SPELLS & SWORDS BESTIARY PART 2







MANTICORE (MONSTER) SL = 10
1. Bat Wings. Medium Flyer. 
2. Lion Head and Body. Human Face. 
3. Claws (Attack and Damage +3)
4. Fling Tail Spikes (Medium Range. Damage +2. 6x/Day)
5. Armor +3

MANTIS MEN (HUMANOID) SL = 8
1. Intelligent Insect Men. 
2. Pincers (Attack and Damage +1)
3. Will use Pole Arms (Attack +2)
4. Exoskeleton Armor +2

MASTER TREE (PLANT) SL = 12
1. 20+ Long Vines (Attack +3. Drain)
2. 3D6 Drained Victims remain attached to Vines as Zombies (Stealth +5)
3. Thick Bark. Armor +4. Prefers secluded Swampy areas. 

MEDUSA (MONSTER) SL = 7
1. Petrification (Medium Range. Gaze Attack. Target turns to Stone)
2. Snake Hair (Poison Attack)
3. Some have Archery (+2 Attack Bonus)  
4. Toughness +3 Armor +1 Dodge +1
5. Some have Snake Tails instead of Legs (Swift +1) 

MIMIC (MONSTER) SL = 5-8
1. Takes the Form of Inanimate Objects. 
2. Treasure Chests are a Favorite. Also Rugs, Beds, Desks, Wardrobes, etc.  
3. Stealth +5 Armor +4 Toughness +3
4. Bite (Attack and Damage +3)
5. Pseudopod Punch (Attack and Damage +2)

MIND FLAYER (HUMANOID) SL = 8
1. Squid Head. Brain Sucker. 
2. Intelligent. Cruel. Keeps Slaves. Alien Mages. 
3. Knows all Mentalist Spells. 
4. Other Spells Known: Lure, Charm, Paralyzation, Glamour. 
5. Can consume the Brain of a Helpless Foe in one Round. 
6. Only needs to Feed once per Day. 
7. Toughness +4 Armor +1 Dodge +1
8. Gains Knowledge and Skills from last Victim. 

MINOTAUR (HUMANOID) SL = 10
1. Strength and Armor +3
2. Bull Rush: Berserk and Initiative +3. Swift +3 Dodge +2
3. Mazes and Tracking +5
4. Battle Axe +3 (Attack Bonus) Sweep  
5. Gore with Horns (+2 Damage and Attack Bonus. Impale)

MORLOCKS (HUMANOIDS) SL = 7
1. Guttural, Bloodthirsty Albinos. Man-eaters. 
2. Light armor. Clubs, Hand Axes, Short Swords, Spears 
3. Travel in packs and Hordes. Underworld Surface Raiders. 

MUMMY (UNDEAD) SL = 7
1. Claws (Attack and Damage +2)
2. Cause Fear Ability (Save or Flee once per Combat)
3. Susceptible to Fire (Saving Throw -6)
4. Armor +2 Toughness +3
5. Mummies can use Weapons and Magic Items. 
6. More Powerful Mummies can be Warriors, Mages or Priests
7. Warrior Mummies have Shield +1, Swift +4, Spear +4 and Scimitar +4
8. Mage Mummies have Spells from the Necromancer & Desert Mage Classes
9. Priest Mummies know Spells from the Evil High Priest Class
10. Mages and Priests know Religion, History, Arcane Lore and Alchemy +5

MUSHROOM MEN (FUNGUS HUMANOIDS) SL = 5-8
1. Spore Attack (1x/Day. Short Range. Poison, Sleep, Confusion, Choking, etc.)
2. Spears mostly. Sometimes Shields. 
3. They can range in size from Small to Large. Fibrous Tissue: Armor +1
4. Small have Dodge +2. Large have Toughness +2
5. Mycology +7. Mushroom Traders have Haggle +3 and can speak Common. 
6. Warriors, Scouts, Scavengers, Traders, Mushroom Farmers, Shamans. 

NAGA (MONSTER) SL = 7-8
1. Female Human Head attached to Snake Body. 
2. Can be Good or Evil. Poison Bite (Attack +3)
3. Armor +4. Toughness +4. Dodge +3, Swift +4
4. Mage: Wizard or Illusionist or Pyromancer
5. Guardian. Usually guarding a rich treasure

NIGHT HAG (HUMANOID) SL = 6-8
1. Intelligent Evil Female Crones. 
2. Often trade Captives for Magic, Treasure, and Secrets with Demons. 
3. Toughness +4 Dodge +1 Armor +1
4. Claws and Bite (Attack +2 Damage +3)
5. Knows Witch Spells and 2D6 Additional Spells up to GM. 
6. Delights in making unfair trades with Hero Types. 
7. Planar Lore, Haggling, Guile +5

NYMPH (FEY) SL = 5-7
1. Appearance and Courtship +5. Swim +5. Summon other Fey. 
2. Seduce young men. Some they may drown and eat. 
3. Some will wake up in Fairy land or Far away missing their equipment. 

OCTOPUS KNIGHT/ SQUID KNIGHT (CHOAOS HUMANOID) SL = 8 
1. Strength +1. Toughness +2
2. Heavy Armor. Each tentacle can grasp another Item. Tentacles emerge from 
the Arm Sockets and bottom of Head. Knight also has 2 Legs. 
3. Sample Layout: Medium Shield. Bastard Sword, Broad Sword, Hand Axe, 
Short Sword, Spear, Trident, Dagger.  

ORCS (HUMANOID) SL = 7
1. Evil Pig Men. Less Intelligent but otherwise on par with Humans. 
2. Fierce. Mob Mentality. Fight in Groups. Vicious Brutes
3. Stealth and Alertness +2
4. Soldiers, Warriors, Smiths, Shamans, Bandits, Raiders, Scouts, Assassins
5. Archery and Melee Weapons +1 (Attack Bonus)
6. Sometimes Bred to be even Stronger and Tougher

PHOENIX (ELEMENTAL AVIAN) SL = 11
1. Immune to Fire and Normal Weapons. 
2. Weaknesses: Cold, Water, Wind, Lack of Oxygen
3. Fire Aura Attack (+2 Attack and Damage Bonus vs All in HTH Range) 
4. Toughness +5
5. If killed, will be resurrected nearby the next Day (Divine Origins)
6. Beak and Talons (Attack +3 Damage +3)
7. Flaming Wings. Fast Flyer. 

PIERCER (MONSTER) SL = 4-6
1. Living Stalactite. Will drop on prey underneath. 
2. Armor, Attack, and Damage +4. Stealth +5
3. Tiny Limbs allow it to crawl back into position. 

PIT FIEND (DEMON) SL = 16
1. Greater Demon. 
2. Immune to Fire Attacks. 
3. Casts all Spells off Pyromancer List. 
4. Can Summon 1-2 Major Demons per day. 
5. Wings. Medium Flyer. 
6. Giant Flaming Sword (Attack +5 and Damage +7)
7. Giant Flaming Cat-o-Nine-Tails (Attack and Damage +5)
8. Must be killed 5 times
9. Stomp (Damage +8)
10. Armor +8

PIXIE (FEY) SL = 5
1. Halfling Size.
2. Butterfly or Dragonfly Wings. Medium Flyer. 
3. Nimble: Dodge and Swift +2
4. Taunt and Stealth +5
5. Archery +2 (Attack Bonus)
6. Dagger +1 (Attack Bonus) 
7. Song and Dance +5 Fey Lore +5
8. Human Seeming Ability (Can appear as a Human. Unlimited)
9. Woodcraft and Alertness +5 
10. Luck. Can be used as a Player Character.

PURPLE WORM (MONSTER) SL = 13-15
1. Swallow Attack (Attack +4)
2. While Swallowed Worm Automatically Hits (Damage +2)
3. Armor +6. Burrowing. Swift +4 
4. Must be killed 4 Times. 

QUESTING BEAST (FEY) SL = 5
1. Never been Caught. Prints, Scat, and Glimpses of it are seen. 
2. Stealth +10 Swift +10 Alertness +10 Dodge +10 Detect Traps +10
3. Looks like a Spotted Deer with a longish tail and Neck. Big Eyes and Mouth.
4. If Caught, will grant 1 Wish, then Disappear.  

QUICK KUDZU (PLANT) SL = Varies
1. Thick Leafy Vines. Can swallow up a village in a single night. 
2. Inhabitants can become Trapped/smothered. Must hack themselves free. 

RAT MEN (HUMANOIDS) SL = 4-5
1. Runt or Small Size. Tails. Dodge +1. Swift +2 Swim +2 Climb +2
2. Warriors, Scouts, Hunters, Shamans, Assassins, Chaos Cult Leaders
3. Fight in Huge Numbers. Hordes. Love Sewers and Tunnels. Slow Burrowers. 
4. Short Bows, Spears, Jagged Knives, Scavenged and Cut-Down Arms & Armor.
5. Stealth and Alertness +5
6. 20% will have 1D2 Mutations
7. 10% will be Super Size SL = 8. Strength +2
8. Bite Attack: Damage -1 and Save at +4 or Disease. 

RED CAP (FEY) SL = 4
1. Runty Murderous Fey. Caps red from dipping them in victims blood. 
2. Stealth +5 Backstab +4. Fey Enforcers. Red Rum. 
3. Use Daggers

ROPER (MONSTER) SL = 7-9
1. Elongated, Stone Colored, Fleshy Mass. Armor +3 Toughness +4
2. Has a dozen Long Tentacles. Can make 1D3 Entangle attacks per Round. Close Range.  
3. Bite for Damage +2. Automatic Hit if Foe Entangled. Stealth +5
4. Move = 1 Space per Round. can Attach to Ceilings. 

SATYR (FEY) SL = 7
1. Man-Size. Swift and Dodge +2.
2. Hooves and Horns (Brawl +3)
3. Strength and Toughness +1
4. Song and Dance +5 Musical Instrument +5
5. Archery and Sling +1 (Attack Bonus)
6. Staff and Club +1 (Attack Bonus)
7. Seduction and Carousing +5
8. Jest and Cheer +5
9. Brewing and Wine Making +5
10. Luck. Can be used as a Player Character. 

SHAMBLING MOUND (PLANT) SL = 10-13
1. Mobile Plant Monstrosity. Live in Swamps, Bogs, Fens
2. Swift -1. Regeneration. Strength +4. Armor +1. Toughness +3
3. Stealth +5 in area with overgrown vegetation. 
4. 1D4 Smashing Blows per Round (Attack +2 and Damage +5)

SIREN BLOSSOM (PLANT) SL = 2
1. Lure and Sleep Aromas (Like Spells)
2. Petals will attach to victim and drain out life Force in 1D4 Hours. 
3. Found in Fields. Patches in the Hundreds. Delicate. Easily Destroyed. 

SKELETON (UNDEAD) SL = 5-8+
1. Can use Weapons, Shields, and Armor. Scimitars, Spears, Short Bows. 
2. Defense +5 vs Arrows, Bolts, Javelins, and Slings
3. Can Re-attach missing Limbs. Can Function in Pieces like a Zombie.  

SLAAD (HUMANOID) SL = 6-9
1. Basic Slaad Notes: Intelligent Tall Humanoid Frog Demons
2. Basic Slaad Ability: Armor +1, Strength +1, Toughness +2 Jump 20 Feet
3. Hierarchy of Slaad: 
4. Red Slaad: Most Common. Soldier Class. Poison Implant
5. Orange Slaad: Warrior Class. Acid Blood
6. Yellow Slaad: Pyromancer Class. Jump very Far
7. Green Slaad: Scout Class. Long Sticky Tongue (Grab)
8. Blue Slaad: Illusionist Class. Spit Poison
9. Indigo Slaad: Sorcerer Class. Spit Acid
10. Violet Slaad: Evil High Priest Class. See in All Directions. 
11. Grey Slaad: Assassin Class. Poison Touch
12. Black Slaad: Leaders. Noble Class. Turn to Toad Spell (3x/Day)

SLIMES SL = 5-12
1. Basic Slime Immunity: Normal Weapons. 
2. Basic Slime Notes: Can be Fully Scraped off in 1D3 Rounds. 
3. Basic Slime Ability: Acid Attack (HTH. Attack and Damage +1. Dissolve. Corrode)
4. Basic Slime Ability: After a successful Attack will do automatic Damage every Round. 
5. Stealth and Toughness +3. Susceptible to Elemental Attacks. 
6. There are many different types of Slimes. Some Examples listed below:
7. Green Slime: Swift -2. Dissolves Metals. Drops from Ceilings, Walls
8. Gelatinous Cube: Fills Passageways. Treasure suspended inside. Touch causes Paralysis. 
9. Gray Ooze: Swift +2. Strong Acid Attack (Attack and Damage +4. Burn) 
10. Black Pudding: If killed, splits in 2 Fragments which will Attack. (Fragments won’t split)
11. Ochre Jelly: Regeneration. Acid Attack (Attack and Damage +2. Burn)
12. Chaos Ichor: Touch will cause Mutation. Some Abominations produce this upon Death. 
13. Bubbling Blob: Squirts Acid Attack (Medium Range. Burn)
14. Tentacular Slime: Launches Sticky Streamers (1D4 Acid Attacks. Short Range)
15. Lightning Ooze: Lightning Attacks (Medium Range. Metal clad Targets. Damage +4. Shock)
16. Primordial Ooze: Toughness +4. Killed Individuals become Primordial Oozes.
17. Blood Slime: Drain (Slime Healed 1 Wound Marker for each one Inflicted)  
18. White Pudding: Cold Aura (All within Short Range. Damage +1. Chill)
19. Jelly Golems. In the Shape of a Man. Acid Attack (2 Punches. Attack and Dam +3) 
20. Metallic Slime: Armor +7. Stun

SNAKE, GIANT (BEAST) SL = 9-14
1. Constriction Attack. Entangle. Damage +4
2. Armor +4. Giant Size
3. Bite: Attack and Damage +3 (Some are Poisonous)

SNAKE MEN (HUMANOIDS) SL = 7
1. Ancient Decadent Race. Snake Heads. 
2. Scales (Armor +1)
3. Warriors: Armor and Shields. Swords & Spears +2 (Attack Bonus)
4. Mages: Sorcerers, Wizards, Necromancers, etc. 
5. Priests: Evil High Priests, Chaos Cult Leader. 
6. Claws and Poisonous Fangs (Attack +1) 

SNAPPING TURTLE, GIANT (BEAST) SL = 10-12
1. Shell. Armor +6. Swim +5
2. Bite (Attack +3. Damage +5) Big Size

SNIPE (FEY) SL = 3
1. Small Tasty Critters. Skittish. Very Hard to Catch or Trap. 
2. Stealth +5 Swift +5 Alertness +5 Dodge +5 Detect Traps +5
3. Looks kind of like a Woodchuck with a long Snout. 

SPHINX (MONSTER) SL = 12-14
1. Riddles and Puzzles +5
2. Wings. Fly Medium Speed
3. Claws +5 (Attack & Damage Bonus) 
4. Armor +5 and Dodge +2. Immune to Jinn Wishes. 
5. Great repositories of Ancient Lore of all types. 
6. Arcane Lore, Planar Lore, History, Geography, Religion, etc. +5

SPIDER, GIANT (ARACHNID) SL = 6-11+
1. Basic Giant Spider Ability: Walk on Walls and Ceilings and Webs. Stealth +3
2. Basic Giant Spider Ability: Create Sticky Webs. Save or get Stuck. 
3. Basic Giant Spider Ability: Paralyzation Poison Bite. Bind Prey in Silk for later. 
4. Basic Giant Spider Notes: 8 Legged. Runt Sized and Bigger. Armor +1
5. Basic Giant Spider Notes: Trained as Steeds or Guards by some Humanoids. 
6. Basic Giant Spider Ability: Bite Attack +2. Bite Damage +1. Swift +2 Dodge +2
7. Basic Giant Spider Ability: Web Attack (Like Spell. 3x/Day) 
8. Lair of Webs (Save while Traversing or get Stuck. Strength Tests to Break Free)   
9. Variety of Giant Spider Types:
10. Crab Spider: Armor +4
11. Daddy Long Legs: Swift +4. Toughness +1
12. Black Widow: Lethal Poison. Saves vs Poison are at -4
13. Trap Door Spider. Stealth +5
14. Wolf Spider: Alertness +4. Swift +3
15. Cave Spider: Infravision. Dodge +3. Stealth +4

SPIRITS SL = Varies
1. Basic Spirit Ability: Immune to Normal Weapons. 
2. Basic Spirit Ability: Ethereal: Can walk through Walls, Doors, Objects. 
3. Basic Spirit Ability: Transparent: Stealth +3
4. Basic Spirit Ability: Soul Burn (HTH. Attack and Damage +2)
5. Basic Spirit Ability: Toughness +2
6. There is a huge variety of Spirits, each with a Unique Attack or Ability: 
7. Ghost. Cause Fear (Like Spell. 9x/Day)
8. Poltergeist. Invisibility (Like Spell. Constant. Also Throw Objects. Attack and Damage +1)
9. Shade. Darkness (Like Spell. Constant)
10. Specter. Drain (Like Spell. 5x/Day)
11. Banshee. Scream (All within Medium Range. Damage +3. 6x/Day)
12. Phantom. Weakness (Like Spell. 8x/Day)
13. Will-o-Wisp. Lure (Like Spell. 10x/Day) Always faster than pursuers. Will lead to Danger. 
14. Hoar Shade. Icy Aura (All within Short Range. Damage +2. Constant)
15. Haunt. Madness (Will Stay with a Place or Person. Save vs Madness Daily)
16. Revenant. Tracking +5. Swift +2. Claws (Attack & Damage +4) Must be killed 3 times. 
17. Apparition. Paralyzation (Like Spell. 7x/Day)
18. Lost Soul. Possession (Occupies and controls Targets Body for 1D6 Hours. 1x/Day)  
19. Voodoo Spirit: Curse (Like Spell. 1x/Day)
20. Ancestral Spirits: Communion (Like Spell. 1x/Day)
21. Animal Spirit: As Animal with Basic Spirit Abilities
22. Elemental Spirits: As Elemental with Basic Spirit Abilities
23. Nature Spirit: As related Mage (Seamancer, Geomancer, etc.) with Basic Spirit Abilities
24. Monster Spirit: As Monster with Basic Spirit Abilities. Also Dragons versions!
25. Guardian Spirit. Sent to protect a person or Place. Can be of any type.
26. Wraith. Toughness +4. Swift +2. If attack Hits Foe gets Strength -1 Permanently

SPRITE (FEY) SL = 3
1. Invisibility at Will (Stealth +5) 
2. Vanish at Will (Teleport Nearby or to Fairy Land)
3. Sleep (Like Spell 1x/Day) 
4. Charm (Like Spell 1x/Day)
5. Illusion (Like Spell 1x/Day)
6. Trickery +5. Distract. Annoy. Delay. Confuse. Mislead. 
7. May summon Redcap or other Fey Allies
8. Fly Medium Speed
9. Tiny (+5 Dodge. -5 to Strength and Toughness)
10. Tiny Bows and Poison Arrows (Attack +2. Mild Poison. Partial Dose)

SUCCUBI (DEMON) SL = 7
1. Lesser Female Demon. Bat Wings. Medium Flyer. 
2. Glamour (Like Spell. 7x/Day)
3. Toughness and Defense +2
4. Whip, Dagger, Spiked Tail, or Pitchfork +1 (Attack Bonus)
5. Seduction +5. Seduces prey, then kills or enslaves them. 

SWARMS SL = 1-2
1. Basic Swarm Ability: Most Weapons ineffective. 
2. Basic Swarm Ability: Distraction Effect (Short Range. Target Gets -3 to all Rolls)
3. Basic Swarm Penalty: Susceptible to Elemental Attacks, Smoke, Area Effects)
4. Basic Swarm Ability: Toughness and Dodge +3
5. Basic Swarm Ability: Attack +1 and Damage -1 
5. There are many different types of Swarms. Some Examples listed below:
6. Insects. Poison Bites and Stings. Crawling and or Flyers. 
7. Spiders. Poison Bites. 
8. Scorpions. Poison Tail Stingers. 
9. Snakes. Poison Fangs. 
10. Rats. Diseases. 
11. Bats. Flyers. Blood Sucker Attack (Attack and Damage +2)
12. Fire-Bats. Fire Attack (Attack +3 and Damage +1 Burn) 
13. Piranhas. Devour (Attack and Damage +4)
14. Scarabs. Devour (Attack, Toughness, Defense, and Damage +4)
15. Carrion Ants. Devour (Attack and Damage +1)
16. Butterflies. Harmless. No Damage. Distracting
17. Locusts. Blight. Edible. 
18. Bot Flies. Burrow into Skin (Attack and Damage +3)
19. Mosquitoes. Disease 
20. Fairies. Spell Like Effect (Sleep, Paralyzation, etc. Kidnapping) 
21. Fire Flies. Harmless. Light Source. 
22. Leeches. Swamps. Can be used to treat some Diseases, Poisons
23. Ravens. Spies, Evil Omen
24. Stirges. Blood-Suckers. Proboscis. 

TARRASQUE (MONSTER) SL = 17
1. Gargantuan Size Creature. Animal Intelligence. Burrows deep into the Earth. 
2. Sleeps for Decades then wakes to terrorize the countryside for a week or two.
3. Heavily Armored. Armor +12. Regenerates. Must be killed 20 Times. Swift +15
4. Multiple Legs can crush a Village or Castle in Minutes. Save to Evade. 
5. Immune to most Magic. Most Spells just Bounce off or have reduced effects:   
6. A Polymorph Spell might make it look like a Mouse, but not actually Shrink it.
7. A Shrink Spell may leave a Gap in the Armor. A Slow Spell only gives it Swift -1

TENTACLE MONSTER (ABOMINATION) SL = 14
1. Can attack 1D3 Targets per Turn with Tentacles
2. Tentacle (Attack +4. Damage +1)
3. Those hit by a Tentacle attack will be drawn into the Creatures Maw. 
4. Swallow (Attack +3) 
5. While Swallowed a Target will Roll for Damage +2 each round (Teeth and Acid) 
6. Armor +4.  

THORN THING (PLANT) SL = 4-6
1. Swift -1. Immune to Impaling and Blunt Weapons. 
2. Smothering Attack (Attack and Damage -1)
3. Found in Hedge Rows in Large numbers.  

TREANT (PLANT) SL = 10-12
1. Large Sentient Tree. Can be Good or Evil. 
2. Swift -2. Talk Slowly. 
3. Two Claw Attacks (Attack and Damage +4)
4. Bark Hide (Armor +5)
5. Stealth and Alertness +4

TROGLODYTES (HUMANOIDS) SL = 7 
1. Primitive Louts. 
2. Armor +3
3. Warriors, Shaman, Hunters, Gatherers, Fishermen
4. Wooden Clubs, Stone Spears, Wicker Shields, Flint Knives and Axes, Nets

UMBER HULK (MONSTER) SL = 11
1. Large Bipeds. Armor +5 Dodge +2
2. Mandible Bite (Attack +2 and Damage +4)
3. Pincer Claws (Attack +3 and Damage +4. Grab) 
4. Multiple Eyes. Gaze Attack. Medium Range. Confusion for 1D4 Minutes 
5. Burrow through Earth and Stone (Move = 6)
6. Flesh Eaters. Infravision.  

UNICORN (FEY) SL = 10
1. Magical Horse with Horn on Head. 
2. Horn and Hoof Attacks (Attack and Damage +3)
3. Toughness and Defense +2
4. Swiftness +8. Only Pure of Heart Children and Womenfolk may ride a Unicorn. 
5. Horn and Blood extremely Valuable for Alchemy, Sacrifices, and Making Magic Items. 
6. Healing (Like Spell. 3x/Day)
7. Teleport (Like Spell. 3x/Day)

VAMPIRE (UNDEAD) SL = 7
1. Flying Fast. Swift +5 (Supernatural Speed)
2. Strength & Toughness +4
3. Some can transform into a Bat, Rat, or even a cloud of gas. 
5. Immune to Normal Weapons. Regeneration. 
6. Weaknesses: Fire, Water, Garlic, Sunlight, Wooden Stakes
7. Bite +3 (Attack Bonus. Self-Heal one Wound) 
8. Claws +4 (Attack and Damage Bonus)
9. Cause Fear (Medium Range. Once per Combat. 1D6 Adj Foes. Save or Flee)
10. Mesmerization (Victim must save or will not resist being drained)
11. Evil and Intelligent. Many have gone Insane. Seduction and Etiquette +5.
12. Many retain their Human Ways. Some are Mages or Nobility. 
13. Some are particularly ugly and stick to the Shadows (Stealth +5) 
14. Some become ever more Bestial. (Berserker) 
15. Vampires can infect others with vampirism.
16. Supernatural Senses (Alertness +5) They can hear your Heartbeat. 

VENUS FLYTRAP, GIANT (PLANT) SL = 11-13
1. Jungles, Tropical and Sub-Tropical Environments. 
2. Armor +1. Big Size. 
3. Closes on prey Quickly. Attack +5
4. Acid Secretions (Damage +1)
5. Can be Attacked from Inside with Impaling and Cutting Weapons. 

WARG (BEAST) SL = 10
1. Really Big Evil Wolf
2. Fast +6 (Move Rate)
3. Tough Hide: Armor +3
4. Bite (+5 Damage Bonus. +3 Attack Bonus)
5. Claws +3 (Damage and Attack Bonus. Save or be Knocked Down or Pinned) 
6. Often ridden by Evil Humanoids.

WATER ELEMENTAL (ELEMENTAL) SL = Varies
1. Sloshing, Frothing, Swirling, Mass of Water 
2. Immune to Normal Weapons. Toughness +3
3. Swim +5. Invisible in Water. 
4. Crushing Blow (Attack and Damage +4)
5. Water Bolt (Like Spell 3x/Day)

WEREWOLF (UNDEAD) SL = 6-9
1. Human Form, Beast Form, Wolf-Man Form. 
2. Toughness +4 Swift +4 Dodge +2 Alertness +5 Armor +4 
3. Immune to Normal Weapons. Silver Weapons will do Damage. 
4. Claws and Bite (Attack and Damage +4)
5. Involuntarily changes Form on Full Moon. 
6. Berserk. Regeneration. 
7. Werewolves can infect others with Lycanthropy. 

WIGHT (UNDEAD) SL = 7
1. Intelligent. Protects its Tomb or Barrow. Treasure Hoarder. 
2. Strength +3 Toughness +3 Armor +1
3. Will have Magic Armor, Shield, and Weapon. 

WINGED APES (HUMANOID) SL = 6
1. Medium Flyers. Blue Fur. Often find work as Minions to evil Mages. 
2. Prehensile Tails and Feet. 
3. Spears, Javelins, Nets, Helmets, Daggers, Scimitars

WOLF (ANIMAL) SL = 5
1. Ancestors of Dogs. 
2. Run in Packs 4D3. 
3. Swift +4 Alertness +3
4. Bite and Claw Attack. 
5. Often trained to be Guards, Hunters, or even Mounts. 

XORN (MONSTER) SL = 6-7
1. Tri-Symmetrical. Mouth on Top. Eats Rare Metals and Precious Stones. 
2. Phases through Earth Unlimited. Swift +2. Stealth +5
3. Three Claw Attacks (Attack and Damage +3)
4. Stone Like Hide. Armor +6. Infravision. Toughness +3
5. Attacks Miners and Adventures holding Treasure. 

ZOMBIE (UNDEAD) SL = 5-8+
1. Regeneration 
2. Bite and Claw (+1 Damage and Attack Bonus)
3. Pass Curse (50% Victims will become Zombies) 
4. Unintelligent. Horde. Mob. Smell Blood (Alertness +2)
5. Cause Fear (Save or Flee)
6. Cannot Regenerate Fire Damage.
7. Can still function if missing Body Parts. Parts are Nuisance Creatures. 

ZOMBIE TREE (UNDEAD PLANT) SL = 10-12
1. Swift -1. Armor +4. Giant Size. Regenerate. 
2. Claws (Attack +5. Damage +4. Entangle)



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