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ENEMY OMNIBUS

A GUIDE TO MONSTERS AND FOES

COVER ART AND WORDS BY


GRANT GOULD

INTERIOR ART BY
MATTHEW GOODMANSON
ENEMY
OMNIBUS

TABLE OF CONTENTS
Aberrataur 4 Mournmarrow 26
Arcane Witch/Warlock 5 Nephelkin 27
Bandit 6 Ogruun 28
Bultch 7 Pestilence Ghoul 29
Drake 8 Qualvestek 30
Earthen Brute 10 Riptur 32
Elderblight 11 Rune Beast 34
Fangjaw 12 Rune Witch 35
Fright Spider 13 Sage Raven 36
Garr Drok 14 Scavler 37
Gemscale Serpent 15 Shadow Husk 38
Grizzlok 16 Shard Guardian 39
Guln 17 Spirit 40
Harrowhound 18 Trollug 42
Hauntorr 19 Urmpling 44
Jinkfir 20 Verdant Horror 45
Keeper of Cadduro 21 Vola 46
Lumpluk 22 Wayhunter 47
Lurgsquin 23 Whentax 48
Metal-flesh Warrior 24 Wickwolf 49
Miscreation 25 Wretch-worm 50

A NOTE FOR STORYTELLERS:


Welcome to the Blade Raiders After all, variety and unpredictabil-
RPG "Enemy Omnibus," a guide ity are two key ingredients to an
to some of the monsters and foes exciting, memorable experience.
that your Players might encoun- Each stat block also includes
ter during their adventures in a "Hit Difficulty" for Players who
Northwestern Aveggor! are in combat with that particular
It is important to remember enemy. These are only suggested
that this book is just as its full title CAST roll Advantage modifiers -
implies: a guide. As the person quick numbers that Storytellers
who runs the game sessions and can give that don't include any
creates scenarios and storylines, additional Skill bonuses or situ-
you should always feel free to ational bonuses or penalties (such
change, lower, or raise creature as cover, weather, aiming, etc.)
and enemy stats as you see fit. that the character might also have.
ABERRATAUR
Size & Appearance: shouldn't be, and they stumble and crawl around
Aberrataurs are large, hideous messes - the like lost, pathetic souls. It's hard not to pity them
seemingly-random melding and transfusion of and want to put them out of their misery, at least
man and beast while passing through a magic when you first encounter one.
portal.
No two aberrataurs look the same. For Homeland, Population & Leadership:
example, the most common form of aberrataur is They can be found anywhere that portals
created by a riptur and its rider. Some of these can be opened, ie. any runestone area. It is quite
particular combinations will end up looking more an uncommon occurence, of course, as portal
reptilian and animalistic in nature, whereas some travel is usually considered safe. Some believe it
will look far more humanoid, with only a few is caused by two portals (purposely or acciden-
lizard-like features. taly) being opened/created in the same spot,
Whatever the case may be, aberrataurs are overlapping one another.
grotesque and difficult to look upon, as their
limbs and eyeballs are often in places they Language & Intelligence:
Aberrataurs can rarely make noises beyond
the occasional grunt or roar. It's unknown as to
whether they retain any of their original mind or
intelligence (from either human or beast) - most
tend to think that aberrataurs function as simple,
tortured animals, having very little brain activity.

Attacks & Abilities:


While it's easy to feel bad for an aberrataur,
they can be quite dangerous. Whether it's fueled
by a desire to kill or a desire to be killed, most
aberrataurs will instantly attack any characters
who come within sight.
It varies from aberrataur to aberrataur (for
example, some may have horns or claws, or a
spiked tail), but they will usually try to ram their
bodies into their foe.

Additional Game Notes:


Aberrataurs are usually found near rune-
stone energies, since they "originated" from
magic portals. Within the presence of rune-
stones, most aberrataurs will live for up to a
week before their bodies finally shut down and
die. If an aberrataur travels beyond the reach of
the runestone energies, it will die much quicker,
surviving only one or two days.

Attack(s): Ram/Body-slam (Damage: d10+4)


Advantage Modifier: Aberrataurs typically get a +3 to their attack rolls
Speed: 3 Special Abilities/Notes: None
Hit Difficulty: Players typically get a +5 (Advantage modifier) when attacking an aberrataur.
ENEMY
OMNIBUS

ARCANE WITCH (or WARLOCK)


Size & Appearance: Language & Intelligence:
A human who lives in the wild, usually in a Arcane witches/warlocks are usually quite
cave or forest hut of some kind. They're often intelligent- if not a bit on the wild, unpredictable
scantily-clad, choosing animal hides and loose side. They speak the Civilized tongue, and some-
fabrics over metal armor or heavy leathers. times one or two additional languages.
They're often very eccentric looking, adorned
with feathers, animal skulls, and other trinkets. Attacks & Abilities:
They often carry at least one weapon, such
Homeland, Population & Leadership: as a quarterstaff or dagger, but they most heavily
They can be found anywhere, though their rely on their magical abilities. No two witches or
homes are always in runestone-strong areas. An warlocks are the same, so it's up to the Story-
arcane witch (female) or warlock (male) always teller to flesh each one out and make them
stays close to their domain and would rather lure unique, whether they end up being adventure
enemies than chase after them. NPCs or enemies to the Players.
Each arcane witch/warlock possesses TWO
Magic Talents (one at Talent Tier 3, one at Talent
Tier 2) and access to all of the powers (including
Advanced ones) listed under those Talents. The
Storyteller can choose from the following Magic
Talent categories: Air Adept, Druid, Earth Mover,
Firecaller, Illusionist, Manipulator, Mender, Seer,
Shifter, Stormcaller, and Water Mage.

Additional Game Notes:


Arcane witches and warlocks are somewhat
similar to rune witches (page 35) in the sense
that they live in the wild and are clearly obsessed
with magic. Rune witches, however,have literally
been driven insane by the runestones, whereas
arcane witches and warlocks are still in control of
their actions and emotions. They're also more
devious, playful, and seductive in their behavior,
traits that are beyond the delicate, simple, and
violent mental range of rune witches.
Most arcane witches and warlocks have
simply stripped themselves of the rules and
regulations of "civilized" society, choosing
instead to be one with the natural world, always
close to the runestones and their mystical prop-
erties, always creating their own boundaries.
They are not all evil - nor are they all good. They
live by themselves or in small groups, and they
set their own conditions and goals.

Attack(s): Quarterstaff (Damage: d10-2, Minimum 1) -- Weapon can vary


Advantage Modifier: Arcane witches/warlocks typically get a +4 to their attack rolls
Speed: 5 Special Abilities/Notes: Magic TalentslPowers (see above)
Hit Difficulty: Players typically get a +3 (Advantage modifier) when attacking an arcane witch/warlock
BANDIT
Size & Appearance: cities have gangs (large groups of bandits) with
"Bandit" is a general term actual leaders, and they'll sometimes operate
that refers to any human thugs from secret locations within the settlement or a
or vagabonds who try to steal nearby location, such as a hidden cave. But
things that don't belong to more often than not, bandits exist in small, disor-
them, usually by force and/ ganized groups - clumsy, greedy, without honor,
or bullying. They're typically and always on the move.
armed with small or
medium weapons, and Language & Intelligence:
their armor's often dirty There's a variety; some bandits are dumb as
and dented. nails, some are fairly intelligent. They typically
speak the Civilized tongue.
Homeland,
Population Attacks & Abilities:
& Leadership: Bandits tend to use fairly standard and
Some towns and common weaponry, such as clubs, daggers, etc.

Attack(s): Club (Damage: d10-6, Min. 1) or Dagger (Damage: d10-4, Min. 1)


Advantage Modifier: Weak bandits typically get a +2 to their attack rolls
Speed: 4 Special Abilities/Notes: None
Hit Difficulty: Players typically get a +6 (Advantage modifier) when attacking a weak bandit.

Attack(s): Short Sword (Dam.: d10-3, Min. 1) or Dagger (Dam.: d10-4, Min. 1)
Advantage Modifier: Average bandits typically get a +3 to their attack rolls
Speed: 4 Special Abilities/Notes: None
Hit Difficulty: Players typically get a +5 (Advantage modifier) when attacking an average bandit.

Attack(s): Morningstar (Damage: d10) or Sword (Damage: d10)


Advantage Modifier: Strong bandits typically get a +4 to their attack rolls
Speed: 3 Special Abilities/Notes: None
Hit Difficulty: Players typically get a +4 (Advantage modifier) when attacking a strong bandit.

Attack(s): War Axe (Damage: d10) or Sword (Damage: d10)


Advantage Modifier: Very strong bandits typically get a +5 to their attack rolls
Speed: 3 Special Abilities/Notes: None
Hit Difficulty: Players typically get a +3 (Advantage modifier) when attacking a very strong bandit.
ENEMY
OMNIBUS

BULTCH
Size & Appearance: Language & Intelligence:
Only about three to four feet in height, these Bultches are extremely stupid creatures.
stout creatures have thick flesh similar to trollugs, They do have a limited ability to communicate
two-foot-Iong club-like tails, and giant, wide with one another (a bultch "language") that
mouths lined with sharp teeth. Their flesh is typi- consists of grunts and belches. Their primary
cally gray-colored, allowing them to blend into purpose at all times is to find food for their pack
most rocky areas quite easily. members and to keep people and creatures
away from their homes/caves. If a bultch senses
Homeland, Population & Leadership: potential danger, it will become quite protective
Bultches are asexual and mostly found in the and ferocious, and will not hesitate to attack
Drenthur Mountains, living in or near caves. They anyone in its path.
usually live in packs of ten to twenty, and each
day a few of those pack members will be sent out Attacks & Abilities:
to look for food (birds, rabbits, insects, whatever Bultches have two preferred methods of
they can get their hands on). attack. The first is the most obvious: biting their
foe. They have massive jaws lined with sharp
teeth, and a victim could take some serious
damage. (And the bultch would welcome the
opportunity to bite an enemy's head off and
swallow it whole.)
The second method of attack is more
gruesome. Twice per day, a bultch is able to
"belch up" a non-magical, fist-sized ball of sticky,
burning liquid and shoot it from its mouth up to 20
feet. If the "bultch ball" (or "belch bail," as some
call it) successfully strikes an opponent, the
opponent then takes d10+4 damage and:
• If the area hit is covered by armor, that
piece of armor melts away and is destroyed, and
the Player must erase it from their inventory and
Armor RP total. (In the case of a pair, such as
gauntlets, gloves, boots, etc., one piece being
destroyed should result in the Armor RP for that
"armor item" being halved.)
• If the area hit is not covered by armor, then
the opponent must take an additional d10
damage to his or her Body RP.
It's up to the Storyteller to decide what area
is hit. If they wish to roll randomly on a d10:
1=head, 2=left arm, 3=left hand, 4=right arm,
5=right hand, 6=chest or abdomen, 7=left leg,
8=left foot, 9=right leg, and 10=right foot.
Bultch ball strikes do not require runestones.

Attack(s): Bite (Damage: d10+4)


Advantage Modifier: Bultches typically get a +2 to their attack rolls
Speed: 3 Special Abilities/Notes: Bultch Ball Strike (see above)
Hit Difficulty: Players typically get a +4 (Advantage modifier) when attacking a bultch.
DRAKE
Size & Appearance: Language & Intelligence:
Drakes are the smaller cousins of drakons Drakes are somewhat intelligent, though
(huge, winged, reptilian beasts that exist in other nowhere near the level of humans or beings
areas of Aveggor). Drakes typically stand such as trollugs. They're able to communicate
between 15 and 40 feet tall, with wingspans of 30 with one another (and drakons) through body
to 80 feet. There are five known types, based on language, hisses, shrieks, and roars.
the color of their scaly hides and their breath
weapons: gray, black, green, blue and silver. Attacks & Abilities:
All drakes are able to fly, and all drakes are
Homeland, Population & Leadership: quite capable and deadly in combat. They can
Found in almost any part of Northwestern choose to either bite their foe, claw their foe
Aveggor, drakes live in caverns, mountains, or using the massive talons at the tips of their
shoreline cliffs, having little interest in the wings, or lash at an enemy with their strong,
comings and goings of mankind. They are very lengthy tails.
territorial and protective of their nests, and they Additionally, most drakes also possess a
do not have a complicated social structure. It is special breath weapon attack. These are natural
believed that only about 400 drakes still exist. physical abilities and do not require magic or the
presence of runestone
energies. These breath
weapons can be used
up to four times in a 24
hour period, and at
least two combat turns
must pass before the
drake can use its
breath weapon again in
the midst of combat. In
other words, it needs a
few seconds to "re-
charge" its body and
re-summon the breath
attack.

Additional Game
Notes:
Having grown up
on outrageous tales of
ancient warriors who
could tame and ride
drakes, some humans
have actually tried to
get close to the beasts
to try and capture
them, hoping to train
them as mounts. As
expected, most (if not
all) of these attempts
have ended in horrible
failure. Drakes are wild
and dangerous beasts,
and should never be
underestimated.
ENEMY
OMNIBUS

Creating Drake-scale Armor: scales - with some proper blacksmithing, leather


When most drakes (gray, black, green, and straps, etc. - they can create strong, stylish and
blue) die, their bodies instantly begin to eat away unique pieces of armor. Silver drake-scale armor
at themselves, corroding from within. This odd stats are as follows:
natural occurence makes it impossible to save or Silver Drake-scale Boots (WI: 4, RP: 4, SA: 0)
Silver Drake-scale Bracers (WI: 3, RP: 3, SA: 0)
use the scales of those fallen drakes.
Silver Drake-scale Coat (WI: 9, RP: 16, SA: -1)
For whatever reason, however, silver drakes Silver Drake-scale Helm (WI: 5, RP: 6, SA: 0)
remain intact after death. If a character kills a Silver Drake-scale Leggings (WI: 6, RP: 7, SA: 0)
silver drake and manages to carve off some of its Silver Drake-scale Tunic (WI: 11, RP: 20, SA: -2)

Attack(s): Bite (Damage: d10+7), Claw (Damage: d10+6), Tail (Damage: d10+4)
Advantage Modifier: Gray drakes typically get a +4 to their attack rolls
Speed: 6 (Flying: 8) Breath Weapon: None
Hit Difficulty: Players typically get a +4 (Advantage modifier) when attacking a gray drake.

Attack(s): Bite (Damage: d10+8), Claw (Damage: d10+7), Tail (Damage: d10+5)
Advantage Modifier: Black drakes typically get a +5 to their attack rolls
Speed: 6 (Flying: 8) Breath Weapon: Fire (Damage d10x3, Minimum 8), Range: 50'
Hit Difficulty: Players typically get a +3 (Advantage modifier) when attacking a black drake.

Attack(s): Bite (Damage: d10+8), Claw (Damage: d10+7), Tail (Damage: d10+5)
Advantage Modifier: Green drakes typically get a +5 to their attack rolls
Speed: 6 (Flying: 8) Breath Weapon: Poison Cloud (Damage: d10+12), Range: 50'
Hit Difficulty: Players typically get a +3 (Advantage modifier) when attacking a green drake.

Attack(s): Bite (Damage: d10+9), Claw (Damage: d10+8), Tail (Damage: d10+6)
Advantage Modifier: Blue drakes typically get a +6 to their attack rolls
Speed: 6 (Flying: 9) Breath Weapon: Frozen Ice-blast (Damage: d10x4), Range: 80'
Hit Difficulty: Players typically get a +2 (Advantage modifier) when attacking a blue drake.

Attack(s): Bite (Damage: d10+10), Claw (Damage: d10+9), Tail (Damage: d10+7)
Advantage Modifier: Silver drakes typically get a +7 to their attack rolls
Speed: 7 (Flying: 10) Breath Weapon: Lightning-blast (Dam: d10x5, Min.g), Range: 100'
Hit Difficulty: Players typically get a +1 (Advantage modifier) when attacking a silver drake.
EARTHEN BRUTE
Size & Appearance: Language & Intelligence:
Around twenty feet tall, these creatures They seem to be somewhat intelligent, but
appear mostly humanoid and have flesh built they cannot speak the Civilized tongue. They
from rock and dirt. They're not magical in nature, can, however,speak what's assumed to be their
but they do seem to have some kind of elemental own language - a series of grunts, roars and
power,as they live in the earth somehow and are groans. Some earthen brutes can also speak the
able to sink into the ground and rise at will. trollug language.

Homeland, Population & Leadership: Attacks & Abilities:


They dwell in rocky areas, mostly in the Earthen brutes rely solely on their physical
Drenthur Mountain regions. No more than two or strength and power in combat. They slowly rise
three are typically seen at one time, though it's from the earth and their "legs" are essentially
believedthere are hundreds living near the upper part of the ground - therefore they must remain
northeastern reaches of Drenthur. stationary during a fight, unless they want to take
Whether they have leaders or any kind of a full turn to sink back into the earth and then
social structure is unknown. take another turn to rise again elsewhere (within
30 feet).
Their arms are massive, rock-hard, and
sometimes spiked, thus dealing quite a bit of
damage to opponents when hit.

Additional Game Notes:


Earthen brutes are a bit of a mystery, as one
would assume it requires magic to perform an
action such as rising from the ground and taking
on a humanoid form. Strangely, earthen brutes
seem to be creatures from an earlier age,
perhaps before the existence of the runestones.
They can exist in all rocky, mountainous areas of
Northwestern Aveggor (both runestone-strong
and runestone-free) and their true nature/form
seems to be elemental and beyond the under-
standing of humans.
They live beneath the ground, usually rising
only to warn and/or attack unwanted visitors.
They can maintain their above-ground humanoid
form for a maximum of 60 seconds (30 combat
turns).
If an earthen brute is destroyed, it will
crumble to the ground instantly. Whether that
brute is then permanently killed or simply returns
back to its original elemental "in-earth" form is
unknown.

Attack(s): Arm Attack (Damage: d10x3, Minimum 6)


Advantage Modifier: Earthen brutes typically get a +1 to their attack rolls
Speed: 2 (Stationary) Special Abilities/Notes: Sinking Into the Ground (see above)
Hit Difficulty: Players typically get a +6 (Advantage modifier) when attacking an earthen brute.
ENEMY
OMNIBUS

ELDERBLIGHT
Size & Appearance: known about them, but some believe there are
Typically around nine feet tall, elderblights only a small handful in existence, and that they
appear as partial humanoid skeletons floating a answer to one of their own who is more powerful
few feet off the ground, covered in robes or and ancient than the others. Elderblights are
tattered cloth of some kind, and sometimes rarely seen, and they are greatly feared.
decorated with antlers or animal hide. Their
faces are extremely odd, as - instead of a skull Language & Intelligence:
or human visage - they have one large eyeball They are incapable of speaking, but many
surrounded by stretches of colorless muscle that believe they can communicate with their minds,
go as far down as their collar bone. They can be able to mind whisper to those nearby. It's also
fearful to behold, and they reek of rot and decay. believed that they are incredibly intelligent, and
incredibly patient. They do nothing on a whim -
Homeland, Population & Leadership: They seem to serve a darker, unknown purpose.
Elderblights have mostly been sighted in the
western reaches of Aveggor, near areas like Attacks & Abilities:
Burnigon Lake and West Gloomwrik, though they Elderblights usually travel with a purpose.
do occasionally venture further east. Little is Whether that purpose is to find information or
particular individuals, or to strike fear in the
hearts of Aveggorians, or simply to survey and
monitor the land, no one knows for sure. But they
do not seem to attack others for no reason. Gen-
erally, if a character stays out of their way, they
will most likely ignore him or her.
If a character does, however, find them-
selves fighting an elderblight, they're in for the
challenge of their lives. Not only are they incred-
ibly difficult to destroy, but they can instantly
create and wield a magical sword that appears
as if its made from black and gray mist.
This "Mist Sword" does d10+10 damage to
opponents and will dissipate instantly if the elder-
blight is killed.
Elderblights are also surrounded by a
constant "Death Stench." Nearby plants will
wither and die if the elderblight stays in one spot
for too long - small animals will get sick and/or
die. Characters who find themselves within 20
feet of an elderblightwill feel ill and must take d10
damage to their Body RP.

Additional Game Notes:


Elderblights rely heavily on magic, and there-
fore are only found in runestone-strong areas.

Attack(s): "Mist Sword" (Damage: d10+10)


Advantage Modifier: Elderblights typically get a +5 to their attack rolls
Speed: 4 Special Abilities/Notes: Mist Sword & Death Stench (see above)
Hit Difficulty: Players typically get a +3 (Advantage modifier) when attacking an elderblight.
FANGJAW
Size & Appearance: prey with their massive, razor-toothedjaw.
Fangjaws are large predatory fish that typi- Fangjaws aren't particularly powerful, as
cally reach lengths of about four or five feet. They they only have 10 Resistance Points, but they're
have gray-green scales and red-tipped fins. quick in the water and can be extremely difficult
to hit.
Homeland, Population & Leadership:
They populate most of Aveggor's lakes and Additional Game Notes:
rivers, and are quite numerous. Fortunately,they Fangjaws will attack any living creature they
tend to hunt alone or in small groups of two to come across while swimming through Aveggor's
five fangjaws. Like any other fish, fangjaws lakes and rivers. They will not, however, pursue
cannot survive for long outside of the water. their prey to the point of having to overcome
additional obstacles. For example, if someone
Language & Intelligence: jumps into a boat, a fangjaw won't try to leap into
Fangjaws have no language, and they have the air to snag a bite, and it won't gnaw at the
the same animalistic intelligence level as any underside of the boat. Predatory fish are simple
regular non-predatory fish. creatures, eager to grab food from wherever they
can. If something becomes too difficult, they will
usually give up and swim away. If a character
Attacks & Abilities:
wounds a fangjaw but doesn't kill it, the fangjaw
Their only true means of attack is by biting
will probablyjust swim away.
There have been instances where people
have stumbled upon a "nest" of fangjaws -
essentially a breeding ground where their young
ones are fed and protected. If this happens, the
character is wise to make a quick escape and/or
get out of the water, because otherwise he or
she may quickly find themselves surrounded by
anywhere from fifty to two hundred fangjaws.

An interesting tidbit about fangjaws that a


few lucky adventurers have already discovered is
that catching one can result in both a delicious
meal and some possible unexpected treasure.
Not only are these large fish edible, but
they're quite tasty. The markets and restaurants
in some Aveggorian towns and cities sell fangjaw
meat regularly.
As for the unexpected treasure, every now
and again a fangjaw will end up with something
valuable in its belly, such as rings and other
jewelry. If the players catch a fangjaw and serve
it up for dinner, perhaps consider giving them a
little monetary surprise with their meal.

Attack: Bite (Damage: d10-2, Minimum 1)


Advantage Modifier: Fangjaws typically get a +2 to their attack rolls
Speed: 7 (Swim) Special Abilities/Notes: None
Hit Difficulty: Players typically get a -4 (Advantage modifier) when attacking a fangjaw.
ENEMY
OMNIBUS

FRIGHT SPIDER
Size & Appearance: and their bites can deliver a dose of poisonous
These giant, pale arachnids are sometimes venom that can have a variety of effects on char-
creamy-white in color, and sometimes almost acters.
translucent. They vary in size, but most tend to If a character is bitten by a fright spider, after
be around six or seven feet high. the bite's damage roll has been made and that
amount is subtracted from either the victim's
Homeland, Population & Leadership: Body RP or Armor RP,then there's an additional
Fright spiders can be found allover North- d10 roll that must occur.
western Aveggor, especially in forests and under- The Player (ie. the victim of the bite) rolls a
ground tunnels. When encountered, there are d10 to see if the venom has any effect on their
usually quite a few of them - group sizes can character,and if so, how bad it is. Use the follow-
range from ten to sixty. Occasionally one or two ing number list to determine the result, based on
can be spotted apart from the bulk of the group, this d10 roll (and, of course, the Player can
but they are never too far from their central den. always choose to boost their result by spending
Character Advancement Points):
Language & Intelligence:
1) You fall unconscious for d10+1 turns
They are no more intelligentthan regular,tiny
2) You fall unconscious for d10-5 (Min. 1) turns
spiders, and they have the same limited means
3) The poison adds an extra 5 points of damage
of communication. They're simple creatures.
4) The poison adds an extra 4 points of damage
5) The poison adds an extra 3 points of damage
Attacks & Abilities: 6) The poison adds an extra 2 points of damage
Fright spiders are able to bite their enemies, 7) The poison adds an extra 1 point of damage
8) The poison has no extra effect
9) The poison has no extra effect
10) The poison has no extra effect

Fright spiders also have the option of using


their webbing against an opponent.
During their turn, instead of biting, they can
make a CAST roll to try and ensnare one victim
with a burst of stringy, sticky web strands. If the
attempt is successful, then the victim is pinned
against/stuck to whatever is behind him or her, or
they're simply knocked to the ground, held in
place by the gooey web.
The victim is then trapped, unable to move
their legs or abdomen, until they can either cut
themselves free or an ally cuts them free. This
must be done with a blade (knife, sword, battle
axe, etc.) and takes one combat turn to accom-
plish. Fire or lightning can also be used to
destroy the webbing, but may harm the victim.

Attack: Bite (Damage: d10 + possible poisonous effects)


Advantage Modifier: Fright spiders typically get a +4 to their attack rolls
Speed: 7 Special Abilities/Notes: Poison & Webbing (see above)
Hit Difficulty: Players typically get a +3 (Advantage modifier) when attacking a fright spider.
GARR DROK
Size & Appearance: their numbers are now thinning. They tend to
Four-foot-tall humanoids who typically sport cluster into tribes of 30 or 40 these days, living in
thick, shaggy beards, as well as a few pieces of small forest villages or mountain camps near
armor, clothing and jewelry. Their flesh is brown human towns and cities. They sometimes
and slightly thicker than human skin. They have conduct business with their human neighbors,
six tiny black eyes, but - ironically - their over all trading jewelry, woodwork, fur goods, and other
vision is somewhat below average. They have items. Each garr drok tribe has a leader - usually
difficulty focusing on anything further than 20 the eldest female of the group.
feet away. They do see a bit better in the dark
than the daylight, as it's believed they were once Language & Intelligence:
a race that dwelled underground, and the extra They're fairly intelligent creatures and can
eyes helped them see in the dark subterranean speak the Civilized tongue, though they have a
tunnels of the old garr drok mountain-villages harsh accent that makes their words sound
that have long since been abandoned. angry and short, even though they may not
always mean for that to be the case. Their jaw
Homeland, Population & Leadership: shape and lipless mouth make it tough to avoid.
Once great in number and proud servants of Some of the older garr droks (around 200 years
the mighty Ancients who ruled over Stonemir, old) still speak a bit of the Ancient tongue, too.

Attacks & Abilities:


During combat, garr droks will either try to
bite their enemy or hit them with a weapon, if
they're carrying one. Those who do arm them-
selves on a regular basis tend to prefer garr drok
war axes, which are very similar to human war
axes and do the same amount of damage.

Additional Game Notes:


While most garr droks want to live simple,
peaceful lives and not cause any trouble, there
are always a handful who remain bitter toward
humans. They hear tales of the old days - the
time of the Ancients, when the garr droks had a
purpose. They blame the humans and their "mis-
handlings"of the runestones for the slow decline
in the garr drok population. (Whether or not the
runestones have played any part in their gradual
decline is unknown.)
Many garr droks are firm believers in the
Dyad, praying daily for the fall of mankind and
the return of the Ancients, hoping for even the
tiniest sign that their former masters will once
again reclaim the realm.

Attack(s): Bite (Damage: d10-5, Minimum 1), Garr Drok War Axe (Damage: d10)
Advantage Modifier: Garr droks typically get a +2 to their attack rolls
Speed: 3 Special Abilities/Notes: None
Hit Difficulty: Players typically get a +4 (Advantage modifier) when attacking a garr drok.
ENEMY
OMNIBUS

GEMSCALE SERPENT
Size & Appearance: serpents have one particular member who is
These giant serpents can reach lengths of 20 larger and more powerful than the others, and
feet, but are also quite a bit thicker and more the family answers to this greater gemscale
monstrous than regular snakes. Their scales are serpent. If encountered in the game, a greater
orange and red, varying in size, giving the gemscale serpent will be between 30 and 40 feet
appearance of gemstones (thus the name). They long, its speed is 9, it gets at least a +5 to its
also sometimes have stripes of yellow-white hair CAST rolls, its attack damage amounts are
trailing from head to mid-body. Their fangs are raised by an additional +4, and its RP is 35.
massive and deadly, and their eyes are wide and
fearsome - they are terrifying to behold. Language & Intelligence:
Gemscale serpents are fairly simple crea-
Homeland, Population & Leadership: tures, less intelligentthan a dog, but more intelli-
They primarily live in caves and tunnels, and gent than, say, an insect. They communicate to
can be found in most regions one another through hisses and body language.
of Northwestern
Aveggor. Most Attacks & Abilities:
"families" of Although they are not poisonous, gem-
gemscale scale serpents can do quite a bit of
damage by biting their foe.
They are also able to
constrict their enemies,
which involves wrapping
loops of their body around
their prey to restrain it,
causing crushing
damage and
keeping the
person or
animal from
attempting
to escape.
If a serpent
successfully
constricts
a character,
he or she
must take the
damage and
roll a d10. If a
"1" is rolled,
they are held
and immobile
the next turn.

Attack: Bite (Damage: d10), Constrict (Damage: d10+5)


Advantage Modifier: Gemscale serpents typically get a +4 to their attack rolls
Speed: 8 Special Abilities/Notes: None
Hit Difficulty: Players typically get a +3 (Advantage modifier) when attacking a gemscale serpent
GRIZZLOK
Size & Appearance: Language & Intelligence:
These massive and usually ill-tempered Their intelligence level is the same as regular
bears (a breed that's also known as "dire bears") bears, and they communicate through grunts
have brown and yellow striped fur, and typically and growls, same as their smaller cousins.
weigh between 600 and 1,100pounds.
Attacks & Abilities:
Homeland, Population & Leadership: Grizzloks will either try to bite or claw an
Grizzloks are numerous and can be found opponent during combat. They are extremely
almost anywhere in Northwestern Aveggor, stubborn and easily agitated animals, especially
especially in wooded areas. They usually live in if they're encountered near their den and their
caves or dens in small groups - usually a family family. If they see someone or something as a
consisting of the mother,father, and cubs. threat, they will not hesitate to attack.

Additional Game Notes:


Grizzloks can potentially be used as animal
mounts (a maximum of two adult-sized humans
per grizzlok), though it is up to the Storyteller to
determine whether it's possible given the indi-
vidual scenario, situation, etc. The only two
ways to go about getting a grizzlok
mount/companion are to either tame
a wild one, which would be an
incredibly difficult feat, or buy an
already-trained and tamed one.
Grizzloks are not creatures that
can be easily caught and/or
taught, so it would and should
be a very rare occurence.

It should also be noted that


grizzloks are also sur-
prisingly capable swimmers
and climbers. More than a
few times, an unfortunate man
or woman has crossed paths
with an angry grizzlok, thinking
they could then scurry up a tree or
jump into a nearby river for
safety. Grizzloks are quite agile
and skilled, considering their size.

Attack(s): Bite (Damage: d10+2), Claw (Damage: d10+3)


Advantage Modifier: Grizzloks typically get a +3 to their attack rolls
Speed: 4 Special Abilities/Notes: None
Hit Difficulty: Players typically get a +4 (Advantage modifier) when attacking a grizzlok.
ENEMY
OMNIBUS

GULN
Size & Appearance: Gulns are fairly clever creatures, often trying
Gulns are creepy, black-eyed, naked, little to scheme and deceive. They like to toy with
humanoids who stand about four feet tall and people and create chaos, and their motives are
have a handful of fleshy head-tentacles that vague. They have a reputation for being trouble-
squirm behind them. They have sharp, jagged markers with twisted senses of humor. They will
teeth and claw-like fingers and toes. sometimes kidnap human children simply for the
thrill of seeing how long they can keep the child
Homeland, Population & Leadership: hidden before they're discovered, sometimes
Gulns are found throughout Northwestern threatening to eat the child if it isn't rescued
Aveggor, especially in wooded areas and farm- within a specified timeframe. Gulns have little
lands. Their social structure is mostly unknown to interest in gold or material possessions; they
humans, though it's widely believed that gulns care only for their games and trickery.
travel in groups of 3 to 6, and their homesteads
are underground and very difficult to locate. Attacks & Abilities:
Most people fear gulns, but not just because
Language & Intelligence: of their charmless appearance - gulns have the
Most gulns can speak the Civilized tongue, ability to strike out with their mind. These "mind
but they're more likely to speak their own tongue, blasts," as they're called, feel like sharp jabs to
an odd language that sounds like grunts, giggles the brain, and gulns can seemingly use them
and squeals. repeatedly and against any victim of their
choosing - humans, ripturs, trollugs, rabbits,
birds, drakes - it makes no difference. There is
no armor or shield that can protect against it.
Even more frightening and mysterious is the
fact that a guln's ability to use mind blasts seem-
ingly has nothing to do with the energies of the
runestones. They can use their special attack no
matter where they are. Mages and scholars have
wrestled with this topic, unable to pinpoint the
exact nature of this power and how gulns can
wield it in runestone-free areas.
Mind blasts deliver d10+4 damage to a
victim's Body RP. The damage cannot be taken
from their armor or from temporary "armor" and
enhancements created by runestone magic.
Gulns can only use mind blasts on victims
that are physically within 50 feet of them, and
they must be able to see their victim. If the target
is invisible somehow or successfully hiding, the
guln cannot mind blast them.
Mind blasts make no sound and cannot be
seen by human eyes, making them the perfect
weapon for these treacherous little devils.

Attack(s): Bite (Damage: d10-6, Min. 1), Claw (Damage: d10-6, Min. 1)
Advantage Modifier: Gulns typically get +2 to physical attacks & +5 to Mind Blasts
Speed: 4 Special Abilities/Notes: Mind Blasts (Dam.: d10+4 to victim's Body RP)
Hit Difficulty: Players typically get a +4 (Advantage modifier) when attacking a guln.
HARROW-HOUND
Size & Appearance: Language & Intelligence:
The size of a large dog, but fiendish and They are not cunning creatures - their intelli-
horrific in appearance. They have dark, leathery gence does not match that of a dog or wolf. They
flesh, patches of hangingfur, and scaly, horn-like simply roam the land, attacking and eating any
protrusions from their bodies. The also have living animal or person that crosses their path.
glowing, violet/pink-colored eyes and spikes at Harrow-hounds have no interest in community or
the end of their tails. Many have described them communication. They are silent, quick, frighten-
as a demonic cross between a dog and a goat. ing beasts that care only for food and survival.

Homeland, Population & Leadership: Attacks & Abilities:


Harrow-hounds are usually found in the Their primary attacks are biting their foes
lower regions of Gloomwrik, though some occa- and lashing foes with their spiked tails. They are
sionally stray further north. It is widely believed quick and dextrous, and their bodies are thin and
that harrow-hounds are mistakes of magic - tough, making them surprisingly difficult to hit
perhaps creatures that were somehow brought and damage in combat.
to Aveggor through a portal, perhaps summoned Harrow-hounds also possess a partial magic
by a mad mage from an earlier time. No one's resistance, which basically means it's harder for
sure how many exist, though they do seem to characters to use magic near or against them.
travel and act alone. Any magic power that a Player/character uses
during combat (anything that could be consid-
ered offensive or affect the harrow-hound in any
way) receives at least a -4 Advantage modifier
when the Player makes their CAST roll for that
power. If the power being used does not require
a CAST roll, then it remains automatic - the -4
penalty does not need to come into play.

Additional Game Notes:


Though no one can say for sure how or why,
all harrow-hounds have a connection to magic.
For this reason, they tend to stay near rune-
stones, usually dwelling in caves or hidden areas
within runestone-strong forests. They can leave
these areas and travel through non-magic areas
if need be - it won't harm them - but they don't
feel comfortable being away from the mystic
energies of the runestones for long.
Another thing to note about harrow-hounds
is that they burst into a cloud of dust and ash
when killed, leaving behind little more than a
wisp of pinkish smoke and a disgusting smell
akin to burnt flesh.

Attack(s): Bite (Damage: d10+1), Tail (Damage: d10+2)


Advantage Modifier: Harrow-hounds typically get a +4 to their attack rolls
Speed: 7 Special Abilities/Notes: Partial Magic Resistance (see above)
Hit Difficulty: Players typically get a -2 (Advantage modifier) when attacking a harrow-hound.
ENEMY
OMNIBUS

HAUNTORR
Size & Appearance: the wilds of Gloomwrik, Eldinlock, Hallwinter,and
Seven-foot-tall humanoids with four arms, other regions in lower Northwestern Aveggor.
four clawed hands, big long-toothed mouths, They all appear nearly identical to one another,
milky-yelloweyes, and dark gray flesh. Hauntorrs and it's unknown whether they have a social
typically wear long cloaks or robes of some kind. structure, leaders, interactionswith their kin, etc.

Homeland, Population & Leadership: Language & Intelligence:


Hauntorrs are solitary beings - no one They speak the Civilized human tongue,
knows exactly where they came from, but there though they have strange accents and say their
seem to be at least a handful of them wandering words slowly and with deep, low tones. They are
intelligent and clever beings, on par with any
educated human.

Attacks & Abilities:


While they can use their four clawed hands
to swipe at an enemy during combat if need be,
hauntorrs much prefer to keep their foes at a
distance and rely on magical talents instead.
Each hauntorr has one Magical Talent (at
Talent Tier 2) and access to the (non-advanced)
powers listed under that given Talent. The Story-
teller can choose from Air Adept, Illusionist,
Manipulator,Portalist, Seer, and Shade.
Additionally, hauntorrs have a special attack
called "Nightmare Cloud" that, like Magic Talents,
can only be used in runestone-strong areas.
When summoning a Nightmare Cloud, the
hauntorr waves its four arms in a particular
motion and a dark, moaning, ten-foot-by-ten-foot
cloud appears anywhere within 100 feet of it (the
hauntorr chooses where it will appear). Night-
mare Clouds can be summoned and used five
times per day. After the fifth time, the hauntorr
must wait 24 hours before using it again.
A character caught in an appearing Night-
mare Cloud must instantly roll a d10. If their total
is between "6" and "10,"they manage to escape
its powers. If they roll a "1" through "5," however,
then they're paralyzed for d10x2 combat turns
(each turn is roughly 2 seconds) and their minds
are filled with horrific nightmare images.
Hauntorrs often use this power to escape; they
would prefer to flee than to fight to the death.

Attack(s): Claws (Damage: d10-4, Minimum 1)


Advantage Modifier: Hauntorrs typically get a +2 to their attack rolls
Speed: 5 Special Abilities/Notes: 1 Magic Talent & Nightmare Cloud (seeabove)
Hit Difficulty: Players typically get a +2 (Advantage modifier) when attacking a hauntorr.
JINKFIR
Size & Appearance: Language & Intelligence:
Fleshy and blob-like, usually between ten Jinkfirs cannot speak on their own, but they
and twenty inches in length. Jinkfirs have several are able to communicate through host bodies.
thin pincers protruding from one end of their They are surprisingly intelligent and capable of
body as well as one to three small, yellow eyes. accomplishing quite a bit once they've found a
physical host body to control.
Homeland, Population & Leadership:
They originate from the ocean, particularly Attacks & Abilities:
the waters between Blacklea Isle and Blade If a jinkfir comes in contact with an intelligent
Raider Bay. It is unknown how many exist, or being (usually a human), it will likely do every-
whether or not they have leaders, much less any thing in its power to turn that being into its host.
kind of organized social structure. This is done by latching onto part of the body -
usually a hand. The jinkfir "swallows" the hand
and instantly takes over the mind of the host by
tapping into the host's flesh and nerves, able to
control their words and actions. The host's mind
falls asleep during this possession and is
unaware of what's happening until the jinkfir is
removed or decides to leave the host.
If a jinkfir tries to possess a Player's charac-
ter, the jinkfir must make a CAST roll to success-
fully attach itself (usually at a -1 Advantage
modifier). Then the Player is allowed two attacks
on the creature while it tries to "swallow" his or
her hand. If either attack hits (no matter the
damage), the jinkfir will loosen its grip and fail to
possess the host. If the Player fails both rolls,
then the jinkfir takes control of them.
If a Player rips or yanks a jinkfir from its host,
the host will not die, but he or she will likely lose
the hand that the jinkfir had "swallowed." The
best course of action is to scare the creature with
fire or magic until it releases the host on its own.

Additional Game Notes:


Jinkfirs (in their natural form) live underwater,
though they are able to squirm and slither around
on land for up to five hours before they have to
return to the water. They are much more
dextrous beneath the waves, as on land they're
very slow-moving and can only jump a few feet.
NOTE that the stats shown below are for the
jinkfir's natural form only (ie. sans host body).

Attack(s): Pincers (Damage: d10-3, Min. 1)


Advantage Modifier: Jinkfirs typically get a -1 to their attack rolls
Speed: 2 on land, 4 in water Special Abilities/Notes: Control Host (see above)
Hit Difficulty: Players typically get a +6 (Advantage modifier) when attacking a jinkfir.
ENEMY
OMNIBUS

KEEPER OF CADDURO
Size & Appearance: and they're always on the move, more likely to be
Keepers are human warriors who have spotted in rural areas than heavily-populated
sworn allegiance to the anti-magic brotherhood cities like Stonemir. The Order typically splits
known as the Order of Cadduro. They vary in their Keepers into small groups who then wander
height,weight, gender, hair color, clothing, armor, the realm, looking for those who would defile the
etc., but they all display the group's symbol - the natural balance of the world with magic, always
Visage of Cadduro - usually on a metal mask, a searching for ways to destroy the runestones.
shield, belt buckle, or another visible area. Originally the Order was led by Cadduro
himself, but after his death a few years ago
Homeland, Population & Leadership: (reportedly murdered by mages), leadership
The Order consists of less than 100 Keepers passed to his second-in-command, a powerful,
war-scarred man known as The Gray Raven.

Attacks & Abilities:


Each Keeper are different - but they are all
skilled in the use of at least two or three different
weapons. The Storyteller can decide which
weapons each individual Keeper possesses.

Additional Game Notes:


Keepers of Cadduro despise magic in all its
forms. For their own personal reasons- and their
shared belief that the runestones are unnatural
and destroying the natural balance of Aveggor -
these are men and women who actively hunt
down those who would draw upon the energies
of the runestones, and kill them.
These people consider themselves above
the law, working for the greater good. They truly
feel that this is the only way to purify mankind.

Good Guys or Bad Guys?


It's worth noting that not everyone would
consider the Keepers to be "bad guys." While the
majority of Northwestern Aveggor - especially
those in and around Stonemir - believe that
magic-users deserve as much freedom as
anyone else, there are always those who agree
with the Order and fear the runestones and those
who can tap into their power. It's up to the Story-
teller and up to each Player to decide what they
believe when it comes to accepting magic.

Attack(s): Keepers carry 2 or 3 standard weapons (any sm., med., large or ranged)
Advantage Modifier: Keepers typically get a +4 to their attack rolls
Speed: 4 Special Abilities/Notes: None
Hit Difficulty: Players typically get a +3 (Advantage modifier) when attacking a Keeper.
LUMPLUK
Size & Appearance: Language & Intelligence:
Usually between five and seven feet tall, no It varies, as some lumpluks have managed
two lumpluks look the same - though each one to retain a small portion of their original human
is essentially an unsightly,fleshy hodgepodge of intellect, and some have become mindless mon-
several different creatures and animals. Most of strosities. Those who have held onto a bit of
them have retained some human elements and intellect can sometimes speak the Civilized
part of their original face, but many also have tongue, though it's quite uncommon.
tumor-like growths and/or scales, making them
unpleasant to look upon. Most of them also have Attacks & Abilities:
claws on either their hands or feet. Lumpluks typically rely on their claws when
attacking, able to deal a decent amount of
Homeland, Population & Leadership: damage with one swipe of the arm or leg.
They exist in the region north of the Grae Since lumpluks are all different, the Story-
River West, including Fallwind Barrows and teller can choose to give each one unique abili-
sometimes as far north as Emmanir Forest. They ties, too, such as biting, flight/wings, swimming,
have no social structure, no leaders, and no real fast climbing, spiked tails, etc.
purpose other than daily survival.
Additional Game Notes:
These pitiful, ugly creatures are the result of
a magical experiment gone wrong. Years ago, as
one scholar writes, a mage who had gone mad
trying to unlock the powers of the runestones
thought he'd discovered the secret to creating
the gift of shifting. He gathered up numerous
animals, big and small, and a large group of
human volunteers (or unwilling participants -
who can say?) and told the participants his
experiment would result in the ability to shape-
shift into animals at will.
Needless to say, the experiment did not go
as planned, and the participants ended up being
horribly disfigured and mutated, forever trans-
formed by the mystic forces of the runestones
and the irresponsible actions of one magic-user.
The mage abandoned his mistakes and was
never heard from again - though some believe
his unfortunate creations (which came to be
called "Iumpluks" by some of the nearby villag-
ers) ended up tearing him to pieces.
Now the lumpluks wander the land, slowly
dying off, having no purpose and (in most cases)
no memory of who they used to be.

Attack(s): Claws (Damage: d10-3, Minimum 1)


Advantage Modifier: Lumpluks typically get a +2 to their attack rolls
Speed: 4 Special Abilities/Notes: None
Hit Difficulty: Players typically get a +4 (Advantage modifier) when attacking a lumpluk.
ENEMY
OMNIBUS

LURGSQUIN
Size & Appearance: the ability to mentally communicate to one
Looking like four-foot-tall, tentacle-bearded another - sort of a mind whisper. It's also up for
humanoids (somewhat akin to the gulns), the some debate as to whether they're simple crea-
creatures known as lurgsquins move around on tures or more intelligent than they let on. Not
all fours as often as they do their feet, and they much is known about them or how they operate.
leap from place to place with frantic energy.They
have fleshy, tube-like funnels protruding from Attacks & Abilities:
their backs, clawed digits, and spiky tails. Lurgsquins do occasionally use their claws
or tails to fend off predators, but their true special
Homeland, Population & Leadership: ability lies in what many call their "metal-rot
Lurgsquins tend to avoid places of heavy smoke," a term created by a famous Nessranian
vegetation, so they're most often found in caves, explorer who happened upon a group of them
in the mountains, etc. It's unknown as to how underground and tried to study and record their
many exist or whether or not they have a social behavior.
structure, as they're often found in very small Metal-rot smoke is a thick, dark, airborne gas
groups of one to four nearly-identical lurgsquins. that lurgsquins are able to emit from the fleshy
funnels on their backs. For each round of combat
Language & Intelligence: (roughly two seconds of in-game time), a lurgs-
They don't seem to have any kind of verbal quin can fill roughly ten square feet of space with
capabilities, though some believe they possess the smoke.
Not only does it smell horrible, but it also
makes it nearly impossible to see. Whereas
normally a Player might get a +3 to hit a lurgs-
quin, if they're trying to make a CAST roll inside
an area that's already filled with metal-rot smoke,
that Player then receives at least a -6 Advantage
modifier penalty instead.
Additionally, the metal-rot smoke contains
some chemical or gas that activates when the
lurgsquin'swithin range of runestone energies.
While near runestones, metal-rot smoke not
only stinks and temporarily blinds, but it also eats
away at all things metal. For every two seconds
(one combat round) that a character is in contact
with the smoke, they must take d10 damage to
their armor (Armor RP).
If they run out of Armor RP and/or have no
metal armor on their person (for example, they
are wearing only leather armor), then the Player
must choose one metal item per round, such as
a sword or dagger or piece of equipment, and
that item is destroyed - eaten away by the
strange, magical smoke.

Attack(s): Claw (Damage: d10-5, Minimum 1), Tail (Damage: d10-5, Minimum 1)
Advantage Modifier: Lurgsquins typically get a +1 to their attack rolls
Speed: 5 Special Abilities/Notes: Metal-rot Smoke (see above)
Hit Difficulty: Players typically get a +3 (Advantage modifier) when attacking a lurgsquin.
METAL-FLESH WARRIOR
Size & Appearance: For a hefty price and a willingness to commit
Metal-flesh warriors are human men and long-term, knowing that they can never leave the
women who have been forever transformed by a runestone energy boundaries around Stonemir
magic-user named Cobruun Shinleef. He is and the lands north of it again, a handful of
well-known by Stonemir's authorities, and, in daring individuals have chosen to alter their
fact, lives in Stonemir. Those who speak for the physical forms via Shinleef's magic. The exact
city do not necessarily condone his drastic process is unknown to all but Shinleef himself,
magical experiments - processes that can never but (assuming all goes well) the result is always
be undone. But it's fair to say that even the the same: the person'sflesh from the neck down
Stonemirian military has secretly made use of his hardens into a form of protective, metallic flesh.
unique talents from time to time. Their nerves remain intact - they can still
feel things and move about. They can still eat
and produce waste (there are small openings
and cracks in specific parts of the metal-flesh).
They still mostly live and function like a normal
human, but their bodies are now essentially a
permanent suit of armor.

Attacks & Abilities:


Metal-flesh warriors have their own individ-
ual skill sets when it comes to combat. They are
often mercenaries or hired thugs of some kind,
carrying one or two weapons. The metal-flesh
doesn't give them any special powers, but
physical attacks (punching, kicking, etc.) will do
much more damage than usual.

Additional Game Notes:


Once someone has become a metal-flesh
warrior, they can never again leave the energies
of runestones. If they do, their body will quickly
and painfully die.
Their head is clearly their main weakness, as
it remains unchanged by the magical, transfor-
mative powers. For this reason, many of them
will also wear a helm (or other protective head
gear/armor) as often as possible.
If a Playerwants to spend time aiming for the
head, the Storyteller should let them, as long as
their action's Advantage modifier matches the
ease or difficulty of what they're trying to do.
The stats below are for a typical metal-flesh
warrior who is wearing no additional armor/helm.

Attack(s): Punch (Damage: d10-3, Min. 1), Kick (Damage: d10-3, Min. 1)
Advantage Modifier: Metal-flesh warriors typically get a +4 to their attack rolls
Speed: 3 Special Abilities/Notes: Magically-created Metallic Skin (see above)
Hit Difficulty: Players typically get a +4 (Advantage modifier) when attacking a metal-flesh warrior.
ENEMY
OMNIBUS

MISCREATION
Size & Appearance: creations can exist in any area of Northwestern
Miscreations are generally tall (anywhere Aveggor. Some of them require the presence of
from six to fifteen feet) and more or less runestone magic to continue living, and others
humanoid.They are a literal mishmashof several can stray from energy fields as they wish. Again,
living creatures (and sometimes objects or no two are the same - it's up to the Storyteller to
pieces of armor/equipment), fused together by make each miscreation unique.
the powerful and unpredictable magic of a It's hard to say how many exist, but certainly
destroyed runestone. no more than a dozen or less at a time. The
Some miscreations appear very much destruction of runestones is not a common thing,
human, whereas others look more monster-like, though there are certainly groups and individu-
some looking hideous beyond description - no als, such as the Order of Cadduro, who want
two look the same or share the same traits and nothing more than the permanent removal of all
abilities. runestones and magic from the world.

Homeland, Population & Leadership: Language & Intelligence:


As they were "created" by a runestone that Every now and then, a miscreationwill retain
had exploded into a massive blast of wild energy its ability to speak (most likely the Civilized
after being destroyed (by whatever means), mis- tongue), but the vast majority of miscreations
lose both their intelligence and their ability to
communicate, instead wandering the land like
moaning, groaning, mindless animals.

Attacks & Abilities:


Miscreations are not coordinated - they are
typically shambling and confused beasts - and
therefore they are unable to efficiently use most
hand-held weapons, such as swords or axes.
However, many of them will have some kind
of natural means of attack, such as a clawed
hand or paw, or a sharp horn, something along
those lines.
Those who still exist within the energies of
runestones may also possess some kind of
magical attack, and this is another chance for the
Storyteller to get creative, if he or she chooses.
Perhaps the miscreation has a hand that can
throw fireballs, or possesses the power of flight?

Additional Game Notes:


The stat block below is for a very basic mis-
creation living beyond the reaches of runestones.
The Storyteller should feel free to create their
own stats and adjust/invent whatever they like.

Attack(s): Claws (Damage: d10)


Advantage Modifier: Miscreations typically get a +2 to their attack rolls
Speed: 3 Special Abilities/Notes: None
Hit Difficulty: Players typically get a +4 (Advantage modifier) when attacking a miscreation.
MOURN MARROW
Size & Appearance: stones. No one can say for sure where it came
Appearing quite frightening to those unfortu- from or why it exists, though there are two
nate enough to cross its path, the Mournmarrow theories: some believe it is the undead remains
looks like a partial human skeleton wrapped in of one of the Ancients, and some believe it is
thin, pale flesh (with long arms that end in clawed what's left of an ancient magic-user who tried to
hands), hunched and floating, its skull-like head make himself immortal through magic, now suf-
sagging and sad looking. fering the tragic results of his experiment.
It has what looks like a spine or tail dangling
down behind it, almost touching the ground as it Language & Intelligence:
hovers, and strange, muscle-like strands of The Mournmarrow is a silent being, and it's
tissue hang loose from its bony features. difficult to say whether it's intelligent and going
places with some kind of purpose in mind, or
Homeland, Population & Leadership: whether it just roams the land like a mindless
The Mournmarrow is a unique monster and it animal or apparition.
roams the riverlands and mountains near
Stonemir, never leaving the energies of the rune- Attacks & Abilities:
For the most part, the Mournmarrow does
not seem to go out of its way to find and harm
people. But if characters get too close to it, things
can get ugly fast. It is an entity that clearly does
not want anyone invading its space bubble.
If a character or creature gets within 30 feet
of the Mournmarrow, the Storyteller must roll a
d10. If the die roll result is a "9" or "10," then the
Mournmarrow ignores them (unless they attack
first, of course).
If the Storyteller rolls a "1" through "8,"
however, then the Mournmarrow instantly darts
toward the character, its clawed hands out-
stretched and ready for combat, and the tiny
lights in its eye sockets are glowing and radiant.
The Mournmarrow will claw at its opponent
until either the opponent is dead or unconscious,
or until it has taken 50 or more points of damage.
Once the Mournmarrow has taken 50 or more
damage in any single encounter, it will simply
stop fighting and float away. The character(s)
can then choose to either chase it and continue
the fight, or let it retreat.
What the Players may not realize is that the
Mournmarrow is unkillable. If it takes 100 or
more damage, it will fall to the ground and
appear dead, but will heal & rise within 12 hours.

Attack(s): Claws (Damage: d10+1)


Advantage Modifier: The Mournmarrow typically gets a +5 to its attack rolls
Speed: 2 (In Combat: 5) Special Abilities/Notes: Unkillable (see above)
Hit Difficulty: Players typically get a +3 (Advantage modifier) when attacking the Mournmarrow.
ENEMY
OMNIBUS

NEPHELKIN
Size & Appearance: North. There are at least a few thousand living in
These barbaric giants are typically twice the Northwestern Aveggor, but they are rarely seen
size of humans, standing between ten and fifteen by humans. They prefer to stay in their mountain-
feet tall, with an array of long-feathered wings on ous caves, soaring high above and far away from
their backs, and long, stringy hair hanging from human settlements. Occasionally, one or two will
their heads. Their eyes are milky-gray and pupil- fly down to mettle in the affairs of others, but they
less, and they rarely wear more than tattered are usually younger nephelkins,who are typically
skirts. They decorate their bodies from head to more sadistic and eager for entertainment. While
toe with painted symbols, representing social nephelkins live in groups ("families") of ten to
status and age. fifty, many believe they all answer to an elder
nephelkin who dwells in a mountain near Rikkor.
Homeland, Population & Leadership: This mountain is said to house nearly 100 neph-
Though they're free to roam wherever they elkin families, and endless chambers of gold.
wish, nephelkins prefer to stay in high, rocky
areas, and thus most of them live in the Drenthur Language & Intelligence:
Mountains, on both sides of the Grae River They're somewhat intelligent, though many
would be quick to compare nephelkins' minds
with those of "slow humans." They speak their
own language, but most do not speak Civilized.

Attacks & Abilities:


They have their own hand-crafted melee
weapons (usually giant bone axes or clubs) that
they will use in combat. Younger nephelkins are
incredibly stubborn and proud and will rarely flee
if losing a battle - They will fight to the bitter end.
Older nephelkins, however, will have no qualms
with taking to the sky if they sense an encounter
is taking a turn for the worse.
The Storyteller can incorporate other combat
elements if he or she chooses, such as a nephel-
kin throwing large rocks at characters while
flying. But Storytellers should keep in mind that
nephelkins cannot carry much weight while
flying; their wings can only support their body
plus a bit extra, such as their weapon. It's the
main reason they do not wear armor.

Additional Game Notes:


The standard lifespan for a nephelkin is 200
years. Around age 20, they begin to grow their
wings, and by 30, their wings have fully grown.

Attack(s): Giant Bone Axe (Damage: d10+9) or Giant Club (Damage: d10+7)
Advantage Modifier: Nephelkins typically get a +2 to their attack rolls
Speed: 5 (Flight: 4) Special Abilities/Notes: Flight
Hit Difficulty: Players typically get a +4 (Advantage modifier) when attacking a nephelkin (not in flight).
OGRUUN
Size & Appearance: there are only a handful still alive (some believe
Standing 20 to 30 feet tall, these humanoid less than 100). They are solitary, ancient beings,
creatures have thick, ash-toned flesh and dark and many have gone mad over the years.
patches of long hair, usually flowing from their
upper back and/or jawline. They are cousins to Language & lntelllqence:
garr droks, though ogruuns have only two eyes They're fairly intelligent and speak both
and are much, much larger. Their fingers are Ancient and Civilized, though their accents are
clawed and rows of sharp teeth line their wide, crude and awkward due to their lipless mouths.
lipless mouths. While they rarely wear armor or
clothing, they do often possess some jewelry. Attacks & Abilities:
Many ogruuns dislike humans and will attack
Homeland, Population & Leadership: with their claws. In terms of combat, they can be
Ogruuns dwell in mountainous regions, and somewhat limited in what they can do,
but their thick flesh and
sheer size make
them difficult
to kill.

Attack(s): Claw (Damage: d10+1)


Advantage Modifier: Ogruuns typically get a +2 to their attack rolls
Speed: 4 Special Abilities/Notes: None
Hit Difficulty: Players typically get a +5 (Advantage modifier) when attacking an ogruun.
ENEMY
OMNIBUS

PESTILENCE GHOUL
Size & Appearance: gence. They're somewhat capable of wielding
Skeletal human corpses, reanimated by long, weapons in combat (most often a sword), but
writhing, worm-like creatures that wrap around beyond that, their skills are lacking.
the corpse's frame and control its actions.
Attacks & Abilities:
Homeland, Population & Leadership: The primary danger of pestilence ghouls is
Their origin and purpose is unknown, but what's referred to as the "pestilence stench." As
over the decades, pestilence ghouls have been they move, a horrific, rotten smell constantly
spotted allover Northwestern Aveggor - usually emanates from their body, sometimes accompa-
along runestone-strong shorelines and bodies of nied by a brown cloud of odor and filth. Any living
water. The most recent sightings have been on creature within 100 feet of a pestilence ghoul will
Blacklea Isle. Only two or three seem to exist at smell the stench and will start to feel a bit sick to
any given time, slowly roaming the land side by their stomach.
side. Once destroyed, months will usually pass If a character gets within 50 feet of the pesti-
before new pestilence ghouls are spotted. lence ghoul, then the stench begins to deal
actual damage. For every combat turn (ie. two
Language & Intelligence: seconds in-game) that a character is 50 feet or
They do not speak or make noise of any closer to a pestilence ghoul, they suffer d10-5
kind, and they have extremely limited intelli- (Minimum 1) damage to their Body RP.
If a character is within 20 feet of the pesti-
lence ghoul - in addition to the stench damage to
their Body RP - every combat turn, the character
must also roll a d10 to see if the stench knocks
them unconscious. If they roll a "2" through "10,"
they don't pass out. If they roll a "natural 1,"then
they take that turn's stench damage and fall to
the ground unconscious, and remain uncon-
scious until they are out of the ghoul's stench (ie.
the ghoul leaves that area or is destroyed).
Once a pestilence ghoul is destroyed, the
worm-like creatures that were on its frame will try
to scurry into the ground and the horrific stench
will linger for only a couple seconds. Once
they've detached themselves from the ghoul's
skeletal remains, the worms can easily be
destroyed by fire.

Additional Game Notes:


Pestilence ghouls can only exist in areas
near runestones. If one were to move beyond the
energies of the runestones, its undead lifeforce
would fade and it would collapse to the ground.

Attack(s): Sword (Damage: d10)


Advantage Modifier: Pestilence ghouls typically get a +1 to their attack rolls
Speed: 2 Special Abilities/Notes: Pestilence Stench (see above)
Hit Difficulty: Players typically get a +5 (Advantage modifier) when attacking a pestilence ghoul
QUALVESTEK
Size & Appearance: Attacks & Abilities:
Oualvesteks are colossal monsters, standing A qualvestek's primary means of attack are
between 50 and 150 feet in height, and able to pounding an enemy with their fist, or trying to bite
move on either just their hind legs or on all fours. them. Both forms of attack can be incredibly
Their thick flesh is almost wood-like in appear- painful and deadly, given the size and physical
ance and is hard as stone, making them incred- might of the beasts.
ibly hard to kill. Their wide mouths are lined Oualvesteks do not possess any kind of
with jagged, sharp teeth, magical powers or abilities. They are able to see
and their eyes are milky-
yellow and allow them to
see perfectly in the dark.

Homeland, Population
& Leadership:
There are only a few
qualvesteks left in the world,
and they dwell in large caver-
nous mountains, guarding their
vast underground chambers.
Some believe they've been
around since the time of the
Ancients, and their treasure
hoards are beyond
imagination. Some brave
souls have dared to try
and seek out these
lost treasure troves,
and never
returned.

Language
&
lntelllqence:
They're able
to roar and make
noise, but they
do not have the
capacity for
language. They
are fairly simple
beasts, living
lazy, quiet lives
until an unwanted
visitor decides to
enter their home.
Oualvestekswill
immediately
attack and try
to destroy
anyone who
disturbs them.
ENEMY
OMNIBUS

in the dark, but that is a natural gift - it has the beast during combat - a risky move, to be
nothing to do with runestones. sure), the creature will suffer greatly and likely
become enraged. Total blindness will then give
Additional Game Notes: the qualvestek a -7 Advantage modifier penalty
Oualvesteks are slow, lumbering monstrosi- to all of its CAST attack rolls from that point on. If
ties, but extremely powerful, deadly, and chal- only one eye is destroyed, then the qualvestek
lenging to defeat. They should never be taken or suffers a -3 Advantage modifier penalty to all of
used lightly. its CAST attack rolls.
There are a few keys to defeating them, Oualvesteks live alone and do not share their
however,which - should the Players ever have to mountain homes with others of their kind. In fact,
face one - will likely be somewhat obvious. it's unknown as to whether they are even aware
First of all, they are huge, and therefore, in that other qualvesteks exist.
most cases, they can't travel very far. Yes, they
dwell in massively large underground chambers, Creating Qualvestek Armor:
but they can only go so far. Eventually, the It is possible, if a qualvestek is killed, for a
tunnels are going to become too narrow for the human character to carve off some of the thick
qualvestek to get through. If they're enraged, skin of the beast and - with some blacksmithing,
they may begin to smash and pound away at the leather straps and whatnot - create strong and
rock in an attempt to widen a passageway, but unique pieces of armor made from the hide of the
it's still quite difficult for them to get very far qualvestek. The armor stats are as follows:
beyond the underground mega-lairs they call Qualvestek-hide Boots (WI: 5, RP: 6, SA: 0)
home. Qualvestek-hide Bracers (WI: 4, RP: 6, SA: 0)
Qualvestek-hide Coat (WI: 10, RP: 20, SA: -1)
Second, their eyes are a weakness. If one of Qualvestek-hide Helm (WI: 6, RP: 8, SA: 0)
the Players finds a way to take out their eyes Qualvestek-hide Leggings (WI: 7, RP: 9, SA: -1)
(through careful aiming or possibly even climbing Qualvestek-hide Tunic (WI: 12, RP: 22, SA: -2)

Attack(s): Fist (Damage: d10x5, Min. 10), Bite (Damage: d10x6, Min. 10)
Advantage Modifier: 50 ft. qualvesteks get a +3 to fist attacks, +2 to bite attacks
Speed: 3 Special Abilities/Notes: Perfect Darkvision
Hit Difficulty: Players typically get a +5 (Advantage modifier) when attacking a 50 ft. qualvestek.

Attack(s): Fist (Damage: d10x6, Min. 14), Bite (Damage: d10x7,Min. 14)
Advantage Modifier: 100 ft. qualvesteks get a +2 to fist attacks, +1 to bite attacks
Speed: 2 Special Abilities/Notes: Perfect Darkvision
Hit Difficulty: Players typically get a +6 (Advantage modifier) when attacking a 100ft. qualvestek

Attack(s): Fist (Damage: d10x7,Min. 18), Bite (Damage: d10x8, Min. 18)
Advantage Modifier: 150 ft. qualvesteks get a +1 to fist attacks, +0 to bite attacks
Speed: 1 Special Abilities/Notes: Perfect Darkvision
Hit Difficulty: Players typically get a +7 (Advantage modifier) when attacking a 150ft. qualvestek
RIPTUR
Riptur Overview: (up to three riders, as well as numerous bags of
Also known as "riding lizards" and "lizard supplies and equipment), but mountain ripturs
mounts," ripturs are one of the primary means of are slower and tend to rest more often.
transportation in Northwestern Aveggor. They Wild ripturs are even larger and more
are used and treated much in the same way that powerful than mountain ripturs, often reaching
other beasts of burden, such as horses or ele- lengths of 30 to 40 feet from nose to tail tip (twice
phants, might be used in other fantasy settings. the length of many mountain ripturs), but they are
Ripturs can pull wagons, as well as carry equip- much harder to tame and control. Characters will
ment, goods, and riders. rarely have the opportunity to buy or ride a wild
riptur, as most riptur merchants consider them
Size & Appearance: too dangerous and unstable. They simply
Ripturs have scaly reptilian hides and a choose not to deal with them. Trollugs, however,
number of horns, usually lining the head and/or seem to have an easier time with wild ripturs
neck. Some have massive curved horns, and than humans do - for whatever reason.
some have tiny bumplike horns - no two are the
same. As for color, most ripturs have a muted Homeland, Population & Leadership:
gray-green or gray-blue scale palette, with Ripturs originate from and are commonly
smaller, brighter splotches or stripes. seen in the Drenthur mountain range, but they
There are three distinct riptur types: hill can be found allover Northwestern Aveggor.
ripturs, mountain ripturs, and wild ripturs. They essentially play the same role that horses
Hill ripturs are runty and sleek, smaller than would in many other fantasy settings - beasts of
their cousins and often used by humans who are burden that are commonly used by humans in all
also smaller in size (they can carry two riders, as walks of life. Wild ripturs can be found in packs,
well as a small amount of equipment, but only if led by pack leaders (typically the largest, oldest
both riders are small and light). Hill ripturs are lizards of the group), but ripturs in general do not
also used by those who prefer stealth and speed have much of a social structure, and they answer
over brute strength and carrying capacity. Hill to their human (or trollug) owners and riders.
ripturs are quick, but they aren't
often used to pull wagons. Language & Intelligence:
Mountain ripturs Ripturs cannot speak to their
are larger, stronger, riders or think creatively,
and can carry at least on a human
multiple riders level, but they do
with ease possess a certain
amount of
intelligence
(similar to
ENEMY
OMNIBUS

dogs). A riptur can be trained to obey a limited and produce more ripturs. Rarely will a character
number of verbal commands, such as "stop," find a female riptur available to buy. In the wild,
"go," and "stay." When a character purchases a the females stay in caves and are rarely seen.
lizard mount, it is common for the beast to
already be trained to obey basic "Civilized Aveg- Buying & Caring for a Riptur:
gorian" verbal commands from its rider to some
Your character could always venture into the
degree. Ripturs may also occasionally grunt or wild and try to acquire a riptur the hard way, but
roar to indicate frustration, pain, etc., but their the much easier way is to visit a riptur merchant
noises are far and few between. For the most and simply buy one. The standard cost for a hill
part, they're very quiet creatures. riptur is 75 gold, and the standard cost for a
mountain riptur is 100 gold.
Attacks & Abilities: Most major human settlements have at least
When in combat, ripturs will typically try to one riptur merchant, often set up near a riptur
swipe at their foe with claws, try to bite their foe, stable (where travellers can pay about 5 silver to
or try to stab or slash them with head horns. have their beast looked after while in town).
Some merchants will also rent ripturs for
Additional Game Notes: around 20 gold per day, usually asking for a 100
The life span of ripturs is about a decade (10 gold security deposit, just in case the lizard is
years) and they eat a wide variety of things, never returned, or is killed.
including insects, birds, rodents, and pretty much When you buy a riptur, standard equipment
any kind of vegetation. They will not eat humans is typically part of the deal as well, such as a
or any animal larger than a small cat or dog. saddle, saddle bags, the bridle and reins, and
There are both male and female ripturs, but sometimes even a sack or two of riptur food (a
the females are fewer in number and also much variety of ground foods). All in all, ripturs are
more valuable to merchants, as they lay the eggs fairly low maintenance beasts.

Attack(s): Horn (Damage: d10+1), Claw (Damage: d10+1), Bite (Damage: d10+2)
Advantage Modifier: Hill ripturs typically get a +3 to their attack rolls
Speed: 6 Special Abilities/Notes: None
Hit Difficulty: Players typically get a +3 (Advantage modifier) when attacking a hill riptur.

Attack(s): Horn (Damage: d10+3), Claw (Damage: d10+3), Bite (Damage: d10+4)
Advantage Modifier: Mountain ripturs typically get a +4 to their attack rolls
Speed: 4 Special Abilities/Notes: None
Hit Difficulty: Players typically get a +4 (Advantage modifier) when attacking a mountain riptur.

Attack(s): Horn (Damage: d10+5), Claw (Damage: d10+5), Bite (Damage: d10+6)
Advantage Modifier: Wild ripturs typically get a +5 to their attack rolls
Speed: 5 Special Abilities/Notes: None
Hit Difficulty: Players typically get a +3 (Advantage modifier) when attacking a wild riptur.
RUNE BEAST
About Rune Beasts: beasts remain within a half mile or so of their
A rune beast is an animal that - through hap- anchor runestone at all times.
penstance - became mutated and enhanced by If somehow the animal's anchor runestone is
a particular runestone shard. destroyed, or if they're forcibly moved beyond its
While this odd phenomenon makes the energy limits, the beast will die within minutes.
beast stronger, the only change in physical Once an animal has become a rune beast, it
appearance is a soft, azure glow around the can never return to its original unmutated state.
body of the animal, like an aura emanating from
its form. This glow is very obvious when the Additional Game Notes:
beast is in darkness, but by daylight, it appears Rune beasts cannot be used as mounts -
clouded and almost too faint to see. they will not obey a rider or master of any kind.
Rune beasts refuse (or are unable, for some The runestone has permanently corrupted their
reason) to venture beyond the energy reach of mind and heightened their predatory desires.
the specific runestone shard that mutated them. The stats below are samples of possible
Some stray further than others, almost testing rune beasts. Essentially, the runestone corrup-
their boundaries, but for the most part, rune tion makes them stronger and harder to destroy.

Attack(s): Bite (Damage: d10+5), Claw (Damage: d10+6)


Advantage Modifier: Rune bears typically get a +5 to their attack rolls
Speed: 7 Special Abilities/Notes: Altered and strengthened by a runestone
Hit Difficulty: Players typically get a +3 (Advantage modifier) when attacking a rune bear.

Attack(s): Bite (Damage: d10+2), Claw (Damage: d10+3)


Advantage Modifier: Rune panthers typically get a +8 to their attack rolls
Speed: 8 Special Abilities/Notes: Altered and strengthened by a runestone
Hit Difficulty: Players typically get a +2 (Advantage modifier) when attacking a rune panther.

Attack(s): Bite (Damage: d10+4), Constrict (Damage: d10+8)


Advantage Modifier: Rune serpents typically get a +7 to their attack rolls
Speed: 9 Special Abilities/Notes: Altered and strengthened by a runestone
Hit Difficulty: Players typically get a +2 (Advantage modifier) when attacking a rune serpent.

Attack(s): Bite (Damage: d10+5), Claw (Damage: d10+4)


Advantage Modifier: Rune wolves typically get a +7 to their attack rolls
Speed: 7 Special Abilities/Notes: Altered and strengthened by a runestone
Hit Difficulty: Players typically get a +2 (Advantage modifier) when attacking a rune wolf.
ENEMY
OMNIBUS

RUNE WITCH
Size & Appearance: abandon any life they may have had and disap-
They are human women who have gone pear into the wilderness, living in caves, aban-
mad and lost all sense of vanity, often marking doned shacks, or any other makeshift shelters.
their body with rune symbols. They lose interest They travel from runestone to runestone,
in being clean, and they wear little to no clothing. muttering to themselves and whispering words of
The eyes of a rune witch are black, like inky nonsense. They hide in shadows and prefer to
pools of emptiness. The color begins to fade stay on the move. If a character encounters one,
once the madness takes hold. The pupil widens there's no telling whether she'll flee or attack.
until it overtakes the white of the eye. It is said
that once the eyes are all black, then there's no Language & Intelligence:
turning back - the woman is too far gone to save. They can still speak a few words of Civilized,
but more often than not, they're uttering things
Homeland, Population & Leadership: that make no sense. Their minds have been
It's unknown as to how many rune witches twisted, confused, and damaged by runestones.
exist, but they keep to themselves and have no
interest whatsoever in society, relationships, or Attacks & Abilities:
human interaction of any kind. Rune witches usually carry a curved dagger
Once they've gone mad, rune witches will for fighting and survival, but they are more likely
to attack someone with an offensive power, such
as Fireball or Control Lightning. The Storyteller
can choose two Magic Talent categories for each
rune witch (one at Talent Tier 3 and one at Talent
Tier 2), and the rune witch then has access to all
of the powers (includingAdvanced Powers) listed
under those chosen categories.

Additional Game Notes:


Every now and then, a magic-user will start
to become obsessed with the runestones and a
madnesswill begin to grow within them, consum-
ing their every thought. This is called "rune
madness," and - while not common - it can be
quite terrifying for the mage and their loved ones.
When the rune madness strikes, some are
able to get help and avoid its terrible toll. But
those who fall prey to it are overwhelmed and
lose their sense of individuality. The madness
affects men differently than women; men struck
with it end up dying in their sleep, whereas
women become rune witches.
They'll sometimes carry trinkets or pieces of
jewelry that they've taken off dead bodies and
obsess over them, sometimes speaking to them.

Attack(s): Curved Dagger (Damage: d10-4, Min. 1)


Advantage Modifier: Rune witches typically get a +3 to their attack rolls
Speed: 5 Special Abilities/Notes: Two Magic Talents (see above)
Hit Difficulty: Players typically get a +4 (Advantage modifier) when attacking a rune witch.
SAGE RAVEN
Size & Appearance: As for language, sage ravens have the ability
Sage ravens look like regular ravens - they to communicate with any living human or beast
have black plumage and large beaks - but their via runestone-charged telepathy.
eyes are crimson in color.
Attacks & Abilities:
Homeland, Population & Leadership: A sage raven's advanced mind-whisper is
They can be found anywhere in Northwest- similar to the power found under the Manipulator
ern Aveggor. There doesn't seem to be many of Magic Talent category, but - whereas regular
them, though, as only a handful of reports exist mind-whisper is not a two-way conversation -
and they're only mentioned in one or two of the the advanced mind-whisper allows the sage
books in Stonemir's library. They seem to be raven to "speak" to the target person or beast as
solitary beasts, ignoring their "normal" cousins, well as hear the target's thoughts in return. The
acting alone and on their own terms. sage raven can also simply choose to "listen to"
a person's thoughts, leaving them completely
Language & Intelligence: unaware of the fact that it's listening.
Sage ravens are stunningly intelligent, quite This mental conversation (or eavesdropping)
capable of imaginitivethinking, formulating plans, can continue for up to ten minutes in-game, at
and weighing options. While they are no more which point the sage raven cannot use the ability
physically impressive than their cousins, their again until it's had at least a four-hour rest.
true strength lies in their tiny but complicated The range for this advanced mind-whisper
minds. A sage raven can potentially outsmart a power is 50 feet.
human being. Sage ravens will typically try to avoid actual
physical combat, but if they have no other
choice, they will use their talons.

~ .. Additional Game Notes:


As their advanced mind-whisper ability relies
on magic, they will rarely travel to areas far from
runestones.
Sage ravens are deceptive, cunning, and
sneaky creatures. They will always be spying on
someone, always have some plot in the making,
and always have some grand plan that they're
slowly building and piecing together.
As for their goals and motivation, it depends
on the individual sage raven. Some sage ravens
may be out to punish a particular human, while
some may simply be hooked on the idea of
power. Using their devious influences to confuse
and toy with others is something most sage
ravens very much enjoy.They may not be able to
control others, but their skills of manipulation
should never be underestimated.

Attack(s): Talons (Damage: d10-4, Minimum 1)


Advantage Modifier: Sage ravens typically get a +2 to their attack rolls
Speed: 7 (Flight) Special Abilities/Notes: Advanced Mind-whisper (see above)
Hit Difficulty: Players typically get a -2 (Advantage modifier) when attacking a sage raven.
ENEMY
OMNIBUS

SCAVLER
Size & Appearance: scavlers through body language, hisses, growls
These large predatory cats (also sometimes and other feline noises. They have the same
called "dire panthers") have gray and black fur, level of intelligence as any standard cat.
sometimes featuring several lighter gray stripes.
They are agile, fast, and easy to perturb. Attacks & Abilities:
When in combat, scavlers will either try to
Homeland, Population & Leadership: claw their enemy or bite them.
Scavlers can be found anywhere in North- Scavlers also have perfect nightvision, able
western Aveggor - from the Drenthur Mountains to see as clearly in total natural darkness as they
all the way down to Gloomwrik Forest. They are would in daylight. (Magic-based darkness does
numerous and fairly common to encounter, not apply - If a character uses a power to create
especially if characters decide to stray from the an unnatural darkness, the scavler will be unable
roads and paths and venture into the wilderness. to see in it, same as any other creature.)
Scavlers typically travel in small groups (3 to 20)
and often live in caves or hidden natural shelters Additional Game Notes:
in secluded, forested areas. Scavlers can potentially be used as animal
mounts (one adult-sized human per scavler),
Language & Intelligence: though it is up to the Storyteller to determine
They are able to communicate with other whether it's possible given an individual scenario,
situation, etc. The only two ways to go about
getting a scavler mount/companion
are to either tame a wild
one, which would be
an incredibly difficult
feat, or buy an
already-trained
and tamed one.
Scavlers are
not creatures
that can be
easily caught
and/or
taught, so it
would and
should be a
very rare
occurence.

Attack(s): Bite (Damage: d10), Claw (Damage: d10)


Advantage Modifier: Scavlers typically get a +5 to their attack rolls
Speed: 6 Special Abilities/Notes: Perfect Nightvision (see above)
Hit Difficulty: Players typically get a +2 (Advantage modifier) when attacking a scavler.
SHADOW HUSK
Size & Appearance: often found in port cities, villages along river
The natural form of a shadow husk is a banks, etc. No one knows why they're drawn to
black-skinned,thin-limbed, featureless humanoid areas near water, how many actually exist, or
standing between four to five and a half feet tall. who (if anyone) leads them, but one thing is
They have large, glassy eyes, and - at a quick known: they always take the form of human
glance - they look very much like a person's females. In some circles, they're called by
shadow. It is very rare, however,to see a shadow another name: "succubus" - said to trick, lure,
husk in its natural state, as they prefer to be in seduce, and kill human males, eager to eat their
disguise (ie. "shadow-shifted") at all times. remains. Shadow husks eat meat of any kind, but
very much prefer the meat of human males.
Homeland, Population & Leadership:
They tend to stay near water, and thus are Language & Intelligence:
Shadow husks are smart creatures and quite
capable of trickery and imaginative thinking.
They have mouths for feeding, but lack vocal
cords and are completely unable to speak.

Attacks & Abilities:


While they do have claws, shadow husks are
more likely to flee than fight if they're encoun-
tered in their natural form; they prefer to always
be in disguise. Most of them are somewhat
skilled in the use of one or more standard
weapons, such as swords, maces, daggers, etc.
For up to five days at a time, shadow husks
are able to perfectly imitate any human female
they've come in physical contact with - it can be
something as simple as brushing their hand
against the woman's hand. As long as flesh has
touched flesh, the creature can shadow-shift into
that human female at any time, taking on her
physical appearance: body, face, hair style and
color, eye color, etc. Shadow-shifting does not,
however,include any clothing or possessions.

Additional Game Notes:


When shadow-shifting, shadow husks must
be within range of runestone energies. Once
they've shifted into their disguise, however, they
can then travel outside of magic areas and retain
the false human form. Runestone energies are
only needed for the actual initial shifting process.

Attack(s): Claw (Damage: d10-4, Minimum 1) -- may also wield a small or medium weapon
Advantage Modifier: Shadow husks typically get a +3 to their attack rolls
Speed: 5 Special Abilities/Notes: Shadow-shift (see above)
Hit Difficulty: Players typically get a +3 (Advantage modifier) when attacking a shadow husk.
ENEMY
OMNIBUS

SHARD GUARDIAN
Size & Appearance: Homeland, Population & Leadership:
Floating a foot or two above the ground and Long ago, a powerful Stonemirian wizard
appearing at least partially humanoid, shard named Jurr Bronzemyr created the shard guard-
guardians are rock golems with two or three ians to serve as protectors of Stonemir's most
heads (facing in different directions so that they secret areas within the mountain, as well as
can see in all directions) and usually at least one Stonemir's infamous underground prison, "The
attached metal arm with claw-like fingers. The Spiral." During Jognik's Rebellion, however,
guardians are powered by nearby runestones Bronzemyr fled the city and was never (officially)
and typically have smaller rocks spinning around seen again. Today there are still a number of
them, as well as whatever oddities or equipment shard guardians in Stonemir, continuing to serve
might be near them when they're "switched on" their original purpose. There are rumors that
by their activation key.They also have a "glowing Bronzemyr constructed and sold additional
eye" chunk of rock that floats between the heads. guardians to other parties in the years that
followed, so there's no telling when or where
adventurers might bump into one.

Language & Intelligence:


They do not speak, and they have very
limited, controlled intelligence. Essentially they
are created to guard a specific area (a hallway,a
room, etc.) and if anyone tries to pass through
that area, the guardian will attack until destroyed.
When activating a shard guardian (by using a
unique key), the controller speaks a safe word.
Anyone who then says this safe word when
encountering the guardian will not be attacked.

Attacks & Abilities:


While a shard guardian is able to use its
claws in close combat, it will usually try to strike
opponents with its "azure blast" first - a beam of
bright, neon-blue, magical light that shoots from
the guardian's "glowing eye" rock (located
between its heads), dealing d10+5 damage with
a successful CAST attack roll.
Shard guardians are able to use their azure
blasts an unlimited number of times - they do not
have limited daily uses like a lot of magic powers.

Additional Game Notes:


Shard guardians can only exist in rune-
stone-strong areas.

Attack(s): Metal claws (Damage: d10-3, Minimum 1), Azure Blast (see above)
Advantage Modifier: Shard guardians typically get a +4 to their attack rolls
Speed: 6 (Floating) Special Abilities/Notes: Limited Flight, Azure Blast (see above)
Hit Difficulty: Players typically get a +2 (Advantage modifier) when attacking a shard guardian.
SPIRIT
Size & Appearance: Most apparitions are not hostile, but occasionally
Adventurers may occasionally encounter one might lash out in a burst of emotion (possibly
spirits - glowing, incorporeal forms of human an echo of what they felt upon their actual
beings who died long ago, but have seemingly death).
found a way to travel (or perhaps are stuck) Once per day, apparitions are able to use
between the realm of the living and the realm of what's called "Cold Touch" on any living being.
the dead. Also called "ghosts" and "haunts" by With a successful CAST attack roll, their Cold
some, spirits vary in appearance, sometimes Touch deals d10 damage to the victim's body
looking beautiful and lovely beyond words, and (Body RP) in the form of an icy jolt of pain. The
other times looking demonic and horrible. Many apparition then typically disappears immediately
believe that the manner of the spirit's appear- after using Cold Touch.
ance reflects the true nature of the soul that Characters hoping to attack or damage an
drives the spirit. apparition are out of luck, as any weapon will
pass right through the apparition's ghostly form,
Homeland, Population & Leadership:
Spirits can appear anywhere in Aveggor,
as long as it's within range of runestone
energies. Spirits do not exist (as far as
we know) beyond the reach of the
runestones.

Language & Intelligence: 0 ,\


Similar to their appearance,
the intelligence of spirits can
vary greatly. Some are no
more coordinated than
mindless animals, and
others are able to
think and function
as well as they did
when they were alive.
Apparitions cannot
speak, but many
other forms of spirits
are able to communi-
cate using whatever
language they knew
in their waking life.

Apparitions:
These are
probably the most
commonly encountered
form of spirit. They
do not speak with
the living or make
sound of any kind.
They simply appear
and then vanish on a
whim, mysterious in
their intentions.
ENEMY
OMNIBUS

and magical powers will prove useless. All These types of undead spirits are typically
recorded attempts to capture, harm, or success- armed with spectral ghost blades and eager to
fully converse with an apparition have failed. fight, as the formless wandering soul yearns for
the thrill of physical interaction. Spirit warriors are
Spirit Warriors, Scourges & Demons: usually guardians of a specific area, rising to
There are spirits, however, that are able to challenge intruders. Spirit scourges (also called
take on a more tangible, material form by pos- "mad spirits") are more random, powerful, and
sessing corpses - spirit warriors, scourges, and frantic. Scourges want to scare those around
demons. These entities will use the runestone them, and therefore will choose hideous, fright-
powers to temporarily encase their corrupted ening corpses to possess. Spirit demons stem
souls into a vacant, dead body. from the evil souls of inhuman entities that exist
Once inside their chosen corpse, these par- in the realm of the dead itself. They are the
ticular spirits - often described as being rarest, cruelest, and most lethal form of spirit.
"undead" - are able to interact and speak with When a spirit is defeated in combat, the
the living for up to an hour before their soul must corpse simply falls to the ground and the dark
once again return to the realm of the dead. soul, along with its spirit blade, vanishes.

Attack(s): Cold Touch (Damage: d10 -- must be taken from victim's Body RP)
Advantage Modifier: Apparitions typically get a +5 to their attack rolls
Speed: 5 Special Abilities/Notes: Cold Touch (see above)
Hit Difficulty: Players cannot physically (or magically) hit an apparition.

Attack(s): Spirit Blade/"Ghost Sword" (Damage: d10+3)


Advantage Modifier: Spirit warriors typically get a +5 to their attack rolls
Speed: 3 Special Abilities/Notes: Spirit Blade (see above)
Hit Difficulty: Players typically get a +4 (Advantage modifier) when attacking a spirit warrior.

Attack(s): Spirit Blade/"Ghost Sword" (Damage: d10+5)


Advantage Modifier: Spirit scourges typically get a +6 to their attack rolls
Speed: 3 Special Abilities/Notes: Spirit Blade (see above)
Hit Difficulty: Players typically get a +3 (Advantage modifier) when attacking a spirit scourge.

Attack(s): Spirit Blade/"Ghost Sword" (Damage: d10+10)


Advantage Modifier: Spirit demons typically get a +7 to their attack rolls
Speed: 4 Special Abilities/Notes: Spirit Blade (see above)
Hit Difficulty: Players typically get a +2 (Advantage modifier) when attacking a spirit demon.
TROLLUG
Size & Appearance: care of daily chores, construction, upkeep,
Gray and blue in color, trollugs are human- raising the young, and other tasks and jobs that
oids with jagged, spiked shoulders, chins, and would not be considered militaristic. And then
brows, and they have a tough natural skin - there are soldiers and warlords.
similar to a rhino hide in texture. A fully grown Trollug soldiers are often bigger and stronger
trollug stands between seven and ten feet tall, than common trollugs, and they are trained in the
and they rarely wear clothing. If they do, it is use of weapons. Soldiers are then led by
usually only because they want to make use of warlords, who are the biggest, baddest, toughest
the clothing's pockets so that they can carry trollugs around. There is typically one trollug
items around. Some (particularly the soldiers and warlord for every hundred trollug soldiers.
warlords) will also wear a few pieces of armor. The two eldest warlords at any given time
(most trollugs live to about 50 or 60 years of age)
Homeland, Population & Leadership: are considered the absolute rulers of the trollug
Trollugs prefer to live far from the energies of people. In the event that the trollug nation must
the runestones, and the vast majority of their make an important decision, these two warlords
ever-growing population now resides in the will meet in a secret location and will not leave
mountainous regions of Drenthur. Brugdok is until an agreement has been reached, either
considered the largest trollug city in Aveggor. through debate or through violence.
They do not have genders; trollugs are a unisex
race, able to create eggs for their offspring. Language & Intelligence:
Their societies and towns are starkly orga- While most trollugs aren't as intelligent as
nized: there are "common" trollugs, who take humans, they are a relatively free-thinking race
of beings, and many of them have an intense and
growing dislike of humans. More and more, they
feel that humanity is ruining the land and taking
more than they deserve. They feel that it is
perhaps their destiny to rid Aveggor of the
human filth once and for all. Of course, not all
trollugs feel this way, but the numbers continue
to grow and the distrust is fast-spreading.
In terms of sheer numbers, and under the
right leadership, the trollug nation could poten-
tially have the largest army Northwestern
Aveggor's ever seen. But, fortunately for the
humans, trollugs as a race are easily distracted
and incredibly hesitant to leave their homelands
to launch any kind of massive offensive against
Stonemir and its neighbors.
Trollugs have their own language, which
sounds like a series of chomps and growls.
Some have also learned the Civilized tongue,
though it is difficult for them to accentuate.

Attacks & Abilities:


In combat, trollugs will use their massive fists
to punch and pound their foes.
Trollug soldiers and warlords will also usually
carry a weapon of some kind. Trollug-made
weapons are similar to human ones - warham-
mers, battle axes, etc. - but look a bit different,
fashioned from carved stone, wood, and pieces
of jagged, unpolished metal.
ENEMY
OMNIBUS

Additional Game Notes: they send scouts to continually watch and study
Storytellers (and Players) need to be aware the happenings of Stonemir, refusing to speak
that not every trollug is out to spill human blood. with anyone outside of the Emerald Fist.
There are trollugs who have absolutely no Some believe it is the beginning of a
problems with humans and feel no desire for peaceful union between the two races, but more
conflict. They won't go so far as to try and enter believethat there is something shady and terrible
a human town or city - the guards would likely at work. If some rumors are to be believed, the
attack a trollug on sight, no questions asked, group is led by the sorceress named Hallera
assuming it was approaching with ill intent. But if (also called "the Emerald Sorceress"), a woman
they were to cross paths with humans on a road who was banished from Stonemir years earlier
or trail, for example, they may just continue on for dealing in dark arts and illegally conjuring
with their heads down, hoping that the humans entities for her own demented purposes.
seek mutual peace as well. Some of the braver At this point, there are only whispers and
ones might even try to speak with the humans, speculation - and worry.
offering a friendly greeting.
These kinder, non-violent trollugs are in the Riptur Mounts:
minority, to be sure, but they do exist. Just as Being natives of the same region as most
there are both humans who have no problems ripturs, it is somewhat common for trollugs to use
with trollugs, and humans who want all trollugs lizard mounts, much like humans do. The most
destroyed as soon as possible. often-seen are mountain riptur and trollug
In recent months, rumors have begun to cir- pairings. However,some bands of trollug soldiers
culate and grow regarding a mysterious group - especially those in the furthest northeastern
calling themselves "The Emerald Fist" - a reaches, far from human civilization and the "cor-
strange alliance of both humans and trollugs. It is ruption" of the runestones - have shown an
unknown as to what their intentions are, or why affinity for taming wild ripturs.

Attack(s): Fist (Damage: d10)


Advantage Modifier: Common trollugs typically get a +3 to their attack rolls
Speed: 4 Special Abilities/Notes: None
Hit Difficulty: Players typically get a +4 (Advantage modifier) when attacking a common trollug.

Attack(s): Fist (Damage: d10+1), Trollug Battle Axe (Damage: d10+4)


Advantage Modifier: Trollug soldiers typically get a +5 to their attack rolls
Speed: 3 Special Abilities/Notes: None
Hit Difficulty: Players typically get a +3 (Advantage modifier) when attacking a trollug soldier.

Attack(s): Fist (Damage: d10+2), Trollug Warhammer (Damage: d10+5)


Advantage Modifier: Trollug warlords typically get a +6 to their attack rolls
Speed: 3 Special Abilities/Notes: None
Hit Difficulty: Players typically get a +2 (Advantage modifier) when attacking a trollug warlord.
URMPLING
Size & Appearance: are, of course, mostly unaware of their stupidity,
Big, naked, light-green-skinned, humanoid and thus usually end up being quite confronta-
brutes who stand between ten and fifteen feet tional with their human neighbors. They get frus-
tall, sometimes wearing pieces of cheap jewelry. trated easily, and even the tiniest bit of frustration
and confusion can translate (in their mind) to an
Homeland, Population & Leadership: insult. It is not uncommon for an urmpling to
There aren't a lot of urmplings left in North- approach a human with perfectly good inten-
western Aveggor (less than a thousand), and tions, hoping to make conversation. The human
those who are around typically dwell in the will then unknowingly make a facial expression
western regions near Burnigon and the hills of or say something that confuses the urmpling (for
Viraan. They live in groups of 30 to 100, each example, they do not understand humor or
group led by a "king-ling" - usually the smartest sarcasm whatsoever), and then suddenly the
member of the group (which isn't saying much). urmpling will attack the human, thinking they've
been challenged or belittled somehow.
Urmplings speak the Civilized tongue,
Language & Intelligence:
though it's a very basic and simple form of Civi-
Urmplings are extremely stupid beings. They
lized. They have trouble understandingthe many
layers of body language, inflection, and emotion
found in humans, and because of these failings,
they are usually ignored or treated poorly by
many of Aveggor's more intelligent beings.

Attacks & Abilities:


When in combat, urmplings will either try to
punch or slam their opponent with fists, or they
will sometimes carry a giant wooden club (or
simply tear a small, nearby tree out of the
ground). While they may not be the smartest
creatures, they are quite strong and capable of
dealing lots of damage to their enemies.

Additional Game Notes:


Pit fighting has become a very popular form
of entertainment in the town of Burnigon. The
settlement's current ruler is a seedy, wealthy
man named Braw Harflow, and he regularly
"employs" urmplings to battle in his grand arena.
He publicly declares that the urmplings enjoy the
sport and are there of their own free will, but
many suspect that he tricks them or captures
them somehow. Most urmplings are familiar with
Harflow and the arena and will become quite
upset and/or enraged if his name is mentioned.

Attack(s): Fist (Damage: d10+5), Giant Wooden Club (Damage: d10+6)


Advantage Modifier: Urmplings typically get a +3 to their attack rolls
Speed: 4 Special Abilities/Notes: None
Hit Difficulty: Players typically get a +5 (Advantage modifier) when attacking an urmpling.
ENEMY
OMNIBUS

VERDANT HORROR
Size & Appearance: places where they can easily grab prey unaware,
Verdant horrors appear as a messy, random with little to no visual warning.
tangle of roots, leaves and tentacle-like, thorny They are single-minded creatures, and have
vines. And somewhere inside that messy tangle no social structure or society. They can be found
is a large alligator-like mouth lined with sharp alone or in "patches," where two or more verdant
teeth. They are plant monsters, eager to ensnare horrors will be living almost side-by-side. The
and eat any living creatures (especially humans) largest patches consist of around thirty verdant
that might come near them. horrors, and those are places characters will
They're stationary, unable to uproot and want to try and avoid.
move from their home in the ground. But they
can reach and grab things within 20 feet of their Language & Intelligence:
center. Verdant horrors cannot speak - they are
completely silent, except for the occasional slight
Homeland, Population & Leadership: squeak of a tentacle-vine writhing around or the
Though they're occasionally found in forests creature's mouth stretching open.
and farmlands, the most common place to find They are not intelligent. They function on two
verdant horrors is underground - old tunnels and basic levels: capture things, and eat things.
caverns, and even underwater. They prefer dark
Attacks & Abilities:
During combat, a verdant horror can either
lash at its victim with one of its tentacle-like,
thorn-covered vines (a "vine-lash") or it can try to
bite using its long, fierce jaw.
They also have a third option of trying to
entangle their victim. If their CAST roll to
entangle is successful, then several of the
beast's spiky vines have wrapped around the
victim (ie. the character)*, and the Player rolls a
d10 to determine the result, based on this list:

1) Character takes 7 damage and is entangled for 6 turns


2) Character takes 6 damage and is entangled for 5 turns
3) Character takes 5 damage and is entangled for 5 turns
4) Character takes 4 damage and is entangled for 4 turns
5) Character takes 3 damage and is entangled for 4 turns
6) Character takes 2 damage and is entangled for 3 turns
7) Character takes 1 damage and is entangled for 3 turns
8) Character takes no damage and is entangled for 2 turns
9) Character takes no damage and is entangled for 2 turns
10) Character takes no damage and is entangled for 1 turn

* An entangled character cannot move their arms


or legs - they are temporarily immobile.

Attack(s): Vine-lash (Damage: d10-4, Minimum 1), Bite (Damage: d10)


Advantage Modifier: Verdant horrors typically get a +3 to their attack rolls
Speed: 1 (Immobile) Special Abilities/Notes: Entangle (see above)
Hit Difficulty: Players typically get a +5 (Advantage modifier) when attacking a verdant horror.
VOLA
Size & Appearance: its deepest secrets safe from intruders and
Volas (also called "Gloomwrik Witches") look brash, young adventurers. Volas are also occa-
like elderly human females, typically hunched sionally visited by the Gloomwrik Rangers, the
over and clothed in robes. But no one is entirely only known group in Aveggor that could be con-
certain whether or not they are actually humans. sidered "allies" of the Gloomwrik witches.
They often adorn their long, gray hair with Preferring to stay near magic areas as often
trinkets and animal horns or antlers, and they as possible, there are around thirty Volas in exis-
each carry a quarterstaff that has a glass tence. They have no chosen leader - they simply
encasement on one end that contains one of gather and debate when a decision must be
their eyeballs. Their other eye (still in its original made. These debates ("Vola Conclaves") can
place) is almost entirely white and glows brighter last for days.
if they are extremely close to runestone shards.
Language & Intelligence:
Homeland, Population & Leadership: Volas speak both Civilized and Ancient, and
Volas live in Gloomwrik Forest, mostly found they are quite cunning and intelligent.
within the mysterious and massive Ruins of
Eldinlock. It's said that they've existed there for Attacks & Abilities:
centuries, watching over the forest and keeping In combat, a Vola can attack with both her
staff and a curved dagger that's usually kept
hidden in the folds of her robes.
Volas also possess three Magic Talents
along with access to all of the powers (including
Advanced Powers) listed under each of their
Magic Talent categories.
Talent Tier 3: Druid
Talent Tier 2: Seer
Talent Tier 1: Storyteller's Choice

As for a Vola's "eyeball staff," many believe


that the staff allows them to see and be fully
aware at all times, even while they sleep.

Additional Game Notes:


Volas are not the same as rune witches, as
rune witches have gone mad and are obsessed
with magic. Volas have full control of their own
thoughts and actions, and utilize runestones
without mindlessly obsessing over them.
Volas are overly protective of their woodland
domain and will view any outsider as an enemy.
They know Gloomwrik better than anyone, so
adventurers shouldn't underestimate their ability
to hunt their foes and hide when they need to.

Attack(s): Quarterstaff (Damage:d10-2,Min.1),Curved Dagger (Damage:d10-4,Min.1)


Advantage Modifier: Volas typically get a +4 to their attack rolls
Speed: 4 Special Abilities/Notes: Three Magic Talents (see above)
Hit Difficulty: Players typically get a +4 (Advantage modifier) when attacking a Vola.
ENEMY
OMNIBUS

WAYHUNTER
Size & Appearance: Language & Intelligence:
These rune-corrupted human warriors are They've retained their intelligence and can
heavily clad in armor and carry several weapons. speak the Civilized tongue. However,their voices
Their white eyes are glowing and pupilless. are slow, deep, and echo with an inhuman tone.

Homeland, Population & Leadership: Attacks & Abilities:


Years ago, a mercenary group who called Though they have no real magical powers,
themselves the "Wayhunters"were camped near so to speak, the exploding runestone did seem to
a runestone while it was destroyed (by whom or change/corrupt them in three major ways:
what, no one knows). The resulting explosion of 1) Their combat-related skills were perma-
magical energy somehow corrupted the merce- nently enhanced. When in battle, Wayhunters
naries. Some even believe that a portal opened are lethal killing machines. They rarely miss their
and evil demons then possessed the warriors. target, whether it's swinging a sword or shooting
Initially,there were 30 Wayhunters, but after arrows at their foe from a distance.
the corruption, they went off in their own different 2) Any personality or personal life they once
directions. It's unknown how many are still alive. had has now seemingly been wiped away. They
do not smile, they do not socialize, and any
family they may have had before has now been
abandoned. To those who encounter them, Way-
hunters now seem soulless and dark-willed,
interested in little more than death and violence.
3) Since the incident, the Wayhunters have
found that they require very little sleep (only
about two hours per day), and very little suste-
nance, and yet they remain as healthy and physi-
cally strong as they were before the explosion.

Additional Game Notes:


Though Wayhunters were initially corrupted
and altered by runestone energies, they are now
able to go anywhere in Aveggor. The only differ-
ence between a magic area and non-magic area
for them is that their eyes glow brighter the closer
they are to runestone energies.
Some of them still act as mercenaries, taking
on jobs that they know will involve killing, caring
little for the money side of things. Others simply
wander the land, attacking random people and
beasts, and bringing fear wherever they go.
The stats shown below should be considered
a typical Wayhunter.The Storyteller can feel free
to adjust their numbers, as each Wayhunter has
slightly different armor, weapons, skills, etc.

Attack(s): Sword (Dam: d10),War Axe (Dam: d10), Shortbow/Arrows (Dam: d10-3)
Advantage Modifier: Wayhunters typically get a +7 to their attack rolls
Speed: 5 Special Abilities/Notes: Enhanced Combat Skills (see above)
Hit Difficulty: Players typically get a +1 (Advantage modifier) when attacking a Wayhunter.
WHENTAX
Size & Appearance: inhabiting a human dwelling that they "emptied
Whentaxes are vile, hunched creatures that out" or found abandoned. They find great satis-
stand between two and three feet tall. They have faction in living in something (a farmhouse, a hut,
wide, fanged mouths that make them look like a tent, etc.) that was made by humans. It's the
they're always grinning wickedly (which they very ultimate trophy for them. The ultimate bragging
well may be), and in addition to two human-like right amongst their fellow whentaxes.
legs and various tufts of dark hair,they also have
five sets of arms: a primary pair and four smaller Language & Intelligence:
pairs. Their fingers are thin and clawed, their They have their own language,which sounds
eyes black and glassy, and their tongue is forked. like a series of gurgles and barks. They're sur-
prisingly smart, however, sometimes able to for-
Homeland, Population & Leadership: mulate plans to deceive and trick humans.
They're mostly found in the upper-western
reaches of the Drenthur Mountains, as well as Attacks & Abilities:
the Emmanir Forest. There are only a couple As much as whentaxes are interested in
hundred whentaxes in existence, and they tend human dwelling spaces, oddly, they aren't too
to live in separate groups of ten to twenty, either interested in weapons or armor, or any other kind
living in caves or natural shelters of some kind, or of equipment. In combat, a whentax will either
begin slashing with its many claws, or it will try to
bite its opponent.
The fact that they're small and speedy is a
bonus in battle, as well, and they possess a
magical ability called "quick-jumping" when
they're within the energies of runestones.
Quick-jumping allows them to instantly
teleport to any area within 50 feet. It must be an
area they can see, and they obviously cannot
quick-jump into objects or people - the space
must be unoccupied. The power is immediate
and can be used twice per day. It can be very
handy for a whentax if it finds itself cornered
and/or looking to make a quick getaway.
NOTE that they are also excellent climbers,
given their numerous arms and digits.

Additional Game Notes:


Whentaxes hate humans. If they cross paths
with a human, they will either attack on sight, or
they will begin to secretly formulate a plan to kill
him or her in the near future... Especially if the
human is in a small, somewhat removed dwelling
or tent of some kind. Be warned, adventurers!

Attack(s): Claws (Damage: d10-1, Minimum 1), Bite (Damage: d10-1, Minimum 1)
Advantage Modifier: Whentaxes typically get a +3 to their attack rolls
Speed: 7 Special Abilities/Notes: Quick-jumping (see above)
Hit Difficulty: Players typically get a +2 (Advantage modifier) when attacking a whentax.
ENEMY
OMNIBUS

WICKWOLF
Size & Appearance: Attacks & Abilities:
Larger and considerably more aggressive While wickwolves have no special combat
and irritable than regular wolves, wickwolves abilities beyond biting and clawing their prey,
(also known as "dire wolves") have milky-white they are ferociously aggressive beasts and will
eyes and dark gray or black fur. never hesitate to attack. They show no fear -
even if outnumbered and overpowered- they will
Homeland, Population & Leadership: rarely flee.
Wickwolves can be found anywhere in They have perfect nightvision, meaning that
Northwestern Aveggor, though the majority of they can see as clearly in total natural darkness
them dwell in heavily-wooded areas such as as they can during bright daylight.
Gloomwrik. They travel in small packs, typically
three to five, following the largest, strongest, Additional Game Notes:
most powerful member of the pack (the "alpha"). It's important to understand the difference
between regular wolves and wickwolves in the
Language & Intelligence: world of Blade Raiders. Regular wolves are
Just like their smaller cousins, wickwolves larger than most dogs, but not as large as wick-
communicate through howls, whines, growls, wolves. Additionally, regular wolves have lighter
and other noises, as well as body language. fur (white, light gray, auburn, brown, etc.), they
They have about the same intelligence capacity travel in larger packs (anywhere from five to
as any other canine breed. twenty-five pack members), and they are not
known to be aggressive toward humans. They
live fairly quiet lives and keep to themselves and
their families in the woodlands of Aveggor, only
becoming violent if they are instigated.
Wickwolves and regular wolves typically do
not interact with one another. The different packs
keep their distances, completely uninterested in
the goings-on of their cousins.
A REGULAR WOLF does d10-3 (Min. 1)
damage with its bite, d10-4 (Min. 1) damage
with its claws, and has an RP of 22.

Wickwolves can potentially be used as


animal mounts (one adult-sized human per
wickwolf), though it is up to the Storyteller to
determine whether it's possible given the individ-
ual scenario, situation, etc. The only two ways to
go about getting a wickwolf mount/companion
are to either tame a wild one, which would be an
incredibly difficult feat, or buy an already-trained
and tamed one. Wickwolves are not creatures
that can be easily caught and/or taught, so it
would and should be a very rare occurence.

Attack(s): Bite (Damage: d10+1), Claw (Damage: d10)


Advantage Modifier: Wickwolves typically get a +4 to their attack rolls.
Speed: 5 Special Abilities/Notes: Perfect Nightvision
Hit Difficulty: Players typically get a +2 (Advantage modifier) when attacking a wickwolf.
WRETCH-WORM
Size & Appearance: creatures up to 100 feet away. If they sense a
Wretch-worms are fearsome, massive crea- person or creature is nearby, they will burst
tures that reach lengths between 20 feet and 80 upward through the ground and attack.
feet (see stat bars on the next page). They have
gaping, fang-filled mouths that stretch upward Language & Intelligence:
along the center and back of their head, unfold- They cannot speak, and they are no more
ing like some grotesque flower as they rise from intelligentthan any other predatory animal.
the ground. They also have a multitude of glassy
eyeballs, and numerous horns, pincers, and Attacks & Abilities:
claws of varying sizes. A wretch-worm's primary means of attack is

Homeland, Population & Leadership:


Wretch-worms have no D
social structure or society.
They are simple creatures
who hunt for food and
reproduce and nothing
else.
There are
a large number ~
of them in
existence, and
while they can be
found anywhere in
Northwestern Aveggor,
they mostly dwell in
dark places, such
as caves and
underground i.
areas. While it II

does not
physically harm
them, wretch-
worms dislike
daylight, and will avoid
it if at all possible.
Wretch-worms
sleep in the earth
and move around
using underground
tunnels (if one
isn't available,
they will simply
dig their own).
They are able
to detect the
heat of living
ENEMY
OMNIBUS

stabbing or slashing its foe with one of its huge seconds, depending on the length of the
razor-sharp claws. creature. So, for example, a 20-foot-long
Wretch-worms also possess a strange wretch-worm's posthumous wretch cloud would
"ability" that can only be experienced once the last for 20 seconds after it's killed, whereas an
creature has been killed. When a wretch-worm 80-foot wretch-worm would leave a cloud that
dies, its body slumps to the ground and instantly lasts for 80 seconds.
begins to melt away, releasing a disgusting, If a character were to be stuck in a posthu-
gaseous cloud that actually deals physical mous wretch cloud for 80 seconds, he or she
damage to anyone standing within 50 feet of the would likely die from the sickening effects of the
corpse. cloud, as 80 seconds would mean 40 damage to
This is called the wretch-worm's posthumous their Body RP.
wretch cloud. For every combat turn (ie. two
seconds) that a character is within the area of Additional Game Notes:
one of these wretch clouds, he or she must take Some wretch-worms will flee combat before
1 point of damage to their Body RP. they are destroyed, simply scurrying back down
The cloud lingers between 20 and 80 into the hole from whence they came.

Attack(s): Claw (Damage: d10-1, Minimum 1)


Advantage Modifier: 20' wretch-worms typically get a +3 to their attack rolls
Speed: 4 Special Abilities/Notes: Posthumous Wretch Cloud (see above)
Hit Difficulty: Players typically get a +3 (Advantage modifier) when attacking a 20' wretch-worm.

Attack(s): Claw (Damage: d10+2)


Advantage Modifier: 40' wretch-worms typically get a +3 to their attack rolls
Speed: 4 Special Abilities/Notes: Posthumous Wretch Cloud (see above)
Hit Difficulty: Players typically get a +4 (Advantage modifier) when attacking a 40' wretch-worm.

Attack(s): Claw (Damage: d10+5)


Advantage Modifier: 60' wretch-worms typically get a +3 to their attack rolls
Speed: 4 Special Abilities/Notes: Posthumous Wretch Cloud (see above)
Hit Difficulty: Players typically get a +5 (Advantage modifier) when attacking a 60' wretch-worm.

Attack(s): Claw (Damage: d10+8)


Advantage Modifier: 80' wretch-worms typically get a +2 to their attack rolls
Speed: 3 Special Abilities/Notes: Posthumous Wretch Cloud (see above)
Hit Difficulty: Players typically get a +6 (Advantage modifier) when attacking a 80' wretch-worm.
Be sure to follow the adventure on Twitter.
@BladeRaidersRPG

ENEMY OMNIBUS
A GUIDE TO MONSTERS AND FOES

BLADE RAIDERS Fantasy Roleplaying Game


"Enemy Omnibus" Game Supplement
© 2013 Grant Gould. All rights reserved.
BLADE RAIDERS and the CAST Game System created and owned by Grant Gould.

Game design, writing, layout, editing, and cover artwork by Grant Gould.
Interior artwork and creature co-creation by Matthew Goodmanson.
"Enemy Omnibus" is a game supplement that requires the use of the BLADE RAIDERS First Edition Rulebook.

The BLADE RAIDERS and CAST Game System logos are trademarks of Grant Gould.

No portion of the CAST Game System, Blade Raiders, or any of the contents of this supplemental game material may be reproduced in any form
without the written permission of the author. This material is protected under the copyright laws of the United States of America. Any reproduction
or unauthorized use of the material or artwork contained herein is prohibited. This product is a work of fiction. Any similarity to actual people, orga-
nizations, places, or events is purely coincidental.

Contact E-mail: bladeraiders@gmail.com

Discover more BLADE RAIDERS adventure at the official website:


www.BladeRaiders.com

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