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Fantasy Age Atomic Creature and Foe Index Volume 1

v1.2

by

Doctor Atomic
Presented here are a collection of creatures and people who fit no theme or particular background but are instead a group of
beasties and enemies I plan on using in various roles in my campaign. Some of them are among my "usual suspects" that show up
in all of my fantasy campaigns and some exist because I found cool or interesting miniatures that cried out for me to use them.

Any time a character must roll to resist a power or other capability it is against the creatures Spell Power unless otherwise noted.

Monsters are written using the Atomic Expansion rules.

Speed is listed as Walking and (Fly/ Swim), the base SPD for non-humanoid creatures varies. Speed for original FAGE rules is
included in <brackets>.

Creature Types
Corrupt entities: No matter how sophisticated and polished a corrupt entity is in the end a debased and evil thing
that only wants to ruin the lives of others and allow all their personality defects to run riot. Being corrupt
has both benefits and disadvantages. The biggest disadvantage is being affected by Holy damage, which
can only harm or kill corrupt entities.

Demons: Immune to poison, disease, and profane damage, +1 Spell Power, darksight, scent tracking. An entity
formed from the essence of corruption that exists only to degrade and defile anything pure and good. All
are vulnerable to Holy damage and take an additional +2D6 from it. Did I mention that they are corrupt?

Undead: Immune to poison, disease, pain, and mental/morale attacks. All are vulnerable to Holy damage and take
an additional +3D6 from it. They are corrupt and have darksight.

Creature Powers and Weaknesses


Darksight: The being or creature may see normally in total darkness

Sun Weakened Combat, PER (See), and WILL (Morale, Self Discipline) have a +2 TN test penalty in daylight

Creature Notes
A quick line of description will suffice for most of these creatures (we all know what an orc is) but some need a bit more introduction.

Crypt Stalker: A stealthy and acrobatic undead horror that can leap long distances and run along the wall or ceiling in it's
pursuit of anyone foolish enough to enter the ruins or dungeons it has been set to guard.

Fiend (Lesser): This minor demon uses intrigue, misdirection, and lies to cause trouble and foster corruption. In it's native
form it has a sleek skin almost like a carapace in a dark red or green, with an angular face and a pair of
horns on it's forehead but it can assume the shape and appearance of any humanoid being and speak all
languages.

Kalmire: An intelligent talking cat weighing about 100 pounds, whimsical and even capricious but always an enemy
of Darkness and Corruption. They are magical creatures that can smell the taint of corruption on a person
or object and use cantrips as well.

Grindylow: A creature of the sea that can live on land for short periods. It has an odd appearance, above the waist it is
vaguely humanoid with two arms and a somewhat shark-like head and mouth. Below the waist, instead of
legs, are a cluster of tentacles that allow it walk (slowly) as well as swim (rather quickly). They are crude
tool users and their shaman are schooled in elemental water magic.

Phantom: This undead horror, a featureless black humanoid, uses fear and shadows to overcome their victims.
They conjure tentacles of shadow magic that can attack many foes around them and can teleport within
areas of darkness.

Reaper: A tall and imposing skeleton in a black cowled robe wielding a scythe. To even attack a reaper is a test of
a warriors courage. They can steal the life from a victim and regenerate damage and it can be harmful
just to stand close to one of them even if they do not attack.

Shadowfiend: A demon of darkness, it wields corrupt Profane energies and cannot be seen in darkness. Like many
demons it can speak all languages and take the appearance of any humanoid. It's native form is
manlike with angular features, grey-black striped scaled skin, glowing red eyes, and a mouth full of sharp
teeth.
Shadow Wolf: The product of ancient supernatural experimentation, this servant of Evil is an intelligent wolf with howl that
makes brave men fearful. In addition, it sometimes creates a shadow twin, an almost insubstantial shadow
of a wolf that will join it in the attack. It is larger than most wolves and has unnatural glowing red eyes.

Sithrynn: A supernatural serpent, intelligent and usually malevolent, that can invoke the power of Cold in combat. It
has blue-white scales and is perhaps 10 feet long and weighs about 300 pounds.

Storm Devil: An ill tempered demon that is simply lightning in the shape of a man. It is a Master of the lightning arcana
and wields a blade of lightning if pressed into melee. In addition it can turn into a living lightning bolt and
leap to a target and attack with it's blade.

Titan: The first intelligent race, created by the gods. Titans discovered the first arcana and understand magic far
better than mortal races; they do not suffer Strain for casting spells while wearing armour. They also
discovered mathematics, engineering, natural philosophy, and much more. Titans are blue skinned and
about 10 feet tall and are seldom seen in mortal lands these days.

Vhazilok Zombie: These hideous undead creatures are stitched together from different bodies. They spew out caustic fluids
and even explode at times. According to the legends they were first created by the necromancer Doctor
Vhazilok who developed the ritual to make them.

Winter's Edge A supernatural creature from the lands of snow and ice. It appears to be a statue made of ice that wields a
blade of ice or throws darts of ice when in combat. It is surrounded by intense cold and moves faster when
on snow and ice. It is significantly vulnerable to fire damage.
Bandit Human Threat: Minor
WPN ATK DMG
ACC 0 gun SPD <12> 6
COMM 1 deception HEALTH 20
CON 0 DEFENSE 12 14
DEX 2 riding, stealth ARMOUR 3
FIGHT 1 bludgeon TYPE leather jack
INT 0 round shield +2 DEF
PER 1 hear
STR 2 intimidate MANA 14
WILL 0 SPELL POWER 10
WPN pistol ATK +2 DMG d6+4 WPN dagger ATK +1 DMG d6+3
WPN mace ATK +3 DMG 2d6+2 WPN ATK DMG
CAPABILITIES
Weapon and shield (novice)
Rogues armour

10 shots for the pistol


A ruffian, a scoundrel, a highwayman, this sort has many names. FANTASY AGE

Crypt Stalker Undead Threat: Moderate


ACC 0 SPD <18> 9
COMM 0 HEALTH 35
CON 2 stamina DEFENSE 14
DEX 4 stealth, acrobat, initiative ARMOUR 4
FIGHT 3 claws TYPE inherent
INT 0
PER 1 hear
STR 4 climb, jump, might MANA 18
WILL 2 SPELL POWER 12
WPN claws (2) ATK +5 DMG d6+6 WPN ATK DMG
WPN ATK DMG WPN ATK DMG
CAPABILITIES
Leaping (triple distance for all forms of jumping)
Wall clinging (move at half speed along a wall or ceiling)
Gains +2 yds extra distance when performing the Skirmish stunt
May roll attacks with both claws with one action and generate stunt points with both
+4 SPD
Vulnerable to Fire damage +D6
A shrivelled and dried out corpse that is surprisingly quick and agile and that is able to scuttle across walls and ceilings. FANTASY AGE
Fiend, Lesser Demon Threat: Moderate
WPN ATK DMG
ACC 2 arcane bolt SPD <13> 7
COMM 2 deception HEALTH 40
CON 1 stamina DEFENSE 13
DEX 3 stealth ARMOUR 5
FIGHT 2 claws TYPE inherent
INT 2 arcane lore, shadow arcana
PER 2 searching
STR 2 intimidate MANA 35
WILL 3 morale, self discipline SPELL POWER 14
WPN arcane bolt ATK +4 DMG d6+3 WPN ATK DMG
WPN claw ATK +4 DMG 2d6+2 WPN ATK DMG
CAPABILITIES
Darksight, scent tracking, shape changing to any humanoid, speaks all languages
Resist fire/cold/lightning 6
Shadow Arcana (journeyman) shadow dagger, shadow's embrace, veil of darkness
Power Arcana (journeyman) arcane awareness, spell ward, arcane abatement
Summon Tentacle Cluster (see monster index), range 20 yds, minor action, may only have one active at a time

A minor Evil entity. FANTASY AGE

Giant Centipede Giant Insect Threat: Moderate


WPN ATK DMG
ACC 2 spit, bite SPD <18> 9
COMM -2 HEALTH 40
CON 2 DEFENSE 13
DEX 3 stealth ARMOUR 6
FIGHT 0 TYPE carapace
INT -2
PER 2 see
STR 3 might MANA 14
WILL 0 SPELL POWER 10
WPN spit poison ATK +4 DMG d6+2 P WPN ATK DMG
WPN bite ATK +4 DMG 2d6+3 WPN ATK DMG
CAPABILITIES
Spit poison: D6+CON Chemical damage, 12 yds
Poison Bite stunt: victim must roll CON (Stamina) vs. TN 15 or suffer -2 all tests and -2 <-4> Speed for the rest
of the encounter, can only be poisoned once, 2 SP
Immune to mental/morale effects and poison
SPD: 15

Eight feet long insect FANTASY AGE


Grindylow Aquatic Creature Threat: Minor
ACC 0 SPD <7/16> 4 (8)
COMM 0 HEALTH 25
CON 2 stamina DEFENSE 12
DEX 2 stealth ARMOUR 2
FIGHT 0 spear TYPE inherent
INT 0
PER 2 scent
STR 2 MANA 15
WILL 1 SPELL POWER 11
WPN 2H Spear ATK +2 DMG 2d6+2 WPN ATK DMG
WPN Javelin ATK +2 DMG Dd+5 WPN ATK DMG
CAPABILITIES
Gains +2 yds extra distance when performing the Skirmish stunt

Amphibious, SPD: walk 5/swim 14, swimming leap 5 yds high and 15 yds long
A strange amphibious creature, see the notes. FANTASY AGE

Grindylow Lesser Seer Aquatic Creature Threat: Minor


ACC 2 arcane bolt SPD <7/16> 4 (8)
COMM 1 persuasion HEALTH 15
CON 2 DEFENSE 12
DEX 2 ARMOUR 2
FIGHT 0 TYPE inherent
INT 2 arcane lore, water arcana
PER 2 scent
STR 1 MANA 31
WILL 3 SPELL POWER 13
WPN Arcane Bolt ATK +4 DMG d6+2 WPN ATK DMG
WPN Dagger ATK +2 DMG d6+2 WPN ATK DMG
CAPABILITIES
Water Arcana: Arcane Spring, Water Whip, Water Wall
Heroic Arcana: Hero's Inspiration, Hero's Might
Arcane device (bone fetish)

Amphibious, SPD: walk 5/swim 14, swimming leap 5 yds high and 15 yds long
A strange amphibious creature, see the notes. FANTASY AGE
Hellwing Demon Threat: Minor
WPN ATK DMG
ACC 2 gaze SPD <6/18> 3 (9)
COMM 1 persuasion HEALTH 5
CON 0 DEFENSE 16
DEX 4 flight ARMOUR 0
FIGHT 0 TYPE
INT 1 arcane lore
PER 1 see
STR 0 MANA 17
WILL 3 self discipline SPELL POWER 14
WPN gaze ATK +4 DMG d6+3 P WPN Bite ATK +2 DMG D6
WPN claw ATK +0 DMG d3 WPN ATK DMG
CAPABILITIES
Gaze inflicts D6+WILL Profane penetrating damage, 20 yds
Immune to physical damage
Winged flight
+2 DEF: small
SPD: 2/14

A small demonic winged lizard that weighs about 10 pounds and has iridescent purple scales. FANTASY AGE

Kalmire Intelligent Beast Threat: Minor


WPN ATK DMG
ACC 1 bite SPD <18> 9
COMM 0 HEALTH 30
CON 2 DEFENSE 13
DEX 3 acrobat, stealth ARMOUR 1
FIGHT 1 claw TYPE inherent
INT 1 arcane lore
PER 3 seeing
STR 1 MANA 22
WILL 2 self control SPELL POWER 12
WPN claw ATK +3 DMG d6+1 WPN ATK DMG
WPN bite ATK +3 DMG d6+4 WPN ATK DMG
CAPABILITIES
May roll attacks with both bite and claw in one action and generate stunt points with both
+4 TN to any attempt to track a kalmire
Sense magic to 30 yds
Darksight
May cast Cantrips
Can smell Corruption, SPD: 15
Mystical intelligent feline quadruped, speaks human languages, weighs about 100 lbs, mottled greyish-blue fur FANTASY AGE
Mage, level 3 Elf Threat: Moderate
WPN ATK DMG
ACC 2 SPD <13> 7
COMM 0 HEALTH 33
CON 1 DEFENSE 13
DEX 3 acrobat ARMOUR 2
FIGHT 0 TYPE leather jerkin
INT 3 natural and arcane lore, lightning arcana
PER 1 hear
STR 0 MANA 34
WILL 4 SPELL POWER 14
WPN arcane bolt ATK +2 DMG d6+4 WPN staff ATK +2 DMG D6+1
WPN long bow ATK +2 DMG d6+4 WPN dagger ATK +2 DMG D6+1
CAPABILITIES
Arcane device (athame)
Lore (journeyman)
Healing Arcana (novice) healing touch, revival
Lightning Arcana (journeyman) jolt, shock blast, lightning bolt
Power Arcana (novice) arcane awareness, spell ward
30 arrows
FANTASY AGE

Mage, level 3 Human Threat: Moderate


WPN ATK DMG
ACC 2 SPD <12> 6
COMM 1 leadership HEALTH 33
CON 1 stamina DEFENSE 12
DEX 2 riding ARMOUR 2
FIGHT 0 TYPE quilted jerkin
INT 3 arcane lore, earth arcana, healing arcana
PER 0
STR 0 MANA 31
WILL 3 SPELL POWER 13
WPN arcane bolt ATK +2 DMG d6+3 WPN dagger ATK +2 DMG D6+1
WPN staff ATK +2 DMG d6+1 WPN ATK DMG
CAPABILITIES
Arcane device (orb)
Chirurgy (journeyman)
Healing Arcana (journeyman) healing touch, revival, healing aura
Earth Arcana (journeyman) rock blast, stone cloak, earth speed

FANTASY AGE
Orc Warrior Orc kin Threat: Moderate
WPN ATK DMG
ACC 2 bow SPD <12> 6
COMM 0 HEALTH 35
CON 3 stamina DEFENSE 12 14
DEX 2 ARMOUR 5
FIGHT 2 heavy blade TYPE light mail
INT 0 round shield +2 DEF
PER 2 scent
STR 3 intimidate MANA 14
WILL 0 SPELL POWER 10
WPN longsword ATK +4 DMG 2d6+3 WPN dagger ATK +2 DMG D6+3
WPN long bow ATK +4 DMG d6+5 WPN ATK DMG
CAPABILITIES
Weapon and shield (novice)
Armour training (novice)
Mighty blow stunt for 1 SP

Darksight, corrupt, sun weakened


A corrupt, malevolent, and hostile creature that hates the light, a horrid parody of an elf. FANTASY AGE

Phantom Undead Threat: Major


WPN ATK DMG
ACC 0 SPD <15> 8
COMM 0 HEALTH 50
CON 2 stamina DEFENSE 15
DEX 5 acrobat, stealth ARMOUR 7
FIGHT 4 tentacles TYPE inherent
INT 1
PER 5 see
STR 4 MANA 25
WILL 5 self control, courage SPELL POWER 14
WPN 4 tentacles ATK +6 DMG 2d6+4 WPN ATK DMG
WPN ATK DMG WPN ATK DMG
CAPABILITIES Teleport 30 yds in darkness as a minor action, must have a line of sight to the location
Fear wave: major action, victims must roll WILL (Courage) or suffer -2 penalty to all test rolls for one melee
round, normal people usually flee, 6 yd radius
Terror: major action, single target, victim must roll WILL (Courage) or lose their major action for one
turn, if the roll succeeds they suffer a -1 to all tests for one melee round, 10 yds
Shadow Tentacles: attack up to 4 targets within 4 yds, may generate stunt points on each attack
+2 Stealth in shadows or darkness, wall clinging (full speed along a wall or ceiling), dark sight,
A black, featureless humanoid undead creature that feeds on fear and can shape darkness into attacking tentacles. FANTASY AGE
Reaper Undead Threat: Major
WPN ATK DMG
ACC 0 SPD <14> 7
COMM 0 HEALTH 60
CON 3 stamina DEFENSE 14
DEX 4 stealth ARMOUR 10
FIGHT 5 polearm TYPE inherent
INT 0
PER 1 see
STR 3 MANA 29
WILL 3 SPELL POWER 13
WPN scythe ATK +7 DMG 2d6+6 WPN ATK DMG
WPN ATK DMG WPN ATK DMG
CAPABILITIES
Aura of Fear: melee attackers must roll WILL (Courage) TN or suffer -2 to attack and damage for 1 turn
Death Aura: Stunt, SP2, everyone within 2 yds suffers 1d6 Profane penetrating damage
Lifesteal: Stunt, 2 SP, heals the reaper for the damage inflicted by the attack
5 armour vs. penetrating damage
+1 SP cost when attacker uses any stunt against a Reaper.

A tall skeletal figure wearing a hooded black robe and wielding a wicked scythe. FANTASY AGE

Shadowfiend Demon Threat: Moderate


WPN ATK DMG
ACC 2 profane bolt, foul blade SPD <14> 7
COMM 1 deception HEALTH 35
CON 1 stamina DEFENSE 14
DEX 4 acrobat, stealth ARMOUR 6
FIGHT 0 TYPE inherent
INT 0
PER 2 scent
STR 0 MANA 16
WILL 3 self control SPELL POWER 14
WPN profane bolt ATK +4 DMG d6+3 WPN ATK DMG
WPN foul blade ATK +4 d6+3 WPN ATK DMG
CAPABILITIES
Profane bolt: D6+WILL Profane penetrating damage, 20 yds
Foul blade: D6+WILL and inflicts -3 STR for the next turn, roll CON (Stamina) to negate STR loss
Teleport to location in sight within 20 yds on minor action
Invisible in darkness
3 armour vs. penetrating damage
Darksight, scent tracking, shape changing to any humanoid, speaks all languages, sun weakened
A lean and angular man-like figure with grey-black striped scaled skin, glowing red eyes, and a mouth full of sharp teeth. FANTASY AGE
Shadow Wolf Corrupt Beast Threat: Moderate
WPN ATK DMG
ACC 2 bite SPD <18> 9
COMM 1 HEALTH 45
CON 2 stamina DEFENSE 14
DEX 4 stealth, initiative ARMOUR 4
FIGHT 0 TYPE inherent
INT 1
PER 3 scent
STR 5 intimidate MANA 23
WILL 3 self discipline SPELL POWER 13
WPN bite ATK +4 DMG d6+7 WPN ATK DMG
WPN ATK DMG WPN ATK DMG
CAPABILITIES SPD: 14
Darksight, immune to fear or morale effects
Shadow Twin: stunt, 2 SP, can create a 1 HP version of the shadow wolf that will join the fight, only one may
exist at a time, the shadow twin appears translucent)
Howl: major action, scares nearby foes, 6 yd radius, -2 all attacks for one turn, roll WILL (Courage)
to resist, does not affect corrupt entities
May use the Knock Prone and Mighty Blow stunts for 1 SP
A large black wolf with glowing red eyes . FANTASY AGE

Sithrynn Supernatural Creature Threat: Moderate


WPN ATK DMG
ACC 3 cold gaze SPD <13> 7
COMM 1 persuasion HEALTH 30
CON 3 stamina DEFENSE 13
DEX 3 ARMOUR 3
FIGHT 0 TYPE inherent
INT 2 arcane lore
PER 4 scent
STR 3 MANA 25
WILL 4 self control SPELL POWER 14
WPN cold gaze ATK +5 DMG d6+4 P WPN ATK DMG
WPN bite ATK +3 DMG d6+6 WPN ATK DMG
CAPABILITIES
Cold gaze: single target, D6+WILL cold penetrating damage, short range 20 yds, long range 40 yds
Chill aura: all within 2 yds radius must roll CON (Stamina) or lose a minor action for 1 turn
Immune to Cold attacks and the Knock Prone stunt or similar effects
Reduce incoming Skirmish distance by 2 yds

A 10' long giant snake weighing in at about 300 lbs, blue and white patterned scales, sentient and wily. FANTASY AGE
Storm Devil Demon Threat: Dire
WPN ATK DMG
ACC 0 SPD <16> 8
COMM 0 HEALTH 100
CON 3 stamina DEFENSE 16
DEX 6 acrobat, initiative ARMOUR 12
FIGHT 5 heavy blade TYPE inherent
INT 4 lightning arcana, arcane lore
PER 2 see
STR 4 intimidate MANA 75
WILL 5 self control, courage SPELL POWER 16
WPN blade ATK +7 DMG 4d6+4 WPN ATK DMG
WPN ATK DMG WPN ATK DMG
CAPABILITIES
Lightning arcana (master) jolt, shock blast, lightning bolt, chain lightning
Lightning blade 4D6 lightning damage + STR
Lightning Aura: Stunt, 2 pts, inflicts 3 pts of penetrating Lightning damage in a 4 yd radius
Lightning Charge: turns into a lightning bolt and attacks a target within 30 yds as a major action
Immune to Lightning damage, Skirmish, and Knock Prone

A ill tempered demon formed of living lightning FANTASY AGE

Tentacle Cluster Demonic Summoning Threat: Minor


WPN ATK DMG
ACC 0 SPD <0> 0
COMM -5 HEALTH 10
CON 0 DEFENSE 15
DEX 5 ARMOUR 3
FIGHT 3 TYPE inherent
INT -2
PER 0
STR 4 might MANA 0
WILL 0 SPELL POWER 0
WPN bash ATK +3 DMG 2d6+4 WPN ATK DMG
WPN ATK DMG WPN ATK DMG
CAPABILITIES
Sense life 10 yds
Corrupt, non-sentient, immune to morale/mental effects, immobile
Tangle: stunt, 2 SP, may attempt to bind a victim, opposed test: STR (Might) each melee round to keep bound
Tentacles can reach out and attack opponents that are within 2 yds
Immune to Skirmish and any other action that will move it

A cluster of 6'-8' long tentacles that will attack any non-corrupt being that comes close enough, non-sentient. FANTASY AGE
Titan Forerunner Race Threat:
WPN ATK DMG
ACC 2 SPD <15> 8
COMM 1 persuasion HEALTH 120
CON 4 stamina DEFENSE 13 (16)
DEX 3 ARMOUR 10
FIGHT 5 heavy blade TYPE heavy plate
INT 2 history, arcane lore, sorcery and power arcana
PER 3 see
STR 6 might, intimidate MANA 55
WILL 5 morale, self control SPELL POWER 15
WPN longsword ATK +7 DMG 2d6+6 WPN ATK DMG
WPN ATK DMG WPN ATK DMG
CAPABILITIES
May use the Knock Prone stunts for 1 SP and gains +2 yds extra distance when performing the Skirmish stunt
Armour training: master

+2 SPD due to long stride


Power arcana (journeyman) arcane awareness, spell ward, arcane abatement
Sorcery arcana (journeyman) soulclaw, darksight, ring of angry shadows
10-12 foot tall blue skinned humans, they were the first intelligent mortal race in the world, ignores Strain from armour FANTASY AGE

Vhazilok Zombie Undead Threat: Moderate


WPN ATK DMG
ACC 0 SPD <9> 5
COMM -3 HEALTH 50
CON 3 DEFENSE 9
DEX -1 ARMOUR 4
FIGHT 2 bludgeon TYPE inherent
INT -3
PER 0
STR 3 MANA 10
WILL 0 SPELL POWER 10
WPN mace ATK +4 DMG 2d6+3 WPN ATK DMG
WPN ATK DMG WPN ATK DMG
CAPABILITIES
Rotting Dead: 2 pt Stunt, vomit on target in melee, roll CON (Stamina) TN 13 or lose major action for one
round due to Chemical vapour attack
Explode: 6 pt stunt, zombie explodes for 3D6+3 Chemical damage in a 4 yd radius and lose next major action,
roll DEX (acrobat) TN 13 for half damage and no action loss
Immune to Chemical effects and damage

According to the legend this disgusting undead creature was designed by an alchemist named Doctor Vhazilok. FANTASY AGE
Winter's Edge Supernatural Creature Threat: Major
WPN ATK DMG
ACC 3 ice dart SPD <16> 8
COMM 0 HEALTH 80
CON 0 stamina DEFENSE 16
DEX 6 ARMOUR 11
FIGHT 4 ice blade TYPE inherent
INT 1
PER 3
STR 5 might MANA 32
WILL 5 courage SPELL POWER 15
WPN ice dart ATK +5 DMG d6+6 P WPN ATK DMG
WPN ice blade ATK +6 DMG 3d6+5 WPN ATK DMG
CAPABILITIES
Runs at double speed on ice or snow
5 armour vs penetrating damage
Cold Aura: anyone within 2 yds must roll CON (Stamina) or lose their minor action for 1 turn
+1 SP cost when an opponent tries to use Knock Prone or Skirmish on this creature

vulnerable to fire +2D6, immune to cold


a humanoid figure made of jagged ice FANTASY AGE

Threat:
WPN ATK DMG
ACC SPD
COMM HEALTH
CON DEFENSE
DEX ARMOUR
FIGHT TYPE
INT
PER
STR MANA
WILL SPELL POWER
WPN ATK DMG WPN ATK DMG
WPN ATK DMG WPN ATK DMG
CAPABILITIES

FANTASY AGE
Minions, mooks, mugs, pugs, and henchmen

In fantasy stories most enemies fall to the hero quickly, one pass of arms or even a single blow fells them. Most foes are lesser
followers, rabble, village militia and the like. They are usually barely trained if they are trained at all and equipped with simple (and
cheap) weapons and armour.

Minions are enemies with 1 Health that are used to fill out the enemy force with low rent cannon fodder that are still capable of
inflicting grief and harm on the player characters. They speed up the game play as they require no book keeping or tracking of
accumulated damage.

Minion guidelines
• Minions have 1 Health, one hit kills them
• Minions do not generate stunt points
• Minions act at the end of the turn
• Minions rarely have talents or specializations
• Minions often know skill focuses
• Most of a minions abilities are zero, only non-zero abilities are listed
• Minions intended to face higher level characters will have higher level attack scores

Goblin Archer (orc kin)


SPD 5/ DEF 11/ Armour 0
ACC 1 (bow) DEX 1 (stealth) FIGHT 1 (bludgeon) STR 1
short bow +3/ d6+1
cudgel +3/ d6+4
sun weakened

Skeleton (undead)
SPD 6/ DEF 11/ Armour 0
DEX 1 (stealth) FIGHT 1 (bludgeon)
mace +3/ 2d6

Skirmisher or Outlaw (human)


SPD 7/ DEF 12/ Armour 2 (leather jerkin)
ACC 1 (bow) DEX 2 (stealth) PER 2 (see)
short bow +3/ d6+3
short sword +1/ d6+2

Soldier (human)
SPD 7/ DEF 12 (14)/ Armour 4 (leather base coat)
DEX 2 (athletics, ride) FIGHT 2 (heavy blade) STR 2 (might)
long sword +4/ 2d6+2
thrown axe +0/ d6+4

Village Militia or Bandit (human)


SPD 5/ DEF 10/ Armour 2 (leather jerkin)
Fight 1 (spear) STR 1
two hand spear +3/ 2D6+1
javelin (3) +3/ d6+4

Wisp (magical creature)


SPD 13/ DEF 14/ Armour 0
ACC 1 (spark) DEX 3 (acrobat)
arcane spark +3/ d6 penetrating arcane damage/ range 20 yds
energy being (immune to physical and chemical damage)
small size (+1 DEF)
Flight (only)

Wolf or War Hound (predatory animal)


SPD 12/ DEF 12/ Armour 0
ACC 2 (bite)/ DEX 2 (athletics, stealth) PER 2 (scent) STR 2 (jump)
bite +4/ d6+4

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