Sunday, December 1, 2024

Savage Dark Sun Bestiary

 Ok, here it is, the bestiary. The last bit I have, unless I chase a wild hare and come up with more. I focused on, first, the common animals like kank, inix, and mekillot, but then other ones with a strong Dark Sun flavor, including dwarven banshees, drakes, and weird Athasian golems.

Something that may annoy people is how useful I found the 4e Creature catalog in doing this; not infrequently, a good attribute set was had by taking the 4e attribute and halving it; a 24 became a d12, a 12 became a d6. Worked really well for a lot of things.


Agony Beetle

Tiny scarab beetles, agony beetles live on the pain of others. Their usual method of attack is to climb onto a person, insert a tendril into their spine, and wrack them with agony, destroying their bodies and minds. They are sometimes used as sling ammunition by halflings of the Forest Ridge.

Attributes: Agility d4, Smarts d4 (A), Spirit d8, Strength 1, Vigor d4
Skills: Athletics d4, Fighting d4, Notice d4, Stealth d12
Pace: 6; Parry: 5; Toughness: 1
Edges: -
Special Abilities
* Size -4
* Poison Tendril: Undetected agony beetles attack with The Drop, and do not require a Shaken result to inflict their Deadly Poison. Their poison is only effective as long as they are alive and attached; killing the agony beetle immediately ends the risk of death, but it will leave the victim Fatigued if the attachment was one round long, and Exhausted if it was more than one round.

Anakore

Man-sized humanoids, with wedge-shaped heads, and sharp claws and teeth, anakore (also called dune freaks) live beneath the surface of the sand, bursting from beneath to devour their prey. Their dorsal ridge is a sensitive organ, allowing them to find a human-sized creature on the sand from up to five miles away. Once they attack, they will try to grapple their opponents, and bite them to inflict a paralyzing venom.

Attributes: Agility d8, Smarts d4, Spirit d8, Strength d10, Vigor d6
Skills: Athletics d10, Fighting d6, Notice d4, Stealth d8, Survival d6
Pace: 5; Parry: 5; Toughness: 6 (1)
Edges: Frenzy
Special Abilities
* Armor +1
* Blindsense: Anakore do not take any penalties caused by lack of visibility when they are under the sand, provided their target is on or under the sand.
* Burrow 6
* Size 0
* Claws: Str+d4; when they have The Drop, will often make three attacks; two claws and an attempt to grapple.
* Bite: Str+d4, plus poison.
* Poison: Anakore have a paralytic poison that they inject on a bite.

Baazrag

Less than two feet long, baazrag are hunters, operating in packs to devour their prey. They are fairly easy to domesticate, and many places use them to help control pests. Some raise them as companion animals, or even beasts of burden, with a single baazrag able to pull about 50 pounds.

Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d4, Vigor d6
Skills: Athletics d6, Fighting d6, Notice d4, Survival d6
Pace: 8; Parry: 5; Toughness: 3 (1)
Edges: -
Special Abilities
* Armor +1
* Size -3
* Gnaw: Str+d4. On a raise, will grapple with target.
*Poison: Baazrag have a Mild poison that comes with their bite; add the victim's size to the difficulty of the Vigor roll

Banshee, Dwarf

A dwarf's focus consumes their life and, should they fail to complete it before they die, it may consume their death, as well. Below is a relatively unremarkable dwarf who has become a banshee; those of greater ability will retain their skills and powers, even in undeath.

Attributes: Agility d6, Smarts d6, Spirit d10, Strength d8, Vigor d8
Skills: Athletics d8, Fighting d6, Notice d4, Survival d6
Pace: 6; Parry: 5; Toughness: 12 (4)
Edges: -
Special Abilities
* Undead; +2 to toughness, +2 Spirit v. Shaken, ignore extra damage from called shots
* Armor +4: Unnatural toughness
* Size 0
* Hardy; second shaken result does not cause a wound
* Weaknesses: Magical attacks and steel.

Belogi

A race of cannibalistic humanoids, belogi are oft-psychic, and have a poisonous touch, sapping the will from their victims. They are, however, quite cowardly, and will flee against strong opposition, only to return in greater numbers. Many belogi have a psychic power to draw someone towards them, which they use by directing their target to focus on the sound of a bell.

Attributes: Agility d10, Smarts d4, Spirit d8, Strength d6, Vigor d8
Skills: Athletics d6, Fighting d6, Notice d4, Survival d6
Pace: 8; Parry: 5; Toughness: 8 (2)
Edges: -
Special Abilities
* Size 0
*Low light vision; ignore penalties for Dim or Dark illumination
* Claw: Str+d4. Also, belogi's claws carry their poison.
*Poison:  Belogi cannot poison someone with a casual touch, but a longer touch, or a touch to an open wound (such as one made by the belogi's claws) will subject the target to their poison. Each failed Vigor roll against a belogi's touch inflicts a Fatigue; the second causes Exhaustion, and the third will cause incapacitation for 2d6 minutes.
*Belogi's Call: A belogi can attempt to call someone to them; when so called, a victim must make a Spirit roll or walk towards the ringing of the belogi's bell. Until the victim makes a Spirit roll (they may attempt at the end of each of their turns), they are Shaken and compelled to walk docilely towards the belogi's bell. The Call can only be used on someone who is Distracted, Vulnerable, or on whom the belogi has The Drop.
*Gear: Leather armor, spear, bell.

Braxat

Carapaced humanoids, braxat seems to be neither mammal nor reptile, but perhaps some unholy combination of each. Fifteen feet tall and thousands of pounds, they are capable of great havoc, both with their bodies, and with their formidable psychic powers.

Attributes: Agility d8, Smarts d6, Spirit d10, Strength d12, Vigor d10
Skills: Athletics d8, Common Knowledge d4, Fighting d10, Notice d8, Persuasion d4, Psionics d10, Stealth d4, Survival d6
Pace: 8; Parry: 7; Toughness:15 (4)
Edges: Improved Sweep, Mentalist
Special Abilities
* Armor +4: Thick hide
* Size 4 (Large); can take an extra wound
* Hardy; second shaken result does not cause a wound
* Breath Weapon: Athletics attack, 4d6 damage (acid) in Cone template
* Club: Str + d10, AP 2
* Low Light vision; ignore penalties due to Dim or Dark illumination
* Psychic Powers: Mind Bolt (AP 6, 3d6 damage, -3 on psionics), Fear (Small blast Template, -2 on psionics)

Brohg

Fifteen feet tall, brohg are four-armed giants who live in the wastes. Considered "simple", most live their lives in the wastes in small groups. Because of their size and many arms, they are valued in gladitorial games, but only fight if enslaved. They have a sense for the magic of wizards and distrust it, hating defilers immensely.  

Attributes: Agility d10, Smarts d4, Spirit d8, Strength d10, Vigor d8
Skills: Athletics d8, Fighting d8, Notice d8, Survival d10
Pace: 6; Parry: 6; Toughness: 12 (2)
Edges: -
Special Abilities
* Armor +2: Leather armor; they usually armor their legs
* Size 4 (Large); can take an extra wound
* Multi-action; with 4 arms, Brohg reduce multi-action penalties by 2.
* Stone Mace: Str + d8 damage, AP 2
* Thrown Boulder: 3d6 damage 6/12/24

Crodlu

Crodlu are bipedal, omnivorous, lizards, with clawed hands and feet. Known for their vicious temperament, crodlu are sometimes trained as beasts of burden or war mounts. Unlike their cousins, the erdlu, crodlu produce eggs only ones a year.

Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d10, Vigor d8
Skills: Athletics d10, Fighting d8, Notice d4, Survival d6
Pace: 8; Parry: 6; Toughness: 8
Edges: -
Special Abilities
* Size 2
* Beak: Str+d6.
* Claws: Str+d8
* Pounce: When making a Wild Attack, the crodlu adds +4 instead of +2 to damage. On a raise, the crodlu knocks their opponent prone

Crystal Spider

Kank-sized giant spiders, crystal spiders appear to be made of glass, and spin webs of the same. Those webs are razor sharp, and can slice a person to pieces if the walk into them unawares. For themselves, crystal spiders prefer to attack with bolts of light reflected through their own bodies... but their bite also injects a deadly poison.

Attributes: Agility d10, Smarts d4 (A), Spirit d6, Strength d10, Vigor d8
Skills: Athletics d10, Fighting d8, Intimidation d10, Notice d8, Shooting d10, Stealth d10
Pace: 8; Parry: 6; Toughness: 6
Edges: -
Special Abilities
* Bite: Str + d4; injected Lethal poison (-2)
* Blinding Bolt: Similar to Bolt power, victims Shaken or Wounded by the bolt of light are also required to make a Vigor test or be blinded, taking -2 to their rolls. Raising on the Shooting roll either increase damage, or increase the blinding penalty from -2 to -4.
* Light Control: Crystal spiders can vary the amount of light within a Large Blast template around them. While they often like areas to be brightly lit, they will also improve the shadows to help with stealth.
* Size 1
* Wall-walker: Crystal spiders move at equal speed on the ground, their webs, or a wall
* Webs: Unlike many other spiders, crystal spiders do not spin their webs quickly, and certainly not quickly enough to encase someone in them. However, their webs are fine, sharp, blades of glass. Treat these as a trap; the Notice check to see them is at -2. The webs do 2d6 + victim's size in damage, with an AP of 2. Webs are valuable to weapon-makers; very strong and very sharp, they make a good edge for weapons. A twelve inch shard of webbing will typically fetch 2-3cp.

Erdlu

The less aggressive cousins of the crodlu, erdlu are more human sized. Common herd beasts, they are raised for their meat and eggs; they produce eggs frequently. They're too small to be mounts for any but halflings, and cannot be trained to combat; their response to danger is to run far and fast.

Attributes: Agility d8, Smarts d4 (A), Spirit d4, Strength d8, Vigor d6
Skills: Athletics d8, Fighting d4, Notice d6, Survival d6
Pace: 8; Parry: 4; Toughness: 5
Edges: -
Special Abilities
* Size 0
* Beak: Str+d6
* Running die: d10

Gaj

Horrific meldings of reptile and beetle, a gaj's tough scales and beetle-like carapace conceal a brilliant mind. While many predators feed on flesh, gaj also feed on the pain and damage their mental attacks inflict upon their victims.

Attributes: Agility d6, Smarts d6, Spirit d8, Strength d8, Vigor d6
Skills: Athletics d8, Fighting d6, Notice d6, Psionics d8, Survival d6
Pace: 6; Parry: 5; Toughness: 7 (2)
Edges: Mentalist, Arcane Resistance (Psychic, Improved)
Special Abilities
* Armor: +2
* Size 0
* Low Light vision; ignore penalties due to Dim or Dark illumination
* Mandibles: Str+d6
* Psychic Combat: +2 card defense, +1 card to either deck, +2 to Psionics for multi-actions
* Psychic Powers: Blind (-1), Bolt (mental attack, AP 6, -2), Lower Trait (Spirit; Touch range, -1), Fear (-1), Illusion (-2; includes sound), Mind Link (-1), Mind Reading (-1), Mind Wipe (-2), Puppet (-2), Speak Language (-1), Stun (-1).

Giant, Athasian

Athasian Giants are most commonly of two varieties; these are the humanoid giants, with the beast-headed giants following. Humanoid giants may stand 30' tall,  but are also relatively congenial if not antagonized. They trade with humanoids, sometimes hiring as mercenaries or selling their hair for rope.

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12+5, Vigor d12
Skills: Athletics d8, Fighting d10, Notice d4, Survival d6
Pace: 8; Parry: 7; Toughness:15
Edges: Brute, Sweep (Imp)
Special Abilities
* Size 7 (Large); can take an extra wound
* Hardy; second shaken result does not cause a wound
* Arcane Resistance: Psychic (Improved)
* Fearless
* Massive Weapon: Str+d12; AP 4 most often, this is a club made from bone

Giant, Beast Headed

Smaller and more vicious than their humanoid kin, beast-headed giants are also smart. While humanoid giants have a resistance to psionic powers, beast-headed giants are psychic, using their powers to augment their already great strength.

Attributes: Agility d6, Smarts d6, Spirit d8, Strength d12+4, Vigor d10
Skills: Athletics d8, Fighting d8, Intimidation d8, Notice d6, Persuasion d4, Survival d6
Pace: 8; Parry: 6; Toughness: 12
Edges: Sweep (Imp)
Special Abilities
* Size 5 (Large); can take an extra wound
* Hardy; second shaken result does not cause a wound
* Huge Weapon: Str+d10, AP 2
* Low Light vision; ignore penalties due to Dim or Dark illumination
* Psionics: Beast-headed giants are almost always psychic, with 4 or more different powers. However, these might be any sort of powers; they are often offensive abilities, but crafty giants may have other abilities.

Gith (Githrevrykal)

Long and lanky, the gith appear to be some combination of elf and reptile. Clawed, thumbless hands grip weapons, and their backs are often curved and hunched. Carnivores, they will gladly turn to cannibalism of other races.

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d8
Skills: Athletics d8, Fighting d8, Intimidation d8, Notice d6, Persuasion d4, Survival d6 (Psionics d6)
Pace: 6; Parry: 6; Toughness: 9 (3)
Edges: Dodge
Special Abilities
* Size 0
* Inix-shell armor: +3 to Armor
* Glaive; Str+d8, Reach 1
*Leaper: Gith often begin encounters with a leap; they easily jump 2" (four yards) to close a gap. When making this Wild Attack, they receive a +4 to damage.
*Claws: Str+d4
* Psionics: Chieftains among the githrevrykal are often psychics; common powers include Bolt, Boost Trait, Puppet, and Stun. In psychic combat, they will allocate only one card to defense.

Hej-kin

Hej-kin are a subterranean humanoid species with round faces, large noses, and small, furred ears. Their leathery skin is often deep red or green; the hej-kin of a clan will usually have the same colored skin. The hej-kin have their own language, but very few will speak Common, and then most will speak it poorly. They worship the Earth, and clans have members who are wizards (preservers only) and Earth Elemental Clerics. All are psychic.

Attributes: Agility d6, Smarts d6, Spirit d8, Strength d8, Vigor d6
Skills: Athletics d8, Common Knowledge d4, Fighting d4, Notice d4, Psionics d6, Stealth d8, Survival d6
Pace: 4; Parry: 4; Toughness: 4
Edges: -
Gear: Most hej-kin rely on their claws, but warriors among them might use leather armor or weapons.
Special Abilities
* Claws: Str + d4
* Darkvision: Hej-kin ignore all vision penalties from illumination, and up to 2 points of penalty from invisibility, within 20"
* Size -1
* Psychic Powers: Bolt (Psychic attack; AP 6, -2), Environmental Protection (Self only, -1), Mind Link (-1), Protection (Self only, -0) More Experienced psychics may have a greater array of powers. Hej-kin in groups like to gang up in psychic combat; defending themselves, but all attacking a single target.
* Spellcasting: Each clan of hej-kin will have spellcasters; all will have an Earth Elemental Cleric, many will have preservers. Druids are exceptionally rare; templars and wizards with unusual power sources are unknown. Defilers are anathema to hej-kin.

Hunter Cactus

Hunter cacti are ambulatory cacti who feed through tethered projectile spines. They hide among normal cacti, then launch an attack; they prefer to grab prey and leave, rather than stay to fight all comers.

Attributes: Agility d10, Smarts d4 (A), Spirit d8, Strength d8, Vigor d8
Skills: Athletics d8, Fighting d6, Notice d6, Stealth d10, Survival d6
Pace: 6; Parry: 5; Toughness:13 (2)
Edges: -
Special Abilities
* Armor +2: Thick hide
* Size 5 (Large); can take an extra wound
* Feeding Spine: 2d6 damage, AP 2, 5" range (maximum). Uses Athletics. Injects a Mild poison each round connected (tether is Hardness 6)
* Clubbing limb: Str + d8. Injects a Mild poison
* Camouflage: +2 to Stealth when remaining still
* Tremorsense: Hunting cacti are blind, but can detect creatures in contact with the ground within 20"

Inix

A large, plate-backed, low-bellied lizard, the inix is strong and spirited, with a long tail. Common as beasts of burden, they aren't used as draft beasts, due to their long tails.

Attributes: Agility d6, Smarts d4 (A), Spirit d8, Strength d12, Vigor d10
Skills: Athletics d6, Fighting d8, Notice d6, Survival d6
Pace: 6; Parry: 7; Toughness:16 (4)
Edges: -
Special Abilities
* Armor +4: Thick hide
* Size 5 (Large); can take an extra wound
* Hardy; second shaken result does not cause a wound
* Bite Attack: Str+d8
* Tail slap: Str+d6, on a raise knocks the target prone

Jozhal

The jozhal are intelligent saurian creatures, standing about 4 feet tall, with a long neck and longer tail. The do have thumbs on their hands, but they most often defend themselves with psionics and magic. Many are clerics, and some are druids. Jozhal are never defilers.

Attributes: Agility d8, Smarts d8, Spirit d6, Strength d4, Vigor d4
Skills: Athletics d6, Common Knowledge d6, Fighting d4, Notice d8, Persuasion d6, Stealth d8, Survival d6, Thievery d6 (Faith d6, Psionics d8)
Pace: 10; Parry: 4; Toughness: 5 (2)
Edges: Arcane Backgrounds (Elemental Cleric or Druid, and/or Psionics), Arcane Resistance (Magic)
Special Abilities
* Armor +2
* Size -1
* Bite Attack: Str+d4
* Claws: Str
* Camoflage: Jozhal can change the color of their scales to match the local environment, giving them a +2 to Stealth rolls when not moving.
* Powers: Jozhal will have powers in line with their Arcane Backgrounds; as Elemental Clerics, they are most drawn to Earth and Fire. Many will have Detect Arcana; they're known to steal magical items they may find.

Kank

Kanks are large hive insects, used as mounts, beasts of burden, and a source of food across Athas. Their meat is inedibly foul, but their foragers produce globes of honey big enough to feed a person. Kanks are incredibly easy to domesticate, treating anyone who feeds them regularly as a member of their own hive, and following commands easily. These stats are for the standard, "forager" kank that are used as mounts and beasts of burden; the soldier kanks are larger, stronger, and more able combatants.

Attributes: Agility d8, Smarts d4 (A), Spirit d8, Strength d8, Vigor d6
Skills: Athletics d8, Fighting d6, Notice d6, Survival d6
Pace: 8; Parry: 5; Toughness: 8 (2)
Edges: -
Special Abilities
* Armor +2: Chitinous plates
* Size 1
* Bite Attack: Str+d4

Mekillot

Mekillots are massive creatures, commonly used as draft beasts by caravans crossing the desert. They are omnivorous, and are happy to regard human-sized creatures as food; the line between a "trainer" and "training snack" is razor-thin, and they are often psionically controlled. In the wild, they roam in "small" herds, eating plants and animals alike, and laying their eggs (which they fiercely defend) next to oases.

Attributes: Agility d6, Smarts d4 (A), Spirit d10, Strength d12+6, Vigor d12
Skills: Athletics d8, Fighting d6, Notice d4, Survival d6
Pace: 6; Parry: 5; Toughness:20 (6)
Edges: -
Special Abilities
* Armor +6: Thick hide
* Size 7 (Large); can take an extra wound
* Hardy; second shaken result does not cause a wound
* Tongue Lash: Str+d4. Raise on attack means target is Bound and subject to a bite attack each round until free.
* Bite Attack: Str+d6, AP 3
* Trample: When running, the mekillot can trample every Large or smaller size Creature in its path for Str+d6 damage.

Silk Wyrm

Silk wyrms are incredibly long creatures, reaching more than 50' in length at full growth, though they only get around 3' in diameter. Venomous, they are also known to transform into creatures of shadow to hunt their prey in the dark. Their silk, however, is highly prized; it is beautiful and tough, and makes fine clothing or armor (much favored by Air Elemental Clerics).

Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d6, Vigor d6
Skills: Athletics d6, Fighting d8, Notice d6, Stealth d8, Survival d6
Pace: 6; Parry: 6; Toughness:14 (4)
Edges: -
Special Abilities
* Flight (Pace 6)
* Armor +4: Thick hide
* Size 5 (Large); can take an extra wound (only size 5; while very long, they are not very big around)
* Bite Attack: Str+d8
* Ethereal: Silk Wyrms can turn ethereal at will, but only for five rounds at a time, before they must rest ten rounds.
* Poison: Paralyzing poison. Silk wyrm paralysis lasts for 1d4 days unless treated.
* Low Light vision; ignore penalties due to Dim or Dark illumination

Silt Horror, Psychic

Grotesque, enormous, and tentacled, silt horrors swim through the Sea of Silt, snatching those within reach to devour. Difficult to kill, not the least because their bodies are hidden beneath the choking dust. Gray and Brown silt horrors are smaller than the dreaded white, but they are also have psychic powers to help in their hunts.

Attributes: Agility d10, Smarts d4 (A), Spirit d8, Strength d10, Vigor d10
Skills: Athletics d8, Fighting d8, Notice d4, Psionics d6, Survival d6
Pace: 2; Parry: 6; Toughness: 18 (4)
Edges: -
Special Abilities
* Armor +4: Thick hide
* Burrow: Pace 6
* Size 7 (Large); can take one extra wound
* Tentacles: Gray and brown silt horrors have five to ten long tentacles, which is what most will see of the beasts. Each tentacle can act completely independently; the silt horror receives no multi-action penalty for the actions of its tentacles. Each can club or grasp, doing Str + d6 damage; tentacles will work together to grapple opponents, and try to drag them beneath the silt. Tentacles have a Toughness of 8 (1), and are severed when a wound is taken. A silt horror will usually retreat when half its tentacles are severed. Note that Wounds to the tentacles do not result in Wounds to the horror itself.
*Psychic Powers: Brown horror psychic powers include Puppet and Stun. Gray horrors have Telekinesis, Havoc, and Sound/Silence. Psychic actions are in addition to the actions of the tentacles. Brown horrors will go on the offensive in psychic combat, reserving only one for defense. Gray horrors tend to be defensive, preferring more physical effects.

Silt Horror, White

Grotesque, enormous, and tentacled, silt horrors swim through the Sea of Silt, snatching those within reach to devour. Difficult to kill, not the least because their bodies are hidden beneath the choking dust. White silt horrors are known to be the largest of their kind, but also lack the psychic powers of gray and brown silt horrors.

Attributes: Agility d10, Smarts d4 (A), Spirit d8, Strength d12, Vigor d10
Skills: Athletics d8, Fighting d8, Notice d4, Survival d6
Pace: 2; Parry: 6; Toughness: 20 (4)
Edges: -
Special Abilities
* Armor +4: Thick hide
* Burrow: Pace 6
* Size 9 (Huge); can take two extra wounds
* A white horror has six to a dozen long tentacles, which is what most will see of the beasts. Each tentacle can act completely independently; the silt horror receives no multi-action penalty for the actions of its tentacles. Each can club or grasp, doing Str + d8 damage; tentacles will work together to grapple opponents, and try to drag them beneath the silt. Tentacles have a Toughness of 9 (2), and are severed when a wound is taken. A silt horror will usually retreat when half its tentacles are severed. Note that Wounds to the tentacles do not result in Wounds to the horror itself.

Tembo

Nasty and mean, the tembo is covered with tawny scales and filled with hate. Their clawed feet and sharp teeth are attached to a four-legged body the size of a man.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d10, Vigor d8
Skills: Athletics d8, Fighting d10, Notice d6, Psionics d6, Stealth d8, Survival d6
Pace: 8; Parry: 7; Toughness: 6
Edges: Alertness, Arcane Resistance (Magic), Dodge (Imp), Frenzy (Imp)
Special Abilities
* Armor +4: Thick hide
* Size 0, but Resilient (1 extra wound)
* Hardy; a second shaken does not result in a wound
* Bite Attack: Str+d8; also inflicts Energy Drain (Vigor), AP 1
* Claws: Str+d8
* Fearless
*Low Light Vision; Tembo ignore penalties due to Dim or Dark illumination.
* Psionics: Tembo have the powers boost trait (self only), damage field, deflection, intangibility, and invisibility.

Thrax

Thrax are humanoid, somewhere between an elf and a human in appearance, though not quite the same as a half-elf. Their most striking feature is deep blue eyes, looking like pools of water.. a hint to the horror they hold. Thrax exist by draining water from others, leaving dessicated corpses. Surviving the grasp of a thrax (by driving away or killing the thrax) means that a human victim may be subject to the curse of the Thrax.

Attributes: Agility d8, Smarts d6, Spirit d10, Strength d10, Vigor d8
Skills: Athletics d8, Common Knowledge d4, Fighting d8, Notice d4, Psionics d8, Stealth d8
Pace: 8; Parry: 6; Toughness: 6
Edges: -
Gear: Spear (Str+d6); Thrax may use any weapon, or wear armor, but don't wear gauntlets
Special Abilities
* Curse of the Thrax: Someone who survives a thrax's draining risks becoming a thrax themselves. For every wound they received from a thrax's water drain ability, they must make a Vigor test (if they were only Shaken, they make this test at +1). Failure on any of the Vigor tests results in the curse taking effect. Within the next (Spirit) weeks, the victim must be subjected to a successful Dispel, with the Disenchant modifier. This will dispel the curse. Without this, the character will become a thrax.
* Size 0
* Water Drain: A thrax with someone in its grasp attempts to attach suckers to them as a free action. These suckers do 2d4 damage and, if they inflict Shaken or a Wound, the thrax has attached its suckers. Each round thereafter, as a free action, the thrax will feed, doing 1d6 damage. Once a victim has died of its wounds, the thrax will have fed, leaving only a dessicated corpse. The pain of the thrax's grasp leaves the victim Distracted and Vulnerable, even if they are not Bound by a grapple. A Wild Card Wounded by a thrax's water drain ability will be Fatgiued by dehydration; if they take three wounds from water drain, they will be Exhausted. Notably, this attack has no AP, so thrax prefer unarmored targets.
* Psionics: Bolt (Decay, only objects, 3d6 damage, -1), Deflection (displaced image; -1), Intangibility (shadow form; -2)

Drakes

Drakes are much like dragons of other worlds, though they replace keen intellects with a vicious, animal, cunning. Each is tied to one of the elements; the drakes for Air, Earth, Fire, and Water are below. Drakes for Heart are withheld due to trademark concerns.
Drakes are always Wild Cards, and always have powerful psychic abilities; their connection to the elements allows some of their abilities to transcend what mortal psychics can do. In psionic combat, they favor defense, prefering to destroy their enemies with tooth and claw.

Air Drake

Air Drakes spend their time aloft, searching for prey both in the sky and on the ground. When they locate it, they like to "soften" it, snatching it into the sky, then dropping it onto the ground. If it can fly on it's own, they will instead dive towards the ground, releasing the victim only the instant they, themselves, pull out of the dive.

Attributes: Agility d12+3, Smarts d4 (A), Spirit d12, Strength d12, Vigor d10
Skills: Athletics d8, Fighting d10, Notice d10, Psionics d10, Stealth d8, Survival d10
Pace: 5; Parry: 7; Toughness: 17 (3)
Edges: Frenzy (Imp), Sweep (Imp)
Special Abilities
* Armor +3: Thick hide
* Flight: Pace 30, +2 to Athletics for flying maneuvers
* Size 7 (Large); can take an extra wound
* Hardy; second shaken result does not cause a wound
* Claws: Str+d6, AP 3, reach 3
* Bite Attack: Str+d6, AP 4, reach 3
* Tail Lash: Str + d6. This attack has the Swat ability, and ignores 4 points of scale modifiers.
* Psychic Powers: Arcane Protection (Self, -0), Deflection (Self, -0), Elemental Manipulation (Air, -0), Environmental Protection (Self; Air, Lightning, -0), Fear (-0), Greater Havoc (-1; Large blast template, a burst of violent winds), Invisibility (Self, -2), Speed (Self, -0), Smite (Self, -0), Telekinesis (-3), Weather Control (Environmental Protection Epic power, -3; summon winds)

Earth Drake

Earth Drakes will look like a rock outcropping, a small hill, or a rough stretch of ground. While they can hide and get the drop on a target, they prefer a stand-up fight, and are utterly convinced of their own invincibility. Their rock-like hides will shrug off all but the heaviest of blows, and their crushing jaws can destroy even the mightiest of armor.

Attributes: Agility d10, Smarts d4 (A), Spirit d12, Strength d12+2, Vigor d12+4
Skills: Athletics d8, Fighting d10, Notice d10, Psionics d10, Stealth d6, Survival d10
Pace: 6; Parry: 7; Toughness: 25 (6)
Edges: Frenzy (Imp), Sweep (Imp)
Special Abilities
* Armor +6: Thick hide
* Burrow Pace 6
* Size 7 (Large) and Very Resilient; can take three wounds
* Hardy; second shaken result does not cause a wound
* Claws: Str+d6, AP 3, reach 2
* Bite Attack: Str+d6, AP 4, reach 2. On a raise, the bite starts a grapple as a free action.
* Charge: If the Earth Drake moves 4 or more inches in a round, they may make a bite attack at +2 at the end. A raise with this attack still begins a grapple.
* Tail Lash: Str + d8. This attack has the Swat ability, and ignores 4 points of scale modifiers.
* Psychic Powers: Arcane Protection (Self, -0), Elemental Manipulation (Earth, -0), Environmental Protection (Self; Earth, Lightning, -0), Entangle (Deadly, Tough, Large Blast Template; -3; Creates a massive mound of earth and stone, in which people may be trapped), Fear (-0), Growth (Self, -1 per size added), Protection (Self, -0), Smite (Self, -0), Telekinesis (-3)

Fire Drake

An Earth Drake wants to fight you; a Fire Drake wants to hurt you. Their hide is pebbled scales in black and red, it makes snorting sounds during combat. A particular favorite tactic is to grab someone in it's jaws and then use them as a shield

Attributes: Agility d12+1, Smarts d4 (A), Spirit d10, Strength d12, Vigor d12
Skills: Athletics d8, Fighting d10, Notice d10, Psionics d10, Stealth d6, Survival d10
Pace: 9; Parry: 7; Toughness: 19 (4)
Edges: Frenzy (Imp), Sweep (Imp)
Special Abilities
* Armor +4: Thick hide
* Environmental Resistance (Fire)
* Size 7 (Large) and Resilient; can take two extra wounds
* Hardy; second shaken result does not cause a wound
* Claws: Str+d6, AP 3, reach 2
* Bite Attack: Str+d6, AP 4, reach 2. When using a bite to grapple, the fire drake receives a +1 to parry until their victim is free or dead.
* Tail Lash: Str + d6. This attack has the Swat ability, and ignores 4 points of scale modifiers.
* Psychic Powers: Arcane Protection (Self, -0), Barrier (Burning area of fire; Deadly, Immaterial, Shaped as a giant circle, twice the usual size; -0), Bolt (Fire, 3d6 damage, 4d6 on raise; -2), Elemental Manipulation (Fire, -0), Fear (-0), Puppet (-3), Smite (Self, -0), Telekinesis (-3)

Water Drake

Understandably very rare on the parched planet, water drakes nonetheless find the deepest waters they can, often in oases; many live in the comparitively wet Hinterlands. They retreat to water if possible, but can fight well on land, too. They prefer their food to be well-soaked, but are happy enough to eat freshly killed humanoids.

Attributes: Agility d12+1, Smarts d4 (A), Spirit d10, Strength d10, Vigor d10
Skills: Athletics d8, Fighting d10, Notice d10, Psionics d10, Stealth d10, Survival d10
Pace: 8; Parry: 7; Toughness: 18 (4)
Edges: Frenzy (Imp), Sweep (Imp)
Special Abilities
* Armor +4: Thick hide
* Swim Pace 12
* Size 7 (Large) and Resilient; can take two extra wounds
* Hardy; second shaken result does not cause a wound
* Claws: Str+d8, AP 3, reach 2
* Bite Attack: Str+d8, AP 4, reach 2.
* Tail Lash: Str + d6. This attack has the Swat ability, and ignores 4 points of scale modifiers.
* Psychic Powers: Arcane Protection (Self, -0),  Barrier (Sphere of Ice; damaging, hardened, shaped; rolls downhill, -3) Blast (Steam, large blast, 3d6/4d6 damage; -3), Elemental Manipulation (Water, -0), Fear (-0), Greater Havoc (Giant sphere of boiling water, large blast template, -3), Greater Teleport (-4), Havoc (giant sphere of fresh water, large blast template, -2), Invisibility (Self only, -2), Scrying (-2), Telekinesis (-3)

Golems

Athas has a number of golems not seen in other places, ash, chitin, obsidian, salt, sand, and the wooden golems of the Ringing Mountains and Crescent Forest. Some of this is the abundance of materials that other worlds might not consider, and some is the lack of materials like iron, which other worlds have in abundance.

Ash Golem

Ash golems still glow with the heat of the fires that forged them. Wherever they tread, they leave a trail of ash; some of their continually replenishing bodies, and some burned from the ground they walk on.

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12, Vigor d10
Skills: Athletics d8, Fighting d8, Intimidation d10, Notice d6, Stealth d6
Pace: 5; Parry: 6; Toughness:8
Edges: Arcane Resistance (Imp, Arcane and Psionic)
Special Abilities
* Ash Breath: Ash golems may breath out a cloud of burning ash in a cone template, using Athletics. Those who fail to evade take 3d8 damage, and are blinded by choking ash. They receive a -2 to all actions requiring sight, or a -4 if the golem got a raise (or they critically failed their Evasion). On the end of each of their turns, the victim may make a Vigor roll as a free action; success reduces the penalty by 2, a raise reduces them by 4. The golem may not do this again until they have consumed something in fire, or least spent a few hours recovering.
* Burning Aura: Ash golems are surrounded by fine particulates of burning ash; all adjacent foes suffer 2d4 damage on the end of their turn.
* Burning Fists: Str + d10 damage
*Construct: +2 to recover from being Shaken; ignores 1 point of Wound penalties; does not breathe or suffer from disease or poison.
* Fearless: Golems are immune to fear and intimidation
* Immunity (Fire)
* Resilient; take one additional wound
* Size 1

Chitin Goelm

Shambling piles of chitin, formed into the shape of a kreen or human, chitin golems have long arms that end in sharp, sometimes jagged, blades of chitin. They move with a rasping clatter, and growl in combat.

Attributes: Agility d10, Smarts d4, Spirit d8, Strength d10, Vigor d8
Skills: Athletics d8, Fighting d8, Intimidation d10, Notice d8, Stealth d6
Pace: 6; Parry: 7; Toughness:6
Edges: Arcane Resistance (Imp; Magic and Psionic), Block
Special Abilities
* Construct: +2 to recover from being Shaken; ignores 1 point of Wound penalties; does not breathe or suffer from disease or poison.* Size 7 (Large); can take an extra wound
* Fear  & Fearless
* Resilient; may take 1 extra wound
* Size 0; though usually 7-8' tall, they are not dense.
* Slashing Blades: Str + d8

Obsidian Golem

Massive statues of sharp, dark glass, obsidian statues are placed to guard possessions or property. Ponderous, they can attack with massive, sharp-ridged fists, or slam their hands together, creating a deafening boom and spray of obsidian shards.

Attributes: Agility d6, Smarts d4, Spirit d8, Strength d12+2, Vigor d12
Skills: Athletics d10, Fighting d10, Intimidation d10,  Notice d6, Stealth d4
Pace: 4; Parry: 7; Toughness:13 (4)
Edges: Arcane Resistance (Imp, Magic and Psionic)
Special Abilities
* Armor +4: Magically Hardended obsidian
*Construct: +2 to recover from being Shaken; ignores 1 point of Wound penalties; does not breathe or suffer from disease or poison.
* Edged Fists: Str + d6
* Fearless: Golems are immune to Fear and Intimidation.
* Obsidian Burst: By clapping its hands together, an obsidian golem sets off a Blast in a medium blast template, with itself at the center. Everyone who fails to Evade takes 3d6 damage, and must make a Vigor roll or be stunned.
* Resilient: Golems can take one additional Wound
* Size 1 (Large); can take an extra wound

Salt Golem

Jagged white and yellow crystals spike from the salt golem's body; not a mass of table salt, a salt golem is made of horrid chunks of rock-salt; a stone golem whose very presence sucks the moisture from the air.

Attributes: Agility d6, Smarts d4, Spirit d8, Strength d10, Vigor d10
Skills: Athletics d10, Fighting d10, Intimidation d10,  Notice d6, Stealth d4
Pace: 5; Parry: 7; Toughness:12 (3)
Edges: Arcane Resistance (Imp, Magic and Psionic)
Special Abilities
* Armor +3: Magically Hardended salt crystals
*Construct: +2 to recover from being Shaken; ignores 1 point of Wound penalties; does not breathe or suffer from disease or poison.
* Fearless: Golems are immune to Fear and Intimidation.
* Fists: Str + d6
* Resilient: Golems can take one additional Wound
* Salty Grasp: The close presence of a salt golem absorbs water. People grappled by salt golems must make a Vigor roll or suffer a level of fatigue due to dehydration. If they suffer a Wound while grappled, they must make another Vigor roll, or suffer another level of fatigue. Once released, the character can only regain this fatigue by drinking water. If incapacitated from this fatigue and not rehydrated, the corpse will be dessicated.
* Size 1 (Large); can take an extra wound
* Weakness: Water. Salt golems suffer double damage from attacks with water trappings, and a gallon of water inflicts 2d8 damage. Immersing the golem in water will destroy it.

Sand Golem

Formed of blood and the burning desert sands, sand golems might be mistaken for elementals, though they have a consistently more humanoid shape. Sand golems like to engulf their opponents in their bodies

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12, Vigor d10
Skills: Athletics d10, Fighting d10, Intimidation d10,  Notice d6, Stealth d4
Pace: 5; Parry: 7; Toughness:7
Edges: Arcane Resistance (Imp, Magic and Psionic)
Special Abilities
*Construct: +2 to recover from being Shaken; ignores 1 point of Wound penalties; does not breathe or suffer from disease or poison.
* Engulf: When a sand golem grapples an opponent, it engulfs them entirely. While the victim has a normal chance to break free, the golem can move freely with them inside; it can contain one creature of size 0 or 1, two creatures of size -1, four of -2, eight of -3, or 16 of -4. Additionally, the victims begin to drown; likely, they are not prepared, so have their Vigor die + 2, divided in half, rounds.
* Fists: Str + d6, AP 1
* Size 1 (Large); can take an extra wound

Wood Golem

Favored of Druids, halflings, and the templars of the Oba of Gulg, the Wood Golem has a frightening power... or, rather, an array of powers. Each Wood Golem is capable of casting an spell from the Nature sphere, as laid out on FC 107

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12, Vigor d10
Skills: Athletics d10, Faith d6, Fighting d10, Intimidation d10,  Notice d6, Stealth d4
Pace: 5; Parry: 7; Toughness: 10 (2)
Edges: Arcane Resistance (Imp, Magic and Psionic)
Special Abilities
* Armor: +2 Hardened Wood. Golems of the Crescent Forest are often made from agafari, and so have +4 armor. Their Toughness is 12 (4)
*Construct: +2 to recover from being Shaken; ignores 1 point of Wound penalties; does not breathe or suffer from disease or poison.
* Fists: Str + d6, AP 1
* Powers: As mentioned above, Wood Golems can use ANY power from the Nature Sphere, with a d6 Faith and 10 Power Points. Note that, despite this vast power, Wood Golems are not bright; their power usage tends to be very straightforward; deflection, protection, smite, bolt, and summon animal/monster are common.
* Size 1 (Large); can take an extra wound
* Weakness: Defilers. Any spell whose power points were gained by defiling does an additional die of damage to a wood golem. Being in the area of defiling causes successive levels of Fatigue, though the golem can avoid each with a Vigor roll.

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