CR3R-BS

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There are many new monsters to add to Sword World, ranging from weak Level 1 monsters to powerful Level 20 monsters. When using such high level monsters, they will often have a number of powerful abilities, and so the GM should be aware of what the PCs can do in combat and adjust accordingly. On the other hand, if it appears that the PCs will overwhelm the monsters with little effort, think about powering the monster up using Sword Shards.

New Additions

This book adds a few new additions to monster effects.

"/ Can't" Unique Skills

As with some spells, there are some monster unique skills that just cannot be resisted. Whenever such an ability is used, it will automatically take effect, and does not give the targets a chance to resist or evade the effect.

Unique Skills using Multiple Sections

There are a few new abilities of monsters that require multiple sections to work in conjunction with each other in order to be used. In such cases, the sections needed must still be alive, and must not have taken a Major Action that turn. After using such an ability, all sections used will be considered to have taken their Major Action for the turn.

Sometimes, there will be abilities that don't require a specific set of sections, but will grow stronger the more sections are available to be used. For example, an ability may deal "2d x (Remaining Sections)" damage, where the (Remaining Sections) is however many sections remain that have not taken their Major Action that turn.

Combat with NPCs

When fighting humanoid NPCs with specific character data, a Monster Knowledge check can still be made to figure out how strong that NPC is. The target for that check is going to be the character's Adventurer Level +3, and if successful the target's race, classes (and levels), and any equipment will be known. Named equipment can be determined by a subsequent Appraise check to determine what abilities it has. Upon defeat, the NPC will award (Adventurer Level x 10) experience points.

Barbarous

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.

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.

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 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 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 Lesser Manticore 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.

1 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.

Animals

2 Giant Centipede
Int: Animal Perc: 5 Senses Lang: None
Hab: Forest, Grasslands, Caves Disp: Hostile
Rep/Weak: 7 / 11 Init: 9 Move Spd: 14 Fort: 3 (10) Will: 2 (9)
Fighting Style Accuracy Damage Evasion Defense HP MP
Bite 3 (10) 2d 2 (9) 3 16 3
Weak Point: Physical Damage +2 pts.
Unique Skills
[Poison / 3 (10) / Fort / Negated]
If the Giant Centipede hits with their Bite attack, the target must immediately make a Fortitude check. If they fail to resist, they receive an extra 6 Poison-type damage.
Loot
2 - 5 None
6 - 9 Chitin Shell (30G)
10+ Quality Chitin Shell (100G)

A huge centipede, measuring 1m long all together, that has developed large fangs. Giant Centipedes will attack humanoids and animals alike, feeding on their flesh. It's said that a light tonic can be made by crushing its shell, though the effectiveness of such a drink is in question.

2 Dolphin
Int: Average Perc: 5 Senses Lang: Sea Animal
Hab: Ocean Disp: Neutral
Rep/Weak: 6 / 11 Init: 11 Move Spd: 25 (Swimming) Fort: 4 (11) Will: 4 (11)
Fighting Style Accuracy Damage Evasion Defense HP MP
Tackle 4 (11) 2d+2 3 (10) 3 23 9
Weak Point: Fire Damage +3 pts.
Unique Skills
[Underwater]
The Dolphin doesn't receive penalties for moving or taking Actions in water. However, it can't perform any Action without water.
Loot
2 - 5 None
6 - 9 Pearl Fragments (50G)
10+ Ocean Pearl (200G)

This species of Dolphin grows to around 3m long, and is highly intelligent, able to speak their own language. While Dolphins often live in groups out in the seas and open ocean, they will rarely come to the coast and attempt to make contact with humanoids. There are some who have even been trained by humans to allow riders on their back, though preparations need to be made to allow the rider to breathe underwater.

3 Anaconda
Int: Animal Perc: 5 Senses Lang: None
Hab: Forest, Grasslands, Caves Disp: Hungry
Rep/Weak: 8 / 12 Init: 11 Move Spd: 15 Fort: 6 (13) Will: 4 (11)
Fighting Style Accuracy Damage Evasion Defense HP MP
Constrict 5 (12) 2d+3 3 (10) 4 29 9
Weak Point: Magic Damage +2 pts.
Unique Skills
[Tightening Constriction]
A successful hit from a Constrict attack entangles the target. Each round, the entangled target is hit automatically by the Anaconda, and makes all Accuracy and Evasion Checks with a -2 penalty.

Removing the entangling constriction requires an (Adventurer Level + Strength bonus) Check opposed by the Anaconda's Accuracy check. This check may be made by another person as well. If successful, the target is not entangled anymore.

Loot
2 - 5 Snakeskin (20G)
6 - 9 Fine Snakeskin (150G)
10+ Premium Snakeskin (320G)

A large snake, an Anaconda measures around 2m in length. Its preferred method of attack is to hide in trees as thought it were a large vine, then drop down onto unsuspecting prey. The coils of an Anaconda can constrict and suffocate something as large as a cow.The skin of the Anaconda is prized for its capabilities when turned into leather, and adventurers are often sent to procure such skins.

4 Vulture
Int: Animal Perc: 5 Senses Lang: None
Hab: Mountains, Forest Disp: Hungry
Rep/Weak: 9 / 13 Init: 15 Move Spd: 30 (Flying) Fort: 7 (14) Will: 6 (13)
Fighting Style Accuracy Damage Evasion Defense HP MP
Beak 6 (13) 2d+6 5 (12) 5 35 12
Weak Point: Magic Damage +2 pts.
Unique Skills
[Flight]
A Vulture receives a +1 bonus to Accuracy and Evasion only for melee attacks.
Loot
Always Flight Feathers (100G)
2 - 8 Cheap Meat (100G)
9+ Fine Meat (200G)

A large bird of prey that tends to live in high mountains or canyons. A Vulture's wingspan can reach up to 3m, and with that it can easily carry away both livestock and humanoids. Normally, they are content to fly high above, but when hungry will descend to catch prey to bring back to their nest.

5 Tiger
Int: Animal Perc: 5 Senses Lang: None
Hab: Forest Disp: Hostile
Rep/Weak: 10 / 14 Init: 14 Move Spd: 22 Fort: 8 (15) Will: 7 (14)
Fighting Style Accuracy Damage Evasion Defense HP MP
Bite 7 (14) 2d+8 8 (15) 4 38 13
Weak Point: Accuracy +1
Unique Skills
[Fast Action]
During the first round of combat, if the Tiger won initiative, it may take two Major Actions that round. However, it can only take one Move.
[Continuous Attack]
If the Tiger successfully hits a target in melee, they may make a second attack on that same target without rolling Accuracy.
Loot
Always Large Fangs (100G)
2 - 6 None
7 - 12 Tiger Pelt (200G)
13+ Fine Tiger Pelt (600G)

A four-legged carnivore with black and orange stripes. A ferocious feline, these large cats are experts at hunting alone, hiding with their striped camouflage and striking unexpectedly. Their fur is prized by fashion enthusiasts, and high-quality pelts can fetch a good price at the market.

5 Hippopotamus
Int: Animal Perc: 5 Senses Lang: None
Hab: Coast Disp: Neutral
Rep/Weak: 10 / 14 Init: 10 Move Spd: 10/ 20 (Swimming) Fort: 8 (15) Will: 5 (12)
Fighting Style Accuracy Damage Evasion Defense HP MP
Snapping Bite 5 (12) 2d+8 5 (12) 7 45 12
Weak Point: Fire Damage +3 pts.
Unique Skills
[Underwater Aptitude]
A Hippopotamus is able to move in water without penalty.
[Loud Roar]
As a Major Action, the Hippopotamus can let loose a loud bellowing roar, able to be heard up to 100m away, then rolls 2d. If the result is 10 or more, then another Hippopotamus will join combat after 1d rounds, looking to help their comrades. The GM may adjust the number of Hippoptamuses appearing from this ability (even to 0, if appropriate), according to the situation. This ability cannot be used on consecutive turns.
Loot
2 - 6 None
7 - 12 Large Fang (150G)
13+ Large Fangs x4 (600G)

A rotund mammal with thick, pebbly grey skin, a Hippopotamus is actually made mostly of thick muscle, not fat. While not always traveling in the tightest of groups, Hippos will rarely travel alone, and others are little more than a bellowing roar away. They are quite mild animals, only becoming hostile if attacked, or to protect their young. Once provoked, however, they are quite powerful animals, and have incredible strength for an animal of their size. If a Hippopotamus feels like it is outmatched, it will attempt to call on others to help take down threats tougher than itself.

6 Iron Turtle
Int: Animal Perc: 5 Senses Lang: None
Hab: Ocean, Coast, River, Swamp Disp: Neutral
Rep/Weak: 12 / 17 Init: 10 Move Spd: 10 / 30 (Swimming) Fort: 9 (16) Will: 8 (15)
Fighting Style Accuracy Damage Evasion Defense HP MP
Tackle 7 (14) 2d+9 7 (14) 10 43 12
Weak Point: Fire Damage +3 pts.
Unique Skills
[Underwater Aptitude]
An Iron Turtle is able to move in water without penalty.
[Shell Guard]
As a Major Action, the Iron Turtle can retract into its shell, increasing its Defense to 20 for 10 seconds (1 round).
[Cover]
As a Minor Action, the Iron Turtle can cover an ally in the same battlefield for 10 seconds (1 round), so that the next melee or ranged attack against the ally is made against the Iron Turtle instead.
Loot
2 - 8 Sturdy Shell (200G)
9+ High-Quality Shell (1,200G)

A large turtle, ranging anywhere from 1 to 3 m in size, it get its name because of its shell being as hard as iron. These turtles are fairly docile, slow to move and unlikely to cause any harm. However, because their shell is used in a variety of crafts, overfishing has led to a decline in their population and the Iron Turtle is becoming harder to find in the wild.

6 Elephant
Int: Animal Perc: 5 Senses Lang: None
Hab: Forest, Grasslands Disp: Neutral
Rep/Weak: 12 / 16 Init: 14 Move Spd: 20 Fort: 10 (17) Will: 8 (15)
Fighting Style Accuracy Damage Evasion Defense HP MP
Tusk (Head) 8 (15) 2d+7 7 (14) 7 37 12
Trample (Body) 8 (15) 2d+10 6 (13) 6 44 18
Sections: 2 (Head / Body) Main Section: Head Weak Point: Magic Damage +2 pts.
Unique Skills
  • Head

[Throw / 7 (14) / Evasion / Negated]
The Elephant attempts to grab a target. If successful, the target is thrown out of the battlefield 15m in a direction of the Elephant's choice. Upon landing, the target will receive 15 physical damage and is knocked prone.
[Loud Roar]
As a Major Action, the Elephant can let loose a loud trumpeting, able to be heard up to 100m away, then rolls 2d. If the result is 10 or more, then another Elephant will join combat after 1d rounds, looking to help their comrades. The GM may adjust the number of Elephants appearing from this ability (even to 0, if appropriate), according to the situation. This ability cannot be used on consecutive turns.

  • Body

[Large Body]
As long as the Elephant 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.
[Trample with Both Feet]
The Elephant may Trample twice during the same turn, but must attack two different targets when doing so.

Loot
2 - 6 Damaged Ivory Tusk (100G)
7 - 12 Ivory Tusk (500G)
13+ Fine Ivory Tusk (2,000G)

Elephants are massive mammals, often 5m tall or larger, found in grasslands and wilderness. Despire its size, they are fairly easygoing and tend not to attack unless threatened. Some Elephants have even been trained as exotic mounts, instead of training horses. Their tusks are highly valued for crafts and fashion, and ivory poachers are a constant threat.

6 Grizzly Bear
Int: Animal Perc: 5 Senses Lang: None
Hab: Forest, Mountains Disp: Hungry
Rep/Weak: 12 / 16 Init: 14 Move Spd: 18 Fort: 9 (16) Will: 6 (13)
Fighting Style Accuracy Damage Evasion Defense HP MP
Claw 8 (15) 2d+8 7 (14) 14 49 14
Weak Point: Magic Damage +2 pts.
Unique Skills
[Double Attack]
A Grizzly Bear can make two Claw attacks each round, though each attack requires its own Accuracy check.
[Bear Hug]
If the Grizzly Bear successfully hits with both Claw attacks, they can then entangle the target. Each round, the entangled target is hit automatically by the Grizzly Bear, dealing 2d + 16 damage, and cannot move or make any melee or ranged attacks. Removing the bear hug requires an (Adventurer Level + Strength bonus) Check opposed by the Grizzly Bear's Accuracy check. This check may be made by another person as well. If successful, the target is not entangled anymore. The Grizzly Bear cannot attack another target while holding a Bear Hug, but can release it as a Minor Action.
[Power Attack]
The Grizzly Bear can deal an additional 4 damage on their next attack. However, any Evasion Check made by the Grizzly Bear this turn receives a -2 penalty.
Loot
Always Bear Fur (150G)
2 - 12 Bear Paws (300G)
13+ Aromatic Bear Paws (1,200G)

A large bear with grey-brown fur, Grizzlies can stand on their hind legs to intimidate would-be predators, standing around 2-3m tall when doing so. In the summer, they will rarely appear to those wandering in the wilderness, but as the seasons change they will attack livestock in order to build up bulk for their winter hibernation. Grizzlies are especially dangerous during the springtime, as they are ravenously hungry after their hibernation.

Bear paws, specifically the right paw, are used as ingredients in high-end cuisine, as the right paw is the one used to scoop honey. It is said that honey has infused itself into the skin of the bear, giving the paw an almost sweet, gamey flavor. The left paw, however, is rarely used and often discarded as there is little demand for it.

7 Sabertooth Tiger
Int: Animal Perc: 5 Senses Lang: None
Hab: Forest, Grasslands, Mountains Disp: Hostile
Rep/Weak: 14 / 18 Init: 17 Move Spd: 20 Fort: 11 (18) Will: 9 (16)
Fighting Style Accuracy Damage Evasion Defense HP MP
Bite 10 (17) 2d+10 9 (16) 7 53 13
Weak Point: Accuracy +1
Unique Skills
[Double Bite]
When dealing damage with a Bite attack, damage is rolled twice and added during damage calculation.
[Power Attack]
The Sabertooth Tiger can deal an additional 4 damage on their next attack. However, any Evasion Check made by the Sabertooth Tiger this turn receives a -2 penalty.
Loot
2 - 6 Long Fang x2 (200G)
7 - 12 Sharp Fang x2 (400G)
13+ Shining Fang x2 (1,200G)

Similar in appearance to a normal tiger, the Sabertooth Tiger has two very large, very sharp canine teeth that give it its name. These fangs are said to be strong enough to easily penetrate metal armor.

8 Sea Serpent
Int: Animal Perc: 5 Senses Lang: None
Hab: Ocean Disp: Hungry
Rep/Weak: 14 / 19 Init: 16 Move Spd: 15 / 30 (Swimming) Fort: 9 (16) Will: 10 (17)
Fighting Style Accuracy Damage Evasion Defense HP MP
Bite (Head) 10 (17) 2d+10 10 (17) 8 45 18
Constrict (Body) 11 (18) 2d+8 8 (15) 7 58 21
Sections: 2 (Head / Body) Main Section: Head Weak Point: Fire Damage +3 pts.
Unique Skills
  • Sea Serpent

[Underwater Specialization]
A Sea Serpent 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.

  • Head

[Flame Breath / 9 (16) / Fort / Half]
The Sea Serpent spits a large fireball around itself, dealing 2d + 5 Fire-type damage to up to 10 targets within a 5m radius of the Sea Serpent.

  • Body

[Large Body]
As long as the Sea Serpent 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.
[Long Body]
The Head can make a melee attack on any target within 10m, whether they're in the same battlefield or not. When the Body falls to 0 HP or lower, this effect disappears.
[Entangling Constriction]
A successful hit from a Constrict attack entangles the target. Each round, the entangled target is hit automatically by the Constrict, and makes all Accuracy and Evasion Checks with a -2 penalty. This penalty is not cumulative. Removing the entangling constriction requires an (Adventurer Level + Strength bonus) Check opposed by the Sea Serpent Body's Accuracy check. This check may be made by another person as well. If successful, the target is not entangled anymore. This ability can be used even if the Sea Serpent is already entangling a target.

Loot
Always Sea Serpent Scales (200G)
2 - 6 None
7 - 12 Parasitic Shellfish Husk (200G)
13+ Shining Parasitic Shellfish Shell (1,000G)

A giant ocean snake, a Sea Serpent can measure up to 20m long, causing sailors to believe they had encountered an aquatic dragon. Under normal circumstances, they are solitary monsters, content to eat fish but will attack boats when desperately hungry. There are subspecies of Sea Serpents that are able to live in fresh water, and some cities have even enshrined a Sea Serpent as the embodiment of a water god.

9 Raptoras
Int: Animal Perc: 5 Senses Lang: None
Hab: Forest Disp: Hostile
Rep/Weak: 15 / 18 Init: 17 Move Spd: 10 / 40 (Flying) Fort: 12 (19) Will: 11 (18)
Fighting Style Accuracy Damage Evasion Defense HP MP
Beak (Head) 12 (19) 2d+12 11 (18) 9 47 14
Wing (Wings) x2 11 (18) 2d+9 9 (16) 8 36 8
Tail (Body) 13 (20) 2d+10 10 (17) 10 55 22
Sections: 4 (Head / Wing x2 / Body) Main Section: Head Weak Point: Magic Damage +2 pts.
Unique Skills
  • Raptoras

[Limited Attacks]
Due to the size of the Raptoras, only two attacks can be made on the same target during a single round.

  • Head

[Gale Breath / 11 (18) / Fort / Half]
The Raptoras breathes a mass of compressed air around itself, dealing 2d + 8 Wind-type damage to up to 10 targets within a 5m radius of the Raptoras.

  • Wings

[Flight II]
A Raptoras 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.
[Violent Winds / 12 (19) / Fort / Negated]
The Raptoras creates a corridor of high-speed winds, dealing 2d + 8 Wind-type damage to every target up to 20m in front of it, and knocking them prone. This ability requires both Wings to be alive, with neither having taken an Action during the round this ability is used. This ability cannot be used in consecutive turns.

  • Body

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

Loot
2 - 6 Saurian Membrane (100G)
7 - 12 Black Membrane (500G)
13+ Obsidian Membrane (3,000G)

A featherless monster that flies using its giant wings, the Raptoras can reach up to 10m long with wings fully extended, and even 5m without. Thought to be some type of pterosaur, its skin is scaly like a reptilian's, but without the constant shedding. Ferocious even when unprovoked, they will swoop down and swallow prey whole. Its skin is prizes among leatherworkers due to the natural black color, as well as the quality.

12 Dolgiras
Int: Animal Perc: 5 Senses Lang: None
Hab: Forest, Grasslands Disp: Neutral
Rep/Weak: 17 / 20 Init: 18 Move Spd: 15 Fort: 17 (24) Will: 15 (22)
Fighting Style Accuracy Damage Evasion Defense HP MP
Horn (Head) 15 (22) 2d+14 14 (21) 14 72 14
None (Body) - - 13 (20) 13 86 22
Tail (Tail) 13 (20) 2d+10 14 (21) 11 61 13
Sections: 3 (Head / Body / Tail) Main Section: Head Weak Point: Water/Ice Damage +3 pts.
Unique Skills
  • Head

[Charge / 14 (21) / Evasion / Negated]
The Dolgiras charges full-force in a straight line up to 45m, dealing 2d + 20 Physical damage to anything in its path and knocking it prone. This is treated as an "Area: Breakthrough" effect, and requires both the Head and Body in order to use this ability. If the Dolgiras Charges, they cannot attack or use any unique skills with the Tail that round.
[Double Attack]
A Dolgiras can make two Horn attacks each round, though each attack requires its own Accuracy check.
[Discharge / 15 (22) / Fort / Half]
The Dolgiras can unleash an electrical bolt from its horns, attacking a single target up to 20m away, dealing it 2d + 12 Thunder-type damage.

  • Body

[Large Body]
As long as the Dolgiras 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.

  • Tail

[Tail Swing]
A Dolgiras 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 Hard Frill (300G)
2 - 5 None
6 - 12 Large Horn (1,000G)
13+ Great Horn (3,000G)

A large animal, similar to a Rhinoceros, with two horns jutting out from its forehead and its neck covered by a bony frill. At least 7m in length, a Dolgiras is solid muscle, though its herbivorous diet leads it to be mostly docile. However, once threatened, it will relentlessly attack the threat, either driving it from the Dolgiras' territory or trampling its corpse into the ground.

14 Kraken
Int: Animal Perc: 5 Senses (Darkvision) Lang: None
Hab: Ocean Disp: Hostile
Rep/Weak: 15 / 21 Init: 21 Move Spd: 15 / 30 (Swimming) Fort: 18 (25) Will: 17 (24)
Fighting Style Accuracy Damage Evasion Defense HP MP
Tackle (Body) 18 (25) 2d+18 15 (22) 13 94 32
Tentacle (Tentacle) x5 19 (26) 2d+15 17 (24) 12 58 14
Sections: 6 (Body / Tentacle x5) Main Section: Body Weak Point: Thunder Damage +3 pts.
Unique Skills
  • Kraken

[Soft Body]
Bludgeoning weapons treat the Kraken's Defense as 5 points higher. In addition, Thrown weapons deal no damage.
[Underwater Specialization]
A Kraken 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.

  • Body

[Ink Spray / 17 (24) / Fort / Negated]
The Kraken sprays a stream of ink up to 30m away in a straight line. Those who fail to resist this ability are blinded and take a -4 penalty to all skill checks (other than Fortitude and Willpower). Wiping the ink from one's eyes is a Major Action, and may be done by another character. This ability cannot be used in consecutive turns.

  • Tentacles

[Rampage / Can't]
The Kraken flails its tentacles, dealing 2d x (Remaining Tentacles) Physical damage to one target in the same battlefield. This attack cannot be Evaded. All remaining Tentacles must be able to take a Major Action to use this ability.
[Long Reach]
Each Tentacle can make a melee attack on any target within 10m, whether they're in the same battlefield or not.
[Interposing Tentacles]
The Kraken's Body cannot be attacked by melee or ranged attacks. When three or more Tentacles fall to 0 HP or lower, this effect disappears.

Loot
Always Large Tentacle (500G)
2 - 6 Spoiled Squid Ink (100G)
7 - 12 Squid Ink (2,000G)
13+ Fire Squid Ink (5,000G)

Krakens are infamous sea monsters, having a bit of a reputation out on the open waters as ruthless shipwreckers. Towering over most ships at a whopping 20m long, Krakens tend to see ships as little more than toys. More than a few voyages have found their end at the wrong end of a Kraken's crushing tentacles.

14 Roc
Int: Animal Perc: 5 Senses Lang: None
Hab: Mountains Disp: Hostile
Rep/Weak: 15 / 21 Init: 25 Move Spd: 15 / 60 (Flying) Fort: 19 (26) Will: 17 (24)
Fighting Style Accuracy Damage Evasion Defense HP MP
Beak (Head) 17 (24) 2d+17 17 (24) 12 82 22
Claw (Wing) x2 18 (25) 2d+13 17 (24) 10 69 19
None (Body) x2 - - 15 (22) 10 90 26
Talon (Foot) x2 19 (26) 2d+14 17 (24) 12 62 17
Sections: 7 (Head / Wing x2 / Body x2 / Foot x2) Main Section: Head Weak Point: Accuracy +1
Unique Skills
  • Head

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

  • Wing

[Flight II]
A Roc 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.
[Windstorm / 18 (25) / Fort / Negated]
The Roc flaps its wings, creating high winds in a 20m radius around itself, dealing 2d + 12 Wind-type damage to all targets within the area and knocking them prone. Both Wings must be alive and able to take a Major Action in order to use this ability. This ability cannot be used in consecutive turns.

  • Foot

[Clutch]
A successful hit from a Talon attack will automatically grab the defender as well. The grabbed target cannot move, and melee attacks can only hit the grabbing foot. While held, the Roc can only attack the target with a Talon attack (even the Roc's Storm will not hit the target), but the Talon attack will automatically hit. Prying the grabbing foot open requires an (Adventurer Level + Strength bonus) Check opposed by the Roc Talon's Accuracy check. This check may be made by another person as well. If successful, the target is not grabbed anymore. The Roc may also release the grabbed target as a Minor Action.

  • Body

[Large Body]
The Roc's Head and Wings cannot be attacked by melee or ranged attacks. When both Body sections fall to 0 HP or lower, this effect disappears.

Loot
Always Strange Flight Feathers (500G)
2 - 6 None
7 - 12 Beautiful Feathers (1,200G)
13+ Vivid Feathers (3,000G)

A monstrous bird whose wingspan reaches 30m, the Roc is a wondrous sight to see. They live in the higher altitudes of most mountain ranges, though their massive form and vivid coloring can be seen from quite far away. With their massive talons, they can grab even mature cows and fly away with them, let alone a full-grown humanoid.

Plants

1 Alraune
Int: Low Perc: 5 Senses Lang: Trade Common
Hab: Grasslands, Forest Disp: Neutral
Rep/Weak: 9 / 12 Init: 7 Move Spd: 10 Fort: 2 (9) Will: 4 (11)
Fighting Style Accuracy Damage Evasion Defense HP MP
Tackle 1 (8) 2d-2 3 (10) 0 20 3
Weak Point: Physical Damage +2 pts.
Unique Skills
[Piercing Scream / 3 (10) / Will / Negated]
As a Major Action, the Alraune can make a high-pitched Psychic-type scream, causing everyone within 20m to immediately fall unconscious. Another character may take a Major Action and wake up anyone knocked unconscious by this effect, though the awoken character is still prone.
Loot
2 - 8 None
9+ Mysterious Seed (100G)

Alraunes are plant monsters that look like small children, around 80 cm tall, with large white flowers blooming out of their heads. Very timid, they will attempt to escape immediately when startled, but are curious and will watch from a distance if possible. Alraunes have a child-like personality, and if treated appropriately can be made to be fond of humans.

3 Spin Blossom
Int: None Perc: Magic Lang: None
Hab: Grasslands, Forest Disp: Hostile
Rep/Weak: 11 / 13 Init: 10 Move Spd: 12 (Floating) Fort: 4 (11) Will: 4 (11)
Fighting Style Accuracy Damage Evasion Defense HP MP
Petals 4 (11) 2d+4 3 (10) 3 23 11
Weak Point: Fire Damage +3 pts.
Unique Skills
[Mindless]
A Spin Blossom is unaffected by any Psychic-type effects.
Loot
2 - 8 None
9+ Rotating Petals (200G)

This plant monster gets its name from the way it moves, lazily drifting on the breeze, its sturdy petals positioned so it will gently rotate and float through the sky while the wind blows. While not a great threat on its own, Spin Blossoms have been noted to swarm into large areas and have ruined small communities. Because of this threat, they are often the target of low-level extermination missions for adventurers, in the hopes of culling numbers before the blossoms become dangerous. On rare occasions, the flowers will still rotate even when removed from the stem, and can be sold to the right buyer for a decent bit of coin.

7 Entlet
Int: Average Perc: Magic Lang: Sylvan
Hab: Forest Disp: Neutral
Rep/Weak: 12 / 18 Init: 10 Move Spd: 12 Fort: 10 (17) Will: 10 (17)
Fighting Style Accuracy Damage Evasion Defense HP MP
Branch (Trunk) x2 9 (16) 2d+8 8 (15) 9 54 42
Sections: 2 (Trunk x2) Main Section: None Weak Point: Fire Damage +3 pts.
Unique Skills
[Fairy Magic (Level 8) / Magic Power 10 (17)]
An Entlet may cast Fairy Magic as an eigth-level Fairy Tamer. For individual spell effects, refer to that spell's description.
[Magic Aptitude]
An Entlet can use the Combat Feats 《Guided Magic》, 《Metamagic/Distance》, 《Hawk Eye》 and 《Wordbreak》.
Loot
Always Ent Leaves (100G)
2 - 6 None
7 - 12 Mysterious Seed (100G)
13+ Mysterious Sapling (500G)

A giant tree that roams around, using its roots as feet to walk. Entlets are said to be over 100 years old, and have a wide variety of knowledge they can be persuaded to share with others. Their leaves are said to be herbs that increase one's wisdom, and teas brewed with them are especially popular among mothers. Entlets tend to be gentle giants, and will be friendly if they are treated in kind.

8 Ripper Leaf
Int: None Perc: Magic Lang: None
Hab: Forest Disp: Hostile
Rep/Weak: 15 / 18 Init: 14 Move Spd: 20 (Floating) Fort: 10 (17) Will: 10 (17)
Fighting Style Accuracy Damage Evasion Defense HP MP
Leaf 11 (18) 2d+10 9 (16) 8 57 26
Weak Point: Fire Damage +3 pts.
Unique Skills
[Double Attack]
A Ripper Leaf can make two Leaf attacks each round, though each attack requires its own Accuracy check.
[Regeneration]
At the end of each round, the Ripper Leaf recovers 5 HP.
[Mindless]
A Ripper Leaf is unaffected by any Psychic-type effects.
Loot
2 - 6 None
7 - 12 Sharp Leaves (100G)
13+ Keenly Sharpened Leaves (500G)

An evolved form of the Spin Blossom, Ripper Leaves have a series of razor-sharp leaves around the rotating petals keeping it aloft. These leaves will shred any prey attracted by the bright flowers, and it is thought that the Ripper Leaf was able to evolve into its current state by drinking the blood of fallen prey through its roots.

12 Belladonna
Int: None Perc: Magic Lang: None
Hab: Forest, Grasslands Disp: Hostile
Rep/Weak: 16 / 20 Init: 12 Move Spd: 15 Fort: 16 (23) Will: 14 (21)
Fighting Style Accuracy Damage Evasion Defense HP MP
Vine (Upper Body) 15 (22) 2d+10 14 (21) 12 66 14
Tackle (Lower Body) 13 (20) 2d+12 13 (20) 13 78 16
Sections: 2 (Upper Body / Lower Body) Main Section: None Weak Point: Fire Damage +3 pts.
Unique Skills
  • Belladonna

[Poison / 16 (23) / Fort / Negated]
If the Belladonna hits with a melee attack, the target must immediately make a Fortitude check. If they fail to resist, they receive an extra 2d Poison-type damage, and will continue to take this damage every hour. The leaves of the Belladonna can be turned into an antidote for this poison, with one leaf curing one person.
[Mindless]
A Belladonna is unaffected by any Psychic-type effects.

  • Upper Body

[Snaring Vines / 14 (21) / Fort / Negated]
As a Major Action, the Belladonna can use its Vine to ensnare a target in the same battlefield. If the target fails to resist, they are ensnared, unable to move and receiving a -4 penalty to Evasion checks.

Removing the ensnaring vines requires an (Adventurer Level + Strength bonus) Check opposed by the Belladonna's Accuracy check. This check may be made by another person as well. If successful, the target is not ensnared anymore. This ability can be used even if the Belladonna is already ensnaring a target.

Loot
Always Belladonna Leaves (1d x 150G)
2 - 8 None
9+ Poisonous Flower (500G)

A Belladonna appears at first glance to be a green-skinned humanoid, but upon closer investigation is actually a plant whose vines have been so entwined with each other they are able to take the shape of a human. By taking a humanoid shape, the Belladonna is able to move much more easily to attack prey, and will drain nutrients from anything it has killed, animal or otherwise. It will also hide in forests, using its plant body to disguise itself before surprising prey.

The vines of a Belladonna contain a horrific poison, causing high fevers, nausea and even death from just a touch. However, the leaves from the Belladonna's vines can be turned into an antidote for this contact poison, so it is recommended to slay the Belladonna before the poison spreads throughout the victim's body.

20 Yggdrasil Sapling
Int: High Perc: Magic Lang: Sylvan
Hab: Forest Disp: Neutral
Rep/Weak: 18 / 23 Init: 20 Move Spd: 0 Fort: 25 (32) Will: 27 (34)
Fighting Style Accuracy Damage Evasion Defense HP MP
None (Trunk) - - 22 (29) 19 170 156
Branch (Branch) x5 25 (32) 2d+23 24 (31) 17 122 34
Sections: 6 (Trunk / Branch x5) Main Section: Trunk Weak Point: Fire Damage +3 pts.
Unique Skills
  • Yggdrasil Sapling

[Water/Ice, Earth Immunity]
A Yggdrasil Sapling takes no damage from Water/Ice-type or Earth-type effects.
[Limited Attacks]
Due to the size of the Yggdrasil Sapling, only two Branches can make attacks on a single target during a single round.

  • Trunk

[Fairy Magic (Level 15) / Magic Power 27 (34)]
A Yggdrasil Sapling may cast Fairy Magic as a fifteenth-level Fairy Tamer. For individual spell effects, refer to that spell's description.
[Breath of the World Tree]
At the end of each round, the Yggdrasil Sapling recovers 20 HP and MP.
[Magic Aptitude]
A Yggdrasil Sapling can use the Combat Feats 《Guided Magic》, 《Magic Convergence》, 《Magic Control》, 《Metamagic/Targets》, 《Metamagic/Distance》, 《Metamagic/Time》, 《Metamagic/Area》, 《Hawk Eye》, and 《Wordbreak》.
[Triple Action]
The Yggdrasil Sapling may take three Major Actions during each of its turns.

  • Branches

[Long Branches]
Each Branch can make a melee attack on any target within 20m, whether they're in the same battlefield or not.
[Branch Cover]
If the Yggdrasil Sapling's Trunk would be attacked by a melee or ranged attack, a spell with "Area: Shot", or other similar abilities, a Branch may move in the way of the attack, taking the damage instead automatically (no Evasion, Fortitude or Willpower check needed). Each Branch may only do this once per round. This does not protect the Trunk from "Area: Target" spells or wide-area effects.
[Branch Flurry / Can't]
The Yggdrasil Sapling thrashes its Branches at a single target, dealing 2d + 5 x (Remaining Branches) Physical damage. Because of the speed and size of the flailing branches, this attack cannot be Evaded. All remaining Branches must be able to take a Major Action to use this ability.

Loot
Always Yggdrasil Leaf (5,000G)
2 - 6 None
7 - 12 Yggdrasil Branch (15,000G)
13+ Great Yggdrasil Branch (50,000G)

In Raxia, the name "Yggdrasil" is known as the name of the great World Tree, the largest tree known to mankind, that has been rooted in Raxia since the beginnings of the Schnell Civilization. This young tree is but a sapling of another Yggdrasil, the result of a seed flung far from the original tree that has taken root. Though it is young compared to the original World Tree, the Yggdrasil Sapling is still large enough to scrape the heavens, and remains unable to be accurately measured using current equipment. It is said that the history of Raxia lies engraved in its leaves and branches, and those who are able to find even a fallen twig of the tree can find themselves with a wealth of knowledge.

Undead

4 Skeleton Archer
Int: Low Perc: Magic Lang: None
Hab: Ruins Disp: Hostile
Rep/Weak: 6 / 13 Init: 8 Move Spd: 18 Fort: 5 (12) Will: 6 (13)
Fighting Style Accuracy Damage Evasion Defense HP MP
Weapon 6 (13) 2d+5 5 (12) 5 28 -
Weak Point: HP Recovery (deals damage instead) +3 pts.
Unique Skills
[Bow]
Instead of making a Weapon attack, the Skeleton Archer can fire its bow. This attack is treated as a ranged attack from a Bow category weapon, with a range of 30m. This attack uses the same Accuracy and damage as the Skeleton Archer's Weapon attack.
[Precise Shot]
Ranged attacks fired into a battlefield cannot misfire.
[Bone Body]
A Skeleton Archer is immune to criticals from edged weapons.
[Mindless]
A Skeleton Archer is unaffected by any Psychic-type effects.
Loot
2 - 8 Sturdy Bone (30G)
9+ Magical Bone (250G)

These Skeletons have been armed with a bow and arrows, which they fire relentlessly at any living thing that draws close enough. Skeleton Archers can be created using the Spiritualism spell "Create Undead", costing 16 MP for each Skeleton Archer raised.

5 Skeleton Soldier
Int: Low Perc: Magic Lang: None
Hab: Ruins Disp: Hostile
Rep/Weak: 7 / 14 Init: 10 Move Spd: 21 Fort: 6 (13) Will: 7 (14)
Fighting Style Accuracy Damage Evasion Defense HP MP
Weapon 8 (15) 2d+6 5 (12) 7 32 -
Weak Point: HP Recovery (deals damage instead) +3 pts.
Unique Skills
[Power Attack]
A Skeleton Soldier can deal an additional 4 damage on their next attack. However, any Evasion Check made by the Skeleton Soldier this turn receives a -2 penalty.
[Bone Body]
A Skeleton Soldier is immune to criticals from edged weapons.
[Mindless]
A Skeleton Soldier is unaffected by any Psychic-type effects.
Loot
2 - 8 Sturdy Bone (30G)
9+ Magical Bone (250G)

Skeleton Soldiers are heavily armed and armored shock troopers, expendable yet still dangerous in their own right. Often seen carrying large weapons, these mindless undead actively seek out intruders and attack relentlessly. Skeleton Soldiers can be created using the Spiritualism spell "Create Undead", costing 20 MP for each Skeleton Soldier raised.

8 Poltergeist
Int: Low Perc: Magic Lang: None
Hab: Various Disp: Hostile
Rep/Weak: 11 / 17 Init: 18 Move Spd: 16 (Floating) Fort: 8 (15) Will: 9 (16)
Fighting Style Accuracy Damage Evasion Defense HP MP
Tackle (Core) 11 (18) 2d+8 11 (18) 8 45 51
Ram (Object) x4 11 (18) 2d+5 11 (18) 8 45 11
Sections: 5 (Core / Object x4) Main Section: Core Weak Point: Magic Damage +2 pts.
Unique Skills
  • Poltergeist

[Object Camouflage]
A Poltergeist's Core is indistinguishable from the other Objects it is using at the start of combat. However, once the Core uses any spells, or either the "Command Weapon" or "Rush" abilities, the Core is easily identified. Melee attacks don't directly identify the Core, but knowledgeable characters are able to make inferences based upon the damage received.

  • Core

[Spiritualism Magic (Level 8) / Magic Power 10 (17)]
A Poltergeist may cast Spiritualism spells as an eighth-level Conjurer. For individual spell effects, refer to that spell's description.
[Magic Aptitude]
A Poltergeist can use the Combat Feats 《Metamagic/Distance》, 《Guided Magic》, 《Magic Convergence》, 《Magic Control》 and 《Wordbreak》.
[Command Weapon / Can't]
The Poltergeist possesses the weapon of a target in the same battlefield up to 20m away and forces it to attack its wielder. Because the weapon is attacking the character holding it, this attack cannot be Evaded. The damage dealt is equal to the weapon's Power + 8, but the attack is otherwise the same as though the wielder used the weapon normally. This ability cannot command any Gun category weapons.

  • Objects

[Rush / Can't]
The Poltergeist causes all remaining Objects to simultaneously rush at a single target in the same battlefield, dealing 2d x (Remaining Objects) to the target. Because of the erratic movement of the various Objects, this attack cannot be Evaded. All remaining Objects must be able to take a Major Action to use this ability.

Loot
2 - 6 Broken Memento (500G)
7 - 12 Memento (1,000G)
13+ Enchanted Object (2,000G)

Poltergeists are formed when someone passes away while still holding an unusually strong attachment to a particular object. This object becomes the core of the Poltergeist, regardless of what the object may be, and through this object the spirit may manipulate other objects in order to affect the living world.

Typically, common Poltergeist cores are various pieces of jewelry, favored items of the original owner, or other innocuous mementos. The commonality of such objects makes it easy for the Poltergeist to hide its core among other objects it is manipulating. However, only the core of the Poltergeist can cast spells or manipulate other objects, so it becomes very apparent where the core is when combat begins.

9 Banshee
Int: Low Perc: Magic Lang: Arcana
Hab: Various Disp: Hostile
Rep/Weak: 12 / 19 Init: 17 Move Spd: 21 (Floating) Fort: 10 (17) Will: 13 (20)
Fighting Style Accuracy Damage Evasion Defense HP MP
Claw 10 (17) 2d+7 12 (19) 10 62 73
Weak Point: Energy Damage +2 pts.
Unique Skills
[Truespeech Magic, Spiritualism Magic (Level 9) / Magic Power 13 (20)]
A Banshee may cast both Truespeech and Spiritualism Magic as a ninth-level Sorcerer and Conjurer. For individual spell effects, refer to that spell's description.
[Magic Aptitude]
A Banshee can use the Combat Feats 《Metamagic/Accuracy》. 《Metamagic/Area》, and 《Metamagic/Targets》.
[Disorienting Wail / 13 (20 / Will / Negated]
Once per round, as a Major Action, the Banshee can make a high-pitched Psychic-type wail, causing everyone within 20m to immediately attack the closest target regardless of whose side they're on. The attack must be made with the weapon currently wielded, and Active Combat Feats may be used as normal. If there are multiple valid targets, the attack target is chosen at random.
[Double Action]
The Banshee may take two Major Actions during each of its turns.
Loot
2 - 7 Crystal Tears of Resentment (500G)
8+ Crystal Tears of Sorrow (1,000G)

A Banshee is the vengeful spirit of a woman who died in sorrow after suffering a terrible betrayal, seeking to share its fate with others. Its screams can shake even the most stoic of adventurers, and it is said that death comes to those who've heard the wail of a Banshee. Though they tend to appear as a beautiful woman, Banshees turn as ugly as a mummy when unleashing their wail on others. Upon defeat, a Banshee will disappear entirely, leaving behind only beautiful crystals, physical remnants of their powerful emotions.

10 Ghost Horse
Int: Low Perc: Magic Lang: None
Hab: Various Disp: Hostile
Rep/Weak: 15 / 22 Init: 20 Move Spd: 36 Fort: 15 (22) Will: 13 (20)
Fighting Style Accuracy Damage Evasion Defense HP MP
Hoof (Front) 13 (20) 2d+10 12 (19) 10 72 23
Hoof (Rear) 13 (20) 2d+11 11 (18) 10 62 18
Sections: 2 (Front / Rear) Main Section: Front Weak Point: Water/Ice Damage +3 pts.
Unique Skills
  • Ghost Horse

[Fire Immunity]
A Ghost Horse takes no damage from Fire-type effects.
[Shadow Body]
When in shadowy areas or at night, the Ghost Horse automatically melds with the shadows, becoming impossible to see without Darkvision. While unnoticed, it can also move through otherwise solid obstacles, such as walls and barriers. However, while being seen by a character, this ability is lost.

  • Front

[Burning Gaze / 13 (20) / Fort / Negated]
The Ghost Horse gazes at a single target within 20m, igniting it and dealing 2d + 10 Fire-type damage.

  • Rear

[Double Barrel / 13 (20) / Evasion / Negated]
The Ghost Horse rears and kicks with both hind legs, launching the target out of the battlefield 20m in a direction of the Ghost Horse's choice. Upon landing, the target will receive 20 Physical damage and is knocked prone.

Loot
Always Fiery Hoof (500G)
2 - 6 Evil Eye (400G)
7 - 12 Fiery Evil Eye (800G)
13+ Incandescent Evil Eye (3,000G)

A pitch-black horse made of shadow with a mane of flames, the Ghost Horse is dangerous on its own, but is often seen as a mount for more powerful undead. Its eyes are a piercing blood-red, and its body will occasionally have gouts of flame burst forth.

12 Dullahan Lord
Int: High Perc: Magic Lang: Arcana, Magitech
Hab: Unknown Disp: Hostile
Rep/Weak: 17 / 27 Init: 22 Move Spd: 40 Fort: 15 (22) Will: 16 (23)
Fighting Style Accuracy Damage Evasion Defense HP MP
Sword (Body) 15 (22) 2d+13 12 (19) 12 75 123
Ram (Manabike) 14 (21) 2d+14 11 (18) 13 81 43
Sections: 2 (Body / Manabike) Main Section: Body Weak Point: Energy Damage +3 pts.
Unique Skills
  • Dullahan Lord

[Normal Weapon Immunity]
A Dullahan Lord is immune to damage from normal weapons, and can only be harmed with silver or magical weapons.
[Iron Body]
The Dullahan Lord is immune to criticals from edged weapons.

  • Body

[Truespeech Magic, Spiritualism Magic, Magitech (Level 11) / Magic Power 9 (16)] A Dullahan Lord may cast Truespeech and Spiritualism Magic and Magitech spells as an eleventh-level Sorcerer, Conjurer and Artificer. For individual spell effects, refer to that spell's description.
[Magic Aptitude]
A Dullahan Lord can use the Combat Feats 《Metamagic/Targets》, 《Metamagic/Accuracy》, and 《Multi-Action》.
[Power Attack]
A Dullahan Lord can deal an additional 4 damage on their next attack. However, any Evasion Check made by the Dullahan Lord this turn receives a -2 penalty.

  • Manabike

[Magitech (Level 11) / Magic Power 15 (22)]
The Manabike may cast Magitech spells as an eleventh-level Artificer. For individual spell effects, refer to that spell's description.
[Mounted Guns / 14 (21) / Evasion / Negated]
The Manabike is able to attack with a mounted gun, whose Max. Magazine is 5 and range is 30m.
[Precise Shot]
Ranged attacks fired into a battlefield cannot misfire.
[Sonic Blaster / 15 (22) / Fort / Negated]
The Manabike can unleash a sonic blast in a 30m radius, and targets who fail to resist are dealt 2d Magic damage, receive a -2 penalty to Accuracy and Evasion, and cannot take Minor Actions for 10 seconds (1 round). This ability cannot be used in consecutive rounds.
[Downswing]
As long as the Manabike's HP is 1 or higher, the Body deals an extra +2 damage. When the Manabike falls to 0 HP or lower, this ability cannot be used.[Large Chassis]
As long as the Dullahan Lord Manabike's HP is 1 or more, the Body cannot be attacked in melee. When the Manabike falls to 0 HP or lower, this effect disappears.

Loot
Always Manabike Parts (500G)
2 - 6 None
7 - 12 Mythril (2,600G)
13+ Pure Mythril (8,800G)

An improved Dullahan, the Dullahan Lord still wears beat-up white armor and tucks its head underneath one arm. However, the Dullahan Lord is familiar with magitech, and takes advantage of an ancient Manabike instead of the old horse-drawn carriage.

12 Ghost Ship
Int: Low Perc: Magic Lang: None
Hab: Ocean Disp: Hostile
Rep/Weak: 17 / 20 Init: 19 Move Spd: 50 (On Water) Fort: 17 (24) Will: 16 (23)
Fighting Style Accuracy Damage Evasion Defense HP MP
None (Hull) - - 12 (19) 12 120 71
Cannon (Turret) x2 16 (23) 2d+12 14 (21) 10 69 37
Slap (Oars) x4 15 (22) 2d+12 13 (20) 9 53 34
Sections: 7 (Hull / Turret x2 / Oars x4) Main Section: Hull Weak Point: Fire Damage +3 pts.
Unique Skills
  • Hull

[Spiritualism Magic (Level 10) / Magic Power 13 (20)]
A Ghost Ship may cast Spiritualism spells as a tenth-level Conjurer. For individual spell effects, refer to that spell's description.
[Magic Aptitude]
A Ghost Ship can use the Combat Feats 《Metamagic/Distance》, 《Guided Magic》, 《Magic Convergence》, 《Magic Control》 and 《Wordbreak》.

  • Turrets

[Howitzer / 17 (24) / Evasion / Negated]
The Turret shoots a shell up to 100m, exploding on contact into a 6m radius fireball, dealing 2d + 12 Magic damage to up to 20 targets. This ability cannot be used on targets in the same battlefield.
[Ammunition]
The Turret's Cannon can only hold one shot, and has a range of 100m. Reloading happens automatically after firing.
[Friendly Fire]
If a Turret attacks a target in the same battlefield, the damage dealt is also done to the Ghost Ship's Hull, regardless of whether the original target evaded the attack or not.

  • Oars

[Oar Flurry / Can't]
The Oars of the Ghost Ship begin to gyrate wildly, beating one target for 2d x (Remaining Oars) Physical damage. Because of the number of oars, this attack cannot be Evaded. All remaining Oars must be able to take a Major Action to use this ability.
[Stop Boarding]
The Ghost Ship's Hull and Turrets cannot be attacked in melee. When three or more Oars fall to 0 HP or lower, this effect disappears.

Loot
Always Ghost Ship Wood (500G)
2 - 6 Nautical Charts (500G)
7 - 12 Ocean Navigation Maps (1,000G)
13+ Treaure Map (5,000G)

The remnants of a ship that has been lost at sea. Ghost Ships are a more common sight out on the open ocean, where dangerous sea monsters and inclement weather have ended innumerable voyages. The size of the Ghost Ship depends upon the initial ship's size, but usually the larger the original ship, the larger and more powerful the Ghost Ship will become.

Ghost Ships also tend to have a number of undead crew, sailors from the original ship doomed to sail with the Ghost Ship forever. However, some unfortunate souls lost at sea may also find themselves drawn to a traveling Ghost Ship, and it is said that there is even a Ghost Ship out there with Dragon Zombies on board as well.

13 Wraith
Int: High Perc: Magic Lang: Trade Common
Hab: Unknown Disp: Hostile
Rep/Weak: 16 / 23 Init: 25 Move Spd: 26 (Floating) Fort: 16 (23) Will: 19 (26)
Fighting Style Accuracy Damage Evasion Defense HP MP
None - - 17 (24) 13 88 112
Weak Point: Physical Damage +2 pts.
Unique Skills
[Spiritualism Magic (Level 13) / Magic Power 18 (25)]
A Wraith may cast Spiritualism spells as a thirteenth-level Conjurer. For individual spell effects, refer to that spell's description.
[Normal Weapon Immunity]
A Wraith is immune to damage from normal weapons, and can only be harmed with silver or magical weapons.
[Fog Body]
Bludgeoning weapons treat the Wraith's Defense as 5 points higher. In addition, Thrown weapons deal no damage. The Wraith automatically halves any incoming Magical damage, even before any resistance checks.
[Magic Aptitude]
A Wraith can use the Combat Feats 《Guided Magic》, 《Magic Convergence》, 《Magic Control》, 《Metamagic/Targets》, 《Metamagic/Accuracy》 and 《Wordbreak》.
Loot
2 - 12 None
13+ Frozen Mana (5,000G)

When using the spell "Wraith Form", this is the form the Conjurer takes. This data is for a typical Wraith, one whose body has been lost for some reason, and cannot return to their original form. However, stronger Conjurers will make for stronger Wraiths, adding their own abilities to the spiritual form. However, there are some Wraiths who had never been a Conjurer in their previous life, and these so-called "natural" Wraiths are curious oddities to those who study monsters.

Though the Wraith's body is formed out of fog and mist, it is unnaturally cold. In rare cases, the magical power of the Wraith will itself freeze and coalesce into a solid lump of frozen mana. This frozen mana is so cold that, under normal weather, it will not melt, making it very valuable among researchers on the open market.

14 Meaningless
Int: Low Perc: Magic Lang: None
Hab: Ruins Disp: Hostile
Rep/Weak: 14 / 21 Init: 20 Move Spd: 20 (Floating) Fort: 16 (23) Will: 17 (24)
Fighting Style Accuracy Damage Evasion Defense HP MP
Death Grip 17 (24) 2d+14 18 (25) 15 101 113
Weak Point: Fire Damage +3 pts.
Unique Skills
[Spiritualism Magic (Level 14) / Magic Power 16 (23)]
A Meaningless may cast Spiritualism spells as a fourteenth-level Conjurer. For individual spell effects, refer to that spell's description.
[Magic Aptitude]
A Meaningless can use the Combat Feats 《Guided Magic》, 《Magic Convergence》, 《Magic Control》 and 《Metamagic/Distance》.
[Summon Undead]
As a Minor Action, the Meaningless can summon an Undead monster Level 11 or lower by spending MP equal to that monster's level. The summoned Undead is able to act during the same round. This ability cannot be used in consecutive rounds.
[Ghostly Rush / Can't]
The Meaningless can make a melee attack on any target within 10m, whether they're in the same battlefield or not. This attack cannot be Evaded.
[Normal Weapon Immunity]
A Meaningless is immune to damage from normal weapons, and can only be harmed with silver or magical weapons.
[Unliving Aura]
At the end of each round, all Undead within 10m of the Meaningless recover 10 HP.
Loot
Always Mementos (500G)
2 - 6 Mementos (500G)
7 - 12 Expensive Mementos (1,000G)
13+ Extravagant Mementos (6,000G)

Formed from the countless souls of both humans and Barbarous that died in combat, a Meaningless is singularly focused on the destruction of the living. Any living creature, humanoid or Barbarous, is not safe from the assault of a Meaningless. Though it looks like an unstable fog, it can control the souls contained within to rise again from death and attack anything it wishes. Because of this, fighting a single Meaningless can feel like fighting an entire army.

15 Giant Zombie
Int: Low Perc: Magic Lang: None
Hab: Various Disp: Hostile
Rep/Weak: 13 / 20 Init: 19 Move Spd: 25 Fort: 22 (29) Will: 19 (26)
Fighting Style Accuracy Damage Evasion Defense HP MP
Weapon (Upper Body) 19 (26) 2d+20 17 (24) 16 90 20
Kick (Lower Body) 20 (27) 2d+16 16 (23) 18 132 10
Sections: 2 (Upper Body / Lower Body) Main Section: Upper Body Weak Point: Physical Damage +2 pts.
Unique Skills
  • Giant Zombie

[Regeneration]
At the end of each round, each section of the Giant Zombie recovers 10 HP. This has no effect on sections with 0 HP.

  • Upper Body

[Bellowing Roar / 16 (23) / Will / Negated]
The Giant Zombie can let loose a bellowing roar, a Psychic-type effect that scares those within 10m. Those who fail to resist are frightened, receiving a -2 penalty on all skill checks for 30 seconds (3 rounds).
[Simultaneous Attack]
A Giant Zombie's Weapon can attack all characters in the same battlefield, but a separate Accuracy Check is needed for each character. Each Accuracy Check is made with a -2 penalty.

  • Lower Body

[Large Body]
As long as the Giant Zombie 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 Giant Rotting Weapon (500G)
2 - 6 None
7 - 12 Gold Bracelet (5,000G)
13+ Giant's Treasure (10,000G)

Created from the corpses of massive Barbarous, Giant Zombies are massive undead hulks that know nothing but war. This particular data is for an average Giant Zombie, but there could be stronger variations, depending upon the original race of the Barbarous corpse used.

20 Dragon Zombie
Int: Low Perc: Magic Lang: None
Hab: Ruins Disp: Hostile
Rep/Weak: 20 / 27 Init: 21 Move Spd: 20 Fort: 27 (34) Will: 27 (34)
Fighting Style Accuracy Damage Evasion Defense HP MP
Bite (Head) 25 (32) 2d+24 25 (32) 18 147 61
Claw (Body) 26 (33) 2d+22 22 (29) 20 178 54
Wing (Wing) x2 23 (30) 2d+20 23 (30) 15 126 51
Tail (Tail) 24 (31) 2d+22 23 (30) 19 154 49
Sections: 5 (Head / Body / Wing x2 / Tail) Main Section: Head, Body Weak Point: HP Recovery (deals damage instead) +3 pts.
Unique Skills
  • Dragon Zombie

[Regeneration]
At the end of each round, each section of the Dragon Zombie recovers 10 HP. This has no effect on sections with 0 HP.
[Miasma Vortex]
The Dragon Zombie is surrounded by a protective veil of miasma, and all ranged attacks against it receive a -4 penalty to Accuracy.

  • Head

[Corrosive Breath / 25 (32) / Fort / Half]
The Dragon Zombie spits a gas bubble up to 20m away, which erupts on contact into a 6m radius cloud of corrosive miasma, dealing 2d + 20 Poison-type damage to up to 20 targets. This ability cannot be used on consecutive turns.

  • Body

[Large Body]
As long as the Dragon Zombie 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.
[Twin Strike & Double Attack]
A Dragon Zombie can make two Claw attacks each round, though each attack requires its own Accuracy check. They may choose to attack different characters with each attack.

  • Wings

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

  • Tail

[Tail Swing]
A Dragon Zombie can use their tail to attack up to 5 targets. Accuracy and Damage is the same as a normal attack. This ability cannot be used in consecutive rounds.

Loot
Always Decaying Dragon Scales (10,000G)
2 - 6 Dragon Eye (7,000G)
7 - 12 Dragon Eye x2 (14,000G)
13+ Dragon's Treasure (20,000G)

Dragon Zombies are the reanimated corpse of a dragon, decayed over a number of years and returned to unlife after being corrupted. Typically, Dragon Zombies are of lower intelligence due to their brain having decomposed over years, but rarely there are intelligent Dragon Zombies capable of speech and magic. However, the organs that would produce fire in a living dragon have rotted and decayed, and now the Dragon Zombie can only exhale a rotten miasma.

Often, Dragon Zombies have some sort of unfinished business in the world of the living, whether to get revenge on their slayer, to protect the remnants of their plundered horde, or something else altogether. The need to take care of this business drives the Dragon Zombie, to the point where nothing will stand in their way in order to accomplish their goals.

Constructs

3 Obsidian Dog
Int: Servant Perc: Magic Lang: None
Hab: Ruins Disp: Instructed
Rep/Weak: 10 / 14 Init: 13 Move Spd: 15 Fort: 5 (12) Will: 5 (12)
Fighting Style Accuracy Damage Evasion Defense HP MP
Bite 6 (13) 2d+3 5 (12) 3 27 -
Weak Point: Accuracy +1
Unique Skills
[Camouflage]
An Obsidian Dog can choose to appear as though it was stone. Its true form cannot be detected by the normal eye, but Sense Magic will reveal the truth. A Danger Sense check with a value of 12 or higher will let the PC know there is something amiss, however.
[Continuous Attack]
If an Obsidian Dog successfully hits a target in melee, they may make a second attack on that same target without rolling Accuracy.
Loot
2 - 8 Small Gems (100G)
9+ Enchanted Gems (250G)

A type of autonomous stone statue, Obsidian Dogs are often found in ruins guarding various objects and places. Able to sit silently next to actual statues, an Obsidian Dog is able to surprise any would-be thieves and looters. However, once it begins to move, it is almost indistinguishable from a real animal.

5 Improved Familiar: Cat
Int: Average Perc: Shared w/Master Lang: Arcana
Hab: Various Disp: Instructed
Rep/Weak: 10 / - Init: 15 Move Spd: 12 Fort: - (-) Will: - (-)
Fighting Style Accuracy Damage Evasion Defense HP MP
Claw 8 (15) 2d+8 8 (15) 5 - 17
Weak Point: None
Unique Skills
[Improved Familiar]
Please refer to the 'Characteristics of Improved Familiars' for more information.
[Feline Finesse]
Can pass through narrow gaps, etc. Physical ability is the same as an ordinary housecat.
Loot
None

An improved version of the standard Cat Familiar. While there are a lot of similarities, improvements made not only give the familiar a will of its own, but also allow it to speak the Arcana language as well.

Characteristics of Improved Familiars

Improved Familiars have all of the same characteristics of normal Familiars, as listed under "Characteristics of Familiars", with one exception. Improved Familiars do not have "•A Familiar has no free will of its own." Instead, Improved Familiars have the following:

  • Improved Familiars have their own free will, and can communicate via the Arcana Language.
  • The Master may cast spells as though they were in the location of the Improved Familiar, using the sight of the Familiar to direct the spell. In this case, both the Master and Familiar must spend their Major Action to cast a spell.

5 Improved Familiar: Bird
Int: Average Perc: Shared w/Master Lang: Arcana
Rep/Weak: 10 / - Init: 16 Move Spd: 30 (Flying) Fort: - (-) Will: - (-)
Fighting Style Accuracy Damage Evasion Defense HP MP
Beak 7 (14) 2d+6 7 (14) 4 - 18
Weak Point: None
Unique Skills
[Improved Familiar]
Please refer to the 'Characteristics of Improved Familiars' for more information.
[Avian Agility]
Capable of flight. Physical ability is that of a normal bird.
[Flight]
A Improved Bird Familiar receives a +1 bonus to Accuracy and Evasion only for melee attacks.
Loot
None

An Improved Familiar in the guise of a bird. Conversation between the Master and Familiar is now possible, but outside of that bond, this is just an ordinary bird.

5 Improved Familiar: Frog
Int: Average Perc: Shared w/Master Lang: Arcana
Rep/Weak: 10 / - Init: 13 Move Spd: 5 / 10 (Swimming) Fort: - (-) Will: - (-)
Fighting Style Accuracy Damage Evasion Defense HP MP
Tongue 7 (14) 2d+5 6 (13) 4 - 21
Weak Point: None
Unique Skills
[Improved Familiar]
Please refer to the 'Characteristics of Improved Familiars' for more information.
[Amphibious Avoidance]
Can be tucked into a pocket to avoid a wide range of effects. Physical capability is equal to that of a normal frog.
Loot
None

An Improved Familiar that looks like a frog. Able to communicate with its Master, the Familiar still prefers to hide in pockets when entering dangerous areas or when attacked. Not counting the bond with its Master, this appears to just be an ordinary frog.

10 Alchemy Tooth
Int: Animal Perc: Magic Lang: None
Hab: Forest, Ruins, Csve Disp:
Rep/Weak: 14 / 17 Init: 14 Move Spd: 18 Fort:12 (19) Will: 13 (20)
Fighting Style Accuracy Damage Evasion Defense HP MP
Bite 14 (21) 2d+9 11 (18) 10 68 -
Weak Point: Physical Damage +2 pts.
Unique Skills
[Golden Disease / 15 (22) Fort / Negated]
If the Alchemy Tooth hits with their Bite attack, the target must immediately make a Fortitude check. If they fail to resist, they immediately receive an extra 2d Disease-type damage, as well as an additional 1d Disease-type damage at the end of each round. As the disease deals damage, golden spots spread from the wound, eventually turning the whole body gold. If the target dies from this disease, after 24 hours their entire body is stiff gold, and the character cannot be resurrected.

The Golden Serum earned from defeating an Alchemy Tooth can be used to cure this disease (but not the HP lost). If taken in advance, it will prevent the character from catching this disease for up to 24 hours.
[Continuous Attack]
If an Alchemy Tooth successfully hits a target in melee, they may make a second attack on that same target without rolling Accuracy.

Loot
Always Golden Serum (1d x x300G)
2 - 8 None
9+ Golden Scales (600G)

The Alchemy Tooth is a small snake construct that was designed to deliver poisons and diseases through its bite. This particular construct has a bacterium that causes what is called the Golden Disease, as it eventually turns a person's entire body into gold. It is thought that the ancient wizard who created the Alchemy Tooth did so in order to collect creatures, obsessing over anatomy that they could not carve themselves.

While someone with the Golden Disease eventually dies and stiffens into a golden statue, their entire body is not actually gold. However, unscrupulous salesmen will attempt to sell these bodies as golden statues in hopes of duping people out of their hard-earned money.

12 Evil Index
Int: Perc: Lang:
Hab: Disp:
Rep/Weak: / Init: Move Spd: Fort: () Will: ()
Fighting Style Accuracy Damage Evasion Defense HP MP
Tackle 14 (21) 2d+11 14 (21) 13 93 116
Weak Point: Fire Damage +3 pts.
Unique Skills
[Truespeech Magic, Spiritualism Magic (Level 10) / Magic Power 15 (22)]
An Evil Index 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]
A An Evil Index can use the Combat Feats 《Guided Magic》, 《Magic Convergence》, 《Magic Control》, 《Metamagic/Targets》, 《Metamagic/Distance》, 《Metamagic/Time》, 《Metamagic/Area》, 《Hawk Eye》 and 《Wordbreak》.
[Double Action]
The Evil Index may take two Major Actions during each of its turns.
Loot
Always Golden Bookmark (1,000G)
2 - 6 Spellbook (500G)
7 - 12 Esoteric Spellbook (1,500G)
13+ Sophisticated Research Data (4,000G)

A strange construct, the Evil Index appears to be an ordinary thick book. However, it can fly through the air and use the sharp fangs that line its binding in order to attack any would-be thieves, appearing to laugh after doing so. It is thought that this is actually a trap monster, built to disguise itself among other books and protect the wizard's home and research from intruders. Numerous spells are written within, and the Evil Index is capable of using these spells in order to protect itself and the wizard's trove.

14 Skyship
Int: None Perc: Magic Lang: None
Hab: Unknown Disp: Instructed
Rep/Weak: 16 / 19 Init: 19 Move Spd: 50 (Flying) Fort: 18 (25) Will: 17 (24)
Fighting Style Accuracy Damage Evasion Defense HP MP
None - - 15 (22) 20 200 -
Weak Point: Fire Damage +3 pts.
Unique Skills
[Flight]
A Skyship receives a +1 bonus to Accuracy and Evasion only for melee attacks.
[Passenger / 2]
Ten extra characters can ride a Skyship as a passenger. These passengers can take Major Actions without being penalized for bad footing, and can freely move around on the Skyship. Mounting a Skyship as a passenger is a Major Action, but dismounting is only a Minor Action.
Loot
Always Broken Magical Components x5 (250G)

A small ship that can fly through the sky, a Skyship is a wondrous sight to see soaring through the skies of Raxia. While wreckages have been found buried deep in old ruins around the Terastieran continent, nowadays Skyships are far more common to see formed via the Artificer spell, though they are not quite as durable as the custom-built ones. Able to hold up to 10 passengers along with the captain, a Skyship is surprisingly roomy, and some even have sails in order to take advantage of the wind currents while flying from place to place.

15 Dragon Fortress
Int: Servant Perc: Mechanical Lang: Magitech
Hab: Ruins Disp: Hostile
Rep/Weak: 17 / 20 Init: 22 Move Spd: 20 / 50 (Flying) Fort: 21 (28) Will: 19 (26)
Fighting Style Accuracy Damage Evasion Defense HP MP
Bite (Head) 17 (24) 2d+16 18 (25) 13 78 -
Main Battery (Body) x2 19 (26) 2d+18 16 (23) 11 81 -
Secondary Gun (Wing) x2 20 (27) 2d+16 17 (24) 12 74 -
Claw (Foot) x2 18 (25) 2d+17 17 (24) 10 69 -
Sections: 7 (Head / Body x2 / Wing x2 / Foot x2) Main Section: Head Weak Point: Thunder Damage +2 pts.
Unique Skills
  • Dragon Fortress

[Mechanical Body]
The Dragon Fortress is immune to criticals from edged weapons.

  • Head

[Breath Weapon / 18 (25) / Will / Half]
The Dragon Fortress shoots a volatile mass of energy up to 50m away, exploding upon impact into a 6m radius explosion dealing 2d + 13 damage to up to 20 targets. The type of damage is chosen upon usage between Fire, Water/Ice and Thunder.

  • Body & Wings

[Ammunition]
The Dragon Fortress's Main Battery holds 3 bullets, and has a range of 30m, while the Secondary Gun has a 10m range and holds 6 bullets. Once the magazine is empty, the Dragon Fortress must take a Major Action to replicate ammunition and reload its guns before firing again.
[Hawk Eye & Precise Shot]
Attacks fired into a battlefield cannot misfire. The Dragon Fortress can attack characters in front of it that are outside the battlefield or under cover.
[Volley]
The Dragon Fortress makes an attack with the chosen weapon, with a set Accuracy of 30. 3 bullets must be loaded and used in order to use this ability, and a target may only be hit by one "Volley" each turn.

  • Body

[Giant]
As long as either of the Dragon Fortress Body's HP is 1 or more, the Head cannot be attacked, whether melee or ranged. When either Body section falls to 0 HP or lower, this effect disappears.
[Stalled]
If both Body sections are reduced to 0 HP or lower, the Head receives a -4 penalty to Evasion.

  • Wings

[Flight II]
A Dragon Fortress 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.

Loot
Always Rare Magical Components (900G)
2 - 6 Unknown Magical Components (2,400G)
7 - 12 Trove of Magical Components (7,600G)
13+ Newly-Discovered Magical Components (25,000G)

A large construct in the shape of a dragon, the Dragon Fortress is a huge machine, measuring around 50m long and 15m high. Able to fly at high speeds, its weapons are able to cause destruction on a massive scale. The interior of the Dragon Fortress is able to hold 10 passengers comfortably, and it was thought that these massive machines were used more to defend against invasions and attempts at declaring war. It is thought to be the top of the line when it comes to mobile defense, and comes outfitted with a wide variety of weapons. However, its whereabouts are unknown, and so the leaders of various regions have sent out teams in order to help find the missing behemoth.

20 Mythril Golem
Int: Servant Perc: Magic Lang: None
Hab: Ruins Disp: Instructed
Rep/Weak: 19 / 25 Init: 20 Move Spd: 20 Fort: 26 (33) Will: 25 (32)
Fighting Style Accuracy Damage Evasion Defense HP MP
Fist (Upper Body) x2 24 () 2d+22 23 () 30 164 -
Kick (Lower Body) x2 22 () 2d+24 22 () 30 188 -
Sections: 4 (Upper Body x2 / Lower Body x2) Main Section: None Weak Point: Accuracy +1
Unique Skills
  • Mythril Golem

[Mythril Body]
The Mythril Golem is immune to criticals from edged weapons and all Magic damage. The Mythril Golem's melee attacks are treated as silver weapons.

  • Upper Body

[Aimed Attack]
When attacking, the Mythril Golem can gain a +4 bonus to Accuracy, but receives a -8 penalty to damage dealt when doing so.
[Twin Strike & Double Attack]
A Mythril Golem can make two Fist attacks each round, though each attack requires its own Accuracy check. They may choose to attack different characters with each attack.

  • Lower Body

[Stomp]
A Mythril Golem can attack up to 5 targets in the same battlefield with a single Kick. Accuracy and Damage is the same as a normal attack.
[Earthshaker / 25 (32) / Fort / Negated]
The Mythril Golem shakes the ground, and those who fail to resist immediately fall prone.
[Large Body]
As long as either of the Mythril Golem Lower Body's HP is 1 or more, the Upper Body cannot be attacked in melee, and receives a +4 bonus to Evasion against ranged attacks. When both of the Lower Body sections fall to 0 HP or lower, this effect disappears.
[Unsteady Footing]
If either of the Mythril Golem Lower Body sections are reduced to 0 HP or lower, the other section cannot use their "Stomp" or "Earthshaker" abilities.

Loot
Always Mythril (2d x 2,600G)
Always Pure Mythril (1d x 8,800G)

A humanoid golem created entirely out of the magical metal mythril, the Mythril Golem is a 10m tall behemoth. The sheer amounts of mythril required to create one make them incredibly rare to find, though it is assumed they are protecting incredibly valuable treasure whenever one is found. However, the Mythril Golem is one of the most dangerous monsters known to exist in the entirety of Raxia, so defeating one and taking the treasure it guards is much easier said than done.
In addition, if the PC has any levels in the Conjurer class, they automatically know the lore and value of the Mythril Golem. A Monster Knowledge check is still required in order to determine the Mythril Golem's Weakness.

Mythical Beasts

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.

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.

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 Bonus / 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 bonus) 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.

Fairies

3 Bannik
Int: Average Perc: 5 Senses Lang: Trade Common, Sylvan
Hab: Hot Springs Disp: Neutral
Rep/Weak: 10 / 14 Init: 10 Move Spd: 12 Fort: 6 (13) Will: 6 (13)
Fighting Style Accuracy Damage Evasion Defense HP MP
Fist 5 (12) 2d+2 3 (10) 4 34 34
Weak Point: Fire Damage +3 pts.
Unique Skills
[Limited Fairy Magic (Level 3) / Magic Power 5 (12)]
A Bannik may cast the Fairy Magic spells "Water Screen" and "Purification" as a third-level Fairy Tamer. For spell effects, refer to that spell's description.
[Magic Aptitude]
A Bannik can use the Combat Feat 《Metamagic/Distance》.
[Healing Hot Spring]
The Bannik can change water into a hot spring at the optimal temperature for bathing, at a rate of 2 MP per 50 liters of water to be changed. Soaking in the waters for an hour will recover 5 HP and MP, but staying in longer than an hour will not recover any more.
[Water Body]
A Bannik takes no damage from Water/Ice-type effects. Bludgeoning weapons treat the Bannik's Defense as 3 points higher.
[Underwater Specialization]
A Bannik can breathe and vocalize while underwater, and does not suffer any penalties for moving while underwater.
[Flame Vulnerability]
When the Bannik is hit by Fire-type damage, it takes an extra 3 damage.
Loot
None

A spirit that takes the appearance of a nude woman, Banniks are subservient fairies found around hot springs and other naturally occurring warm water. They only wish to see cleanliness, and may even offer to create a hot spring in order to help travelers wash away dirt and grime. However, Banniks are known to become irrationally angry if someone dirty refuses to head to a hot spring, and will lash out in anger.
In addition, if the PC has any levels in the Fairy Tamer class, they automatically know the lore and value of the Bannik. A Monster Knowledge check is still required in order to determine the Bannik's Weakness.

3 Swarm of Muryans
Int: Average Perc: 5 Senses Lang: Trade Common, Sylvan
Hab: Forest, Grasslands Disp: Friendly
Rep/Weak: 8 / 14 Init: 9 Move Spd: 11 Fort: 7 (14) Will: 6 (13)
Fighting Style Accuracy Damage Evasion Defense HP MP
None - - 4 (11) 5 35 19
Weak Point: Wind Damage +3 pts.
Unique Skills
[Limited Fairy Magic (Level 3) / Magic Power 6 (13)]
A Swarm of Muryans may cast the Fairy Magic spells "Snare" and "Stone Guard" as a third-level Fairy Tamer. For spell effects, refer to that spell's description.
[Magic Aptitude]
A Swarm of Muryans can use the Combat Feat 《Metamagic/Targets》.
[Spellsongs / 5 (12)]
A Swarm of Muryans can use the "Ambiance" and "Healing" Spellsongs. For individual Spellsong effects, refer to that Spellsong's description. Spellsongs have an effective range of 30m, centered on the Swarm of Muryans.
[Swarming Attack / Can't]
The Muryans swarm around all other targets in the same battlefield, dealing Physical damage equal to 2d + 1/5 the Swarm of Muryans's Current HP (rounded down). Because of the number and size of the Muryans attacking, this attack cannot be Evaded.
[Swarm]
A Swarm of Muryans is immune to criticals, and cannot be attacked with the "Throw" Wrestling weapon. When targeting the Swarm of Muryans or another character in the same battlefield, the Combat Feats 《Precise Shot》, 《Guided Magic》 and 《Magic Control》 cannot be used.
[Earth Body]
A Swarm of Muryans takes no damage from Earth-type effects.
[Wind Vulnerability]
When the Swarm of Muryans is hit by Wind-type damage, it takes an extra 3 damage.
Loot
None

What appears to be an ant at first is really a very small earth fairy, dressed in a dark hat and coat. Muryans are tiny fairies that travel in swarms, and will typically be seen as a part of a large group, rather than individually. Because of their small size, they tend to avoid conflict when possible, and are rather easygoing. If a group of Muryans sees someone who's not having a good time, they will try and put on a little song and dance to bring some cheer.
In addition, if the PC has any levels in the Fairy Tamer class, they automatically know the lore and value of the Muryans. A Monster Knowledge check is still required in order to determine the Muryan's Weakness.

5 Shade
Int: Average Perc: 5 Senses Lang: Sylvan
Hab: Various Disp: Neutral
Rep/Weak: 11 / 15 Init: 12 Move Spd: 33 (Flying) Fort: 7 (14) Will: 9 (16)
Fighting Style Accuracy Damage Evasion Defense HP MP
Tackle 7 (14) 2d+7 7 (14) 7 42 42
Weak Point: Accuracy +1
Unique Skills
[Limited Fairy Magic (Level 5) / Magic Power 9 (16)]
A Shade may cast the Fairy Magic spells "Sanity" and "Distraction" as a fifth-level Fairy Tamer. For spell effects, refer to that spell's description.
[Magic Aptitude]
A Shade can use the Combat Feats 《Metamagic/Targets》 and 《Metamagic/Time》.
[Dark Mind / 8 (15) / Will / Negated]
As a Major Action, the Shade attempts to wrap the minds of every target in 30m in shadow, preventing them from taking any sort of deliberate action. Those who fail to resist are held still for 30 seconds (3 rounds), unable to move, cast spells or take an Action. Involuntary checks, such as Evasion, Fortitude and Willpower may still be made.
[Shadow Protection]
A Shade takes no damage from Psychic-type effects.
[Flight]
A Shade receives a +1 bonus to Accuracy and Evasion only for melee attacks.
Loot
None

Dark fairiess standing around 30cm tall, Shades are cloaked entirely in darkness. However, if one were to be able to see through and see the real appearance of a Shade, they appear to be tall, almost gaunt fairies wearing well-made clothing created entirely out of ephemeral darkness. Said to be able to influence the spirit of a person, Shades will rarely appear in areas with a high population, preferring more rural areas.
In addition, if the PC has any levels in the Fairy Tamer class, they automatically know the lore and value of the Shade. A Monster Knowledge check is still required in order to determine the Shade's Weakness.

5 Sprite
Int: Average Perc: 5 Senses Lang: Sylvan
Hab: Various Disp: Neutral
Rep/Weak: 11 / 15 Init: 12 Move Spd: 33 (Flying) Fort: 9 (16) Will: 7 (14)
Fighting Style Accuracy Damage Evasion Defense HP MP
Tackle 7 (14) 2d+6 7 (14) 6 42 42
Weak Point: Accuracy +1
Unique Skills
[Limited Fairy Magic (Level 5) / Magic Power 9 (16)]
A Sprite may cast the Fairy Magic spells "Healing Water", "Whisper Heal" and "Basic Healing" as a fifth-level Fairy Tamer. For spell effects, refer to that spell's description.
[Magic Aptitude]
A Sprite can use the Combat Feat 《Metamagic/Targets》.
[Flash / 8 (15) / Fort / Negated]
Once per round, as a Minor Action, the Sprite unleashes a bright flash of light, dazzling all within 30m. Those who fail to resist will receive a -2 penalty to all Accuracy and Evasion checks for 30 seconds (3 rounds).
[Light Protection]
A Sprite takes 5 less damage from all Magic effects, regardless of type.
[Flight]
A Sprite receives a +1 bonus to Accuracy and Evasion only for melee attacks.
Loot
None

Fairies of light, Sprites are similar to Shades in size and stature, only being around 30cm tall and glowing with a bright light. Their true appearance is that of a slim blonde woman dressed in a robe of white light, though the light given off by the robe is enough to obscure this view. Said to be able to restore one's vitality, having the aid of a Sprite is quite important for Fairy Tamers. However, Sprites are incredibly shy, and are a rare sight in public areas.
In addition, if the PC has any levels in the Fairy Tamer class, they automatically know the lore and value of the Sprite. A Monster Knowledge check is still required in order to determine the Sprite's Weakness.

7 Gnome
Int: Average Perc: 5 Senses Lang: Sylvan
Hab: Forest, Mountains, Caves Disp: Neutral
Rep/Weak: 11 / 16 Init: 13 Move Spd: 16 Fort: 9 (16) Will: 8 (15)
Fighting Style Accuracy Damage Evasion Defense HP MP
Fist 11 (18) 2d+9 8 (15) 9 55 38
Weak Point: Wind Damage +3 pts.
Unique Skills
[Limited Fairy Magic (Level 7) / Magic Power 10 (17)]
A Gnome may cast the Fairy Magic spells "Snare" and "Stone Guard" as a seventh-level Fairy Tamer. For spell effects, refer to that spell's description.
[Magic Aptitude]
A Gnome can use the Combat Feats 《Metamagic/Targets》 and 《MP Save》.
[Quake / 10 (17) / Fort / Negated]
As a Major Action, the Gnome can cause a localised earthquake, affecting all targets within 30m. Those who fail to resist fall prone, and cannot stand up for the next minute (6 rounds).
[Earth Body]
A Gnome takes no damage from Earth-type effects.
[Wind Vulnerability]
When the Gnome is hit by Wind-type damage, it takes an extra 3 damage.
Loot
None

An earthen fairy, Gnomes are small in statue, typically appearing as 1m tall bearded old men. However, there are also female and child Gnomes, though they do not usually appear outside Gnome settlements. The older male Gnomes will fight fiercely to protect these other Gnomes. Because of this, Gnomes have a reputation of valuing strength in the face of adversity, as well as protecting friends and family.
In addition, if the PC has any levels in the Fairy Tamer class, they automatically know the lore and value of the Gnome. A Monster Knowledge check is still required in order to determine the Gnome's Weakness.

9 Dryad
Int: Average Perc: 5 Senses Lang: Sylvan
Hab: Forest Disp: Neutral
Rep/Weak: 12 / 19 Init: 15 Move Spd: 13 Fort: 11 (18) Will: 12 (19)
Fighting Style Accuracy Damage Evasion Defense HP MP
Fist 11 (18) 2d+10 10 (17) 9 58 73
Weak Point: Fire Damage +3 pts.
Unique Skills
[Limited Fairy Magic (Level 9) / Magic Power 12 (19)]
A Dryad may cast the Fairy Magic spells "Snare", "Stone Guard", "Fairy Step" and "Stone Blast" as a ninth-level Fairy Tamer. For spell effects, refer to that spell's description.
[Magic Aptitude]
A Dryad can use the Combat Feats 《Metamagic/Targets》, 《Metamagic/Time》 and 《MP Save》.
[Mesmerize / 12 (19) / Will / Negated]
As a Major Action, the Dryad can speak enchanting words to a male character within 30m, this Psychic-type effect causing them to think of the Dryad as their partner. Anyone who attacks the Dryad is considered to be an enemy, and the mesmerized character will move to protect the Dryad. This effect lasts as long as the Dryad remains within 30m of the character.
[Tree Assimilation]
As a Major Action, the Dryad can step into a chosen tree and hide inside, becoming invulnerable to attacks. Burning a tree where a Dryad is hiding will force the Dryad out, otherwise exiting a tree is also a Major Action. Choosing a new tree will override the previous chosen tree, so a Dryad can only choose one tree at a time.
[Wood Body]
A Dryad takes no damage from Earth-type effects.
[Flame Vulnerability]
When the Dryad is hit by Fire-type damage, it takes an extra 3 damage.
Loot
None

These tree fairies take the shape of a beautiful, yet mysterious woman with long, flowing green hair wrapped around her limbs. Often appearing nude, Dryads are known to be man-charmers, and will have a pile of bodies at the base of their tree. These are the corpses of men that they had mesmerized, providing fertilizer in death as they did protection in life. There are stories of men who have escaped the clutches of a Dryad, though, by threatening to cut their tree down.
In addition, if the PC has any levels in the Fairy Tamer class, they automatically know the lore and value of the Dryad. A Monster Knowledge check is still required in order to determine the Dryad's Weakness.

9 Puck
Int: Average Perc: 5 Senses Lang: Trade Common, Sylvan
Hab: Mountains Disp: Neutral
Rep/Weak: 12 / 19 Init: 16 Move Spd: 33 (Flying) Fort: 11 (18) Will: 11 (18)
Fighting Style Accuracy Damage Evasion Defense HP MP
Fist 10 (17) 2d+8 12 (19) 7 69 69
Weak Point: Earth Damage +3 pts.
Unique Skills
[Limited Fairy Magic (Level 9) / Magic Power 13 (20)]
A Puck may cast the Fairy Magic spells "Wind Voice", "Wind Guard", "Wind Cutter", "Silent Move", "Hovering", "Shoot Arrow", "Windstorm" and "Missile Protection" as a ninth-level Fairy Tamer. For spell effects, refer to that spell's description.
[Magic Aptitude]
A Puck can use the Combat Feats 《Metamagic/Distance》, 《Metamagic/Time》 and 《Metamagic/Area》.
[Distant Voice]
The range of the Puck's spells is doubled. When using 《Metamagic/Distance》, this ability doubles the range of the spell before the Combat Feat is applied.
[Windfall]
At the beginning of the Puck's turn, they may take a Normal Move before taking their turn. This does not count as their movement for the turn, so if the Puck takes a Limited Move they may still cast a spell that turn. This ability cannot be used in consecutive turns.
[Wind Body]
A Puck takes no damage from Wind-type or Slash-type effects. Slashing weapons treat the Puck's Defense as 3 points higher.
[Flight]
A Puck receives a +1 bonus to Accuracy and Evasion only for melee attacks.
[Earth Vulnerability]
When the Puck is hit by Earth-type damage, it takes an extra 3 damage.
Loot
None

A Puck is a tree spirit that takes the appearance of a small boy, dressed in green clothes and hat. Often seen flying around, they are happy fairies who love music, and will often sing or whistle along to a tune they enjoy. Pucks are often talkative to the performers, and will generally be friendly, but they are also quite mischievous and will prank mountain climbers just as quickly.
In addition, if the PC has any levels in the Fairy Tamer class, they automatically know the lore and value of the Puck. A Monster Knowledge check is still required in order to determine the Puck's Weakness.

15 Skadi
Int: Average Perc: 5 Senses Lang: Sylvan
Hab: Cold Regions, Snowy Mountains Disp: Neutral
Rep/Weak: 18 / 21 Init: 21 Move Spd: 44 (Flying) Fort: 21 (28) Will: 21 (28)
Fighting Style Accuracy Damage Evasion Defense HP MP
Ram 20 () 2d+18 19 () 16 106 117
Weak Point: Fire & Earth Damage +3 pts.
Unique Skills
[Limited Fairy Magic (Level 13) / Magic Power 19 (26)]
A Skadi may cast the Fairy Magic spells "Water Screen", "Purification", "Ice Bolt", "Seabed Walk", "Sink", "Mist Hide", "Ice Coffin", "Water Edge", "Current" and "Maelstrom" as a thirteenth-level Fairy Tamer. For spell effects, refer to that spell's description.
[Magic Aptitude]
A Skadi can use the Combat Feats 《Guided Magic》, 《Magic Convergence》, 《Magic Control》, 《Metamagic/Targets》, 《Metamagic/Distance》, 《Metamagic/Time》, 《Multi-Action》 and 《Wordbreak》.
[Icicle Spear / 21 (28) / Fort / Half]
Once per round, as a Minor Action, the Skadi can create spears of frost and ice to attack up to 3 targets 30m away for 2d + 20 Water/Ice-type damage.
[Blizzard Body]
An Skadi takes no damage from Water/Ice-type, Wind-type or Slash-type effects. Bludgeoning and Slashing weapons treat the Skadi's Defense as 3 points higher.
[Flight]
A Skadi receives a +1 bonus to Accuracy and Evasion only for melee attacks.
[Flame/Earth Vulnerability]
When the Skadi is hit by Fire-type or Earth-type damage, it takes an extra 3 damage.
Loot
None

An ephemeral fairy of snow and ice, Skadis are beautiful women, often with an innocently sly smile on their face. With frozen armor and an icicle spear, they are at home in the middle of freezing weather. Skadis are drawn to strong men, and will occasionally give them a jewel to call on the fairy in times of need. When such a gifted man dies, the Skadi will take the corpse away, and it is said that the body is stored in the Skadi's ice palace deep within the snowy mountains.
In addition, if the PC has any levels in the Fairy Tamer class, they automatically know the lore and value of the Skadi. A Monster Knowledge check is still required in order to determine the Skadi's Weakness.

15 Sleipnir
Int: Average Perc: 5 Senses Lang: Sylvan
Hab: Grasslands, Mountain Disp: Neutral
Rep/Weak: 18 / 21 Init: 22 Move Spd: 44 / 88 (Flying) Fort: 21 (28) Will: 21 (28)
Fighting Style Accuracy Damage Evasion Defense HP MP
Hoof 21 () 2d+18 21 () 17 123 87
Weak Point: Earth Damage +3 pts.
Unique Skills
[Limited Fairy Magic (Level 13) / Magic Power 19 (26)]
A Sleipnir may cast the Fairy Magic spells "Wind Voice", "Wind Guard", "Wind Cutter", "Silent Move", "Shoot Arrow", "Windstorm", "Missile Protection" and "Whirlwind" as a ninth-level Fairy Tamer. For spell effects, refer to that spell's description.
[Magic Aptitude]
A Sleipnir can use the Combat Feats 《Guided Magic》, 《Magic Convergence》, 《Magic Control》, 《Metamagic/Targets》, 《Metamagic/Distance》, 《Metamagic/Area》, 《Multi-Action》 and 《Wordbreak》.
[Gale Movement / 20 (27) / Fort / Negated]
The Sleipnir charges full-force in a straight line up to 132m, dealing 2d + 20 Wind-type damage to anything in its path and knocking it prone. This is treated as an "Area: Breakthrough" effect, and can only be used if the Sleipnir could take a Full Move. This ability can only be used while the Sleipnir is on the ground, and cannot be used in consecutive turns.
[Wind Body]
A Sleipnir takes no damage from Wind-type or Slash-type effects. Slashing weapons treat the Sleipnir's Defense as 3 points higher.
[Flight]
A Sleipnir receives a +1 bonus to Accuracy and Evasion only for melee attacks.
[Earth Vulnerability]
When the Sleipnir is hit by Earth-type damage, it takes an extra 3 damage.
Loot
None

Wind fairies that take the shape of an 8-legged horse, Sleipnirs are known as "gale fairies" due to their incredible speed. Able to move at unnoticeable speeds, Sleipnirs will create massive gusts of wind behind them when traveling. Quite temperamental, a Sleipnir can run down from a mountain past a village in a rage, only to have the wind it creates destroy the village with little effort.
In addition, if the PC has any levels in the Fairy Tamer class, they automatically know the lore and value of the Sleipnir. A Monster Knowledge check is still required in order to determine the Sleipnir's Weakness.

17 Efreet
Int: High Perc: 5 Senses Lang: Sylvan
Hab: Volcano, Labyrinths, Ruins Disp: Neutral
Rep/Weak: 19 / 22 Init: 23 Move Spd: 40 (Flying) Fort: 23 (30) Will: 23 (30)
Fighting Style Accuracy Damage Evasion Defense HP MP
Fist (Upper Body) 22 (29) 2d+17 20 (27) 19 128 93
Kick (Lower Body) 21 (28) 2d+19 20 (27) 19 132 31
Sections: 2 (Upper Body / Lower Body) Main Section: Upper Body Weak Point: Water/Ice Damage +3 pts.
Unique Skills
  • Efreet

[Twin Strike & Double Attack]
An Efreet can make two Fist attacks and two Kick attacks each round, though each attack requires its own Accuracy check. They may choose to attack different characters with each attack.
[Mana Ignition Strike]
The Efreet can ignite its limbs, which deal an additional +23 damage and turning the attacks into Fire-type damage. If they do, they receive a -1 penalty to Evasion, Fortitude, and Willpower checks until their next turn.
[Fire Immunity]
An Efreet takes no damage from Fire-type effects.
[Flight]
An Efreet receives a +1 bonus to Accuracy and Evasion only for melee attacks.
[Water/Ice Vulnerability]
When the Efreet is hit by Water/Ice-type damage, it takes an extra 3 damage.

  • Upper Body

[Limited Fairy Magic (Level 15) / Magic Power 23 (30)]
An Efreet may cast the Fairy Magic spells "Fire Bolt", "Heat Metal", "Flame Coat" and "Firestorm" as a fifteenth-level Fairy Tamer. For spell effects, refer to that spell's description.
[Magic Aptitude]
An Efreet can use the Combat Feats 《Guided Magic》, 《Magic Convergence》, 《Magic Control》, 《Metamagic/Targets》, 《Metamagic/Distance》, 《Metamagic/Area》, 《Hawk Eye》, 《Multi-Action》 and 《Wordbreak》.
[Dance of Flame / 23 (30) / Fort / Half]
Once per turn, as a Minor Action, the Efreet scatters fire in a 30m radius around itself, dealing 2d + 22 Fire-type damage to all targets in the area.
[Flame Ruler]
As a Major Action, the Efreet can choose and negate the Racial Ability "Sword's Salvation/Flame Body" of a single target for 10 seconds (1 round).

  • Lower Body

[Large Body]
As long as the Efreet Lower Body's HP is 1 or more, the Upper Body cannot be attacked in melee, and receives a +4 bonus to Evasion against ranged attacks. When the Lower Body falls to 0 HP or lower, this effect disappears.

Loot
None

Efreet are 5m tall giant volcanic fairies, often appearing as great horned humans wreathed in flame. Found in volcanos and deep caves near Salamanders, Efreets will rarely appear to outsiders. Although usually cheerful, they do tend to lose their temper quickly, and a raging Efreet will turn everything around it into charcoal in an instant.
In addition, if the PC has any levels in the Fairy Tamer class, they automatically know the lore and value of the Efreet. A Monster Knowledge check is still required in order to determine the Efreet's Weakness.

Daemons

2 Imp
Int: Average Perc: 5 Senses (Darkvision) Lang: Youma, Daemonic
Hab: Various Disp: Hostile
Rep/Weak: 12 / 15 Init: 9 Move Spd: 10 / 10 (Flying) Fort: 3 (10) Will: 4 (11)
Fighting Style Accuracy Damage Evasion Defense HP MP
Tail 3 (10) 2d+3 4 (11) 2 16 28
Weak Point: Slash Damage +3 pts.
Unique Skills
[Divine Magic (Level 2) / Magic Power 4 (11)]
An Imp 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.
[Paralyzing Poison / 3 (10) / Fort / Negated]
If the Imp hits with their Tail attack, the target must immediately make a Fortitude check. If they fail to resist, they receive a -2 penalty to Evasion checks for 30 seconds (3 rounds).
[Flight]
An Imp receives a +1 bonus to Accuracy and Evasion only for melee attacks.
Loot
Always Daemon's Blood (100G)
2 - 8 None
9+ Poison Tail (150G)

Imps are small hairless daemons with brown skin, bat-like wings, and a tail pointed like a spear. Often used as messengers for the King of Daemons, Imps are typically sent to help others who may do the work of the Daemon King. As such, seeing an Imp nearby may mean stronger Daemons are not far off.

4 Spawn
Int: Servant Perc: 5 Senses (Darkvision) Lang: None
Hab: Labyrinths, Ruins Disp: Instructed
Rep/Weak: 14 / 15 Init: 10 Move Spd: 14 Fort: 7 (14) Will: 6 (13)
Fighting Style Accuracy Damage Evasion Defense HP MP
Talon 5 (12) 2d+5 5 (12) 5 36 10
Weak Point: Bludgeoning Damage +3 pts.
Unique Skills
[Twin Strike & Double Attack]
A Spawn can make two Talon attacks each round, though each attack requires its own Accuracy check. They may choose to attack different characters with each attack.
[Mindless]
A Spawn is unaffected by any Psychic-type effects.
[Poison/Disease Immunity]
A Spawn is immune to all Poison-type and Disease-type effects.
Loot
Always Daemon's Blood (100G)

A husk of a creature, created by daemons to assist in their diabolical works. Spawn are often created in the image of the daemon summoning them, and some daemons even use this similar appearance to trick unaware adventurers. While a Spawn may be able to look like and act like a greater daemon, it cannot use any elemental breath weapons, cast spells, etc.

9 Godbell
Int: Average Perc: 5 Senses (Darkvision) Lang: Daemonic
Hab: Labyrinths, RuinsDisp: Hostile
Rep/Weak: 16 / 19 Init: 16 Move Spd: 15 Fort: 12 (19) Will: 12 (19)
Fighting Style Accuracy Damage Evasion Defense HP MP
Talon 12 (19) 2d+11 11 (18) 10 64 32
Weak Point: Physical Damage +2 pts.
Unique Skills
[Invisible]
The Godbell is invisible, causing attacks against it to receive a -4 penalty to Accuracy. Additionally, characters receive a -4 penalty to Evasion when attempting to dodge the Godbell's attacks. Spells with "Target: One Character" do not affect the Godbell unless it is also "Range: Touch".
[Double Attack]
A Godbell can make two Talon attacks each round, though each attack requires its own Accuracy check.
[Blink]
The Godbell can blink through space, travelling through solid objects, walls, barriers, etc. and reappearing up to 2m away.
[Surprise Assassination]
When moving into the area where the Godbell is, the lead character needs to make a Danger Sense check against a value of 16. If unsuccessful, the Godbell may Ambush the party (when Ambushed, the party automatically loses Initiative for that round, and all Actions are made at a -2 penalty for the turn).
[Mindless]
A Godbell is unaffected by any Psychic-type effects.
[Poison/Disease Immunity]
A Godbell is immune to all Poison-type and Disease-type effects.
Loot
Always Crystallized Daemon's Blood (800G)
2 - 10 None
11+ Transparent Leather (1,400G)

Godbells are subservient daemons, also known as "formless daemons". They are completely invisible, even after death, so their true appearance is unknown. Their unique skills, however, allow Godbells to be extraordinary assassins.

9 Tikira
Int: Average Perc: 5 Senses (Darkvision) Lang: Daemonic
Hab: Ruins, Labyrinths Disp: Hostile
Rep/Weak: 15 / 20 Init: 13 Move Spd: 40 (Flying) Fort: 12 (19) Will: 13 (20)
Fighting Style Accuracy Damage Evasion Defense HP MP
Tackle 12 (19) 2d+9 12 (19) 9 56 78
Weak Point: Physical Damage +2 pts.
Unique Skills
[Divine Magic (Level 9) / Magic Power 13 (20)]
A Tikira may cast Divine Magic as a ninth-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 Tikira can use the Combat Feats 《Metamagic/Distance》, 《Metamagic/Targets》, 《Multi-Action》 and 《Wordbreak》.
[Underworld Logic]
The Tikira can cause spells that would recover HP to deal Magic damage instead by spending twice as much MP to cast those spells.
[Flight]
A Tikira receives a +1 bonus to Accuracy and Evasion only for melee attacks.
[Schadenfreude]
The Tikira find failure hilarious, and will begin uncontrollably laughing when anyone, friend or foe, Automatically Fails on a roll. While laughing, the Tikira cannot use magic until the end of their next turn.
[Unluck]
The first time a character would roll double 6's (other than the Tikira), that roll gets changed to double 1's instead (which would trigger the Tikira's "Schadenfreude" ability). It is possible to change the roll back to double 6's using "Sword's Salvation/Change Fate", however this ability would then affect the next roll of double 6's. If there are multiple Tikiras on the battlefield, each one of them can use this ability.
Loot
Always Crystallized Daemon's Blood (800G)
2 - 6 None
7 - 12 Daemon Feathers (350G)
13+ Rainbow Daemon Feathers (1,500G)

20cm high, the Tikira is a small daemon that looks similar to a human, but has the compound eyes of a dragonfly and feathered wings. They love to fly around and cause mischief, taking pleasure in someone else's poor troubles.

10 Melbiz
Int: Average Perc: 5 Senses (Darkvision) Lang: Daemonic
Hab: Labyrinths, Ruins Disp: Hostile
Rep/Weak: 16 / 20 Init: 16 Move Spd: 13 / 20 (Swimming) Fort: 13 (20) Will: 12 (19)
Fighting Style Accuracy Damage Evasion Defense HP MP
Talon (Upper Body) 13 (20) 2d+13 12 (19) 12 75 43
Tail (Lower Body) 12 (19) 2d+10 11 (18) 11 62 35
Sections: 2 (Upper Body / Lower Body) Main Section: Upper Body Weak Point: Fire Damage +3 pts.
Unique Skills
  • Melbiz

[Mindless]
A Melbiz is unaffected by any Psychic-type effects.
[Poison/Disease Immunity]
A Melbiz is immune to all Poison-type and Disease-type effects.
[Underwater Adaptation]
A Melbiz can breathe and vocalize while underwater, and does not suffer any penalties for moving while underwater.

  • Upper Body

[Acid Breath / 12 (19) / Evasion / Negated]
The Melbiz spits a gob of acid at a single target up to 20m away, dealing 2d + 7 Poison-type damage. A target hit will have one of their worn pieces of armor (of the player's choice) lose 1 point of Defense permanently. Armor with 0 Defense is destroyed permanently, and damaged armor can be repaired at 1/10th the cost.

If Acid Breath is used underwater, it instead becomes a 5m cloud of poison around the Melbiz, dealing 2d Poison-type damage to up to 15 targets. This form of the attack cannot be Evaded, but also does not damage armor.

This ability cannot be used in consecutive turns.
[Twin Strike & Double Attack]
A Melbiz can make two Talon attacks each round, though each attack requires its own Accuracy check. They may choose to attack different characters with each attack.

Loot
2 - 8 None
9 - 12 Daemon Scales (600G)
13+ Jade Scales (1,600G)

Melbiz are low-rank daemons adapted to water, sporting shiny green scales and a dorsal fin. Standing just slightly taller than an average human at 2.5m tall, they are well adapted to the water and will sneak into civilized lands through rivers and canals. High-ranking daemons will often use a contingent of Melbiz to spearhead an attack, coming from the water to attack unsuspecting cities.

13 Tiki Tiki
Int: High Perc: 5 Senses (Darkvision) Lang: Daemonic
Hab: Ruins, Labyrinths Disp: Hostile
Rep/Weak: 17 / 22 Init: 20 Move Spd: 50 (Flying) Fort: 16 (23) Will: 18 (25)
Fighting Style Accuracy Damage Evasion Defense HP MP
Tackle 19 (26) 2d+13 17 (24) 14 87 113
Weak Point: Physical Damage +2 pts.
Unique Skills
[Divine Magic (Level 12) / Magic Power 18 (25)]
A Tiki Tiki may cast Divine Magic as a twelfth-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 Tiki Tiki can use the Combat Feats 《Metamagic/Distance》, 《Metamagic/Targets》, 《Multi-Action》 and 《Wordbreak》.
[Underworld Logic]
The Tiki Tiki can cause spells that would recover HP to deal Magic damage instead by spending twice as much MP to cast those spells.
[Flight]
A Tiki Tiki receives a +1 bonus to Accuracy and Evasion only for melee attacks.
[Schadenfreude]
The Tiki Tiki find failure hilarious, and will begin uncontrollably laughing when anyone, friend or foe, Automatically Fails on a roll. While laughing, the Tiki Tiki cannot use magic until the end of their next turn.
[Unluck]
The first time a character would roll double 6's (other than the Tiki Tiki), that roll gets changed to double 1's instead (which would trigger the Tiki Tiki's "Schadenfreude" ability). It is possible to change the roll back to double 6's using "Sword's Salvation/Change Fate", however this ability would then affect the next roll of double 6's. If there are multiple Tiki Tikis on the battlefield, each one of them can use this ability.
[Split/Reform]
As a Minor Action, the Tiki Tiki can split itself into a swarm of smaller daemons, or reform into one large daemon. When split, the Tiki Tiki cannot make melee attacks or cast spells, but gains the "Swarm" unique skill. The Tiki Tiki cannot Split and Reform during the same turn.
[Swarm]
When targeting the Tiki Tiki or another character in the same battlefield, the Combat Feats 《Precise Shot》, 《Guided Magic》 and 《Magic Control》 cannot be used.
Loot
Always Crystallized Daemon's Blood (800G)
Always Daemon Feathers (2d x 350g)
2 - 9 None
10+ Rainbow Daemon Feathers (1d x 1,500G)

The Tiki Tiki daemon is actually a multitude of smaller Tikiras that have come together to form a much larger and more intimidating presence. Moving in concert as a single creature, the Tiki Tiki has the appearance of a human-sized Tikira. While taking this larger form, the Tikiras share thoughts and perceptions, making it move and act like it is actually one creature instead of a swarm.

13 Foregone
Int: High Perc: 5 Senses (Darkvision) Lang: Daemonic
Hab: Ruins, Labyrinths Disp: Hostile
Rep/Weak: 18 / 22 Init: 19 Move Spd: 16 Fort: 19 (26) Will: 18 (25)
Fighting Style Accuracy Damage Evasion Defense HP MP
Horn (Head) 15 (22) 2d+15 16 (23) 15 78 98
Talon (Body) 16 (23) 2d+12 15 (22) 14 93 33
Kick (Foot) 15 (22) 2d+13 14 (21) 15 71 26
Sections: 3 (Head / Body / Foot) Main Section: Head Weak Point: Magic Damage +2 pts.
Unique Skills
  • Foregone

[Mindless]
A Foregone is unaffected by any Psychic-type effects.
[Poison/Disease Immunity]
A Foregone is immune to all Poison-type and Disease-type effects.

  • Head

[Divine Magic (Level 12) / Magic Power 16 (23)]
A Foregone may cast Divine Magic as a twelfth-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 Foregone can use the Combat Feats 《Metamagic/Targets》, 《Multi-Action》 and 《Wordbreak》.

  • Body

[Twin Strike & Double Attack]
A Foregone can make two Talon attacks each round, though each attack requires its own Accuracy check. They may choose to attack different characters with each attack.
[Large Body]
As long as the Foregone 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.

Loot
Always Crystallized Daemon Blood (800G)
2 - 8 None
9 - 12 Daemon Horn (600G)
13+ Great Daemon Horn (1,400G)

A lesser daemon, Foregones are 6m tall giants with red-black skin, with one horn protruding from its forehead and the lower body of a goat. Often used as shock troopers by high-rank daemons, they are quite dangerous with both spell and claw.

15 Doppelganger
Int: High Perc: 5 Senses (Darkvision) Lang: Arcana, Daemonic
Hab: Labyrinths, Ruins Disp: Hostile
Rep/Weak: 19 / 23 Init: 21 Move Spd: 18 Fort: 21 (28) Will: 21 (28)
Fighting Style Accuracy Damage Evasion Defense HP MP
Claw (Upper Body) 20 (27) 2d+18 18 (25) 16 95 108
Trample (Lower Body) 19 (26) 2d+21 17 (24) 16 113 32
Sections: 2 (Upper Body / Lower Body) Main Section: Upper Body Weak Point: Slash Damage +3 pts.
Unique Skills
  • Doppelganger

[Truespeech Magic (Level 15) / Magic Power 21 (28)]
A Doppelganger may cast Truespeech Magic as a fifteenth-level Sorcerer. For individual spell effects, refer to that spell's description.
[Magic Aptitude]
A Doppelganger can use the Combat Feats 《Guided Magic》, 《Magic Convergence》, 《Magic Control》, 《Metamagic/Targets》, 《Multi-Action》 and 《Wordbreak》.
[Shapeshift]
As a Major Action, the Doppelganger can change its shape into another's, with the quality of the transformation based on the time the Doppelganger has observed the target. A quick glance at a target allows the Doppelganger to copy the target's physical appearance, including any belongings. One minute's observation (6 rounds) allows for the copying of the target's tone and mannerisms, while one hour's observation gives a complete copy of the target's abilities and memory. This last transformation will also allow the Doppelganger access to any Classes and magic the target may have learned. This ability lasts until the Doppelganger reverts to its base form, taking a Major Action to do so.

  • Lower Body

[Tall]
As long as the Doppelganger 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 Crystallized Great Daemon Blood (1,600G)
2 - 7 None
8 - 12 Black Hide (4,600G)
13+ Shadowy Hide (12,000G)

One of the high-rank daemons, a Doppelganger's base form is that of a black-skinned giant 3m tall. A single red line splits the face where its mouth would be, but its face is otherwise featureless. When it transforms, it can take on the appearance and memory of a given target, based on how long the Doppelganger was able to watch the target, and can use all of the targets equipment, Classes and abilities. The Doppelganger can still use its original spells, abilities and Combat Feats while transformed, giving them an advantage if they get discovered while in a different form.

16 Lada Adroda
Int: High Perc: 5 Senses (Darkvision) Lang: Daemonic
Hab: Labyrinths, Ruins Disp: Hostile
Rep/Weak: 19 / 24 Init: 22 Move Spd: 15 / 20 (Flying) Fort: 22 (29) Will: 21 (28)
Fighting Style Accuracy Damage Evasion Defense HP MP
Bite (Head) x2 20 (27) 2d+20 20 (27) 15 100 114
Talon (Body) 21 (28) 2d+18 18 (25) 15 116 52
Wing (Wing) x2 18 (25) 2d+16 19 (26) 13 82 39
Tail (Tail) 20 (27) 2d+17 18 (25) 14 103 48
Sections: 6 (Head x2 / Body / Wing x2 / Tail) Main Section: Head (Both) Weak Point: Slash Damage +3 pts.
Unique Skills
  • Lada Adroda

[Mindless]
A Lada Adroda is unaffected by any Psychic-type effects.
[Poison/Disease Immunity]
A Lada Adroda is immune to all Poison-type and Disease-type effects.
[Techniques]
A Lada Adroda can use the "Gazelle Feet", "Cat's Eyes", "Scale Leggings", "Strong Blood", "Beetleskin", "Bear Muscle", "Centaur Legs", "Giant Arms", "Daemonfinger" and "Recovery (10 HP)" Techniques.

  • Heads

[Divine Magic (Level 15) / Magic Power 21 (28)]
A Lada Adroda may cast Divine Magic as a fifteenth-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 Lada Adroda can use the Combat Feats 《Guided Magic》, 《Magic Convergence》, 《Magic Control》, 《Metamagic/Targets》, 《Hawk Eye》, 《Multi-Action》 and 《Wordbreak》.
[Poison / 22 (29) / Fort / Negated]
If the Lada Adroda hits with their Bite attack, the target must immediately make a Fortitude check. If they fail to resist, they receive an extra 2d + 12 Poison-type damage.

  • Body

[Twin Strike & Double Attack]
A Lada Adroda can make two Talon attacks each round, though each attack requires its own Accuracy check. They may choose to attack different characters with each attack.
[Large]
As long as the Lada Adroda Body's HP is 1 or more, both Heads receive a +4 bonus to melee Evasion checks. When the Body falls to 0 HP or lower, this effect disappears.

  • Wings

[Flight]
A Lada Adroda 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 Lada Adroda 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 Crystallized Great Daemon Blood (1,600G)
2 - 7 None
8 - 12 Great Daemon Horn (4,800G)
13+ Large Great Daemon Horn (12,900G)

Lada Adroda are high-ranking daemons in the same family as the Ragnakang. However, the Lada Adroda is much larger, and has two heads instead of one. These daemons are commonly seen as commanders of daemon attacks and incursions, and hundreds of lesser daemons wait on its every beck and call.

19 Geldam
Int: High Perc: 5 Senses (Darkvision) Lang: Daemonic
Hab: Labyrinths, Ruins Disp: Hostile
Rep/Weak: 22 / 27 Init: 26 Move Spd: 20 Fort: 25 (32) Will: 24 (31)
Fighting Style Accuracy Damage Evasion Defense HP MP
Horn (Head) 24 () 2d+21 22 () 20 128 117
Weapon )Upper Body) 25 () 2d+23 20 () 21 151 56
Trample (Lower Body) 23 () 2d+21 19 () 19 139 44
Sections: 3 (Head / Upper Body / Lower Body) Main Section: Head Weak Point: Bludgeoning Damage +3 pts.
Unique Skills
  • Geldam

[Mindless]
A Lada Adroda is unaffected by any Psychic-type effects.
[Poison/Disease Immunity]
A Lada Adroda is immune to all Poison-type and Disease-type effects.
[Miasma Shroud / 25 (32) / Fort / Half]
A character attacking the Geldam must make a Fortitude check, taking 2d + 10 Poison-type damage if they fail to resist. This check is made regardless if the original attack hits or not. Additionally, the miasma protects the Geldam from ranged attacks, as the Fairy Magic spell "Missile Protection".

  • Head

[Divine Magic (Level 15) / Magic Power 21 (28)]
A Geldam may cast Divine Magic as a fifteenth-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 Geldam can use the Combat Feats 《Magic Control》, 《Metamagic/Targets》, 《Multi-Action》 and 《Wordbreak》.
[Poison Smoke / 21 (28) / Fort / Negated]
The Geldam belches forth a cloud of poisonous smoke, dealing 2d + 20 Poison-type damage to all targets in the same battlefield.

  • Upper Body

[Magic Weapon]
The Geldam's next Weapon attack has a fixed Accuracy result of 35. This ability cannot be used on consecutive turns.
[Power Attack II]
A Geldam can deal an additional +12 damage on their next attack. However, any Evasion Check made by the Geldam this turn receives a -2 penalty.
[Sweeping Attack]
A Geldam's Weapon attacks all other characters in the same battlefield. This ability cannot be used in consecutive turns.

  • Lower Body

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

Loot
Always Crystallized Great Daemon Blood (1,600G)
Always Great Daemon Glaive (3,200G)
2 - 9 Great Daemon Earrings (6,900G)
10+ Great Daemon Ring (14,000G)

This goat-like daemon is one of the highest-ranking daemons, subservient to only the Daemon King. Geldams are large, muscular goatmen, 5m tall, and carry a massive glaive. These glaives are larger an an adult human, and magically bonded to the Geldam that carries them, so it is impossible to claim one as the spoils of battle.

Consummate commanders of other daemons, Geldams have hundreds of lesser daemons at their command. Because of their service to the Daemon King, however, they will rarely appear in Raxia themselves, preferring to send any number of lesser daemons in their stead.

Humanoids

3 Mounted Bandit
Int: Average Perc: 5 Senses Lang: Trade Common, Regional Dialect
Hab: Various Disp: Neutral
Rep/Weak: 6 / - Init: 11 Move Spd: 16 / 33 (Horse) Fort: 5 (12) Will: 5 (12)
Fighting Style Accuracy Damage Evasion Defense HP MP
Spear (Rider) 5 (12) 2d+6 5 (12) 4 25 13
Hoof (Horse) 4 (11) 2d+1 3 (10) 2 28 9
Sections: 2 (Rider / Horse) Main Section: Rider Weak Point: None
Unique Skills
  • Rider

[Sword's Salvation / Change Fate]
Once per day, a Mounted Bandit may choose to change the result of an Action Check or Damage roll, by switching the faces of the rolled 2d to the opposite sides.

  • Horse

[Downswing]
As long as the Horse's HP is 1 or higher, the Rider deals an extra +2 damage. When the Horse falls to 0 HP or lower, this ability cannot be used.

Loot
2 - 6 None
7 - 12 Weapon (30G)
13+ Bag of Silver (1d x 50G)

A thug on horseback, this bandit attacks travelers and merchants for money. Armed with a simple spear, the Mounted Bandit can use their horse to block off escape routes while their friends to the robbing. This data may also be used for low-level soldiers, as well as armed villagers.

7 Knight
Int: Average Perc: 5 Senses Lang: Trade Common, Regional Dialect
Hab: City Disp: Neutral
Rep/Weak: 10 / - Init: 14 Move Spd: 15 Fort: 10 (17) Will: 10 (17)
Fighting Style Accuracy Damage Evasion Defense HP MP
Weapon 10 () 2d+9 9 () 10 66 18
Weak Point: None
Unique Skills
[Feint Attack]
A Knight receives a +1 Accuracy bonus to the next attack. Characters wearing Metal Armor are unaffected.
[Cover]
As a Minor Action, the Knight can cover an ally in the same battlefield for 10 seconds (1 round), so that the next melee or ranged attack against the ally is made against the Knight instead.
[Sword's Salvation / Change Fate]
Once per day, a Knight may choose to change the result of an Action Check or Damage roll, by switching the faces of the rolled 2d to the opposite sides.
Loot
Always Bag of Silver (1d x 100G)
2 - 6 None
7 - 12 Bag of Silver (2d x 100G)
13+ Well-Maintained Weapon (1,000G)

An ordinary knight, given leave from the castle they typically protect. Known for having both a noble personality and a strong sword arm, knights are seen as reliable protectors of the weak. Knights often take pains to keep their weapons and armor well maintained, so they don't give off a weak appearance and cause the public to worry about their safety.

7 Famous Hunter
Int: Average Perc: 5 Senses Lang: Trade Common, Regional Dialect
Hab: Forest, City Disp: Neutral
Rep/Weak: 10 / - Init: 15 Move Spd: 20 Fort: 10 (17) Will: 9 (16)
Fighting Style Accuracy Damage Evasion Defense HP MP
Bow 11 (18) 2d+8 10 (17) 7 42 14
Weak Point: None
Unique Skills
[Bow]
The Famous Hunter's Bow attack is treated as a ranged attack from a Bow category weapon, with a range of 30m.
[Hawk Eye & Precise Shot]
Attacks fired into a battlefield cannot misfire. The Famous Hunter can attack characters in front of it that are outside the battlefield or under cover.
[Sword's Salvation / Change Fate]
Once per day, a Famous Hunter may choose to change the result of an Action Check or Damage roll, by switching the faces of the rolled 2d to the opposite sides.
Loot
2 - 6 None
7 - 12 Bag of Silver (2d x 100G)
13+ Well-Maintained Weapon (1,000G)

A master of hunting, they know every inch of the forest like the back of their hand. These outdoorsmen are incredibly knowledgeable about every facet of hunting wild game, and put it to use to bring game meat and pelts into local villages.

9 Proud Strongman
Int: Average Perc: 5 Senses Lang: Trade Common, Regional Dialect
Hab: Various Disp: Neutral
Rep/Weak: 12 / - Init: 15 Move Spd: 18 Fort: 14 (21) Will: 12 (19)
Fighting Style Accuracy Damage Evasion Defense HP MP
Fist 13 (20) 2d+12 12 (19) 5 72 18
Weak Point: None
Unique Skills
[Twin Strike]
A Proud Strongman can make two Fist attacks each round, though each attack requires its own Accuracy check.
[Power Attack]
The Proud Strongman can deal an additional 4 damage on their next attack. However, any Evasion Check made by the Proud Strongman this turn receives a -2 penalty.
[Counter]
A Proud Strongman can use the Combat Feat 《Counter》.
[Sword's Salvation / Change Fate]
Once per day, a Proud Strongman may choose to change the result of an Action Check or Damage roll, by switching the faces of the rolled 2d to the opposite sides.
Loot
2 - 6 None
7 - 12 Bag of Silver (2d x 100G)
13+ Large Bag of Silver (2d x 300G)

This brave man is one who has become proud of his power, training his body to the maximum. Traveling across the Terastieran continent, the Proud Strongman is in search of a worthy rival. Having steeled his mind and honed his body, his physique will undoubtedly remain in one's mind long after he passes through.

10 Heretic Priest
Int: Average Perc: 5 Senses Lang: Trade Common, Regional Dialect, Arcana
Hab: Various Disp: Hostile
Rep/Weak: 13 / - Init: 7 Move Spd: 12 Fort: 12 (19) Will: 14 (21)
Fighting Style Accuracy Damage Evasion Defense HP MP
Prayer Staff 4 () 2d+5 4 () 10 65 74
Weak Point: None
Unique Skills
[Divine Magic (Level 10) / Magic Power 15 (22)]
A Heretic Priest 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.
[Spiritualism Magic (Level 7) / Magic Power 12 (19)]
A Heretic Priest may cast Spiritualism Magic as an seventh-level Conjurer. For individual spell effects, refer to that spell's description.
[Magic Aptitude]
A Heretic Priest can use the Combat Feats 《Metamagic/Targets》, 《Metamagic/Distance》, 《Guided Magic》, 《Hawk Eye》 and 《Wordbreak》.
[Sword's Salvation / Change Fate]
Once per day, a Heretic Priest may choose to change the result of an Action Check or Damage roll, by switching the faces of the rolled 2d to the opposite sides.
Loot
Always Bag of Silver (2d x 100G)
2 - 6 None
7 - 12 Bag of Silver (2d x 200G)
13+ Large Jewel (4,000G)

A priest who found the calling of the Malevolent Gods, such as Metissier and Bragzabas, powerful and alluring. However, such faiths are not permitted among humanity, and so the priest must keep their worship a secret. These heretics also serve as Barbarous spies, able to pass through the barriers from the Swords of Protection, and deliver information to the enemy.