GM-CR2Rbes

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Here are a number of new monsters for the GM to use in creating their own threatening scenarios.

New Additions

This books has a few new additions to the bestiary.

New Monster Type: Fairy

These fairies are much, much larger and more powerful than those commonly seen around Fairy Tamers. Infused with a significant amount of mana, they retain the child-like nature and mischievous streak of their smaller brethren. However, they are not actively malicious, but have a short attention span and will create accidents due to their negligence.

Core Section: ** (##)

Some monsters may have multiple core sections. ** will be the name of the core section, while ## is either (one) or (all).

Core Section: ** (one)
If a monster has even one of their core sections reduced to 0 HP, it will be unable to continue fighting.
Core Section: ** (all)
A monster with this designation requires all of their core sections to be reduced to 0 HP in order for it to stop fighting.

Using Techniques with Multiple Sections

Some monsters may have multiple sections that can use techniques similar to Enhancers. In such cases, the monster subtracts the appropriate MP from each section to be affected. For example, if a Manticore (with 2 sections, Front and Back) were to use the technique "Beetleskin", both the Front and Back sections would each have to spend 3 MP to be affected.

Experience for Monsters with Multiple Sections

When determining how many Experience Points to give to players, a GM may consider a monster with multiple sections as the equivalent number of monsters of that level. To use the Manticore again, it is a level 6 monster with 2 sections, so the GM can treat that as two level 6 monsters defeated.

Treasure and Looting Monsters with Multiple Sections

When searching a monster with multiple sections for loot after combat, the GM may allow the players to roll a number of times equal to the total sections of the monster defeated. However, "Always" found loot can only be found once, no matter the number of sections the monster may have had.

Bestiary List

Barbarous

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

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

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

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

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

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

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

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

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

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

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

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

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

  • Lower Body

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

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

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

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

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

5 Merman
Int: Average Perc: 5 Senses (Darkvision) Lang: Merman, Elven
Hab: Ocean Disp: Neutral
Rep/Weak: 6 / 11 Init: 10 Move Spd: 12 Fort: 2 (9) Will: 3 (10)
Fighting Style Accuracy Damage Evasion Defense HP MP
Weapon 7 (14) 2d+6 7 (14) 4 30 19
Weak Point: Fire Damage +3 pts.
Unique Skills
[Underwater Specialization]
A Merman can breathe and vocalize while underwater, and does not suffer any penalties for moving while underwater. While outside of water, all actions receive a -2 penalty.
[Water/Ice Immunity]
A Merman takes no damage from Water/Ice-type effects.
[Cover]
A Merman can choose any number of allies in the same battlefield, and will automatically receive any damage dealt to those allies instead.
Loot
Always Rusted Spear (50G)
2 - 6 None
7+ Beautiful Shell (180G)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

  • Lower Body

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

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

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

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

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

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

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

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

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

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

  • Body

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

  • Tentacles

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

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

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

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

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

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

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

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

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

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

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

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

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

  • Evil Eyes

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

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

  • Head

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

  • Body

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

  • Wings

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

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

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

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

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

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

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

  • Lower Body

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

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

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

11 Lesser Vampire

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

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

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

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

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

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

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

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

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

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

  • Head

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

  • Torso

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

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

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

Animals

2 Killer Bee
Int: None Perc: 5 Senses Lang: None
Hab: Forest Disp: Hostile
Rep/Weak: 7 / 12 Init: 10 Move Spd: 18 (Flying) Fort: 2 (9) Will: 2 (9)
Fighting Style Accuracy Damage Evasion Defense HP MP
Stinger 4 (11) 2d-2 3 (10) 0 5 1
Weak Point: Accuracy +1
Unique Skills
[Poison / 4 (11) / Fort / Negated]
If the Killer Bee hits with their Stinger attack, the target must immediately make a Fortitude check. If they fail to resist, they receive an extra 7 Poison-type damage.
[Flight]
A Killer Bee receives a +1 bonus to Accuracy and Evasion only for melee attacks.
Loot
Always Poison Stinger (15g)
2 - 6 None
7+ Thin Wings (50G)

A poisonous bee that has grown much larger, averaging around 50cm. Ecologically, they are similar to normal bees, except they instead look for blood from living organisms rather than a flower's nectar. The home nest is roughly 5m long, and is usually located in the branches of larger trees. When the nest is disturbed, a swarm of Killer Bees will come out and protect it.

2 Sidewinder
Int: Animal Perc: 5 Senses Lang: None
Hab: Forest, Grassland, Desert, Ruins Disp: Hostile
Rep/Weak: 7 / 11 Init: 10 Move Spd: 14 Fort: 4 (11) Will: 3 (10)
Fighting Style Accuracy Damage Evasion Defense HP MP
Bite 3 (10) 2d 2 (9) 1 14 8
Weak Point: Physical Damage +2 pts.
Unique Skills
[Paralyzing Poison / 3 (10) / Fort / Negated]
If the Sidewinder hits with their Bite 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).
Loot
2 - 5 None
6 - 9 Snake Skin (20G)
10 - 11 Fine Snake Skin (120G)
12+ Premium Snake Skin (320G)

Similar to a rattlesnake, a Sidewinder is a snake 1m long, and is often found in deserts or other dry areas. As they are nocturnal, a Sidewinder is rarely seen during the day, and only comes out at night to hunt. Rarely, there is a snake skin of high quality, and these skins are used to make a variety of Chandelle products, such as boots, bags and wallets.

2 Poison Toad
Int: None Perc: 5 Senses Lang: None
Hab: Various Disp: Hungry
Rep/Weak: 9 / 12 Init: 8 Move Spd: 10 / 20 (Swimming) Fort: 5 (12) Will: 4 (11)
Fighting Style Accuracy Damage Evasion Defense HP MP
Tackle 3 (10) 2d-1 2 (9) 2 20 5
Weak Point: Earth Damage +3 pts.
Unique Skills
[Poison / 3 (10) / Fort / Negated]
If the Poison Toad hits with their Tackle attack, the target must immediately make a Fortitude check. If they fail to resist, they receive an extra 6 Poison-type damage.
Loot
2 - 6 None
7 - 10 Toad Oil (20G)
11+ Clarified Toad Oil (100G)

A giant poisonous toad that has grown to around 1m long. These Poison Toads inhabit a variety of areas, with those in the forests and grasslands taking on an exceptionally green hue. The numerous warts that cover their body constantly ooze toxins, which can be dangerous to those who wish to prey on these toads. However, pharmacists will buy these toxins and oils for a decent price.

3 Shark
Int: Animal Perc: 5 Senses Lang: None
Hab: Ocean Disp: Hungry
Rep/Weak: 9 / 12 Init: 10 Move Spd: 20 (Swimming) Fort: 5 (12) Will: 4 (11)
Fighting Style Accuracy Damage Evasion Defense HP MP
Bite 4 (11) 2d+6 4 (11) 2 28 5
Weak Point: Slash Damage +3 pts.
Unique Skills
[Underwater]
The Shark doesn't receive penalties for moving or taking Actions in water. However, it can't perform any Action without water.
Loot
Always Jagged Tooth (30G)
2 - 10 None
11+ Clean Gills (200G)

Living in relatively clear water, a Shark is sensitive to the smell of blood in the water, and will unerringly hunt down the bleeding prey. Once they have the scent of blood, they will move quite quickly, and the chances for escaping a hungry shark are slim.

3 Giant Spider
Int: Animal Perc: 5 Senses (Darkvision) Lang: None
Hab: Ruins, Forest Disp: Hungry
Rep/Weak: 8 / 12 Init: 10 Move Spd: 14 Fort: 4 (11) Will: 4 (11)
Fighting Style Accuracy Damage Evasion Defense HP MP
Bite 4 (11) 2d+4 4 (11) 1 22 10
Weak Point: Fire Damage +3 pts.
Unique Skills
[Sticky Silk / 4 (11) / Evasion / Negated]
The Giant Spider shoots a sticky silk web at a target, and if it hits the target takes a -2 penalty to Evasion for 3 minutes (18 rounds). If a target is already affected by Sticky Silk and then hit again, they also become unable to make any melee or ranged attacks, and cannot cast spells.

If there is a nearby fire (such as a torch), the silk will burn away in 30 seconds (3 rounds). However, if the target is hit with any Fire-type damage (i.e. from a "Firebolt" spell), the silk instantly burns away.

Sticky Silk cannot be used in consecutive rounds.

Loot
2 - 5 None
6 - 9 Sticky Silk Ball (20G)
10+ Large Sticky Silk Ball (150G)

Giant Spiders can often be found in deep forests and labyrinths, and will move stealthily despite their 2m size. Nesting in passages and holes, they will wait until prey walks into their territory, cover them with webs until they stop moving, then move in to feed. While Giant Spiders will go after prey larger than they are, any open flames (such as those from a torch) will deter the spider from attacking.

3 Giant Slug
Int: None Perc: 5 Senses Lang: None
Hab: Wetlands Disp: Neutral
Rep/Weak: 8 / 12 Init: 3 Move Spd: 5 Fort: 4 (11) Will: 4 (11)
Fighting Style Accuracy Damage Evasion Defense HP MP
Tackle 4 (11) 2d+6 1 (8) 2 45 4
Weak Point: Magic Damage +2 pts.
Unique Skills
None
Loot
2 - 7 None
8+ Sticky Mucus

A huge slug exceeding 2m in length, the Giant Slug will crawl towards its target without care for anything in the way. Even if there is an obstacle in the way, it will change course just long enough to get around whatever is in the way, then continue on its way. Often found in damp areas, such as underground labyrinths, caves, and swamps, there is a very real risk of a group of Giant Slugs destroying a village as they move towards whatever unknowable goal they have.

3 Black Scorpion
Int: Animal Perc: 5 Senses Lang: None
Hab: Forest, Grasslands, Desert, Ruins Disp: Hostile
Rep/Weak: 8 / 12 Init: 10 Move Spd: 16 Fort: 5 (12) Will: 4 (11)
Fighting Style Accuracy Damage Evasion Defense HP MP
Tail 4 (11) 2d+2 4 (11) 2 24 8
Weak Point: Water/Ice Damage +3 pts.
Unique Skills
[Poison / 4 (11) / Fort / Negated]
If the Black Scorpion hits with their Tail attack, the target must immediately make a Fortitude check. If they fail to resist, they receive an extra 8 Poison-type damage.
Loot
Always Poison Stinger (15G)
2 - 8 None
9+ Black Scorpion Liver (150G)

Just over 1m in length, a Black Scorpion is not much different from a regular scorpion, barring the glowing black shell it carries. Pharmacists are very interested in Black Scorpion livers, though, and will pay decently for intact specimens brought back.

4 Gorgol
Int: Animal Perc: 5 SensesLang: None
Hab: Forest Disp: Hungry
Rep/Weak: 10 / 14 Init: 11 Move Spd: 14 Fort: 7 (14) Will: 4 (11)
Fighting Style Accuracy Damage Evasion Defense HP MP
Arm Swing 6 (13) 2d+5 4 (11) 4 38 10
Weak Point: Physical Damage +2 pts.
Unique Skills
[Throw / 5 (12) / Evasion / Negated]
The Gorgol attempts to grab a target. If successful, the target is thrown out of the battlefield 10m in a direction of the Gorgol's choice. Upon landing, the target will receive 2d physical damage and is knocked prone.
Loot
Always Broken Horn (30G)
2 - 8 None
9+ Glossy Fur (150G)

A ferocious animal, closely resembling a gorilla, the Gorgol is much more dangerous. For the fun of it, a Gorgol may attack and kill larger animals than them, break off any fangs and horns, and wear them as decoration. If a couple of Gorgols come into conflict, a show of strength from both is displayed, and the loser will give all of their fangs and horns to the winner. Through this, a very strong Gorgol can be seen wearing a layered collar of fangs and horns it has won from weaker rivals.

4 Giant Crab
Int: Animal Perc: 5 Senses Lang: None
Hab: Coast, Ocean Disp: Hungry
Rep/Weak: 11 / 14 Init: 10 Move Spd: 14 / 14 (Swimming) Fort: 6 (13) Will: 4 (11)
Fighting Style Accuracy Damage Evasion Defense HP MP
Pincer 6 (13) 2d+4 5 (12) 7 22 6
Weak Point: Impact Damage +3 pts.
Unique Skills
[Twin Strike & Double Attack]
A Giant Crab can make two Pincer attacks each roundPincer attack with each claw, though each attack requires its own Accuracy check. They may choose to attack different characters with each attack.
[Underwater Aptitude]
A Giant Crab is able to move in water without penalty.
Loot
Always Sharp Pincers (60G)
2 - 10 None
11+ Crab Innards (600G)

Measuring on average 2m, a Giant Crab uses its size, bulk and powerful pincers to take down their prey. It's even said that some land-based animals have been caught and eaten by some Giant Crabs.

4 Lizard Fly
Int: Animal Perc: 5 Senses Lang: None
Hab: Desert Disp: Hostile
Rep/Weak: 9 / 13 Init: 12 Move Spd: 10 / 17 (Flying) Fort: 6 (13) Will: 5 (12)
Fighting Style Accuracy Damage Evasion Defense HP MP
Bite 6 (13) 2d+7 3 (10) 1 27 12
Weak Point: Magic Damage +2 pts.
Unique Skills
[Flight]
A Lizard Fly receives a +1 bonus to Accuracy and Evasion only for melee attacks.
Loot
Always Sand Lizard Skin (70G)
2 - 7 None
8 - 11 Thin Wings (120G)
12+ Shimmering Thin Wings (340G)

Lizard Flies appear to be larger than average lizards, ranging in size from about 50cm to 1m, with two pairs of thin, translucent wings on their back. Carnivorous, they will stay buried under sand until prey comes near, then spring out and attack.

5 Crocodile
Int: Animal Perc: 5 SensesLang: None
Hab: River, Swamp Disp: Hungry
Rep/Weak: 12 / 15 Init: 11 Move Spd: 12 / 20 (Swimming) Fort: 8 (15) Will: 6 (13)
Fighting Style Accuracy Damage Evasion Defense HP MP
Crushing Bite 7 (14) 2d+8 6 (13) 6 44 11
Weak Point: Magic Damage +2 pts.
Unique Skills
[Underwater Aptitude]
A Crocodile is able to move in water without penalty.
Loot
2 - 8 None
9 - 11 Crocodile Skin (200G)
12+ Superb Crocodile Skin (600G)

A large beast, Crocodiles inhabit murky waters near rivers and swamps where they can hide from prey. Their speed while in water is incredible, and their jaws will crush any prey caught within. Once dragged underwater, there is no escape. It is said that high-quality crocodile skins can be used for a number of goods, such as weapon sheathes and wallets, from the Chandelle area.

5 Keratos
Int: Animal Perc: 5 Senses Lang: None
Hab: Forest, Grassland Disp: Hungry
Rep/Weak: 12 / 15 Init: 14 Move Spd: 20 Fort: 6 (13) Will: 5 (12)
Fighting Style Accuracy Damage Evasion Defense HP MP
Horn 8 (15) 2d+6 7 (14) 3 30 6
Weak Point: Wind Damage +3 pts.
Unique Skills
[Double Attack]
A Keratos can attack the same target twice in one action with its Horn. Each attack requires its own Accuracy Check.
Loot
Always Sharp Horn (50G)
2 - 8 None
9+ False-Dragon Scale (350G)

A slender, bipedal lizard, a Keratos is often confused for being a type of dragon, where it is simply a lizard. Standing at an average height of 2m, a Keratos will use its horns to pierce through the toughest hides of prey. They are ferocious carnivores, and will relentlessly chase down its prey if it tries to escape. Typically seen either as solitary creatures or as a mated pair, there are rare sightings of large groups of Keratos in the wild.

5 Huge Antlion
Int: None Perc: 5 Senses Lang: None
Hab: Desert, Grasslands Disp: Hostile
Rep/Weak: 10 / 15 Init: 9 Move Spd: 10 Fort: 7 (14) Will: 6 (13)
Fighting Style Accuracy Damage Evasion Defense HP MP
Bite 7 (14) 2d+7 4 (11) 5 42 18
Weak Point: Water/Ice Damage +3 pts.
Unique Skills
[Hidden Nest]
The Huge Antlion can create a hidden nest while in sandy terrain, forming a bowl-shape divot with a 5m radius. Loose sand flows towards the center, causing all who enter the area to move at half speed, as well as receive a -2 penalty to Evasion checks. A character looking for the nest will notice it if their Danger Sense check result is 11 or higher.
[Drain Life]
When the Huge Antlion successfully hits with a Bite attack, it immediately heals 5 HP.
Loot
Always Large Fangs (50G)
2 - 9 None
10+ Sand Crystal (500G)

A massive insect, these Huge Antlions will dig themselves into a nest beneath loose sand and ground, lurking in wait for prey to pass near. Able to detect the vibrations of footfalls through the sand, it can detect exactly where a creature is without having to see it. Once the potential prey blunders too close to the nest, the Antlion will spring out and drain the creature of its vital fluids.

6 Golden Gorgol
Int: Low Perc: 5 Senses Lang: None
Hab: Mountains, Forest Disp: Hungry
Rep/Weak: 10 / 15 Init: 13 Move Spd: 20 Fort: 9 (16) Will: 6 (13)
Fighting Style Accuracy Damage Evasion Defense HP MP
Arm Swing 7 (14) 2d+7 6 (13) 5 52 14
Weak Point: Physical Damage +2 pts.
Unique Skills
[Throw / 6 (13) / Evasion / Negated]
The Golden Gorgol attempts to grab a target. If successful, the target is thrown out of the battlefield 15m in a direction of the Golden Gorgol's choice. Upon landing, the target will receive 2d+4 physical damage and is knocked prone.
[Slam]
When the Golden Gorgol successfully hits with an Arm Swing attack, the target is knocked prone in addition to receiving damage.
[Power Attack]
A Golden Gorgol can deal an additional 4 damage on their next attack. However, any Evasion Check made by the Golden Gorgol this turn receives a -2 penalty.
Loot
Always Broken Horn (30G)
2 - 8 Glossy Fur (150G)
9+ Golden Fur (800G)

A much larger, much older Gorgol, its fur has turned a brilliant gold due to repeated groomings. Its mere presence is something to be worried about, due to their ferocity, not to mention the small group of other Gorgols that follow it around.

Plants

1 Furu
Int: None Perc: Magic Lang: None
Hab: Forest, Grasslands Disp: Neutral
Rep/Weak: 5 / 10 Init: 8 Move Spd: 12 Fort: 1 (8) Will: 2 (9)
Fighting Style Accuracy Damage Evasion Defense HP MP
Tackle 1 (8) 2d-2 3 (10) 0 20 3
Weak Point: Accuracy +1
Unique Skills
None
Loot
Always Beautiful Leaf (10G)
2 - 6 None
7+ Leaf Blade (40G)

Appearing to be a spherical mass of leaves, a Furu collects mana in its leaves, which can enhance their natural appearance. While not very harmful on its own, they can appear in large enough groups to devastate orchards and farms.

2 Needle Archer
Int: None Perc: Magic Lang: None
Hab: Forest Disp: Hostile
Rep/Weak: 7 / 11 Init: 7 Move Spd: 0 Fort: 4 (11) Will: 3 (10)
Fighting Style Accuracy Damage Evasion Defense HP MP
Needle 4 (11) 2d 2 (9) 0 28 12
Weak Point: Fire Damage +3 pts.
Unique Skills
[Vine Network]
A Needle Archer is found among a network of thin vines, growing 10m from the monster itself. In order to detect the network of vines, the lead character needs to make a Danger Sense check against a value of 12. If unsuccessful, the Needle Archer 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).
[Light Needles]
A Needle attack may be made within a range of 20m, though any attacks made at targets outside the Vine Network receive a -1 penalty to Accuracy.
[Million Needles]
A Needle Archer may attack all characters within range of the Vine Network simultaneously during its turn.
Loot
Always Thorn Arrow (15G)
2 - 10 None
11+ Strong Vine (300G)

This plant gets its name from the arrow-like needles it shoots at prey entering the range of its network of vines. These vines are hidden on the forest floor by dirt and dead leaves, and once unsuspecting prey walks within the area they are violently attacked by needles being shot at their feet and lower legs.

3 Giant Balloon Seed
Int: None Perc: Magic Lang: None
Hab: Forest, Swamp Disp: Neutral
Rep/Weak: 10 / 13 Init: 10 Move Spd: 8 Fort: 4 (11) Will: 3 (10)
Fighting Style Accuracy Damage Evasion Defense HP MP
Seed (Flower) 4 (11) 2d+5 3 (10) 1 26 10
Vine (Vine) x2 5 (12) 2d+2 2 (9) 2 20 10
Sections: 3 (Flower, Vine x2) Main Section: None Weak Point: Fire Damage +3 pts.
Unique Skills
  • Vine

[Substitution]
When the Flower would take damage from a melee or ranged attack, one of the Vines can move in the way and take the damage instead. This ability can only be used once per round.

Loot
Always Mysterious Seeds (30G)
2 - 9 None
10+ Beautiful Bulbs (300G)

An ancient species of plant, Great Balloon Seeds date back before the Great Catastrophe. The main body of the plant, typically growing to around 3m, attacks prey by launching fist-sized seeds out of the flower. It can also move by using its roots, as well as attack with extended vines. There's also rumors of variants with multiple flowers and extra vines.

4 Overeater
Int: None Perc: Magic Lang: None
Hab: Forest Disp: Hostile
Rep/Weak: 10 / 14 Init: 7 Move Spd: 0 Fort: 7 (14) Will: 5 (12)
Fighting Style Accuracy Damage Evasion Defense HP MP
Vine 6 (13) 2d+5 3 (10) 1 45 12
Weak Point: Fire Damage +3 pts.
Unique Skills
[Mimicry]
Until disturbed, the Overeater will disguise itself as a harmless plant. A successful Danger Sense check against a value of 13 will let the PC become aware of the Overeater.
[Long Vines]
The Overeater can attack any target within 10m, regardless of location.
[Engulf]
If the Overeater hits with their Vine attack, the target is consumed by the Overeater. An Overeater with a living organism inside will recover 5 HP at the end of its turn, while the organism inside cannot move, receives a -3 penalty to all Actions, and receives 5 Poison-type damage at the end of its turn. Only one organism may be Engulfed in this way, though the plant may disgorge any organisms inside in order to take in a new organism.

As a Major Action, the Overeater may be pried open using an Adventurer Level + Strength Bonus check against a value of 12. This check can also be made by another character who is not Engulfed. A character escaping the Overeater falls prone once outside of the plant.

Loot
2 - 8 None
9 - 12 Bag of Silver (1d x 30G)
13+ Gems (1d x 150G)

A large, boxy plant, the Overeater looks like a tree trunk overgrown with ivy and vines. However, it captures and feeds off of animals and other organisms, and will attract prey by waving its flowers. Occasionally, there are some small bits of metal or gems from previous victims at the bottom of the plant.

5 Mandrake
Int: Low Perc: Magic Lang: None
Hab: Forest Disp: Hostile
Rep/Weak: 11 / 16 Init: 8 Move Spd: 7 Fort: 7 (14) Will: 8 (15)
Fighting Style Accuracy Damage Evasion Defense HP MP
Arm Swing 7 (14) 2d+5 4 (11) 2 42 36
Weak Point: Physical Damage +2 pts.
Unique Skills
[Fairy Magic (Level 4) / Magic Power 6 (13)]
A Mandrake may cast Fairy Magic as a fourth-level Fairy Tamer. For individual spell effects, refer to that spell's description.
[Deadly Scream / Special / Fort & Will / Negated]
Once per day, when its HP is reduced, the Mandrake can unleash a terrifying, deadly scream. Every living character in 30m must immediately make both a Fortitude and Willpower check.

Those characters that fail a Fortitude check against a value of 10 instantly drop to 0 HP, are knocked unconscious and fall prone.
Those characters that fail a Willpower check against a value of 14 cannot perform any Major or Minor Actions, and receive a -4 penalty to Evasion, for 10 seconds (1 round).

Loot
Always Energetic Roots (100G)
2 - 11 None
12+ Mandrake Seed (1,500G)

The bulk of the perennial Mandrake is it's large, human-shaped root. The root is about 60cm, and is typically buried in soil for most of the year, with only a small amount of leaves sprouting from the top. Under normal circumstances, a Mandrake will prefer to grow in dimly-lit sections of deep forests, and have distinctive pale, pink flowers. As winter grows near, the Mandrake will uproot itself and wander in search of a mate, looking to create a new batch of seeds.

Due to their purported uses in medicines and other concoctions, Mandrakes have been overhunted by both humanoids and Barbarous, and so hold grudges against both groups. A Mandrake can call upon Fairy magic in order to help protect itself, as well as the signature screaming they are known for. It's said that those who hear the scream and live will still be afflicted with any number of mental disorders.

6 Big Archer
Int: None Perc: Magic Lang: None
Hab: Forest Disp: Hostile
Rep/Weak: 10 / 15 Init: 7 Move Spd: 0 Fort: 8 (15) Will: 6 (13)
Fighting Style Accuracy Damage Evasion Defense HP MP
Needle 7 (14) 2d+8 4 (11) 2 60 14
Weak Point: Fire Damage +3 pts.
Unique Skills
[Vine Network]
A Big Archer is found among a network of thin vines, growing 10m from the monster itself. In order to detect the network of vines, the lead character needs to make a Danger Sense check against a value of 15. If unsuccessful, the Big Archer 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).
[Poison Needle / 8 (15) / Fort / Negated]
The Big Archer has two possible poisons it can use with its Needles. If the Big Archer hits with their Needle attack, the target must immediately make a Fortitude check.

For "Rotting Poison", if the target fails to resist, they receive an extra 7 Poison-type damage.
For "Paralyzing Poison", if the target fails to resist, they receive a -1 penalty to Accuracy and Evasion checks for 10 seconds (1 round).
[Million Needles]
A Big Archer may attack all characters within range of the Vine Network simultaneously during its turn.

Loot
2 - 4 None
5 - 8 Poisonous Needle (50G)
9+ Strong Vine x2 (600G)

This plant hides on the ground, similar to the Needle Archers. However, the needles launched by Big Archers are much more resilient, and can carry a couple of different debilitating poisons as well.

8 Poison Mold
Int: None Perc: Magic Lang: None
Hab: Caves, Ruins Disp: Hostile
Rep/Weak: 16 / 19 Init: 0 Move Spd: 5 Fort: 10 (17) Will: 9 (16)
Fighting Style Accuracy Damage Evasion Defense HP MP
None - - 7 (14) 0 120 16
Weak Point: Fire Damage +3 pts.
Unique Skills
[Poison Spores / 11 (18) / Fort / Negated]
The Poison Mold scatters spores around itself, forcing all characters in the same battlefield to make a Fortitude check. Those that fail to resist the poison receive 2d+10 Poison-type damage.
[Disease Spores / 9 (16) / Fort / Negated]
Each time the Poison Mold's HP is damaged, disease spores fly out from the wound, and all characters in the same battlefield must make a Fortitude check. Those that fail reduce their maximum HP and MP by 10 (to a minimum of 0). If a character's maximum HP is reduced to 0 in this way, they immediately die (no Death Check needed). This reduction does not go away normally, and must be removed via "Cure Disease" or other such effects.
Loot
Always Green Dye (80G)
2 - 6 Fertile Soil (300G)
7+ Soil of Abundance (2,000G)

A dark green mold with deadly poison spores, commonly found deep underground or in the depths of large forests. Spreading over an area anywhere from 5m to 20m in radius, the mold will blast any interlopers with a variety of debilitating spores. Those who managed to live through these spore blasts describe the feeling as a "hell of suffering". Those who don't, however, are simply more food for the mold.

11 Fungal Parasite
Int: Low Perc: Magic Lang: Trade Common
Hab: Forest, Caves, Ruins Disp: Hostile
Rep/Weak: 19 / 22 Init: 15 Move Spd: 12 Fort: 14 (21) Will: 13 (20)
Fighting Style Accuracy Damage Evasion Defense HP MP
Fist 13 (20) 2d+10 12 (19) 12 78 12
Weak Point: Fire Damage +3 pts.
Unique Skills
[Disease Spores / 11 (18) / Fort / Negated]
Once per round as a Minor Action, the Fungal Parasite can spread these red-violet spores, affecting up to 20 characters with a 6m radius. Any character within the area that fails their Fortitude check becomes infected with spores. This infection can be removed via spells like "Cure Disease" or "Refresh" at this point.

One day after being infected with spores, small magenta mushrooms begin to grow over the body of the host, reducing all ability scores by 6 points (fixed value characters receive -1 to Accuracy, Evasion, Fortitude and Willpower). Even if these mushrooms are removed, new ones will grow in their place. These penalties are cumulative per day (though no ability score can go below 0).
Once an ability score reaches 0, or after 3 days, the character becomes immobile, and will spread spores unconsciously. Additionally, the character suffers from severe hallucinations as the Fungal Parasite takes over the body.
After 7 days of infection, the character's will is totally lost, the Fungal Parasite now in total control of the character's body. At this point, only reducing the Fungal Parasite's HP to 0 and then casting "Refresh" will cure the character.
[Phantom Spores / 13 (20) / Fort / Negated]
These blue-violet spores are scattered around the Fungal Parasite, and all those in the same battlefield must make a Fortitude check. Those that fail will see the Fungal Parasite as someone close to them, and will move to protect the Fungal Parasite from anything and anyone who wishes to do it harm. Even if the Fungal Parasite attacks an affected character, they will still remain under the effect of these spores. This is a Disease-type effect, and is cured appropriately.

Loot
Always Wilted Mushrooms
2 - 7 None
8 - 10 Phantom of the Forest Mushroom (2,000G)
11+ Phantom of the Forest Mushroom x3 (6,000G)

This monster is actually a humanoid covered in parasitic mushrooms, feeding the mushroom as it decomposes. Typically found in dark, damp places, the Fungal Parasite will attack any humanoid or animal passing by, hoping to infect them and use them as a new host. Fungal Parasite hosts will last for a year or two before becoming desiccated husks, drained of all vital nutrients. It is possible to save a victim of the Fungal Parasites, though it involves casting a "Refresh" spell on a host whose HP has been reduced to 0.

Rarely, a mushroom called "The Phantom of the Forest" may grow among the various Fungal Parasites. This mushroom is non-toxic, and quite delicious, so it is valued by many among the culinary community. Additionally, it is thought to have some anti-aging properties, and some elder priests have sent out adventurers specifically to look for these mushrooms.

Undead

2 Ghost
Int: Average Perc: Magic Lang: Trade Common
Hab: Various Disp: Neutral
Rep/Weak: 10 / 13 Init: 11 Move Spd: 10 (Flying) Fort: 5 (12) Will: 4 (11)
Fighting Style Accuracy Damage Evasion Defense HP MP
Smash 3 (10) 2d 3 (10) 0 20 20
Weak Point: Magic Damage +2 pts.
Unique Skills
[Tempting Lure / 4 (11) / Will / Negated]
The Ghost whispers to a target, attempting to lure it under its control. If the target fails to resist, the Ghost may have that character move according to the Ghost's whim. Affected characters cannot move very quickly, and cannot use magic or attack. If the Ghost does not order the character to move, the character will stand in position stunned. This effect is removed if the character loses any HP or MP, or has the spell "Sanity" cast on them.
[Normal Weapon Immunity]
A Ghost is immune to damage from normal weapons, and can only be harmed with silver or magical weapons.
Loot
None

Ghosts are a manifestation of the thoughts of the dead and dying, given an ethereal form after their original body has passed away. They retain their appearance in life, as well as what knowledge they had learned over their lifetime, though this may be of questionable usefulness as time passes. While some Ghosts can be fought like other monsters, others just want to see their last wish fulfilled, and will pass peacefully into the afterlife after doing so.

4 Death Sword
Int: Low Perc: Magic Lang: None
Hab: Labyrinths, Wasteland Disp: Hostile
Rep/Weak: 9 / 12 Init: 8 Move Spd: 14 Fort: 6 (13) Will: 6 (13)
Fighting Style Accuracy Damage Evasion Defense HP MP
Weapon 6 (13) 2d+4 5 (12) 4 36 18
Weak Point: Magic Damage +2 pts.
Unique Skills
[Death Blade / 5 (12) / Evasion / Negated]
The Death Sword swings with ill intent, dealing 10 Curse-type damage if it connects.
Loot
Always Rusty Sword (50G)
2 - 10 None
11+ Ornate Sword Hilt (600G)

A spirit trapped in a sword, the Death Sword possesses a decaying body in order to carry out its foul grudges. When encountering a stronger opponent, the Death Sword will seek to slay the stronger and possess that body, and so it is often looking for stronger and stronger foes to face.

4 Wight
Int: None Perc: Magic Lang: None
Hab: Various Disp: Hostile
Rep/Weak: 11 / 14 Init: 11 Move Spd: 12 Fort: 5 (12) Will: 5 (12)
Fighting Style Accuracy Damage Evasion Defense HP MP
Claw 6 (13) 2d+4 4 (11) 4 31 10
Weak Point: Silver Weapon Damage +3 pts.
Unique Skills
[Poison Claw / 5 (12) / Fort / Negated]
If the Wight hits with their Claw attack, the target must immediately make a Fortitude check. If they fail to resist, they receive an extra 3 Poison-type damage to both their HP and MP.
[Wight Curse / No Resistance]
If a character is reduced to 0 HP or lower by a Wight's attack, they cannot be revived until a "Remove Curse" spell is cast upon that character. If left unattended, the affected character will accumulate 1 soulscar every 3 days. If 5 soulscars are accumulated as a result of this curse, the character will rise as a Wight.
Loot
Always Wight Claw (50G)
2 - 9 None
10+ Cursed Claw (400G)

A Wight is a vile thing, an undead whose extremities have rotted to the bone. Its signature red eyes and bloated, discolored body are telltale signs of a foul creature. Originally thought to be the risen bodies of those who died in water, the bony claws of a Wight don't just poison the body, but curse the soul of those they rend through. It's said that a powerful Wight's claws may be used as ritual tools, though what rituals are better left unsaid.

5 Sin
Int: Animal Perc: 5 Senses (Darkvision) Lang: None
Hab: Ruins Disp: Hostile
Rep/Weak: 10 / 14 Init: 12 Move Spd: 9 Fort: 7 (14) Will: 7 (14)
Fighting Style Accuracy Damage Evasion Defense HP MP
Weapon 6 (13) 2d+6 5 (12) 5 43 12
Weak Point: Fire Damage +3 pts.
Unique Skills
[Power Attack]
A Sin can deal an additional 4 damage on their next attack. However, any Evasion Check made by the Sin this turn receives a -2 penalty.
[Regeneration]
At the end of each round, the Sin recovers 5 HP.
Loot
2 - 6 None
7 - 9 Gems (1d x 150G)
10+ Rare Gems (1,500G)

With its glassy, clouded eyes and pallid skin, a Sin is a type of undead that singlemindedly focuses on a single obsession. Violently fighting anything and anyone that stands in its way, a Sin will go out of its way to collect everything relating to its obsession. There is no thought or reason left behind, just madness and desire. Sometimes, the body of a Sin will accumulate a peculiar water within, and this water is sought after for magical experiments.

6 Blood Sucker
Int: Low Perc: Magic Lang: Regional Dialect
Hab: Various Disp: Hostile
Rep/Weak: 12 / 15 Init: 13 Move Spd: 15 Fort: 8 (15) Will: 7 (14)
Fighting Style Accuracy Damage Evasion Defense HP MP
Claw 8 (15) 2d+7 7 (14) 6 39 6
Weak Point: HP Recovery (deals damage instead) +3 pts.
Unique Skills
[Continuous Attack]
If a Blood Sucker successfully hits a target in melee, they may make a second attack on that same target without rolling Accuracy.
[Gaze / 7 (14) / Will / Negated]
Once per round as a Minor Action, a Blood Sucker may attempt to paralyze a single target. If the target fails to resist the Gaze, they are paralyzed for 10 seconds (1 round) and cannot take any Minor Actions.
[Vampire Fangs / 7 (14) / Evasion / Negated]
The Blood Sucker attacks with draining fangs, dealing 2d+4 Physical damage. The Blood Sucker heals HP equal to the total damage dealt.
[Regeneration]
At the end of each round, a Blood Sucker recovers 3 HP.
[Vampire Body]
As long as a Blood Sucker is under sunlight, it receives a -2 penalty to all Accuracy and Evasion Checks. Additionally, the Blood Sucker cannot use their "Regeneration" ability, and at the end of each round, the Blood Sucker is dealt 6 Magic damage. This damage cannot be reduced by any means.
Loot
2 - 8 None
9+ Corrupted Ash (300G)

A person drained by a Lesser Vampire, then revived into a subservient unlife, a Blood Sucker is still a dangerous monster to encounter. With pale skin and bloody eyes, they lack the grace of their sires and stand out as something unnatural. Their memories distorted, they will attack humans and animals alike in order to stave off hunger and thirst. Due to their vulnerability to sunlight, Blood Suckers move and attack solely at night.

7 Jack O'Lantern
Int: High Perc: Magic Lang: Arcana
Hab: Unknown Disp: Hostile
Rep/Weak: 13 / 17 Init: 14 Move Spd: 18 (Flying) Fort: 9 (16) Will: 9 (16)
Fighting Style Accuracy Damage Evasion Defense HP MP
Sickle 8 (15) 2d+11 9 (16) 6 48 54
Weak Point: HP Recovery (deals damage instead) +3 pts.
Unique Skills
[Truespeech Magic, Spiritualism Magic (Level 6) / Magic Power 9 (16)]
A Jack O'Lantern may cast both Truespeech and Spiritualism Magic as a sixth-level Sorcerer and Conjurer. For individual spell effects, refer to that spell's description.
[Soul Harvesting]
If the target is reduced to 0 HP or lower from a Jack O'Lantern's Sickle attack, they receive a -10 penalty to their next Death Check.
Loot
Always Pumpkin Lantern (100G)
2 - 6 Rusty Sickle (100G)
7 - 10 Large Sickle (600G)
11+ Soul Harvesting Sickle (3,000G)

A pumpkin-headed monster dressed in a black veil, a Jack O'Lantern carries a massive sickle to harvest souls from the living. A phantom that can appear unexpectedly, it may be seen wandering through villages in the middle of the night looking for victims. It is said that when a soul is harvested, a bright flame appears in its eyes.

8 Specter
Int: High Perc: Magic Lang: Arcana
Hab: Labyrinths, Graveyards Disp: Hostile
Rep/Weak: 14 / 17 Init: 13 Move Spd: 18 (Flying) Fort: 9 (16) Will: 11 (18)
Fighting Style Accuracy Damage Evasion Defense HP MP
Fist 10 (17) 2d+4 10 (17) 7 51 60
Weak Point: HP Recovery (deals damage instead) +3 pts.
Unique Skills
[Truespeech Magic, Spiritualism Magic (Level 8) / Magic Power 12 (19)]
A Specter may cast both Truespeech and Spiritualism Magic as an eighth-level Sorcerer and Conjurer. For individual spell effects, refer to that spell's description.
[Flight]
A Specter receives a +1 bonus to Accuracy and Evasion only for melee attacks.
[Normal Weapon Immunity]
A Specter is immune to damage from normal weapons, and can only be harmed with silver or magical weapons.
Loot
2 - 9 None
10 - 12 Old Greatcloak (200G)
13+ Ancient Robe (3,300G)

It is believed that a Specter is the spirit of a powerful and angry magic user. Oftentimes, these spellcasters lived during the age of the Magical Civilization, the Durandal period, and their sheer hatred of the living has kept their form intact. In fact, this hatred drives the Specter to kill anyone it comes across. For some reason, Specters will only be found at night, and will disappear during the day. Unlike some others, though, the sun does not actually damage the Specter.

8 Blank
Int: Average Perc: Magic Lang: Arcana
Hab: Labyrinths, Cities Disp: Hostile
Rep/Weak: -13 / 19 Init: 14 Move Spd: 18 (Flying) Fort: 10 (17) Will: 10 (17)
Fighting Style Accuracy Damage Evasion Defense HP MP
Smash 10 (17) 2d+10 9 (16) 8 64 -
Weak Point: Fire Damage +3 pts.
Unique Skills
[Mana Interference]
If a Blank succeeds on a Willpower check against a spell, they will be completely unaffected by that spell (no damage will be taken, and any other effects are ignored).
[Normal Weapon Immunity]
A Blank is immune to damage from normal weapons, and can only be harmed with silver or magical weapons.
[Blank / 9 (16) / Will / Negated]
If a character is hit by a Blank's Smash attack, they need to make a Willpower check or lose the ability to use their most recently acquired Combat Feat for the next 3 minutes (18 rounds). This effect is treated as a Curse-type effect.
[Feint Attack]
A Blank receives a +1 Accuracy bonus to the next attack. Characters wearing Metal Armor are unaffected.
Loot
2 - 10 None
11 - 12 Mist of Oblivion (1,000G)
13+ Water of Oblivion (5,500G)

Appearing as little more than unnaturally long arms emerging from a dense haze of mana, a Blank lurks around populated areas during cold, rainy nights. Rumor has it that if the dense haze is touched, your memory is lost, your arms get stretched like taffy, and you wander aimlessly trying to regain your lost thoughts. However, there is no current record of a victim who has recovered from a Blank's attack, so this theory remains unproven.

9 Bone Knight
Int: Average Perc: Magic Lang: Arcana
Hab: Wasteland, Graveyards Disp: Hostile
Rep/Weak: 14 / 19 Init: 16 Move Spd: 30 Fort: 13 (20) Will: 11 (18)
Fighting Style Accuracy Damage Evasion Defense HP MP
Weapon (Knight) 11 (18) 2d+13 11 (18) 11 62 58
Hoof (Horse) 12 (19) 2d+10 10 (17) 8 48 28
Sections: 2 (Knight / Horse) Main Section: Knight Weak Point: HP Recovery (deals damage instead) +3 pts.
Unique Skills
  • Bone Knight

[Normal Weapon Immunity]
A Bone Knight is immune to damage from normal weapons, and can only be harmed with silver or magical weapons.

  • Knight

[Spiritualism Magic (Level 8) / Magic Power 11 (18)]
A Bone Knight may cast Spiritualism Magic as an eighth-level Conjurer. For individual spell effects, refer to that spell's description.
[Twin Strike & Double Attack]
A Bone Knight can make two Weapon attacks each round, though each attack requires its own Accuracy check. They may choose to attack different characters with each attack.
[Magic Aptitude]
A Bone Knight can use the Combat Feats 《Magic Control》, 《Metamagic/Accuracy》, and 《Metamagic/Distance》.

  • Horse

[Large Body]
As long as the Horse's HP is 1 or more, the Knight receives a +2 bonus to melee Evasion checks. When the Horse falls to 0 HP or lower, this effect disappears.
[Power Attack]
The Horse can deal an additional 4 damage on their next attack. However, any Evasion Check made by the Horse this turn receives a -2 penalty.

Loot
Always Ghostly Reins (900G)
2 - 9 None
10+ Bone Knight Helmet (4,200G)

At first glance, this appears to be a mounted knight in armor. However, as the Bone Knight draws near, it's easy to see the skull peering out of the armor, its malice towards the living almost tangible. An old knight from the Durendal age, it is on the search for its lost lord, and will let nothing get in its way. Though dead for a while, a Bone Knight's swordsmanship and magical prowess remain as sharp as they were in life, making the undead knight a truly fearsome foe.

9 Mummy
Int: Low Perc: Magic Lang: None
Hab: Ruins Disp: Hostile
Rep/Weak: 15 / 18 Init: 14 Move Spd: 14 Fort: 12 (19) Will: 12 (19)
Fighting Style Accuracy Damage Evasion Defense HP MP
Smash 11 (18) 2d+11 11 (18) 9 66 30
Weak Point: Fire Damage +3 pts.
Unique Skills
[Twin Strike & Double Attack]
A Mummy can make two Smash attacks each roundSmash attack with each hand, though each attack requires its own Accuracy check. They may choose to attack different characters with each attack.
[Decaying Curse]
When a character is hit by a Mummy's Smash attack, their Maximum HP value is decreased by the same amount as the damage dealt. If a character's maximum HP is reduced to 0 in this way, they immediately die (no Death Check needed). This effect is treated as a Curse-type effect. If the Mummy is defeated, any maximum HP reductions it caused are restored (though this will not revive any dead characters).
[Flame Vulnerability]
When the Mummy is hit by Fire-type damage, it takes an extra 3 damage.
Loot
2 - 7 None
8 - 10 Golden Ring (1,000G)
11+ Golden Bracelet (2,000G)

Guardians of a powerful king of ancient times, Mummies are dried corpses completely covered with bandages. Their loyalty is unwavering even in death, and they will mercilessly attack anyone venturing in their king's crypt. A Mummy can also cause a debilitating curse just from touching the living, so contact is highly discouraged.

11 Mummy Lord
Int: High Perc: Magic Lang: Arcana
Hab: Ruins Disp: Hostile
Rep/Weak: 16 / 19 Init: 17 Move Spd: 14 Fort: 14 (21) Will: 14 (21)
Fighting Style Accuracy Damage Evasion Defense HP MP
Staff 10 (17) 2d+12 11 (18) 13 73 75
Weak Point: Fire Damage +3 pts.
Unique Skills
[Spiritualism Magic (Level 10) / Magic Power 14 (21)]
A Mummy Lord may cast Spiritualism Magic as a tenth-level Conjurer. For individual spell effects, refer to that spell's description.
[Magic Aptitude]
A Mummy Lord can use the Combat Feats 《Metamagic/Targets》, 《Magic Convergence》, 《Magic Control》, 《Guided Magic》, and 《Wordbreak》.
[Decaying Curse]
When a character is hit by a Mummy Lord's Staff attack, their Maximum HP value is decreased by the same amount as the damage dealt. If a character's maximum HP is reduced to 0 in this way, they immediately die (no Death Check needed). This effect is treated as a Curse-type effect. If the Mummy Lord is defeated, any maximum HP reductions it caused are restored (though this will not revive any dead characters).
[Flame Vulnerability]
When the Mummy Lord is hit by Fire-type damage, it takes an extra 3 damage.
Loot
Always Magical Staff (3,000G)
2 - 7 Golden Ring (1,000G)
8 - 12 Golden Bracelet (2,000G)
13+ Golden Mask (15,000G)

It is believed that, in ancient times, royal families from the Durendal period would often have themselves bound and buried in ornate crypts, in order to keep their family together and protect them from what may lie beyond. A Mummy Lord is unliving proof of such claims, and wields incredible power in order to preserve the family's crypt. Able to command other Mummies that were buried alongside them, a Mummy Lord also has incredible combat prowess and magical power at it's command.

While a Mummy Lord is typically only roused from its slumber to deter any intruders into the crypt, there are stories of large armies of the undead attacking settlements under the watchful eye of a Mummy Lord.

12 Cast Armor
Int: Average Perc: Magic Lang: Arcana
Hab: Various Disp: Neutral
Rep/Weak: 15 / 20 Init: 18 Move Spd: 16 Fort: 14 (21) Will: 14 (21)
Fighting Style Accuracy Damage Evasion Defense HP MP
Weapon 15 (22) 2d+15 14 (21) 15 76 60
Weak Point: HP Recovery (deals damage instead) +3 pts.
Unique Skills
[Divine Magic (Level 10) / Magic Power 13 (20)]
A Cast Armor 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.
[Magic Aptitude]
A Cast Armor can use the Combat Feats 《MP Save》 and 《Multi-Action》.
[Cursed Sword / 14 (21) / Fort / Negated]
The Cast Armor attacks with draining fangs, dealing 2d+15 Physical damage. The Cast Armor heals HP equal to the total damage dealt. This effect is treated as a Curse-type effect.
[Paralyzing Gaze / 14 (21) / Will / Negated]
Once per round as a Minor Action, a Cast Armor may attempt to paralyze a single target within 20m. If the target fails to resist the Paralyzing Gaze, they cannot take any Major Actions for 30 seconds (3 rounds). Minor Actions and Movement are possible. This effect is treated as a Psychic-type effect.
Loot
Always Cursed Sword (1,300G)
2 - 8 None
9 - 12 Cloudy Eye (660G)
13+ Red Eye (4,400G)

An empty wandering armor. The gaze that can be seen peering out from the helmet is able to paralyze, while the cursed sword it holds steals the life of the living. Cast Armors are strange in that they retain the ability to call on divine magic, despite their obvious corruption, and it is widely held that these are spirits of paladins and other priestly warriors who have fallen in battle.

While some are harmless due to the vows they had taken while alive, others seek out enemies and look to destroy them. However, time and undeath have distorted exactly who is an enemy, and so these Cast Armors attack nearly everyone indiscriminately.

Constructs

1 Renguard
Int: Servant Perc: Mechanical Lang: None
Hab: Ruins Disp: Instructed
Rep/Weak: 7 / 12 Init: 7 Move Spd: 16 Fort: 2 (9) Will: 2 (9)
Fighting Style Accuracy Damage Evasion Defense HP MP
Electric Bolt 3 (10) 2d-2 2 (9) 0 12 -
Weak Point: Thunder Damage +3 pts.
Unique Skills
[Linking]
As a Major Action, a Renguard can attach itself to another Renguard in order to increase offensive power. Each Linked Renguard gives the boosted Renguard a +1 bonus to Accuracy and +3 damage. Up to 4 Renguards can be Linked to another in this way, for a total bonus of +4 Accuracy and +12 damage (so a 7 (14) Accuracy, dealing 2d+10 damage). After the boosted Renguard attacks, all Links are disconnected.
Loot
2 - 9 None
10+ Old Recording Device (100G)

These small robots were simple security, designed for use during the Al Menas period. Sporting four short legs with wheels coming off a flat body, these robots will first attempt to drive away intruders using a simple warning in the Magitech language, but will resort to electric shocks is this warning is not heeded.

Renguards, while small, can swarm a guarded area in a short time, and will often link to each other in order to drive away larger intruders. Though they reduce the number of attacks when doing so, the intensity of the attacks becomes much larger. Unprepared adventurers have been killed by underestimating the power of linked Renguards.

2 Ghast Lurker
Int: Servant Perc: Magic Lang: None
Hab: Unknown Disp: Instructed
Rep/Weak: 5 / 11 Init: 8 Move Spd: 15 Fort: 4 (11) Will: 3 (10)
Fighting Style Accuracy Damage Evasion Defense HP MP
Smash 4 (11) 2d+4 3 (10) 1 18 -
Weak Point: Physical Damage +2 pts.
Unique Skills
None
Loot
2 - 8 None
9+ Magic-tinged Stone (250G)

A Ghast that has survived long enough to grow to the size of a normal human. While a few have been found to be independent, most Ghast Lurkers will remain under the control of their masters.

2 Creeping Coin
Int: None Perc: Magic Lang: None
Hab: Ruins Disp: Hostile
Rep/Weak: 10 / 13 Init: 9 Move Spd: 10 (Flying) Fort: 2 (9) Will: 2 (9)
Fighting Style Accuracy Damage Evasion Defense HP MP
Tackle 3 (10) 2d-1 2 (9) 2 10 -
Weak Point: Magic Damage +2 pts.
Unique Skills
[Mimicry]
A Creeping Coin can choose to appear as though it was an ordinary gold coin. Its true form cannot be detected by the normal eye, but Sense Magic will reveal the truth.
[Flame Breath / 3 (10) / Fort / Half]
A Creeping Coin may vomit a fireball directed towards a single target. The fireball travels to a range of 5m, and deals 2d+2 Fire-type damage.
Loot
2 - 9 None
10+ Old Gold Coin (100G)

A magical creature that looks a lot like a gold coin, Creeping Coins are usually found in groups of 20 or more. Careless adventurers will often approach piles of these monsters and get burned for their greed. However, there may be actual gold coins mixed in with the monsters, and those coins may be worth a significant amount of Gamels.

3 Kuga
Int: Servant Perc: Mechanical Lang: None
Hab: Ruins Disp: Instructed
Rep/Weak: 10 / 13 Init: 11 Move Spd: 15 Fort: 5 (12) Will: 5 (12)
Fighting Style Accuracy Damage Evasion Defense HP MP
Smash 5 (12) 2d+3 4 (11) 4 28 -
Weak Point: Thunder Damage +3 pts.
Unique Skills
[Mechanical Body]
The Kuga is immune to criticals from edged weapons.
Loot
Always Iron (20G)
2 - 8 None
9+ Crude Magitech Components (100G)

A prototype bipedal magitech machine, the Kuga is a relic of the Al Menas society. Sporting little in the way of arms and armor, Kugas were rarely operated as-is, but were kept in storage until they could either be outfitted or scrapped.

3 Gorghan
Int: Servant Perc: Mechanical Lang: None
Hab: Ruins Disp: Instructed
Rep/Weak: 10 / 14 Init: 9 Move Spd: 10 Fort: 5 (12) Will: 5 (12)
Fighting Style Accuracy Damage Evasion Defense HP MP
Drill 2 (9) 2d+8 4 (11) 4 42 -
Weak Point: Physical Damage +2 pts.
Unique Skills
[Mechanical Body]
The Gorghan is immune to criticals from edged weapons.
Loot
Always Iron (20G)
2 - 8 None
9+ Crude Magitech Components (100G)

Developed from the base Kuga, the Gorghan is a machine designed not for combat, but excavation. To this end, one hand is outfitted with a massive drill, and armor is added in order to protect from flying rubble. However, in combat this drill can be used to deliver a massive blow, giving the Gorghan a method to protect itself from attackers. The other hand is a manipulator, allowing the Gorghan to perform small, precision work.

3 Nezha
Int: Servant Perc: Mechanical Lang: None
Hab: Ruins, Seabed Disp: Instructed
Rep/Weak: 10 / 14 Init: 10 Move Spd: 15 / 15 (Swimming) Fort: 5 (12) Will: 4 (11)
Fighting Style Accuracy Damage Evasion Defense HP MP
Bite 5 (12) 2d+3 4 (11) 4 21 -
Weak Point: Physical Damage +2 pts.
Unique Skills
[Underwater Aptitude]
A Nezha is able to move in water without penalty.
[Alarm]
As a Major Action, a Nezha can sound a loud alarm, alerting all within the area (50m indoors, 100m underwater).
Loot
2 - 8 None
9+ Underwater Magitech Components (180G)

A Nezha is a 1m long construct, able to most both in and out of water. While physically it resembles a snake, the garish red or yellow coloring sets it apart. These robots are responsible for patrolling specific routes known only to their long-lost masters, and are able to move both on land and in water in order to make their rounds. It can even patrol through narrow spaces, due to its snake-like body.

When an intruder is found, the Nezha will attack with its powerful bite. If the intruder proves to be a formidable opponent, the Nezha will set off a loud alarm, drawing allies to its position.

4 Ghast Knight
Int: Servant Perc: Magic Lang: None
Hab: Ruins Disp: Instructed
Rep/Weak: 7 / 13 Init: 11 Move Spd: 8 Fort: 7 (14) Will: 4 (11)
Fighting Style Accuracy Damage Evasion Defense HP MP
Weapon 6 (13) 2d+8 5 (12) 2 32 -
Weak Point: Physical Damage +2 pts.
Unique Skills
None
Loot
2 - 6 None
7 - 11 Magic-tinged Stone (250G)
12+ Dense Magic Gem (700G)

These Ghast Knights have been trained to use weapons, and still retain some martial prowess from when they were once alive. Now able to fight and move efficiently, their understanding of commands has grown as well. Lately, there's been rumors of a Ghast Knight commanding other Ghasts as well...

4 Barringer
Int: Servant Perc: Mechanical Lang: None
Hab: Ruins Disp: Instructed
Rep/Weak: 11 / 15 Init: 12 Move Spd: 15 Fort: 7 (14) Will: 6 (13)
Fighting Style Accuracy Damage Evasion Defense HP MP
Smash 5 (12) 2d+2 5 (12) 5 30 -
Weak Point: Bludgeoning Damage +3 pts.
Unique Skills
[Work Light]
The Barringer constantly sheds light in a 10m radius around itself.
[Discharge / 5 (12) / Will / Half]
The Barringer unleashes a wave of electricity, attacking up to 5 characters within a 3m radius. This shockwave deals 2d Lightning-type damage.
[Mechanical Body]
The Barringer is immune to criticals from edged weapons.
Loot
Always Iron (20G)
2 - 5 None
6 - 8 Crude Magitech Components (100G)
9+ Magitech Components (300G)

A large magitech machine, the Barringer was designed to supply power to other magitech constructs and industrial machines on-site. They are often found around other magitech robots and large machines because of this.

5 Deck Chest Trap
Int: Servant Perc: Magic Lang: None
Hab: Ruins Disp: Instructed
Rep/Weak: 9 / 13 Init: 12 Move Spd: 14 Fort: 8 (15) Will: 8 (15)
Fighting Style Accuracy Damage Evasion Defense HP MP
Smash 7 (14) 2d+6 6 (13) 6 34 -
Weak Point: Accuracy +1
Unique Skills
[Twin Strike & Double Attack]
A Deck Chest Trap can make two Smash attacks each roundSmash attack with each hand, though each attack requires its own Accuracy check. They may choose to attack different characters with each attack.
[Capture]
If a Deck Chest Trap successfully hits via Double Attack, the target is captured and automatically hit each successive round.

Removing the capturing arms requires an (Adventurer Level + Strength bonus) Check. This check may be made by another person as well. If successful, the target is not captured anymore.
[Mimicry]
A Deck Chest Trap can choose to appear as though it was an ordinary piece of furniture (chests, bookcases, doors, etc). 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 15 or higher will let the PC know there is something amiss, however.

Loot
2 - 5 None
6 - 9 Magical Wood (200G)
10+ High-quality Magical Wood (500G)

A stronger version of a Chest Mimic, the Deck Chest Trap can disguise itself as a variety of ordinary furniture, such as bookcases, doors, beds, etc. While magic can immediately find out if there is one of these clever beasts in hiding, trained adventurers also have a bit of a "sixth sense" about such monsters. Carelessly wandering through dungeons, however, will only allow these monsters to surprise the unwary.

5 Rigaqua
Int: Servant Perc: Mechanical Lang: None
Hab: Ruins Disp: Instructed
Rep/Weak: 11 / 15 Init: 13 Move Spd: 15 / 20 (Swimming) Fort: 7 (14) Will: 7 (14)
Fighting Style Accuracy Damage Evasion Defense HP MP
Weapon 7 (14) 2d+5 6 (13) 5 40 -
Weak Point: Thunder Damage +3 pts.
Unique Skills
[Twin Strike & Double Attack]
A Rigaqua can make two Weapon attacks each round, though each attack requires its own Accuracy check. They may choose to attack different characters with each attack.
[Underwater Aptitude]
A Rigaqua is able to move in water without penalty.
[Mechanical Body]
The Rigaqua is immune to criticals from edged weapons.
Loot
Always Iron (20G)
Always Underwater Magitech Components (180G)
2 - 9 Crude Magitech Components (100G)
10+ Magitech Components (300G)

A magitech machine designed for underwater movement, the Rigaqua's streamlined chassis allows it to move and fight underwater with ease. Dealing with even one while underwater will be a difficult task.

8 Rock Golem
Int: Servant Perc: Magic Lang: None
Hab: Labyrinths Disp: Instructed
Rep/Weak: 13 / 18 Init: 8 Move Spd: 10 Fort: 11 (18) Will: 11 (18)
Fighting Style Accuracy Damage Evasion Defense HP MP
Fist (Right) 10 (17) 2d+14 7 (14) 12 45 -
Fist (Left) 10 (17) 2d+14 7 (14) 12 45 -
Sections: 2 (Right / Left) Main Section: None Weak Point: Energy Damage +3 pts.
Unique Skills
  • Rock Golem

[Rock Body]
The Rock Golem is immune to criticals from edged weapons and all non-Energy-type Magic damage.
[Aimed Attack]
When attacking, the Rock Golem can gain a +2 bonus to Accuracy, but receives a -4 penalty to damage dealt when doing so.

Loot
2 - 8 Magic-tinged Stone (250G)
9+ Mythril (2,600G)

Rock Golems are humanoid constructs built entirely out of rocks of various sizes, and stand menacingly around 3m tall. Their construction allows them to ignore criticals from a number of different sources, pure energy being one of the few things to actually seriously damage the construct.
In addition, if the PC has any levels in the Conjurer class, they automatically know the lore and value of the Rock Golem. A Monster Knowledge check is still required in order to determine the Rock Golem's Weakness. It can be given simple instructions, like "move to that spot", "attack that target", or "attack anything that approaches".

8 Sinker House
Int: Low Perc: Magic Lang: None
Hab: Ruins Disp: Instructed
Rep/Weak: 14 / 18 Init: 8 Move Spd: 5 Fort: 10 (17) Will: 10 (17)
Fighting Style Accuracy Damage Evasion Defense HP MP
Drill 12 (19) 2d+7 3 (10) 7 60 -
Weak Point: Physical Damage +2 pts.
Unique Skills
[Triple Attack]
A Sinker House can attack the same target three times in one action with its Drill. Each attack requires its own Accuracy Check.
[Room Rotation]
Once per turn, as a Minor Action, the Sinker House can flip itself 180 degrees, swapping the floor and ceiling. All non-flying characters will fall 5m (taking fall damage) and will fall prone. This ability cannot be used in consecutive turns.
[Floor Softening]
The Sinker House can make the floor soft and difficult to walk on. Characters standing on the floor will receive a -2 penalty to Evasion, but any character falling on a softened floor will take no damage.
[Floor Ignition / 10 (17) / Will / Half]
The Sinker House sets the floor on fire, dealing 2d-2 Fire-type damage to all characters standing on it.
[Floor Lubrication]
The Sinker House soaks the floor and makes it slippery, giving all characters on the floor a -2 penalty to Accuracy. Additionally, any character standing on the floor at the end of their turn must make an (Adventurer level + Agility bonus) check against a value of 13, falling prone if they fail this check.
[Mimicry]
A Sinker House can choose to appear as though it was an ordinary room. Its true form cannot be detected by the normal eye, but Sense Magic will reveal the truth.
Loot
2 - 6 None
7 - 10 High-quality Magical Wood (500G)
11+ Top-quality Magical Wood (3,600G)

A monster that mimics a small traveler's hut, room, or other such building, the Sinker House is deceptively dangerous. Fitting in an area usually around 5m in height, width and depth, the Sinker House can be attacked through the floor or walls. The house can create a large conical drill to attack the inhabitants, changing the floor to make it more dangerous for the inhabitants all the while.

While the Sinker House is often seen as a small hut, it can actually appear as any kind of room, both indoor and outdoor, in order to trap victims inside. However, these rooms do appear to be slightly distorted, and this distortion can give away the Sinker House's mimicry. Additionally, Gargoyles and other flying creatures find the interior quite welcoming, which only makes it all the more dangerous for unaware adventurers.

9 War DOOM
Int: Servant Perc: Mechanical Lang: None
Hab: Ruins Disp: Instructed
Rep/Weak: 14 / 18 Init: 14 Move Spd: 18 Fort: 14 (21) Will: 11 (18)
Fighting Style Accuracy Damage Evasion Defense HP MP
Machine Gun (Chassis) x2 12 (19) 2d+10 9 (16) 9 60 -
Main Battery (Turret) 9 (16) 2d+20 11 (18) 6 40 -
Sections: 3 (Chassis x2 / Turret) Main Section: None Weak Point: Thunder Damage +3 pts.
Unique Skills
  • War DOOM

[Ammunition]
The War DOOM's Machine Gun holds 6 bullets, and has a range of 10m, while the Main Battery has a 30m range and 2 shots. Once the magazine is empty, the War DOOM must take a Major Action to replicate ammunition and reload its guns before firing again.
[Mechanical Body]
The War DOOM is immune to criticals from edged weapons.

  • Chassis

[Large]
Unless one Chassis of the War DOOM is reduced to 0 HP or less, the Turret may not be engaged in melee combat. If both Chassis are destroyed, reduce the Turret's Evasion by -4.
[Anti-Personnel Missile / 12 (19) / Fort / Negated]
Once per turn, as a Major Action, the War DOOM may fire this attack and hit up to 20 targets on the battlefield within a 6m radius, dealing 20 Physical damage. This ability can only be used twice per combat.

  • Turret

[Hawk Eye & Precise Shot]
Attacks fired into a battlefield cannot misfire. The War DOOM can attack characters in front of it that are outside the battlefield or under cover.
[Protective Shield Deployment]
When the War DOOM takes Physical or Magical Fire-, Water-, Wind-, Earth-, or Thunder-type damage, a protective shield forms around it, nullifying any subsequent attacks of the same element. The War DOOM may form a new shield automatically upon hit, but loses the effect of any previous shields in doing so.

Loot
Always Iron Ingot (100G)
2 - 8 Rare Magitech Components (900G)
9+ Mysterious Magitech Components (2,400G)

A massive machine made solely for war, the War DOOM was the pinnacle of the DOOM series of robots. Built during the Al Menas period, these machines were mass-produced and sent to fight innumerable battles. With a cannon the size of a human torso, anti-personnel missiles, and a pair of machine guns, its offensive power is unmatched. Additionally, it retains the protective shielding from the Queen DOOM models as well, giving it substantial defenses. A true killing machine.

11 Iron Golem
Int: Servant Perc: Magic Lang: None
Hab: Labyrinths Disp: Instructed
Rep/Weak: 16 / 22 Init: 9 Move Spd: 12 Fort: 14 (21) Will: 14 (21)
Fighting Style Accuracy Damage Evasion Defense HP MP
Fist (Right) 12 (19) 2d+18 9 (16) 16 60 -
Fist (Left) 12 (19) 2d+18 9 (16) 16 60 -
Sections: 2 (Right/Left) Main Section: None Weak Point: Energy Damage +3 pts.
Unique Skills
  • Iron Golem

[Iron Body]
The Iron Golem is immune to criticals from edged weapons and all non-Energy-type Magic damage.
[Aimed Attack]
When attacking, the Iron Golem can gain a +4 bonus to Accuracy, but receives a -8 penalty to damage dealt when doing so.

Loot
2 - 7 Magic-tinged Iron Ingot (680G)
8 - 12 Mythril (2,600G)
13+ Pure Mythril (8,800G)

A massive golem, Iron Golems tower over most adventurers at a whopping 5m tall. Even more dangerous than a Rock Golem, an Iron Golem is not to be trifled with by even the most experienced adventuring party.
In addition, if the PC has any levels in the Conjurer class, they automatically know the lore and value of the Iron Golem. A Monster Knowledge check is still required in order to determine the Iron Golem's Weakness. It can be given simple instructions, like "move to that spot", "attack that target", or "attack anything that approaches".

12 Buckbaird
Int: High Perc: Magic Lang: None
Hab: Labyrinths, Ruins Disp: Hostile
Rep/Weak: 18 / 21 Init: 18 Move Spd: 14 (Flying) Fort: 16 (23) Will: 16 (23)
Fighting Style Accuracy Damage Evasion Defense HP MP
Tackle 14 (21) 2d+16 14 (21) 11 77 90
Weak Point: Physical Damage +2 pts.
Unique Skills
[Triple Attack]
A Buckbaird can attack the same target three times in one action with its Tackle. Each attack requires its own Accuracy Check.
[Flight]
A Buckbaird receives a +1 bonus to Accuracy and Evasion only for melee attacks.
[Eye Ray / 15 (22) / Will / Negated]
The Buckbaird can shoot one of five different rays from its eye, Target: 1 Character, Range/Shape: 20m/Shot. A character cannot be targeted by more than one Eye Ray.
  1. Paralysis: Those affected reduce both their Dexterity and Agility by -12 points (to a minimum of 0) for 30 seconds (3 rounds). This effect is cumulative.
  2. Sleep: Those affected fall asleep on the spot for 3 hours, and cannot be awoken by normal means. Magical methods need to be compared to the Buckbaird's result to be effective.
  3. Frost: Those affected receive 2d+20 Water/Ice damage.
  4. Brainwash: Those affected will follow the Buckbaird's orders and move to protect it for the next minute (6 rounds). Orders given cannot be harmful to the target.
  5. Rust: Those affected lose all metal objects of A-Rank or lower, including weapons, armor, shields, and ornaments. This includes those magical items from the Al Menas era. S-Rank metal objects, as well as those from the Durendal period and earlier, remain unaffected.
Loot
Always Giant Eyeball (500G)
2 - 8 Crystallized Magical Eye (1,000)
9 - 12 Crystallized Magical Eyes (1d x 1,000G)
13+ Crystallized Magical Eyes (2d x 1,000G)

A giant monster about 1m in diameter, a Buckbaird has one huge eye in the front and a myriad of much smaller eyes around its body. It's covered in a fine black fur, and floats using a mysterious power. The front eye has an incredible magical power, and can fire five different rays at targets in front of it. Due to the structure of the eye, only one ray can be used at a time. In combat, the Buckbaird combines the usage of these rays with incredibly fast tackling attacks, making it dangerous both in melee and at a range.

There are many mysteries about the ecology of the Buckbaird, and it is thought that they are the creation of some mad wizard during the Durendal period. However, their origin is unknown, their diet is unknown, even their thoughts and possible breeding habits are an absolute mystery. What little is known is they enjoy the spaces in underground labyrinths.

Mythical Beasts

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

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

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

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

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

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

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

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

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

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

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

  • Head

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

  • Wings

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

  • Stinger

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

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

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

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

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

  • Rear

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

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

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

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

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

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

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

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

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

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

  • Goat Head

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

  • Dragon Head

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

  • Body

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

  • Wings

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

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

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

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

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

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

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

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

  • Body

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

  • Wings

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

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

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

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

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

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

  • Head

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

  • Body

[Large]
Unless the Body of the Lesser Dragon is reduced to 0 HP or less, the Head may not be engaged in melee combat.
[Tail Swing]
A Lesser Dragon can use their tail to attack up to 5 targets. Accuracy and Damage is the same as a normal attack, and this attack cannot be used in consecutive rounds.

  • Wings

[Flight]
A Lesser Dragon receives a +1 bonus to Accuracy and Evasion only for melee attacks. If one of the Wings falls to 0 HP or lower, this ability cannot be used.
[All-Out Attack]
A Lesser Dragon can deal an additional 8 damage on their next attack. However, any Evasion Check made by the Lesser Dragon this turn receives a -3 penalty.

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

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

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

Fairies

7 Undine
Int: Average Perc: 5 Senses Lang: Sylvan
Hab: Waterfront Disp: Neutral
Rep/Weak: 11 / 16 Init: 13 Move Spd: 15 / 15 (Swimming) Fort: 9 (16) Will: 9 (16)
Fighting Style Accuracy Damage Evasion Defense HP MP
Fist 10 (17) 2d+7 8 (15) 8 46 50
Weak Point: Fire Damage +3 pts.
Unique Skills
[Limited Fairy Magic (Level 7) / Magic Power 10 (17)]
An Undine may cast the Fairy Magic spells "Water Screen", "Purification" and "Ice Bolt" as a seventh-level Fairy Tamer. For spell effects, refer to that spell's description.
[Magic Aptitude]
An Undine can use the Combat Feats 《Metamagic/Targets》 and 《MP Save》.
[Water Gun / 9 (16) / Fort / Half]
An Undine sprays a jet of water towards a single target. The water jet travels to a range of 20m, and deals 2d + 6 Water/Ice-type damage. If the target fails to save, they are also knocked prone.
[Water Body]
An Undine takes no damage from Water/Ice-type effects. Bludgeoning weapons treat the Undine's Defense as 3 points higher.
[Underwater Specialization]
An Undine can breathe and vocalize while underwater, and does not suffer any penalties for moving while underwater.
[Flame Vulnerability]
When the Undine is hit by Fire-type damage, it takes an extra 3 damage.
Loot
None

Water fairies that have become stronger with time and mana, Undines appear as beautiful humanoid women (often humans and elves). Often seen in larger bodies of water, they have also been sighted in rivers, and are very curious about travelers on the water. However, their curiosity may occasionally be dangerous, as Undines tend not to know that other races can drown in water.

They greatly dislike ugly people on the water, and try to deliberately sink their vessels, so they can't be seen on the water. However, an even more hated enemy are those who would pollute water sources. These people the Undines actively and aggressively try to drown, in order to protect themselves and their habitat.
In addition, if the PC has any levels in the Fairy Tamer class, they automatically know the lore and value of the Undine. A Monster Knowledge check is still required in order to determine the Undine's Weakness.

7 Salamander
Int: Average Perc: 5 Senses Lang: Sylvan
Hab: Volcano, Labyrinths, Ruins Disp: Neutral
Rep/Weak: 11 / 16 Init: 14 Move Spd: 17 Fort: 10 (17) Will: 8 (15)
Fighting Style Accuracy Damage Evasion Defense HP MP
Tongue 10 (17) 2d+11 9 (16) 7 41 50
Weak Point: Water/Ice Damage +3 pts.
Unique Skills
[Limited Fairy Magic (Level 7) / Magic Power 10 (17)]
A Salamander may cast the Fairy Magic spells "Fire Bolt" and "Heat Metal" as a seventh-level Fairy Tamer. For spell effects, refer to that spell's description.
[Magic Aptitude]
A Salamander can use the Combat Feats 《Metamagic/Targets》 and 《Metamagic/Distance》.
[Fire Breath / 8 (15) / Fort / Half]
A Salamander breathes a gout of flame towards a single target. The flame travels to a range of 20m, and deals 2d + 9 Fire-type damage.
[Fire Immunity]
A Salamander takes no damage from Fire-type effects.
[Water/Ice Vulnerability]
When the Salamander is hit by Water/Ice-type damage, it takes an extra 3 damage.
Loot
None

Salamanders are 2m long lizard-like fairies drawn to flames and fire, and tend to live in areas with higher temperatures than normal. They're driven to burn everything around them, and there's often charcoal strewn about their lairs because of this tendency. However, despite being drawn to fire, Salamanders aren't aggressive, though they are still dangerous when when not threatened.
In addition, if the PC has any levels in the Fairy Tamer class, they automatically know the lore and value of the Salamander. A Monster Knowledge check is still required in order to determine the Salamander's Weakness.

7 Sylph
Int: Average Perc: 5 Senses Lang: Sylvan
Hab: Mountains Disp: Neutral
Rep/Weak: 11 / 16 Init: 15 Move Spd: 22 (Flying) Fort: 9 (16) Will: 9 (16)
Fighting Style Accuracy Damage Evasion Defense HP MP
Fist 9 (16) 2d+6 10 (17) 5 38 50
Weak Point: Earth Damage +3 pts.
Unique Skills
[Limited Fairy Magic (Level 7) / Magic Power 10 (17)]
A Sylph may cast the Fairy Magic spells "Wind Voice", "Wind Guard", "Wind Cutter", "Silent Move", "Hovering" and "Shoot Arrow" as a seventh-level Fairy Tamer. For spell effects, refer to that spell's description.
[Magic Aptitude]
A Sylph can use the Combat Feats 《Guided Magic》 and 《Metamagic/Distance》.
[Gale Breath / 9 (16) / Fort / Half]
A Sylph breathes a mass of compressed air towards a single target. The mass travels to a range of 30m, and explodes into a 3m radius hurricane, dealing 2d+6 Wind-type damage to up to 5 targets in the area.
[Wind Body]
A Sylph takes no damage from Wind-type or Slash-type effects. Slashing weapons treat the Sylph's Defense as 3 points higher.
[Flight]
A Sylph receives a +1 bonus to Accuracy and Evasion only for melee attacks.
[Earth Vulnerability]
When the Sylph is hit by Earth-type damage, it takes an extra 3 damage.
Loot
None

Whimsical wind fairies, Sylphs appear to travelers as half-transparent humanoids, often choosing to appear as either humans or elves. They are not malicious, but sometimes their pranks may be dangerous, such as flying around a mountaineer trying to climb. Sylphs prefer to fly freely wherever they want, though occasionally some will follow a group of travelers that appreciate their pranks.
In addition, if the PC has any levels in the Fairy Tamer class, they automatically know the lore and value of the Sylph. A Monster Knowledge check is still required in order to determine the Sylph's Weakness.

Daemons

4 Aetherbeast
Int: Low Perc: 5 Senses (Darkvision) Lang: Daemonic
Hab: Labyrinths Disp: Hostile
Rep/Weak: 12 / 15 Init: 12 Move Spd: 14 Fort: 5 (12) Will: 5 (12)
Fighting Style Accuracy Damage Evasion Defense HP MP
Bite 6 (13) 2d+5 5 (12) 3 32 15
Weak Point: Physical Damage +2 pts.
Unique Skills
None
Loot
Always Daemon Blood (100G)
2 - 9 None
10+ Daemon Fangs (300G)

Beasts from another world, Aetherbeasts are loyal to and follow around other daemons. Often taking the appearance of a much larger wold, they will savagely bite any who threaten them. While the stats given are for this particular form, GMs may use other stats to represent other Aetherbeast forms as well.

6 Valbravers
Int: Low Perc: 5 Senses (Darkvision) Lang: Daemonic, Arcana
Hab: Cave, Ruins Disp: Hostile
Rep/Weak: 12 / 16 Init: 13 Move Spd: 14 Fort: 9 (16) Will: 8 (15)
Fighting Style Accuracy Damage Evasion Defense HP MP
None (Body) - - 6 (13) 5 43 35
Crushing Blow (Large Arm) 8 (15) 2d+10 6 (13) 6 33 8
Fist (Small Arms) 9 (16) 2d+5 8 (15) 4 27 6
Sections: 3 (Body / Large Arm / Small Arms) Main Section: Body Weak Point: Magic Damage +2 pts.
Unique Skills
  • Body

[Regeneration]
Once per turn, as a Major Action, the Valbravers can choose one of its Arm sectionss that is at 0 HP and revive it to half its maximum HP. Only one Arm section can be Regenerated per turn.
[Truespeech Magic (Level 5) / Magic Power 6 (13)]
A Valbravers may cast Truespeech Magic as a fifth-level Sorcerer. For individual spell effects, refer to that spell's description.

  • Large Arm

[Substitution]
When the Valbravers' Body would take damage from a melee or ranged attack, the Large Arm can move in the way and take the damage instead. This ability can only be used once per round, and does not protect against wide-area effects.
[Simultaneous Attack]
A Valbravers' Crushing Blow can attack up to 5 characters in the same battlefield, but a separate Accuracy Check is needed for each character. Each Accuracy Check is made with a -2 penalty.

  • Small Arms

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

Loot
Always Daemon Blood (100G)
2 - 4 None
5 - 8 Twitching Arm (200G)
9+ Fresh Arm (500G)

A strange, horrifying daemon that barely looks like a humanoid. A Valbravers stands about 4m tall, though its head is sunken into its oversized chest muscles and its right arm is abnormally enlarged. The left arm is much longer and slender, though 4 or 5 are growing from the same shoulder. While a Valbravers can use magic, its intelligence isn't the greatest, and so there's not a whole lot of power behind its spells.

Often, a Valbravers is called by a much more powerful daemon, or are used to guard labyrinths. Able to regenerate at an incredible rate, they make good guardians as they can deter most intruders. It's said that an arm that is removed from a Valbravers will continue to move on its own for a few days after.

6 Gildrekk
Int: Low Perc: 5 Senses (Darkvision) Lang: Daemonic
Hab: Labyrinths Disp: Hostile
Rep/Weak: 12 / 16 Init: 15 Move Spd: 18 Fort: 9 (16) Will: 7 (14)
Fighting Style Accuracy Damage Evasion Defense HP MP
Claw 8 (15) 2d+7 8 (15) 8 42 18
Weak Point: Accuracy +1
Unique Skills
[Continuous Attack]
If the Gildrekk successfully hits a target in melee, they may make a second attack on that same target without rolling Accuracy.
[Long Tail / 8 (15) / Evasion / Negated]
The Gildrekk attacks 1 target within 10m with an outstretched tail, dealing 2d+5 Physical damage on a successful hit. This is treated as a weapon of the Thrown category (though the tail stays attached).
Loot
Always Daemon Blood (100G)
2 - 8 None
9 - 10 Smooth Tail (300G)
11+ Flexible Tail (620G)

A Gildrekk is an unusual daemon, a 3m tall monstrosity with the head of a lizard and an unusually long tail. They walk while leaning forward, their head far in front of their body, and are able to quickly lash out with their tail. Often seen in the service of other daemons, Gildrekks are a soldier-type, and will swarm to protect their leader with their lives.

7 Grunel
Int: Average Perc: 5 Senses (Darkvision) Lang: Daemonic, Arcana
Hab: Ruins Disp: Hostile
Rep/Weak: 14 / 19 Init: 15 Move Spd: 15 Fort: 10 (17) Will: 10 (17)
Fighting Style Accuracy Damage Evasion Defense HP MP
Weapon (Body) 9 (16) 2d+10 9 (16) 7 53 60
Tail (Tail) 10 (17) 2d+8 8 (15) 4 25 22
Sections: 2 (Body / Tail) Main Section: Body Weak Point: Magic Damage +2 pts.
Unique Skills
  • Body

[Truespeech Magic, Divine Magic (Level 7) / Magic Power 10 (17)]
A Grunel may cast both Truespeech and Divine Magic as a seventh-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.
[Magic Aptitude]
A Grunel can use the Combat Feats 《Metamagic/Targets》 and 《Guided Magic》.
[Mana Strike]
A Grunel may deal an additional +10 damage to their next melee attack. If they do, they receive a -1 penalty to Evasion, Fortitude, and Willpower checks until their next turn.

  • Tail

[Entangling Tail]
A Grunel my use its tail in an attempt to entangle the target. Each round, the entangled target is hit automatically by the Grunel, and makes all Accuracy and Evasion Checks with a -2 penalty. This penalty is not cumulative. Removing the entangling tail requires an (Adventurer Level + Strength bonus) Check opposed by the Grunel Tail's Accuracy check. This check may be made by another person as well. If successful, the target is not entangled anymore.

Loot
Always Daemon Blood (100G)
2 - 7 None
8 - 10 Daemon Earrings (260G)
11+ Daemon Bracelet (1,200G)

A humanoid daemon with bronze skin and a height of about 3m, Grunels have long tails that they treat like whips. Some individuals may have magic weapons as well (increasing both Accuracy and damage by +1), and with their aptitude with magic, it is assumed that the Grunel handmade this weapon. If the Grunel does use a magical weapon, assume it is included in the loot as well.

Oddly enough, Grunels have been seen in the company of Grassrunners. It is not quite sure what the relationship between the two races is, and neither side is willing to talk about it. However, this has led to the rumor that Grassrunners come from another world.

8 Dark Bully
Int: Average Perc: 5 Senses (Darkvision) Lang: Daemonic
Hab: Labyrinths, Ruins Disp: Hostile
Rep/Weak: 15 / 18 Init: 15 Move Spd: 20 Fort: 11 (18) Will: 10 (17)
Fighting Style Accuracy Damage Evasion Defense HP MP
Claw 10 (17) 2d+7 10 (17) 7 46 30
Weak Point: Fire Damage +3 pts.
Unique Skills
[Continuous Attack II]
If a Dark Bully successfully hits a target in melee, they may make a second and third attack on that same target without rolling Accuracy.
[Poison Claw / 9 (16) / Fort / Negated]
If the Dark Bully hits with their Claw attack, the target must immediately make a Fortitude check. If they fail to resist, they receive a -1 cumulative penalty to Evasion checks for 1 hour.
[Shadow Cross]
The Dark Bully moves by disappearing into shadows and reappearing anywhere within 20m. At night, the Dark Bully may reappear anywhere instead. Additionally, the Dark Bully can use the Combat Feat 《Shadow Sneak》 when performing a Normal Move. This ability cannot be used on consecutive turns.
Loot
Always Daemon Blood (100G)
2 - 8 None
9+ Crystallized Daemon Blood (800G)

Standing at 2m tall, the Dark Bully appears to be a figure completely enshrouded in shadow. A long claw grows from each hand, instead of fingers, giving the appearance of the scythes of the god of death. Moving from shadow to shadow, a Dark Bully can unleash such an onslaught of attacks from out of nowhere, slaying even veteran adventurers near instantly.

9 Ragnakang
Int: Average Perc: 5 Senses (Darkvision) Lang: Daemonic
Hab: Labyrinths, Ruins Disp: Hostile
Rep/Weak: 16 / 19 Init: 16 Move Spd: 15 / 20 (Flying) Fort: 12 (19) Will: 11 (18)
Fighting Style Accuracy Damage Evasion Defense HP MP
Bite (Head) 11 (18) 2d+13 11 (18) 10 48 44
Tail (Body) 11 (18) 2d+12 9 (16) 8 56 28
Wing (Wings) x2 12 (19) 2d+9 9 (16) 5 29 14
Sections: 4 (Head / Body / Wing x2) Main Section: Head Weak Point: Slash Damage +3 pts.
Unique Skills
  • Head

[Divine Magic (Level 5) / Magic Power 7 (14)]
A Ragnakang may cast Divine Magic as a fifth-level Priest. It is up to the GM to determine any Special Divine Spells. For individual spell effects, refer to that spell's description.
[Magic Aptitude]
A Ragnakang can use the Combat Feats 《Metamagic/Targets》, 《Guided Magic》 and 《Wordbreak》.
[Poison / 11 (18) / Fort / Negated]
If the Ragnakang hits with their Bite attack, the target must immediately make a Fortitude check. If they fail to resist, they receive an extra 2d+8 Poison-type damage.
[Techniques]
A Ragnakang may use the "Cat's Eyes", "Beetleskin", 'Bear Muscle" and "Strong Blood" Techniques.

  • Body

[Paralyzing Poison / 10 (17) / Fort / Negated]
If the Ragnakang's Body hits with their Tail attack, the target must immediately make a Fortitude check. If they fail to resist, they receive a -1 cumulative penalty to all checks for 1 minute (6 rounds).
[Large Body]
As long as the Ragnakang 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 Ragnakang 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 Daemon Blood (100G)
2 - 6 None
7 - 12 Daemon Horn (600G)
13+ Large Daemon Horn (1,400G)

A daemon that appears as an upright dragon, with huge membranous wings. When a Ragnakang fully extends its neck, it stands around 5m long, and will use that long neck and tail in combat. Thoroughly infused with poison, a Ragnakang is dangerous to touch, let alone engage in combat. Some still stand guard at the entrances to old ruins, and such places have seen no intrusions because of the Ragnakang's diligence.

11 Cerberus
Int: Animal Perc: 5 Senses (Darkvision) Lang: None
Hab: Ruins, Labyrinths Disp: Hostile
Rep/Weak: 15 / 20 Init: 18 Move Spd: 20 Fort: 14 (21) Will: 13 (20)
Fighting Style Accuracy Damage Evasion Defense HP MP
Bite (Head) x3 13 (20) 2d+16 12 (19) 10 44 35
None (Body) - - 12 (19) 12 80 20
Sections: 4 (Head x3 / Body) Main Section: Head (all) Weak Point: Bludgeoning Damage +3 pts.
Unique Skills
  • Cerberus

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

  • Heads

[Breath]
Each head of the Cerberus can use the following breath attacks. Each breath has a 6m radius centered on the Cerberus, and will affect up to 20 creatures in the area. If two heads breathe the same attack, then the Roll Modifier gains a +2 bonus, and the breath deals an extra +4 damage. If all three heads breathe the same attack, then the Roll Modifier gains a +4 bonus, and damage is increased by +8.

  1. [Flame Breath / 11 (18) / Fort / Half] This breath attack deals 2d+12 Fire-type damage to those affected.
  2. [Blizzard Breath / 10 (17) / Fort / Half] This breath attack deals 2d+8 Water/Ice-type damage to those affected. If a target fails to save, its Defense is decreased by -5 for 30 seconds (3 rounds).
  3. [Miasma Breath / 9 (16) / Fort / Half] This breath attack deals 2d+6 Poison-type damage to those affected. If a target fails to save, its Evasion is decreased by -3 for 30 seconds (3 rounds).

[Techniques]
Each Cerberus Head may use the "Beetleskin" and "Bear Muscle" Techniques.

  • Body

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

Loot
Always Crystallized Daemon Blood (800G)
2 - 7 None
8 - 12 Binding Chain (500G)
13+ Jet-Black Chain (3,000G)

A three-headed daemon dog, a Cerberus is really more the size of a horse. Able to conjure up breath weapons of fire, ice and poison, it can be a dangerous foe in combat. Also known as the Watchdog of Hell, Cerberuses are typically seen guarding something, whether the entrance to a labyrinth, a vault inside, or something else. While its intelligence is that of a normal dog's, a Cerberus will remain loyal to its orders, and will fight to the death in order to carry them out.

Humanoids

2 Bandit Trooper
Int: Average Perc: 5 Senses Lang: Trade Common, Local Dialect
Hab: Various Disp: Neutral
Rep/Weak: 5 / - Init: 9 Move Spd: 14 Fort: 4 (11) Will: 3 (10)
Fighting Style Accuracy Damage Evasion Defense HP MP
Weapon 4 (11) 2d+2 3 (10) 3 20 10
Weak Point: None
Unique Skills
[Sword's Salvation / Change Fate]
Once per day, a Bandit Trooper 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 - 10 Bag of Silver Gamels (50G)
11+ Bag of Silver Gamels (1d x 50G)

Thugs with a single weapon and leather armor. Typically attacking peddlers, traders and lone travelers, Bandit Troopers tend to act in groups of 3-5, and will more likely go after smaller groups than not. This data may also be used for low-level soldiers, as well as armed villagers.

2 Bandit Archer
Int: Average Perc: 5 Senses Lang: Trade Common, Local Dialect
Hab: Various Disp: Neutral
Rep/Weak: 5 / - Init: 8 Move Spd: 12 Fort: 4 (11) Will: 3 (10)
Fighting Style Accuracy Damage Evasion Defense HP MP
Bow 4 (11) 2d+1 3 (10) 2 18 10
Weak Point: None
Unique Skills
[Bow]
The Bandit Archer's Bow attack is treated as a ranged attack from a Bow category weapon, with a range of 20m.
[Precise Shot]
Ranged attacks fired into a battlefield cannot misfire.
[Sword's Salvation / Change Fate]
Once per day, a Bandit Archer 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 - 10 Bag of Silver Gamels (50G)
11+ Bag of Silver Gamels (1d x 50G)

Bandit Archers tend to stay behind the front lines, taking aim at those on the battlefield. As befitting cowardly bandits, their targets will tend to be who they perceive as the weakest in the group. This data may also be used for low-level soldiers, as well as armed villagers.

3 Corrupted Priest
Int: Average Perc: 5 Senses Lang: Trade Common, Local Dialect
Hab: Various Disp: Neutral
Rep/Weak: 6 / - Init: 8 Move Spd: 12 Fort: 4 (11) Will: 5 (12)
Fighting Style Accuracy Damage Evasion Defense HP MP
Staff 4 (11) 2d 3 (10) 2 22 25
Weak Point: None
Unique Skills
[Divine Magic (Level 3) / Magic Power 5 (12)]
A Corrupted Priest may cast Divine Magic as a third-level Priest. It is up to the GM to determine any Special Divine Spells. For individual spell effects, refer to that spell's description.
[Sword's Salvation / Change Fate]
Once per day, a Corrupted 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
2 - 6 None
7 - 10 Bag of Silver Gamels (1d x 50G)
11+ Bag of Silver Gamels (2d x 50G)

These Corrupted Priests spread evil and destruction where they go. Whether they've been turned from the way of the righteous and fallen in with bandits, or are followers of the Malevolent Gods and living among the Barbarous, there is naught but darkness where these Priests go.

4 Bandit Chief
Int: Average Perc: 5 Senses Lang: Trade Common, Local Dialect
Hab: Various Disp: Neutral
Rep/Weak: 7 / - Init: 12 Move Spd: 14 Fort: 6 (13) Will: 5 (12)
Fighting Style Accuracy Damage Evasion Defense HP MP
Weapon 6 (13) 2d+7 6 (13) 4 30 15
Weak Point: None
Unique Skills
[Power Attack]
A Bandit Chief can deal an additional 4 damage on their next attack. However, any Evasion Check made by the Bandit Chief this turn receives a -2 penalty.
[Sword's Salvation / Change Fate]
Once per day, a Bandit Chief 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 - 10 Bag of Silver Gamels (1d x 50G)
11+ Bag of Silver Gamels (2d x 50G)

The leader of a group of bandits, a Bandit Chief is always followed by a group of 3-5 other bandit followers, and may have a spellcaster or two in the group as well. They will stand on the front lines and fight, though if the tides turn they may try to run and live to fight another day.