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Book of Encounters
Bestiary
1
Raven of the Scythe
Fantasy Role Playing Game
Book of Encounters
Bestiary
And
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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Raven of the Scythe
Fantasy Role Playing Game
Insects -----------------------------------------42
Cave Cricket ----------------------------------42
Crab-Giant, Bahor-Kulch --------------------43
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Raven of the Scythe
Fantasy Role Playing Game
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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Raven of the Scythe
Fantasy Role Playing Game
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
Determ. 9
Hit Points 28
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Raven of the Scythe
Fantasy Role Playing Game
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.
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Raven of the Scythe
Fantasy Role Playing Game
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
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Raven of the Scythe
Fantasy Role Playing Game
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
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Raven of the Scythe
Fantasy Role Playing Game
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
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.
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Raven of the Scythe
Fantasy Role Playing Game
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
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Raven of the Scythe
Fantasy Role Playing Game
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
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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Raven of the Scythe
Fantasy Role Playing Game
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
Combat Bite:
Armor 2 (Scales) Attack: +7, Damage: 1d10+5, Critical: 2d10+5
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Raven of the Scythe
Fantasy Role Playing Game
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
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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Raven of the Scythe
Fantasy Role Playing Game
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.
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Raven of the Scythe
Fantasy Role Playing Game
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
Determ. 6 Determ. 7
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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Raven of the Scythe
Fantasy Role Playing Game
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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Raven of the Scythe
Fantasy Role Playing Game
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
Skills
Fighting +3 (Talent +1, Training +2)
Combat
Armor None
Bite:
Attack +3, Damage 1d6+1, Critical 2d6+1
Small Size
Small creatures have hit points equal to 5 + stamina.
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Raven of the Scythe
Fantasy Role Playing Game
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
Skills
Fighting +6 (Talent +4, Training +2)
Combat
Armor 2 (Scales)
Bite:
Attack: +6, Damage: 1d8+4, Critical: 2d8+4
Large Size
Large creatures have +10 hit points and -1 to guard.
18
Raven of the Scythe
Fantasy Role Playing Game
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
Skills
Fighting +3 (Talent +1, Training +2)
Combat
Armor None
Bite:
Attack +3, Damage 1d6+1, Critical 2d6+1
Dark Sight
This creatures suffers no penalties for actions due to
darkness.
Large Size
Large creatures have +10 hit points and -1 to guard.
19
Raven of the Scythe
Fantasy Role Playing Game
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.
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
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
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Raven of the Scythe
Fantasy Role Playing Game
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
Skills
Fighting +4 (Talent +2, Training +2)
Combat
Armor None
Bite:
Attack +4, Damage 1d8+2, Critical 2d8+2
21
Raven of the Scythe
Fantasy Role Playing Game
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
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
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Raven of the Scythe
Fantasy Role Playing Game
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
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
23
Raven of the Scythe
Fantasy Role Playing Game
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
24
Raven of the Scythe
Fantasy Role Playing Game
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
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
Huge Size
Huge creatures have +20 hit points and -3 guard.
25
Raven of the Scythe
Fantasy Role Playing Game
Compiled Stats
Guard 13 (Small Size +1)
Movement 7
Initiative 6
Determ. 5
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.
26
Raven of the Scythe
Fantasy Role Playing Game
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.
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
27
Raven of the Scythe
Fantasy Role Playing Game
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
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
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Raven of the Scythe
Fantasy Role Playing Game
Combat
Armor None
Bite:
Attack +1, Damage 1d6, Critical 2d6
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Raven of the Scythe
Fantasy Role Playing Game
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.
Compiled Stats
Guard 12 (Large Size -1)
Movement 8
Initiative +5
Determ. 7
Skills
Combat
Armor 2 (Thick Hide)
Protection: Elect. 10
Kick:
Attack: +5, Damage: 1d6+5 Electric.
An Azurtha’s hoofs do electric damage.
30
Raven of the Scythe
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
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.
31
Raven of the Scythe
Fantasy Role Playing Game
Animal (Large)
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
Skills
Fighting +6 (Talent +2, Training +4)
Stealth +10 (Talent +4, Training +6)
Combat
Armor 2 (Chitin)
Bite:
Attack +8, Damage 1d8+4, Critical 2d8+4
Large Size
Large creatures have +10 hit points and -1 guard.
32
Raven of the Scythe
Fantasy Role Playing Game
Attributes
Agility 4
Might 4
Mind 0
Perception 8
Stamina 4
Willpower 2
Determ. 7
Skills
Fighting +8 (Talent +4, Training +4)
Stealth +10 (Talent +4, Stealth +6)
Combat
Armor 4 (Thick Chitin)
Protection, Cold 5
Bite:
Attack +10, Damage 1d8+4, Critical 2d8+4
33
Raven of the Scythe
Fantasy Role Playing Game
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
Skills
Fighting +14 (Talent +8, Training +6)
Stealth +10 (Talent +4, Training +6)
Combat
Armor 6 (Extra Thick Chitin)
Protection, Cold 20
Bite:
Attack +10, Damage 1d8+4, Critical 2d8+4
34
Raven of the Scythe
Fantasy Role Playing Game
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.
Small Size
Small creatures have hit points equal to 5 + stamina.
35
Raven of the Scythe
Fantasy Role Playing Game
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.
36
Raven of the Scythe
Fantasy Role Playing Game
Initiative 6
Determ. 6
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
37
Raven of the Scythe
Fantasy Role Playing Game
Compiled Stats
Guard 9 (Small Size +1)
Movement 3
-Fly 6
Initiative -2
Determ. 3
Skills
Combat
Armor None
Tentacle:
Attack -2, Damage 1d4
Any creature damaged by a tentacle attack is
poisoned.
38
Raven of the Scythe
Fantasy Role Playing Game
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
Skills
Fighting +9 (Talent +7, Training +2)
Combat
Armor 4 (Armored Hide)
Horns:
Attack: +9, Damage 1d10+7, Critical 2d10+7
Tail Club:
Attack +9, Damage 1d8, Critical 1d10 Bashing,
Reach
39
Raven of the Scythe
Fantasy Role Playing Game
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
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.
40
Raven of the Scythe
Fantasy Role Playing Game
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.
41
Raven of the Scythe
Fantasy Role Playing Game
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
Skills
Fighting +0 (Talent +2, Training +2)
Combat
Armor 2 (Chitin)
Bite:
Attack +0, Damage 1d6
Small Size
Small creatures have hit points equal to 5+stamina
and +1 guard.
42
Raven of the Scythe
Fantasy Role Playing Game
Skills
Fighting +5 (Talent +3, Training +2)
Animal (Large), Crab Stealth +7 (Talent +5, Training +2)
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
43
Raven of the Scythe
Fantasy Role Playing Game
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.
44
Raven of the Scythe
Fantasy Role Playing Game
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.
45
Raven of the Scythe
Fantasy Role Playing Game
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
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.
46
Raven of the Scythe
Fantasy Role Playing Game
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.
47
Raven of the Scythe
Fantasy Role Playing Game
Compiled Stats
Guard 14 (Small Size +1)
Movement 8
-Climb 16
Initiative +8
Determ. 1
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.
48
Raven of the Scythe
Fantasy Role Playing Game
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
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.
49
Raven of the Scythe
Fantasy Role Playing Game
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
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.
50
Raven of the Scythe
Fantasy Role Playing Game
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
Skills
Combat
Armor None
Bite:
Attack +0, Damage 2d8, Critical 2d8
Any creature that takes damage from a bite attack
suffers from decay.
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.
51
Raven of the Scythe
Fantasy Role Playing Game
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
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.
52
Raven of the Scythe
Fantasy Role Playing Game
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
Skills
Combat
Armor 4 (Thick Chitin)
Claws
Attack +5 Damage 1d6+5 Critical 1d8+5
Web Spit
Attack +3, Range 10 yards
Any creature hit by a spiked wurm’s web spit attack
is ensnared.
53
Raven of the Scythe
Fantasy Role Playing Game
54
Raven of the Scythe
Fantasy Role Playing Game
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
55
Raven of the Scythe
Fantasy Role Playing Game
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
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
56
Raven of the Scythe
Fantasy Role Playing Game
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
Skills
Channeling +10 (Talent +4, Training +6)
Mysticism +9 (Talent +3, Training +6)
Stealth +14 (Talent +8, Training +6)
57
Raven of the Scythe
Fantasy Role Playing Game
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
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
58
Raven of the Scythe
Fantasy Role Playing Game
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.
59
Raven of the Scythe
Fantasy Role Playing Game
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
60
Raven of the Scythe
Fantasy Role Playing Game
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
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.
61
Raven of the Scythe
Fantasy Role Playing Game
62
Raven of the Scythe
Fantasy Role Playing Game
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
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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Long Sword:
Attack +12, Damage 1d8+6, Critical 2d8+6
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Combat Combat
Armor 6 (Undead) Armor 6 (Undead)
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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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)
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
Skills
Channeling +8 (Talent +6, Training +2)
Fighting +12 (Talent +6, Training +6)
Mysticism +4 (Talent +0, Training +4)
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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
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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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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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.
Compiled Stats
Guard 6
Movement 1
Initiative 0
Determ. 0
Hit Points 40
Skills
None
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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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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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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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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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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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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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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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Large Size
Large creatures have +10 hit points and -1 guard.
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Elemental (Large)
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
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.
Large Size
Large creatures have +10 hit points and -1 guard.
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Determ. 3
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.
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Elemental (Large)
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
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
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
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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
Small Size
Small creatures hit points equal to 5+stamina.
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Compiled Stats
Guard 13 (Large Size -1)
Movement 9
-Flying 18
Initiative +6
Determ. 9
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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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
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.
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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.
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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
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.
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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
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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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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
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
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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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Happy Gaming.
-James
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