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Blade Raiders Enemy Omnibus
Blade Raiders Enemy Omnibus
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
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.
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.
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
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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): 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.
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.
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.
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.
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:
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.
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.
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.
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.
ENEMY OMNIBUS
A GUIDE TO MONSTERS AND FOES
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.