Professional Documents
Culture Documents
For use with Savage Requiem, an Iron Kingdoms translation for Savage Worlds
This document provides Savage Worlds Adventure Edition (SWAdE) stat blocks for creatures
and NPCs found in the Monsternomicon for 5th Edition. We strongly recommend that you
purchase the Iron Kingdoms campaign setting and Monsternomicon by Privateer Press for
complete details about the setting and entries presented here.
Credits
Iron Kingdoms created by: Matthew D. Wilson (Privateer Press)
Savage Worlds game designed by: Shane Hensley, with Clint Black
Setting adapted by: Peter Adams (architech99#7462) & Michael Scott with additional review
by SteelDraco. Find us on Discord or the new Savage Worlds Mastodon community!
Keen Senses
The character gains +2 to Notice rolls involving the specific sense (sight, sound, smell, touch,
taste).
Mechanikal Construct
These creatures are constructs created through mechanikal or arcanikal means. In addition to
the abilities granted by virtue of being a Construct, their attacks count as Heavy Weapon and
are magical and they are immune to poison, disease, paralysis, slumber, blind, Intimidation,
Taunt, and puppet.
Modular Weapons
Some adversaries have the ability to easily swap out their weapons or other means of inflicting
harm upon the inhabitants of Western Immoren. Creatures with this ability have a list of
weapons or attachments after. At the start of their turn and as a limited free action, the
creature may activate any one of the items in the list. The weapon is considered ready until the
start of their next turn.
Pain Fueled
These creatures treat modifiers from Wounds as a bonus to all Trait rolls instead of a penalty.
Shadow Stealth
As a limited free action, the creature may make a Stealth roll when in Dim or darker light.
Denizens of Immoren
Cultists
Devourer Cultist
Attributes: Agility d6, Smarts d6, Spirit d4, Strength d8, Vigor d8
Skills: Athletics d8, Fighting d8, Notice d6, Stealth d6, Survival d8
Infernal Cultist
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d4, Common Knowledge d4, Faith d6, Fighting d6, Notice d6, Persuasion d4,
Spellcasting d6, Stealth d6
Special Abilities
● Marked Soul: The Summoning special ability can target this character.
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d10, Vigor d8
Skills: Athletics d6, Common Knowledge d6, Fighting d6, Notice d6, Persuasion d4, Spellcasting
d8, Stealth d6
Gear: Scale mail (+3 Armor), greatsword (Str+d10, AP2, Two hands).
Special Abilities
● Marked Soul: The Summoning special ability can target this character.
Infernal Cultist, Infernalist
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Skills: Athletics d4, Common Knowledge d4, Fighting d6, Notice d6, Occult d8, Persuasion d8,
Spellcasting d10, Stealth d4
Powers: Bolt, boost/lower Trait, burst, curse, disguise, fear, illusion, puppet, stun. Power
Points: 15
Special Abilities
● Marked Soul: The Summoning special ability can target this character.
● Summoning: See Arcane Background (Infernalist)
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d4, Vigor d8
Skills: Athletics d4, Common Knowledge d4, Fighting d6, Notice d6, Occult d6, Persuasion d4,
Spellcasting d8, Stealth d8
Hindrances: —
Edges: Arcane Background (Infernalist), Power Points
Powers: Bolt, curse, darkness, entangle, protection, puppet, silence, stun. Power Points: 15
Special Abilities
● Armor +2: Thick chains reinforced with leather..
● Claws: Str+d4 poison damage.
● Entropic Force: Any creature adjacent to a wretch suffers a –2 penalty to Soak rolls.
● Marked Soul: The Summoning special ability can target this character.
● Poison: Mild.
● Shadow Stealth: As a limited free action, a wretch may make a Stealth roll when in
Dim or darker light.
Circle of Orboros
Blackclad Druids
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Athletics d6, Faith d8, Fighting d6, Notice d8, Occult d6, Stealth d6, Survival d8
Gear: Druid robes (+1 Armor), voulge (Str+d8, Reach 1, Two hands).
Blackclad Overseer
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d8, Vigor d6
Skills: Athletics d6, Faith d10, Fighting d8, Notice d8, Occult d8, Stealth d6, Survival d8
Gear: Druid robes (+2 Armor), voulge (Str+d8, Reach 1, Two hands).
Wolf of Orboros
Use Soldier from Savage Worlds core rules with the following additions:
Use Soldier from Savage Worlds core rules with the following additions:
Creatures of Immoren
Archons
Archons have the Arcane Resistance (Improved) Edge and the following Special Abilities:
⚙ Archon, Dhunian
Attributes: Agility d8, Smarts d12, Spirit d12+1, Strength d12+1, Vigor d12
Skills: Athletics d8, Fighting d10, Notice d10, Spellcasting d12, Stealth d6, Survival d12
Special Abilities
⚙ Archon, Menite
Attributes: Agility d10, Smarts d8, Spirit d10, Strength d12+1, Vigor d12
Skills: Athletics d8, Battle d10, Fighting d12, Notice d8, Survival d12
Special Abilities
Attributes: Agility d10, Smarts d8, Spirit d10, Strength d12+1, Vigor d12
Skills: Athletics d8, Fighting d12, Notice d8
Special Abilities
⚙ Archon, Primal
Attributes: Agility d6, Smarts d12+1, Spirit d10, Strength d12+3, Vigor d12+1
Skills: Athletics d8, Fighting d12, Notice d8, Survival d12
Special Abilities
⚙ Archon, Thamarite
Attributes: Agility 12+1, Smarts d8, Spirit d10, Strength d10, Vigor d12
Skills: Athletics d8, Fighting d8, Notice d12+2, Shooting d12+1, Stealth d12
Gear: Leather armor (+2), Murmur longbow (Range 15/30/60, Damage 3d6, AP 4).
Special Abilities
⚙ Archon, Void
Attributes: Agility 12, Smarts d8, Spirit d10, Strength d12, Vigor d12
Skills: Athletics d8, Fighting d8, Notice d12, Shooting d12+1, Stealth d10
● Dark Shroud: Hostile creatures within 2” of the Void Archon must make a Vigor roll at
-2 or reduce Vigor by one step (two steps on a Critical Failure) to minimum of a d4.
● Fly: Pace 8
● Incorporeal Movement: The void archon gains the intangibility power while moving.
● Innate Powers: Minorteleport.
● Powers: burst (Spirit, Void Howler). Power Points: 15
● Size 3
● Soul Ward: Hostile creatures within 10” can’t collect souls from friendly creatures.
● Strength of Death: The void archon can claim the souls of characters it kills. Each soul
claimed this way can be spent as a Benny.
● Void Touch: Str+d6
Argus, Common
Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d8, Vigor d6
Skills: Athletics d6, Fighting d8, Notice d8, Stealth d8, Survival d6
Edges: Frenzy
Special Abilities
● All Around Vision: Ignore one point of Gang Up bonus, +2 to Notice rolls to resist
attacks from Stealth, and cannot be the target of a Sneak Attack.
● Armor +1: The Argus has thick skin and fur.
● Bite/Claws: Str+d6.
● Innate Powers: Stun (Vigor).
● Low Light Vision: Ignore penalties for Dim and Dark Illumination.
● Pack Tactics: The Argus applies Gang-Up Bonus from fellow Argus both to hit and
damage its prey.
● Size 1
Argus, Winter
Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d8, Vigor d10
Skills: Athletics d6, Fighting d6, Notice d8, Stealth d8, Survival d6
● All Around Vision: Ignore one point of Gang Up bonus, +2 to Notice rolls to resist
attacks from Stealth, and cannot be the target of a Sneak Attack.
● Armor +1: The Argus has thick skin and fur.
● Bite/Claws: Str+d6.
● Breath Weapon: Cold (2d6 damage, cone template, Hinder).
● Low Light Vision: Ignore penalties for Dim and Dark Illumination.
● Pack Tactics: The argus applies the Gang-Up Bonus from fellow argus to both hit and
damage its prey.
● Size 1
Bog Trog
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d6, Fighting d6, Notice d6, Stealth d8, Survival d6
Edges: No Mercy
Special Abilities
● Aquatic: Pace 8.
● Armor +2: Bog trogs have a protective, scaly skin.
● Bite/Claws: Str+d4.
● Camouflage (Swamp/Marshland): See the Savage Worlds Fantasy Companion.
● Low Light Vision: Ignore penalties for Dim and Dark Illumination.
Gear: Harpoon gun (Range 12/24/48, Damage 2d6 + special), harpoon (melee or Range
6/12/24 when thrown, Damage Str+d6, Reach 1).
Special Abilities
● Aquatic: Pace 8.
● Armor +2: Bog trogs have a protective, scaly skin.
● Bite/Claws: Str+d4.
● Camouflage (Swamp/Marshland): See the Savage Worlds Fantasy Companion.
● Low Light Vision: Ignore penalties for Dim and Dark Illumination.
● Size 1
Special Abilities
● Aquatic: Pace 8.
● Armor +2: Bog trogs have a protective, scaly skin.
● Bite/Claws: Str+d4.
● Camouflage (Swamp/Marshland): See the Savage Worlds Fantasy Companion.
● Low Light Vision: Ignore penalties for Dim and Dark Illumination.
● Powers: Beast friend, burst, darkness, dispel, entangle, environmental protection, stun.
Power Points: 20
Boneswarm
Attributes: Agility d10, Smarts d10 (A), Spirit d6, Strength d12+1, Vigor d12+1
Skills: Athletics d8, Fighting d8, Notice d6, Stealth d8, Survival d6
Special Abilities
● Bash: Str+d8. Boneswarms rip and tear at the flesh of the living with single-minded
ferocity.
● Fear: Anyone seeing a boneswarm must make a Fear check.
● Fearless: Boneswarms are immune to Fear and Intimidation.
● Immunity: Bound, empathy, Entangled, Fatigue, paralysis and Stunned. Cannot be
grappled or knocked prone.
● Innate Powers: Locate (Spirit, living creatures only).
● Resilient: Boneswarms can take one Wound before being Incapacitated.
● Size 2
● Swarm: A swarm of bone and decaying plant material. +2 Parry and cutting/piercing
weapons do half damage. Area effect attacks work normally.
● Undead: +2 Toughness, +2 recover from Shaken, ignores additional damage from
Called Shots, ignores one point of Wound penalties. Immune to disease and poison.
Does not eat, breathe, or Bleed Out.
Burrow-Mawg
Attributes: Agility d10, Smarts d4 (A), Spirit d6, Strength d4, Vigor d6
Skills: Athletics d6, Fighting d6, Notice d8, Stealth d8, Survival d6
Special Abilities
Edges: —
Special Abilities
● Bite: 2d4 (Small swarms), 2d6 (Medium swarms), 2d8 (Large Swarms).
● Damage Transfer: When a swarm occupies the same space as another character,
attacks which damage the swarm inflict half damage to other characters in the same
space.
● Flight: Pace 8.
● Split: Splits into two smaller swarms when Wounded. Reduce Blast Template one size
after a Wound; Small swarms are destroyed.
● Swarm: +2 to recover from Shaken, Parry +2. Swarms take half damage from most
attacks. Only stomping and area effect attacks inflict full damage.
Cataphract Beetle
Attributes: Agility d4, Smarts d4 (A), Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Notice d6, Stealth d8, Survival d6
Special Abilities
Cephalyx
⚙ Cephalyx Cognifex
Attributes: Agility d10, Smarts d12+1, Spirit d8, Strength d4, Vigor d6
Skills: Fighting d6, Healing d12, Notice d6, Psionics d10, Stealth d6
Cephalyx Drudge
Attributes: Agility d6, Smarts d6 (A), Spirit d4, Strength d8, Vigor d10
Skills: Athletics d6, Fighting d8
Hindrances: —
Edges: Brawler
Special Abilities
● Blindsense: Drudges ignore invisibility, illusion, and all Illumination penalties.
● Fearless: Drudges are immune to Fear and Intimidation.
● Hardy: A second Shaken result does not inflict a Wound.
● Immunity: Empathy, poison, and inhaled toxins.
● Modular Weapons: Circular Saw (Str+d6, roll a second Fighting die), Prosthetic Blade
(Str+d8, Reach 1), Slam (Str+d4), Wrecking Ball (Str+d8, ignore shields)
Cephalyx Slaver
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Healing d10, Notice d8, Occult d6, Stealth d6
Special Abilities
● Night Vision: Ignores all Illumination penalties.
● Powers: Burst, entangle, mind reading, protection, puppet. Power Points: 20
● Prosthetic Blades: 2d4
● Very Resilient: Slavers can suffer two Wounds before being Incapacitated.
Cephalyx Monstrosity, Subduer
Attributes: Agility d6, Smarts d6 (A), Spirit d4, Strength d12, Vigor d12+2
Skills: Athletics d8, Fighting d8, Shooting d8
Special Abilities
● Blindsense: Monstrosities ignore invisibility, illusion, and all Illumination penalties.
● Fearless: Monstrosities are immune to Fear and Intimidation.
● Hardy: A second Shaken result does not inflict a Wound.
● Immunity: Empathy, poison, and inhaled toxins.
● Net Launcher: Range 4/8/16. On a successful ranged attack, the target is Entangled.
On a raise, the target is also Bound.
● Prosthetic Blade: Str+d8, Reach 1, Heavy Weapon.
● Size: 3
● Very Resilient: Monstrosities can suffer two Wounds before being Incapacitated.
Special Abilities
● Blindsense: Monstrosities ignore invisibility, illusion, and all Illumination penalties.
● Fearless: Monstrosities are immune to Fear and Intimidation.
● Hardy: A second Shaken result does not inflict a Wound.
● Immunity: Empathy, poison, and inhaled toxins.
● Meat Shield: Characters taking advantage of the Defender Edge treat the Warden as
being equipped with a large shield (+2 Parry, -4 Cover).
● Mechanical Clamps: Str+d6, Heavy Weapon, on a hit the Warden can initiate a grapple
as a limited free action.
● Size: 3
● Very Resilient: Monstrosities can suffer two Wounds before being Incapacitated.
Special Abilities
● Blindsense: Monstrosities ignore invisibility, illusion, and all Illumination
penalties.ignore all Illumination and sight-based penalties
● Fearless: Monstrosities are immune to Fear and Intimidation.
● Flailing Arms: melee attack as Flail, Reach 2. Heavy Weapon.
● Hardy: A second Shaken result does not inflict a Wound.
● Immunity: Empathy, poison, and inhaled toxins.
● Size 3
● Very Resilient: Monstrosities can suffer two Wounds before being Incapacitated.
Croak Hunter
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d6, Fighting d6, Notice d6, Stealth d4, Survival d6
Special Abilities
Croak Sorcerer
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Athletics d4, Faith d8, Fighting d4, Notice d6, Stealth d4, Survival d6
Pace: 6; Parry: 4; Toughness: 6 (1)
Powers: Arcane protection, bolt, confusion, entangle, protection. Power Points: 10.
Special Abilities
Crypt Spider
Attributes: Agility d10, Smarts d4 (A), Spirit d6, Strength d8, Vigor d8
Skills: Athletics d8, Fighting d8, Notice d8, Stealth d10, Survival d4
Special Abilities
Gear: Cutlass (Str+d6), pistol (Range 10/20/40, Damage 2d6, RoF 1, Shots 1), leather armor
(+2).
Special Abilities
⚙ Deathjack
Attributes: Agility d6, Smarts d8, Spirit d12, Strength d12+4, Vigor d12+3
Skills: Athletics d12, Fighting d12+2, Notice d12, Spellcasting d12
Gear: Horns (Str+d8, Reach 1), Necroclaws (Str+d12, Reach 1, can initiate a grapple as a limited
free action).
Special Abilities
● Ain’t It Heavy: Deathjack’s attacks count as Heavy Weapons,magical, and a Necrotic
Energy hazard.
● Armor +8: Heavy Armor.
● Built for War: -4 to Called Shots to ignore Deathjack’s Heavy Armor.
● Construct: +2 to recover from being Shaken; ignores 1 point of Wound penalties; does
not breathe or suffer disease or poison.
● Fear (-3)
● Fearless: Deathjack is immune to Fear and Intimidation.
● Immunity: Empathy, necrotic energy, paralyzed, poison, puppet and shape change.
● Necrovent: As an action once per encounter, non-undead creatures within Large Blast
Template centered on Deathjack take 3d6 damage and must make a Vigor roll at a -2
penalty or take Fatigue.
● Night Vision: Ignore all penalties for Illumination.
● Powers: Blast, curse, darkness, darksight, detect/conceal arcana, dispel, entangle,
lower Trait, stun, zombie. Power Points: 30
● Size 5 (Large): Deathjack can take one additional Wound before being Incapacitated.
● Skulls of Hate: Deathjack can activate one Power per turn without incurring the
Multi-Action penalty. It regenerates five Power Points per turn.
● Soul Furnace: Deathjack can consume a soul to heal a Wound.
● Swallow Whole: Deathjack can shove a grappled character into the Soul Furnace with a
contested Strength roll. The swallowed character must make a Vigor roll at -2 at the
beginning of their turn or take a Wound. If the swallowed character is Incapacitated,
they are immediately slain and the Deathjack collects their soul if they have one.
Deathjacks can only swallow one character at a time. Each time Deathjack takes a
Wound, it must make a Spirit roll or the swallowed character is disgorged prone
adjacent to the deathjack. If the abomination is Incapacitated, the swallowed character
can escape the wreckage by spending an action.
● Swat: Deathjack ignores up to 4 points of Scale penalty when making attacks.
● Trample
● Unstoppable
⚙ Deathless
Attributes: Agility d8, Smarts d8, Spirit d10, Strength d12+1, Vigor d12+1
Skills: Academics d8, Athletics d8, Fighting d12, Intimidation d10, Notice d8, Occult d8,
Persuasion d8
Edges: Arcane Resistance (Imp), Charge, Extraction (Imp), Frenzy (Imp), Iron Jaw, Take the Hit
Devil Rat
Attributes: Agility d10, Smarts d6 (A), Spirit d6, Strength d4-3, Vigor d6
Skills: Fighting d4, Notice d6, Stealth d8, Survival d6
Special Abilities
● Bite/Claw: Str. When Shaken or Wounded by this attack, a character must roll Vigor at
–2 or contract Devil Rat Fever.
● Keen Smell: The character gains +2 to Notice rolls related to smell.
● Low Light Vision: Ignore penalties for Dim and Dark Illumination.
● Size -3 (Very Small)
Edges: —
Special Abilities
Special Abilities
● Bite/Claw: Str. When Shaken or Wounded by this attack, a character must roll Vigor at
–2 or contract Devil Rat Fever.
● Low Light Vision: Ignore penalties for Dim and Dark Illumination.
● Size -4 (Tiny)
● Swarm: +2 to recover from being Shaken, Parry +2. Swarms are composed of many
small creatures, so cutting and piercing weapons do no real damage. Area effect
attacks work normally, and a character can stomp to inflict his damage in Strength each
round.
Edges: —
Special Abilities
● Bite/Claw: Str. When Shaken or Wounded by this attack, a character must roll Vigor at
–2 or contract Devil Rat Fever.
● Breath Weapon: Bile Spray, Damage 2d4, Cone Template.
● Keen Smell: The character gains +2 to Notice rolls related to smell.
● Low Light Vision: Ignore penalties for Dim and Dark Illumination.
● Size -2 (Small)
● Stench: Adjacent characters must make a Vigor roll or be Distracted for a turn.
Dragonspawn
Lesser Dragonspawn
Attributes: Agility d4, Smarts d4 (A), Spirit d8, Strength d10, Vigor d10
Skills: Athletics d6, Fighting d8, Intimidation d6, Notice d6, Stealth d4, Survival d8
Special Abilities
Greater Dragonspawn
Attributes: Agility d4, Smarts d6 (A), Spirit d8, Strength d12+2, Vigor d12
Skills: Athletics d8, Fighting d10, Intimidation d8, Notice d6, Stealth d6, Survival d8
⚙ Dracodile
Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d12+2, Vigor d12+2
Skills: Athletics d8, Fighting d10, Intimidation d8, Notice d8, Stealth d8
Special Abilities
Drake, Deep
Attributes: Agility d8, Smarts d8 (A), Spirit d6, Strength d12+4, Vigor d12+2
Skills: Athletics d8, Fighting d10, Intimidation d8, Notice d8, Stealth d8
Special Abilities
Drake, Fog
Attributes: Agility d6, Smarts d8 (A), Spirit d6, Strength d12, Vigor d12
Skills: Athletics d8, Fighting d8, Intimidation d6, Notice d6, Stealth d8
Edges: Frenzy
Special Abilities
Drake, Frost
Attributes: Agility d8, Smarts d8 (A), Spirit d8, Strength d12+3, Vigor d12+1
Skills: Athletics d8, Fighting d10, Intimidation d6, Notice d8, Stealth d10
Drake, Sea
Attributes: Agility d8, Smarts d4 (A), Spirit d8, Strength d12+2, Vigor d12+1
Skills: Athletics d10, Fighting d8, Intimidation d6, Notice d6, Stealth d8
Special Abilities
● Aquatic: Sea drakes cannot drown in water and swim at Pace 10.
● Armor +3:Thick, scaly hide.
● Bite/Claw: Str+d6. Heavy Weapon.
● Innate Power: Major darkness (Ink Cloud, underwater only), major havoc (Hurricane
Breath, Vigor, Large Blast Template).
● Night Vision: Ignore all penalties for Illumination.
● Size 4 (Large): Sea drakes can take one additional Wound before being Incapacitated.
Dread
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d12+1, Vigor d10
Skills: Athletics d8, Fighting d8, Notice d6
Dregg
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d10, Vigor d6
Skills: Athletics d6, Fighting d8, Notice d6, Stealth d6
Edges: Frenzy
Gear: Forearm Blade (Str+d8), Scavenged Rifle (Range 24/48/96, Damage 2d8-1, RoF 1, AP 2),
hide armor (+2).
Special Abilities
● Bite/Claw: Str+d4.
● Night Vision: Ignore all penalties for Illumination.
● Pain Fueled: Wound modifiers are treated as a bonus to Trait rolls instead of a penalty.
● Resilient: Dregg can take one Wound before they’re Incapacitated.
● Sunlight Sensitivity: Dreggs suffer -2 to attack and skill rolls when in direct sunlight.
Edges: Frenzy
Gear: Forearm Blade (Str+d8), Scavenged Rifle (Range 24/48/96, Damage 2d8-1, RoF 1, AP 2).
Special Abilities
Dune Prowler
Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12+2, Vigor d12+1
Skills: Athletics d6, Fighting d8, Notice d6, Stealth d8
Edges: Frenzy
Special Abilities
Duskwolf
Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12, Vigor d10
Skills: Athletics d6, Fighting d6, Intimidation d6, Notice d8, Stealth d8
Edges: —
Special Abilities
⚙ Eldritch
Attributes: Agility d12, Smarts d10, Spirit d10, Strength d12, Vigor d12
Skills: Academics d10, Athletics d6, Fighting d10, Notice d8, Stealth d10, Spellcasting d10
Gear: —
Special Abilities
Eldritch, Sythyss
A sythyss has all attributes, edges, gear, Hindrances, powers, and special abilities it had in life
and gains the following special abilities:
Special Abilities
● Environmental Resistance (Cold): +4 to resist cold and cold-based damage.
● Innate Power: Minor lower Trait (Strength), minor lower Trait (Fighting)
● Undead: +2 Toughness, +2 recover from Shaken, ignores additional damage from
Called Shots, ignores one point of Wound penalties. Immune to disease and poison.
Does not eat, breathe, or Bleed Out.
⚙ Entombed
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12, Vigor d8
Skills: Athletics d8, Fighting d10, Notice d8, Stealth d8
Edges: —
Special Abilities
Excrutiator
Attributes: Agility d10, Smarts d10, Spirit d10, Strength d12+1, Vigor d6
Skills: Athletics d8, Fighting d10, Healing d10, Intimidation d10, Notice d10, Persuasion d8,
Stealth d10
Special Abilities
Farrow
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d8
Skills: Athletics d6, Fighting d6, Notice d6, Shooting d6, Survival d6
Hindrances: —
Edges: —
Gear: Club (Str+d4), pig iron (Range 24/48/96, Damage 2d6, RoF 1, AP 2), hide armor (+2
Armor).
Special Abilities
Gear: Cannon (Range 50/100/200, Damage 3d6, RoF 1, MBT, Heavy Weapon).
Special Abilities
Special Abilities
Hindrances: —
Edges: Arcane Background (Shaman)
Special Abilities
Farrow Warlord
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d8, Vigor d8
Skills: Athletics d6, Battle d6, Fighting d8, Notice d6, Shooting d6, Survival d6
Hindrances: —
Edges: Command, Command Presence, Frenzy, Hold the Line
Gear: Club (Str+d4), pig iron (Range 24/48/96, Damage 2d6, RoF 1, AP 2), hide armor (+2
Armor).
Special Abilities
Feralgeist
Attributes: Agility d8, Smarts d6, Spirit d10, Strength d4, Vigor d6
Skills: Athletics d4, Fighting d6, Notice d6
Special Abilities
The creature gains the feralgeist’s Spirit and Smarts, and the following special abilities:
Fearless, Resilient, Undead. The feralgeist does not gain any of the creature’s memories
or skills. If the creature is Incapacitated while possesed, the possession immediately
ends and the feralgeist reappears adjacent to the corpse.
If a feralgeist’s possession ends, it cannot possess the corpse again for 24 hours.
● Undead: +2 Toughness, +2 recover from Shaken, ignores additional damage from
Called Shots, ignores one point of Wound penalties. Immune to disease and poison.
Does not eat, breathe, or Bleed Out.
Gatorman
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d10
Skills: Athletics d6, Fighting d6, Notice d4, Stealth d6
Edges: —
Special Abilities
Gatorman Bokor
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d8, Vigor d10
Skills: Athletics d6, Faith d8, Fighting d6, Notice d4, Stealth d6
Special Abilities
Gatorman Husk
Attributes: Agility d6, Smarts d6 (A), Spirit d4, Strength d8, Vigor d10
Skills: Athletics d6, Fighting d6, Notice d4, Stealth d6
Edges: —
Special Abilities
Special Abilities
Gorax
Attributes: Agility d4, Smarts d8 (A), Spirit d6, Strength d12, Vigor d8
Skills: Athletics d6, Fighting d6, Notice d4, Survival d6
Special Abilities
Griffon, Scarsfell
Attributes: Agility d12, Smarts d8 (A), Spirit d6, Strength d10, Vigor d8
Skills: Athletics d8, Fighting d8, Notice d8, Survival d6
Edges: Charge
Special Abilities
Grymkin
Grymkin do not require air, food, drink, or sleep.
Grymkin, Boatman
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d10, Vigor d8
Skills: Athletics d8, Fighting d8, Notice d6, Persuasion d8
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d6, Notice d6, Stealth d8, Thievery d8
Edges: —
Special Abilities
● Claw: Str+d4
● Innate Powers: Confusion (Inebriating Belch, Spirit, Large Blast Template centered on
the cask imp), puppet (Drunken Domination, Spirit, can only target intoxicated
creatures).
● Intoxicated Empathy: Cask imps can detect any intoxicated creature within 100 feet.
● Night Vision: Ignore all penalties for Illumination.
● Shapechanger: Cask imps can change their form into alcohol and gain Invulnerability
but gains Weakness (Fire, Magic). They may move through any non-watertight opening.
Grymkin, Dread Rot
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d10, Vigor d10
Skills: Fighting d6, Notice d6
Special Abilities
Attributes: Agility d12, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d4, Notice d6, Stealth d10
Edges: —
Special Abilities
● Blindsense: Glimmer imps ignore invisibility, illusion, and all Illumination penalties.
● Borrowed Eye: Glimmer imps can put a stolen eye into their own empty eye socket.
Characters are at -2 to resist Paralyzing Gaze while the glimmer imp has one or more
eyes. Stolen eyes rot away after six months, and can be safely restored to the original
owner if recovered before then. A character who recovers their eye from a glimmer
imp is permanently immune to Paralyzing Gaze.
● Fearless: Glimmer imps are immune to Fear and Intimidation.
● Glimmer Imp Invisibility: Glimmer imps are permanently under the effects of the
invisibility power but can be seen normally in a reflective surface.
● Paralyzing Gaze: Any creature that can see the glimmer imp and is within 6” must
make a Spirit roll or be Distracted, or paralyzed on a Critical Failure. If a Distracted
creature fails their Spirit roll, they become paralyzed until the glimmer imp looks away.
A creature that isn’t surprised by the glimmer imp can choose to avert their eyes and
make all rolls against the glimmer imp at -6.
● Scoop: A glimmer imp may spend one minute to extract the eye of a paralyzed or
Incapacitated (but alive) target. The creature gains the One Eye hindrance if they have
two eyes, or the Blinded hindrance if they have lost both eyes.
● Size -1
Grymkin, Gremlin
Attributes: Agility d8, Smarts d12 (A), Spirit d6, Strength d4, Vigor d6
Skills: Fighting d4, Notice d6
Edges: —
Special Abilities
Grymkin, Hollowman
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d6, Notice d6, Shooting d6
Edges: —
Gear: Military Rifle (Range 24/48/96, Damage 2d8, AP 2), Bayonet (Str+d4, Reach 1, Parry +1).
Special Abilities
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Athletics d6, Fighting d6, Notice d6, Stealth d6
Special Abilities
● Claw: Str+d6
● Fearless: Murder crows are immune to Fear and Intimidation.
● Immunity: Empathy.
● Night Vision: Ignore all penalties for Illumination.
● Pack Tactics: Murder crows get the Gang-Up Bonus from fellow crows to both hit and
damage their prey.
● Shadow Stealth: As a Limited Free Action, the murder crows may make a Stealth roll
when in Dim or darker light.
Grymkin, Trapperkin
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d4, Vigor d8
Skills: Fighting d6, Notice d8, Persuasion d6, Stealth d8
Special Abilities
Attributes: Agility d8, Smarts d10, Spirit d12, Strength d8, Vigor d8
Skills: Fighting d6, Healing d10, Notice d8, Persuasion d10
Special Abilities
Attributes: Agility d8, Smarts d6, Spirit d12, Strength d6, Vigor d8
Skills: Fighting d6, Intimidation d10, Notice d8, Persuasion d10, Stealth d8
Special Abilities
Grymkin, Witchwood
Attributes: Agility d6, Smarts d6, Spirit d10, Strength d10, Vigor d12
Skills: Fighting d6, Notice d6, Persuasion d8
Special Abilities
Attributes: Agility d10, Smarts d8 (A), Spirit d6, Strength d8, Vigor d12
Skills: Fighting d8, Notice d6
Edges: —
Special Abilities
Attributes: Agility d12, Smarts d8 (A), Spirit d6, Strength d10, Vigor d8
Skills: Fighting d8, Notice d8, Stealth d8
Edge: Frenzy
Special Abilities
Attributes: Agility d8, Smarts d6, Spirit d10, Strength d12, Vigor d8
Skills: Fighting d10, Notice d10
Special Abilities
Attributes: Agility d8, Smarts d6, Spirit d10, Strength d12, Vigor d12
Skills: Fighting d8, Notice d8
Edges: —
Special Abilities
Attributes: Agility d4, Smarts d6, Spirit d10, Strength d12+3, Vigor d12
Skills: Athletics d10, Fighting d10, Notice d8, Spellcasting d10
Edges: Frenzy
Special Abilities
Hollowed
Attributes: Agility d6, Smarts d8 (A), Spirit d6, Strength d10, Vigor d10
Skills: Athletics d6, Fighting d6, Notice d6
Edges: —
Special Abilities
● Claws: Str+d6.
● Death Rise: A humanoid slain by a hollowed and had its organs consumed will rise as a
hollowed in 24 hours unless the corpse is decapitated.
● Fear: The hollowed eye their next meal with a cold, hungry gaze.
● Fearless: Hollowed are immune to Fear and Intimidation.
● Hardy: Hollowed do not suffer a Wound from a second Shaken result.
● Night Vision: Ignore all penalties for Illumination.
● Organ Fuel: A hollowed can make a second attack without the Multi-Action penalty.
After the attack is resolved the hollowed is Shaken.
● Undead: +2 Toughness, +2 recover from Shaken, ignores additional damage from
Called Shots, ignores one point of Wound penalties. Immune to disease and poison.
Does not eat, breathe, or Bleed Out.
Hornbeak Trask
Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d6, Vigor d6
Skills: Athletics d6, Fighting d6, Notice d6, Stealth d6
Edges: —
Special Abilities
● Adrenaline Surge: The hornbeak trask gains the Level Headed and Fleet-Footed Edges
for a number of turns equal to half its Vigor. The hornbeak trask’s pace is then halved
and it is Distracted for an equal number of turns.
● Bite: Str+d4.
● Keen Smell: Hornbeak trasks gain +2 to Notice rolls related to smell.
● Night Vision: Ignore all penalties for Illumination.
● Size -2 (Small)
Hull Grinder
Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d12+2, Vigor d10
Skills: Athletics d10, Fighting d8, Notice d6, Stealth d8
Edges: Frenzy
Special Abilities
Infernals
Infernals share the following Special Abilities:
● Blindsense: Infernal curators ignore invisibility, illusion, and all Illumination penalties.
● Fearless: Curators are immune to Fear and Intimidation.
● Immunity: Empathy and Fatigue.
Infernal, Curator
Attributes: Agility d12+1, Smarts d12, Spirit d12+3, Strength d12, Vigor d10
Skills: Athletics d12, Fighting d12, Intimidation d12, Notice d12, Persuasion d12, Spellcasting
d12+2
Edges: Arcane Background (Gifted), Arcane Resistance (Imp), Deceptive, Epic Mastery,
Menacing
Special Abilities
Infernal, Griever
Attributes: Agility d10, Smarts d10 (A), Spirit d6, Strength d6, Vigor d6
Skills: Athletics d6, Notice d6, Shooting d8
Special Abilities
● Flight: Pace 6.
● Size -2 (Small): Grievers are roughly 3' spheres with 3' of tendrils trailing behind them.
● Soulless: The griever does not have a soul.
● Void Fire: Damage 2d10 fire, Range 10/20/40, Heavy Weapon, Magical.
Infernal, Howler
Attributes: Agility d6, Smarts d10 (A), Spirit d6, Strength d10, Vigor d12
Skills: Athletics d8, Fighting d8, Intimidation d8, Notice d6, Survival d6
Special Abilities
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d12+1, Vigor d12
Skills: Athletics d12, Fighting d10, Notice d10, Stealth d12
Gear: Soulforged greatsword (Str+d10, AP2, Heavy Weapon), soulforged armor (+4 Armor)
Special Abilities
● Fear (-1): Beings of shadows and malice, umbral reavers terrify their victims and
bystanders.
● Light Sensitivity: Umbral reavers are Distracted in bright light.
● Innate Powers: Minor teleport (Shadow step, can teleport as a limited free action into
another creature’s shadow).
● Soulless: Umbral reavers do not have a soul.
● Soul Mark: When an umbral reaver kills a character with a soul, the soul is marked for
infernal collection.
Attributes: Agility d6, Smarts d10 (A), Spirit d6, Strength d12+3, Vigor d12+1
Skills: Athletics d8, Fighting d10, Notice d8, Shooting d8
Edges: Frenzy
Special Abilities
● Anathema: Desolators emit a thick acidic cloud that obscures vision (-4) when first
summoned. Place a Large Blast Template that does 2d6 acid damage to non-infernal
characters who are in the cloud or enter it. The cloud stays until the start of the
Desolator’s next initiative.
● Armor +4: Thick carapace and muscle. Heavy Armor.
● Claw: Str+d8, can initiate a grapple as a Limited Free Action, Heavy Weapon.
● Immunity: Desolators cannot be knocked prone.
● Innate Powers: Minor burst (Black bile, Shooting, Acid damage, Greater Burst, Heavy
Weapon).
● Size 3
● Soulless: Infernal horrors do not have a soul.
● Very Resilient: Desolators can take two Wounds before they’re Incapacitated.
Attributes: Agility d12, Smarts d10 (A), Spirit d6, Strength d6, Vigor d6
Skills: Athletics d6, Fighting d6, Notice d6, Stealth d8
Edges: —
Special Abilities
● Arcane Backlash: When a Foreboder is Incapacitated, any spell inside it bursts out
dealing 1d6 damage for every five Power Points of the spell stored. Characters within
2” may try to Evade to avoid the damage.
● Arcane Delivery: As an action, the foreboder can cast a stored spell using the original
caster’s skill die and Power Modifiers.
● Arcane Payload: The foreboder’s controller may cast a spell into the foreboder by
paying the full cost of the spell and all modifiers immediately while the foreboder is
within 6”. A foreboder can only store one spell at a time and can only contain a spell
costing its Power Points value or less..
● Attuned: Foreboders are attuned to a single spellcaster and will only obey that
character. The character can deliver instructions telepathically up to a mile away.
● Fly: Pace 6
● Immunity: Foreboders cannot be knocked prone.
● Powers: — Power Points: 10
● Soulless: Infernal horrors do not have a soul.
● Tendrils: Str+d4, can initiate a grapple as a limited free action.
Attributes: Agility d12, Smarts d8, Spirit d10, Strength d12, Vigor d12
Skills: Athletics d8, Fighting d10, Notice d8, Shooting d8
Special Abilities
Attributes: Agility d10, Smarts d10 (A), Spirit d8, Strength d12, Vigor d10
Skills: Fighting d4, Notice d6, Shooting d8
Special Abilities
● Admonisher: d3 enemies within 4" of a target hit by Spectral Fire take 2d6 fire
damage. This can be evaded.
● Armor +2: Carapace and thick muscle.
● Bash: Str+d6.
● Resilient: Shriekers can take one Wound before they’re Incapacitated.
● Size 2
● Shriek: Creatures within 6” of a shrieker are Distracted and Vulnerable. Creatures
within 12” are Distracted. Verbal communication is impossible within 12”.
● Soulless: Infernal horrors do not have a soul.
● Spectral Fire: 2d8 fire Damage, Range 10/20/40, AP 2, RoF 1, Heavy Weapon.
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d12+1, Vigor d10
Skills: Athletics d10, Fighting d10, Notice d10, Stealth d8
Edges: Frenzy
Special Abilities
⚙ Iron Lich
Attributes: Agility d8, Smarts d12+1, Spirit d10, Strength d6, Vigor d10
Skills: Athletics d10, Fighting d10, Intimidation d8, Notice d10, Persuasion d8, Spellcasting
12+2
Edges: Frenzy
Special Abilities
⚙ Iron Maiden
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+1, Vigor d12+1
Skills: Athletics d10, Fighting d10, Notice d8, Stealth d4
Edges: Frenzy
Special Abilities
Special Abilities
Edges: Combat Reflexes, Frenzy (Imp), Nerves of Steel (Imp), Sweep (Imp)
Special Abilities
Machine Wraith
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12, Vigor d6
Skills: Athletics d6, Fighting d6, Notice d6
Edges: —
Special Abilities
Mechanithralls
All mechanithralls have the following Special Abilities:
Mechanithrall
Attributes: Agility d6, Smarts d4 (A), Spirit d4, Strength d8, Vigor d6
Skills: Athletics d6, Fighting d6, Notice d4, Stealth d4
Edges: —
Special Abilities
Mechanithrall, Bile
Attributes: Agility d6, Smarts d4 (A), Spirit d4, Strength d6, Vigor d6
Skills: Athletics d6, Shooting d6, Notice d4, Stealth d4
Edges: —
Special Abilities
Mechanithrall, Bloat
Attributes: Agility d6, Smarts d6 (A), Spirit d4, Strength d10, Vigor d10
Skills: Athletics d6, Fighting d6, Notice d6
Edges: —
Special Abilities
● Bash: Str+d4.
● Death Burst: When the bloat thrall dies, center a Large Blast Templateon the character.
Other creatures take 2d6 acid damage which may be evaded. Heavy Weapon.
● Despoiler Cannon: Range 6/12/24, Damage 2d10 Acid, Large Blast Template, Heavy
Weapon, the attack can be evaded.
● Size 2
Mechanithrall, Brute
Attributes: Agility d6, Smarts d4 (A), Spirit d4, Strength d12, Vigor d10
Skills: Athletics d6, Fighting d8, Notice d4, Stealth d4
Edges: —
Special Abilities
● Hardy: This creature doesn’t suffer a wound from being Shaken twice.
● Massive Steam Fist: Str+d8, Heavy Weapon, +4 damage against objects
● Massive Steam Slam: 2d10, Heavy Weapon, Reload 3, +4 damage against objects,
target must make a Strength check vs the attack roll or is knocked prone. Can forfeit
movement to perform a Reload action at no penalty.
Mechanithrall, Scrap
Attributes: Agility d4, Smarts d4 (A), Spirit d4, Strength d6, Vigor d4
Skills: Athletics d8, Fighting d4, Notice d4, Stealth d4
Edges: —
Special Abilities
● Bash: Str.
● Deadly Embrace: When a Scrap Thrall makes a successful grapple attack, on its
following turn it can initiate Death Burst, see below. The grappled character may not
evade the attack and takes +1d6 damage.
● Death Burst: When the Scrap Thrall dies, center a LBT on the character. Other
characters take 2d6 damage which may be evaded.
Mechanithrall, Soulhunter
Attributes: Agility d8, Smarts d6 (A), Spirit d4, Strength d12, Vigor d8
Skills: Athletics d8, Fighting d8, Notice d6
Special Abilities
● Hooves: Str+d4. Soulhunters may make a free attack against one target to their side or
rear.
● Size 3
● Soul Phase: After incapacitating a living character with a soul, the soulhunter can gain
the Ethereal Special Ability until the end of its next turn.
Pistol Wraith
Attributes: Agility d12+1, Smarts d6, Spirit d6, Strength d8, Vigor d12
Skills: Athletics d6, Battle d6, Fighting d6, Intimidation d6, Notice d6, Shooting d8, Stealth d6
Hindrances: —
Edges: Ambidextrous, Level Headed, Quick, Two-Gun Kid
Special Abilities
● Ethereal: Pistol wraiths can become immaterial at will and can only be harmed by
magical attacks.
● Fear: Anyone seeing a pistol wraith must succeed on a Fear test.
● Fearless: Pistol wraiths are immune to Fear and Intimidation.
● Immunity: Fatigue and poison.
● Night Vision: Ignore all penalties for Illumination.
● Undead: +2 Toughness; +2 to recover from being Shaken; no additional damage from
Called Shots; ignores 1 point of Wound penalties; doesn’t breath; immune to disease
and poison.
● Wraithlock Pistol: Pistol wraiths are armed with two pistols (range 12/24/48, damage
2d6). A successful attack that causes at least a Shaken result requires the target to
make a Vigor roll or suffer a level of Fatigue in addition to the damage. Any creature
suffering from a Fear effect that is slain by this weapon must succeed on a Spirit roll or
rise as a Pistol Wraith in one day.
Raevhan Buffalo
Attributes: Agility d4, Smarts d6 (A), Spirit d6, Strength d12+2, Vigor d12+1
Skills: Fighting d8, Notice d6
Edges: Charge
Special Abilities
Razorbat Swarm
Attributes: Agility d12, Smarts d4 (A), Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Notice d6
Special Abilities
● Bite: Razorbats deal 2d4 damage to each creature inside the template at the end of
their turn. This damage is to the least armored location on each creature.
● Blindsense: Razorbats ignore invisibility, illusion, and all Illumination penalties.
● Fearless: Razorbat swarms are immune to Fear and Intimidation.
● Flight: Pace 10.
● Immunities: Empathy, paralysis, poison, and Stunned. Cannot be grappled or knocked
prone.
● Innate Powers: Stun (Sonic Shriek, Vigor, Medium Blast Template, once per
encounter).
● Keen Hearing: Razorbats gain +2 to Notice rolls related to hearing.
● Size 0: Large Blast Template.
● Split: When the razorbat swarm takes a Wound, it will split into two Medium Blast
Template swarms. Medium Blast Template swarms that take a Wound are
Incapacitated.
● Swarm: +2 to recover from being Shaken, Parry +2. Swarms are composed of many
small creatures, so cutting and piercing weapons do no real damage. Area effect
attacks work normally, and a character can stomp to inflict his damage in Strength each
round.
Riven
Attributes: Agility d12+2, Smarts d10, Spirit d12+2, Strength d4, Vigor d10
Skills: Athletics d6, Fighting d8, Notice d6
Edges: —
Special Abilities
While possessed, the creature gains the riven’s Spirit and Smarts, and the following
special abilities: Fearless, Resilient, Undead. The riven does not gain any of the
creature’s memories or skills. If the creature is Incapacitated while possesed, the
possession immediately ends and the riven reappears adjacent to the corpse.
● Undead: +2 Toughness, +2 recover from Shaken, ignores additional damage from
Called Shots, ignores one point of Wound penalties. Immune to disease and poison.
Does not eat, breathe, or Bleed Out.
● Unwelcome: A riven cannot cross any border or threshold without permission. If it
attempts to do so while possessing a body it is immediately forced out.
Saqu
Attributes: Agility d6, Smarts d12 (A), Spirit d8, Strength d10, Vigor d8
Skills: Fighting d8, Notice d6, Stealth d6
Special Abilities
● Bite/Claws: Str+d6, Heavy Weapon, as a limited free action the Saqu can initiate a
grapple.
● Flight: Pace 16.
● Keen Sight: The character gains +2 to Notice rolls related to vision.
● Size 7 (Large): Saqu are up to 15 feet tall with a 30 foot wingspan when fully grown.
Saqu can take one additional Wound before being Incapacitated.
Satyr, Gnarlhorn
Attributes: Agility d8, Smarts d10 (A), Spirit d8, Strength d12, Vigor d10
Skills: Athletics d10, Fighting d8, Notice d6
Special Abilities
Satyr, Shadowhorn
Replace the Stench Special Ability with the Leaper Special Ability.
Scylla Flock
Attributes: Agility d8, Smarts d8 (A), Spirit d8, Strength d6, Vigor d8
Skills: Fighting d4, Notice d8, Stealth d8
Special Abilities
● Bite: Scylla deal 2d4 damage to each creature inside the template at the end of their
turn. This damage is to the least armored location on each creature.
● Dead Memory: If the flock consumes the corpse or an intelligent creature it gains the
ability to speak in the creature’s voice and the creature's Smarts, Skills, Powers, and
current Power Points for one week. The flock does not regain any Power Points spent.
● Fearless: Scylla flocks are immune to Fear and Intimidation.
● Flight: Pace 8.
● Immunities: Disease, empathy, paralysis, poison, and Stunned. Cannot be grappled,
knocked prone, or Bleed Out. Does not eat or sleep.
● Size 0: Large Blast Template.
● Night Vision: Ignore all penalties for Illumination.
● Poison (Mild)
● Split: When the Scylla flock takes a Wound, it will split into two Medium Blast Template
swarms. Medium Blast Template swarms that take a Wound are Incapacitated.
● Swarm: +2 to recover from being Shaken, Parry +2. Swarms are composed of many
small creatures, so cutting and piercing weapons do no real damage. Area effect
attacks work normally, and a character can stomp to inflict his damage in Strength each
round.
● Unnatural Creature: +2 Toughness
Sepulchral Lurker
Attributes: Agility d8, Smarts d12 (A) , Spirit d6, Strength d12+1, Vigor d12+1
Skills: Fighting d10, Notice d8, Stealth d8
Special Abilities
Slicer-Dicer
Attributes: Agility d8, Smarts d8 (A), Spirit d8, Strength d8, Vigor d6
Skills: Athletics d4, Fighting d8, Notice d6, Stealth d4
Special Abilities
● Ain’t It Heavy: Slicer-Dicer’s attacks count as heavy weapons and are magical.
● Armor +4: Heavy Armor.
● Bonded: Does not receive bennies; does not roll a Wild Die on Trait rolls unless
controlled by a warcaster.
● Built for War: -4 to Called Shots to ignore the Slicer-Dicer’s Heavy Armor.
● Construct: +2 to recover from being Shaken; ignores 1 point of Wound penalties; does
not breathe or suffer disease or poison.
● Cortex: Aurum-grade (Cryxian equivalent).
● Fearless: Steamjacks are immune to Fear and Intimidation.
● Size 2: Slicer-Dicer is 6’ tall and weighs 5,200 lbs.
● Steam Power: Requires fuel to operate; 18 hours of general use; 3 hour of combat.
● Vulnerability (Water): If submerged or water is poured in the boiler the steamjack is
immediately Incapacitated.
Skigg
Attributes: Agility d6, Smarts d6 (A) , Spirit d4, Strength d4-3, Vigor d8
Skills: Fighting d4, Notice d6, Stealth d6
Edges: —
Special Abilities
● Bite: Str+d4.
● Deadly Diet: A skigg can eat one pound of blasting powder as an action. Skiggs are full
once they have eaten two pounds of blaster powder, but can consume up to 10 pounds
in a day.
● Night Vision: Ignore all penalties for Illumination.
● Powder Keg: When Shaken or Wounded, a skigg full from eating blasting powder must
make a Vigor roll or explode, dealing 2d6 damage in a Medium Blast Template centered
on the skigg.
● Size -3 (Very Small)
⚙ Sovox the Resurrector
Attributes: Agility d4, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Athletics d4, Common Knowledge d6, Fighting d6, Notice d6, Persuasion d6, Repair d8,
Stealth d4
Gear: Vice Claw (Damage Str + d6, Reach 1, can initiate and maintain a grapple using Fighting
instead of Athletics)
Special Abilities
● Echo: Damage Str+d8, Reach 1, Parry +2, 10 Power Points - can cast any spell cast in
the wielder’s Command Range in the previous round by spending points from its own
pool, but using the original caster’s skill die.
● Experienced ‘Jack Marshal: While a steamjack is in their Command Range, Sovox can
provide one of the following benefits:
○ Crush: The steamjack gains +1 to attack rules during its turn.
○ Hurry: The steamjack can run without suffering a -2 penalty to all other actions.
● Master Necrotech: Sovox can use repair in combat on any Construct or Undead
character at -2.
● Undead: +2 Toughness; +2 to recover from being Shaken; no additional damage from
Called Shots; ignores 1 point of Wound penalties; doesn’t breath; immune to disease
and poison.
Spine Ripper
Attributes: Agility d8, Smarts d10 (A) , Spirit d8, Strength d12+1, Vigor d12+1
Skills: Fighting d8, Notice d8, Stealth d6
Edges: Charge
Special Abilities
Tatzylwurm, Black
Attributes: Agility d8, Smarts d8 (A) , Spirit d8, Strength d10, Vigor d12
Skills: Athletics d8, Fighting d8, Notice d6, Stealth d8
Edges: —
Special Abilities
Tatzylwurm, Painted
Attributes: Agility d8, Smarts d8 (A) , Spirit d8, Strength d12+1, Vigor d12
Skills: Athletics d10, Fighting d10, Notice d8, Stealth d8, Survival d8
Edges: —
Special Abilities
● Aquatic: Painted tatzylwurms can breath in both air and water and swim at Pace 8.
● Armor +3: Thick scaly hide.
● Bite: Str+d6.
● Breath Weapon: Damage 3d6, heat hazard, Stream Template.
● Fearless: Painted tatzylwurms are immune to Fear and Intimidation.
● Immunity: Poison and Stunned.
● Innate Powers: Minor stun (Kaleidoscopic Scales, all creatures within 2” of the painted
tatzylwurm at the end of its turn).
● Night Vision: Ignore all penalties for Illumination.
● Resilient: Painted tatzylwurms can take one Wound before becoming Incapacitated.
● Size 2
Tatzylwurm, Pale
Attributes: Agility d10, Smarts d8 (A) , Spirit d8, Strength d12+2, Vigor d12+1
Skills: Athletics d12, Fighting d10, Notice d8, Stealth d8, Survival d8
Edges: Frenzy
Special Abilities
●
● Armor +4: Thick scaly hide.
● Bite: Str+d8, Heavy Weapon.
● Breath Weapon: Damage 4d6 acid, Heavy Weapon, Stream Template.
● Burrow: Pace 2.
● Fear (-1): Frightful presence.
● Fearless: Pale tatzylwurms are immune to Fear and Intimidation.
● Immunity: Acid and poison.
● Night Vision: Ignore all penalties for Illumination.
● Semi-Aquatic: Pale tatzylwurms can swim at Pace 8.
● Size 3
● Very Resilient: Painted tatzylwurms can take two Wounds before becoming
Incapacitated.
Tatzylwurm, Viper
Attributes: Agility d10, Smarts d8 (A) , Spirit d8, Strength d6, Vigor d6
Skills: Athletics d6, Fighting d6, Notice d6, Stealth d8, Survival d6
Edges: —
Special Abilities
Thornwood Mauler
Attributes: Agility d6, Smarts d4 (A) , Spirit d6, Strength d12+4, Vigor d12+3
Skills: Athletics d6, Fighting d8, Notice d10
Special Abilities
Thralls
Thrall, Risen
Attributes: Agility d4, Smarts d6 (A) , Spirit d4, Strength d6, Vigor d10
Skills: Fighting d4, Notice d4
Edges: —
Special Abilities
● Claws: Str+d4.
● Night Vision: Ignore all penalties for Illumination.
● Pack Tactics: Risen apply the Gang-Up Bonus from fellow risen to both hit and damage
rolls.
● Undead: +2 Toughness, +2 recover from Shaken, ignores additional damage from
Called Shots, ignores one point of Wound penalties. Immune to disease and poison.
Does not eat, breathe, or Bleed Out.
Thrall, Warrior
Attributes: Agility d6, Smarts d8 (A) , Spirit d4, Strength d10, Vigor d10
Skills: Fighting d6, Notice d6
Edges: —
Special Abilities
Thrullg
Attributes: Agility d6, Smarts d6 , Spirit d8, Strength d12, Vigor d10
Skills: Athletics d8, Fighting d6, Notice d6, Stealth d6
Special Abilities
● Aquatic: Thrullg can breath in both air and water and swim at Pace 6.
● Armor (+2): Rubbery hide.
● Camouflage (Water): See the Savage Worlds Fantasy Companion.
● Claws: Str + d6
● Innate Powers: Minor dispel (Blackout Pulse, Anti-Magic Field Power Modifier), minor
drain Power Points (Absorb Magic, grappled targets only and heals one of the thrullg’s
Wounds), minor locate (Magic Sense, all magic items within 100 feet).
● Night Vision: Ignore all penalties for Illumination.
● Resilient: Thrullg can take one Wound before becoming Incapacitated.
● Size 2
● Tentacle Bite: Str+d4, Reach 1, can initiate a grapple as a Limited Free Action.
⚙ Totem Hunter
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10, Vigor d10
Skills: Athletics d10, Fighting d12, Notice d8, Stealth d10, Survival d10
Gear: Kelkax (Str+d8+2, Reach 1, barbed), scale armor (+3 Armor), medium shield (+2 Parry, -2
Cover).
Special Abilities
● Cry of the Hunter: Once per encounter, a totem hunter can Test with Intimidation.
Any character that can hear the totem hunter’s shrill, booming cry and fails the Test
must roll on the Fear table.
● Fearless: Totem hunters are immune to Fear and Intimidation.
● Innate Power: Fear (Spirit, shrill booming cry targeting a single creature).
● Leaping: Totem hunters can leap 8” vertically and 16” horizontally. When not restricted
from leaping, a totem hunter’s Wild Attacks cause +4 damage instead of +2.
● Low Light Vision: Ignore penalties for Dim and Dark Illumination.
● Semi-Aquatic: Totem hunters can swim at Pace 4.
Trolls
All Trolls have the following Special Abilities:
Troll, Common
Attributes: Agility d6, Smarts d10 (A), Spirit d6, Strength d12+1, Vigor d12+1
Skills: Athletics d8, Fighting d8, Notice d6, Survival d6
Pace: 6; Parry: 6; Toughness: 13 (3)
Special Abilities
Troll, Dire
Attributes: Agility d6, Smarts d8 (A) Spirit d6, Strength d12+3, Vigor d12+3
Skills: Athletics d8, Fighting d10, Notice d6, Survival d8
Special Abilities
Troll, Night
Attributes: Agility d6, Smarts d12 (A), Spirit d6, Strength d12+2, Vigor d12+1
Skills: Athletics d8, Fighting d8, Notice d6, Survival d6, Stealth d6
Troll, Pyre
Attributes: Agility d6, Smarts d12 (A), Spirit d6, Strength d12+2, Vigor d12+1
Skills: Athletics d8, Fighting d8, Notice d6, Survival d8
Edges: Frenzy
Special Abilities
Troll, Slag
Attributes: Agility d6, Smarts d10 (A), Spirit d6, Strength d12+3, Vigor d12+1
Skills: Athletics d8, Fighting d8, Notice d6, Survival d6
Troll, Swamp
Attributes: Agility d8, Smarts d12 (A), Spirit d8, Strength d12+2, Vigor d12+1
Skills: Athletics d8, Fighting d8, Notice d6, Survival d8
Special Abilities
Troll, Winter
Attributes: Agility d6, Smarts d10 (A), Spirit d8, Strength d12+2, Vigor d12+1
Skills: Athletics d8, Fighting d10, Notice d8, Survival d8
Special Abilities
Vektiss
Attributes: Agility d12, Smarts d8 (A), Spirit d8, Strength d10, Vigor d6
Skills: Athletics d8, Fighting d8, Notice d6, Stealth d10, Survival d8
Edges: —
Special Abilities
● Armor +1: Insectoid carapace.
● Bite: Str+d6
● Egg Detection: Vektiss are +2 on Survival rolls to track a vektiss larva or any character
or creature implanted with a vektiss egg.
● Poison: Mild.
● Shadow Stealth
● Spawn Progeny: Characters Incapacitated by a vektiss are implanted with one egg.
After two days, the character suffers a level of Fatigue. On the third day, the character
must make a Vigor roll at -2. Success and the character is Exhausted. Failure means the
character is paralyzed and egg hatches. The host character takes 2d6 damage per
round as the hatched vektiss begins to feed. The egg or a hatched larva can be
removed with a successful Healing roll made at -2.
● Sunlight Sensitivity: Vektiss suffer -2 to attack and skill rolls when in direct sunlight.
● Wall Walker
Warpwolf, Feral
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+1, Vigor d10
Skills: Athletics d8, Fighting d10, Notice d8, Stealth d10, Survival d8
Special Abilities
Widow Bear
Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d12+1, Vigor d10
Skills: Athletics d8, Fighting d8, Notice d6, Survival d8
Special Abilities
● Armor +3: Thick hide and fur.
● Blood Berserker: Widow bears go berserk (per Berserk Edge) when a Wounded
character is within a Large Blast Template centered on the widow bear.
● Bite/Claw: Str+d8, Heavy Weapon.
● Keen Senses: Widow bears are +2 on Notice rolls involving sight or smell.
● Low Light Vision: Ignore penalties for Dim and Dark Lighting.
● Resilient: Widow bears can take one Wound before becoming Incapacitated.
● Size 3
Wolds
All wolds have the following special abilities:
● Ain’t it Heavy: Wolds are constructs of magically enhanced stone and wood. All
attacks from a wold are considered to be both from a Heavy Weapon and Magical. All
wolds have Heavy Armor.
● Construct: +2 to recover from being Shaken; ignores 1 point of Wound penalties; does
not breathe or suffer from disease or poison.
● Fearless: Wolds are immune to Fear and Intimidation effects.
● Immunity: Fatigue, paralysis, and psychic.
● Mindless: Immune to puppet, Intimidation, Taunt, and any attempt to manipulate it by
Testing its Smarts.
Wold Guardian
Attributes: Agility d4, Smarts d6 (A), Spirit d10, Strength d12+2, Vigor d12+1
Skills: Athletics d10, Fighting d10, Notice d8
Special Abilities
Woldwarden
Attributes: Agility d6, Smarts d6 (A), Spirit d10, Strength d12+1, Vigor d12+1
Skills: Athletics d10, Fighting d8, Notice d8
Edges: Frenzy
Special Abilities
Woldwatcher
Attributes: Agility d8, Smarts d6 (A), Spirit d10, Strength d12, Vigor d12+1
Skills: Athletics d10, Fighting d8, Notice d8, Survival d8
Edges: Frenzy
Special Abilities
Wold Wight
Attributes: Agility d8, Smarts d6 (A), Spirit d10, Strength d8, Vigor d12
Skills: Athletics d6, Fighting d8, Notice d6, Survival d6
Edges: Frenzy
Special Abilities
Woldwyrd
Attributes: Agility d12, Smarts d6 (A), Spirit d8, Strength d4, Vigor d12+1
Skills: Notice d8, Survival d6
Special Abilities