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Raven of the Scythe

Fantasy Role Playing Game

Raven of the Scythe


Fantasy Role Playing Game

Book of Encounters
Bestiary

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Raven of the Scythe
Fantasy Role Playing Game

Book of Encounters
Bestiary

And

Raven of the Scythe


Fantasy Role Playing Game

Written By
James Embry

Art

Artwork in this book comes from: “Fantasy Clip Inks:: Spot Art set 3”, “Fantasy Clip Inks:: Spot
Art set 4” “Fantasy Clip Inks:: Spot Art set 6”, and Fantasy Clip Inks:: Spot Art set 7.

Book of Encounters Bestiary was written by and is the intellectual property of James Embry 2017.
Book of Encounters Bestiary may not be reproduced for sale or distribution without the written permission of the
creator.
For questions or concerns contact James Embry at:

Crossroadrpg@gmail.com
Or
Find me on facebook at Crossroadrpg

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Table of Contents Skunedri Worm -------------------------------44


Skunedri Worm (Spawn) --------------------45
Beasts of the world --------------------------- 7 Spider, Archer ---------------------------------45
Bear, Woodland Bear ------------------------- 7 Spider, Death Wight--------------------------46
Bear, Mountain Gray Bear ------------------- 8 Spider, Tunnel Lord --------------------------46
Bird, Blood Raven ----------------------------- 8 Spider, Web Mistress ------------------------47
Bird, Red Talon Eagle ------------------------ 9 Spider, Web Brood ---------------------------48
Boar, Blackfork Boar ------------------------- 9 Titan Beetle -----------------------------------49
Cat, Emperor Tiger ---------------------------10 Wasp, Giant -----------------------------------50
Cat, Northern Hill Lion ----------------------10 Wurm, Alugwurm ----------------------------50
Cat, Sultan Lion-------------------------------11 Wurm, Necowurm ----------------------------51
Cat, Midnight Panther ------------------------11 Wurm, Specter Wurm ------------------------52
Crocodile, Black Scale Crocodile ----------12 Wurm, Spiked Wurm ---------------------- 453
Crocodile, Iron Jaw Crocodile --------------12
Dog, Seeker Hound---------------------------13 Humanoids -----------------------------------54
Dog, War Hound------------------------------13 Eillevdril ---------------------------------------55
Horse ----------------------------------------- 114 Goridan ----------------------------------------56
Mastodon --------------------------------------14 Fairy --------------------------------------------57
Rat (Giant)-------------------------------------15 Impa Nerig ------------------------------------58
Wolf, Northern Dark Wolf ------------------15 Sulakur -----------------------------------------59
Wolf, Dark Wolf Alpha ----------------------16 Vara Kree --------------------------------------59
Wolf, Southern Red Wolf -------------------17 Wolfin ------------------------------------------60
Fantastic Creatures -------------------------18 Walking Dead --------------------------------61
Araagoth ---------------------------------------18 Irevmori ----------------------------------------61
Bat, Moroki------------------------------------19 Likk-Archrak ----------------------------------62
Bear, Horned Bear ----------------------------20 Likk-Archrak (Death Master) ---------------64
Bird, Baraki -----------------------------------21 Mori Datchct ----------------------------------65
Cat, Saber Fang Lion -------------------------22 Skeleton, Animated --------------------------66
Cat, Silver Lion -------------------------------23 Skeleton, Ravenous --------------------------67
Cat, Twilight Panther ------------------------23 Uerba Vasha -----------------------------------67
Crocodile, Giant ------------------------------25 Zombie, Animated ----------------------------69
Dog, Plague Hound---------------------------25 Zombie, Gorganoth ---------------------------69
Frog, Dothoran --------------------------------27 Zombie, Grave Lord--------------------------71
Frog, Dothoran (Tadpole) -------------------28 Zombie, Worm Wight------------------------72
Frog, Dothoran (Frogling) -------------------28
Gazer -------------------------------------------29 Restless Spirits -------------------------------73
Horse, Azurtha --------------------------------30 Phantom Traveler -----------------------------75
Horse, Destrider ------------------------------31 Spectral Caretaker ----------------------------77
Kraken, River Devil --------------------------32 Shades ------------------------------------------79
Kraken -----------------------------------------33 Black Shade -----------------------------------79
Kraken, Storm Tyrant ------------------------34 Burning Shade --------------------------------81
Lizard, Death Fang Lizard-------------------34 Valory Shade ----------------------------------82
Lizard, Fire Lizard----------------------------35 Weeping Shade -------------------------------83
Lizard, Snapjaw Lizard ----------------------36
Manticore --------------------------------------37 Elementals ------------------------------------84
Moro Miri -------------------------------------38 Fire Elemental---------------------------------84
Rashmari ---------------------------------------39 Ice Elemental ----------------------------------85
Rat, Plague Rat--------------------------------40 Storm Elemental ------------------------------86
Snake, Ekterkan -------------------------------40 Stone Elemental-------------------------------87
Snake, Venesti --------------------------------41

Insects -----------------------------------------42
Cave Cricket ----------------------------------42
Crab-Giant, Bahor-Kulch --------------------43

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Dragons and Their Kin --------------------88


Draco -------------------------------------------88
Drake, Ember Fang Drake -------------------89
Drake, Mouse Drake -------------------------89
Drake, Obsidian Drake-----------------------90
Drake, Sapphire Drake -----------------------91
Drake, Tyrant Crowned Drake --------------92
Hydra -------------------------------------------93
Wyvern-----------------------------------------93

Dragons ---------------------------------------95
Dragon Power ---------------------------------95
Dragon Powers --------------------------------95
Dragon Hordes --------------------------------96
Dragon (Hatchling) ---------------------------97
Dragon (Young) ------------------------------98
Dragon (Adult)--------------------------------99
Dragon (Old) -------------------------------- 100
Dragon (Ancient) --------------------------- 101

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Skills
Name The next thing presented is a creature’s skills. The
The very first thing you will see in a creature’s name. first thing listed here is the name of the skill in
This may include the creature’s species as well if question, followed immediately by the creature’s
applicable. training score in that skill. Creatures don’t exactly
train in skills the same way humans do, so for the
Example: most part assume this number represents a creatures
Bear, Woodland Bear instinctual inclination toward a certain skill. After
that, there will be a number listed as a modifier. This
The name may also include any other information is the creatures proficiency in that skill, taking into
that sets the particular creature about from other account their training and talent. This is the score that
members of its species in parenthesis after the name. will be used when the creature needs to make a skill
check.
Example:
Frog, Dothoran (Tadpole) Example:
Skills
Type and Size Fighting 2 +5
After the creature’s name has been established, the Intimidate 2 +6
very next light under the name tells you the creature’s
type and size. This will be followed by any subtypes Combat
that apply to the creature. This information is The next section to be explained is the creature’s
sometimes used to determine if a particular spell or combat scores. Beginning with armor and any type
ability applies to the creature. For instance some of protection from special damage, then followed by
spells only effect animals, while other spells effect any information regarding the creatures various
mindless undead differently than undead that are not forms of attacks.
mindless. In some cases both type and size will
affect a creature’s stats or abilities. Example:
Combat
Example: Armor
Animal (medium), Bear Thick Hide 2

Attributes and Compiled Scores Claws:


After a creature’s name and type have been Attack: +5, Damage 1d6+3, Critical 1d8+3
established, the creature’s basic attributes and
compiled score are listed. Any adjustments from Bite: (Extended Action)
special abilities have already been figured into these Attack: +7, Damage 1d8+6, Critical 2d8+3
score.
Special Traits
Example: The last section will be any special traits of abilities
Attributes the creature possesses that aren’t necessarily forms of
Agility -2 attacks.
Might 3
Mind -2 Relentless
Perception 3 Bears do not suffer the normal penalty to their checks
Stamina 3 when they are wounded because of their amazing
Willpower 4 fortitude. If the creature is reduced to 0 hit points,
but recovers, it will begin suffering penalties as
Guard 8 normal.
Movement 3
Initiative 1

Determ. 9

Hit Points 28

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For the most part creatures determine their hit points Size also has a factor in a creatures guard score. To
the same way as player characters. In fact, medium put it simply, larger creatures are more easy to hit in
sized creatures determine their hit points the exact combat than smaller creatures.
same way. But larger creatures have many more hit
points because of their increased mass and overall Size Guard Modifier
toughness. While smaller creatures have much Tiny +3
fewer hit points. Small +1
Medium /
For small, large, and huge creatures determine hit Large -1
points the same way you would for a character, and Huge -3
then apply the following modifiers. Titanic -5

Large Size
Large creatures have +10 hit points.
Unlike characters, which need to buy or make their
Huge Size armor. Most creatures have natural armor. Natural
Huge creatures have +20 hit points. armor can typically be broken down into a few types.

Titanic Size Armor Armor


Titanic creatures have +30 hit points Thick Hide 2
Extra Thick Hide 4
For small creatures the method is a little different. Scales 2
To determine a small creature’s hit points simply Thick Scales 4
start with 5 and then add the creature’s stamina score. Extra Thick Scales 6
Chitin 2
Small Size Thick Chitin 4
Small creatures hit points equal to 5 + stamina. Extra Thick Chitin 6
Undead 6
Tiny Size Incorporeal 6
A tiny creature has only a single hit point.

Any creature of medium, large, or huge size becomes


injured once they have been reduced to 5 or fewer hit
points. For small creatures they may in fact only
have 5 or fewer hit points total. For them, the same
rule applies, but with one caveat. In order to be
injured a creature must have taken damage.

A creature that only has 3 hit points total is not


injured, unless it takes as much as a single point of
damage to reduce its current hit points to 2, at which
points the normal rules for injury apply.

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There are many strange beasts and monsters that lurk Animal (medium), Bear
in the natural world alone without the intervention of
magic or the interference of the gods. Throughout the wooded regions of the world, roam
these bears which range in color from dark brown to
These creatures represent those beasts found in black. And stand taller than all but the greatest of
nature. They are the vast majority of the creatures wolves.
that a characters will encounter.
Attributes
Agility -2
Might 3
Mind -2
Perception 3
Stamina 3
Willpower 4

Compiled Stats
Guard 8
Movement 3
Initiative 3

Determ. 9

Hit Points 28

Skills
Fighting +5 (Talent +3, Training+2)
Intimidate +6 (Talent +4, Training +2)

Combat
Armor 2 (Thick Hide)

Claws:
Attack: +5, Damage 1d6+3, Critical 1d6+3

Bite: (Extended Action)


Attack: +7, Damage 1d8+5, Critical 2d8+5

Special Abilities and Traits


Relentless
This creature does not suffer the normal penalty to
their checks when they are wounded. If the creature
is reduced to 0 hit points, but recovers, it will begin
suffering penalties as normal.

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Animal (Large), Bear Animal (small), Bird

The mountain bears have fur the color of bone and These large black birds gather in large flocks, called
lair high in the peaks of mountains. They are perhaps murders. Unlike most ravens, these birds are highly
the strongest of all beasts and possess a fury that few aggressive and will attack just about anything they
can match. deem to be a threat. They typically nest in mountains
at very high altitudes, but may come down into the
Attributes lowlands for food if needed.
Agility -2
Might 5 These birds are not particularly dangerous by
Mind -2 themselves, but may be encountered in numbers
Perception 3 reaching anywhere from four individuals to several
Stamina 5 dozen. Also, they are very intelligent. They may wait
Willpower 4 to attack until what they perceive as an enemy is near
a ledge they can be force off of.
Compiled Stats
Guard 7 (-1 Large Size) Attributes
Movement 3 Agility 8
Initiative 3 Might 0
Mind 2
Determ. 9 Perception 4
Stamina -2
Hit Points 46 (+10 Large Size) Willpower 1

Compiled Stats
Skills Guard 19 (+1 Small Size)
Fighting +9 (Talent +5, Training +4) Movement 13
Intimidate 4 +8 (Talent +4, Training +4) -fly 26
Initiative +4
Combat
Armor 4 (Extra Thick Hide) Determ. 6

Claws: Hit Points 3 (Small Size)


Attack: +8, Damage 1d8+5, Critical 2d8+5
Skills
Bite: (Extended Action) Investigate 6 +10 (Talent +4, Training +6)
Attack: +10, Damage 1d10+7, Critical 2d10+7
Combat
Special Abilities and Traits Armor None
Relentless
This creature does not suffer the normal penalty to Claws:
their checks when they are wounded. If the creature Attack: +0, Damage 1d4
is reduced to 0 hit points, but recovers, it will begin
suffering penalties as normal. Special Abilities and Traits
Small Size
Large Size Small creatures have hit points equal to 5 + stamina
Large creatures have +10 hit points and -1 to guard. and +1 to guard.

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Animal (small), Bird Animal (medium), Pig

These magnificent birds are vicious predators that Common in the warm plains and grasslands of the
feed primarily on small rodents and snakes; however south these aggressive and dangerous wild pigs eat
there are stories of them attacking animals as large as voraciously and can inflict great damage on crops
sheep by forcing them off cliffs. While they pose and even destroy structures. They are notoriously ill
little threat to humans, they have been known to tempered and may choose to attack anything that gets
attack those who come too close to a nest containing too close to them.
eggs or hatchlings.
Attributes
Attributes Agility 0
Agility 6 Might 4
Might 0 Mind 0
Mind 0 Perception 0
Perception 6 Stamina 5
Stamina 0 Willpower 4
Willpower 2
Compiled Stats
Compiled Stats Guard 10
Guard 17 (+1 Small Size) Movement 5
Movement 11 Initiative +0
-fly 22
Initiative +6 Determ. 9

Determ. 7 Hit Points 36

Hit Points 5 (Small Size) Skills


Fighting +6 (Talent +4, Training +2)
Skills Intimidate +6 (Talent +4, Training +2
Fighting +2 (Talent +0, Training +2)
Investigate +12 (Talent +6, Training +6) Combat
Intimidate +4 (Talent +2, Training +2) Armor 2 (Thick Hide)

Combat Gore:
Armor None Attack: +6, Damage 1d6+4, Critical 1d8+4

Claws: Charge:
Attack: +2, Damage 1d4 Attack +8, Damage 1d8+6, Critical 1d10+6
This creature may make a charge attack if it has
Special Abilities and Traits moved at least half of its movement score to become
Small Size adjacent to its target. The target must make a might
Small creatures have hit points equal to 5 + stamina check or be pushed back, those that are pushed must
and +1 to guard. make an agility check or be rendered prone.

Special Abilities and Traits


Relentless
This creature does not suffer the normal penalty to
their checks when they are wounded. If the creature
is reduced to 0 hit points, but recovers, it will begin
suffering penalties as normal.

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Animal (Large), Cat Animal (Medium), Cat

Largest of all the cats, these elusive and rare cats In the north there lives a species of lion. They are
stalk warm forests and jungles. They are most well lean and highly aggressive animals that live in rocky
known for their famous orange and yellow coats. hills and mountains in solitude, coming together only
to mate. They are highly aggressive creatures that
Attributes will attack those that intrude on their territory.
Agility 4
Might 5 Attributes
Mind -2 Agility 4
Perception 2 Might 2
Stamina 3 Mind -2
Willpower 3 Perception 2
Stamina 0
Compiled Stats Willpower 0
Guard 13 (-1 Large Size)
Initiative +2 Compiled Stats
Movement 9 Guard 14
Movement 9
Determ. 8 Initiative +2

Hit Points 38 (+10 Large Size) Determ. 5

Skills Hit Points 16


Acrobatics +6 (Talent +4, Training +2)
Fighting +9 (Talent +5, Training +4) Skills
Stealth +8 (Talent +4, Training +4) Acrobatics +8 (Talent +4, Training +4)
Fighting +4 (Talent +2, Training +2)
Stealth +8 (Talent +4, Training +4)
Combat
Armor 2 (Thick Hide) Combat
Armor None
Claws:
Attack +9, Damage 1d8+4, Critical 2d8+4 Claws:
Attack +4, Damage 1d6+2, Critical 2d6+2
Bite: (Extended Action)
Attack +11, Damage 1d10+6, Critical 2d10+6 Bite: (Extended Action)
Attack +6, Damage 1d8+4, Critical 2d8+4
Special Abilities and Traits
Pounce Special Abilities and Traits
If this creature makes a successful sneak attack Pounce
against a target, it may grab the target in addition to If this creature makes a successful sneak attack
doing damage. against a target, it may grab the target in addition to
doing damage.
Large Size
Large creatures have +10 hit points.

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Animal (Large), Cat Animal (Medium), Cat

Found in the vast grasslands of the south is the Jet black with brilliant yellow eyes that seem to glow
famous sultan lion. A huge creature, believed to be in the darkness, a midnight panther is one of the
the largest of the cats. A sultan lion has a thick coat stealthiest hunters in the natural world.
of golden colored fur and a mane that ranges in color
from gold to crimson. They live in warm dense forests and jungles. Where
they move silently through the trees and thick foliage.
Unlike most other cats, sultan lions live in prides
where one male will keep a stable of females for Attributes
mating. The females will do most of the hunting for Agility 6
the pride, while the male will protect the pride from Might 4
other lions and intruders. Mind -2
Perception 4
Attributes Stamina 2
Agility 4 Willpower 2
Might 5
Mind -2 Compiled Stats
Perception 2 Guard 15 (-1 Large Size)
Stamina 2 Movement 11
Willpower 2 Initiative +4

Compiled Stats Determ. 7


Guard 13 (-1 Large Size)
Movement 9 Hit Points 34 (+10 Large Size)
Initiative +2
Skills
Determ. 7 Acrobatics +10 (Talent +6, Training +4)
Fighting +8 (Talent +4, Training +4)
Hit Points 34 Stealth +12 (Talent +6, Training +6)

Skills Combat
Acrobatics +6 (Talent +4, Training +2) Armor 2 (Thick Hide)
Fighting +9 (Talent +5, Training +4)
Stealth +6 (Talent +4, Training +2) Claws:
Attack +8, Damage 1d6+2, Critical 2d6+2
Combat
Armor 2 (Thick Hide) Bite: (Extended Action)
Attack +10, Damage 1d8+4, Critical 2d8+4
Claws:
Attack +9, Damage 1d8+4, Critical 2d8+4 Special Abilities and Traits
Pounce
Bite: (Extended Action) If this creature makes a successful sneak attack
Attack +11, Damage 1d10+6, Critical 2d10+6 against a target, it may grab the target in addition to
doing damage.
Special Abilities and Traits
Pounce Hunter in the Dark
If this creature makes a successful sneak attack If this creature attacks from stealth it does max
against a target, it may grab the target in addition to damage on its attack and ignores the target’s armor.
doing damage.
One with Darkness
Large Size This creature may hide as a fast action. It may move
Large creatures have +10 hit points. at its normal movement speed while hidden.

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Animal (Medium), Lizard Animal (Large), Lizard

Black Scale crocodiles are sometimes found near These ferocious beasts lurk in great numbers in
freshwater rivers or lakes. Their name comes from swamps and bogs throughout the world.
the color of their mat black scales which help them
hide in the water. Attributes
Agility -2
Attributes Might 5
Agility -2 Mind -4
Might 3 Perception 3
Mind -4 Stamina 5
Perception 3 Willpower 4
Stamina 3
Willpower 4 Compiled Stats
Guard 7 (-1 Large Size)
Compiled Stats Movement 3
Guard 8 -Swim 6
Movement 3 Initiative 3
-Swim 6
Initiative 3 Determ. 9

Determ. 9 Hit Points 46 (+10 Large Size)

Hit Points 28 Skills


Fighting 2 +7 (Talent +5, Training +2)
Stealth 4 +2 (Talent -2, Training +4)
Skills
Fighting +5 (Talent +3, Training +2) Combat
Stealth +2 (Talent -2, Training +4) Armor 4 (Thick Scales)

Combat Bite:
Armor 2 (Scales) Attack: +7, Damage: 1d10+5, Critical: 2d10+5

Bite: Special Abilities and Traits


Attack: +5, Damage: 1d8+3, Critical: 2d8+3 Hidden Danger
If this creature attacks from stealth it does max
Special Abilities and Traits damage on its attack and ignores the target’s armor.
Hidden Danger
If this creature attacks from stealth it does max Large Size
damage on its attack and ignores the target’s armor. Large creatures have +10 hit points and -1 guard.

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Animal (Small), Dog Animal (Small), Dog

Dogs made a pact with mankind long ago. They have These dogs were especially bred and trained for war.
been man’s faithful companion and guardian for as
long as man has existed. While many dogs are Attributes
simply companion animals, these dogs have been Agility 2
trained to use their fantastic sense of smell to track Might 2
prey. Mind 0
Perception 3
Attributes Stamina 1
Agility 3 Willpower 2
Might 1
Mind 0 Compiled Stats
Perception 6 Guard 13 (+1 Small Size)
Stamina 0 Movement 7
Willpower 2 Initiative 4

Compiled Stats Determ. 7


Guard 14 (+1 Small Size)
Movement 8 Hit Points 6 (Small Size)
Initiative 4
Skills
Determ. 7 Athletics +4 (Talent +2, Training +2)
Fighting +4 (Talent +2, Training +2)
Hit Points 5 (Small Size) Investigate +5 (Talent +3, Training +2)

Skills Combat
Athletics +5 (Talent +3, Training +2) Armor None
Fighting +2 (Talent +1, Training +1)
Investigate +10 (Talent +6, Training +4) Bite:
Attack +4, Damage 1d6+2, Critical 2d6+2
Combat
Armor None Special Abilities and Traits
Pack Tactics
Bite: This creature gains a +2 bonus on any attack check
Attack +2, Damage 1d6+1 they make if they or their target is adjacent to another
dog.
Special Abilities and Traits
Pack Tactics Small Size
This creature gains a +2 bonus on any attack check Small creatures have hit points equal to 5 + stamina.
they make if they or their target is adjacent to another
dog.

Small Size
Small creatures have hit points equal to 5 + stamina
and have +1 to guard.

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Animal (Large), Horse Animal (Huge), Elephant

Horses have been friend to man for thousands of These large creatures live in the very far frozen north.
years. They serve as mounts, work horses, and Some cultures see use them as mounts or beasts of
companions. burden, while to others they are merely a good source
for food and fur. While they can be trained, in the
Attributes wild they are territorial and aggressive toward any
Agility 2 other creature that gets too close to them.
Might 4
Mind -2 Attributes
Perception 4 Agility 0
Stamina 3 Might 6
Willpower 0 Mind -2
Perception 4
Compiled Stats Stamina 5
Guard 11 (-1 Large Size) Willpower 2
Movement 7
Initiative 4 Compiled Stats
Guard 7 (-3 Huge Size)
Determ. 5 Movement 5
Initiative 4
Hit Points 38 (+10 Large Size)
Determ. 7
Skills
Hit Points 56 (+20 Huge Size)
Combat
Armor 2 (Thick Hide) Skills

Kick: Combat
Attack: +4, Damage: 1d4+4, Critical 1d6+4 Armor 4 (Very Thick Hide)
On a critical hit the target is knocked prone.
Trunk: (Reach)
Stomp: (Against Prone Targets) Attack: +6, Damage: 1d6+6, Critical 1d8+6
Attack: +4, Damage: 1d6+8 Bashing On a critical hit the target is rendered prone.

Charge: Stomp: (Against Prone Targets)


Attack: +4, Damage: 1d6+8 Bashing Attack: +8, Damage: 1d8+8, Critical 1d10+8 Bashing
This creature may make a charge attack if it has
moved at least half of its movement score to become Charge:
adjacent to its target. The target must make a might Attack: +8, Damage: 1d8+8, Critical 1d10+8 Bashing
check (Difficulty 14) or be pushed back, those that
are pushed must make an agility check (Difficulty This creature may make a charge attack if it has
14) or be rendered prone. moved at least half of its movement score to become
adjacent to its target. The target must make a might
check (Difficulty 16) or be pushed back, those that
Special Abilities and Traits are pushed must make an agility check (Difficulty
Large Size 16) or be rendered prone.
Large creatures have +10 hit points and -1 to guard.

Special Abilities and Traits


Huge Size
Huge creatures have +20 hit points and -3 to guard.

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Animal (Small), Rat Animal (Small), Wolf

These larger versions of common vermin are often Packs of black furred wolves roam the north. They
found in great number in the sewers of great cities. hunt the lost sheep, the weary traveler, and the star
Individually they are dangerous pests, but they crossed lovers that trespass in their realm. A king
reproduce quickly and can easily cause great may wear a crown that shines in the day, but will bar
destruction with their endless gnawing and their the doors of their great castles at the setting of the
insatiable appetites. sun. It is wolves who rule at night.

Attributes Attributes
Agility 3 Agility 3
Might -2 Might 2
Mind 0 Mind 0
Perception 6 Perception 6
Stamina -2 Stamina 2
Willpower 1 Willpower 2

Compiled Stats Compiled Stats


Guard 14 Guard 14 (Small Size +1)
Movement 8 Movement 8
Initiative 6 Initiative 6

Determ. 6 Determ. 7

Hit Points 3 (Small Size) Hit Points 7 (Small Size)

Skills Skills
Fighting 2 +4 (Talent +2, Training +2)
Combat
Armor None Combat
Armor None
Bite:
Attack -2, Damage 1d4 Bite:
Attack +4, Damage 1d6+2, Critical 2d6+2
Special Abilities and Traits
Small Size Special Abilities and Traits
Small creatures have hit points equal to 5 + stamina Pack Tactics
and +1 to guard. This creature gains a +2 bonus on any attack check
they make if they or their target is adjacent to another
wolf.

Scent of Blood
This creature gain a +2 bonus on any attack check
they make against a target that is injured.

Small Size
Small creatures have hit points equal to 5 + stamina.

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Special Abilities and Traits


Howl of Fear and Shadow
Animal (Medium), Wolf A Dark Pack Alpha may, as an extended action,
spend a determination point to howl. Any non-wolf
Largest, strongest, and fiercest of the pack. The creature within 10 yards must make a willpower
alpha holds their position only as long as their check or become fearful.
fellows sense no weakness in them, for none will be
tolerated without challenge. The alpha will never A fearful creature suffers a -2 penalty to all skill
attack first, instead they allow the pack to harry and checks. At the beginning of each turn a fearful
weaken their prey. When the alpha emerges from the creature may make a willpower check to end this
shadows, death follows with him. condition.

Attributes All wolves within 10 yards of a howling Dark Wolf


Agility 2 Alpha gains a +2 bonus on their next attack until the
Might 3 end of their next turn.
Mind 0
Perception 6 Pack Tactics
Stamina 4 This creature gains a +2 bonus on any attack check
Willpower 4 they make if they or their target is adjacent to another
wolf.
Compiled Stats
Guard 12 Scent of Blood
Movement 7 This creature gain a +2 bonus on any attack check
Initiative 6 they make against a target that is injured.

Determ. 9

Hit Points 32

Skills
Fighting 4 +7 (Talent +2, Training +4)

Combat
Armor 2 (Thick Hide)

Bite:
Attack +7, Damage 1d6+3, Critical 2d6+3

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Animal (Small), Wolf

In the hills and grasslands of the southern regions


roam the Southern Red Wolf. They are lean and
cunning predators that hunt in great packs.

They get their name from their fur, which tends to


favor a brown or red tone. They are exceptionally
fast creatures that overwhelm their prey with a
sudden rush of tooth and fang.

Attributes
Agility 3
Might 1
Mind 0
Perception 6
Stamina 0
Willpower 2

Compiled Stats
Guard 14 (Small Size +1)
Movement 8
Initiative 6

Determ. 7

Hit Points 5 (Small Size)

Skills
Fighting +3 (Talent +1, Training +2)

Combat
Armor None

Bite:
Attack +3, Damage 1d6+1, Critical 2d6+1

Special Abilities and Traits


Pack Tactics
This creature gains a +2 bonus on any attack check
they make if they or their target is adjacent to another
wolf.

Small Size
Small creatures have hit points equal to 5 + stamina.

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There are creatures that seem to have no place in the Animal (Large), Beast
natural order.
These large semi marine predators lurk on rocky
Many of these creatures exhibit strange and coasts throughout the world. They are typically
dangerous abilities that make them particularly found in colder climates, but migrate to warm water
troublesome. to mate. These creatures have long fishlike tails that
they use to swim, but also possess a powerful four
These creatures are very rare and also have a clawed from legs that they can use to move on land.
tendency to live in out of the way remote places far Quite vicious, they will attack most other creatures
from most human settlements. Most people will go that get near them.
their entire lives without ever even seeing of these
creatures or for that matter even knowing anyone Attributes
who has. A travelling merchant might tell stories Agility 0
about the Araagoths he saw from the deck of a ship, Might 4
or the local lord might have the skin of a horned bear Mind -4
hanging in his great hall. But for the most part these Perception 5
creatures are distant threats that will never directly Stamina 5
impact the lives of human communities. Willpower 4

Compiled Stats
Guard 9 (Large Size -1)
Movement 5
-Swim 10
Initiative +5

Determ. 9

Hit Points 46 (Large Size +10)

Skills
Fighting +6 (Talent +4, Training +2)

Combat
Armor 2 (Scales)

Bite:
Attack: +6, Damage: 1d8+4, Critical: 2d8+4

Special Abilities and Traits


Scent of Blood
This creature gain a +2 bonus on any attack check
they make against a target that is injured.

Large Size
Large creatures have +10 hit points and -1 to guard.

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Animal (Large), Bat

A moroki is a gigantic bat like creature. They lair in


high places in dark forests. They sometimes take up
residence in abandoned towers or castles.

Unlike more mundane bats that eat insects a moroki


feeds on small animals and occasionally livestock.

Attributes
Agility 5
Might 1
Mind -2
Perception 8
Stamina 0
Willpower 2

Compiled Stats
Guard 14 (Large Size -1)
Movement 5
-Flying 20
Initiative 8

Determ. 7

Hit Points 26 (Large Size +10)

Skills
Fighting +3 (Talent +1, Training +2)

Combat
Armor None

Bite:
Attack +3, Damage 1d6+1, Critical 2d6+1

Special Abilities and Traits


Screech
As a standard action this creature may use a loud and
high pitched screech attack. Anyone within 10 yards
of the creature must make a stamina check (difficulty
10) or become stunned.

A stunned character is unable to move or take actions


on their next turn and their guard score is reduced to
10.

Dark Sight
This creatures suffers no penalties for actions due to
darkness.

Large Size
Large creatures have +10 hit points and -1 to guard.

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Special Abilities and Traits


Relentless
Animal (Large), Bear This creature does not suffer the normal penalty to
their checks when they are wounded because of their
Horrors from an earlier age, these bears are larger, amazing fortitude. If the creature is reduced to 0 hit
stronger, and far more vicious that any of the more points, but recovers, it will begin suffering penalties
mundane species of bears. as normal.

Their fur is usually dark brown, but grey or white Large Size
horned bears have been seen. Their faces are Large creatures have +10 hit points and -1 to guard.
significantly shorter than most bears and their front
legs are longer than their rear legs. They seldom
stand on their hind legs. Their most noteworthy
feature is a paid of long backward curving horns that
grow from their heads.

Horned bears are mostly found high in the mountains


where they feed on goats. When at all possible,
horned bears will drag their prey back to their lairs,
which are deep in caves, where they can finish their
meals free from scavengers. These lairs are often
littered with bones and other remains of past victims.

Attributes
Agility -2
Might 7
Mind -2
Perception 3
Stamina 7
Willpower 4

Compiled Stats
Guard 7 (Large Size -1)
Movement 3
Initiative 3

Determ. 9

Hit Points 54 (Large Size +10)

Skills
Fighting +13 (Talent +7, Training +6)
Intimidate +10 (Talent +4, Training +6)

Combat
Armor 4 (Extra Thick Hide)

Claws:
Attack: +13, Damage 1d10+7, Critical 2d10+7

Bite: (Extended Action)


Attack: +15, Damage 1d12+9, Critical 2d12+9

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Special Abilities and Traits


Large Size
Animal (Large), Bird Large creatures have +10 hit points and -1 guard.

The baraki is a gigantic bird of prey. It is known for


its deep crimson and black feathers and horrifying
ferocity.

Baraki are solitary creatures who only come together


to mate, otherwise they will attack others that enter
their territory. They mate in the spring and during
that time up to four of them have been seen to gather
in one area as the males compete to mate with a
female.

Baraki tend to build nests on the tops of high hills


and mountains. Sometimes baraki lair near
farmlands, where livestock such as sheep and goats
provide ample food. Baraki are very territorial and
are likely to attack any who venture near their nests.

Already a rare species, their proclivity to feed on


livestock and the unique coloring of their oversized
feathers has made them an attractive target for
hunters. This has pushed them deep into the
wilderness and caused their already low numbers to
decline.

Attributes
Agility 4
Might 2
Mind 0
Perception 6
Stamina 0
Willpower 1

Compiled Stats
Guard 13 (Large Size -1)
Movement 9
-Flying 18
Initiative 6

Determ. 6

Hit Points 26 (Large Size +10)

Skills
Fighting +4 (Talent +2, Training +2)

Combat
Armor None

Bite:
Attack +4, Damage 1d8+2, Critical 2d8+2

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Special Abilities and Traits


Pounce
Animal (Large), Cat If this creature makes a successful sneak attack
against a target, it may grab the target in addition to
Famous for their large dagger like fangs, a saber fang doing damage.
lion is perhaps one of the most deadly animals the
natural world has ever produced. Their fur ranges Scent of Blood
from gray to pale yellow. Their namesake fangs are This creature gains a +2 bonus on any attack check
almost a foot long and protrude from their mouths they make against a target that is injured.
even when closed.
Large Size
These highly aggressive are willing to attack just Large creatures have +10 hit points and -1 guard.
about anything that comes into their territories.
Mated pairs normally stay near each other for
extended periods of time and will hunt together,
meaning that they will normally be encounter in
pairs.

These cats have a unique sense of smell which draws


them to blood, even from miles away. They may
stalk wounded prey for days before they attack.

Attributes
Agility 5
Might 4
Mind 0
Perception 6
Stamina 4
Willpower 2

Compiled Stats
Guard 14 (Large Size -1)
Movement 10
-Fly 20
Initiative 6

Determ. 7

Hit Points 42 (Large Size +10)

Skills
Acrobatics +7 (Talent +5, Training +2)
Fighting +8 (Talent +4, Training +4)
Intimidate +6 (Talent +2, Training +4)
Stealth +7 (Talent +5, Training +2)

Combat
Armor 2 (Thick Hide)

Claw:
Attack +8, Damage 1d8+4, Critical 2d8+4

Bite: (Extended Action)


Attack +10, Bite 1d10+6, Critical 2d12+6

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Special Abilities and Traits


Pounce
Animal (Large), Cat If this creature makes a successful sneak attack
against a target, it may grab the target in addition to
Silver Lions are rare magical beasts that stalk high doing damage.
snow covered peaks. They are large white cats with a
great silvery mane. Large Size
Large creatures have +10 hit points and -1 guard.
They are solitary creatures by nature, typically living
many miles from one another and only coming
together to breed.

Their most obvious feature aside from their white


color is their birdlike wings, which sprout from their
shoulders and enable flight.

Because of their regal appearance and silvery white


color, many believe that silver lions are creature of
the gods or that they guard some fantastic treasure.

Attributes
Agility 5
Might 4
Mind 0
Perception 6
Stamina 2
Willpower 2

Compiled Stats
Guard 14 (Large Size -1)
Movement 10
-Fly 20
Initiative 6

Determ. 7

Hit Points 34 (Large Size +10)

Skills
Acrobatics +7 (Talent +5, Training +2)
Fighting +9 (Talent +4, Training +4)
Intimidate +6 (Talent +2, Training +4)
Stealth +7 (Talent +5, Training +2)

Combat
Armor 2 (Thick Hide)
Cold Resistance 10

Claw:
Attack +9, Damage 1d8+4, Critical 2d8+4

Bite: (Extended Action)


Attack +11, Bite 1d10+6, Critical 2d10+6

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Special Abilities and Traits


Fade
Animal (Medium), Cat As an extended action this creature may render itself
completely invisible. It will remain invisible as long
These panthers are a magical version of their more as it is still. If the animal move, attacks, or takes
mundane cousins. They have a unique ability to damage it will become visible again.
become invisible at will that makes them
exceptionally deadly hunters. Those who have seen Distort Image
them say that their coat is a mixture of white and This creature may spend a point of determination to
black that swirls over the cat’s body in an ever use the same inherent illusion magic it uses to
changing pattern reminiscent of a fog bank. Thought become invisible to distort its image making it hard
they can see perfectly, their eyes are solid white. to target with attacks. Once this ability is activated
the panther gets a +2 bonus to its guard score for the
Attributes next 5 rounds.
Agility 6
Might 4 Pounce
Mind -2 If this creature makes a successful sneak attack
Perception 4 against a target, it may grab the target in addition to
Stamina 2 doing damage.
Willpower 2
Hunter in the Dark
Compiled Stats If this creature attacks from stealth it does max
Guard 16 damage on its attack and ignores the target’s armor.
Movement 9
Initiative +4 One with Darkness
This creature may hide as a fast action. It may move
Determ. 7 at its normal movement speed while hidden.

Hit Points 24

Skills
Acrobatics +10 (Talent +6, Training +4)
Fighting +8 (Talent +4, Training +4)
Stealth +12 (Talent +6, Training +6)

Combat
Armor 2 (Thick Hide)

Claws:
Attack +8, Damage 1d6+4, Critical 2d6+4

Bite: (Extended Action)


Attack +10, Damage 1d8+6, Critical 2d8+6

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Animal (Huge), Lizard

These gigantic beasts are sometimes encountered in


remote lakes and rivers. They can survive in fresh or
salt water and sometimes journey into the ocean
where they have been known to attack ships.

Attributes
Agility -2
Might 7
Mind -4
Perception 3
Stamina 7
Willpower 4

Compiled Stats
Guard 5 (Huge Size -3)
Movement 3
-Swim 6
Initiative 3

Determ. 9

Hit Points 64 (Huge Size +20)

Skills
Fighting +9 (Talent +7, Training +2)
Stealth 4 +2 (Talent -2, Training +4)

Combat
Armor 4 (Thick Scales)

Bite:
Attack: +9, Damage: 1d12+7, Critical: 2d12+7

Special Abilities and Traits


Hidden Danger
If this creature attacks from stealth it does max
damage on its attack and ignores the target’s armor.

Huge Size
Huge creatures have +20 hit points and -3 guard.

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Fantasy Role Playing Game

Special Abilities and Traits


Sickness
Animal (Small), Dog Any creature sickened by a plague hound suffers 1d6
points of damage each day until they recover. Each
Plague hounds are wild dogs that are infected with a day the creature may make a stamina check
perpetual sickness. They are bone thin and their hair (difficulty 10) to recover from the sickness, otherwise
is often matted and bare patches of skin show in it persists. Sickened creatures suffer a -2 penalty on
multiple places. Their eyes leak yellow fluid and all checks while the sickness persists.
they smell terrible. Yet for all these outward signs of
sickness, the dogs themselves are not overly bothered Pack Tactics
by the sickness they carry. This creature gain a +2 bonus on any attack check
they make if they or their target is adjacent to another
Attributes dog.
Agility 2
Might 1 Small Size
Mind 0 Small creatures have hit points equal to 5 + stamina
Perception 6 and +1 guard.
Stamina -1
Willpower 0

Compiled Stats
Guard 13 (Small Size +1)
Movement 7
Initiative 6

Determ. 5

Hit Points 4 (Small Size)

Skills
Fighting +3 (Talent +1, Training +2)
Investigate +10 (Talent +6, Training +4)

Combat
Armor None

Bite:
Attack +3, Damage 1d6+1
Any creature damaged by a plague hound’s bite must
make a stamina check (difficulty 10) or become
sickened.

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Raven of the Scythe
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Skills
Animal (Large), Frog Fighting +4 (Talent +2, Training +2)
Stealth +9 (Talent +3, Training +6)
While there are those who would scoff at the idea of
a giant frog being all that frightening, these do not Combat
include those who have encountered the dreaded Armor None
Dothan frogs.
Bite:
These creatures inhabit swamps and bogs. They are Attack +4, Damage 1d8+2, Critical 2d8+2
ravenous creatures that will eat any other creature
they can fit inside their gapping mouths. Tongue: (Extended Action)
Attack +4, Damage 1d4, Reach 5 yards
Dothan frogs can make an area very dangerous. The Any creature hit by the tongue must make an athletics
females lay many eggs which will then hatch into check (Difficulty 12) or be pulled back to the frog
ravenous tadpoles. The swarm of tadpoles can nearly which gets to make an immediate bite attack with a
destroy all the fish in a small pond or river and will +2 bonus. This attack does 1d10+4 damage.
attack any creature that ventures into the water by
swarming them. Special Abilities and Traits
Large Size
After they change from tadpoles to frogs, the young Large creatures have +10 hit points and -1 guard.
froglings will emerge from the water to continue their
hunt on land. They will eat small rodents, snakes,
birds, just about anything that they encounter really.
At this size a frogling is of little threat to humans, but
that won’t stop them from trying.

After a few weeks at this stage, they will go through


their first molting. This is a rapid growth spirt that
occurs literally overnight as the frogling busts from
its skin to assume its adult size. Fortunately, one of
the first sources of food for the new frog is its
siblings that haven’t yet molted. Of the maybe
dozens that are hatched, only a small handful will
survive to adulthood.

Attributes
Agility 3
Might 2
Mind -2
Perception 4
Stamina 6
Willpower 2

Compiled Stats
Guard 12 (Large Size -1)
Movement 8
-Swim 16
-Leap 24
Initiative 4

Determ. 7

Hit Points 50 (Large Size +10)

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Raven of the Scythe
Fantasy Role Playing Game

Animal (Small), Frog Animal (Small), Frog

Attributes Attributes
Agility 5 Agility 4
Might 0 Might 1
Mind -2 Mind -2
Perception 0 Perception 4
Stamina 0 Stamina 0
Willpower -4 Willpower 0

Compiled Stats Compiled Stats


Guard 16 (Small Size +1) Guard 15 (Small Size +1)
Movement 0 Movement 9
-Swim 20 -Swim 18
Initiative 0 -Leap 36
Initiative +4
Determ. 1
Determ. 5
Hit Points 5 (Small Size)
Hit Points 5 (Small Size)

Skills
Skills
Combat Fighting +3 (Talent +1, Training +2)
Armor None Stealth 6 +10 (Talent +4, Training +2)

Bite: Combat
Attack +0, Damage 1d4 Armor None

Special Abilities and Traits Bite:


Small Size Attack +3, Damage 1d6+1
Small creatures have hit points equal to 5 + stamina
and +1 guard. Special Abilities and Traits
Small Size
Small creatures have hit points equal to 5 + stamina
and +1 guard.

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Special Abilities and Traits


Stun Beam
Animal (Medium), Abomination This creature may spend a point of determination to
fire a blast of prismatic light from its central eye at a
A gazer is a very strange creature that tends to target within 5 yards. The target of this attack is
terrorize the shores of bodies of water, both marine stunned.
and fresh water. It resembles nothing so much as a
large eye that is held up by a number of writhing A stunned character is unable to move or take actions
tentacles. These creatures are not particularly fast or on their next turn and their guard score is reduced to
strong, but possess a number of very strange abilities 10.
that make them the subject of much fear and dread.
The target may make an agility check (difficulty 10)
Attributes to negate this effect.
Agility 0
Might 0 Fade
Mind 2 As an extended action this creature may render itself
Perception 6 completely invisible. It will remain invisible as long
Stamina 3 as it is still. If the animal moves, attacks, or takes
Willpower 0 damage it will become visible again.

Compiled Stats Blinding Flash


Guard 10 When this creature takes damage it emits a blinding
Movement 2 flash of light that effectively blinds any creature
Initiative 6 adjacent to it.

Determ. 5 Creatures in the affected area may make a stamina


check (difficulty 10) to negate this effect.
Hit Points 28
Perfect Perception
Skills As might be expected, gazers are incredibly
Fighting +1 (Talent +0, Training +1) perceptive. They can see perfectly even in pitch
Investigate +12 (Talent +6, Training +6) darkness and they are unaffected by illusion magic.

Combat
Armor None

Bite:
Attack +1, Damage 1d6, Critical 2d6

Tentacle: (Fast Action, Reach)


Attack -1, 1d4,

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Raven of the Scythe
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Charge:
Attack: +7, Damage: 1d8+8 Electric, Critical 1d10+7
Animal (Large), Horse electric
This creature may make a charge attack if it has
These horses gallop across the plains with the sound moved at least half of its movement score to become
of thunder. By some legends they are the adjacent to its target. The target must make a might
descendants of the mount of a storm god. An Azurtha check (Difficulty 15) or be pushed back, those that
is a horse with a shimmering coat of white, blue, or are pushed must make an agility check (Difficulty
yellow. It is not at all uncommon for arcs of 15) or be rendered prone.
electricity to radiate around them. While rare, small
herds of them have been known to gallop across the Special Abilities and Traits
warm grasslands of the south where they roam great Storm Call
distances seeking out and following thunderstorms. As an extended action this creature may spend a point
of willpower to create a blast of lighting up to a
These horses have a temperament that matches their distance of 20 yards. This attack does 2d6 electric
abilities. They are wild. It is unknown if any of damage and is stunned.
them have ever been tamed or ridden. They will
normally flee before they fight, but if cornered, an A stunned character is unable to move or take actions
Azurtha has the capability to lash out with the power on their next turn and their guard score is reduced to
of the storm itself. 10.

Attributes The target may make an agility check (difficulty 15)


Agility 3 to reduce the damage to 1d6 and negate the stun
Might 5 effect.
Mind -2
Perception 5 Large Size
Stamina 5 Large creatures have +10 hit points and -1 guard.
Willpower 2

Compiled Stats
Guard 12 (Large Size -1)
Movement 8
Initiative +5

Determ. 7

Hit Points 46 (Large Size +10)

Skills

Combat
Armor 2 (Thick Hide)
Protection: Elect. 10

Kick:
Attack: +5, Damage: 1d6+5 Electric.
An Azurtha’s hoofs do electric damage.

Stomp: (Against Prone Targets)


Attack: +7, Damage: 1d8+7 Electric, Critical:
1d10+7 Electric
An Azurtha’s hoofs do electric damage

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Fantasy Role Playing Game

Charge:
Attack: +10, Damage: 1d8+8 fire, Bashing, Critical:
Animal (Large), Horse 1d10+8 fire
A horse may make a charge attack if it has moved at
With a coat the color of burnt ash coursing with least half of its movement score to become adjacent
flames, glowing red eyes, and wings like a bat, a to its target. The target must make a might check
destrider horse is one of the most striking and (Difficulty 15) or be pushed back, those that are
terrifying creatures imaginable. Said to have been pushed must make an agility check (Difficulty 15) or
brought to the world long ago by a pact made be rendered prone.
between some dark wizard and a demon of the
underworld, the destrider are unlike any other horse.
They eat the flesh of the dead and dying and are often Special Abilities and Traits
seen at the sites of battles or other disasters where Hellfire
they may feed freely. They are drawn to evil and Whenever a destrider horse or its ride takes damage,
cruelty and may sometimes serve as mounts for those there is a flash of fire that surrounds the hoses for 1
who embody these traits. yard in all directions. Any creature in this area takes
1d6 points of fire damage. The rider is exempt from
Attributes this damage. Any creature in the affected area may
Agility 2 make an agility check (difficulty 10) to negate this
Might 6 damage.
Mind -2
Perception 4 Large Size
Stamina 3 Large creatures have +10 hit points and -1 guard.
Willpower 0

Compiled Stats
Guard 11 (Large Size -1)
Movement 7
-Flying 14
Initiative 4

Determ. 5

Hit Points 38 (Large Size +10)

Skills
Fighting +8 (Talent +6, Training +2)
Intimidate +4 (Talent +0, Training +4)

Combat
Armor 2 (Thick Hide)

Kick:
Attack: +8, Damage: 1d6+6 fire, critical 1d8+6 fire
One a critical hit the target is caught on fire.

Stomp: (Against Prone Targets)


Attack: +10, Damage: 1d8+8, Bashing, Critical:
1d10+8
One a critical hit the target is caught on fire.

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Animal (Large)

A smaller freshwater species of kraken that hunts in


lakes and rivers. A kraken resembles an octopus of
very large size. It has 12 tentacles that surround an
armored body and a gapping maw lined with teeth.
They normally wait in shallow water to attack
creatures that venture too close.

Attributes
Agility 4
Might 2
Mind 0
Perception 8
Stamina 2
Willpower 0

Compiled Stats
Guard 13 (Large Size +1)
Movement 0
-swim 9
Initiative +8

Determ. 5

Hit Points 34 (Large Size +10)

Skills
Fighting +6 (Talent +2, Training +4)
Stealth +10 (Talent +4, Training +6)

Combat
Armor 2 (Chitin)

Tentacle: (fast action, reach)


Attack +6, Damage 1d4+2, Critical 1d4+2
On a critical hit, a kraken is able to grab its target
with a tentacle. After making a critical hit a kraken
may make a free attack against a different target.

Bite:
Attack +8, Damage 1d8+4, Critical 2d8+4

Special Abilities and Traits


Ink
As a standard action a kraken may release a cloud of
ink that linkers in the water around its body for 2
yards in all direction. Any creature in this ink cloud
suffers a -2 on all actions.

Large Size
Large creatures have +10 hit points and -1 guard.

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Special Abilities and Traits


Ink
Animal (Huge) As a standard action a kraken may release a cloud of
ink that linkers in the water around its body for 2
A kraken is a well-known and feared creature by all yards in all direction. Any creature in this ink cloud
those who travel the seas. The normally lurk in areas suffers a -2 on all actions.
were shipwrecks are common, here they can feast on
the escaping sailors. They are found in all bodies of Huge Size
water, but are encountered more frequently in cold Huge creatures have +20 hit points and -3 guard.
water.

Attributes
Agility 4
Might 4
Mind 0
Perception 8
Stamina 4
Willpower 2

Special Abilities and Traits


Guard 11 (Huge Size -3)
Movement 0
-swim 9
Initiative +8

Determ. 7

Hit Points 52 (Huge Size +20)

Skills
Fighting +8 (Talent +4, Training +4)
Stealth +10 (Talent +4, Stealth +6)

Combat
Armor 4 (Thick Chitin)
Protection, Cold 5

Tentacle: (fast action, extra-long reach)


Attack +8, Damage 1d6+4, Critical 1d8+4
A kraken can make an attack with its tentacles
against targets up to 3 yards away. On a critical hit, a
kraken is able to grab its target with a tentacle. After
making a critical hit a kraken may make a free attack
against a different target.

Bite:
Attack +10, Damage 1d8+4, Critical 2d8+4

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Special Abilities and Traits


Ink
Animal (Titanic) As a standard action a kraken may release a cloud of
ink that linkers in the water around its body for 2
A Storm Tyrant Kraken is one of the most feared yards in all direction. Any creature in this ink cloud
creatures of the seas. These creatures are most often suffers a -2 on all actions.
found in the icy cold waters of the north, but
sometimes one may wander south to warmer climes. Titanic Size
These beasts get their name from their tendency to Large creatures have +30 hit points and -5 to guard.
attack ships that have been damaged or destroyed by
storms, leading to some sailors believing that the
kraken actually summons the storms.

Attributes
Agility 4
Might 8
Mind 0
Perception 8
Stamina 8
Willpower 5

Compiled Stats
Guard 9 (Titanic Size -5)
Movement 0
-swim 9
Initiative +8

Determ. 10

Hit Points 78 (Titanic Size +30)

Skills
Fighting +14 (Talent +8, Training +6)
Stealth +10 (Talent +4, Training +6)

Combat
Armor 6 (Extra Thick Chitin)
Protection, Cold 20

Tentacle: (fast action, extra-long reach)


Attack +8, Damage 1d6+4, Critical 1d8+4
A storm tyrant kraken can make an attack with its
tentacles against targets up to 5 yards away. On a
critical hit, a kraken is able to grab its target with a
tentacle. After making a critical hit a kraken may
make a free attack against a different target.

Bite:
Attack +10, Damage 1d8+4, Critical 2d8+4

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Animal (Small), Lizard Animal (Small), Lizard

Death fang lizards are feared creatures that live in Fire lizards are found in areas of volcanic activity.
warm marshes and wetlands. They are jet black with They are large black lizards that have bright red
a pattern of blue stripes down their backs. While not stripes along their bodies.
particularly aggressive unless they are hunting, they
are nonetheless, quite dangerous because they are Attributes
armed with a potent venom that can kill even large Agility 1
creatures. Might 0
Mind -2
Attributes Perception 2
Agility 4 Stamina 2
Might 0 Willpower 2
Mind -2
Perception 2 Compiled Stats
Stamina 0 Guard 12 (Small Size +1)
Willpower 0 Movement 6
Initiative 2
Compiled Stats
Guard 15 (Small Size +1) Determ. 7
Movement 9
Initiative +2 Hit Points 7 (Small Size)

Determ. 5 Skills
Fighting 2 +2
Hit Points 5 (Small Size)
Combat
Skills Armor None
Acrobatics +8 (Talent +4, Training +4) Protection, Fire 10
Fighting +2 (Talent +0, Training +2)
Bite:
Combat Attack +2, Damage 1d6, Critical 2d6 fire
Armor None On a critical hit a fire lizard’s bite does fire damage.

Bite: Special Abilities and Traits


Attack +2, Damage 1d4 Small Size
Any creature damage by a death fang lizard’s bite Small creatures have hit points equal to 5+stamina
attack must make a stamina check (difficulty 16) or and +1 guard.
be poisoned.

Special Abilities and Traits


Potent Venom
Any creature poisoned by death fang lizard venom
takes 1d10 points of poison damage at the beginning
of each round. After taking the damage the creature
may make a stamina check (difficulty 16) to recover,
otherwise they will remain poisoned. The venom of a
web mistress spider is particularly potent causing the
difficulty to overcome the venom to be +2 higher
than normal.

Small Size
Small creatures have hit points equal to 5 + stamina.

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Animal (Medium), Lizard

Snapjaw lizards are large versions of normal lizards


with a taste for meat. They live in war dry
environments such as scrublands. While they are
normally scavengers, they are not above hunting and
killing their own food if need be or the opportunity
presents itself.

Attributes
Agility 0
Might 2
Mind -2
Perception 2
Stamina 2
Willpower 2

Compiled Stats
Guard 10
Movement 5

Initiative +2

Determ. 7

Hit Points 24

Skills
Fighting 3 +5 (Talent +2, Training +3)

Combat
Armor None

Bite:
Attack +5, Damage 1d6+2, Critical 1D8+2
On a critical hit, a snapjaw lizard infects the target
with a painful and debilitating sickness.

Special Abilities and Traits


Sickness
Any creature sickened from a snapjaw lizard’s bite
suffers 1d4 points of damage each day until they
recover. Each day the creature may make a stamina
check (difficulty 8) to recover from the sickness,
otherwise it persists. Sickened creatures suffer a -2
penalty on all checks while the sickness persists.

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Special Abilities and Traits


Potent Venom
Animal (Large), Cat A creature poisoned with manticore venom suffers
1d8 points of poison damage at the beginning of each
These cruel beasts resemble cats with the wings of turn. After taking this damage they may make a
bats and tails of stinging insects. They lurk in the stamina check (difficulty 14) to recover, otherwise
desolate and wild places where few venture, and they will remain poisoned. The venom of a manticore
fewer still return from. is particularly potent causing the difficulty to
overcome the venom to be +2 higher than normal.
Like most cats, manticores are solitary creatures that
prefer to live and hunt alone and only come together Pounce
to mate. If this creature makes a successful sneak attack
against a target, it may grab the target in addition to
Attributes doing damage.
Agility 5
Might 2 During a grapple, a manticore may make a tail spike
Mind -2 attack in addition to any other grapple maneuver it
Perception 6 attempts.
Stamina 0
Willpower 1 Large Size
Large creatures have +10 hit points and -1 guard.
Compiled Stats
Guard 14 (Large Size -1)
Movement 10
-Fly 20

Initiative 6

Determ. 6

Hit Points 26 (Large Size +10)

Skills
Acrobatics +7 (Talent +5, Training +2)
Fighting +6 (Talent +2, Training +4)
Intimidate +5 (Talent +1, Training +4)
Stealth +7 (Talent +5, Training +2)

Combat
Armor 2 (Thick Hide)

Claw:
Attack +6, Damage 1d8+2, Critical 2d8+2

Bite: (Extended Action)


Attack +8, Damage 1d10+4, Critical 2d10+4

Tail Spike: (Fast Action)


Attack +4, Damage 1d6, Critical 2d6
Any creature damaged by a tail spike attack is
poisoned.

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Special Abilities and Traits


Venom
Animal (Small), Abomination Any creature poisoned by a moro miri’s venom
suffers 1d4 points of poisoned damage at the
Tales of strange lights in swamps and forests are beginning of each turn and is also stunned. After the
often attributed to glowing gases or luminous fungus, creature takes the poison damage they may make a
but the moro miri proves that there is sometimes a stamina check (difficulty 8) to recover, otherwise
more horrifying explanation. The Moro miri they remain poisoned.
resemble jelly fish that float a few feet above ground A stunned character is unable to move or take actions
with their tentacles hanging down, sometimes on their next turn and their guard score is reduced to
dragging across the ground. They normally travel in 10.
schools of 3 or 4, but after a heavy rain they
sometimes gather in deadly groups of a dozen or Sightless
more. Moro Miri are blind, but perceive through some other
sense. They do not suffer penalties for acting in
Attributes darkness.
Agility -2
Might -2 Small Size
Mind -2 Small creatures have hit points equal to 5+stamina.
Perception -2
Stamina -2
Willpower -2

Compiled Stats
Guard 9 (Small Size +1)
Movement 3
-Fly 6
Initiative -2

Determ. 3

Hit Points 3 (Small Size)

Skills

Combat
Armor None

Tentacle:
Attack -2, Damage 1d4
Any creature damaged by a tentacle attack is
poisoned.

Bite: (Against Helpless Targets)


Attack Automatic; Damage 1d6, Critical x2

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Charge
Attack +11, Damage 1d12+9
Animal (huge), Beast Critical 2d12+9 Bashing

A rashmari is a huge beasts that resembles a bull, but A rashmari may make a charge attack if it has moved
covered in armored plates. Its tail is quite long and at at least half of its movement score to become
the end is a heavy bone club. adjacent to its target. The target must make a might
check (Difficulty 17) or be pushed back, those that
While not predators, Rashmari can and do eat just are pushed must make an agility check (Difficulty
about any organic matter they encounter. A single 17) or be rendered prone.
Rashmari left unchecked can have devastating effects
on an entire forest. Also, they are quite aggressive Special Abilities and Traits
and will attack any other creature they encounter on Relentless
sight. Rashmari do not suffer the normal penalty to their
checks when they are wounded because of their
Fortunately. Rashmari have very long hibernation amazing fortitude. If the creature is reduced to 0 hit
cycles, which means they spend much of their lives points, but recovers, it will begin suffering penalties
asleep, normally in caves. Immerging only once as normal.
every few years to feed and seek out a mate before
returning to their slumber. Huge Size
Huge creatures have +20 hit points and -3 guard.
Attributes
Agility 4
Might 7
Mind -2
Perception 4
Stamina 10
Willpower 4

Compiled Stats
Guard 11 (Huge Size -3)
Movement 9
Initiative 4

Determ. 9

Hit Points 76 (Huge Size +20)

Skills
Fighting +9 (Talent +7, Training +2)

Combat
Armor 4 (Armored Hide)

Horns:
Attack: +9, Damage 1d10+7, Critical 2d10+7

Stomp: (Against prone targets)


Attack +11, Damage 1d12+9, Bashing, Critical
2d12+19

Tail Club:
Attack +9, Damage 1d8, Critical 1d10 Bashing,
Reach

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Animal (Small), Rat Animal (Medium), Snake

These sickening creatures harbor any number of The Ekterkan is a blasphemy from an earlier aeon.
unknown illnesses that they will spread to those They are serpents that possess four appendages that
unfortunate enough to make contact with them. resemble clawed hands. Eterkans dwell in swamps
and bogs or other places where water stands foul and
Attributes stagnant.
Agility 1
Might -2 Attributes
Mind 0 Agility 3
Perception 2 Might -1
Stamina -2 Mind -2
Willpower -2 Perception 0
Stamina 5
Compiled Stats Willpower 0
Guard 11
Movement 6 Compiled Stats
Guard 13
Initiative 6 Movement 8

Determ. 3 Initiative +0

Hit Points 3 Determ. 5

Skills Hit Points 36

Combat Skills
Armor None Fighting +1 (Talent -1, Training +2)
Investigation +4 (Talent +0, Training +4)
Bite:
Attack -2, Damage 1d4 Combat
Any creature damaged by a plague rat’s bite must Armor None
make a stamina check (difficulty 10) or become
sickened. Bite:
Attack +1, Damage 1d6
Special Abilities and Traits Any creature damaged by an Ekterkan’s bite attack is
Sickness poisoned.
Any creature sickened by a plague hound suffers 1d6
points of damage each day until they recover. Each Special Abilities and Traits
day the creature may make a stamina check Venom
(difficulty 10) to recover from the sickness, otherwise Any creature poisoned by Ekterkan venom takes 1d6
it persists. Sickened creatures suffer a -2 penalty on points of poison damage at the beginning of each
all checks while the sickness persists. round. After taking the damage the creature may
make a stamina check (Difficulty 110) to recover,
Small Size otherwise they will remain poisoned.
Small creatures have hit points equal to 5 + stamina.

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Special Abilities and Traits


Potent Venom
Animal (Huge), Snake Any creature poisoned by venesti venom takes 1d6
points of poison damage at the beginning of each
A Venesti is a serpent of impossible proportions. It round and is blinded. After taking the damage the
resembles, most a gigantic cobra. creature may make a stamina check (Difficulty 12) to
recover, otherwise they will remain poisoned.
It dwells in sandy deserts were it waits below the Because of the potency of the venom, the difficulty to
shifting sands for potential prey to wander too close recover from it is +2 higher than normal.
before attacking.
Gaze
Attributes Vinesti have a strange ability to hypnotize their prey.
Agility 4 As a standard action a vinesti may use their gaze
Might 3 attack on any creature within 5 yards of them. The
Mind -2 target becomes confused. They cannot move or take
Perception 4 any action on their next turn. The target may make a
Stamina 5 willpower check to negate this effect.
Willpower 0
At the beginning of a confused creature’s turn they
Compiled Stats may make a willpower check to end the confusion,
Guard 11 (Huge Size -3) otherwise it continues into the next turn.
Movement 9
Huge Size
Initiative +4 Huge creatures have +20 hit points and -3 guard.
Determ. 5

Hit Points 56 (Huge Size +30)

Skills
Fighting +7 (Talent +3, Might +4)

Combat
Armor 2 (Scales)

Bite:
Attack +7, Damage 1d10+3, Critical 2d10+3
Any creature damaged by a Vinesti’s bite attack is
poisoned.

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For reasons lost to history some species of insect and Insect (Small)
arachnid have grown to incredible size and ferocity.
These ravenous subterranean creatures are the bane
of anyone who ventures too deep below ground.
They infest anyplace that is dark and wet, normally
appearing in groups of a dozen or more. While they
normally lair in caves, they are sometimes found in
swamps or bogs.

Attributes
Agility 5
Might -2
Mind -4
Perception 4
Stamina -2
Willpower -4

Compiled Stats
Guard 16 (Small Size +1)
Movement 10

Initiative 4

Determ. 1

Hit Points 3 (Small Size)

Skills
Fighting +0 (Talent +2, Training +2)

Combat
Armor 2 (Chitin)

Bite:
Attack +0, Damage 1d6

Special Abilities and Traits


Sightless
Cave Crickets are blind, but perceive through some
other sense. They do not suffer a disadvantage for
acting in darkness.

Small Size
Small creatures have hit points equal to 5+stamina
and +1 guard.

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Skills
Fighting +5 (Talent +3, Training +2)
Animal (Large), Crab Stealth +7 (Talent +5, Training +2)

These creatures lurk in rocks and caves near bodies Combat


of salt water. They tend to live in groups of two to Armor 6 (Extra Thick Chitin)
eight members in the same area, but have no defining
social structure. Pincer: (fast attack)
Attack +3, Damage 1d6+5, Critical 1d8+5
They are driven by two primary motivations, the first
being to devour any other creature they encounter, Bite:
the second being a desire to avoid harm to themselves Attack +5, Bite 1d4
if at all possible. They are surprisingly fast and will
dart forward to attack any creature that gets too close Acid Spit: (Fast Action, Range 5 yards)
to them. However, if the target of their aggression is Attack -2, Damage 1d4, Range 5 yards.
able to put up much resistance or cause harm to the Any creature that takes damage from the acid also
crab, they will normally flee. The only exception to suffers an additional 1d8 points of acid damage.
this tendency is if there is a clutch of eggs nearby, in
which case every crab will willingly sacrifice itself if
need be.

Attributes
Agility 5
Might 3
Mind -2
Perception 6
Stamina 0
Willpower -2

Compiled Stats
Guard 14 (Large Size -1)
Movement 9

Initiative 6

Determ. 3

Hit Points 26 (Large Size +10)

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Special Abilities and Traits

Insect (medium) Dark Sight


Skunedri Worms do not suffer penalties for acting in
A Skunedri Worm is one of the most feared creatures darkness.
in the world. Not only does it hunt for food, but it
uses the corpses of its victims as hosts as it hunts for
food an incubates its young.

Skunedri Worms are found in swamps and bogs as


well as underground. They resemble large smooth
bodied worms covered in slim and with mouths like
that of a leech.

After a skunedri worm kills a warm blooded medium


sized creature (or finds one that is recently dead), the
worm will crawl inside the corpse. Once inside the
corpse the worm will animate the corpse as a Worm
Wight.

Attributes
Agility -2
Might 2
Mind -4
Perception 0
Stamina 4
Willpower -3

Compiled Stats
Guard 8
Movement 3
Initiative 0

Determ. 2

Hit Points 32

Skills

Combat
Armor None

Bite:
Attack +2, Damage 1d6+2, Critical 2d6+2
Any creature damaged by a Skunedri Worm’s bite
attack suffers from decay.

A creature suffering from decay takes 1d4 points of


necrotic damage at the beginning of each turn. After
taking the damage the creature may make a
willpower check to recover, otherwise the condition
will continue into the next round.

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Insect (small) Insect (Large)

These small worms are younger versions of adult Archer Spiders are giant beasts that lurk in dark
skunedri worms. They are born and incubated inside places. Their long legs gives them incredible speed
the body of a worm wight. They are sometimes that they use to run down their prey and envenom
ejected from the worm wight if the wight feels them with their fangs.
threatened. Otherwise, they will remain inside the
worm wight until a host is provided for them. Attributes
Agility 6
Attributes Might 2
Agility -2 Mind -4
Might 0 Perception 6
Mind -4 Stamina 2
Perception 0 Willpower -4
Stamina 2
Willpower -3 Compiled Stats
Guard 15 (Large Size -1)
Compiled Stats Movement 11
Guard 9 (Small Size -1)
Movement 3 Initiative +6
Initiative -2
Determ. 1
Determ. 2
Hit Points 34 (Large Size +10)
Hit Points 7 (Small Size)
Skills
Skills Fighting +6 (Talent +2, Training +4)
Stealth +10 (Talent +6, Training +4)
Combat
Armor None Combat
Armor 4 (Thick Chitin)
Bite:
Attack +2, Damage 1d6+2, Critical 2d6+2 Bite:
Any creature damaged by a Skunedri Worm’s bite Attack +6, Damage 1d6+2, Critical 2d6+2
attack suffers from decay. Any creature damaged by an Archer Spider’s bite
attack is poisoned.
A creature suffering from decay takes 1d4 points of
necrotic damage at the beginning of each turn. After Special Abilities and Traits
taking the damage the creature may make a Venom
willpower check to recover, otherwise the condition Any creature poisoned by archer spider venom takes
will continue into the next round. 1d6 points of poison damage at the beginning of each
round. After taking the damage the creature may
Special Abilities and Traits make a stamina check (difficulty 10) to recover,
otherwise they will remain poisoned.
Dark Sight
Skunedri Worms do not suffer penalties for acting in Blindsight
darkness. Spiders do not suffer a disadvantage for acting in
darkness

Large Size
Large creatures have +10 hit points and -1 guard.

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Insect (Medium) Insect (Large)

These horrors are one of the smallest types of giant These horrors dig tunnels in soft earth, that they then
spiders, and one of the most feared. A death wight is hide within and wait for their prey to pass by before
pale white and mostly transparent. They appear to leaping out upon them. They lurk in mountains,
glow with a pale white light that gives them a ghostly deserts, and hills.
appearance. Unlike other spiders they do not poison
their victims, rather they cause them to rot while they Attributes
live and then the spider feeds on whatever is left. Agility 1
They move with complete silence. Death wights Might 3
prefer to attack sleeping creatures that adds to the Mind -4
fear they impose. Those trapped in areas where death Perception 6
wights dwell have been known to stay awake for days Stamina 6
until they go mad and offer themselves to the spider. Willpower -4

Attributes Compiled Stats


Agility 1 Guard 10 (Large Size -1)
Might 0 Movement 6
Mind -4 Initiative +6
Perception 8
Stamina -1 Determ. 1
Willpower -4
Hit Points 50 (Large Size +10)
Compiled Stats
Guard 11 Skills
Movement 6 Fighting +7 (Talent +3, Training +4)
-Climb 12 Stealth +5 (Talent +1, Training +4)

Initiative +8 Combat
Armor 6 (Extra Thick Chitin)
Determ. 1
Bite:
Hit Points 12 Attack +7, Damage 1d8+3, Critical 2d8+3
Any creature damaged by a Tunnel Lord Spider’s
Skills bite attack is poisoned.
Stealth +7 (Talent +1, Training +6)
Special Abilities and Traits
Combat Venom
Armor None Any creature poisoned by tunnel lord venom takes
1d6 points of poison damage at the beginning of each
Bite: round. After taking the damage the creature may
Attack +0, Damage 1d10, Critical 2d10 make a stamina check (Difficulty 10) to recover,
Any creature damaged by a Death Wight Spider’s otherwise they will remain poisoned.
bite attack suffers from decay.
Blindsight
A creature suffering from decay takes 1d4 points of Spiders do not suffer a disadvantage for acting in
necrotic damage at the beginning of each turn. After darkness
taking the damage the creature may make a
willpower check to recover, otherwise the condition Large Size
will continue into the next round. Large creatures have +10 hit points and -1 guard.

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Combat
Insect (Large) Armor
Chitin 2
These blights resemble orb weaver spiders, but
grown to impossible size. They are black, save for a Bite:
red mark on their underside which resembles an Attack +3, Damage 1d6+2, Critical 2d6+2
opened eye. They lurk in dark forests, swamps, and Any creature damaged by a Web Mistress Spider’s
underground. They cover there lairs in thick webs bite attack is poisoned.
that ensnare trespassers, and alerts the lady that her
meal has arrived. Web Spit
Attack +3, Range 10 yards
Attributes Any creature hit by a web mistress’s web spit attack
Agility 1 is ensnared.
Might 1
Mind -4 An ensnared creature is unable to move and will
Perception 8 suffer a -2 penalty on all checks based on agility or
Stamina 2 body. During their turn an ensnared creature may
Willpower -4 break free of the webs by making a might check
(Difficulty 12) as a standard action.
Compiled Stats
Guard 10 (Large Size -1) The webs can be burned off, but doing so causes 1d6
Movement 6 damage to the ensnared victim.
-Climb 12
Special Abilities and Traits
Initiative +8 Potent Venom
Any creature poisoned by web mistress venom takes
Determ. 1 1d10 points of poison damage at the beginning of
each round. After taking the damage the creature
Hit Points 34 (Large Size +10) may make a stamina check (difficulty 16) to recover,
otherwise they will remain poisoned. The venom of a
Skills web mistress spider is particularly potent causing the
Fighting +3 (Talent +1, Training +2) difficulty to overcome the venom to be +2 higher
Stealth +3 (Talent +1, Training +2) than normal.

Blindsight
Spiders do not suffer a disadvantage for acting in
darkness.

Large Size
Large Creatures have +10 hit points and -1 guard.

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Special Abilities and Traits


Venom
Insect (Small) Any creature poisoned by web mistress venom takes
1d4 points of poison damage at the beginning of each
While Web Mistresses are solitary creatures by round. After taking the damage the creature may
nature, they lay an extraordinary number of eggs. make a stamina check (Difficulty 8) to recover,
These eggs hatch into broodlings that are often found otherwise they will remain poisoned.
in and around the lair of the web mistress.
Blindsight
Attributes Spiders do not suffer a disadvantage for acting in
Agility 3 darkness.
Might 0
Mind -4 Small Size
Perception 8 Large creatures have hit points equal to 5 + Stamina
Stamina 2 and +1 guard.
Willpower -4

Compiled Stats
Guard 14 (Small Size +1)
Movement 8
-Climb 16
Initiative +8

Determ. 1

Hit Points 7 (Small Size)

Skills
Fighting +0 (Talent +0, Training +0)
Stealth +5 (Talent +3, Training +2)

Combat
Armor None

Bite:
Attack +0, Damage 1d4
Any creature damaged by a Web Mistress Spider’s
bite attack is poisoned. The target of this attack
may make a stamina check to resist (difficulty 12)

Web Spit
Attack +3, Range 10 yards
Any creature hit by a web broodlings web spit attack
is ensnared.

An ensnared creature is unable to move and will


suffer a -2 penalty on all checks based on agility or
body. During their turn an ensnared creature may
break free of the webs by making a might check
(Difficulty 12) as a standard action.

The webs can be burned off, but doing so causes 1d6


damage to the ensnared victim.

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Special Abilities and Traits


Dark Sight
Insect (Large) Titan Beetles do not suffer a penalties for acting in
darkness.
The titan beetle is a large insect that resembles
smaller more mundane beetles, save for its size. Large Size Size
Slow moving and lumbering, the beetle is covered Large creatures have +10 hit points.
with a very thick armored shell that makes it very
difficult to do the creature damage. While not
particularly aggressive, they will eat just about any
organic matter they come in contact with and attack
those that threaten it. The live underground in warm
climates, where there burrowing can cause significant
damage to the local environment.

Attributes
Agility -2
Might 6
Mind -4
Perception 0
Stamina 6
Willpower 4

Compiled Stats
Guard 7 (Large Size -1)
Movement 3
Initiative +0

Determ. 9

Hit Points 50 (Large Size +10)

Skills

Combat
Armor 6 (Extra Thick Chitin)

Bite:
Attack +6, Damage 1d8+6, Critical 2d8+6, Bashing

Web Spit
Attack +3, Range 10 yards
Any creature hit by a titan beetle’s web spit attack is
ensnared.

An ensnared creature is unable to move and will


suffer a -2 penalty on all checks based on agility or
body. During their turn an ensnared creature may
break free of the webs by making a might check
(Difficulty 12) as a standard action.

The webs can be burned off, but doing so causes 1d6


damage to the ensnared victim.

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Insect (Small), Wasp Insect (medium), Wurm

These large predatory insect are a bane to areas they There are many foul types of wurm that inhabit the
infest, killing small animals and livestock with dark places of the world. The alugwurm is one of the
ruthless abandon. more common. Found in caves, crypts, and ruins the
alugwurm resembles a huge legged millipede. It is
Attributes known for its ability to spit deadly acid at its prey.
Agility 3
Might 0 Attributes
Mind -2 Agility -2
Perception -2 Might 2
Stamina -2 Mind -4
Willpower -2 Perception 0
Stamina 4
Compiled Stats Willpower -3
Guard 14 (Small Size +1)
Movement 8 Compiled Stats
-Flying 16 Guard 8
Initiative -2 Movement 3
Determ. 3 Initiative 0

Hit Points 3 (Small Size) Determ. 2

Skills Hit Points 32

Combat Skills
Armor 2 (Chitin)
Combat
Sting: Armor 2 (Chitin)
Attack +0, damage 1d4, Critical 2d4
Anyone who takes damage from a giant wasp’s sting Bite:
in poisoned. They may make a stamina check Attack +0, Damage 1d6+2, Critical 2d6+2
(difficulty 10) to negate this.
Spit: (Fast Action)
Special Abilities and Traits Attack -2, Damage 1d4, Range 5 yards.
Venom Any creature that takes damage from the acid also
The venom of a giant wasp is extraordinarily painful. suffers an additional 1d8 points of acid damage.
Each round the poisoned creature takes 1d4 points of
damage and is daze. At the beginning of each round Special Abilities and Traits
the creature may make a stamina check to end this Dark Sight
effect, otherwise it persists into the next round. Alugwurms do not suffer penalties for acting in
darkness.
Small Size
Small creatures have hit points equal to 5+stamina.

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Insect (Small), Wurm

Wherever the dead are left to rot is the home of the


foul necrowurm. Resembling nothing so much as a
roving dark slim, the necrowurm feeds on decay and
thrives on the unholy.

Attributes
Agility 0
Might 0
Mind -2
Perception -2
Stamina -2
Willpower -2

Compiled Stats
Guard 11 (Small Size +1)
Movement 5
Initiative -2
Determ. 3

Hit Points 3 (Small Size)

Skills

Combat
Armor None

Bite:
Attack +0, Damage 2d8, Critical 2d8
Any creature that takes damage from a bite attack
suffers from decay.

Special Abilities and Traits


Decay
A creature suffering from decay takes 1d4 points of
necrotic damage at the beginning of each turn. After
taking the damage the creature may make a
willpower check (difficulty 14) to recover, otherwise
the condition will continue into the next round.

Sightless
Necrowurms are blind, but perceive through some
other sense. They do not suffer a disadvantage for
acting in darkness.

Small Size
Small creatures have hit points equal to 5+stamina
and +1 guard.

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Special Abilities and Traits


Invisibility
Insect (large), Wurm Specter Wurms are naturally invisible, unless they
are turned visible somehow, they get a +4 bonus to
These creatures are believed to be the source of many their guard score. Attacks made by them get a +2
tales of haunted mines and tunnels. In their natural bonus unless the creature can somehow see invisible
form they are invisible to the naked eye, possessing creatures.
an innate sort of illusion magic. Naturally
subterranean, these creatures have been known to Blindsight
make their homes in manmade tunnels with alarming Specter Wurms do not suffer a disadvantage for
frequency. One of the few indications that a Specter acting in darkness.
Wurm is near is a pungent smell similar to rotting
fruit. The second is that when they molt, their Large Size
exoskeletons lose their invisibility soon after and are Large creatures have +10 hit points and -1 guard.
sometimes found by those nearby. Those who have
seen the beast, say that it resembles a large flat
centipede of impossible size.

Attributes
Agility -2
Might 3
Mind -2
Perception 2
Stamina 6
Willpower -2

Compiled Stats
Guard 7 (Large Size -1)
Movement 3
Initiative 12

Determ. 3

Hit Points 50 (Large Size +10)

Skills

Combat
Armor 6 (Extra Thick Chitin)

Bite:
Attack +3, Damage 1d6+3, Critical 2d6+3
Anyone who takes damage from a Spectorworm bite
takes an additional 1d8 points of acid damage.

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Special Abilities and Traits


Blindsight
Insect (large), Wurm Spiked wurms do not suffer a disadvantage for acting
in darkness.
Largest and most fearsome of the wurms, a spiked
wurm is a large carnivorous beast covered in thick Large Size
chitin plates. It has a pair of front legs that resemble Large creatures have +10 hit points.
those of a praying mantis, which it uses to pull itself
along and to attack its prey.

Attributes
Agility -2
Might 5
Mind -2
Perception 2
Stamina 6
Willpower -2

Compiled Stats
Guard 7 (Large Size -1)
Movement 3

Initiative 2

Determ. 3

Hit Points 50 (Large Size +10)

Skills

Combat
Armor 4 (Thick Chitin)

Claws
Attack +5 Damage 1d6+5 Critical 1d8+5

Bite: (Extended Action)


Attack +7, Damage 1d8+7, Critical 2d8+7

Web Spit
Attack +3, Range 10 yards
Any creature hit by a spiked wurm’s web spit attack
is ensnared.

An ensnared creature is unable to move and will


suffer a -2 penalty on all checks based on agility or
body. During their turn an ensnared creature may
break free of the webs by making a might check
(Difficulty 12) as a standard action.

The webs can be burned off, but doing so causes 1d6


damage to the ensnared victim.

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There are some creatures that bare a bazar similarity


to humans. These creatures are seldom intelligent or
show any ability to speak or reason, behaving more
like man shaped animals. Yet there are a few
exceptions; The most common, being the ogre clans.

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Special Abilities and Traits


Sea Song
Humanoid (Medium), Beast As an extended action an eillendril may sing in such
a way that creatures nearby are confused. Creatures
The Eillevdril go by many names, some of the more within 10 yards that hear the song are dazed unless
common are sirens, mermaids, or sea singers. The they make a successful willpower check (difficulty
females are far more common than males and are the 11) to resist. A dazed creature may only make a
ones most commonly encountered. They live in single fast action per round and their guard is reduced
shallow bodies of warm salt water such as lagoons or to 10. Each turn they may make a willpower check
rocky coves near underwater caves. If mythology is (difficulty 10) to recover, otherwise the condition
any indication, these creatures were once much more persists into the next round.
common than they are today, but centuries of hunting
and campaigns of extermination by sailors and those
who live near the seas have reduced their number to
the point that many assume they have been
eliminated entirely. They appear remarkably similar
to an attractive human female above the waist.
Rather than legs however they have a long fishlike
tale which they use to swim through the water with
great speed. Their most infamous trait is their ability
to sing in such a way that they can confuse nearby
creatures leaving them defenseless.

Attributes
Agility 4
Might 1
Mind 1
Perception 3
Stamina 0
Willpower 1

Compiled Stats
Guard 14
Movement 9
-Swim 18
Initiative +3

Determ. 6

Hit Points 16

Skills
Fighting +2 (Talent +1, Training +2)
Stealth +7 (Talent +4, Training +3)

Combat
Armor None

Bite:
Attack +2, Damage 1d4+1, Critical 2d4+1

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are pushed must make an agility check (Difficulty


15) or be rendered prone.
Humanoid (Large), Beast
Special Abilities and Traits
Goridan is a large creature that almost resembles a Dark Sight
humanoid or more perhaps a very large ape. It has goridans do not suffer a penalty due to darkness.
hairless gray skin that resembles stone in color and
texture. It has relatively short legs, but its arms are Large Size
quite large and it often uses them to walk on all fours. Large creatures have +10 hit points.
From its head, it sprouts a pair of vicious horns.
Relentless
Goridan live in small groups in rocky hills and Goridans do not suffer the normal penalty to their
mountains or caves. They are known my many checks when they are wounded because of their
names including: ogres, trolls, and giants. amazing fortitude. If the creature is reduced to 0 hit
points, but recovers, it will begin suffering penalties
Attributes as normal.
Agility 2
Might 5
Mind 0
Perception 2
Stamina 5
Willpower 4

Complied Stats
Guard 12
Movement 7
Initiative +2

Determ. 9

Hit Points 46

Skills
Athletics 4 +9
Fighting 4 +9
Intimidate 2 +5

Combat
Armor
Extra Thick Hide 4

Pummel:
Attack +9, Damage 1d6+5, Critical 1d8+5

Stomp: (Against Prone Targets)


Attack +11, Damage 1d8+7, Bashing,
Critical 1d10+7

Charge:
Attack +11, Damage 1d8+7, Bashing,
Critical 1d10+7
A goridan may make a charge attack if it has moved
at least half of its movement score to become
adjacent to its target. The target must make a might
check (Difficulty 15) or be pushed back, those that

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Combat
Armor None
Humanoid (Tiny), Fairy
Special Abilities and Traits
One of the strangest and rarest of all creatures, a fairy Magic
appears as a beautiful human woman of very small Fairies have 40 mana and can cast the spells:
size, only about six inches. They are normally nude, Blinding Flash, Dull, Fade, Fatigue Charm,
but some have been known to dress in shimmering Gossamer Chains, Image, Stun Charm.
fabric of discernible origins. Fairies seem to be able Difficulty to Resist: 13
to talk to one another in a language that somewhat
resembles tiny bells chiming but all attempts to Incantations
communicate with them by humans have failed. Invisible Push, Witch Light, Wizard’s Blade
Fairies may be ageless, as there has never been a
confirmed sighting of one that is either old or young. Blindsight
Every fairy that has ever been captured and kept in Fairies do not suffer a disadvantage for acting in
captivity has withered and died within just a few darkness.
hours of her capture apparently experiencing great
pain simply from being confined in some way. Tiny Size
Tiny creatures have 1 hit point and +3 to guard.
Fairies seem attracted to magic, most sightings of
them have been near workings of powerful magic.
Wizards are sometimes depicted in art with fairies
gathered around them because of fairies infatuation
with magic. Fairies have also been known to gather
in wild forests far from humans. They seem to have
a connection with the forests that is not understood.
Some scholars have speculated that they are souls of
ancient trees that have taken physical form. This is a
widely accepted theory, but there is little to no
evidence to actually support it.

Attributes
Agility 8
Might -5
Mind 3
Perception 8
Stamina -5
Willpower 4

Compiled Stats
Guard 21 (Tiny Size +3)
Movement 13
-Fly 26
Initiative +8

Determ. 9

Hit Points 1 (Tiny Size)

Skills
Channeling +10 (Talent +4, Training +6)
Mysticism +9 (Talent +3, Training +6)
Stealth +14 (Talent +8, Training +6)

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Special Abilities and Traits


Magic
Humanoid (small), Fairy Impa Nerig have 8 mana and can cast the spells:
Blinding Flash, Image, Illusionary Voices
These small humanoids have many names: gremlins, Difficulty to Resist: 10
goblins, imps, and trolls are just the most common.
These creatures appear as small emaciated Blindsight
humanoids with large eyes and pointed ears. These Impa Nerig do not suffer a disadvantage for acting in
creatures are not particularly dangerous, but they are darkness.
inherently destructive. They seem highly curious
about humans and their creations, but also seem
driven to destroy them. Despite their human like
appearance these creatures have no language, nor do
they wear clothes or use tools. Folktales speak of
poor farmers teaching these creatures to clean and
cook for them, but that is probably more fiction than
reality.

A community that suddenly finds itself the home of


one or more Impa Nerig will most likely first notice
property damage, killed pets or livestock, and in
some cases sleeping children will be attacked.

Attributes
Agility 4
Might 0
Mind 3
Perception 6
Stamina 0
Willpower 0

Compiled Stats
Guard 15 (Small Size +1)
Movement 9
Initiative +6

Determ. 5

Hit Points 5 (Small Size)

Skills
Acrobatics +8 (Talent +4, Training +4)
Channeling +2 (Talent +0, Training +2)
Fighting +2 (Talent +0, Training +2)
Mysticism +5 (Talent +3, Training +2)
Stealth +8 (Talent +4, Training +4)

Combat
Armor None

Bite:
Attack +2, Damage 1d4

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Humanoid (medium), Aquatic Humanoid (Medium), Bird

These horrid abominations lurk in swamps, fouled These disgusting creatures live high in the mountains.
lakes, and even the sewers of great cities. They They resemble a foul crossing between humans and
resemble a horrible combination of fish and man and nearly featherless birds, or more specifically, a bird
travel in swarms feeding on filth and the unwary. that has recently been plucked. Their arms are long
and thin, as are their clawed fingers. While they can
Attributes stand upright, they walk in with a stooped posture on
Agility 3 all fours. They congregate in flocks of five, ten, or
Might 1 even more.
Mind 0
Perception 2 Attributes
Stamina -3 Agility 3
Willpower -4 Might -2
Mind -2
Compiled Stats Perception 4
Guard 13 Stamina -3
Movement 8 Willpower -2
-Swim 16
Initiative +2 Compiled Stats
Guard 13
Determ. 1 Movement 8
Initiative +4
Hit Points 4
Determ. 3
Skills
Acrobatics +7 (Talent +3, Training +4) Hit Points 4
Fighting +3 (Talent +1, Training +2)
Stealth +7 (Talent +3, Training +4) Skills
Fighting +0 Talent +0, Training +2)
Combat
Armor None Combat
Armor None
Claws:
Attack +3, Damage 1d6 Bite:
Attack +0, Damage 1d8
Special Abilities and Traits
Blindsight Special Abilities and Traits
Sulakur do not suffer a disadvantage for acting in Pack Tactics
darkness. Vara Kree gain a +2 bonus on any attack check they
make if they or their target is adjacent to another
Vara Kree.

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Special Abilities and Traits


Howl of Fear and Shadow
Humanoid (Medium), Wolf A Wolfin may, as an extended action, spend a
determination point to howl. Any non-wolf creature
According to legend; the wolfin are the decedents of within 10 yards must make a willpower check
followers of a cult that worshiped the moon. They (Difficulty 12) or become fearful.
gave into rage so completely that the just gods of the
world cursed them and their blood to live as a hybrid A fearful creature suffers a -2 on any actions they
of wolf and man. take. At the beginning of each turn a fearful creature
may make a willpower check (Difficulty 12) to
The legitimacy or lack thereof in this old wives tale recover from this condition, otherwise it persists into
notwithstanding, the wolfin is a race of creature that the next round.
does appear as a strange mixture of wolf and man.
Unmatched in ferocity and possessing cruel cunning, Pack Tactics
the wolfin are excellent hunters that stalk the darkest Wolfin gain a +2 bonus on any attack check they
most isolated forests. make if they or their target is adjacent to another
Wolfin.
Attributes
Agility 5 Scent of Blood
Might 3 Wolfin gain a +2 bonus on any attack check they
Mind 0 make against a target that is injured.
Perception 4
Stamina 3
Willpower 2

Compiled Stats
Guard 15
Movement 10
Initiative +4

Determ. 7

Hit Points 28

Skills
Acrobatics +9 (Talent +5, Training +4)
Athletics +5 (Talent +3, Training +2)
Fighting +7 (Talent +3, Training +4)
Intimidate +6 (Talent +2, Training +4)
Stealth +9 (Talent +5, Training +4)

Combat
Armor 2 (Thick Hide)

Bite:
Attack +7, Damage 1d6+3, Critical 2d6+3

Claws: (Fast Action)


Attack +5, Damage 1d6

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Undead (Medium), mindless.


The walking dead include the corpses of the fallen
that have been reanimated by some dark magic. Born of dark magic, the Irevmori, who’s name
translates roughly to “Perfect dead” is one of the
They retain little, if any, of their former personalities most potent weapons at a necromancer’s disposal.
or memories from life. These creatures are the animated remains of someone
who was taken alive and sacrificed during a terrifying
and painful ritual where their bodies are “perfected”.
They become lean and muscular through a horrifying
process that rendered them a statuesque embodiment
of human perfection. The transformation is fatal of
course, but the subject is denied final rest as the spirit
energy of their soul is trapped inside the vessel that
was once their own bodies. Then they rise as an
irevmori. Compelled only to obey the commands of
their creator in whatever violent task he or she sets
them to.

Attributes
Agility 3
Might 5
Mind -5
Perception 3
Stamina 5
Willpower -5

Compiled Stats
Guard 13
Movement 8
Initiative +3
Determ. 0
Hit Points 36

Skills
Fighting +9 (Talent +5, Training +4)

Combat
Armor 6 (Undead)

Great Flail
Attack +9, Damage 1d10+5, Critical 1d12+5,
Bashing

Special Abilities and Traits


Blindsight
Irevmori do not suffer a disadvantage for acting in
darkness.

Undead
Undead creatures are immune to poison and fear.
They cannot be stunned or dazed unless the effect
specifically says it effects undead. They
automatically see through any illusion.

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One consistent theme to the Likk-Archrak is the


oppressive boredom of immortality. This drives
many of them to try and rekindle some spark of
Undead (Medium) passion or joy. While these endeavors may satisfy
them for a time, they are untimely futile. Facing an
Believed to have been the result of curious eternity void of feeling or purpose many of these
necromancers who’s experiments proved either a creatures simply sit in isolation in some forgotten
remarkable success or a disastrous failure depending tomb or crypt as the ages pass them by unnoticed,
on the telling, the Likk-Archrak are a bane to the waiting for something to attract their attention once
world of the living. They appear as gaunt humans again.
with pale white skin. Their eyes are black and their
lips are usually rotted away to reveal teeth and bone.

Likk-Archrak are immortal and maintain memory of


their life before the transformation, but refer to those
memories as distant and hazy. They have no
emotional connection to their past lives. While very
little is known about the proses that causes them to
rise as undead, one of the requirements seems to be
that the body used must be at least a century dead.
For this reason, many of the Likk-Archrak were once
wealthy and members of the nobility since their
bodies tend to be preserved better and thus would
have been complete enough to be reanimated.
Because they need to be dead for at least one hundred
years before being reanimated, it is unknown if the
personality they have after being resurrected at all
resembles the one they had in life.

Likk-Archrak are immortal and ageless after their


reanimation. As the ages pass before them they
become more and more detached from the world of
the living, which they are already separated from due
to their hazy memories and lack of emotional
connection to their pasts. While some attempt to
reestablish lives for themselves resembling what they
knew in life, this tendency seldom lasts long as any
remaining shreds of humanity quickly decay. Most,
don’t even bother making the attempt. They are
powerful and immortal, human morality means
nothing to them. While they may be ruthless and
cruel, it would be hard to call them evil. They may
torture, maim, and kill with the same detachment that
a human might show to an insect before crushing it.

Many of them establish goals that may seem strange


to the living; some crave wealth, for others, power.
While the classic image of a Likk-Archrak is that of
an undead lord ruling as an undying king from within
a haunted castle, most are far more subtle and
manipulative than that. Why rule a kingdom when
they can quietly manipulate the rulers of multiple
kingdoms in a centuries long plot that few if any will
ever even recognize as a plot at all.

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Undead (Medium)
Attributes
Agility 0
Might 4
Mind 4
Perception 4
Stamina 4
Willpower -1

Compiled Stats
Guard 10
Movement 5
Initiative +4

Determ. 4

Hit Points 32

Skills
Fighting +8 (Talent +4, Training +4)
Investigate +10 (Talent +4, Training +6)
Lore +10 (Talent +4, Training +6)

Combat
Armor 6 (Undead)
Protection: Cold 5
Protection: Elect. 5
Protection: Fire 5

Long Sword:
Attack +10, Damage 1d8+4, Critical 2d8+4

Special Abilities and Traits


Drain Life
As a standard action, a Likk-Archrak can pull the life
force from another creature to recover damage that it
has taken. The target must be within 5 yards of the
Likk-Archrak. The target takes 2d6 points of necrotic
damage. The Likk-Archrak recovers a number of hit
points equal to half of the damage inflicted on the
target. The target may make a willpower check
(difficulty 14) to reduce the damage by half and
prevent the Likk-Archrak from regaining hit points.

Grave Touch
As an extended action, a Likk-Archrak may raise the
dead to join the ranks of the undying. The type of
undead that rises depends on the condition of the
body used to cast this spell. If body has been dead
less than 24 hours, it will become a zombie, but if it
has been dead longer than that it becomes a skeleton.
Using this ability causes the Likk-Archrak to
sacrifice a point of determination.

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On a critical hit, A Likk-Archrak’s necrotic wave


inflicts decay.
Undead (Medium)
Special Abilities and Traits
After a thousand years or more of watching the world Greater Drain Life
through a shroud, some few Likk-Archrak have As a standard action, a Likk-Archrak can pull the life
become true masters of the undead. Driven by force from another creature to recover damage that it
newfound ambition and mastering new powers and has taken. The Likk-Archrak is able to target up to
abilities these Likk-Archraks are a force to be two creatures at once with this ability. Each target
reckoned with by even the mightiest. Some speculate must be within 5 yards of the Likk-Archrak. The
that this is the true form of a Likk-Archrak and that target(s) takes 2d8 points of necrotic damage. The
the millennium or more that passed before was Likk-Archrak recovers a number of hit points equal
simply a sort of incubation period. Since the process to half of the damage inflicted on the target. The
for creating these creatures has been lost, this is target(s) may make a willpower check (difficulty 16)
speculation at best. to reduce the damage by half and prevent the Likk-
Archrak from regaining hit points.
Despite their newfound motivation, the lethargy of
the grave has taken a toll on them at this point. These Greater Grave Touch
Likk-Archraks are likely to act in short devastating As an extended action, a Likk-Archrak may raise the
moments of action, followed by very long periods of dead to join the ranks of the undying. The type of
rest. undead that rises depends on the condition of the
body used to cast this spell. If body has been dead
Attributes less than 24 hours, it will become a zombie, but if it
Agility -2 has been dead longer than that it becomes a skeleton.
Might 6
Mind 6 If the Likk-Archrak chooses to spend a point of
Perception 6 determination to use this ability it may create a
Stamina 6 Ravinous Skeleton or a Gorganoth Zombie instead.
Willpower -3
Ranks of the Dead
Compiled Stats As an extended action a Likk-Archrak may cause any
Guard 8 mostly intact corpse within 10 yards of them in any
Movement 3 direction to rise from the dead as an undead under the
Initiative +6 control of the Likk-Archrak just as if they had been
raised with the grave touch ability. Using this ability
Determ. 8 causes the Likk-Archrak to sacrifice a point of
determination.
Hit Points 40
Blindsight
Skills Likk-Archrak do not suffer a disadvantage for acting
Fighting +12 (Talent +6, Training +6) in darkness.
Investigate +14* (Talent +6, Training +8)
Lore +14* (Talent +6, Training +8) Undead
Undead creatures are immune to poison and fear.
Combat They cannot be stunned or dazed unless the effect
Armor 6 (Undead) specifically says it effects undead. They
Protection: Cold 10 automatically see through any illusion.
Protection: Elect. 10
Protection: Fire 10

Long Sword:
Attack +12, Damage 1d8+6, Critical 2d8+6

Necrotic Wave (Fast Action, Range 5 yards)


Attack +10, Damage 1d6 Necrotic, Critical 2d6

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The people in the community will have no idea the


danger they are in, but may hear campfire stories of a
Undead (Medium) man or woman dressed in black robes being seen
sneaking around in dark places. People will go
The Dark Plague is a vicious sickness that seems to missing. Libraries will be robbed. And still, the
only affect mages or those with access to mana. Mori Datchct will remain hidden.
Some say that the sickness in contracted from contact
with the mana itself. This is an interesting theory but When they are ready, and only when, the Mori
in all actuality very little is known about the plague, Datchct will begin. They strike suddenly and with
but its mere existence, however uncommon, has led the precision that comes from years of planning.
to much of the fear and in some cases persecution of They know exactly where to strike and who. Towns
those who practice magic. will burn and castles will be wiped clean of life. The
entire area around the Mori Datchct will be
This sickness strikes suddenly and without warning. decimated.
One day a seemingly healthy wizard will have a
slight fever. The next day they will be unable to Once the creature is satisfied, it will return to hiding.
walk. Food and water repulses them, and their voice They seem to crave nothing more than isolation, and
become little more than a harsh whisper. On the third they may go years without ever leaving their lairs,
day they are blinded as blood pours from their eyes basking in the solitude from the living. Stories will
and their skin begins to blister and peal as if they are spread of the destruction. Travelers will wander into
in a fire. By the fourth day they are dead. villages where not a living soul is left alive. Some
will claim it was an act of war, others will say
Tragically, the story does not end there. When the bandits, and some survivors may tell of a man
mage dies they will burst forth with new life, or at dressed in black robes that was seen haunting the
least a blasphemous facsimile thereof. Whatever the dark places, just before everyone died. Slowly people
mage was in life, in death they are now a Mori will return to the area. Villages will be rebuilt, fields
Datchct. left fallow will again be plowed, the sounds of song
and drink will echo from taverns, and somewhere in
The Mori Datchct is a highly intelligent undead the darkness; the Mori Datchct will awaken.
creature that seems to seek only the destruction of the
living. They seem to lack any of the memories or
personality they had in life. When they speak, it is a
strange crackling whisper.

As soon as they rise from the dead, they seek out


safety wherever they can find it, killing anyone
foolish enough to get in their way. Normally they
take up residence in an abandoned castle, crypt, or
some other structure. Then the plotting beings. Mori
Datchct will learn as much as they can about their
new surroundings. They will venture out at night,
taking care not to reveal their undead nature, and
using their magic to kill anyone who confronts them.
But their goal is not destruction yet, so they will
normally flee a confrontation if the risk of discovery
is too high.

Though they hate life, they are not above enlisting


the help of human agents or contacts to give them
information. Many of these pawns do not even know
what they are serving. If possible or convenient, a
contact will be killed once the Mori Datchct feels
they have no more utility. This can last for years or
even decades. The Mori Datchct will gather scrolls,
books, wealth, whatever they think they will need.

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Undead (Medium) Undead (Medium), Mindless

Attributes The bones of those long dead can sometimes rise


Agility 0 again through the use of dark magic. These mindless
Might 3 undead are swift and deadly. Their skeletal forms
Mind 6 possess enough of their former dexterity to wield
Perception 6 simple weapons, or use their boney fingers as claws.
Stamina 0
Willpower 6 Attributes
Agility 0
Compiled Stats Might -2
Guard 10 Mind -5
Movement 5 Perception 2
Initiative +6 Stamina -2
Determ. 11 Willpower -5

Hit Points 16 Compiled Stats


Guard 10
Skills Movement 5
Acrobatics +4 (Talent +0, Training +4) Initiative 2
Channeling +12 (Talent +6, Training +6) Determ. 0
Intimidate +10 (Talent +6, Training +4)
Investigate +12 (Talent +6, Training +6) Hit Points 8
Lore +14 (Talent +6, Training +8)
Mysticism +12 (Talent +6, Training +6) Skills
Stealth +6 (Talent +0, Training +6) None

Combat Combat
Armor 6 (Undead) Armor 6 (Undead)

Special Abilities and Traits Fighting Spear:


Magic Attack +2, Damage 1d6, Critical 2d6,
Mori Datchct have 48 mana and can cast the spells: Reach, Two-Handed
Cloak of Darkness, Fire Blast, Greater Fire Blast,
Necrotic Blast, Raise Dead, Shadow Stride, Touch of Claws:
Decay, Wall of Flames. Attack +0, Damage 1d4
Difficulty to Resist: 16
Special Abilities and Traits
Blindsight Blindsight
Mori Datchct do not suffer a disadvantage for acting Skeletons do not suffer a disadvantage for acting in
in darkness. darkness.

Undead Undead
Undead creatures are immune to poison and fear. Undead creatures are immune to poison and fear.
They cannot be stunned or dazed unless the effect They cannot be stunned or dazed unless the effect
specifically says it effects undead. They specifically says it effects undead. They
automatically see through any illusion. automatically see through any illusion.

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Undead (Medium), Mindless

These vicious undead beasts are fast relentless and


forever hungry for the flesh of the living. The magic
that animated them also gifted them with sharp fangs
and claws that they can use to tear flesh from bone.

Attributes
Agility 4
Might 0
Mind -5
Perception 2
Stamina -2
Willpower -5

Compiled Stats
Guard 14
Movement 9
Initiative +2
Determ. 0

Hit Points 16

Skills
None

Combat
Armor 6 (Undead)

Claws (Fast Action)


Attack +0, Damage 1d6

Bite: (Standard Action)


Attack +2, Damage 1d8, Critical 1d10

Special Abilities and Traits


Blindsight
Skeletons do not suffer a disadvantage for acting in
darkness.

Undead
Undead creatures are immune to poison and fear.
They cannot be stunned or dazed unless the effect
specifically says it effects undead. They
automatically see through any illusion.

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Combat
Armor 8 (Undead Armor)
Undead (Medium)
Great Sword:
There are few creatures as feared as the dreaded Attack +12, Damage 1d10+7, Critical 2d10+7, Two
Uerba Vasha. These undead creatures are warriors Handed
that in life were consumed by evil and cruelty. Upon
their death, their malice endures. They resemble Special Abilities and Traits
knights. They are clad in black armor that appears Blindsight
burnt as if from a great fire. Their skin is chard black Uerba Vasha do not suffer a disadvantage for acting
and in many places exposed bone can be seen in darkness.
through gapping wounds. Their eyes glow with red
light and fury, a reflection no doubt of the rage that Broad Swords (At the Ready)
consumes them even after death. Uerba Vasha are After making a critical hit they may make a free
either unable or unwilling to speak. melee attack.

The reason a warrior rises as one of these As an extended action they may make an attack with
monstrosities is very poorly understood. By most their blade and gain either a +2 bonus to their attack
accounts it is similar to the formation of a shade, check or a +2 bonus to their damage roll if the attack
created by intense hated and rage that prevents the is successful.
departing spirit from leaving the mortal realm. Only
in this case, the personality and memories of the dead Broad Swords (Cleave)
are preserved, for the most part. Any virtue or shred While holding their weapon in both hands, they may
of humanity that the person had in life however, does make an attack as an extended action suffering a -2
not survive the process. There are rumors of strange penalty to the attack check but gaining a +4 bonus to
rituals and dark gods that may grant a willing subject damage if the attack is successful.
undead immortality in exchange for their mortal coil.
Why anyone would submit to such a transformation Broad Swords (Bloody Path)
is unknown. There are others that claim a person While holding their weapon in both hands, they add
may be turned into a Uerba Vasha against their will an additional +1 to the damage of the weapon.
as punishment for some great sin or other crimes.
With their great sword it both hands, they do
Attributes maximum damage on critical hits.
Agility 0
Might 6 Magic
Mind 0 Uerba Vasha have 32 mana and can cast the spells:
Perception 2 Black Wave, Fear Curse, Necrotic Blast, Terror,
Stamina 4 Touch of Decay
Willpower 6 Difficulty to Resist: 10

Compiled Stats Incantations


Guard 10 Invisible Call, Invisible Push, Wizard Blade
Movement 5
Initiative +2 Undead
Undead creatures are immune to poison and fear.
Determ. 11 They cannot be stunned or dazed unless the effect
specifically says it effects undead. They
Hit Points 32 automatically see through any illusion.

Skills
Channeling +8 (Talent +6, Training +2)
Fighting +12 (Talent +6, Training +6)
Mysticism +4 (Talent +0, Training +4)

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Undead (Medium), Mindless

While the spirit of the dead is thought to pass from


this world into the next, the bodies of the dead are not
always allowed to rest once the spirit has passed.
There are an unfortunate number of reasons that the
remains of the dead may be reanimated to become a
zombie, but the consequences are sadly the same.

Attributes
Agility -4
Might 2
Mind -5
Perception -5
Stamina 4
Willpower -5

Compiled Stats
Guard 6
Movement 1
Initiative -5

Determ. 0

Hit Points 32

Skills
None

Combat
Armor 6 (Undead)

Bite:
Attack +2, Damage 1d4+2

Special Abilities and Traits


Blindsight
Zombies do not suffer a disadvantage for acting in
darkness.

Undead
Undead creatures are immune to poison and fear.
They cannot be stunned or dazed unless the effect
specifically says it effects undead. They
automatically see through any illusion.

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Special Abilities and Traits


Blindsight
Undead (Large), Mindless Zombies do not suffer a disadvantage for acting in
darkness.
The dark magic that created these zombies to rise
from the grave also caused them to grow to gigantic Large Size
size and increased their strength. Large creatures have +10 hit points.

Attributes Death Cloud


Agility -3 If a Gorganoth Zombie is destroyed it will explode
Might 4 into a sickening cloud. Any creature within 2 yards
Mind -5 of a gorganoth zombie when it is reduced to 0 hit
Perception -5 points must make a stamina check (difficulty 10) or
Stamina 6 be sickened. A creature sickened by a gorganoth
Willpower -5 zombie suffers 1d6 points of damage each day until
they recover. Each day the creature may make a
Compiled Stats stamina check (difficulty 10) to recover from the
Guard 7 (Large Size -1) sickness, otherwise it persists. Sickened creatures
Movement 2 suffer a -2 penalty on all checks while the sickness
Initiative -5 persists.

Determ. 0 Undead
Undead creatures are immune to poison and fear.
Hit Points 50 (Large Size +10) They cannot be stunned or dazed unless the effect
specifically says it effects undead. They
Skills automatically see through any illusion.
None

Combat
Undead -6

Bite:
Attack +4, Damage 1d8+4, Bashing, Critical 2d8+4

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Special Abilities and Traits


Decay
Undead (Medium), Mindless At the beginning of each turn they take 1d4 points of
necrotic damage. After taking the damage they may
It is not understood by what process a Grave Lord make a willpower check (Difficulty 14) to end the
rises to wreak havoc on the world of the living. They condition.
are zombies that infect those they come into contact
with, with a horrible decay that causes not only death, Blindsight
but for their victims to raise from the dead as Zombies do not suffer a disadvantage for acting in
zombies themselves. Left unchecked, a single Grave darkness.
Lord can potentially destroy an entire community.
Each kill they make causes the ranks of the dead to Ranks of the Dead
grow. Anyone who dies while suffering from decay
inflicted by a Grave Lord will become a zombie after
Attributes 1d4 rounds.
Agility -4
Might 2 Undead
Mind -5 Undead creatures are immune to poison and fear.
Perception -5 They cannot be stunned or dazed unless the effect
Stamina 4 specifically says it effects undead. They
Willpower -5 automatically see through any illusion.

Compiled Stats
Guard 6
Movement 1
Initiative -5

Determ. 0

Hit Points 32

Skills
None

Combat
Armor 6 (Undead)

Bite:
Attack +2, Damage 1d6+2
The bite of a Grave Lord Zombie causes anyone who
takes damage from it to suffer from decay.

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Combat
Armor 6 (Undead)
Undead (Medium), Mindless
Bite:
A worm wight is the reanimated victim of a Skunedri Attack +3, Damage 1d6+3
Worm. These creatures serve as incubators and hosts Any living creature bitten by a worm wight will
to the young larva of the Skunedri Worm’s young. suffer from decay. A creature suffering from decay
From a distance they are almost indistinguishable takes 1d4 points of necrotic damage at the beginning
from normal zombies (if such a thing exists) but there of each turn. After taking the damage the creature
are a few tell-tell signs that these creatures should be may make a willpower check to end the condition.
feared more than a simple animated corps. For one,
their stomach is often always missing, as this was Special Abilities and Traits
consumed early on by their parasitic reanimater.
The worm itself may also be visible. They normally Parasitic Spread
wait in the chest cavity of the zombie where they are A worm wight may release a young Skunedri Worm
protected by the rib cage, and may be visible between from its chest cavity as an extended action. This is
the ribs if the zombie has time to decompose. When normally done so that its young may seek a host in
feeding, the worm will move to the mouth of the the body of a human killed by the wight, but other
zombie creating the appearance that the zombie has a times it may do this as a means of defense if it is
mouth similar to that of a leech. under attack.

A worm wight is essentially a vehicle for the worm Blindsight


inside to use in order to find food, and possibly a new Zombies do not suffer a disadvantage for acting in
host, but if the zombie is destroyed before that can darkness.
happen, the worm will simply leave to find a new
host on its own. Undead
Undead creatures are immune to poison and fear.
Attributes They cannot be stunned or dazed unless the effect
Agility -4 specifically says it effects undead. They
Might 3 automatically see through any illusion.
Mind -5
Perception 0
Stamina 6
Willpower -5

Compiled Stats
Guard 6
Movement 1
Initiative 0

Determ. 0

Hit Points 40

Skills
None

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The lingering spirits of the departed. Some are


bound to the world of the living by foul magic, while
others simply remain because of some intensely
strong emotion that prevented them from passing into
the land of the dead.

The restless dead are creatures of the emotion that


kept them from crossing over. Few of them have any
recognizable traits that could lead them to be
identified, and they cannot be reasoned with. They
are merely the power of spirit given form.

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Special Abilities and Traits


Aura of Dread
Undead (Medium), Incorporeal Any creature that begins their round adjacent to a
ghost becomes fearful. They may react by making a
These poor spirits are the spirits of the dead that were willpower check (Difficulty 8) at the beginning of
unable to pass into the next world, so their shades their round to negate this effect.
linger on void of memory of their past lives and
hungry for sustenance they can never have. Lost A fearful creature suffers a -2 penalty on all of their
souls appear as vaguely humanoid specters that seem checks. At the beginning of each round, a fearful
to have the consistency of smoke. They often linger creature may make a willpower check to negate this
in places of great tragedy of dark magic. condition.

Attributes Manifestation
Agility -2 Ghosts spend most of their time inactive and
Might -2 invisible. In this state they can take no actions and
Mind -2 their presence is normally unnoticed. An unusual
Perception -2 sense of dread or a chill down the spine is about the
Stamina -2 only clues that a ghost is near that most people get.
Willpower -2 A ghost may manifest as a fast action, becoming
visible and gaining access to their powers and
Compiled Stats abilities. Each round that a ghost remains visible it
Guard 8 loses a point of determination. If all of its
Movement 3 determination is spent, it dematerializes.
Initiative -2
Incorporeal
Determ. 3 Incorporeal creatures use willpower instead of
stamina to determine hit points. Incorporeal creatures
Hit Points 8
are immune to poison and fear. They cannot be
Skills dazed or stunned.
None

Combat
Armor 6 (Incorporeal)

Grasp:
Attack -2, Damage 1d4 necrotic

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dead themselves. Rather they go by local nicknames


such as the “Old Richard”, “The Whispering Girl”,
Undead (Medium), Incorporeal and “The Stranger”.

A phantom traveler is a strange sort of spirit that


lingers along roadways or near crossroads. They are
sometimes seen on ships as well. It is believed that
they are the spirit of the dead that died trying to reach
a particular destination or whose remains were never
sanctified, thus preventing the spirit from going to
rest. It is believed that one way to vanquish such a
spirit is to find its remains and perform funeral rites
on them so that the spirit may finally depart.

For the most part these spirits are harmless, if


unnerving, to the living. When they are encountered
they are often simply standing looking into the
distance. They appear solid enough that their ghostly
nature isn’t usually immediately obvious. They are
often the subject of local folk lore in the areas where
they frequent.

Their behavior varies from individual to individual.


Sometimes they simply stare into the distance and
ignore those that try to engage with them.
Sometimes they appear to warn fellow travelers of
danger, or may even act as guardians of a particular
roadway, in other cases they will attack those who
offend whatever sensibility they possess.

The ghost of a highwayman may try to protect fellow


thieves along the road, but may attack solders along
the same road. The ghost of a woman who was
attacked on the road may simply appear to most
travelers, but come to the aid of women that find
themselves in danger along the same stretch of road.
The ghost of a murderer that roamed the roadways
may simply be continuing his or her grisly work after
death. Their behavior is inconsistent however and
anyone who tries to rely on the intervention of a
ghost, is likely to be disappointed more often than
not. A ghost that appears even once a year is
unusually consistent. Most go for years at a time
without materializing.

While many of these ghosts are known to the locals


in the areas they appear, and may have been given
names and backstories to explain their origins and
appearance, it is almost unheard of for anyone to
actually have known the ghost or anything about
them in life. The most commonly accepted theory
for this, is that it simply takes a very long time after
the person’s death before their ghost makes its first
appearance. By that time anyone who knew the
person, or what caused their demise is most likely

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Special Abilities and Traits


Aura of Dread
Undead (Medium), Incorporeal Any creature that begins their round adjacent to a
ghost becomes fearful. They may react by making a
Attributes willpower check (Difficulty 12) at the beginning of
Agility 0 their round to negate this effect.
Might 0
Mind 0 A fearful creature suffers a -2 penalty on all of their
Perception 2 checks. At the beginning of each round, a fearful
Stamina 0 creature may make a willpower check to negate this
Willpower 2 condition.

Compiled Stats Gaze of Terror


Guard 10 As a standard action, a phantom traveler may use
Movement 5 inflict a creature with terror. A terrified creature can
Initiative +2 take no actions on their turn other than to make a
willpower check (difficulty 12) to end the effect. The
Determ. 7 target of this ability may make an initial willpower
check (Difficulty 12) as a reaction to avoid the effect
Hit Points 24 all together. The ghost must spend a point of
determination to use this ability.
Skills
None Manifestation
Ghosts spend most of their time inactive and
Combat invisible. In this state they can take not actions and
Armor 6 (Incorporeal) their presence is normally unnoticed. An unusual
sense of dread or a chill down the spine is about the
Grasp: only clues that a ghost is near that most people get.
Attack +0, Damage 1d6 necrotic A ghost may manifest as a fast action, becoming
visible and gaining access to their powers and
abilities. Each round that a ghost remains visible it
loses a point of determination. If all of its
determination is spent, it dematerializes.

Incorporeal
Incorporeal creatures use willpower instead of
stamina to determine hit points. Incorporeal creatures
are immune to poison and fear. They cannot be
dazed or stunned.

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Undead (Medium), Incorporeal

These creatures are among the most powerful of the


disembodied spirits. They share many of the
characteristics of a Phantom Traveler. They most
often appear in the structure where they died or at
least in one where they spent a significant amount of
time. They may also appear near where their remains
are. It is believed that one way to vanquish such a
spirit is to find its remains and perform funeral rites
on them so that the spirit may finally depart.

A spectral caretaker will act in accordance with its


personality or in reaction to the circumstances of its
death. The ghost of a kindly old servant may take it
upon itself to care for and protect the children of the
house for centuries to follow. While the ghost of a
man who was killed violently in the house may
simply try to exact his revenge on anyone who enters
that shares some characteristic with his killer. Worst
of all, are the restless spirits of those that were truly
depraved and violent in life. These spirits may
simply try to harm others for no other reason than the
enjoyment it gets from it. Sadly it is those consumed
by a desire to do harm that seem to be the most
common to linger in the world.

Their behavior is inconsistent however and anyone


who tries to relay on the intervention of a ghost, is
likely to be disappointed more often than not. A
ghost that appears even once a year is unusually
consistent. Most go for years at a time without
materializing.

It is sometimes possible to determine the identity of a


spectral caretaker by speaking with those familiar
with the house and its history or by looking through
old paintings or records.

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Call Shadows
The ghost can surround itself with darkness that
Undead (Medium), Incorporeal inhibits the movement of anyone in the area. The
ghost creates magical darkness in a 5x5 area centered
Attributes on itself.
Agility 0
Might 2 Anyone within the darkness finds movement
Mind 0 difficult. In addition to being effectively blinded,
Perception 4 those within the darkness suffer a -2 penalty to all
Stamina 0 skill checks as their movements are sluggish. A
Willpower 4 character within the darkness is only able to move 1
yard per turn. The darkness will last for 5 turns. The
Compiled Stats ghost must spend a point of determination to use this
Guard 10 ability.
Movement 5
Initiative +4 Gaze of Terror
As a standard action, a phantom traveler may use
Determ. 9 inflict a creature with terror. A terrified creature can
take no actions on their turn other than to make a
Hit Points 32 willpower check (difficulty 12) to end the effect. The
target of this ability may make an initial willpower
Skills check (Difficulty 12) as a reaction to avoid the effect
None all together. The ghost must spend a point of
determination to use this ability.
Combat
Armor Manifestation
Incorporeal 6 Ghosts spend most of their time inactive and
invisible. In this state they can take not actions and
Grasp: their presence is normally unnoticed. An unusual
Attack +2, Damage 1d6+2 necrotic sense of dread or a chill down the spine is about the
only clues that a ghost is near that most people get.
Special Abilities and Traits A ghost may manifest as a fast action, becoming
Aura of Dread visible and gaining access to their powers and
Any creature that begins their round adjacent to a abilities. Each round that a ghost remains visible it
ghost becomes fearful. They may react by making a loses a point of determination. If all of its
willpower check (Difficulty 14) at the beginning of determination is spent, it dematerializes.
their round to negate this effect.
Necrotic Blast
A fearful creature suffers a -2 penalty on all of their The ghost may unleash a blast of necrotic energy at a
checks. At the beginning of each round, a fearful target within 5 yards. The target takes 2d8 damage.
creature may make a willpower check to negate this The target may make a reactive Agility check to
condition. dodge the attack. If the target takes damage they
suffer from decay and take 1d4 points of damage per
turn for the duration of the effect. The ghost must
spend a point of determination to use this ability.

Incorporeal
Incorporeal creatures use willpower instead of
stamina to determine hit points. Incorporeal creatures
are immune to poison and fear. They cannot be
dazed or stunned.

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Shades are a particularly loathsome category of


creatures that seem to desire nothing so much as the
destruction of the living. A shade very much typifies
all the things that make incorporeal undead so
terrifying.

A shade is not a “ghost” in the ways that most people


think of ghosts. A shade is a collection of distilled
negative emotions that take form when a person dies
of particularly traumatic circumstances. These
negative emotions seem to somehow trap the soul of
the departed person and warp it to take the form of
the shade it is to become. A shade is not the ghost of
a person, rather it is the echo of their death corrupting
their soul and binding it to the mortal world. A shade
has no connection to, or memory of the person who’s
death brought it into existence, it is only an
embodiment of the negative emotions they felt at the
time of their death.

It is unknown exactly what causes a shade to form.


Not every death, no matter how untimely or traumatic
creates a shade, and yet some small number do.

All shades appear as female for reasons that are not


in the least understood, regardless of the gender of
the person whose death caused it to form. Yet, there
are certain traits and characteristics that differentiate
different types of shades based on how the person
died and why. Those familiar with the creatures may
be able to discern a great deal of information
regarding the circumstances that led to the formation
of a shade by observing its appearance and abilities,
but such a field of study is dangerous indeed.

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Special Abilities and Traits


Aura of Dread
Undead (Medium), Incorporeal, Shade Any creature that begins their round adjacent to a
Black Shade becomes fearful. They may react by
A black shade appears as a woman cloaked in a making a willpower check (Difficulty 14) at the
tattered gray or black shroud. They have long black beginning of their round to negate this effect.
hair that often coverers their faces. Their mouths are
normally visible and are unnaturally large and A fearful creature suffers a -2 penalty on all of their
rimmed with sharp teeth. checks. At the beginning of each round, a fearful
creature may make a willpower check to negate this
A black shade may appear in any area where sickness condition.
and plague holds sway.
Decay
Attributes A creature suffering from decay takes 1d4 points of
Agility 2 necrotic damage at the beginning of each turn. After
Might 2 taking the damage the creature may make a
Mind 0 willpower check to end the condition.
Perception 2
Stamina 0 Magic
Willpower 4 Black Shades have 32 mana and can cast the spells:
Festering Wound, Touch of Decay, and Necrotic
Compiled Stats Blast.
Guard 12 Difficulty to Resist: 10
Movement 7
Initiative +2 Incorporeal
Incorporeal creatures use willpower instead of
Determ. 9 stamina to determine hit points. Incorporeal creatures
are immune to poison and fear. They cannot be
Hit Points 32
dazed or stunned.

Skills
None

Combat
Armor 6 (Incorporeal)

Fighting Spear:
Attack +2, Damage 1d6+2, Critical 2d6
Reach, Two-Handed. A critical hit with a Black
Shade’s spear inflicts decay.

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Special Abilities and Traits


Aura of Dread
Undead (Medium), Incorporeal, Shade Any creature that begins their round adjacent to a
Burning Shade becomes fearful. They may react by
A burning shade appears as a human female wreathed making a willpower check (Difficulty 14) at the
in flame. They sometimes appear during or after beginning of their round to negate this effect.
large fires where many have died. They are armed
with flaming long swords. A fearful creature suffers a -2 penalty on all of their
checks. At the beginning of each round, a fearful
Attributes creature may make a willpower check to negate this
Agility 2 condition.
Might 2
Mind 0 Burning
Perception 2 A burning character takes 1d6 points of damage at
Stamina 0 the beginning of each turn until the fire is put out.
Willpower 4
Magic
Compiled Stats Black Shades have 32 mana and can cast the spells:
Guard 12 Fire Blast, Greater Fire Blast, Wall of Flame.
Movement 7 Difficulty to Resist: 10
Initiative +2
Incorporeal
Determ. 9 Incorporeal creatures use willpower instead of
stamina to determine hit points. Incorporeal creatures
Hit Points 32
are immune to poison and fear. They cannot be
Skills dazed or stunned.
None

Combat
Armor 6 (Incorporeal)

Long Sword:
Attack +2, Damage 1d8+2, Critical 2d8+2
On a critical hit with their broadsword a burning
wraith inflicts fire damage. Anyone who takes
damage from the attack is burning.

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Special Abilities and Traits


Aura of Dread
Undead (Medium), Incorporeal Any creature that begins their round adjacent to a
valory shade becomes fearful. They may react by
A valory shade resembles a human woman. They are making a willpower check (Difficulty 14) at the
sometimes wearing dark breast plates and long beginning of their round to negate this effect.
flowing skirts, other times they appear completely
nude. These changes in appearance do not appear to A fearful creature suffers a -2 penalty on all of their
have any bearing on their abilities or temperament. checks. At the beginning of each round, a fearful
Regardless of their state of dress they are always creature may make a willpower check to negate this
wearing helmets that conceal their faces, have large condition.
birdlike wings, and wield a halberd and a bow.
Incorporeal
They are drawn to death and powerful evil. Stories Incorporeal creatures use willpower instead of
persist of them appearing after large battles, killing stamina to determine hit points. Incorporeal creatures
the wounded on both sides. They sometimes appear
are immune to poison and fear. They cannot be
and linger in war ravaged areas.
dazed or stunned.
Attributes
Agility 2
Might 2
Mind 0
Perception 2
Stamina 0
Willpower 4

Compiled Stats
Guard 12
Movement 7
Initiative +2

Determ. 9

Hit Points 32

Skills
None

Combat
Armor 6 (Incorporeal)

Halberd:
Attack +2, Damage 1d10+2, Critical 2d10+2

Long Bow:
Attack +0, Damage 1d8, Critical 2d8, Range 50 yards

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Special Abilities and Traits


Aura of Dread
Undead (Medium), Incorporeal Any creature that begins their round adjacent to a
Lost Soul becomes fearful. They may react by
Weeping Shades appear in desolate and lonely making a willpower check (Difficulty 14) at the
places. They appear as women wearing long flowing beginning of their round to negate this effect.
skirts and masks that hide most of their faces. They
have dark wings like a bird and carry fearsome A fearful creature suffers a -2 penalty on all of their
scythes. The sound of weeping emanates from them checks. At the beginning of each round, a fearful
though the shades themselves seem indifferent. creature may make a willpower check to negate this
condition.
Folktales speak of travelers on lonely roads hearing
the sound of a crying woman at night that flee in Magic
terror, lest a weeping shade is the source. Weeping Shades have 32 mana and can cast the
spells: Frost Blast, Winter’s Cloak, Wall of Ice
Attributes Difficulty to Resist: 10
Agility 2
Might 2 Incorporeal
Mind 0 Incorporeal creatures use willpower instead of
Perception 2 stamina to determine hit points. Incorporeal creatures
Stamina 0
are immune to poison and fear. They cannot be
Willpower 4
dazed or stunned.
Compiled Stats
Guard 12
Movement 7
Initiative +2

Determ. 9

Hit Points 32

Skills
None

Combat
Armor 6 (Incorporeal)

War Scythe:
Attack +0, Damage 1d12+2, Critical 3d12+3, Two-
Handed, Reach. On a critical hit with their war
scythe a weeping shade does cold damage.

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The most commonly accepted explanation for the Elemental (Large)


existence of elementals is that they were formed by
powerful wizards in ages past as weapons by a long Found in places of extreme heat, particularly near
volcanos, a fire elemental appears as burning
forgotten empire before they were turned against
boulders with veins of flowing lava.
each other as the empire was divided into civil war.
Proponents of this theory sometimes call them Attributes
golems. It is believed that the methods of creating Agility 4
them have long been lost to time. Might 4
Mind -2
Another, less accepted theory, is that they were raised Perception -2
Stamina 2
by gods in order to punish mankind for its
Willpower 0
exploitation of the natural world.
Compiled Stats
Whatever their genesis, elementals are immortal Guard 14 (Large Size -1)
creatures composed of pure elemental fury. The Movement 9
number of elementals in the world seems to be few, Initiative -2
but an exact figure would be impossible to obtain.
Determ. 5
They remain dormant for ages until by chance or
circumstance they awaken. Elementals are almost Hit Points 34 (Large Size +10)
always hostile towards humans but seem unbothered
by most other creatures. Skills
Fighting +8 (Talent +4, Training +4)
They are unsophisticated combatants that merely
Combat
overpower their targets with brute strength and a
Armor 10 (Elemental)
hosts of strange abilities. Once their target is Protection: Cold 20
destroyed they often return to a state of dormancy Protection: Fire 20
until disturbed again. Few give chase to their quarry
for long, which has caused some to speculate that Pummel:
they are less warriors than guardians of specific sites. Attack +8, Damage 1d8+4, Critical 1d10+4
If this is true, then who placed them is unknown, and On a critical hit a fire elemental does fire damage.
the objects or locations they guard are almost always
Flame Blast (Extended Action, Reach)
impossible to ascertain. Attack +10, Damage 1d10+4, Critical 2d10+4
A fire elemental’s flame blast does fire damage.
One a critical hit, the target is caught on fire.

Special Abilities and Traits


Elemental
Elementals are immune to fear and necrotic damage.
They cannot be stunned or dazed. They are immune
to sickness and poison.

Large Size
Large creatures have +10 hit points and -1 guard.

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Elemental (Large)

These elementals appear as a pile of icy stones in a


roughly humanoid shape. They are covered in icy
spikes that they may remove and hurl at their enemies
as a ranged attack. They are found in areas of
extreme cold.

Attributes
Agility -2
Might 8
Mind -2
Perception -2
Stamina 4
Willpower 0

Compiled Stats
Guard 7 (Large Size -1)
Movement 3
Initiative -2

Determ. 5

Hit Points 42 (Large Size +10)

Skills
Fighting +12 (Talent +8, Training +4)

Combat
Armor
Elemental 8
Protection: Cold 20
Protection: Elect. 10

Pummel:
Attack +12, Damage 1d8+8, Critical 1d10+8
On a critical hit, an ice elemental does cold damage.

Icy Spike: (Extended Action, Range 10 yards)


Attack +12, Damage 1d8+8, Critical 2d8+8

Special Abilities and Traits


Elemental
Elementals are immune to fear and necrotic damage.
They cannot be stunned or dazed. They are immune
to sickness and poison.

Large Size
Large creatures have +10 hit points and -1 guard.

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Special Abilities and Traits


Lightning Armor
Elemental (Large) Any creature that damages a storm elemental with a
melee attack suffers 2d6 points of electrical damage
Found near the tops of high hills, mountains, or open and is stunned.
plains, a storm elemental has a body that resembles
polished metal. Arcs of electricity flow across its A stunned character is unable to move or take actions
body emitting a low hum. on their next turn and their guard score is reduced to
10.
Attributes
Agility 4 Elemental
Might 2 Elementals are immune to fear and necrotic damage.
Mind -2 They cannot be stunned or dazed. They are immune
Perception -2 to sickness and poison.
Stamina 4
Willpower 0 Large Size
Large creatures have +10 hit points.
Compiled Stats
Guard 13 (Large Size -1)
Initiative +0
Movement 7

Determ. 3

Hit Points 42 (Large Size +10)

Skills
Fighting +6 (Talent +2, Training +4)

Combat
Armor 10 (Elemental)
Protection: Cold 10
Protection: Elect. 20
Protection: Fire 10

Pummel:
Attack +6, Damage 1d8+6, Critical 1d10+6
On a critical hit a storm elemental does electric
damage. The target is stunned.

A stunned character is unable to move or take actions


on their next turn and their guard score is reduced to
10.

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Elemental (Large)

The most common of all the elementals encountered


is the stone elemental. Unlike its brethren, it
possesses no abilities beyond its sheer might and
relentlessness. That is enough to make it a
challenging foe to anyone who stumbles upon one of
these creatures unaware. They appear as a pile of
stone and boulders that has a roughly humanoid
shape.

Attributes
Agility -2
Might 6
Mind -2
Perception -2
Stamina 6
Willpower 0

Compiled Stats
Guard 7 (Large Size -1)
Movement 3
Initiative +0

Determ. 5

Hit Points 50 (Large Size +10)

Skills
Fighting +10 (Talent +6, Training +10)

Combat
Armor 10 (Elemental)
Protection: Cold 10
Protection: Elect. 10
Protection: Fire 10

Pummel:
Attack +10, Damage 1d8+6, Critical 1d10+6

Special Abilities and Traits


Elemental
Elementals are immune to fear and necrotic damage.
They cannot be stunned or dazed. They are immune
to sickness and poison.

Large Size
Large creatures have +10 hit points and -1 guard.

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Dragon-kin (Medium)
Dragons are the most ancient and dangerous foes
known to man. They are huge winged reptiles that One of the smallest species of dragon kin a draco has
live for ages accumulating fantastic knowledge and a body about the same size and build as a stag. They
power. Dragons are highly intelligent and possess a are quick and graceful, able to leap great distances,
large number of fearsome abilities, most renowned is and climb very well.
their ability to breath jets of fire at their enemies.
They live high in the mountains, and seem to
Dragon kin are the distant relatives of the mighty congregate around hot springs, geysers, or other
dragons. Many of them are quite large, and while volcanic activity. Despite their size and appearance,
they lack the great intellect and magic of their these creatures are quite territorial and aggressive.
draconic cousins, they nonetheless possess many of They travel in packs and will attack larger creatures
their fearsome abilities. on sight.

Attributes
Agility 2
Might 0
Mind -2
Perception 6
Stamina 0
Willpower 0

Compiled Stats
Guard 12
Movement 7
Initiative +6

Determ. 5

Hit Points 16

Skills
Acrobatics +6 (Talent +2, Training +4)
Fighting +2 (Talent +0, Training +2)
Stealth +4 (Talent +2, Training +2)

Combat
Armor None
Protection: Fire 5

Bite:
Attack +2, Damage 1d6

Spite Fire (Fast Action)


Attack +2, Damage 1d8 fire damage, Critical 2d8 fire
Range 15 yards.

On a critical hit, any creature hit by a draco’s spit fire


attack is caught on fire.

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Dragon-Kin (Large), Drake Dragon-Kin (Small), Drake

Violent and aggressive towards any creature that they These tiny creatures resemble small dragons. Their
encounter, the ember fang drakes are a scourge on scales can be a wide variety of colors ranging from
those that are unlucky enough to encounter them. red, blue, green, yellow, or violet.
They are strong, protected by thick scales that range
in color from dark red to black, but there most Mouse Drakes are highly intelligent and masters of
fearsome trait is their ability to ignite those that they illusion magic. Though they feature prominently in
bite in flames as some sort of homage to their art and stories as animal companions, this rarely if
draconic cousins. ever happens in real life. A mouse drake is more
intelligent than most other creatures and if they
Attributes choose to spend their time with a human it will
Agility -1 simply be because they want to.
Might 5
Mind 1 Attributes
Perception 3 Agility 6
Stamina 6 Might -2
Willpower 4 Mind 6
Perception 6
Compiled Stats Stamina 0
Guard 8 (Large Size -1) Willpower 4
Movement 4
-Flying 8 Compiled Stats
Initiative +3 Guard 17 (Small Size +1)
Movement 11
Determ. 9 -Flying 22
Initiative +6
Hit Points 50 (Large Size +10)
Determ. 9
Skills
Athletics +9 (Talent +5, Training +4) Hit Points 5 (Small Size)
Fighting +11 (Talent +5, Training +6)
Intimidate +8 (Talent +4, Training +4) Skills
Channeling +12 (Talent +4, Training +6)
Combat Fighting -1 (Talent -2, Training +1)
Armor 6 (Extra Thick Scales) Mysticism +12 (Talent +6, Training +6)
Protection: Fire 10 Stealth +10 (Talent +6, Training +4)

Bite: Combat
Attack +11, Damage 1d8+5, Critical 2d8+5 Armor 2 (Scales)

On a critical hit the damage done with its bite attack Bite:
is fire damage and the target suffers from burning. Attack -1, Damage 1d4

Special Abilities and Traits Special Abilities and Traits


Large Size Magic
Large creatures have +10 hit points. Mouse Drakes have 48 mana and can cast the spells:
Blinding Flash, Fade, Image, Greater Image, Perfect
Image, Invisibility, Voices.
Difficulty to Resist: 16

Small Size
Small creatures hit points equal to 5+stamina.

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Special Abilities and Traits


Decay
Any creature that takes damage from an obsidian
Dragon-Kin (Large), Drake drake’s bite attack suffers from decay. At the
beginning of each turn they take 1d4 points of
The obsidian drake is the stuff of nightmares given necrotic damage. After taking the damage they may
form. These creatures are cunning and cruel. While make a willpower check (Difficulty 14) to end the
they do not speak, those that have encountered one of condition.
these creatures say that it seemed to understand and
comprehend everything they said or did in its Magic
presence. Obsidian drakes move in ways that is Obsidian Drakes have 42 mana and can cast the
reminiscent of a serpent. spells: Fear Curse, Shadow Armor, and Terror.
Difficulty to Resist: 16
As their name implies, obsidian drakes are covered in
smooth jet black scales like those of a snake that One with Darkness
glisten in the light, giving them the appearance of An obsidian drake may hide as a fast action. They
being wet. The have bright yellow eyes that never may move at their normal movement speed while
blink. hidden.

Attributes Large Size


Agility 4 Large creatures have +10 hit points.
Might 4
Mind 6
Perception 6
Stamina 6
Willpower 4

Compiled Stats
Guard 13 (Large Size -1)
Movement 9
-Flying 18
Initiative +6

Determ. 9

Hit Points 50 (Large Size +10)

Skills
Channeling +8 (Talent +4, Training +4)
Fighting +8 (Talent +4, Training +4)
Intimidate +8 (Talent +4, Training +4)
Mysticism +10 (Talent +6, Training +4)
Stealth +8 (Talent +4, Training +4)

Combat
Armor 2 (Scales)

Bite:
Attack +6, Damage 1d6+4, Critical 2d6+4, Reach
Any creature that takes damage from an obsidian
drake’s bite attack suffers from decay.

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Dragon-Kin (Large), Drake

Of the many types of drake that inhabit the world, the


sapphire drakes are by far the most beautiful, and
perhaps the most benign. They are known for their
bright blue scales, long necks, and graceful frames.
They are excellent fliers that live near oceans. Many
sailors tell stories that attribute fantastic abilities to
sapphire drakes, as they can sometimes be seen flying
over waves searching for food. Though they are not
particularly aggressive, they can be quite dangerous
if they feel like their nests are endangered.

Attributes
Agility 6
Might 2
Mind 2
Perception 5
Stamina 4
Willpower 0

Compiled Stats
Guard 15 (Large Size -1)
Movement 11
-Flying 22
Initiative +5

Determ. 5

Hit Points 42 (Large Size +10)

Skills
Acrobatics +12 (Talent +6, Training +6)
Fighting +6 (Talent +2, Training +4)
Intimidate +2 (Talent +0, Training +2)

Combat
Armor 2 (Scales)

Bite:
Attack +6, Damage 1d6+2, Critical 2d6+2, Reach
On a critical hit, a sapphire drake may make an
additional attack against the same or a different
target.

Special Abilities and Traits


Large Size
Large creatures have +10 hit points.

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Special Abilities and Traits


Dragon Fire
Dragon-kin (Huge), Drake As an extended action a Tyrant Crowned Drake may
breath fire at its enemies. This is an area of effect
Largest and most fearsome of all the drakes, Tyrant attack. The Tyrant Crowned Drake must spend a
Crowned Drakes get their name from the large and point of determination to use this ability.
impressive horns on their heads that strongly
resemble antlers. Tyrant Crowned Drakes vary Area 5x5, Range 20 Yards, Damage 4d6, Reaction
greatly in color, with white, red, and blue being the agility for half (difficulty 17). Any creature that
most common. Most of these drakes have takes full damage from dragon fire suffers from
combinations of two colors that cover their bodies in burning.
unique patterns.
Dragon’s Roar
As an extended action a Tyrant Crowned Drake may
Attributes issue a mighty roar that draws power from its
Agility 3 draconic heritage. Any creature within 10 yards of a
Might 7 Tyrant Crowned Drake is knocked prone and dazed.
Mind 2
Perception 2 Any creature may make a willpower check
Stamina 7 (Difficulty 17) to negate the effects of this attack.
Willpower 4
A dazed character is unable to make standard or
Compiled Stats extended actions. They may only make a single fast
Guard 10 (Huge Size -3) action per turn. Their guard score is reduced to 10.
Movement 8 At the beginning of their turn they may make a
-Flying 16 stamina check (difficulty 10) to recover, otherwise
Initiative +2 the condition persists into the next round.
Determ. 7
Huge Size
Hit Points 64 (Huge Size +20) Huge creatures have +20 hit points and -3 guard.

Skills
Athletics +11 (Talent +7, Training +4)
Fighting +13 (Talent +7, Training +6)
Intimidate +8 (Talent +4, Training +4)

Combat
Armor 6 (Extra Thick Scales)

Bite:
Attack +13, Damage 2d8+7, Critical 4d8+7
On a critical hit the damage done with its bite attack
is fire damage and the target suffers from burning.

Tail Slash: (Fast Action, Reach)


Attack +11, Damage 1d8

Stomp: (Against Prong Targets)


Attack +15, Damage 2d10+9, Critical 1d12+9.

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Dragon-kin (Large), Hydra

Hydra are distant relatives of dragons. They lack the


wings and breath weapons of their larger kin, but are
most feared and known for their four separate heads
and acidic fangs.

Hydra can be found just about anywhere from


swamps and bogs, to hills forests and mountains.

Attributes
Agility 3
Might 7
Mind 2
Perception 2
Stamina 7
Willpower 4

Compiled Stats
Guard 12 (Large Size -1)
Movement 7
Initiative +2

Determ. 9

Hit Points 54 (Large Size +10)

Skills
Fighting +11 (Talent +7, Training +4)

Combat
Armor 2 (Scales)

Bite:
Attack +11, Damage 1d8+5, critical 2d8+5, Reach
A hydra may make two attacks as a standard action,
or four attacks as an extended action.

On a critical hit, a hydra may make an additional


attack against the same or a different target.

Anyone who is damaged by a hydra’s bite attack


takes an additional 1d8 points of acid damage.

Special Abilities and Traits


Large Size
Large creatures have +10 hit points.

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Special Abilities and Traits


Dragon’s Roar
Dragon-kin (Huge), Wyvern As an extended action a wyvern may issue a mighty
roar that draws power from its draconic heritage.
A close cousin to dragons, Wyverns are a frightening Any creature within 10 yards of a wyvern is knocked
beasts. They are huge reptiles that have two sets of prone and dazed.
large wings like bats, and their tails are quite long
and whip like. Their scales range from green to Any creature may make a willpower check
black. (Difficulty 17) to negate the effects of this attack.

Attributes A dazed character is unable to make standard or


Agility 3 extended actions. They may only make a single fast
Might 7 action per turn. Their guard score is reduced to 10.
Mind 0 At the beginning of their turn they may make a
Perception 2 stamina check (difficulty 10) to recover, otherwise
Stamina 7 the condition persists into the next round.
Willpower 0
Huge Size
Compiled Stats Huge creatures have +20 hit points and -3 guard.
Guard 10 (Huge Size -3)
Movement 8
-Flying 16
Initiative +2
Determ. 5

Hit Points 64 (Huge Size +20)

Skills
Athletics +11 (Talent +7, Training +4)
Fighting +13 (Talent +7, Training +6)
Intimidate +4 (Talent +0, Training +4)

Combat
Armor 6 (Extra Thick Scales)

Bite:
Attack +13, Damage 2d8+7, Critical 4d8+7

Tail Slash: (Fast Action)


Attack +11, Damage 1d8

Stomp: (Against Prong Targets)


Attack +15, Damage 2d10+9, Critical 1d12+9.

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some far off land. Reports of a dragon are likely to


be met with ridicule and disbelief. But dragons are
Dragons are perhaps the most powerful creature in very real. They may lair in distant remote corners of
existence. They are large and powerful winged the world where they can sleep for years surrounded
reptiles with a host of abilities and powers that make by their hordes of gold, but they are real, and once in
them the most formidable of opponents. Powerful a great while one of them wakes from its slumber to
bite attacks, the ability to breath jets of flame, and remind the world what true power is.
mastery of magic are but a few of the weapons
dragons can bring to bear against those who would be
bold or foolish enough to confront them.
One of the worst mistakes that a would be dragon
In addition to everything else, dragons are some of slayer could make, would be presuming they know
the most intelligent beings in the world. They what a dragon is capable of. Each dragon is
possess mental abilities that dwarf even the most different, and presents a different set of abilities and
learned scholar or sage. Dragons often speak a traits.
variety of languages, and can communicate quite
clearly when they choose to do so. When a dragon reaches adulthood it gains its first
power. This power is in addition to any other
Dragons live for centuries. They hatch from eggs as abilities the dragon possesses. An old dragon (about
small and rather helpless creatures that feed on 300 year old) 2 powers. An ancient dragon (700 year
smaller animals and struggle for survival. They grow old or older has 3 powers).
quickly when they are young however. Within just a
year or so a dragon has already become powerful
enough to challenge all but the most fearsome of
creatures they encounter. As time passes, they only Draconic Furnace: Increase the difficulty to resist
become more powerful and intelligent. By the time a the dragon’s Dragon Fire ability by +4. Increase the
dragon reaches its first century, it is considered an size of the die used for damage by 1 step (d8
adult. At this point it will seek out a lair where it can becomes d10, d10 becomes d12,etc.)
rest comfortably and begin the strange habit of
hoarding that all dragons partake in. It will seek out Elemental Immunity: Increase the dragon’s
silver, gold, and other valuable items to bring back to protection scores by +10.
its layer. The reason for this obsessive hoarding is
unknown, but it is a strong drive that may cause Iron Hard Scales: Increase the dragon’s armor
dragons to attack strongholds or keeps if they think score by +4.
there is something to gain within.
Master of Magic: Increase the dragon’s mana by
Dragons are not, by nature, good or evil. They are +10. Increase the difficulty of resisting the dragon’s
intelligent free willed beings that make their own spells by +4. The dragon learns 3 additional spells.
choices about how they accomplish their goals.
Some dragons are rather friendly toward the lesser Quickness: Increase the dragon’s guard score by +2
races and have been known to act as advisors to as well as its movement score. Increase its flight
them. Others are simply tyrants that dominate score by +4.
through violence and terror. More than one dragon
has demanded that nearby communities make Unkillable: Increase the dragon’s hit points by +10.
sacrifices to it as if it were some type of god. Most The dragon suffers no penalty for being injured
dragons are simply ambivalent towards the affairs of unless they have been reduced to 0 hit points and
men. Dragons see human kingdoms rise and fall like recovered, after which they suffer normal penalties
human might watch an anthill, and have about as for injury.
much regard for those that get crushed underfoot.
Whiplike Tail: The dragons tail slash attack has
Thankfully, dragons are rare. So rare, in fact that reach. Increase the size of the die used for damage
there are those who doubt their existence except by 1 step (d8 becomes d10, d10 becomes d12,etc.).
when they appear in history or legend. Others Any creature struck by the attack must make a might
believe that dragons may have lived at one time, but check (Difficulty 10) or be knocked prone.
that they have long since died out, or migrated to

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Wind Master: The dragon has larger than average discarded weapons, and suits of armor within a
wings. Increase its flight score by +4. In addition, as dragon’s layer. Likely from some fool hardly
an extended action, it may flap its wings to create a adventurer who thought that the dragon could be
strong gust of wind. Any creature within 5 yards of conquered, to their doom.
the dragon must make a might check (difficulty 10 +
might) or be knocked prone. Using the random treasure tables from the core rules
can help determine what exactly is located in a
dragons lair. Young dragons have not yet begun their
hoarding so their lair is just that, a single lair. Once
Because of dragon’s obsessive hording, their layers the dragon reaches the adult stage their lair should
are often storehouses for valuables. Alchemic items, have the treasure inside of 2 lairs and a treasure. As
gemstones, and coins from forgotten kingdoms can the dragon ages, they will have hoarded more and
all be found in a dragon’s lair. Getting at these more valuables, essentially having multiple treasures
storehouses of wealth is no easy task however. within their lairs. Use the chart below to determine
Surrounded by silver and gold, one will also find the size of a dragon’s horde.

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Special Abilities and Traits


Age Lairs Treasuries Draconic Nature
Hatchling 0 0 Dragons are immune to fear and poison
Young 1 0
Adult 2 1 Night Sight
Old 3 2 Dragons can see perfectly fine in darkness
Ancient 4 3

Dragon (small)

Attributes
Agility 6
Might 3
Mind 2
Perception 3
Stamina 2
Willpower 0

Compiled Stats
Guard 17 (Small Size +1)
Movement 11
-Flying 22
Initiative +3
Determ. 5

Hit Points 7 (Small Size)

Skills
Fighting +4 (Talent +3, Training +4)
Intimidate +1 (Talent +0, Training +1)

Combat
Armor 2 (Scales)
Protection: Fire 5

Claws
Attack: +5, Damage 1d4+3, Critical 2d4+3

Bite: (Extended Action)


Attack +7, Damage 1d6+5, Critical 2d6+5 fire
On a critical hit, the damage done with a dragon’s
bite attack is fire damage and the target suffers from
burning.

Spite Fire (Fast Action)


Attack +3, Damage 1d8 fire damage, Critical x2
(Burning), Range 15 yards.

On a critical hit, any creature hit by a dragon’s spit


fire attack is caught on fire.

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Special Abilities and Traits


Dragon Fire
Dragon (Medium) As an extended action a dragon may breath fire at its
enemies. This is an area of effect attack. The dragon
Attributes must spend a point of determination to use this
Agility 4 ability.
Might 6
Mind 3 Area 3x3, Range 20 Yards, Damage 4d6, Reaction
Perception 4 agility for half (difficulty 16). Any creature that
Stamina 4 takes full damage from dragon fire suffers from
Willpower 2 burning.

Compiled Stats Dragon’s Roar


Guard 14 As an extended action a dragon may issue a mighty
Movement 9 roar. Any creature within 10 yards of a dragon is
-Flying 18 knocked prone and dazed.
Initiative +4
Determ. 7 Any creature may make a willpower check
(Difficulty 16) to negate the effects of this attack.
Hit Points 32
A dazed character is unable to make standard or
Skills extended actions. They may only make a single fast
Channeling +4 (Talent +2, Training +1) action per turn. Their guard score is reduced to 10.
Fighting +8 (Talent +6, Training +2) At the beginning of their turn they may make a
Intimidate +4 (Talent +2, Training +2) stamina check (difficulty 10) to recover, otherwise
Mysticism +5 (Talent +3, Training +2) the condition persists into the next round.

Combat Magic
Armor 4 (Thick Scales) Young dragons have not yet developed their magical
Protection: Cold 5 abilities, but the potential is already there. Hatchling
Protection: Elect. 5 dragons know all 5 incantations.
Protection: Fire 10
Draconic Nature
Claws Dragons are immune to fear and poison
Attack: +8, Damage 1d6+6, Critical 2d6+6
Night Sight
Bite: (Extended Action) Dragons can see perfectly fine in darkness
Attack +10, Damage 1d8+8, Critical 2d8+8 fire
On a critical hit, the damage done with a dragon’s
bite attack is fire damage and the target suffers from
burning.

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Special Abilities and Traits


Dragon Fire
Dragon (Large) As an extended action dragon may breath fire at its
enemies. This is an area of effect attack. The dragon
Attributes must spend a point of determination to use this
Agility 2 ability.
Might 8
Mind 4 Area 5x5, Range 20 Yards, Damage 4d6, Reaction
Perception 4 agility for half (difficulty 18). Any creature that
Stamina 6 takes full damage from dragon fire suffers from
Willpower 4 burning.

Compiled Stats Dragon’s Roar


Guard 11 (Large Size -1) As an extended action a dragon may issue a mighty
Movement 7 roar. Any creature within 10 yards of a dragon is
-Flying 14 knocked prone and dazed.
Initiative +4
Determ. 9 Any creature may make a willpower check
(Difficulty 18) to negate the effects of this attack.
Hit Points 50 (Large Size +10)
A dazed character is unable to make standard or
Skills extended actions. They may only make a single fast
Channeling +6 (Talent +4, Training +2) action per turn. Their guard score is reduced to 10.
Fighting +12 (Talent +8, Training +4) At the beginning of their turn they may make a
Intimidate +8 (Talent +4, Training +8) stamina check (difficulty 10) to recover, otherwise
Lore +6 (Talent +4, Training +2) the condition persists into the next round.
Mysticism +6 (Talent +4, Training +2)
Magic
Combat Adult Dragons have 24 mana and can cast spells.
Armor 4 (Thick Scales) Difficulty to Resist: 14
Protection: Cold 10 Known Spells: 4
Protection: Electric 10
Protection: Fire 20 Night Sight
Dragons can see perfectly fine in darkness
Claws
Attack: +12, Damage 1d8+8, Critical 2d8+8 Dragon Powers
An adult dragon has 1 dragon power.
Bite: (Extended Action)
Attack +14, Damage 1d10+10, Critical 2d10+10
On a critical hit, the damage done with a dragon’s
bite attack is fire damage and the target suffers from
burning.

Tail Slash: (Fast Action)


Attack +9, Damage 1d6

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Special Abilities and Traits


Dragon Fire
Dragon (Huge) As an extended action dragon may breath fire at its
enemies. This is an area of effect attack. The dragon
Attributes must spend a point of determination to use this
Agility 0 ability.
Might 10
Mind 6 Area 7x7, Range 20 Yards, Damage 6d6, Reaction
Perception 6 agility for half (difficulty 20). Any creature that
Stamina 8 takes full damage from dragon fire suffers from
Willpower 6 burning.

Compiled Stats Dragon’s Roar


Guard 7 (Huge Size -3) As an extended action a dragon may issue a mighty
Movement 5 roar. Any creature within 10 yards of a dragon is
-Flying 10 knocked prone and dazed.
Initiative +6
Determ. 11 Any creature may make a willpower check
(Difficulty 20) to negate the effects of this attack.
Hit Points 68 (Huge Size +30)
A dazed character is unable to make standard or
Skills extended actions. They may only make a single fast
Channeling +10 (Talent +6, Training +4) action per turn. Their guard score is reduced to 10.
Fighting +16 (Talent +10, Training +6) At the beginning of their turn they may make a
Intimidate +12 (Talent +6, Training +6) stamina check (difficulty 10) to recover, otherwise
Lore +10 (Talent +6, Training +4) the condition persists into the next round.
Mysticism +10 (Talent +6, Training +4)
Magic
Combat Old Dragons have 40 mana and can cast spells.
Armor 4 (Thick Scales) Difficulty to Resist: 16
Protection: Cold 15 Known Spells: 8
Protection: Elect. 15
Protection: Fire 30 Draconic Nature
Dragons are immune to fear and poison
Claws
Attack: +16, Damage 1d10+10, Critical 2d10+10 Night Sight
Dragons can see perfectly fine in darkness
Bite: (Extended Action)
Attack +18, Damage 1d12+12, Critical 2d12+12 fire Dragon Powers
On a critical hit, the damage done with a dragon’s An old dragon has 2 dragon powers.
bite attack is fire damage and the target suffers from
burning.

Tail Slash: (Fast Action)


Attack +14, Damage 1d10

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Special Abilities and Traits


Dragon Fire
Dragon (Titanic) As an extended action dragon may breath fire at its
enemies. This is an area of effect attack. The dragon
Attributes must spend a point of determination to use this
Agility 0 ability.
Might 12
Mind 12 Area 7x7, Range 20 Yards, Damage 8d6, Reaction
Perception 8 agility for half (difficulty 22). Any creature that
Stamina 12 takes full damage from dragon fire suffers from
Willpower 10 burning.

Compiled Stats Dragon’s Roar


Guard 5 (Huge Size -5) As an extended action a dragon may issue a mighty
Movement 5 roar. Any creature within 10 yards of a dragon is
-Flying 10 knocked prone and dazed.
Initiative +8
Determ. 15 Any creature may make a willpower check
(Difficulty 22) to negate the effects of this attack.
Hit Points 94 (Huge Size +30)
A dazed character is unable to make standard or
Skills extended actions. They may only make a single fast
Channeling +18 (Talent +10, Training +8) action per turn. Their guard score is reduced to 10.
Fighting +20 (Talent +12, Training +8) At the beginning of their turn they may make a
Intimidate +18 (Talent +10, Training +8) stamina check (difficulty 10) to recover, otherwise
Lore +20 (Talent +12, Training +8) the condition persists into the next round.
Mysticism 8 +20 (Talent +12, Training +8)
Magic
Combat Old Dragons have 80 mana and can cast spells.
Armor 4 (Thick Scales) Difficulty to Resist: 22
Protection: Cold 20 Known Spells: 12
Protection: Elect. 20
Protection: Fire 40 Draconic Nature
Dragons are immune to fear and poison
Claws
Attack: +20, Damage 1d12+12, Critical 2d12+12 Night Sight
Dragons can see perfectly fine in darkness.
Bite: (Extended Action)
Attack +22, Damage 2d12+14, Critical 4d12+14 fire Dragon Powers
On a critical hit, the damage done with a dragon’s An ancient dragon has 3 dragon powers.
bite attack is fire damage and the target suffers from
burning.

Tail Slash: (Fast Action)


Attack +18, Damage 1d12

101
Raven of the Scythe
Fantasy Role Playing Game

I’m never sure what to put on the last page.

Thank you very much for checking out my


game. If you liked it, you should check out
my cowboy role playing game Devil’s
Crossroad or the western setting The
Burning Plains. I have also made some
dungeon tile sets.

Again, thank you very much for supporting


my work. I hope you found it enjoyable and
useful.

Happy Gaming.
-James

102

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