move in water without penalty.
Loot
2 - 9 None
10+ Silver Medal (700G)

A member of an elite group of Lizardmen, trained to rush into enemy territory and create openings for other Barbarous from within. In the past, there was worry that these elite Lizardmen would take down cities under a united leadership. However, with no central power to unite them, they pose less of a threat nowadays.

8 Gory
Int: Low Perc: 5 Senses (Darkvision) Lang: Barbaric, Giantish
Hab: Forest, Mountains, Caves Disp: Hostile
Rep/Weak: 13 / 17 Init: 15 Move Spd: 26 Fort: 9 (16) Will: 8 (15)
Fighting Style Accuracy Damage Evasion Defense HP MP
Fist 10 (17) 2d+11 10 (17) 8 58 12
Weak Point: Magic Damage +2 pts.
Unique Skills
[Rage]
When the Gory's HP is 35 or less, their Fist damage increases to 2d+14.
When the Gory's HP is 20 or less, their Fist damage increases to 2d+17.
When the Gory's HP is 5 or less, their Fist damage increases to 2d+20.
[Blow Away / 9 (16) / Evasion / Negated]
The Gory unleashed a massive blast of air, attacking everyone in the battlefield and dealing 2d+10 damage. Anyone hit by this attack is ejected from the battlefield and blown 10m in the direction of the Gory's choice.
Loot
2 - 6 None
7 - 10 Bag of Silver (1d x 100G)
11+ Gems (1d x 300G)

An incredibly strong monster, the Gory stands around 3m tall, with arms dangling to the ground even when standing upright. It's hairless body is a dark brown, and with hands larger than a man's head it can be very dangerous in melee combat. While a Gory is usually seen with a smile that's almost pasted on, when serious they will take on a ferocious grimace.

Usually found alone, Gorys can also be found in the service of other Barbarous as a bouncer. However, due to their fierce love of fighting, it is often hard to control a Gory when they get riled up.

8 Scylla
Int: High Perc: 5 Senses (Darkvision) Lang: Barbaric, Youma, Arcana
Hab: Swamp, Ruins Disp: Hostile
Rep/Weak: 13 / 16 Init: 13 Move Spd: 10 / 16 (Swimming) Fort: 10 (17) Will: 11 (18)
Fighting Style Accuracy Damage Evasion Defense HP MP
Weapon (Body) 9 (16) 2d+6 10 (17) 8 40 52
Tentacle (Tentacles) 10 (17) 2d+9 8 (15) 3 22 10
Sections: 4 (Body / Tentacle x3) Main Section: Body Weak Point: Magic Damage +2 pts.
Unique Skills
  • Scylla

[Underwater Aptitude]
A Scylla is able to move in water without penalty.

  • Body

[Truespeech Magic (Level 8) / Magic Power 11 (18)]
A Scylla may cast Truespeech Magic as an eighth-level Sorcerer. For individual spell effects, refer to that spell's description.
[Magic Aptitude]
A Scylla can use the Combat Feats 《Metamagic/Targets》, 《Magic Convergence》, 《Magic Control》, 《Guided Magic》 and 《Wordbreak》.

  • Tentacles

[Entangling Tentacles]
A successful hit from a Tentacle entangles the target. Each round, the entangled target is hit automatically by the Tentacle, and makes all Accuracy and Evasion Checks with a -2 penalty. This penalty is not cumulative.
Removing the entangling tentacles requires an (Adventurer Level + Strength modifier) Check opposed by the Scylla Tentacle's Accuracy check. This check may be made by another person as well. If successful, the target is not entangled anymore.
[Soft Body]
Bludgeoning weapons treat the Scylla's Tentacle Defense as 3 points higher.

Loot
Always Strange Cane (150G)
2 - 10 None
11+ Skull Necklace (2,000G)

The upper half of this particular Barbarous is similar to that of a beautiful human woman, while the lower body is a mass of a dozen octopus-like tentacles. Living in swamps and rivers, Scyllas will have their upper bodies above the water line in order to lure victims closer. Rather intelligent, a Scylla will use the full extent of their Truespeech Magic in order to raise an undead army to do their bidding as well. While normally quite cunning and brutal, a Scylla will occasionally treat their favorite people as pets, and allow them a little more leniency than they would victims they plan on eating right away.

8 Dark Troll
Int: Average Perc: 5 Senses (Darkvision Lang: Barbaric, Giantish, Trade Common
Hab: Ruins Disp: Hostile
Rep/Weak: 13 / 18 Init: 14 Move Spd: 17 Fort: 12 (19) Will: 10 (17)
Fighting Style Accuracy Damage Evasion Defense HP MP
Weapon 11 (18) 2d+12 9 (16) 9 66 44
Weak Point: Magic Damage +2 pts.
Unique Skills
[Weakening]
As long as a Dark Troll is under sunlight, it receives a -2 penalty to all Accuracy and Evasion Checks.
[Divine Magic (Level 7) / Magic Power 10 (17)]
A Dark Troll may cast Divine Magic as a seventh-level Priest. It is up to the GM to determine any Special Divine Spells. For individual spell effects, refer to that spell's description.
[Magic Aptitude]
A Dark Troll can use the Combat Feats 《Metamagic/Targets》, 《Multi-Action》 and 《Wordbreak》.
[Regeneration]
At the end of each round, a Dark Troll recovers 5 HP. This has no effect if the Dark Troll is at 0 HP or lower, or is under sunlight.
[Mana Strike]
A Dark Troll may deal an additional +10 damage to their next melee attack. If they do, they receive a -1 penalty to Evasion, Fortitude, and Willpower checks until their next turn.
Loot
Always Troll Blood (100G)
2 - 11 Gems (1d x 300G)
12+ Strange Holy Symbol (3,300G)

Much leaner than a typical Troll, a Dark Troll has both a strong sense of faith as well as a powerful love for combat. A high-ranking member of Troll society, they stand out with their jet-black skin and dangerous aura. Dark Trolls violently hate cowardice, and will respect those who show their strength, even if they're humanoids who'll end up getting crushed under the Dark Troll's immense power.

8 Basilisk (Human Form)
Int: High Perc: 5 Senses Lang: Barbaric, Youma, Trade Common, Basilisk, Drakish, Arcana
Hab: Desert, Ruins Disp: Various
Rep/Weak: 13 / 16 Init: 14 Move Spd: 18 Fort: 9 (16) Will: 9 (16)
Fighting Style Accuracy Damage Evasion Defense HP MP
Weapon 10 (17) 2d+12 9 (16) 9 49 45
Weak Point: Water/Ice Damage +3 pts.
Unique Skills
[Truespeech Magic (Level 7) / Magic Power 10 (17)]
A Basilisk (Human Form) may cast Truespeech Magic as a seventh-level Sorcerer. For individual spell effects, refer to that spell's description.
[Magic Aptitude]
A Basilisk (Human Form) can use the Combat Feats 《Metamagic/Distance》, 《Metamagic/Time》, 《Multi-Action》 and 《Wordbreak》.
[Petrifying Gaze / 9 (16) / Will / Negated]
As a Minor Action once per round, the Basilisk (Human Form) can attempt to petrify a target within 50m with this Curse-type effect. The target needs to pass a Willpower Check or receive a cumulative -6 penalty to either Dexterity or Agility (randomly determined).

If either ability score drops to 0, the character immediately turns to stone. If the target uses fixed values, they instead receive a -1 penalty to Accuracy or Evasion, turning to stone when either reaches -3.

The target can reflect the gaze with a mirror in hand and a Willpower check or 20 or higher, with the Basilisk petrifying itself after the third successful reflection.
[Poison Blood / 11 (18) / Fort / Negated]
At the end of a round where the Basilisk (Human Form) was damaged, each character in the same battlefield must make a Fortitude check. Those that fail receive 2d Poison-type damage.
[Monstrous Form]
As a Major Action, the Basilisk (Human Form) can change into a monstrous form, restoring HP and MP to maximum and removing any lingering magical effects. For more information, see the Basilisk (Monstrous Form) data. Once transformed, the Basilisk cannot return to human form for 1 hour.

Loot
Always Basilisk Blood (200G)
2 - 10 None
11+ Petrified Eyes (1,200G)

Indistinguishable from humans at first glance, a Basilisk is a Barbarous with the power of petrification. Basilisks are often seen wearing blindfolds in order to suppress their petrifying gaze until they find the right target. Even then, the petrifying gaze can be used through the blindfold, and petrified animal remains can often be found around a Basilisk den.

Often found in deserts, they collect various lesser Barbarous as followers and slaves, though they have a rivalry with Drakes as to who is stronger. Despite this, if the situation calls for it, a Basilisk and Drake may work together for a greater goal, and woe come to those who stand in their way.

9 Basilisk (Monstrous Form)
Int: Low Perc: 5 Senses Lang: Barbaric, Youma, Trade Common, Basilisk, Drakish, Arcana
Hab: Desert, Ruins Disp: Hostile
Rep/Weak: 11 / 16 Init: 15 Move Spd: 12 Fort: 10 (17) Will: 10 (17)
Fighting Style Accuracy Damage Evasion Defense HP MP
None (Evil Eyes) - - 13 (20) 3 30 22
Bite (Head) 10 (17) 2d+10 11 (18) 8 48 45
Talon (Body) 11 (18) 2d+14 10 (17) 10 57 33
Sections: 3 (Evil Eyes / Head / Body) Main Section: Head Weak Point: Water/Ice Damage +3 pts.
Unique Skills
  • Basilisk (Monstrous Form)

[Poison/Disease Immunity]
A Basilisk (Monstrous Form) is immune to all Poison-type and Disease-type effects.
[Poison Blood / 12 (19) / Fort / Negated]
At the end of a round where the Basilisk (Monstrous Form) was damaged, each character in the same battlefield must make a Fortitude check. Those that fail receive 2d Poison-type damage.

  • Evil Eyes

[Petrifying Gaze / 10 (17) / Will / Negated]
As a Minor Action once per round, the Basilisk (Monstrous Form) can attempt to petrify a target within 50m with this Curse-type effect. The target needs to pass a Willpower Check or receive a cumulative -6 penalty to either Dexterity or Agility (randomly determined). If either ability score drops to 0, the character immediately turns to stone. If the target uses fixed values, they instead receive a -1 penalty to Accuracy or Evasion, turning to stone when either reaches -3.

The target can reflect the gaze with a mirror in hand and a Willpower check or 20 or higher, with the Basilisk petrifying itself after the third successful reflection.

  • Head

[Truespeech Magic (Level 7) / Magic Power 8 (15)]
A Basilisk (Monstrous Form) may cast Truespeech Magic as a seventh-level Sorcerer. For individual spell effects, refer to that spell's description.
[Magic Aptitude]
A Basilisk (Monstrous Form) can use the Combat Feats 《Metamagic/Distance》, 《Metamagic/Time》, 《Multi-Action》 and 《Wordbreak》.

  • Body

[Weakening]
When the Body section is reduced to 0 HP or fewer, the Evil Eyes and Head sections of the Basilisk (Monstrous Form) receive a -2 penalty to Evasion.
[Human Form]
As a Major Action, the Basilisk (Monstrous Form) can change into a humanoid form. However, the Basilisk does not recover any lost HP or MP, and any lingering magical effects remain affecting the Basilisk. This can result in death if the Basilisk's HP is now 0 or lower. For more information, see the Basilisk (Human Form) data.

Loot
Always Basilisk Blood (200G)
2 - 10 None
11 - 12 Petrified Eyes (1,200G)
13+ Petrified Fangs (3,200G)

The true identity of a Basilisk, this eight-legged beast looks like a lizard 5m long. While the Basilisk's intelligence and speed are a little lower, the ability to petrify foes has increased, making the Basilisk even more dangerous. However, most Basilisks feel that this form is quite ugly and hate being seen by others in this form. As such, they will almost certainly try and either kill or petrify those who see this hideous form.

8 Faceless
Int: High Perc: 5 Senses (Darkvision) Lang: Barbaric, Youma, Drakish, Arcana
Hab: Ruins, etc. Disp: Neutral
Rep/Weak: 15 / 20 Init: 14 Move Spd: 22 Fort: 9 (16) Will: 11 (18)
Fighting Style Accuracy Damage Evasion Defense HP MP
Weapon 9 (16) 2d+4 9 (16) 7 43 72
Weak Point: Accuracy +1
Unique Skills
[Truespeech Magic, Spiritualism Magic (Level 6) / Magic Power 9 (16)]
A Faceless may cast both Truespeech and Spiritualism Magic as a sixth-level Sorcerer and Conjurer. For individual spell effects, refer to that spell's description.
[Flash of Insight / Magic Power 11 (18)]
Once per turn, as a Minor Action, the Faceless can roll a single die.
  • On a result of 1 ~ 2, the Faceless can use 8th level Truespeech spells.
  • On a result of 3 ~ 4, the Faceless can use 8th level Spiritualism spells.
  • On a result of 5 ~ 6, the Faceless can use 8th level Basic Divine spells.

Once the Faceless has used this ability, they cannot use spells other than those from the list they have rolled for the remainder of the round. At the end of the round, the Faceless loses access to these extra spells.
[Magic Aptitude]
A Faceless can use the Combat Feats 《Hawk Eye》,《Metamagic/Targets》, 《Metamagic/Distance》, 《Metamagic/Time》, 《Metamagic/Area》, 《Magic Convergence》, 《Magic Control》, 《Guided Magic》 and 《Wordbreak》.

Loot
Always Mysterious Mask (200G)
2 - 8 Tattered Grimoire (300G)
9 - 12 Ordinary Grimoire (500G)
13+ Rare Grimoire (3,000G)

Standing at nearly 2m, this slender creature has an unnerving face like that of a blank white mask and strange, awkward movements. The Faceless, as they have come to be known, are incredibly powerful evil spellcasters, often seen with various magical books in hand. They are constantly experimenting with numerous dark magics, often without discriminating between friend and foe. It is rumored that the Faceless were failed experiments from the early magical civilizations, and they are always looking for more magic to play with. Occasionally, they can be seen as officers of Barbarous armies, allowing them to experiment as much as they'd like.

8 Werewolf
Int: Average Perc: 5 Senses (Darkvision) Lang: Barbaric, Trade Common, Aviary
Hab: Various Disp: Hostile
Rep/Weak: 11 / 16 Init: 16 Move Spd: 21 Fort: 11 (18) Will: 10 (17)
Fighting Style Accuracy Damage Evasion Defense HP MP
Claw 12 (19) 2d+10 11 (18) 9 62 15
Weak Point: Silver Weapon Damage +3 pts.
Unique Skills
[Lycanthrope Body]
A Werewolf is immune to damage from normal weapons, though silver and magical weapons deal damage normally.

Additionally, a Werewolf receives a +1 bonus to Accuracy and Evasion on the night of a full moon. Conversely, they receive a -1 penalty to Accuracy and Evasion while under sunlight.
[Twin Strike & Double Attack]
A Werewolf can make two Claw attacks each roundClaw attack with each hand, though each attack requires its own Accuracy check. They may choose to attack different characters with each attack.
[Techniques]
A Werewolf can use the "Strong Blood" and "Beetleskin" Techniques.
[Beast Shift]
As a Minor Action, the Werewolf can turn from humanoid to a bestial form, and back again. The Werewolf can only make Claw attacks while in beast form.

Loot
2 - 6 None
7 - 10 Beastman Fur (200G)
11+ Shining Fur (1,200G)

One of many different shapeshifters that falls under the classification "lycanthrope", a Werewolf is the most common of the beastmen. Other were-animals exist as well, such as Weretigers and Werebears, but their numbers are nowhere near those of the Werewolf. When in their humanoid form, they would very easily be able to pass among civilized folk without issue. However, they can turn into a bestial form, growing fur over their body, their face turning to that of a wolf, and sharp claws growing from both hands. They form their own clans, with strict hierarchies based on age, so that the young Werewolves help the elders out when necessary.

While Werewolves cannot breed on their own, they create more by kidnapping humans and forcing them to perform dark rituals. Some of these newly created Werewolves are more than happy to accept their new abilities, and do their best to infiltrate human society to advance whatever secret plans they have. For humanoid Werewolves, the "Bandit Chief" data will work in a pinch.

9 Drake Baron (Human Form)
Int: High Perc: 5 Senses (Darkvision) Lang: Barbaric, Trade Common, Drakish, Arcana
Hab: Various Disp: Hostile
Rep/Weak: 12 / 19 Init: 17 Move Spd: 20 / 40 (Flying) Fort: 12 (19) Will: 13 (20)
Fighting Style Accuracy Damage Evasion Defense HP MP
Weapon 12 (19) 2d+13 10 (17) 10 53 48
Weak Point: Magic Damage +2 pts.
Unique Skills
[Spiritualism Magic (Level 7) / Magic Power 10 (17)]
A Drake Baron (Human Form) may cast Spiritualism spells as a seventh-level Conjurer. For individual spell effects, refer to that spell's description.
[Magic Aptitude]
A Drake Baron (Human Form) can use the Combat Feats 《Guided Magic》, 《Metamagic/Targets》, 《Magic Convergence》, 《Multi-Action》 and 《Wordbreak》.
[Techniques]
A Drake Baron (Human Form) can use the "Beetleskin", "Cat's Eyes", and "Recovery (5 HP)" Techniques.
[Flight]
A Drake Baron (Human Form) receives a +1 bonus to Accuracy and Evasion only for melee attacks.
[Mana Strike]
A Drake Baron (Human Form) may deal an additional +10 damage to their next melee attack. If they do, they receive a -1 penalty to Evasion, Fortitude, and Willpower checks until their next turn.
[Dragonification]
As a Major Action, the Drake Baron transforms into a dragonic form, healing all HP and MP. Any lingering magical effects are removed as well. For more information, see the Drake Baron (Dragon Form) data. A Drake Baron cannot transform for an hour after using this ability.
Loot
Always Sword Shard x5 (1,000G)
2 - 9 Draconian Horn (500G)
10+ Majestic Draconian Horn (4,200G)

Similar in appearance to the lesser Drakes, yet with a much more regal presence, Drake Barons are imposing leaders of the Barbarous. While it's rumored there's little more than 100 of these Drake Barons throughout the entirety of Raxia, even those few are enough to bring much of humanity to its knees.

10 Drake Baron (Dragon Form)
Int: High Perc: 5 Senses (Darkvision) Lang: Barbaric, Trade Common, Drakish, Arcana
Hab: Various Disp: Hostile
Rep/Weak: 13 / 20 Init: 19 Move Spd: 20 / 40 (Flying) Fort: 13 (20) Will: 14 (21)
Fighting Style Accuracy Damage Evasion Defense HP MP
Bite (Torso) 12 (19) 2d+15 11 (18) 12 70 58
Wing (Wing) x2 14 (21) 2d+12 9 (16) 9 39 26
Sections: 3 (Torso / 2 Wings) Main Section: Torso Weak Point: Magic Damage +2 pts.
Unique Skills
  • Torso

[Spiritualism Magic (Level 7) / Magic Power 10 (17)]
A Drake Baron (Dragon Form) may cast Spiritualism spells as a seventh-level Conjurer. For individual spell effects, refer to that spell's description.
[Magic Aptitude]
A Drake Baron (Dragon Form) can use the Combat Feats 《Guided Magic》, 《Metamagic/Targets》, 《Magic Convergence》, 《Multi-Action》 and 《Wordbreak》.
[Techniques]
A Drake Baron (Dragon Form) can use the "Beetleskin", "Cat's Eyes", and "Recovery (5 HP)" Techniques.
[Energy Breath / 11 (18) / Fort / Half]
The Drake Baron (Dragon Form) may vomit a mass of pure energy, directed towards a single target. The energy travels to a range of 50m, and deals 2d + 16 Energy-type damage. This ability cannot be used in consecutive turns.
[Humanification]
As a Minor Action, a Drake Baron (Dragon Form) can change from a dragonic form to a human. However, any HP lost as a dragon is carried over as a human, which may cause death if enough HP is lost. For more information, see the Drake Baron (Dragon Form) data.

  • Wings

[Flight]
A Drake Baron (Dragon Form) receives a +1 bonus to Accuracy and Evasion only for melee attacks. If one of the wings falls to 0 HP or lower, this ability cannot be used.

Loot
Always Sword Shard x5 (1,000G)
2 - 9 Draconian Horn (500G)
10+ Majestic Draconian Horn (4,200G)

A much larger form of the smaller Drakes, the dragonic form of the Drake Baron is as impressive and menacing as their human form. Their scales deepen and take on a more steely shine from the original silver-white, and the abilities of the Drake Baron are overall much more powerful than lesser Drakes.

9 Minotaur Caster
Int: Average Perc: 5 Senses (Darkvision) Lang: Barbaric, Minotaur, Varies based on learned Magic
Hab: Various Disp: Hostile
Rep/Weak: 11 / 18 Init: 12 Move Spd: 12 Fort: 11 (18) Will: 10 (17)
Fighting Style Accuracy Damage Evasion Defense HP MP
Weapon 9 (16) 2d+12 7 (14) 8 77 60
Weak Point: Magic Damage +2 pts.
Unique Skills
[Magic (2 Skills) (Level 8) / Magic Power 11 (18)]
A Minotaur Caster can choose two of the following and cast as an eighth-level caster: Truespeech Magic, Spiritualism Magic, Divine Magic, or Fairy Magic. For individual spell effects, refer to that spell's description.
[Magic Aptitude]
A Minotaur Caster can use the Combat Feats 《Magic Convergence》, 《Magic Control》 and 《Guided Magic》.
[Simultaneous Attack]
A Minotaur Caster's Weapon attacks up to 5 characters in the same battlefield, but a separate Accuracy Check is needed for each character. Each Accuracy Check is made with a -2 penalty.
Loot
Always Minotaur Axe (475G)
2 - 6 Large Horn (150G)
7 - 9 Beautiful Horn (600G)
10+ Majestic Horn (3,500G)

A much smarter variety of Minotaur, these masters of magic are ferociously cunning. Willing to lie in wait in their labyrinth, a Minotaur Caster will use a variety of traps, spells and other monsters to wear down any intruders before joining the fray themselves.

10 Hill Giant
Int: Low Perc: 5 Senses Lang: Giantish
Hab: Hills Disp: Hostile
Rep/Weak: 15 / 18 Init: 15 Move Spd: 18 Fort: 14 (21) Will: 11 (18)
Fighting Style Accuracy Damage Evasion Defense HP MP
Weapon (Upper Body) 12 (19) 2d+14 11 (18) 10 55 20
Kick (Lower Body) 13 (20) 2d+10 10 (17) 12 68 10
Sections: 2 (Upper Body / Lower Body) Main Section: Upper Body Weak Point: Physical Damage +2 pts.
Unique Skills
  • Upper Body

[War Cry / 12 (19) / Will / Negated]
The Hill Giant unleashes a powerful yell, causing fear in those who fail to resist. This fear, treated as a Psychic-type effect, gives a -2 penalty to all Action rolls for the next 30 seconds (3 rounds).

  • Lower Body

[Large Body]
As long as the Hill Giant Lower Body's HP is 1 or more, any attack on the Upper Body receives a -4 penalty to the Accuracy Check. When the Lower Body falls to 0 HP or lower, this effect disappears.

Loot
2 - 7 None
8 - 12 Gold Bracelet (2,500G)
13+ Giant Helmet (9,000G)

Standing around 5m tall, the Hill Giant is actually the smallest of the giants. Not too bright either, a Hill Giant will chase down prey and will attempt to eat just about anything once. While other Barbarous do use the services of Hill Giants because of their immense power and strength, it's also fairly easy to exploit the poor giants and more than a few end up as butts of jokes.

10 Yeti
Int: Low Perc: 5 Senses Lang: Giantish
Hab: Cold Regions, Snowy Mountains Disp: Hostile
Rep/Weak: 14 / 17 Init: 15 Move Spd: 17 Fort: 15 (22) Will: 12 (19)
Fighting Style Accuracy Damage Evasion Defense HP MP
Claw (Upper Body) 13 (20) 2d+11 12 (19) 10 60 21
Kick (Lower Body) 12 (19) 2d+9 10 (17) 12 72 12
Sections: 2 (Upper Body / Lower Body) Main Section: Upper Body Weak Point: Fire Damage +3 pts.
Unique Skills
  • Yeti

[Water/Ice Immunity]
A Yeti takes no damage from Water/Ice-type effects.

  • Upper Body

[Continuous Attack]
If a Yeti successfully hits a target in melee, they may make a second attack on that same target without rolling Accuracy.

  • Lower Body

[Large Body]
As long as the Yeti Lower Body's HP is 1 or more, the Upper Body receives a +4 bonus to melee Evasion checks. When the Lower Body falls to 0 HP or lower, this effect disappears.

Loot
2 - 6 None
7 - 12 White Fur Pelt (1,000G)
13+ Silver Fur Pelt (9,000G)

A snow giant covered in white hair, a Yeti stands tall at over 5m. Often found in cold and snowy areas, Yetis are quite territorial, and will mercilessly defend their territory from any invaders. Their arms are larger than their body, and their devastating claw attacks can rend steel with little effort, so retreat is recommended if accidentally angering one.

11 Lesser Vampire

Int: High Perc: 5 Senses (Darkvision) Lang: Barbaric, Trade Common, Nosferatu, Arcana, Local Dialect
Hab: Various Disp: Hostile
Rep/Weak: 12 / 20 Init: 18 Move Spd: 18 / 36 (Flying) Fort: 14 (21) Will: 14 (21)

Fighting Style Accuracy Damage Evasion Defense HP MP
Claw 14 (21) 2d+14 13 (20) 11 77 77
Weak Point: Silver Weapon Damage +3 pts.
Unique Skills
[Truespeech Magic, Spiritualism Magic (Level 8) / Magic Power 12 (19)]
A Lesser Vampire may cast both Truespeech and Spiritualism Magic as an eighth-level Sorcerer and Conjurer. For individual spell effects, refer to that spell's description.
[Divine Magic (Level 10) / Magic Power 14 (21)]
A Lesser Vampire may cast Divine Magic as a tenth-level Priest. It is up to the GM to determine any Special Divine Spells. For individual spell effects, refer to that spell's description.
[Gaze / 13 (20) / Will / Negated]
Once per round as a Minor Action, a Lesser Vampire may attempt to paralyze a single target. If the target fails to resist the Gaze, they are paralyzed for 10 seconds (1 round) and cannot take any Minor Actions. If the target's resistance roll is 16 or less, the target is instead fascinated by the Lesser Vampire, and will move to aid and defend it for the next minute (6 rounds).
[Vampire Fangs / 13 (20) / Evasion / Negated]
The Lesser Vampire attacks with draining fangs, dealing 2d+10 Physical damage. The Lesser Vampire heals HP equal to the total damage dealt.

If the target is reduced to 0 HP or lower from this attack, they receive a -10 penalty to their next Death Check. If the character fails this Death Check, they receive an extra 5 soulscars, and rise as a Blood Sucker.

Lesser Vampires lose 6 HP and MP per day (cumulative) that they do not drain blood via Vampire Fangs, and also cannot use their "Regeneration" ability. These penalties immediately go away once the Lesser Vampire successfully drains blood via Vampire Fangs.
[Flight]
A Lesser Vampire receives a +1 bonus to Accuracy and Evasion only for melee attacks.
[Normal Weapon Immunity]
A Lesser Vampire is immune to damage from normal weapons, and can only be harmed with silver or magical weapons.
[Regeneration]
At the end of each round, a Lesser Vampire recovers 7 HP.
[Vampire Body]
As long as a Lesser Vampire is under sunlight, it receives a -2 penalty to all Accuracy and Evasion Checks. Additionally, the Lesser Vampire cannot use their "Regeneration" or "Normal Weapon Immunity" abilities, and at the end of each round, the Lesser Vampire is dealt 7 Magic damage. This damage cannot be reduced by any means.

Loot
Always Corrupted Ash (300G)
2 - 8 None
9 - 12 Vampire Cloak (1,000G)
13+ Jet-Black Cloak (3,000G)

Immortalized by a Blood Kiss from an older Nosferatu, these Lesser Vampires are incredibly powerful, even among the Barbarous. Often followers of Metissier, these were once humans that have fallen into the good graces of other vampires and have left their humanity behind. Despite this, they are often very beautiful, and even their gaze can paralyze and fascinate lesser creatures.

Lesser Vampires must still drink blood on a daily basis in order to keep themselves at peak performance. The actual source of the blood can be any living being, but oftentimes, they will prey upon beautiful members of the opposite gender. Occasionally, they will even starve themselves in order to fit in to society and get closer to their desired target, making the drinking all the sweeter. Care has to be taken, however, as it is very easy to drain a target entirely and raise them as a subordinate Blood Sucker, and often a Lesser Vampire has a small retinue of followers.

Despite their powers, sunlight is the bane of the Lesser Vampire, reducing them to ash in a very small amount of time. After only a few minutes outside during the day, all that will be left of the Lesser Vampire is a pile of ashes and possibly some clothing. Because of this, Lesser Vampires will be loathe to move out of their roost during daylight hours.

11 Ogre Berserker
Int: Low Perc: 5 Senses (Darkvision) Lang: Barbaric, Ogrish, Drakish
Hab: Various Disp: Hostile
Rep/Weak: 15 / 19 Init: 17 Move Spd: 19 Fort: 16 (23) Will: 13 (20)
Fighting Style Accuracy Damage Evasion Defense HP MP
Weapon 15 (22) 2d+14 12 (19) 13 88 13
Weak Point: Magic Damage +2 pts.
Unique Skills
[Continuous Attack II]
If an Ogre Berserker successfully hits a target in melee, they may make a second and third attack on that same target without rolling Accuracy.
[Power Attack II]
An Ogre Berserker can deal an additional +12 damage on their next attack. However, any Evasion Check made by the Ogre Berserker this turn receives a -2 penalty.
Loot
2 - 8 Bag of Silver (200G)
9 - 12 Gems (1d x 500G)
13+ Golden Berserker Accessory (4,500G)

While these Ogres cannot shapeshift or use magic like their brethren, their relentless attacks and savage strength more than make up for those shortcomings. While dumb in comparison, Ogre Berserkers are quite happy to just be able to fight, and will find joy in running down those weaker than them.

11 Leanan Sidhe
Int: High Perc: 5 Senses (Darkvision) Lang: Barbaric, Nosferatu, Trade Common
Hab: Various Disp: Hostile
Rep/Weak: 15 / 22 Init: 18 Move Spd: 18 Fort: 13 (20) Will: 16 (23)
Fighting Style Accuracy Damage Evasion Defense HP MP
Claw 15 (22) 2d+11 14 (21) 11 72 33
Weak Point: Accuracy +1
Unique Skills
[Bloody Temptation / 14 (21) / Will / Negated]
On a successful Claw attack, the Leanan Sidhe can choose to drink blood instead of dealing damage. When doing so, the target must make a Willpower check or be affected by the Leanan Sidhe's curse, whose effects depend upon how many times they have failed the Willpower check. This curse has a target power of 21 for "Remove Curse", but can also be broken if the target drinks the blood of the same Leanan Sidhe that has drunk theirs. This ability can only be used once per day per target.

1 - 3: The target will act as though the Leanan Sidhe is a trusted ally, and will try to sabotage any combat between the Leanan Sidhe and the party. The target will help the Leanan Sidhe, so long as it does not cause any loss of life, property or status.

4 - 5: The Leanan Sidhe's wants and needs will be the highest priority, with even the target's own life, property and status being secondary. When in combat, the target will at first take no action against the Leanan Sidhe, but will move to help them as an ally once their HP has been reduced.

6: The Leanan Sidhe is an equal to the target, who is willing to part with everything short of their own life in order to keep the Leanan Sidhe alive and happy. The target will not hesitate to join the Leanan Sidhe should combat break out.

7: The target exists solely to serve the Leanan Sidhe, and would die for the Leanan Sidhe, were they to command it.
[Spy Knowledge]
The Leanan Sidhe is immune to the effects of Swords of Protection.

Loot
Always Leanan Sidhe Blood (1,000G)
2 - 8 None
9 - 12 Barbarous Decree (500G)
13+ Ring of Ruddy Complexion (9,500G)

A Barbarous created by the whims of an immortal Nosferatu, the Leanan Sidhe appears as a beautiful woman with pale skin, a slim body, and sharp fangs. Usually seen as a servant to the highest-ranking Barbarous in the area, they can also slip past the protection offered by Swords of Protection in order to carry out espionage missions. Unlike other Nosferatu, the Leanan Sidhe can walk around in sunlight without any ill effects, making them incredibly dangerous foes if they need to dirty their hands in combat.

Leanan Sidhe, when working in human territory, will try and find their target, get close to them and then drink their blood. Doing so puts their target under their thrall, while the target thinks of the Leanan Sidhe as a new lover, living their life as normal otherwise. Due to the effects of the curse, however, the target will become weakened and pale as time passes.

12 Garuda
Int: Average Perc: 5 Senses Lang: Barbaric, Lycan
Hab: Mountains Disp: Hostile
Rep/Weak: 14 / 19 Init: 20 Move Spd: 25 / 50 (Flying) Fort: 15 (22) Will: 15 (22)
Fighting Style Accuracy Damage Evasion Defense HP MP
Beak (Head) 14 (21) 2d+13 14 (21) 7 61 19
Weapon (Torso) 18 (25) 2d+10 13 (20) 9 72 26
Sections: 2 (Head / Torso) Main Section: Head Weak Point: Bludgeoning Damage +2 pts.
Unique Skills
  • Garuda

[Flight II]
A Garuda receives a +2 bonus to Accuracy (only for melee attacks) and Evasion while flying.

  • Head

[Continuous Attack II]
If a Garuda successfully hits a target in melee, they may make a second and third attack on that same target without rolling Accuracy.
[Techniques]
A Garuda can use the "Cat's Eyes", "Bear Muscle" and "Beetleskin" Techniques.

  • Torso

[Turbulent Winds / 15 (22) / Fort / Half]
At the end of the turn, the Garuda creates an area of turbulent winds around itself, affecting up to 20 characters within a 6m radius. Any character that fails to resist falls prone and receives 2d+12 Wind-type damage. Those that successfully resist do not fall prone, but do still receive half damage.
[Wind-Edge Blade / 15 (22) / Fort / Half]
The Garuda uses a blade made of feathers to deal one target within 30m 2d+15 Slash-type damage.

Loot
2 - 5 None
6 - 11 Large Feathers (200G)
12+ Wind-Edge Feathers (3,500G)

A 3m tall Barbarous with a bird-like head and large wings on their back, Garudas are masters of the winds. In fact, they are known as "Sky Kings" among lower ranks of the Barbarous, and with good reason. They despise any others flying in what they consider their airspace, and will often go out alone in order to drive out or kill the interlopers.

12 Succubus
Int: Average Perc: 5 Senses (Darkvision) Lang: Barbaric, Trade Common, Arcana
Hab: Various Disp: Hostile
Rep/Weak: 17 / 20 Init: 19 Move Spd: 19 / 38 (Flying) Fort: 15 (22) Will: 17 (24)
Fighting Style Accuracy Damage Evasion Defense HP MP
Claw 13 (20) 2d+14 13 (20) 10 88 108
Weak Point: Magic Damage +2 pts.
Unique Skills
[Spiritualism Magic, Divine Magic (Level 12) / Magic Power 16 (23)]
A Succubus may cast both Spiritualism and Divine Magic as a twelfth-level Conjurer and Priest. It is up to the GM to determine any Special Divine Spells. For individual spell effects, refer to that spell's description.
[Magic Aptitude]
A Succubus can use the Combat Feats 《Guided Magic》, 《Magic Convergence》, 《Magic Control》, 《Metamagic/Targets》, and 《Wordbreak》.
[Indecent Dreams / 16 (23) / Will / Negated]
A Succubus can drain energy from a target within a 20m radius, dealing them 2d Curse-type damage to either their HP or MP and causing them to fall asleep immediately. The Succubus must choose whether to target HP or MP for each use of Indecent Dreams, and will regain HP or MP equal to the damage dealt. This ability will still affect those who don't normally sleep.
[Flight]
A Succubus receives a +1 bonus to Accuracy and Evasion only for melee attacks.
Loot
Always Succubus Perfume (400G)
2 - 8 None
9 - 12 Beautiful Tail (3,000G)
13+ Captivating Tail (7,000G)

Appearing as a beautiful person with bat wings, these Barbarous are commonly called a Succubus, though technically males of the species are an Incubus. Regardless of the name, these Barbarous will invade dreams and turn them quite salacious, draining energy from their victims through lewd acts. They can even cause sleep in those who would not normally sleep, meaning no one is off limits to their energy draining abilities.

13 Ogre Warlord
Int: Average Perc: 5 Senses (Darkvision) Lang: Barbaric, Trade Common, Drakish, Ogrish, Arcana
Hab: Various Disp: Hostile
Rep/Weak: 16 / 20 Init: 20 Move Spd: 20 Fort: 18 (25) Will: 18 (25)
Fighting Style Accuracy Damage Evasion Defense HP MP
Weapon 17 (24) 2d+15 14 (21) 16 121 69
Weak Point: Physical Damage +2 pts.
Unique Skills
[Truespeech Magic (Level 10) / Magic Power 14 (21)]
An Ogre Warlord may cast Truespeech Magic as a tenth-level Sorcerer. For individual spell effects, refer to that spell's description.
[Magic Aptitude]
An Ogre Warlord can use the Combat Feats 《Guided Magic》, 《Magic Convergence》, 《Magic Control》, 《Metamagic/Targets》, 《Multi-Action》, and 《Wordbreak》.
[Master Warrior]
An Ogre Warlord can use the Combat Feat 《Battle Master》.
[Mana Strike]
An Ogre Warlord may deal an additional +14 damage to their next melee attack. If they do, they receive a -1 penalty to Evasion, Fortitude, and Willpower checks until their next turn.
Loot
2 - 8 Bag of Gold (1,400G)
9 - 12 Luxury Accessories (2d x 500G)
13+ Royal Treasured Sword (8,000G)

Though unable to transform, Ogre Warlords are a higher breed of Ogre, able to learn combat and become master tacticians like no other Ogre can. While not much different in outward appearances, Ogre Warlords will often stand out due to an abundance of various crowns, necklaces, and other such ornamentation they wear. Additionally, every Ogre Warlord has a fancy sword, more treasure than weapon, that shows their dedication to the Barbarous cause.

15 Hecatoncheires
Int: Average Perc: 5 Senses (Darkvision) Lang: Barbaric, Giantish
Hab: Various Disp: Hostile
Rep/Weak: 16 / 22 Init: 20 Move Spd: 20 Fort: 21 (28) Will: 19 (26)
Fighting Style Accuracy Damage Evasion Defense HP MP
Upper Body - - 19 (26) 12 98 35
Weapon (Arm) x6 21 (28) 2d+19 21 (28) 9 63 18
Kick (Lower Body) 19 (26) 2d+21 18 (25) 12 87 23
Sections: 8 (Upper Body / Arm x6 / Lower Body) Main Section: Upper Body Weak Point: Physical Damage +2 pts.
Unique Skills
  • Arm

[Swords Dance / Can't]
The Hecatoncheires does a strange, flailing dance that deals 2d x (Remaining Arms) + 5 Physical damage to one target in the same battlefield. Because of the weird movements of the dance, this attack cannot be Evaded. All remaining Arms must be able to take a Major Action to use this ability.
[Limited Attacks]
Due to the size of the Hecatoncheires, only two Arms can make attacks on a single target during a single round.

  • Lower Body

[Large Body]
As long as the Hecatoncheires Lower Body's HP is 1 or more, the Upper Body receives a +4 bonus to melee Evasion checks. When the Lower Body falls to 0 HP or lower, this effect disappears.

Loot
Always Massive Weapon x6 (1,800G)
2 - 7 None
8 - 12 Lump of Silver (3,600G)
13+ Lump of Gold (18,000G)

A giant with 12 arms, 6m tall, the Hecatoncheires is built solely for war. With six arms holding weapons and six holding shields, it will honor those who are willing to stand firm and challenge his might, while spurning those who would use cowardly tactics. These giants are often entrusted to guard important locations, often vaults and other valuable storerooms, and are rarely encountered outside.

15 Leanan Sidhe Assassin
Int: High Perc: 5 Senses (Darkvision) Lang: Barbaric, Nosferatu, Trade Common
Hab: Various Disp: Hostile
Rep/Weak: 18 / 25 Init: 22 Move Spd: 20 Fort: 19 (26) Will: 22 (28)
Fighting Style Accuracy Damage Evasion Defense HP MP
Claw 21 (28) 2d+16 20 (17) 16 108 96
Weak Point: Accuracy +1
Unique Skills
[Bloody Temptation / 20 (27) / Will / Negated]
On a successful Claw attack, the Leanan Sidhe can choose to drink blood instead of dealing damage. When doing so, the target must make a Willpower check or be affected by the Leanan Sidhe's curse, whose effects depend upon how many times they have failed the Willpower check. This curse has a target power of 27 for "Remove Curse", but can also be broken if the target drinks the blood of the same Leanan Sidhe that has drunk theirs. This ability can only be used once per day per target.

1 - 3: The target will act as though the Leanan Sidhe is a trusted ally, and will try to sabotage any combat between the Leanan Sidhe and the party. The target will help the Leanan Sidhe, so long as it does not cause any loss of life, property or status.

4 - 5: The Leanan Sidhe's wants and needs will be the highest priority, with even the target's own life, property and status being secondary. When in combat, the target will at first take no action against the Leanan Sidhe, but will move to help them as an ally once their HP has been reduced.

6: The Leanan Sidhe is an equal to the target, who is willing to part with everything short of their own life in order to keep the Leanan Sidhe alive and happy. The target will not hesitate to join the Leanan Sidhe should combat break out.

7: The target exists solely to serve the Leanan Sidhe, and would die for the Leanan Sidhe, were they to command it.
[Bloody Change / 20 (27) / Will / Negated]
On a successful Claw attack, the Leanan Sidhe can choose to drink blood instead of dealing damage. When doing so, the target must make a Willpower check or be affected by the Leanan Sidhe's curse, whose effects depend upon how many times they have failed the Willpower check. This curse has a target power of 26 for "Remove Curse", but can also be broken if the target drinks the blood of the same Leanan Sidhe that has drunk theirs. This ability can only be used once per day per target.

1st time: The Leanan Sidhe knows the target's name and will be able to take their appearance.

2nd time: The Leanan Sidhe knows the target's most common mannerisms, quirks, and tone and can reproduce them, though close friends and family will notice something off. Additionally, the Leanan Sidhe knows the target's family and close acquaintances.

3rd time: The Leanan Sidhe can perfectly copy all of the target's mannerisms, quirks and tone, undetectable to even close friends and family of the target. The target begins to notice they are becoming more forgetful, but will rationalize it away.

4th time: The Leanan Sidhe gains a wide range of the target's memories, and can call upon a good deal of the character's knowledge. The target now suffers from significant memory loss, and will have some trouble with everyday life. Past experiences, old promises, and even locations of stored items and equipment are all difficult, if not impossible, to recall.

5th time: The Leanan Sidhe gains the lowest-level class of the target (randomly determined if more than one), while the target loses access to that class entirely.

6th time: The Leanan Sidhe knows all of the target's memories, as well as the highest-level class of the target (randomly determined if more than one). The target will have lost enough memory and ability to the point where even daily life is difficult.

7th time: The Leanan Sidhe has access to all of the target's combat abilities, Combat Feats, all classes, etc., and for all intents and purposes can become an exact copy of the target. Meanwhile, the target is little more than a living corpse.
[Spy Knowledge]
The Leanan Sidhe is immune to the effects of Swords of Protection.

Loot
Always Leanan Sidhe Blood (1,000G)
2 - 8 None
9 - 12 Kinship Decree (5,000G)
13+ Ring of Crimson Complexion (12,000G)

Among the Leanan Sidhe, there are only a few elites who are skilled enough to call themselves "Assassins". Under the command of older Nosferatu, these Assassins will infiltrate large cities in order to find and impersonate important targets, whether high-ranking officials or famous adventurers. Once this impersonation is complete, the Assassin will open the city to Barbarous invasions, taking down civilization from the inside.

17 Drake Count (Human Form)
Int: High Perc: 5 Senses (Darkvision) Lang: Barbaric, Trade Common, Drakish, Arcana
Hab: Various Disp: Hostile
Rep/Weak: 18 / 25 Init: 23 Move Spd: 30 / 60 (Flying) Fort: 23 (30) Will: 23 (30)
Fighting Style Accuracy Damage Evasion Defense HP MP
Weapon 23 (30) 2d+21 21 (28) 21 140 90
Weak Point: Magic Damage +2 pts.
Unique Skills
[Spiritualism Magic (Level 15) / Magic Power 21 (28)]
A Drake Count (Human Form) may cast Spiritualism spells as a fifteenth-level Conjurer. For individual spell effects, refer to that spell's description.
[Magic Aptitude]
A Drake Count (Human Form) can use the Combat Feats 《Guided Magic》, 《Magic Convergence》, 《Magic Control》, 《Metamagic/Distance》, 《Hawk Eye》,《Multi-Action》 and 《Wordbreak》.
[Master Warrior]
A Drake Count (Human Form) can use the Combat Feat 《Battle Master》.
[Techniques]
A Drake Count (Human Form) can use the "Beetleskin", "Cat's Eyes", "Recovery (9 HP)", "Giant Arms", and "Sphinx Knowledge" Techniques.
[Flight]
A Drake Count (Human Form) receives a +1 bonus to Accuracy and Evasion only for melee attacks.
[Greater Mana Strike]
A Drake Count (Human Form) may gain a +6 bonus to Accuracy and deal an additional +21 damage with their next melee attack. If they do, they receive a -2 penalty to Evasion, Fortitude, and Willpower checks until their next turn.
[Dragonification]
As a Major Action, the Drake Count transforms into a dragonic form, healing all HP and MP. Any lingering magical effects are removed as well. For more information, see the Drake Count (Dragon Form) data. A Drake Count cannot transform for an hour after using this ability.
Loot
Always Heraldic Ring (3,000G)
2 - 7 None
8 - 12 Beautiful Draconian Horn (4,200G)
13+ Noble Draconian Horn (12,000G)

One of the highest-ranking Barbarous, Drake Counts have a regal air about themselves that lesser Drakes do not. While they may be the same as other Drakes physically, a Drake Count's appearance and mannerisms have that noble look about them, unconsciously showing off their status to other Barbarous. At the same time, Drake Counts are masterful combatants and tacticians, able to control thousands of Barbarous beneath them with ease.

18 Drake Count (Dragon Form)
Int: High Perc: 5 Senses (Darkvision) Lang: Barbaric, Trade Common, Drakish, Arcana
Hab: Various Disp: Hostile
Rep/Weak: 19 / 26 Init: 23 Move Spd: 30 / 60 (Flying) Fort: 24 (31) Will: 24 (31)
Fighting Style Accuracy Damage Evasion Defense HP MP
Bite (Body) 23 (30) 2d+22 22 (29) 22 150 90
Wing (Wings) x2 24 (31) 2d+18 19 (26) 19 80 46
Sections: 3 (Body / Wings x2) Main Section: Body Weak Point: Magic Damage +2 pts.
Unique Skills
  • Drake Count (Dragon Form)

[Master Warrior]
A Drake Count (Dragon Form) can use the Combat Feat 《Battle Master》.
[Techniques]
A Drake Count (Dragon Form) can use the "Beetleskin", "Cat's Eyes", "Recovery (9 HP)", "Giant Arms", and "Sphinx Knowledge" Techniques.
[Shimmering Scales]
A Drake Count (Dragon Form) takes no damage from Energy-type effects.
[Humanification]
As a Minor Action, a Drake Count (Dragon Form) can change from a dragonic form to a human. However, any HP lost as a dragon is carried over as a human, which may cause death if enough HP is lost. For more information, see the Drake Count (Dragon Form) data.

  • Body

[Spiritualism Magic (Level 15) / Magic Power 21 (28)]
A Drake Count (Dragon Form) may cast Spiritualism spells as a fifteenth-level Conjurer. For individual spell effects, refer to that spell's description.
[Magic Aptitude]
A Drake Count (Dragon Form) can use the Combat Feats 《Guided Magic》, 《Magic Convergence》, 《Magic Control》, 《Metamagic/Distance》, 《Hawk Eye》,《Multi-Action》 and 《Wordbreak》.
[Energy Breath II / 23 (30) / Fort / Half]
The Drake Count (Dragon Form) may vomit a mass of pure energy, directed towards a single point. The energy travels up to a range of 50m, exploding upon impact into a 6m radius explosion of pure energy, dealing 2d + 25 Energy-type damage to up to 20 targets in the area. This ability cannot be used in consecutive turns.
[Greater Mana Strike]
A Drake Count (Dragon Form) may gain a +6 bonus to Accuracy and deal an additional +21 damage with their next melee attack. If they do, they receive a -2 penalty to Evasion, Fortitude, and Willpower checks until their next turn.

  • Wings

[Flight]
A Drake Count (Dragon Form) receives a +1 bonus to Accuracy and Evasion only for melee attacks. If one of the wings falls to 0 HP or lower, this ability cannot be used.

Loot
Always Heraldic Ring (3,000G)
2 - 7 None
8 - 12 Beautiful Draconian Horn (4,200G)
13+ Noble Draconian Horn (12,000G)

A massive beast, the dragon form of a Drake Count is much larger than those of the Drake Barons underneath them. With glistening translucent green scales, its glory is only surpassed by its frightening combat ability.

19 Vampire Rose (Vampire Form)
Int: High Perc: 5 Senses (Darkvision) Lang: Barbaric, Trade Common, Nosferatu, Arcana
Hab: Various Disp: Hostile
Rep/Weak: 21 / 27 Init: 25 Move Spd: 27 / 54 (Flying) Fort: 25 (32) Will: 26 (33)
Fighting Style Accuracy Damage Evasion Defense HP MP
Claw 23 (30) 2d+20 25 (32) 21 144 144
Weak Point: Physical Damage +2 pts.
Unique Skills
[Truespeech Magic, Spiritualism Magic, Divine Magic (Level 15) / Magic Power 24 (31)]
A Vampire Rose (Vampire Form) may cast Truespeech, Spiritualism and Divine Magic as a fifteenth-level Sorcerer, Conjurer and Priest. It is up to the GM to determine any Special Divine Spells. For individual spell effects, refer to that spell's description.
[Magic Aptitude]
A Vampire Rose (Vampire Form) can use the Combat Feats 《Guided Magic》, 《Magic Convergence》, 《Magic Control》, 《Metamagic/Distance》, 《Metamagic/Targets》, 《Metamagic/Time》, 《Hawk Eye》,《Multi-Action》 and 《Wordbreak》.
[Flight]
A Vampire Rose (Vampire Form) receives a +1 bonus to Accuracy and Evasion only for melee attacks.
[Normal Weapon Immunity]
A Vampire Rose (Vampire Form) is immune to damage from normal weapons, and can only be harmed with silver or magical weapons.
[Rose Enchantment / 22 (29) / Will / Negated]
By releasing a fragrance that smells like a rose's, the Vampire Rose (Vampire Form) can enthrall a target within a 20m radius. The target will follow the Vampire Rose's orders for 10 seconds (1 round), but has a -2 penalty on all Actions as they are not in full control of their body. This ability happens automatically at the beginning of the Vampire Rose's turn, with the Vampire Rose able to give commands as a Minor Action during their turn. This is a Psychic-type effect.
[Double Claws]
When dealing damage with a Claw attack, damage is rolled twice and added during damage calculation.
[Blood Suck]
On a successful Claw attack, the Vampire Rose (Vampire Form) can choose to drink blood instead, dealing 2d + 30 damage. The Vampire Rose heals HP equal to the total damage dealt.

If the target is reduced to 0 HP or lower from this attack, they receive a -15 penalty to their next Death Check. If the character fails this Death Check, they receive an extra 5 soulscars, and rise as a Blood Sucker.

If the Vampire Rose does not use this ability at least once every 7 days, they lose 9 HP and MP per week (cumulative) that they do not drain blood, and also cannot use their "Regeneration" ability. These penalties immediately go away once the Vampire rose successfully drains blood.
[Regeneration]
At the end of each round, a Vampire Rose (Vampire Form) recovers 9 HP.
[Vampire Body]
As long as a Vampire Rose (Vampire Form) is under sunlight, it receives a -2 penalty to all Accuracy and Evasion Checks. Additionally, the Vampire Rose cannot use their "Regeneration" or "Normal Weapon Immunity" abilities, and at the end of each round, the Vampire Rose is dealt 9 Magic damage. This damage cannot be reduced by any means.
[Bat Form]
As a Minor Action, the Vampire Rose transforms into a myriad of bats, each about 10cm long. For more information, see the Vampire Rose (Bat Form) data. A Vampire Rose cannot transform during the same turn they use their [Vampire Form] ability.
[Resurrection]
After 7 days, the Vampire Rose will revive itself from the collection of tainted ashes that it leaves behind when "killed". In order to prevent this from occurring, the ashes must be dispersed into free-flowing water, or stored in a place sacred to one of the Gods of Light. However, in order for these methods to be effective, the character performing the deed must have succeeded on their Monster Knowledge check enough to know the Vampire Rose's Weakness. If they have not, then the Vampire Rose will still resurrect itself after 7 days, even if these deeds are performed.

Loot
Always Tainted Ashes (10,000G)
2 - 8 None
9 - 12 Immortal Cloak (10,000G)
13+ Rose Coat of Arms Accessory (20,000G)



19 Vampire Rose (Bat Form)
Int: High Perc: 5 Senses (Darkvision) Lang: Barbaric, Trade Common, Nosferatu, Arcana
Hab: Various Disp: Hostile
Rep/Weak: 21 / 27 Init: 25 Move Spd: 54 (Flying) Fort: 25 (32) Will: 26 (33)
Fighting Style Accuracy Damage Evasion Defense HP MP
None - - 25 (32) 21 144 144
Weak Point: Physical Damage +2 pts.
Unique Skills
[Truespeech Magic, Spiritualism Magic, Divine Magic (Level 15) / Magic Power 24 (31)]
A Vampire Rose (Bat Form) may cast Truespeech, Spiritualism and Divine Magic as a fifteenth-level Sorcerer, Conjurer and Priest. It is up to the GM to determine any Special Divine Spells. For individual spell effects, refer to that spell's description.
[Magic Aptitude]
A Vampire Rose (Bat Form) can use the Combat Feats 《Guided Magic》, 《Magic Convergence》, 《Magic Control》, 《Metamagic/Distance》, 《Metamagic/Targets》, 《Metamagic/Time》, 《Hawk Eye》,《Multi-Action》 and 《Wordbreak》.
[Flight]
A Vampire Rose (Bat Form) receives a +1 bonus to Accuracy and Evasion only for melee attacks.
[Normal Weapon Immunity]
A Vampire Rose (Bat Form) is immune to damage from normal weapons, and can only be harmed with silver or magical weapons.
[Resurrection]
After 7 days, the Vampire Rose will revive itself from the collection of tainted ashes that it leaves behind when "killed". In order to prevent this from occurring, the ashes must be dispersed into free-flowing water, or stored in a place sacred to one of the Gods of Light. However, in order for these methods to be effective, the character performing the deed must have succeeded on their Monster Knowledge check enough to know the Vampire Rose's Weakness. If they have not, then the Vampire Rose will still resurrect itself after 7 days, even if these deeds are performed.
[Vampire Form]
As a Minor Action, the Vampire Rose transforms into into its original vampire form. For more information, see the Vampire Rose (Vampire Form) data. A Vampire Rose cannot transform during the same turn they use their [Bat Form] ability.
[Bat Dance / Can't]
The Vampire Rose (Bat Form) swarm around a single target in the same battlefield, dealing Physical damage equal to 1/3 the Vampire Rose's Current HP (rounded down) + 10. Because of the number and size of the bats, this attack cannot be Evaded.
[Swarm]
When targeting the Vampire Rose (Bat Form) or another character in the same battlefield, the Combat Feats 《Precise Shot》, 《Guided Magic》 and 《Magic Control》 cannot be used.
Loot
Always Tainted Ashes (10,000G)
2 - 8 None
9 - 12 Immortal Cloak (10,000G)
13+ Rose Coat of Arms Accessory (20,000G)

Vampires are immortal Nosferatu, with shining red eyes and sharp, pointed fangs. In order to keep themselves alive, they must feed on the blood of humanoids. Many vampires can trace their lineage to the head of the clan, proven leaders both in and out of combat. However, some Lesser Vampires are initiated into the clan through a "Sanguine Vow", a bloody deal from the head of the clan drawn up in order to introduce new vampires into the clan. These vampires are often leading a number of Lesser Vampires, as well as a few Leanan Sidhe.

In order to become even a Lesser Vampire, however, A Vampire must perform a ritual called a "Blood Kiss". This ritual involves giving their own blood to the vampire-to-be over the course of seven consecutive nights. After the seventh Blood Kiss, the recipient rises as a Lesser Vampire, in thrall to their Vampire elder and unable to disobey their orders.

Vampire Roses are one of a few different branches under the Frau clan, along with the Vampire Lily, Vampire Daisy, and Vampire Shamrock branches. Each of these is so named as the vampires will exude a faint scent of the flower they are named after, even if they have been reduced to ashes by adventurers. Vampire Roses in particular often dress in flashy red velvet outfits, and move with an unearthly grace. The scent of roses is always about them, and this scent has been known to be disorientating and can fascinate the simple-minded.