BT-Mythical Beasts

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3 Deela Harpy
Int: Average Perc: 5 Senses (Darkvision) Lang: Arcana, Elven
Hab: Forest, Mountains Disp: Neutral
Rep/Weak: 8 / 14 Init: 11 Move Spd: 13 / 26 (Flying) Fort: 5 (12) Will: 5 (12)
Fighting Style Accuracy Damage Evasion Defense HP MP
Claw 4 (11) 2d 5 (12) 2 24 21
Weak Point: Physical Damage +2 pts.
Unique Skills
[Enchanting Song / 3 (10) / Will / Negated]
One target within 20m is required to make a Willpower Check. If that check is failed, the target obeys the Deela Harpy's commands, contained in the lyrics of the song. The commands must be simple, and the target will not obey any commands to harm themselves. If the target loses any HP or MP, the effects of the song are broken.
Loot
2 - 9 None
10+ Arcana-Language Books (1d x 170G)

A mythical beast, combining the appearance of a bird with that of a beautiful woman. Quietly interacting with humans since the Durandal period, Deela Harpies now live deep in mountains and forests. If one happens to know either the Arcana or Elven languages, it is quite possible to converse with a Deela Harpy.

Often mild-mannered, a Deela Harpy tends to avoid fights with humanoids unless there is a compelling reason to do so. In addition, there are those who prefer reading to talking, and there are those who carry manuscripts of books that date back to the Durandal period.

3 Harpy
Int: Average Perc: 5 Senses (Darkvision) Lang: Trade Common, Harpuia, Sylvan
Hab: Mountains, Highlands Disp: Hostile
Rep/Weak: 9 / 14 Init: 10 Move Spd: 10 / 20 (Flying) Fort: 4 (11) Will: 5 (12)
Fighting Style Accuracy Damage Evasion Defense HP MP
Talon 4 (11) 2d 4 (11) 1 22 26
Weak Point: Accuracy +1
Unique Skills
[Bow]
Instead of making a Talon attack, a Harpy may use a bow with both feet, allowing it to attack at ranges up to 20m. This attack uses the same Accuracy and damage as the Harpy's Talon attack.
[Fairy Magic (Level 3) / Magic Power 5 (12)]
A Harpy may cast Fairy Magic as a third-level Fairy Tamer. For individual spell effects, refer to that spell's description.
[Spellsongs / 6 (13)]
A Harpy can use the "Curiosity", "Charming" and "Love Song" Spellsongs. For individual Spellsong effects, refer to that Spellsong's description. Spellsongs have an effective range of 30m, centered on the Harpy.
[Flight]
A Harpy receives a +1 bonus to Accuracy and Evasion only for melee attacks.
Loot
2 - 9 Beautiful Feathers (30G)
10+ Seven-Colored Feathers (200G)

Superficially similar to a human female, a Harpy differs in that it not only has brilliant rainbow-colored wings on both arms, but its feet end in wickedly curled talons. Their mouth is also filled with razor-sharp fangs, perfect for tearing flesh from bone. They are constantly on the lookout for humanoids, such as humans, elves, dwarves and nightmares, in order to breed future generations, eating them afterwards.

Despite their beautiful voice and appearance, Harpies are brutal, evil beings. They hate the presence of similar-looking creatures (such as the Deela Harpies and Lildraken), and will swarm to attack, using both talons and magic to tear them apart.

4 Hellhound
Int: Animal Perc: 5 Senses (Darkvision) Lang: None
Hab: Ancient Ruins Disp: Hostile
Rep/Weak: 9 / 15 Init: 16 Move Spd: 18 Fort: 6 (13) Will: 7 (14)
Fighting Style Accuracy Damage Evasion Defense HP MP
Bite 7 (14) 2d + 4 6 (13) 2 38 20
Weak Point: Water Damage +3 pts.
Unique Skills
[Flame Gout / 5 (12) / Fort / Half]
A Hellhound breathes fire in a cone, dealing 2d + 4 Fire-type damage to up to 3 targets. This ability cannot be used in consecutive rounds.
[Flame Immunity]
A Hellhound takes no damage from Fire-type effects.
Loot
2 - 3 None
4 - 11 Hellhound Hide (140G)
12+ Flame Crystal (1,600G)

Hellhounds are large dogs with jet-black fur, often seen spitting gouts of flame. Many traditions refer to them as guardians of hell, though this is not necessarily the truth of the matter. Occasionally, there may be a red crystal in the body of a Hellhound. As this crystal constantly radiates heat, even after the death of the Hellhound, scholars believe these crystals are the source of the Hellhound's flame breath and fire immunity.

4 Hippogryph
Int: Animal Perc: 5 Senses Lang: None
Hab: Grasslands, Mountains Disp: Hungry
Rep/Weak: 12 / 15 Init: 15 Move Spd: 25 / 50 (Flying) Fort: 6 (13) Will: 5 (12)
Fighting Style Accuracy Damage Evasion Defense HP MP
Beak 5 (12) 2d+4 5 (12) 2 25 8
Weak Point: Slash Damage +3 pts.
Unique Skills
[Flight]
A Hippogryph receives a +1 bonus to Accuracy and Evasion only for melee attacks.
[Continuous Attack]
If a Hippogryph successfully hits a target in melee, they may make a second attack on that same target without rolling Accuracy.
Loot
2 - 5 None
6 - 10 Gem (150G)
11+ Bag of Gems (1d x 150G)

Said to be born from the crossbreed between horses and gryphons, a Hippogryph has the front half of an eagle, whose large wings allow it to fly at incredible speeds. Although they can attack herbivores and other animals as prey, they are not as good at hunting as gryphons, and their overall disposition is much milder. It is possible to tame a young Hippogryph in order to ride it as an adult, so occasionally Hippogryph young will be auctioned off for 1,000G or so, if not more, as people jump at the chance to own a fantastic mount.

4 Pooka
Int: Average Perc: 5 Senses Lang: Sylvan, Regional Dialect
Hab: Forest Disp: Friendly
Rep/Weak: 11 / 14 Init: 11 Move Spd: 18 Fort: 5 (12) Will: 6 (13)
Fighting Style Accuracy Damage Evasion Defense HP MP
Bare Hands 5 (12) 2d 5 (12) 2 28 32
Weak Point: Physical Damage +2 pts.
Unique Skills
[Fairy Magic (Level 4) / Magic Power 6 (13)]
A Pooka may cast Fairy Magic as a fourth-level Fairy Tamer. For individual spell effects, refer to that spell's description.
[Spellsongs / 6 (13)]
A Pooka 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 30m, centered on the Pooka.
[Animal Transformation]
As a Major Action, a Pooka can transform into any animal, allowing conversation as normal for that animal. If the Pooka transforms into a monster of the "Animal" classification that's also level 3 or lower, they can use all of that animal's Unique Skills. This transformation is natural, not magical, in nature, and this cannot be detected with "Sense Magic".
Loot
Always Thin Cloth (10G)
2 - 8 None
9+ Pooka Flute (50G)

A mythical beast with the upper half of a human child and the lower half of a forest animal, Pookas are naturally friendly, mischievous creatures that dwell in forests and help the local animals. While there is no custom to dress up, it is unlikely to see a Pooka in their natural form, as they will tend to transform into animals in order to hide from forest intruders. However, their mischievous nature shows through even while transformed, and it is possible to detect a transformed Pooka by their unnatural tendency towards causing trouble, as compared to most forest animals.

4 Kamawet
Int: Average Perc: 5 Senses Lang: Dragonic
Hab: Ocean Disp: Friendly
Rep/Weak: 5 / 12 Init: 10 Move Spd: 5 / 30 (Swimming) Fort: 7 (14) Will: 6 (13)
Fighting Style Accuracy Damage Evasion Defense HP MP
Tackle 5 (12) 2d+4 5 (12) 3 33 16
Weak Point: Thunder Damage +3 pts.
Unique Skills
[Underwater Specialization]
A Kamawet 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 Kamawet takes no damage from Water/Ice-type effects.
Loot
2 - 6 Chipped Fangs (100G)
7+ Kamawet Fangs (500G)

Kamawets are sea-based mythical beasts, similar in appearance to a dragon without wings. Only a few meters long, they are mild-mannered and rather friendly, and are able to coexist with humanoids quite easily. Subsisting on a mostly fish diet, they rarely travel outside of the water. There are some Kamawets, though, that have been trained as seaborne mounts for skilled riders.

5 Thunderbird
Int: Animal Perc: 5 Senses Lang: None
Hab: Mountains Disp: Hungry
Rep/Weak: 10 / 16 Init: 16 Move Spd: 50 (Flying) Fort: 8 (15) Will: 10 (17)
Fighting Style Accuracy Damage Evasion Defense HP MP
Beak (Body) 8 (15) 2d + 8 8 (15) 5 37 22
Wing (Wing) x2 9 (16) 2d + 6 7 (14) 3 28 -
Sections: 3 (Body / Wing x2) Main Section: Body Weak Point: Magic Damage +2 pts.
Unique Skills
  • Body

[Thunderclap / 7 (14) / Willpower / Half]
A Thunderbird unleashes a powerful peal of thunder, hitting up to 20 targets in a 6m radius centered on itself for 2d + 6 Thunder-type damage.

  • Body/Wings

[Flight]
A Thunderbird 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.
[Thunder Immunity]
A Thunderbird takes no damage from Thunder-type effects.

Loot
2 - 7 None
8 - 10 Thunderbird Beak (350G)
11+ Lightning Crystal (1,600G)

A huge bird cloaked in lightning, a Thunderbird's body shines brightly in the sky. Even in the midst of combat, the electricity arcing off of one of these great birds is rather intense.

Thunderbirds often do not stay in one territory for long, and are difficult to track down for any purpose. Only rarely does a Thunderbird settle down and create a nest, and more often than not it is due to spawning.

5 Pegasus
Int: Average Perc: 5 Senses Lang: None
Hab: Mountains Disp: Neutral
Rep/Weak: 9 / 16 Init: 16 Move Spd: 20 / 40 (Flying) Fort: 6 (13) Will: 6 (13)
Fighting Style Accuracy Damage Evasion Defense HP MP
Hoof 7 (14) 2d+5 6 (13) 3 41 33
Weak Point: Accuracy +1
Unique Skills
[Poison/Disease Immunity]
A Pegasus is immune to all Poison-type and Disease-type effects.
[Flight]
A Pegasus receives a +1 bonus to Accuracy and Evasion only for melee attacks.
Loot
Always White Feathers (50G)
2 - 9 None
10+ Pure White Mane (800G)

A white horse with wings on its back, a Pegasus is a rare sight due to their somewhat skittish personality. The image of a Pegasus is popular in folktales and legends, and it is said that riding one is like running in the sky. They do not allow simply anyone to ride them, so the few adventurers and aristocrats seen on a Pegasus have just that much more prestige.

6 Frost Wyvern
Int: Low Perc: 5 Senses Lang: None
Hab: Mountains Disp: Hungry
Rep/Weak: 11 / 16 Init: 13 Move Spd: 15 / 30 (Flying) Fort: 8 (15) Will: 8 (15)
Fighting Style Accuracy Damage Evasion Defense HP MP
Fang (Head) 7 (14) 2d+10 8 (15) 6 42 21
Talon (Wing) x2 8 (15) 2d+8 6 (13) 5 24 13
Stinger 8 (15) 2d+6 7 (14) 5 26 15
Sections: 4 (Head / Wing x2 / Tail) Main Section: Head Weak Point: Fire Damage +3 pts.
Unique Skills
  • Frost Wyvern

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

  • Head

[Blizzard Breath / 11 (18) / Fort / Half]
The Frost Wyvern may vomit a mass of cold air, directed towards a single point. The cold air travels to a range of 20m, and explodes into a 3m radius localized blizzard upon impact, dealing 2d+7 Water/Ice-type damage to up to 5 targets in the area. This ability cannot be used in consecutive turns.
[Techniques]
A Frost Wyvern can use the "Beetleskin", "Cat's Eyes", and "Recovery (5 HP)" Techniques.

  • Wings

[Flight]
A Frost Wyvern receives a +1 bonus to Accuracy and Evasion only for melee attacks.

  • Stinger

[Deadly Poison / 8 (15) / Fort / Negated]
If the Frost Wyvern hits with their Stinger attack, the target must immediately make a Fortitude check. If they fail to resist, they receive an extra 2d+6 Poison-type damage.

Loot
2 - 7 None
8 - 10 False-Dragon Scale (350G)
11+ Ice Scales (1,600G)

Frost Wyverns are similar in appearance to dragons, and are often thought of as a variant of the dragon family. However, unlike a dragon, a Wyvern's arms and wings are integrated into the same limb, and most Wyverns have much lower intelligence than dragons. Wyverns also instinctively know a few techniques in order to strengthen their body, rather than rely on magic.

6 Lesser Manticore
Int: Average Perc: 5 Senses (Darkvision) Lang: Arcana, Sylvan
Hab: Labyrinths Disp: Neutral
Rep/Weak: 11 / 16 Init: 14 Move Spd: 15 / 23 (Flying) Fort: 8 (15) Will: 9 (16)
Fighting Style Accuracy Damage Evasion Defense HP MP
Claw (Front) 9 (16) 2d+7 8 (15) 6 38 52
Tail (Rear) 8 (15) 2d+9 7 (14) 4 32 16
Sections: 2 (Front / Rear) Main Section: Front Weak Point: Wind Damage +3 pts.
Unique Skills
  • Front

[Truespeech Magic, Spiritualism Magic (Level 5) / Magic Power 8 (15)]
A Lesser Manticore may cast both Truespeech and Spiritualism Magic as a fifth-level Sorcerer and Conjurer. For individual spell effects, refer to that spell's description.
[Fairy Magic (Level 3) / Magic Power 5 (12)]
A Lesser Manticore may cast Fairy Magic as a third-level Fairy Tamer. For individual spell effects, refer to that spell's description.
[Techniques]
A Lesser Manticore can use the "Beetleskin" and "Cat's Eyes" Techniques.

  • Rear

[Numbing Poison / 7 (14) / Fort / Negated]
If the Lesser Manticore hits with their Tail attack, the target must immediately make a Fortitude check. If they fail to resist, they receive a -6 cumulative penalty to their Dexterity. If the target's Dexterity is reduced to 0 the character becomes unable to move or attack. If the target uses fixed values, they instead receive a -1 penalty to Accuracy, becoming paralyzed when the penalty reaches -3.

This is a Poison-type effect, and wears off after 1 hour has passed.

Loot
2 - 6 None
7 - 9 Fine Manticore Skin (300G)
10+ Beautiful Manticore Skin (800G)

A horrific conglomeration of parts, a Lesser Manticore has the body of a lion, wings of a bat, tail of a scorpion and the face of an old man, altogether standing 3m in length. Very intelligent, Lesser Manticores have a deep knowledge of magic and history, with some having lived since the Schnell period or even longer. However, they are vile creatures, twisted in mind and body, and any information gleaned from them is likely to be incorrect at best, if not outright malicious.

6 Unicorn
Int: High Perc: 5 Senses Lang: Sylvan
Hab: Forest Disp: Neutral
Rep/Weak: 10 / 15 Init: 14 Move Spd: 20 Fort: 10 (17) Will: 10 (17)
Fighting Style Accuracy Damage Evasion Defense HP MP
Horn 8 (15) 2d+6 7 (14) 5 50 86
Weak Point: Accuracy +1
Unique Skills
[Fairy Magic (Level 6) / Magic Power 10 (17)]
A Unicorn may cast Fairy Magic as a sixth-level Fairy Tamer. For individual spell effects, refer to that spell's description.
[Magic Aptitude]
A Unicorn can use the Combat Feats 《Guided Magic》, 《Metamagic/Targets》, 《Magic Convergence》 and 《Magic Control》.
[Healing Horn / 10 (17) / Fort / Negated]
Completely recovers the target's HP and removes any poisons, diseases, curses and cures petrification. This has no effect on Constructs, and any Undead are instantly destroyed instead. Costs 10 MP to use.
[Horn of Mana]
If the Unicorn's MP reaches 0, it dies instantly, its horn crumbling into useless dust.
Loot
Always Unicorn Horn (Remaining MP x 300G)
2+ None

Unicorns are elegant creatures, horses with long, iridescent spiraling horns on their forehead. They are intelligent but very skittish, only appearing to human maidens and even then, quite rarely. They are hunted by both outlaws and Barbarous for their horn, which can cure diseases and heal wounds even after it is removed from the Unicorn. The horn has the entirety of the Unicorn's MP stored in it, and when cut it retains the Unicorn's current MP (killing the Unicorn in the process). Once all of the stored MP is spent using the "Healing Horn" ability, it will crumble into useless dust.

7 Gryphon
Int: Low Perc: 5 Senses Lang: None
Hab: Mountains Disp: Neutral
Rep/Weak: 12 / 18 Init: 18 Move Spd: 20 / 40 (Flying) Fort: 12 (19) Will: 9 (16)
Fighting Style Accuracy Damage Evasion Defense HP MP
Beak (Body) 9 (16) 2d + 11 11 (18) 5 38 26
Wing (Wing) x2 10 (17) 2d + 8 9 (16) 4 26 -
Sections: 3 (Body / Wing x2) Main Section: Body Weak Point: Wind Damage +3 pts.
Unique Skills
  • Gryphon

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

Loot
2 - 5 None
6 - 12 Gems (1d x 150G)
13+ Mythril (2,600G)

A mythical beast with the head and wings of an eagle, and the body of a lion. Gryphons are surprisingly agile in the air for their bulk, and often nest in holes dug into cliffsides. A Gryphon is attracted to and tends to collect shining objects, such as precious metals and Gems. If they find an intruder trying to steal their shinies, a Gryphon will attack violently. Rarely, there are Gryphons who understand the common trade language. These Gryphons tend to be slightly less aggressive than their less intelligent counterparts, and will indulge in conversation, to a point.

7 Jii
Int: High Perc: 5 Senses Lang: Trade Common, Sylvan
Hab: Unknown Disp: Neutral
Rep/Weak: 14 / 18 Init: 12 Move Spd: 12 Fort: 9 (16) Will: 11 (18)
Fighting Style Accuracy Damage Evasion Defense HP MP
Hoof 7 (14) 2d+6 8 (15) 6 48 70
Weak Point: Accuracy +1
Unique Skills
[Divine Magic, Fairy Magic (Level 7) / Magic Power 11 (18)]
A Jii may cast both Divine and Fairy Magic as a seventh-level Priest and Fairy Tamer. 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 Jii can use the Combat Feats 《Guided Magic》, 《Metamagic/Accuracy》, and 《Wordbreak》.
[Foresight]
As a Minor Action, a Jii can gain a +2 bonus to Evasion, however they also receive a -2 penalty to their Accuracy.
Loot
2 - 6 None
7+ Sharp Hoof (950G)

A cow with a human face, the Jii walks on two legs like a human would. There is a tradition of the Jii appearing before a major disaster and spouting prophecies, and some nations even take the appearance of the Jii in itself as a precursor to a disaster. While normally kind and welcoming, they will fall upon opponents with malicious intent. It is unknown where they come from, though there have been sightings in deep forests and on high mountain peaks.

7 Wyvern
Int: Low Perc: 5 Senses Lang: None
Hab: Mountains Disp: Hungry
Rep/Weak: 8 / 15 Init: 16 Move Spd: 15 / 30 (Flying) Fort: 9 (16) Will: 8 (15)
Fighting Style Accuracy Damage Evasion Defense HP MP
Fang (Head) 11 (18) 2d+9 10 (17) 7 38 31
Talon (Wing) x2 10 (17) 2d+7 9 (16) 5 29 29
Tail 10 (17) 2d+6 8 (15) 6 33 26
Sections: 4 (Head / Wing x2 / Tail) Main Section: Head Weak Point: Accuracy +1
Unique Skills
  • Head

[Flame Breath / 11 (18) / Fort / Half]
The Wyvern may vomit a mass of superheated air, directed towards a single point. The hot air travels to a range of 20m, and explodes into a 3m radius fireball upon impact, dealing 2d + 10 Fire-type damage to up to 5 targets in the area.
[Techniques]
A Wyvern can use the "Beetleskin", "Cat's Eyes", and "Recovery (5 HP)" Techniques.

  • Wings

[Flight]
A Wyvern 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.

  • Tail

[Tail Swing]
A Wyvern 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.

Loot
2 - 6 Dragonic Patagium (500G)
7 - 12 Black Dragon Patagium (1,000G)
13+ Lustrous Black Dragon Patagium (5,000G)

Wyverns are an offshoot of dragons, similar in appearance, though their wings have taken the place of their forelimbs. These particular Wyverns are covered in fine black scales that glitter with a dark luster while the Wyvern is in motion. Fully outstretched, the bat-like wings average a span of around 10m, giving the Wyvern a fearsome appearance even in the dark. It is the patagium, or membrane, of these wings that are highly coveted, as they are used as the basis for a number of premium leather products.

9 Chimera
Int: High Perc: 5 Senses (Darkvision) Lang: Trade Common, Barbaric, Dragonic, Arcana
Hab: Ruins Disp: Hostile
Rep/Weak: 13 / 20 Init: 15 Move Spd: 13 / 25 (Flying) Fort: 11 (18) Will: 12 (19)
Fighting Style Accuracy Damage Evasion Defense HP MP
Bite (Lion Head) 11 (18) 2d+13 10 (17) 9 46 12
Horn (Goat Head) 9 (16) 2d+9 10 (17) 8 28 60
Bite (Dragon Head) 10 (17) 2d+11 10 (17) 10 34 18
Snake Bite (Body) 12 (19) 2d+9 11 (18) 6 52 12
Wings (Wings) - - 9 (16) 8 24 12
Sections: 5 (Head x3 / Body / Wings) Main Section: Head (All) Weak Point: Magic Damage +2 pts.
Unique Skills
  • Lion Head

[Techniques]
The Chimera's Lion Head can use the "Beetleskin", "Cat's Eyes", and "Recover (5 HP)" Techniques.

  • Goat Head

[Spiritualism Magic (Level 7) / Magic Power 10 (17)]
The Chimera's Goat Head may cast Spiritualism spells as a seventh-level Conjurer. For individual spell effects, refer to that spell's description.
[Magic Aptitude]
The Chimera's Goat Head can use the Combat Feats 《Metamagic/Targets》, 《Metamagic/Distance》, 《Magic Convergence》, 《Magic Control》, 《Guided Magic》 and 《Wordbreak》.

  • Dragon Head

[Flame Breath / 11 (18) / Fort / Half]
The Chimera's Dragon Head may vomit a fireball directed towards a single target. The fireball travels to a range of 50m, and deals 2d+10 Fire-type damage.

  • Body

[Cursed Poison / 11 (18) / Fort / Negated]
If the Chimera's Body hits with their Snake Bite attack, the target must immediately make a Fortitude check. If they fail to resist, the target receives a -2 cumulative penalty to their Accuracy. This effect lasts until the Body's HP is reduced to 0.

  • Wings

[Flight]
A Chimera receives a +1 bonus to Accuracy and Evasion only for melee attacks.

Loot
Always Chimera Horn (500G)
Always Chimera Fang (500G)
2 - 9 Chimera Mane (500G)
10+ Golden Chimera Mane (2,900G)

A Chimera is fearsom in appearance, with the heads of a lion, goat and dragon, the body of a snake used for a tail, and the wings of a massive bat on its back. Their origin is unclear, but it can only be assumed that a crazed wizard from the Durandal period came up with this beast as part of some deranged experiment.

With multiple heads comes incredible intelligence, and Chimeras excel in cunning strategy. They are also quite cruel, and will offer hope to their opponents only to snatch it away at the last second. Chimeras also tend to have Undead and Constructs under their control, and will have each head sleep at different times, making them incredibly difficult opponents to take advantage of. However, Chimeras tend to be overconfident, and it is said that this hubris may be their downfall.

10 Cockatrice
Int: Low Perc: 5 Senses (Darkvision) Lang: None
Hab: Forest, Wasteland Disp: Hostile
Rep/Weak: 15 / 20 Init: 15 Move Spd: 18 / 18 (Flying) Fort: 13 (20) Will: 13 (20)
Fighting Style Accuracy Damage Evasion Defense HP MP
Beak 13 (20) 2d+9 11 (18) 10 78 27
Weak Point: Water/Ice Damage +3 pts.
Unique Skills
[Poison/Disease/Curse Immunity]
A Cockatrice is immune to all Poison-type, Disease-type and Curse-type effects.
[Techniques]
A Cockatrice can use the "Meditation", "Beetleskin" and "Recover (5 HP)" Techniques.
[Flight]
A Cockatrice receives a +1 bonus to Accuracy and Evasion only for melee attacks.
[Continuous Attack II]
If a Cockatrice successfully hits a target in melee, they may make a second and third attack on that same target without rolling Accuracy.
[Petrifying Beak / 11 (18) / Will / Negated]
If the Cockatrice hits with their Beak attack, the target must immediately make a Willpower check. If they fail to resist, they receive a -12 cumulative penalty to Agility. If this drops the character's Agility to 0, the character immediately turns to stone. If the target uses fixed values, they instead receive a -2 penalty to Evasion, turning to stone when either reaches -6.
Loot
2 - 6 None
7 - 12 Cockatrice Beak (1,000G)
13+ Crimson Beak (3,200G)

Resembling a giant chicken with the legs and tail of a lizard, a Cockatrice is a dangerous beast, able to petrify anyone with its beak. Standing taller than most humanoids, Cockatrices are often hostile to anyone they perceive as threatening them or their nest. However, they absolutely hate Basilisks with every fiber of their being, and will break off combat with others in order to attack one on sight.

10 Draconet
Int: Average Perc: 5 Senses (Darkvision) Lang: Dragonic
Hab: Various Disp: Neutral
Rep/Weak: 15 / 20 Init: 17 Move Spd: 13 / 25 (Flying) Fort: 13 (20) Will: 12 (19)
Fighting Style Accuracy Damage Evasion Defense HP MP
Bite (Body) 13 (20) 2d+14 12 (19) 12 63 32
Wing (Wing) x2 12 (19) 2d+9 10 (17) 10 41 16
Sections: 3 (Body / Wing x2) Main Section: Body Weak Point: Physical Damage +2 pts.
Unique Skills
  • Draconet

[Fire Immunity]
A Draconet takes no damage from Fire-type effects.

  • Body

[Flame Breath / 11 (18) / Fort / Half]
The Draconet may vomit a mass of superheated air, directed towards a single point. The hot air travels to a range of 20m, and explodes into a 3m radius fireball upon impact, dealing 2d+15 Fire-type damage to up to 5 targets in the area. This ability cannot be used in consecutive turns.

  • Wings

[Flight II]
A Draconet receives a +2 bonus to Accuracy (only for melee attacks) and Evasion while flying. If one of the Wings falls to 0 HP or lower, this ability cannot be used.
[All-Out Attack]
A Draconet can deal an additional 8 damage on their next attack. However, any Evasion Check made by the Draconet this turn receives a -3 penalty.

Loot
Always Dragon Scale (5,000G)
2 - 6 Dragon Fang (1,200G)
7+ Dragon Fang x2 (2,400G)

"Draconet" is a name used for dragons 100 years or younger, and a Draconet's attitude reflects its immaturity. Often angry, they will destroy their environment until they either run out of energy or have leveled their surroundings. However, it is possible to communicate with a Draconet when they are in a good mood.

As with older dragons, Draconets tend to hoard things with a significant amount of stored mana, including magical items, Sword Shards, and even whole Swords of Defense. They are loathe to give up any of their hoard, but may be convinced if there is appropriate replacements for the items to be taken. While the most common Draconets breathe fire, there are subspecies that can exhale ice, thunder or poison as well.

13 Lesser Dragon
Int: High Perc: 5 Senses (Darkvision) Lang: Trade Common, Arcana, Dragonic
Hab: Cave Disp: Neutral
Rep/Weak: 12 / 20 Init: 18 Move Spd: 15 / 30 (Flying) Fort: 17 (24) Will: 17 (24)
Fighting Style Accuracy Damage Evasion Defense HP MP
Bite (Head) 17 (24) 2d+18 15 (22) 14 79 84
Tail (Body) 16 (23) 2d+16 13 (20) 16 103 30
Wing (Wing) x2 15 (22) 2d+14 13 (20) 13 54 28
Sections: 4 (Head / Body / Wing x2) Main Section: Head Weak Point: Physical Damage +2 pts.
Unique Skills
  • Lesser Dragon

[Fire Immunity]
A Lesser Dragon takes no damage from Fire-type effects.

  • Head

[Truespeech Magic, Spiritualism Magic (Level 10) / Magic Power 14 (21)]
A Lesser Dragon may cast both Truespeech and Spiritualism Magic as a tenth-level Sorcerer and Conjurer. For individual spell effects, refer to that spell's description.
[Magic Aptitude]
The Lesser Dragon can use the Combat Feats 《Metamagic/Targets》, 《Metamagic/Distance》, 《Magic Convergence》, 《Magic Control》, 《Guided Magic》 and 《Wordbreak》.
[Flame Breath / 15 (22) / Fort / Half]
The Lesser Dragon may vomit a mass of superheated air, directed towards a single point. The hot air travels to a range of 20m, and explodes into a 6m radius fireball upon impact, dealing 2d+20 Fire-type damage to up to 20 targets in the area. This ability cannot be used in consecutive turns.
[Techniques]
A Lesser Dragon can use the "Strong Blood", "Beetleskin" and "Recovery (7 HP)" Techniques.

  • Body

[Large]
Unless the Body of the Lesser Dragon is reduced to 0 HP or less, the Head may not be engaged in melee combat.
[Tail Swing]
A Lesser Dragon 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.

  • Wings

[Flight]
A Lesser Dragon 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.
[All-Out Attack]
A Lesser Dragon can deal an additional 8 damage on their next attack. However, any Evasion Check made by the Lesser Dragon this turn receives a -3 penalty.

Loot
Always Dragon Scale (5,000G)
2 - 6 Dragon Fang (1,200G)
7 - 12 Dragon Fangs (1d x 1,200G)
13+ Dragon Egg (10,000G)

A young dragon, less than 500 years, yet older than a Draconet. Even though it is still relatively young for a Dragon, Lesser Dragons tend to be around 10m long, and so any sort of melee attacks on the head are nigh impossible. Able to spit flames and cast spells while flying over the battlefield, a Lesser Dragon's offensive power is second to none. Because of this, Lesser Dragons tend to be very self-centered and overconfident, looking down on all those they consider "lesser creatures".

Lesser Dragons look to hoard treasure and valuables, just like any other dragon. Any brave adventurer (or adventuring party) that is able to kill a Lesser Dragon will not only earn the title "Dragon Slayer", but will have access to the vast hoard that the dragon had acquired. Additionally, very rarely do dragons have Dragon Eggs inside their bodies, which are incredibly valued on their own due to use in a number of magical experiments.

15 Sphinx
Int: High Perc: 5 Senses Lang: All
Hab: Ruins Disp: Neutral
Rep/Weak: 18 / 25 Init: 20 Move Spd: 20 / 40 (Flying) Fort: 20 (27) Will: 22 (29)
Fighting Style Accuracy Damage Evasion Defense HP MP
Bite (Head) 20 (27) 2d+16 17 (24) 15 87 194
Claw (Body) 21 (28) 2d+13 16 (23) 16 107 84
Wing (Wing) x2 19 (26) 2d+10 18 (25) 13 61 64
Sections: 4 (Head / Body / Wing x2) Main Section: Head Weak Point: Physical Damage +2 pts.
Unique Skills
  • Head

[Wizardry / Magic Power 19 (26)]
A Sphinx may cast Truespeech, Spiritualism, Divine and Fairy Magic and Magitech spells as a thirteenth-level spellcaster. It is up to the GM to determine any Special Divine Spells. For individual spell effects, refer to that spell's description.
[Avatar of Magic]
The Sphinx can use all Combat Feats related to magic and spellcasting.
[Riddle / 20 (27) / Adventurer Level + Intelligence Modifier / Negated]
Once per turn, as a Minor Action, the Sphinx can ask one character within 100m a riddle. The target then makes an opposed (Adventurer Level + Intelligence modifier) check in order to come up with the correct answer, becoming unable to move or take any Actions for 30 seconds (3 rounds) if they fail this check. This temporary paralysis is a Curse-type effect, and will affect characters even if they cannot hear the Sphinx. A successful "Remove Curse" will end this effect prematurely.

  • Body

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

  • Wings

[Flight]
A Sphinx 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 Feathers (1,000G)
2 - 9 Ancient Runestones (2,000G)
10 - 12 Engraved Signet Ring (5,000G)
13+ Mysterious Lithograph (10,000G)

The Sphinx is a mythical beast about 5m tall, with the body of a lion, wings of an eagle, and the face of a beautiful human woman. Highly intelligent and a powerful wizard in their own right, Sphinxes can speak any language and cast most known magic spells, regardless of Class. Sphinxes are often seen in serving as gatekeepers for ancient magicians, welcoming those who can answer their riddles as friends of the magician. However, failing to come up with the correct response will lead to a dire fate.

17 Hraesvelgr
Int: High Perc: Magic Lang: Arcana
Hab: Mountains Disp: Neutral
Rep/Weak: 18 / 25 Init: 24 Move Spd: 10 / 50 (Flying) Fort: 22 (29) Will: 22 (29)
Fighting Style Accuracy Damage Evasion Defense HP MP
Beak (Head) 22 (29) 2d+20 20 (27) 17 105 88
Tackle (Body) 21 (28) 2d+19 19 (26) 16 115 38
Wing (Right Wing) 20 (27) 2d+16 20 (27) 15 82 28
Wing (Left Wing) 20 (27) 2d+16 20 (27) 15 82 28
Sections: 4 (Head / Body / Right Wing / Left Wing) Main Section: Head Weak Point: Poison Damage +3 pts.
Unique Skills
  • Hraesvelgr

[Aversion to Soulscars]
If an opponent has one or more soulscars, the Hraesvelgr gains a +1 bonus to all checks.

  • Head

[Truespeech Magic, Divine Magic (Level 10) / Magic Power 15 (22)]
A Hraesvelgr may cast Truespeech and Divine Magic as a tenth-level Sorcerer and Priest. It is up to the GM to determine any Special Divine Spells. For individual spell effects, refer to that spell's description.

  • Body

[Large Body]
As long as the Hraesvelgr Body's HP is 1 or more, the Head cannot be attacked in melee. When the Body falls to 0 HP or lower, this effect disappears.

  • Wings

[Flight II]
A Hraesvelgr receives a +2 bonus to Accuracy (only for melee attacks) and Evasion while flying. If one of the Wings falls to 0 HP or lower, this ability cannot be used.

  • Right Wing

[Rain of Thunder / 21 (28) / Fort / Half]
The Hraesvelgr can cause the thunder on its right wing to downpour onto the battlefield, shooting it up to 20m away. The thunder will detonate on contact, becoming a 6m radius electrical shockwave that deals 2d + 20 Thunder-type damage to up to 20 targets. This ability cannot be used in consecutive turns.
[Thundering Wing / 20 (27) / Fort / Negated]
A character attacking the Hraesvelgr's Right Wing must make a Fortitude check, taking 2d + 10 Thunder-type damage if they fail to resist. This check is made regardless if the original attack hits or not.

  • Left Wing

[Razor Wind / 21 (28) / Fort / Half]
The Hraesvelgr can shoot the wind circling its left wing up to 20m away. This wind will erupt on contact, becoming a 6m radius hurricane that deals 2d + 20 Wind-type damage to up to 20 targets. This ability cannot be used in consecutive turns.
[Gusting Wing / 20 (27) / Fort / Negated]
A character attacking the Hraesvelgr's Left Wing must make a Fortitude check, taking 2d + 10 Wind-type damage if they fail to resist. This check is made regardless if the original attack hits or not.

Loot
Always Soft Feathers (1,000G)
2 - 7 Phantom Flight Feathers (1,000G)
8 - 12 Developed Flight Feathers (5,000G)
13+ Wind and Thunder Flight Feathers (10,000G)

Appearing as a giant eagle, the Hraesvelgr is said to be the father of wind and thunder. Its wingspan can reach 20m, and each wing has control over one of those elements, destroying everything they touch. The Hraesvelgr also detests the undead, finding them through the soulscars they carry. However, even those with soulscars that aren't undead, such as nightmares and even some veteran adventurers, are at risk of being torn apart by the Hraesvelgr.

18 Peluda
Int: High Perc: Magic Lang: None
Hab: Ruins Disp: Hostile
Rep/Weak: 20 / 27 Init: 24 Move Spd: 31 Fort: 24 (31) Will: 23 (30)
Fighting Style Accuracy Damage Evasion Defense HP MP
Crushing Bite (Head) 22 (29) 2d+18 21 (28) 15 110 49
Tackle (Body) 20 (27) 2d+20 20 (27) 16 127 29
Kick (Foot) x4 21 (28) 2d+17 20 (27) 15 97 29
Tail (Tail) 21 (28) 2d+17 21 (28) 15 109 19
Sections: 7 (Head / Body / Foot x4 / Tail) Main Section: Head Weak Point: Magic Damage +2 pts.
Unique Skills
  • Peluda

[Techniques]
A Peluda can use the "Bear Muscle", "Cat's Eyes", and "Recovery (9 HP)" Techniques.

  • Head

[Flame Breath / 24 (31) / Fort / Half]
The Peluda may vomit a mass of superheated air, directed towards a single point. The hot air travels to a range of 20m, and explodes into a 6m radius fireball upon impact, dealing 2d + 20 Fire-type damage to up to 20 targets in the area. This ability cannot be used in consecutive turns.

  • Body

[Poison Spike / 24 (31) / Fort / Negated]
If the Peluda's Body hits with their Tackle attack, the target must immediately make a Fortitude check. If they fail to resist, they receive an extra 15 Poison-type damage.
[Large Body]
As long as the Peluda Body's HP is 1 or more, the Head cannot be attacked in melee, and receives a +4 bonus to Evasion against ranged attacks. When the Body falls to 0 HP or lower, this effect disappears.

  • Feet

[Trampling Rush / Can't]
The Peluda stomps its feet rapidly, dealing (2d + 5) x (Remaining Feet) Physical damage to all other targets in the same battlefield. This attack cannot be Evaded. All remaining Feet must be able to take a Major Action to use this ability.
[Large]
The Peluda's Body receives a +4 bonus to melee Evasion checks. When two or more Feet fall to 0 HP or lower, this effect disappears.

  • Tail

[Tail Swing]
A Wyvern 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.

Loot
Always Peluda Fangs (1,000G)
2 - 6 Peluda Venom (1,000G)
7 - 12 Peluda Venom (1d x 1,000G)
13+ Peluda Venom Sac (10,000G)

A Peluda is a massive beast, measuring 40m long, with the body of a snake, four clawed legs, and hair like a lion's mane all throughout it's body. Additionally, massive spikes jut out from its back at regular intervals, whose touch can inject a massive dose of poison into a target even after the Peluda is dead. However, the poison from these spikes can be used by researchers in order to produce valuable antivenoms, and so it is worthwhile for adventurers to go out and collect this monster's terrible poison. There are also rumors that a monster has singlehandedly burned down a city overnight in a fit of rage, and it is commonly thought this monster was a Peluda.