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MONSTERS OF YSPERIA

Beholders (WC)
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d10, Vigor d10
Skills: Fighting-d8, Intimidation-d10, Shooting-d12, Notice d12+1
Parry: 6, Pace: 5" Flying; Toughness: 12 (3)

Special Abilities:
Size +2
Armor +3
Anti-Magic Eye: The beholder's large central eye projects a cone of anti-magic which prevents all
spellcasting, automatically dispels existing spells and causes all magical items and constructs to stop
functioning until removed from the area. This includes the beholder's eye beams.
Level-Headed: Beholders draw two cards and act on the best.
Eye Beams: The beholder has 10 eye beams, all of which have a range of 6/12/24. Only 4 beams can be
directed at a single target. If the Beholder hits with a raise the victim suffers a -2 to resist the power.
 Puppet: As the Power, 10 minute duration.
 Telekinesis: As the power, lasts indefinitely so long as the eye remains focused on the target.
 Sleep: Make a Spirit roll or fall unconscious. Lasts 10 minutes or until forcibly awoken.
 Flesh To Stone: Resisted with Vigor, if the target fails make a hit location. Torso or head hits
inflict complete petrification, limbs hit will only petrify the body part (making it unusable).
 Disintegrate: Inflicts 1d10 damage, plus 1d10 for every raise on the shooting roll. Ignores armor
and anyone Incapacitated is turned to dust without a chance to make an Incapacitation roll.
 Fear: As the Power.
 Slow: As Sluggish Reflexes.
 Pain Beam: Inflicts 3d6 damage, 4d6 on a Raise.
 Death: Target must make a Vigor roll or become Incapacitated (rolling Vigor again to see if they
survive).
 Paralyze: The target must make a Spirit roll become Paralyzed for 5 turns.

Drow
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d6 , Vigor d6
Skills: Climbing d6, Fighting d8, Guts d8, Notice d8, Shooting d10, Stealth d8, Survival d8, Tracking d8
Pace: 6; Parry: 6; Toughness: 7 (2)
Hindrances: Outsider
Edges: Ambidextrous, Two-Fisted, Combat Reflexes, Marksman, Woodsman
Treasure: Meager per 3 warriors
Gear: Chitin armor (+2), Drow long knife (Str+d6 or Range: 3/6/12, Damage: Str+d6), Xen'drik
boomerang (Range: 4/8/16, Damage: Str+d6)

Special Abilities
● Darkness: Drow can create an aura of magical darkness using the obscure power. They have 5
Power Points usable solely for this power. These Power Points recharge at a rate of 1 per hour and
are unaffected by Rapid Recharge; Power Points from other sources cannot be used with this
power. Drow use Smarts as their arcane skill for this power.
● Low-light vision: Drow ignore penalties for Dim and Dark lighting.
● Outsider: Drow have the Outsider Hindrance.

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